Chubbs McGee
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Topic, also pathfinder chronicler is it any good at all? If so what's the most optimal way to build one? Thanks in advance.
I would probably go with a straight wizard build. The base classes in PRG reward players who stick with the class until higher levels. (OK, people may dispute that claim). Also, what school would you be interested in specialising in?
The Loremaster and the Pathfinder Chronicler did not knock my dice off the desk! Again, faced with those two options, I would stick with wizard only. In fact, I would like the opporunity to build a cleric/wizard/mystic theurge.
Carbon D. Metric
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Strait wizard then. Keep in mind wizard is no longer a damage specialist, and really trying to play the evoker of doom is more than likely just going to frustrate you.
Wizards are better played as battlefield control specialists and buffers. You prepare you stock spells you are going to be relying on during combat like web, flaming hands, mage armor, a couple wall spells etc. and you make scrolls for everything else, spider climb, detect secret doors, you name it.
Summoning a few weenie monsters can also do wonders for your combat situation as well, that little spider or celestial dog can help poison, trip and flank your opponents so the rogue can tear into them.
You may want to look at this if you are looking to optimize.
| Estrosiath |
Strait wizard then. Keep in mind wizard is no longer a damage specialist, and really trying to play the evoker of doom is more than likely just going to frustrate you.
Wizards are better played as battlefield control specialists and buffers. You prepare you stock spells you are going to be relying on during combat like web, flaming hands, mage armor, a couple wall spells etc. and you make scrolls for everything else, spider climb, detect secret doors, you name it.
Summoning a few weenie monsters can also do wonders for your combat situation as well, that little spider or celestial dog can help poison, trip and flank your opponents so the rogue can tear into them.
You may want to look at this if you are looking to optimize.
That's pretty wrong. You can still play the evoker of doom; but since Pathfinder is more balanced (and hit points have gone up, one way or the other), you will not be as effective - IF you ONLY use Pathfinder products. If you also use products coming from the 3.5 you can still do way too much damage way too easily.
Evokers become better later on, since there is a general lack of feats that wizards can use to increase their damage or improve their abilities without sacrificing higher level slots (as opposed to melee or ranged fighters using weapons). But then again, fireball at 5th still remains a staple of softening up large groups of enemies.
To be honest, Loremaster is more of a rp choice: the evoker's abilities (even "intense spells") really don't do that much to improve your damage to the point where you want to stick with wizard because your damage potential will be that much better. You can do either, it's not really going to matter.
If you want to do massive damage, you're better off just doing a sorcerer.
Carbon D. Metric
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That's pretty wrong. You can still play the evoker of doom; but since Pathfinder is more balanced (and hit points have gone up, one way or the other), you will not be as effective - IF you ONLY use Pathfinder products. If you also use products coming from the 3.5 you can still do way too much damage way too easily.
...
If you want to do massive damage, you're better off just doing a sorcerer.
Um... no, it's not. And I never assume that someone is going to allow 3.5 splat material since it is generally self defeating to be playing pathfinder which sought to put an end to the endless cycle of powercreep that took hold during that era. Of course you can still build a crazy 3.5 blaster of doom... if you are still playing 3.5, yes PFRPG is still 3.5 "compatible" but at a certain point you have to realize that it antiquates all that material and that bit is only a good bit of marketing.
And the bit about sorcerers being better blasters... that doesn't make any sense, they don't get anything fancier than wizards do, other than more spells per day.
I apologize if it comes off as offensive but your advice is just... bad and uninformed.
| SurgeonIII |
Strait wizard then. Keep in mind wizard is no longer a damage specialist, and really trying to play the evoker of doom is more than likely just going to frustrate you.
Wizards are better played as battlefield control specialists and buffers. You prepare you stock spells you are going to be relying on during combat like web, flaming hands, mage armor, a couple wall spells etc. and you make scrolls for everything else, spider climb, detect secret doors, you name it.
Summoning a few weenie monsters can also do wonders for your combat situation as well, that little spider or celestial dog can help poison, trip and flank your opponents so the rogue can tear into them.
You may want to look at this if you are looking to optimize.
I've seen that guide. Infact that's one of the reasons why I made this topic. It says the loremaster is probably better than straight wizard. I wanted multiple opinions.
| Zombieneighbours |
Look. There is no such thing as optimisation, there is only specialisation. You can'optimise your character to hell and back, but all your really doing is making your character more vulnerable to the characters weaknesses and gaining additional power for doing so. The only reason it seems your getting more powerful, is because your DM isn't pushing back at the right places, i.e. those weak points.
Over-specialise and you breed in weakness. It is specialises which fall to extintion first when ecologies are disrupted, and it is specialist characters which fail first when games change direction.
| Estrosiath |
Estrosiath wrote:That's pretty wrong. You can still play the evoker of doom; but since Pathfinder is more balanced (and hit points have gone up, one way or the other), you will not be as effective - IF you ONLY use Pathfinder products. If you also use products coming from the 3.5 you can still do way too much damage way too easily.
...
If you want to do massive damage, you're better off just doing a sorcerer.
Um... no, it's not. And I never assume that someone is going to allow 3.5 splat material since it is generally self defeating to be playing pathfinder which sought to put an end to the endless cycle of powercreep that took hold during that era. Of course you can still build a crazy 3.5 blaster of doom... if you are still playing 3.5, yes PFRPG is still 3.5 "compatible" but at a certain point you have to realize that it antiquates all that material and that bit is only a good bit of marketing.
And the bit about sorcerers being better blasters... that doesn't make any sense, they don't get anything fancier than wizards do, other than more spells per day.
I apologize if it comes off as offensive but your advice is just... bad and uninformed.
Yes, because having more spells per day when you're a blaster really isn't useful right? /rolleyes
If you want your caster to be the main damage dealer of the group, using only magic, then sorcerer is the way to go. Half-Orc sorcerer with the AGP variant and using fire spells. If you use the wizard as it is, although you are more versatile every day when compared to the sorcerer, if perchance you reach an encounter where you just need to blast and blast until it falls down, if you memorized the wrong spells, you're done for.
| BenignFacist |
Look. There is no such thing as optimisation, there is only specialisation. You can'optimise your character to hell and back, but all your really doing is making your character more vulnerable to the characters weaknesses and gaining additional power for doing so. The only reason it seems your getting more powerful, is because your DM isn't pushing back at the right places, i.e. those weak points.
Over-specialise and you breed in weakness. It is specialises which fall to extintion first when ecologies are disrupted, and it is specialist characters which fail first when games change direction.
READ
AND
TAKE
NOTE
..a party comprised of well balanced characters also fairs better when a 'critical' element falls/fails..
Redundancy people! Think redundancy! [http=http://en.wikipedia.org/wiki/Redundancy_(engineering)] Redundancy [/http]
*shakes fist*
| BenignFacist |
Look. There is no such thing as optimisation, there is only specialisation. You can'optimise your character to hell and back, but all your really doing is making your character more vulnerable to the characters weaknesses and gaining additional power for doing so. The only reason it seems your getting more powerful, is because your DM isn't pushing back at the right places, i.e. those weak points.
Over-specialise and you breed in weakness. It is specialises which fall to extintion first when ecologies are disrupted, and it is specialist characters which fail first when games change direction.
READ
AND
TAKE
NOTE
..a party comprised of well balanced characters also fairs better when a 'critical' element falls/fails..
Redundancy people! Think redundancy! Redundancy
*shakes fist*
| Chuck Mount |
Sorry, but I have to disagree that a wizard is limited to controlling the battlefield and not a main damage dealer.
In my Sunday game (we only use Pathfinder products), I'm playing a conjurer. I had to make a heavy-hitter because that group is all about fighting and killing (*sigh*). The character I made before this one was all about role-play (he was working towards Pathfinder Savant) and wasn't very effective in combat... and was killed. Nobody missed him. So, I made a conjurer (not an evoker, even though that would do even more damage. I chose conjurer for the instant traveling abilities and spells) with a lot of evocation spells. The party loves this character because of the empowered fireballs... and now the empowered / selective fireball since the Advanced Player's Guide. Also, the empowered MM. Hungry Pit is a great one, too which can also control the battlefield.
The great thing about wizards (as opposed to Sorcerers) is their versatility. They can control the battlefield one day, then deal out massive damage the next. And, during down time, they can do research, scry on someone far away or have a host of unseen servants clean the house. :)
Now, there are some instances where a wizard is not an effective damage dealer... as in fighting a golem. Then again, every class has their limitations. You pit a grappling monk or fighter against a flying "anything" with range, and their screwed.
All-in-all, a wizard is able to deal a lot of damage, if you build it that way.
As a side note, I am still able to make a good role-play character out of it despite the mindless carnage that follows our group everywhere. He loves bouncing around the battlefield with dimension hop, Shift, and dimension door spells.... confusing the enemy and hitting them from unexpected locations.
| Chuck Mount |
That said...
I like the idea of a "scholarly-type". If you're looking for good role-play and general effectiveness (not a damage specialist, but still able to deal some damage), the Loremaster is a very good choice... In my opinion.
You will know just about anything the party needs to know. That can be a huge asset.
As I mentioned before, my previous character was more role-play. He saved their butts a couple of times because I knew how to defeat a certain creature or how to open a gate... or even use a magic boat (that required a lot of Use Magic Device ability) to get off an island.
You basically need to reach your own conclusion about this. It depends on what you want to play, what kind of game your GM runs and what kind of group you're in.
| pad300 |
Well, look at the tradeoffs.
The top 10 levels of wizard (assuming favored class)
10d6 hp,
10 levels of good will, bad ref, bad fort saves, bad BAB advancement
Full spellcasting,
20 + 10*Int bonus skill ranks
Familiar advancement
capstone from school specialization
2 bonus feats (15, 20)
10 hp or 10 Skill ranks (favored class bonus)
10 Levels of Loremaster
10d6 hp,
10 levels of good will, bad ref, bad fort saves, bad BAB advancement
Full spellcasting,
20+10*int skill ranks
Lore, Greater Lore, True Lore
2 Bonus Languages
20 more skill ranks (and a bunch of skills added to your trained list for a +3 bonus: Diplomacy, Handle Animal, UMD, Heal, Perform)
5 Secrets
to qualify had to acquire 3 metamagic/item creation feats,and skill focus {Knowledge} -note that this essentially comes down to spend 1 feat, 99% of wizard builds have the other qualifications by 10th level
The non-italized bits are the same. Familiar advancement and the 20th level school capstones, Lore, Greater Lore, and the skill ranks are typically pretty minor. 5 Secrets and True lore vs 2 bonus feats, 10 hp and a 1 feat entry cost.
Secret Health = Toughness > 10 hp
Secret Applicable Knowledge = Bonus Feat = 1 feat entry cost
Secret The Lore of True Stamina = Great Fortitude ~ 1 Bonus Feat
Secret Secret Knowledge of Avoidance = Lightning Reflexes ~ 1 Bonus Feat
1 Secret and True Lore left over...
| meatrace |
There is not a single PrC in the Core Rulebook that is worth using from an optimization standpoint, other than silly stuff like "what's the highest strength I can get".
It depends what you're optimized FOR. I will agree that by and large the core PrCs are now more flavor and less crunch. Arcane Archer is a very solid class, even for straight Bards, and Loremaster is crazy good if you're okay giving up higher level school powers, many of which are unimpressive.