Character idea for game


Advice


We're starting a new game at level 5, I've already got my regular character done, but I had an idea for making a useless but useful wizard.

Wizard:
Race - Dwarf
Class - Wizard (Universalist atm)

Stats:
Str 10
Dex 16
Con 19
Int 13
Wis 11
Cha 11

Skills:
Knowledge - Arcana +9; Knowledge - Engineering +9; Linguistics +9; Spellcraft +9

Feats:
Scribe Scroll; Improved Familiar; Deepvision; Quick Draw; Point Blank Shot; Precise Shot; Craft Wand

Spells:
1st Level - Protection from Evil, Grease, Burning Hands, Sculpt Corpse, Ray of Enfeeblement, Magic Missile
2nd Level - Protection from Arrows, Acid Arrow, Create Pit, Scorching Ray
3rd Level - Pain Strike, Beast Shape I

House Rule - Give up ability bonus for two feats, cannot do it twice in a row.

Currently no equipment, but will likely craft a couple of wands. Saves are low vs his spells, but ah well.

Thoughts? Suggestions?


Call me daft, but don't Wizards need a load of Intelligence? It determines what spells they can cast and the saves of those spells. Assuming that 19 is from the Dwarf's bonus to CON, I'd put the 17 in INT, you'd still have 15 for CON which is pretty decent for a caster. Your Knowledges would benefit more from it as well.


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Mahorfeus wrote:
Call me daft, but don't Wizards need a load of Intelligence? It determines what spells they can cast and the saves of those spells. Assuming that 19 is from the Dwarf's bonus to CON, I'd put the 17 in INT, you'd still have 15 for CON which is pretty decent for a caster. Your Knowledges would benefit more from it as well.

Ok, you're Daft! Nice to meet ya, Daft! *grin*

Now, with that bit of comedy out of the way...

The thing is, I don't WANT a wizard with a huge intelligence score. There are likely more wizards out there with slightly above average intelligence scores than there are super-geniuses.

I want to make a feasible character and not have him be 'smarter than the average wizard', to paraphrase Yogi Bear.


What does the rest of the party look like, and what role do you see you guy filling?

With you decent dex and high con, My first thought is a ranged ray-shooter or perhaps a switch-hitter, blasting off a couple of rays at range and then polymorphing into beast-shape or whatever for melee.

You have a point about your save DC's not being impressive. So utility/buff/battlefield control spells with no save is probably the way to go.


JaceDK wrote:

What does the rest of the party look like, and what role do you see you guy filling?

With you decent dex and high con, My first thought is a ranged ray-shooter or perhaps a switch-hitter, blasting off a couple of rays at range and then polymorphing into beast-shape or whatever for melee.

You have a point about your save DC's not being impressive. So utility/buff/battlefield control spells with no save is probably the way to go.

At this point, I only one of the players might be making a Ranger / Rogue of some kind, and that's not for sure.

We generally make our characters separately. One time we all made rogues. LOL

RPG Superstar 2015 Top 8

I would suggest taking Combat Casting at some point. While good wizards try to avoid melee as much as possible, enemies using good tactics will try to engage your wizard.

Since you do not have a high intelligence by design, your Concentration bonus (caster level + caster stat modifier) is going to be lower than the typical Wizard build, so getting the extra +4 for casting defensively just in case you need it is not a bad idea.

You do understand with an Int of 13 you can currently cast up to 3rd level spells but go no higher, yes? That's well and good if that's your concept, but something to bear in mind--even when you level, you're not going to get level 4+ spells. Up to 3rd level actually gives you some really cool spells, especially if you apply metamagic for your higher spell slots as you gain them (so the Universalist wizard is good for that).

I would suggest swapping out Protection from Arrows (or adding to your spell list later) another 2nd level utility spell---resist energy, fog cloud, see invisibility, mirror image and nearly "all of the above" for 2nd level transmutation spells will come very much in handy for this kind of caster.

I don't know if you are thinking about multiclassing or anything, but if you are and this would suit your concept, this would actually be an interesting build to add three levels of rogue (for the prereq) and then prestige into Arcane Trickster, especially with the high dex and con. Loremaster might be an interesting if quite different route. Not sure what your concept is to be sure if they would suit your vision of the character.


At the moment I don't have much more of a concept than I've already posted. Not sure if I'll actually play the character, but the idea popped into my head so I figured I'd make the character.

Considering I've been blocked on character ideas lately, I'm surprised I have any idea at all.


an arcane trickster that specialized in scorching ray/acid arrow (with metamagic feats elemental rays) would be pretty awesome. Scorching ray/acid arrow levels with you and you get sneak attack/ray, so that works as a fair option in combination with your relatively high dex.

Also sculpt corpse is a relatively horrifying spell. I approve.


Seriously, put the 16 into your int.

It's not just your DC and higher level spells you're missing out on, you're also shorting yourself in skill points.

And why a Universalist?


QOShea wrote:


The thing is, I don't WANT a wizard with a huge intelligence score.

One of the best characters I ever played (as in role, not roll) was a Cleric with a Wisdom of 14 at 1st level. He continually second guessed himself, made mistakes, and wasn't sure he would be able to master the higher power blessing from his deity.

Things worked themselves out. His Wisdom raised through level gains and items enough to keep him "ahead of the curve", but not enough to where he could relax and become supremely confident in his abilities.


Phneri wrote:

an arcane trickster that specialized in scorching ray/acid arrow (with metamagic feats elemental rays) would be pretty awesome. Scorching ray/acid arrow levels with you and you get sneak attack/ray, so that works as a fair option in combination with your relatively high dex.

Also sculpt corpse is a relatively horrifying spell. I approve.

I was seriously considering taking Craft - Sculpting just for the horror factor. LOL

The only problem with scorching ray and acid arrow is the saving throw, but you and DeathQuaker do make some good points about the multiclass.


QOShea wrote:

The only problem with scorching ray and acid arrow is the saving throw, but you and DeathQuaker do make some good points about the multiclass.

Scorching ray has no save. And it gains levels (meaning additional rays) with your caster level. That's what makes it stunningly good for a trickster.


Windquake wrote:

One of the best characters I ever played (as in role, not roll) was a Cleric with a Wisdom of 14 at 1st level. He continually second guessed himself, made mistakes, and wasn't sure he would be able to master the higher power blessing from his deity.

Things worked themselves out. His Wisdom raised through level gains and items enough to keep him "ahead of the curve", but not enough to where he could relax and become supremely confident in his abilities.

EXACTLY! I don't mind playing the super-genius or the super-strong guy or the 'wise guy' (though I usually do that one anyway *snicker*). But sometimes I just want to play an average guy who gets caught up in events.

And not have to worry about office work like I do now. LOL


Firest wrote:

Seriously, put the 16 into your int.

It's not just your DC and higher level spells you're missing out on, you're also shorting yourself in skill points.

And why a Universalist?

Why a universalist? Cause he can cast anything without it taking up two spell slots.

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