Sean FitzSimon |
I've been playing in this campaign for over a year now, and I'm on my third character. The first was a necromantic cleric that I chose to drop because everyone kept trying to relegate me to the Healer role and I wanted to take a proactive approach to gaming. I got frustrated and decided that my friendship with these people was worth more than my character- so I dropped him. I replaced him with an Archer bard who was killed in his first session. In my frustration I decided to play a Wizard. I'm a big fan of arcane casters, and I'd played a wizard (3.5) for two and a half years just 2 campaigns ago. I really enjoyed it then.
I've been playing my wizard, Naveck, for 4 months now and I absolutely hate him. The pathfinder wizard, as new and evolved as it is, ends up playing exactly the same as the 3.5 wizard. Naveck is an Air Elementalist Wizard, level 10, and plays the standard role: stand back, debuff, crowd control, buff allies. It's a successful strategy to be sure, but it's exactly what I was doing with the previous character. I'm so bored and frustrated that I want to quit. But I can't. I need to salvage this character and make him something I want to play. The DM has invested a lot in our group and each character, including personal ties to his campaign & groovy bonuses. I don't want to throw away his hard work by tossing up my hands at this character. What I'd like to do instead is choose a new way to develop him, probably with a good bit of retconning.
What I'm currently playing with is a Half-Elf Air Elementalist Wizard. He's level 10. I don't have the character sheet in front of me, but if I recall his stats are Str 10 / Dex 18 / Con 16 / Int 24ish / Wis 13 / Cha 16. His feats don't matter much, but they include toughness, improved initiative, & skill focus (Use magic item). We use a very high powered stat rolling system to make up for the more limited access to magic items.
Our party is made up of the following: Barbarian, Fighter, Sorcerer (Blaster type), Warlock (3.5), & an NPC healer type.
The campaign will play out to 20, maybe even a bit longer, but usually they die at 20. I don't want to go to my DM with a new character and ask to swap him out. Yes, I can do that, but I really don't want to. I want to modify this character into something that plays differently from a standard Wizard and still maintains his basic identity (wizardy half-elf). My DM is a very reasonable guy. I'd probably be able to retcon up to 2-3 levels, and several feats. I'd also probably be able to swap around my stats to accommodate a new build.
I've got fairly open access to most 3.5 stuff, so that's also on the table. My last character was a loremaster style character, so I'd like to avoid that. Also, we play in White Wolf's Scarred Lands, so Mystic Theurges are basically no go.
I really appreciate any advice anyone can offer.
Doc Cosmic |
How about a spy.
The next character I am planning sounds really close to something you want.
Wizard 8/Rogue 1/Mastery Spy 1/ Arcane Trickster 10. Take the Magical Knack trait, and your CL is 20, 9th level spells, +7d6 damage on sneak attacks, with a host of special abilities, including all of the ones you get from being a wizard.
With your dex and cha, you will have great spy skill bonuses, and this build actually ends up with MORE skill points than a bard of the same level. Your attack bonus stinks, but hey, nothing point blank shot and touch rays can't fix. This will also add a new depth to your character since it brings in political intrigue, appropriation of information on figures with power or perhaps acquisition of power for yourself. Not to mention you can start getting fun side quests, like...sleeping with the queen (if you have the invisibility/stealth/and charisma to pull it off)
Spice up your life sometimes with some damage spells. Wizards are indeed awesome BFC, but a bit of recreational blasting can go a long way towards making you like your character a lot more. If you are always throwing out black tentacles, then your character becomes a boring 1-2-3 character. Change it up a bit.
The final take home of this is: Every class is boring as hell to play, if you only play the mechanic. This is especially true of casters, who have a deceptively LARGE spell list, from which only a few spells are worth having. So, you need to infuse a character with a personality, and then build out the personality, be it a spy, sage, performer, rabble-rouser, advisor, pastry-connesoir (I loved this character), etc etc etc
Oliver McShade |
Sounds like you want something risker....Like a close combat wizard.
I see you Have Toughness (+1 hp/level), Improved initiative.
Might look at Combat Casting +4 bonus to concentration checks, or Dodge for +1 to AC which then leads to Mobility +4 AC vs attack of opportunity from movement.
Take another look at first level spells: Mage Armour +4 Armor (last 1hour/level), Shield +4 shield bonuse (last 1 minute/level), added to your Dex bonus of +4 would give you AC 12.
Take another look at second level spells: Protection from arrows if you find that your being targeted by ranger alot. Resist energy for energy damage if you know your going to face that type. Blur give you a 20% miss chance. Alter Self when small size give a +2 to Dex (aka +1 AC), and small size (+1 AC, +1 attack rolls, -1 penalty to CMB & CMD). Cat's Grace give you +4 Dex (aka +2 AC).
....................
Not saying this is the best or safest way to go, but if your tired of standing in back, and want to be up front more, these are just some options.
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Other spells from other classes can also help: (or magic items based of these spells): which stack with your first level armor spells.
2nd level Druid = Barkskin = +2 Natural Armor bonuse / +1 per ever 3 level above 3rd) (10 min/level duration).
2nd level cleric = Shield of Faith = +2 Defection bonus / 6 level (1 min/level duration).
3rd level Cleric = Magic Vestment = +1 enchantment bonus / 4 level (Can be cast on normal cloths (1hour/level duration), so it would work with Mage Armor.
....................
Anyway some ideas at least.
Jess Door |
Another option might be transforming your character into a witch. Witches are very similar to wizards, but the hex mechanic might be a bit more interesting.
The first thing I would do is talk with the DM. Let him know what your frustrations are, and assure your DM that it has nothing to do with his DMing - just a little boredom with the character type. If you explain that you would like to roleplay a transformation from a bookish wizard to a witch, a good DM will likely work with you to allow it.
Mechanically you're going to lost school powers and gain a familiar and hexes. You're still an intelligence based caster, your save DCs and such won't change much. Your spell list changes a bit...but the gaining and losing of spells in your spellbook/familiar can be roleplayed relatively well too.
Imagine your party's shock when you nonchalantly throw your spellbook in the fire when the party's in need of campfire fuel! And when you suddenly have this fiendishly intelligent pet following your around. When you walk up to your injured buddy and heal his wounds, and when giving and enemy the stink eye actually makes them stumble and miss their blow!
check out the witch class and talk with your DM - it's another possibility that might appeal to you.
Dreaming Psion |
How about a spy.
The next character I am planning sounds really close to something you want.
Wizard 8/Rogue 1/Mastery Spy 1/ Arcane Trickster 10. Take the Magical Knack trait, and your CL is 20, 9th level spells, +7d6 damage on sneak attacks, with a host of special abilities, including all of the ones you get from being a wizard.
With your dex and cha, you will have great spy skill bonuses, and this build actually ends up with MORE skill points than a bard of the same level. Your attack bonus stinks, but hey, nothing point blank shot and touch rays can't fix. This will also add a new depth to your character since it brings in political intrigue, appropriation of information on figures with power or perhaps acquisition of power for yourself. Not to mention you can start getting fun side quests, like...sleeping with the queen (if you have the invisibility/stealth/and charisma to pull it off)
Spice up your life sometimes with some damage spells. Wizards are indeed awesome BFC, but a bit of recreational blasting can go a long way towards making you like your character a lot more. If you are always throwing out black tentacles, then your character becomes a boring 1-2-3 character. Change it up a bit.
The final take home of this is: Every class is boring as hell to play, if you only play the mechanic. This is especially true of casters, who have a deceptively LARGE spell list, from which only a few spells are worth having. So, you need to infuse a character with a personality, and then build out the personality, be it a spy, sage, performer, rabble-rouser, advisor, pastry-connesoir (I loved this character), etc etc etc
Some good ideas here. Also, as an air elementalist, it looks like there are a few good spells on your list that might aid in the spy role (gaseous form for covert operations, fly/overland flight for accessing hard to reach spots, suffocation for more subtle kills). Although illusion and enchantment might also fall into crowd control, it's another thing you might consider here too.
Summoning is one thing you didn't mention, so summoning elementals is perhaps one option if you didn't explore it. However, you have two up front fighters and two blasters already, so summoning may be redundant. Of the roles you are missing, it seems like the rogueish one is the only one that is going unfilled.
More importantly though, it might help to know more about your old wizard. Wizards can cover a lot of ground, so what was your previous wizard and his specialies like? What elements here would you specifically like to avoid repeating the most?
Sean FitzSimon |
This is some really solid advice so far, guys. I appreciate it a lot!
To explain my last wizard, he was a conjurer who focused on summoning (which is gimped in Scarred Lands, btw), crowd control, and had an amazing knowledge skill set. My last wizard's crowd control focused heavily on summoning walls, clouds, and debuffing enemies with things like Black Tentacles & Slow. His barred schools were enchantment & necromancy.
PoorWanderingOne |
Another voice for the rogue idea.
Air elementist/rogue is a very good combo. Very fun to play but remember the wand of protection from arrows. You will spend a great deal of time in the air.
also
Alchemist/rouge for some nice poison and buffs. The mutagens and bombs are just gravy here.
or
Witch. Let the sorcerer deal with the minions you will focus on removing the big bad.
Random ideas
~will