Power of the Divination Wizard


Advice

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I've recently made a thread about my indecision between choosing a Sorcerer, or a Wizard, for a Kingmaker campaign that I'm joining. I chose Wizard.

I have made THIS thread to question the lengths to which one could go using Divination abilities.

A few questions, as follows..

1. Detect Thoughts is a spell that allows the caster to detect "surface" thoughts. I would understand surface thoughts to be the thoughts that are occurring currently... is that true?

2. Locate Object. What does it act as? An in-mind compass of sorts? A direct pinpoint of the location? It says that you can sense the direction of an object, specific, or type. What I mean to ask is this, if I am given the task of retrieving a family heirloom that's believed to have been stolen by bandits... well, upon using Locate Object, will I have the knowledge of where it is? Or will I just have the direction to go?

3. Magic Aura, a spell of the Illusion school, claims that it allows you to change an object's magical aura. Does that mean that it cannot be cast on people, or monsters? It it's allowed to be cast on people, think of the possibilities! If you're in a situation where there's someone you want to get out of the way, you can change his magical aura to Evil. Then you point it out to the guards, they get a Wizard to check it out. When they see that he's Evil, he's probably going to be killed.

I really like wringing out all of the juices from these low level spells. I think a lot of them aren't given enough attention. I refuse to be another blaster caster, I want this Wizard to be the all-knowing, instead of the all-destroying. I'll leave that up to the people with weapons. :D


In re: #3, I don't believe that's possible. The "magic aura" refers to whether an item detects as magic or not, and, if so, what type of magic. I don't believe that it would allow the addition of an "evil" aura.

And, Go Team Diviner!


Mynameisjake wrote:

In re: #3, I don't believe that's possible. The "magic aura" refers to whether an item detects as magic or not, and, if so, what type of magic. I don't believe that it would allow the addition of an "evil" aura.

And, Go Team Diviner!

Ah, darn! :D I was hoping I could pull off some sneaky kickass'in with that. Well, thanks for letting me know. :)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

First: Kudos on trying to play a sagacious wizard rather than a blaster caster. I hope it proves to be fun for you :)

Now as to your questions:

1. Detect Thoughts: You are correct sir, but remember they do get a Will Save to get to that level of mind-reading. Still its useful to cast it a little bit before interrogating someone, and then use Bluff to get the target thinking about what you want to know. Even if they are outwardly lying to you, you'll probably "hear" what the truth is.

2. Locate Object: Be aware of Locate Object's range (400 ft. + 40 ft. a level). Usually the span of a dungeon, or a building, rather than a big open area. Also you can't specify a unique item unless you've actually seen it before. So if someone says: "My pearl necklace was stolen by bandits" and you're in the bandit lair if you specify "pearl necklace" you'll get an idea (One to the north, one to the north-west) etc.

3. magic aura: This spell specifically says "One touched object up to 5 lbs./level." under the Target entry.

Read your spells carefully as there's plenty of creative uses for them.

Again, good luck :)


You could, however, use it to mask the aura of an item you didn't want someone to know was magical.

You could also use it to change/create the aura of an item to something like Necromancy to cast suspicion on someone for using "dark forces!", assuming that fits the setting.

Once you get high enough level to cast Shrink Item, you can turn your spell book into a "rag", then use Magic Aura to mask the, well, aura. Then you use the rag as your "loincloth". Even if captured, nobody ever takes your loincloth....

Also good for tricking low level merchants into buying "this nifty magic sword" you found. Just don't hang around for very long afterward....


Mynameisjake wrote:

You could, however, use it to mask the aura of an item you didn't want someone to know was magical.

You could also use it to change/create the aura of an item to something like Necromancy to cast suspicion on someone for using "dark forces!", assuming that fits the setting.

Once you get high enough level to cast Shrink Item, you can turn your spell book into a "rag", then use Magic Aura to mask the, well, aura. Then you use the rag as your "loincloth". Even if captured, nobody ever takes your loincloth....

Also good for tricking low level merchants into buying "this nifty magic sword" you found. Just don't hang around for very long afterward....

Hahaha! +1 for the ideas. Thank you sir.


My pleasure. It's one of my favorite classes, especially when combined with Fighter for an EK. Being able to act in the surprise round is truly priceless. As a straight wizard, the class struggles a bit at lower levels, but once you get high enough to really start to be the ALL SEEING EYE, you can make GMs cry.

If you have access to the APG, I like the variant that let's you "throw" you senses.

Good luck with your Diviner.


Mynameisjake wrote:

My pleasure. It's one of my favorite classes, especially when combined with Fighter for an EK. Being able to act in the surprise round is truly priceless. As a straight wizard, the class struggles a bit at lower levels, but once you get high enough to really start to be the ALL SEEING EYE, you can make GMs cry.

If you have access to the APG, I like the variant that let's you "throw" you senses.

Good luck with your Diviner.

I think I have some more questions, actually.

Can I post my stats/build, for you? And I'll ask that you give me your criticism. I don't plan to Min/Max with this character, because the stats are rolled.. and I rolled very well.

Name: Andaer
Race: Human

STR:13 (+1)
DEX:17(+3)
CON:16(+3)
INT:21 (Human bonus of +2, and level four bonus of +1) =(+5)
WIS:14(+2)
CHA:15(+2)

Arcane Familiar, instead of Bonded Object. I took Treantmonk's words to the heart, when he said, "Remember when Saromon lost his staff, how screwed he was?" :D

Treantmonk +1000.

I have the Greensting Scorpion, which gives me a +2 bonus to Initiative while he's close to me.

Foresight is my Specialized school.

It gives me the option to roll a d20 at the beginning of my turn, as a free action, and lets me use the result of it's roll, in place of another roll that I make during my turn.

It also allows me to act during Surprise Rounds.

My Initiative bonus is +11 right now, so with my Familiar, it goes to +13. Not bad, I think.

My forbidden schools are Necromancy and Enchantment, although I may change my mind on this...

My favorite level one spell that I have is Vanish. It's invisibility, except it doesn't last as long.

The reason that I value invisibility spells so highly, is that I do not attack enemies, so the effect will last it's full course. :)

So, now for the questions.

What spells will I find to be most useful to a large party of adventurers? I believe that my group will regularly consist of eight or more players.

They have a Magus who shows up sometimes, but is not very often with them.

So, I would be "The" Wizard of the group, and while I understand that I should use a wide array of spells, that kind of makes me uneasy. There is a huge book of spells, and I dunno which ones to pick. :D

The campaign is a modified Kingmaker campaign, and from what I have been told, they have not fought any sort of enemy more than others.

I keep looking to Grease, Mount, and Vanish, those are my definite choices.

I like to put in Mirror Image, for the funfactor of it, as well as the defense.

But, other than that.. what will consistently be helpful to a large group?


Hmmm, let's see. Bear in mind that it's likely others will strongly disagree with some of my suggestions.

Cantrips: Detect Magic, Prestidigitation, and Light are pretty much, "must haves." I'd add Detect Poison, myself.

1st lvl: You don't want to break "invis" so I'd take a look at obscuring mist, enlarge person, grease, summon I, silent image, and gravity bow; just about anything that gives your side a bonus. I'd probably take Color Spray, just for when you're backed into a corner.

2nd level: detect thoughts, create treasure map, glitter dust, web, minor image, bear-bull-cat-eagle-fox-owl bumps are always appreciated by party members. Summon II, as well. Glitter and Web will break "invis" (probably), but you can buff and summon to your heart's content.

In general:

Scrolls are your friend. Make many, many of them. Remember you can scribe while adventuring as well. Strive for as wide a variety as possible. See invisibility is a must for a scroll.

I kinda disagree with Treantmonk about the bonded item. Being able to spontaneously cast is pretty significant. Scrolls can cover it, but a ring makes a nice, safe bonded item (Sauron's experience notwithstanding). ;) Personally, I try to go with flying familiars, or I'd try to convince my GM to let me switch out the class feature for a bonus feat. Imp. Init or Eschew Materials are reasonable choices. Not having to keep a spell component pouch handy can be a real life saver, depending on the campaign.

If you're allowed to choose traits, there's one called "reactionary" that grants a +2 to init. You can never have enough init.

One tactic to consider:

While "vanished", cast True Strike (another good scroll spell), then use disarm or steal against an item-using BigBad. With your bonus, just about anything he/she/it wields/wears/uses can be yours. This is sometimes the best "debuff" of all. Nothing like the look on an optimized barbarian's face when the "nerd" takes his great axe away in mid swing. :)

Hope this helps.

Edit: Happy to weigh in on any questions you might have.

Also, what feats did you go with?


Mynameisjake wrote:

Hmmm, let's see. Bear in mind that it's likely others will strongly disagree with some of my suggestions.

Cantirps: Detect Magic, Prestidigitation, and Light are pretty much, "must haves." I'd add Detect Poison, myself.

1st lvl: You don't want to break "invis" so I'd take a look at obscuring mist, enlarge person, grease, summon I, silent image, and gravity bow; just about anything that gives your side a bonus. I'd probably take Color Spray, just for when you're backed into a corner.

2nd level: detect thoughts, create treasure map, glitter dust, web, minor image, bear-bull-cat-eagle-fox-owl bumps are always appreciated by party members. Summon II, as well. Glitter and Web will break "invis" (probably), but you can buff and summon to your heart's content.

In general:

Scrolls are your friend. Make many, many of them. Remember you can scribe while adventuring as well. Strive for as wide a variety as possible. See invisibility is a must for a scroll.

I kinda disagree with Treantmonk about the bonded item. Being able to spontaneously cast is pretty significant. Scrolls can cover it, but a ring makes a nice bonded item (Sauron's experience notwithstanding). ;)

If you're allowed to choose traits, there's one called "reactionary" that grants a +2 to init. You can never have enough init.

One tactic to consider:

While "vanished", cast True Strike (another good scroll spell), then use disarm or steal against an item-using BigBad. With your bonus, just about anything he/she/it wields/wears/uses can be yours. This is sometimes the best "debuff" of all. Nothing like the look on an optimized barbarian's face when the "nerd" takes his great axe away in mid swing. :)

Hope this helps.

Alright, that sounds nice! How would I use disarm on the baddie, though?

And I cannot find Detect Poison in Herolab... I've got the APG Bonus Package, and that's it, is Detect Poison in another book?

Edit: I found Detect Poison, in Herolab it is already in your spellbook. Fail! :D


The feats I have taken are Toughness, and Improved Initiative.

I decided that I had an idea.. so I have made my Bonded Object a Gauntlet..

Is that going to penalize my spellcasting at all?


Nope, it's in the Core rules.

When you're invis, any opponent who can't see you is flat-footed against your attacks, which, conveniently, means that they can't take AoO's against you. Just move next to them, declare an "unarmed disarm" and snatch the target object away. Since you aren't using a weapon to disarm, it ends up in your possession.

Also, added a few things to the previous post, if you want to go back over it.


Jamesblonde wrote:

The feats I have taken are Toughness, and Improved Initiative.

I decided that I had an idea.. so I have made my Bonded Object a Gauntlet..

Is that going to penalize my spellcasting at all?

Nope, gauntlet is an EXCELLENT choice. Should have remembered it.

With your con, you probably don't need toughness, depending on the difficulty of the campaign, of course. Since you want to avoid hth combat at all costs, anyway, might consider dodge or combat expertise for the AC bump. Defensive Combat Training is also a pretty good choice, to deal with those pesky "grapple" opponents.

Edit: Don't forget, as a human character, you have another feat coming, btw.


Mynameisjake wrote:
Jamesblonde wrote:

The feats I have taken are Toughness, and Improved Initiative.

I decided that I had an idea.. so I have made my Bonded Object a Gauntlet..

Is that going to penalize my spellcasting at all?

Nope, gauntlet is an EXCELLENT choice. Should have remembered it.

With your con, you probably don't need toughness, depending on the difficulty of the campaign, of course. Since you want to avoid hth combat at all costs, anyway, might consider dodge or combat expertise for the AC bump. Defensive Combat Training is also a pretty good choice, to deal with those pesky "grapple" opponents.

I have 40 hitpoints at level 4. Is that good?

And.. eh, what is the deal with the Eschew Materials thing? It says that it can summon materials of 1g worth, and less... That's not much, is it? I mean, I think Scribe Scroll would take more than 1g.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The rules are silent on the issue of whether a gauntlet affects spell-casting, so unless your GM rules differently a Gauntlet works fine.

I personally prefer a Familiar (because I can then take Improved Familiar, and an Imp makes a great diviner familiar thanks to their augury, and commune SLAs). Plus they have hands and can thus make Use Magic Device checks, and other magic items.

But that said, a bonded item's spontaneous spell 1/day is incredibly useful for making you appear to be prepared for ANY contingency. I usually save it for spells like knock, detect secret doors, feather fall etc.


DM_aka_Dudemeister wrote:

The rules are silent on the issue of whether a gauntlet affects spell-casting, so unless your GM rules differently a Gauntlet works fine.

I personally prefer a Familiar (because I can then take Improved Familiar, and an Imp makes a great diviner familiar thanks to their augury, and commune SLAs). Plus they have hands and can thus make Use Magic Device checks, and other magic items.

But that said, a bonded item's spontaneous spell 1/day is incredibly useful for making you appear to be prepared for ANY contingency. I usually save it for spells like knock, detect secret doors, feather fall etc.

Oh, yeah.. Wow.. that really makes it a hard decision, then! I like the idea of having the fallback spell choice.. that's really something.

The idea of controlling another creature does not appeal to me, for this character, but I think the familiar and bonded object both have their benefits.


Jamesblonde wrote:


I have 40 hitpoints at level 4. Is that good?

And.. eh, what is the deal with the Eschew Materials thing? It says that it can summon materials of 1g worth, and less... That's not much, is it? I mean, I think Scribe Scroll would take more than 1g.

Depending on the campaign, of course, 40hp at 4th level is really good, especially for a Wizard!

As for Eschew Materials: It's entirely situational. Since most spells have a material component required, should you be deprived of your pouch, your spells available can really take a hit. Sunder, Steal, theft, capture, can all deprive you of your spell component pouch. Again, it's situational, tho. Depends entirely on how you GM runs things. They're cheap, so buy a couple of extra, just in case.

DudeMeister makes some good points, as well.


Mynameisjake wrote:
Jamesblonde wrote:


I have 40 hitpoints at level 4. Is that good?

And.. eh, what is the deal with the Eschew Materials thing? It says that it can summon materials of 1g worth, and less... That's not much, is it? I mean, I think Scribe Scroll would take more than 1g.

Depending on the campaign, of course, 40hp at 4th level is really good, especially for a Wizard!

As for Eschew Materials: It's entirely situational. Since most spells have a material component required, should you be deprived of your pouch, your spells available can really take a hit. Sunder, Steal, theft, capture, can all deprive you of your spell component pouch. Again, it's situational, tho. Depends entirely on how you GM runs things. They're cheap, so buy a couple of extra, just in case.

DudeMeister makes some good points, as well.

I'm allowed the magic items of a level four character, and I assume that is something like, a wand, and another magic item.. but I'm not sure.

What kind of wand do you think would be best? I believe that because the size of our group is so large, we fight monsters with greater HD than 4.

Color Spray is quite useless against something higher than 4 HD, to my belief.

Scarab Sages

no its not. check the spell disruption.
Best wand is a wand of silent img.
Instead of thinking of it as controlling another person, consider it a 'best friend'
The Improved familiar is extremely powerful, I personal like the Fairy dragon, as it can use wands without using UMD (wiz list only)is an amazing scout.
And also it well have a decent UMD (better then any other familiar i know of.)
Bonded Object is powerful,
But being able to use your wand of enlarge person/silent img/ fairy fire/Cure Light wounds (yes you can be the healer of the group lol...)/obscuring mist/grease/ protection from x/ on top of your normal spell per a turn is extremely powerful.


Jamesblonde wrote:


I'm allowed the magic items of a level four character, and I assume that is something like, a wand, and another magic item.. but I'm not sure.

What kind of wand do you think would be best? I believe that because the size of our group is so large, we fight monsters with greater HD than 4.

Color Spray is quite useless against something higher than 4 HD, to my belief.

Not entirely useless, but, yeah, pretty much.

At 4th level your magic item budget is 6K in gold. Most GMs prefer you not spend more than half or a third, or even a quarter on any one item. Check with your GM on his policy.

Cloak of Resistance, +1 (1K) is a must.

Bracers of Armor, +1 (1K) is a pretty standard purchase.

500gp in scrolls (hopefully at half-price since you have scribe scroll) should cover just about everything.

Another 500 to flesh out your spell book with just about every spell you could ever need.

A couple of Cure Moderate Wounds Potions (300 or so, each) for emergencies. Also one of Gaseous Form for abandoning the party to its fate...hey, it happens. At least you can come back for their bodies.

Wand, hmmmm. Wands are problematic. The ones that do decent damage w/o a save are expensive, and the ones that have a save have pretty low saves. Have to think about that one. Charm Person (750gp) is actually not a bad choice, despite the low save. Just keep zapping the prisoner until he/she/it fails the save. Depends on the campaign, tho.


Color spray is still useful the stunned condition is quite nice on an opponent. Drops objects held. -2ac loses dex bonus to ac and cannot take actions.

Greg


Mynameisjake wrote:
Jamesblonde wrote:


I'm allowed the magic items of a level four character, and I assume that is something like, a wand, and another magic item.. but I'm not sure.

What kind of wand do you think would be best? I believe that because the size of our group is so large, we fight monsters with greater HD than 4.

Color Spray is quite useless against something higher than 4 HD, to my belief.

Not entirely useless, but, yeah, pretty much.

At 4th level your magic item budget is 6K in gold. Most GMs prefer you not spend more than half or a third, or even a quarter on any one item. Check with your GM on his policy.

Cloak of Resistance, +1 (1K) is a must.

Bracers of Armor, +1 (1K) is a pretty standard purchase.

500gp in scrolls (hopefully at half-price since you have scribe scroll) should cover just about everything.

Another 500 to flesh out your spell book with just about every spell you could ever need.

A couple of Cure Moderate Wounds Potions (300 or so, each) for emergencies. Also one of Gaseous Form for abandoning the party to its fate...hey, it happens. At least you can come back for their bodies.

Wand, hmmmm. Wands are problematic. The ones that do decent damage w/o a save are expensive, and the ones that have a save have pretty low saves. Have to think about that one. Charm Person (750gp) is actually not a bad choice, despite the low save. Just keep zapping the prisoner until he/she/it fails the save. Depends on the campaign, tho.

Hahaha. Gaseous Form idea is over 9000!

That's amazing. Eh... I thought that I could make scrolls, so why would I buy them?

There are three healers in the group. Are potions still needed?

And, well.. I'm still indecisive about the Wand.

What is the part about spending money to add spells to my spellbook? I'm not familiar with that.


Greg Wasson wrote:

Color spray is still useful the stunned condition is quite nice on an opponent. Drops objects held. -2ac loses dex bonus to ac and cannot take actions.

Greg

Would it be worth it to spend 750g on a wand, to do this, though? I'm worried that the spell will not work when I need it to, because UMD checks are not 100% sure to work.

Scarab Sages

Not wroth it as a wand.
Maybe a memorzation.
Consider my idea for a familiar.
Also:
if its on your spell list, for wands you don't need to use UMD.


Black Lotus wrote:

Not wroth it as a wand.

Maybe a memorzation.
Consider my idea for a familiar.
Also:
if its on your spell list, for wands you don't need to use UMD.

Wait, on my memorized spell list, or in my spell book?


Jamesblonde wrote:
Greg Wasson wrote:

Color spray is still useful the stunned condition is quite nice on an opponent. Drops objects held. -2ac loses dex bonus to ac and cannot take actions.

Greg

Would it be worth it to spend 750g on a wand, to do this, though? I'm worried that the spell will not work when I need it to, because UMD checks are not 100% sure to work.

I am confused why you would need UMD. Color spray is a wizard spell list spell. Is this a house rule in your game?

Greg


Greg Wasson wrote:
Jamesblonde wrote:
Greg Wasson wrote:

Color spray is still useful the stunned condition is quite nice on an opponent. Drops objects held. -2ac loses dex bonus to ac and cannot take actions.

Greg

Would it be worth it to spend 750g on a wand, to do this, though? I'm worried that the spell will not work when I need it to, because UMD checks are not 100% sure to work.

I am confused why you would need UMD. Color spray is a wizard spell list spell. Is this a house rule in your game?

Greg

I've never played a Wizard before this, so I guess I don't need UMD for that. Thanks for clearing it up with me. :D


Jamesblonde wrote:


Hahaha. Gaseous Form idea is over 9000!

That's amazing. Eh... I thought that I could make scrolls, so why would I buy them?

There are three healers in the group. Are potions still needed?

And, well.. I'm still indecisive about the Wand.

What is the part about spending money to add spells to my spellbook? I'm not familiar with that.

LOL. I think you misread that. Pot of GF is 900. Expensive, but basically a "get out of TPK (total party kill) free" card.

Scribe Scroll lets you make them at half price. Unfortunately, you still have to pay at least that much. Some GMs will let you start with them at half price, others won't. Depends on the GM

Healers are nice. Your own healing is better. I always take at least one. I keep it in the pouch marked, "For use in case of emergency only." Right next to the GF one. :)

You get a certain number of spells for free. All cantrips, 3+int bonus at 1st level, then 2 of any level you can cast per each level after the first. Additional ones must be found/purchased/copied. In any event, you'll need to write them into your spellbook. Ask your GM if you can have add. ones for "free" (but still paying for the cost to write them to you book), or if you have to pay to copy them from a library/other wizard (half the cost of writing + still must pay to put them in your own book) The rules for this are in the PF Core. In the Magic section, IIRC.

Edit: Looks like you've attracted some other advisers. Always good to have a variety of opinions. I'll check back in on the thread tomorrow. Good Night and Good Luck


Jamesblonde wrote:


I've never played a Wizard before this, so I guess I don't need UMD for that. Thanks for clearing it up with me. :D

You had me second guessing too :P I was thinking maybe there was a line about forbidden schools not being allowed to be used as if they were on the spell list.

Re read stuff...and then I thought it seemed like a reasonable house rule, not that I would do it to my players...but reasonable for some games.

Greg


No, no.. sorry. I made a lame reference to Dragonball Z. When I said that it was over 9000, I meant that it was awesome. :D


Jamesblonde wrote:
No, no.. sorry. I made a lame reference to Dragonball Z. When I said that it was over 9000, I meant that it was awesome. :D

Ahh. Sorry, my age is showing. Failed my Know: Pop Culture check!


Mynameisjake wrote:
Jamesblonde wrote:
No, no.. sorry. I made a lame reference to Dragonball Z. When I said that it was over 9000, I meant that it was awesome. :D
Ahh. Sorry, my age is showing. Failed my Know: Pop Culture check!

Hahaha. Well, one thing I'm perplexed about is this: Craft: Wondrous Items...

How does that help me? I looked at it, and even if I were to create the cloak of resistance +1, I'd have to pay 1000g for the materials/creation cost. Is there no benefit to being able to create these items?


Greg Wasson wrote:
Jamesblonde wrote:


I've never played a Wizard before this, so I guess I don't need UMD for that. Thanks for clearing it up with me. :D

You had me second guessing too :P I was thinking maybe there was a line about forbidden schools not being allowed to be used as if they were on the spell list.

Re read stuff...and then I thought it seemed like a reasonable house rule, not that I would do it to my players...but reasonable for some games.

Greg

Yeah, I think there are a lot of things about the Wizard that I don't understand yet. Here's to hoping I perform well in my first session. ^_^

Scarab Sages

wait tell 5th level and pick that as your bonus feat then.
Its amazing, u get everything HALF off.
I am 4rth lvl and have 8k gold saved (dm is giving a little extra gear to people, and i just say every time, ill take the gold. Only thing i own is my cloak, tunic, loan cloth, my spell pouch, Couple spell books (only take them out of the party bag of holding when I need to.)
a dagger or two... and 1 wand of silent img which i use about once an combat.
And 8k cash.
I plan on making my self a headband +4 when i get to 5th lvl and get a bonus feet which i will choice Craft wondrous items.
+ everyone in the party can benefit from it.


Actually, it looks like I have overlooked something. It would only cost me 500g to create the Cloak of Resistance +1.

And I have to have the spell: Resistance, so.. how does that work, exactly?


Black Lotus wrote:

wait tell 5th level and pick that as your bonus feat then.

Its amazing, u get everything HALF off.
I am 4rth lvl and have 8k gold saved (dm is giving a little extra gear to people, and i just say every time, ill take the gold. Only thing i own is my cloak, tunic, loan cloth, my spell pouch, Couple spell books (only take them out of the party bag of holding when I need to.)
a dagger or two... and 1 wand of silent img which i use about once an combat.
And 8k cash.
I plan on making my self a headband +4 when i get to 5th lvl and get a bonus feet which i will choice Craft wondrous items.
+ everyone in the party can benefit from it.

I actually already have the feat. I just wasn't sure how it benefited me, but now I see that it reduces the price of items greatly.

Dark Archive

Jamesblonde wrote:
Mynameisjake wrote:
Jamesblonde wrote:
No, no.. sorry. I made a lame reference to Dragonball Z. When I said that it was over 9000, I meant that it was awesome. :D
Ahh. Sorry, my age is showing. Failed my Know: Pop Culture check!

Hahaha. Well, one thing I'm perplexed about is this: Craft: Wondrous Items...

How does that help me? I looked at it, and even if I were to create the cloak of resistance +1, I'd have to pay 1000g for the materials/creation cost. Is there no benefit to being able to create these items?

Creating it yourself cost half of the market value, so a 1k item costs 500 gp to make.


Name Violation wrote:
Jamesblonde wrote:
Mynameisjake wrote:
Jamesblonde wrote:
No, no.. sorry. I made a lame reference to Dragonball Z. When I said that it was over 9000, I meant that it was awesome. :D
Ahh. Sorry, my age is showing. Failed my Know: Pop Culture check!

Hahaha. Well, one thing I'm perplexed about is this: Craft: Wondrous Items...

How does that help me? I looked at it, and even if I were to create the cloak of resistance +1, I'd have to pay 1000g for the materials/creation cost. Is there no benefit to being able to create these items?

Creating it yourself cost half of the market value, so a 1k item costs 500 gp to make.

I see that now, pretty nice! It's a wonder they don't just name the feat Craft: Money Saving. :D


After I have purchased the Bracers, the Cloak, and the Potion, I have nearly 4400g. What scrolls would you suggest?

Scarab Sages

get a wand of silent img, cost 750.
(you dont get a discount.)
Also
Pearls Of power lvl 1 (if any of you guys want to argue with me saying he cant craft it, its on the FAQs that he can eazly.)
When u cast a spell, and u need it back then, you spend a standard action using the pearl of power, and u get a lvl 1 spell back.
Extremely useful.
Harvy sack: Lets u store all kinds of goodies.


Black Lotus wrote:

get a wand of silent img, cost 750.

(you dont get a discount.)
Also
Pearls Of power lvl 1 (if any of you guys want to argue with me saying he cant craft it, its on the FAQs that he can eazly.)
When u cast a spell, and u need it back then, you spend a standard action using the pearl of power, and u get a lvl 1 spell back.
Extremely useful.
Harvy sack: Lets u store all kinds of goodies.

Thanks! I really appreciate your advice. I think that's the wand I'll get, then.


Since you have CWI, that opens up a lot of options for items. Take a look at the magic items list in the Core and APG. There are quite a few "one shot" wondrous items that have cool effects to "save the day," and are exceptionally inexpensive if you make them yourself. Not to mention a lot of "comfort" items like the Campfire Bead (APG). Feather tokens, esp., are a great investment for the reduced cost.


As I stated in the last thread, maybe get this feat:

PRD wrote:


Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Just think about it. You ALWAYS act in the surprise round, so you and your ally/allies with this feat always act as long as they stay next to you.

All I have to say is, wow.


Fallen_Mage wrote:

As I stated in the last thread, maybe get this feat:

PRD wrote:


Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Just think about it. You ALWAYS act in the surprise round, so you and your ally/allies with this feat always act as long as they stay next to you.

All I have to say is, wow.

So, I should suggest to my teammates to get that feat? Because I have Forewarning.


I would suggest at least the Healer get it, so the both of you could try and buff the rest of the party at least.

EDIT: It's a one feat investment that could potentially make your group a First Strike Squad.


Fallen_Mage wrote:

I would suggest at least the Healer get it, so the both of you could try and buff the rest of the party at least.

EDIT: It's a one feat investment that could potentially make your group a First Strike Squad.

Alright. Sounds good. :D


Jamesblonde wrote:

I've recently made a thread about my indecision between choosing a Sorcerer, or a Wizard, for a Kingmaker campaign that I'm joining. I chose Wizard.

What sources can you take from?

You're starting at 4th level, how fast and to what degree does that campaign look to go?

-James


Returning to magic aura spell: "You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.". Apparently you could make item detect as if being specific evil item or affected by specific evil spell and it would read as evil one. The same for chaotic, good or lawful, in addition to school auras.


You might want to check, I thought a Cloak +1 was 2K, 1K if you create it (which you can).

As far as spells, a good general rule is 1 defense, 1 offense, and 1 (in your case) divination/utility at every level, then fill out as you prefer.

The advice on 1st level is good. 2nd level - Of course Invis, knock is handy, scorching ray is a good offensive spell that has some range and gets better as you level. Acid arrow has a lot of range, and also gets better as you level. I'd blow off the SOS spells (since enchantment is forbidden, you can't take hold person anyway), since with three cleric/healer types, you should have plenty of that already in the party.

I'd also forget about any summoning spells. You have seven or eight in the party, with you the wizard. So you have plenty of melee types, your paltry summoned monster will rarely make a difference. We have six in our group, and no one even bothers to summon monsters, because the summoned creatures were always being shoved aside by a fighter or barbarian who can do serious damage. (And even if they can't, they want to:)


Major__Tom wrote:
You might want to check, I thought a Cloak +1 was 2K, 1K if you create it (which you can).

Cloak of resistance

It is 1,000 for +1 and 4,000 for +2 but to create the +2 caster level 6 i required so cost reduction from making it onself is not an option until two more levels.

Quote:
I'd also forget about any summoning spells. You have seven or eight in the party, with you the wizard. So you have plenty of melee types, your paltry summoned monster will rarely make a difference. We have six in our group, and no one even bothers to summon monsters, because the summoned creatures were always being shoved aside by a fighter or barbarian who can do serious damage. (And even if they can't, they want to:)

On current level summons would be mostly useful for flanking and creating temporary living walls to block enemy movement. A few levels higher more useful summons become accessible - especially creatures with nice spell-like abilities. Like Lantern archon - can be used to cast aid (2nd level spell) five times for the use of third level summon and has DR 10/evil.

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