
OmegaZ |

Hey everyone, just rolled up a half-elf transmuter for my Saturday morning game. Here's what I've got so far:
Str: 14
Dex: 15
Con: 15
Int: 19 (17+2)
Wis: 16
Cha: 11
Pretty lucky rolls, which I'm happy about. Put my +2 into Int, as shown, but I'm not sure whether I should bump up Str to 15 or 16. Transmuters get the +1 to a physical stat, which is another thing to consider.
My other question had to deal with spell choices. I picked evocation and illusion as my forbidden schools, which I'm pretty sure was a decent choice. What are some good transmuter spells to pick?
Feat wise I picked Spell Focus: Transmutation. I'm hoping to build into Tenacious Transmutation and do a good amount of item crafting, but beyond that I'm not sure what to get. Ideas?
Thanks in advance!

The Chort |

You *may* want to consider starting your character as middle-aged. If this doesn't fit your character concept, skip it. It isn't that big a deal. ...but for example:
Str 13 (14-1)
Dex 16 (16-1+1 transmuter bonus)
Con 14 (15-1)
Int 20 (17+20+1)
Wis 16 (15+1)
Cha 12 (11+1)
I'm surprised you'd ban Evocation and Illusion, they each have some really nice spells. I'd probably ban Enchantment and Divination, but I suppose it depends on your playing style, the campaign, (depending on what kind of enemies you expect to be fighting, you may want to consider keeping enchantment) and your GMs playing style. (Very important when it comes to Divination) I think I'd also sooner consider banning Necromancy and Abjuration.
What level are you starting at? Your spell picks will be largely dependent upon this. (i.e. If level 1, you'll want Sleep. If level 5, you may not even want it in your spellbook.)
@Choant - Don't forget initiative is also boosted by dex! Very important for the wizard.
@RuyanVe - You might be right about switching Str with Cha. A wizard gains next to nothing with extra strength. Minor things like swim and climb and carrying capacity (the reason I avoid completely dumping Str) But yeah, 10 Str would already be more than you need. I guess I just shudder at the thought of putting a decent score into Cha. It's simply against everything I believe in. xP

Abraham spalding |

Wizards do gain something important from strength -- extra CMD.
It may sound odd but CMB checks result in the deaths of more wizards each year than all other causes except HP loss each year (according to the bureau of made up RPG statistics).
Having Defensive combat training and a decent strength and dexterity can help you from being another statistic. So put down the book -- go outside, play a few sports. It just might save your life.

Sieglord |
First things first, take back your evocation school and drop necromancy instead. There's no good reason for giving up fireballs and magic missiles (especially magic missiles) if you don't absolutely have to (unless, of course, you just happen to have a taste for certain spells...). Second, your transmuter stat boost should always go into your Dex, for reasons that have been previously mentioned (initiative and ac).
Don't worry about your Cha...you're a wizard. You're SUPPOSED to be a socially awkward bookworm. Let the Bard do all the talking, it's all they're good for, anyway.
The best thing you can do as transmuter, though, is your homework. Study the Bestiaries, and familiarize yourself with the various forms you'll be able to shape-shift into (shape-shifting spells are a specialty, and I cannot say enough good things about your school power of shape-shifting when you get it). Much like the druid, your ability to change forms will be both your armor and your sword, and it will exponentially increase the versatility of your character.
Transmuter was an excellent choice for specialization, too. Something to consider: Look at the wizard spell lists in the Core Rulebook, and notice how they're broken down by school. Did you notice that the Transmutation section is almost always has the most spells?

Abraham spalding |

Actually I would sooner give up evocation than necromancy.
Necromancy has better blasting spells and better debuffing spells.
Transmutation actually has a very broad choice in spells too -- you have attack spells, defensive spells, buffing spells, debuffing spells, and some battlefield control spells.

OmegaZ |

To break it down for everyone...
1. Put Cha as my dump stat (if you can call 11 a dump) for flavor reasons and the rest of the party has a decent Cha.
2. I banned Evocation because I wanted to avoid the temptation to always blast monsters. I'm hoping to be more creative in fights, hence Transmutation. Illusion I banned at random, will probably switch that to Divination (I have Detect Magic, probably won't use anything else). Might switch Evocation to Enchantment, not sure. DEFINITELY keeping Necromancy though, too many good spells.
3. With such nice stats, I think I can afford bumping up Str. The CMD boost is nice as well.
4. We're starting book 1 of Second Darkness. Party so far is a halfling cleric of Cayden Cailien, dwarven drunken-boxing monk, and a halfling alchemist.

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Hey everyone, just rolled up a half-elf transmuter for my Saturday morning game. Here's what I've got so far:
Str: 14
Dex: 15
Con: 15
Int: 19 (17+2)
Wis: 16
Cha: 11Pretty lucky rolls, which I'm happy about. Put my +2 into Int, as shown, but I'm not sure whether I should bump up Str to 15 or 16. Transmuters get the +1 to a physical stat, which is another thing to consider.
My other question had to deal with spell choices. I picked evocation and illusion as my forbidden schools, which I'm pretty sure was a decent choice. What are some good transmuter spells to pick?
Feat wise I picked Spell Focus: Transmutation. I'm hoping to build into Tenacious Transmutation and do a good amount of item crafting, but beyond that I'm not sure what to get. Ideas?
Thanks in advance!
I'd swap Wis & Con, and leave everything else as is.
Str 14, Dex 15, Con 16, Int 19, Wis 15, Cha 11
Transmutation can be a wicked powerful specialty, but I would hesitate to lose Illusion. If you're dead set on keeping Necromancy, drop Divination. Your Cleric will just have to pull the "see things" role in this game.
You didn't mention Traits/Feats or overall outlook for this PC, so there's a couple of ways you can go with a Transmuter.
1: "Oh, you lost, so sad-caster": Take Spell Focus, Greater Spell Focus, Spell Penetration & Greater, and slap those Flesh-to-Stone, Baleful Polymorph, Slows, etc on the baddies. Skills & spells should probably assist in your infiltrations, exits, and support the party when you're not SoD casting the baddies.
2: "Yes, I am the droid you were looking for": Basically a master of disguise and shapechanging. Your Cha will be a slight hindrance here, but with good selection of skills, (Bluff, Disguise, Knowledge:Local, Diplomacy), spells (disguise self on up) and magic items (hat of disguise, mundane clothing, posh jewelry), you can gain access to pretty much anywhere people congregate. This is also a fantastic way to avoid reprisal attacks. If you look, act, and talk like a silly aristocrat, not many folks are going to regard you as a threat until much too late.
3: "Walls, I need walls!" Clouds, walls, pits, and the like can really save the day when your party gets jumped. This specialist always packs fog cloud, wall of stone, stone shape, create pit, and the like. No enemy should be able to engage your party more than one at a time, preferably at chokepoints and ambush spots of your choice. Combines fantastically with illusions, as well...create pit + silent image can easily drop many a foe without breaking a sweat.
Of these, (and they are far from exclusive) if you bounce between #2 & #3 depending on the day/mission, your Transmuter will satisfy you and your party quite nicely.

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As far as spells go, these will vary depending on your given target/mission, but some of the very best Sorcerer/Wizard spells are happily enough, Transmutation.
Level 0:
Mage Hand - minor telekinesis, useful especially at low levels
Mending - fix your party's gear. Leave it in the book most of the time
Message - medium range party communications - great for scouts/rogues
Open/Close - situational, but closed doors=actions for enemies to take
Level 1: (lots here, just listing my favorites)
Ant Haul - carrying capacity just tripled, for 2 hr/lvl? yes please!
Burning Disarm - good low-level anti-melee trick.
Dancing Lantern - handsfree bullseye lantern + lowlight vision - nice!
Gravity Bow - low level buff, better for longbow wielders
Enlarge Person - absolutely! Bigger Stupid Fighter = better!
Feather Fall - excellent for insertion/evasion. Its your parachute spell
Level 2:
Stat Buff spells - useful for low levels, tapers off as you get +4 gear
Darkvision - see in the dark, without alerting your enemies
Glide - like Featherfall, but you can parasail, too, now
Knock - scrolls / wand, but too good not to have in a pinch
Pyrotechnics - excellent spell. Combine w/ Flaming Sphere for ultrafun
Rope Trick - "safe" sleeping spot from level 8 on. Key for hostile land
Spider Climb - scroll / wand, see Knock. Excellent for Rogues/Archers
Level 3:
Flame Arrow - situational, but decent. Hand em out and share the d6's
Fly - yes, you can fly. Or your party fighter. You get the idea.
Haste - Too good not to have ASAP. Wand = 50 fights = worth the cost
Greater Magic Weapon - +X's for Fighter allows more GP for other stuff
Shrink Item - way too much stuff you can do with this. Get creative!
Slow - like haste, but makes enemies sad. Very nice with Caster #1 above
Water Breathing - situational, but crucial when its needed
The higher level stuff starts becoming more situation specific very quickly, but those Transmutation spells will serve you for most of your career.

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Note that 'Telekinetic Fist' is rubbish... look at the Transmutation sub-schools in the APG for better options. Shapechange if you're looking to use those high (for a Wizard) physical Ability Scores to do the whole 'melee Wizard' thing, or Enhancement for general and very nice extra boosty-ness.
+1, but I'll go with enhancement over shapechange. Shapechange doesn't get you the beastshape/elemental body spells sooner and ultimately what you really want is form of the dragon, which any wizard can take. I say use the enhancement powers to buff yourself then charge into melee with beast shape. It's something different than being the standard artillery.
As for forbidden schools, as a beast shape wizard I would drop divination (no need for true strike if you're fighting tooth and claw) and necromancy.

OmegaZ |

Alright, here's the changes I'm gonna make.
1. Str: 16; Wis: 14; all others the same.
2. Enhancement sub-school
3. Banning Divination and Evocation
4. Changing my arcane bond from a ring to a spiked gauntlet (for flavor)
5. Going with Psionichamster's spell recommendations.
6. Skill wise, gonna stick with Knowledges, Spellcraft, Craft (some kind of magical item), maxing out these. Might put one into Perception if it becomes a problem.
7. For traits I picked Researching the Blot (campaign) which my DM houseruled to a +2 on spellcraft for items. Can't remember my other one, but I think it was History of Heresy (atheist character).
6. My level 1 feat was Spell Focus: Transmutation. I'm hoping to build up to Tenacious Transmutation, Improved Arcane Bond, and a bunch of magical crafting including Awakened Arcane Bond.
Character concept is Caiaphas, a half-elf that was apprenticed to a cruel old wizard who would abuse him regularly, especially when he spoke out of line. Now on his own, Caiaphas is looking for work in Riddleport. He is quiet and reserved, but strongly determined, possibly ruthless.

Choant |

Alright, here's the changes I'm gonna make.
1. Str: 16; Wis: 14; all others the same.
2. Enhancement sub-school
3. Banning Divination and Evocation
4. Changing my arcane bond from a ring to a spiked gauntlet (for flavor)
5. Going with Psionichamster's spell recommendations.
6. Skill wise, gonna stick with Knowledges, Spellcraft, Craft (some kind of magical item), maxing out these. Might put one into Perception if it becomes a problem.
7. For traits I picked Researching the Blot (campaign) which my DM houseruled to a +2 on spellcraft for items. Can't remember my other one, but I think it was History of Heresy (atheist character).
6. My level 1 feat was Spell Focus: Transmutation. I'm hoping to build up to Tenacious Transmutation, Improved Arcane Bond, and a bunch of magical crafting including Awakened Arcane Bond.
Character concept is Caiaphas, a half-elf that was apprenticed to a cruel old wizard who would abuse him regularly, especially when he spoke out of line. Now on his own, Caiaphas is looking for work in Riddleport. He is quiet and reserved, but strongly determined, possibly ruthless.
Other feats to look at are improved initiative and toughness.

flamethrower49 |

And remember, "banned schools" are not necessarily banned anymore - they're just harder to prepare. If you really need a "banned" school, you can prep it for 2 of your spell slots.
I do encourage limiting evocation. There are some spells you will miss, but that's true of any school. (In particular, various light and darkness spells, Sending, and Wall of Force and family.)
Divination will often be outclassed by the cleric anyway. You might miss See Invisibility, and later True Seeing, but a good number of the pure information spells can be handled by the cleric.
I'm not usually enamoured of Enchantment. (I miss Heroism, and the Power Word Spells are great, of course.)
I'm used to banning Necromancy, though with Pathfinder it appears that is a mistake.

Choant |

And remember, "banned schools" are not necessarily banned anymore - they're just harder to prepare. If you really need a "banned" school, you can prep it for 2 of your spell slots.
I do encourage limiting evocation. There are some spells you will miss, but that's true of any school. (In particular, various light and darkness spells, Sending, and Wall of Force and family.)
Divination will often be outclassed by the cleric anyway. You might miss See Invisibility, and later True Seeing, but a good number of the pure information spells can be handled by the cleric.
I'm not usually enamoured of Enchantment. (I miss Heroism, and the Power Word Spells are great, of course.)
I'm used to banning Necromancy, though with Pathfinder it appears that is a mistake.
Divination spells are better as scrolls anyway, you won't use them everyday anyway, evocation is similar in that respect.

OmegaZ |

@Choant: Definitely gonna get those, possibly before Tenacious Transmutation and the Crafting feats.
@flamethrower49: Yeah, Evocation is cool but I want to explore new strategies besides "Blast it until its dead." I'm definitely gonna keep some of those Evocation, if nothing else some of the force spells.

The Chort |

@Choant: Definitely gonna get those, possibly before Tenacious Transmutation and the Crafting feats.
@flamethrower49: Yeah, Evocation is cool but I want to explore new strategies besides "Blast it until its dead." I'm definitely gonna keep some of those Evocation, if nothing else some of the force spells.
Yeah, Evocation has a lot more than blast spells; Forceful Hand, Wind Wall, Tiny Hut, Grasping Hand, Wall of Force, Contingency... ...and as someone else mentioned, a great spell to use in conjunction with Pyrotechnics is Flaming Sphere. Deals some damage and can be used repeatedly. Since its a magical fire, it won't be extinguished by Pyrotechnics.
I'm very guilty of the "Blast it until its dead" strategy. The first character I ever drafted, my DM and I were discussing potential feats for my character. (this was 3.5) He brought up Arcane Thesis. Worst. Idea. Ever. I ended up taking Arcane Thesis (Fireball) and devoted my character entirely to making my Fireballs devastating. So many things went wrong; or right, from my perspective at the time. My DM was fairly new to the job and did little to reign in my reign of terror. He added on some fire resistance here and there, even fire immunity once, but not much else really slowed me down. Another problem was that our sessions were short, so we only had 1 to 3 battles on any give day. This made feats like Sudden Widen and Sudden Maximize particularly nasty. One time we had one huge battle for the day and that was it. It was an army sent to wipe us out. One Sudden Widen'd, Sudden Maximize'd, Silent Still Empowered Fireball later, the battle was over. Fortunately, the big boss had fire resistance, so his HP didn't slip under negative 10, so we did manage to interrogate him.
Anyway, although it's not quite as abusable in Pathfinder, I guess this tale was just a reminder/warning to GMs out there: encourage newbie wizards to try strategies other than what they've been taught in their video games: Blast enemies to death. Make sure to give the other characters a chance to shine. (Another unfortunate consequence of my blasting: Almost lost a friend. He was so pissed that his Paladin accomplished nothing by comparison. We're still friends, but he still has great suspicion over any character I come up with.)
@Abraham - Ah, forgot about CMD! That indeed can be very important. My wizard was nearly killed by a kraken the other day since I didn't have any method of breaking away from it. Perhaps I should have taken defensive combat training...

Abraham spalding |

Yeah I've never been a blasty fan. Since I started playing in advanced I looked at my level 1 spells, saw magic missile and said, "That is not something I want to do a single time a day."
If I'm going to take a damage spell it's for mopping up -- chill touch, elemental touch, scorching ray -- or to cause issues for another caster -- touch of idiocy, acid arrow (very nice if extended and disrupting), acid fog, cloudkill or the like.
Probably my "iconic character" would be a wizard that casts maybe 2 spells a combat and then stands back and lets the party take care of things. I almost always have spells left over since I rarely "waste" them blasting.
This has saved the party's bacon several times -- for example we had gone through about 5 encounters when we were level...9~11 once with no resting time, and we still had more to go -- the paladin was wearing out, the fighter was getting tore down, the other casters were running low and we have our sixth encounter -- a big nasty BBEG type with minions. I've got... 60~75% of my spell potential left, and specifically was now top loaded with spells. The GM didn't realize I had the spells left I did, and the druids, paladin and fighter start stepping up, the cleric lets loose with his last big healing spell of the day, and buffs on the next round. I started with summoning, got out a nice 5 archons, haste everyone on the next round and proceed to way waste... it was eye opening.

Tiny Coffee Golem |

Pretty lucky rolls, which I'm happy about. Put my +2 into Int, as shown, but I'm not sure whether I should bump up Str to 15 or 16. Transmuters get the +1 to a physical stat, which is another thing to consider.
My other question had to deal with spell choices. I picked evocation and illusion as my forbidden schools, which I'm pretty sure was a decent choice. What are some good transmuter spells to pick?
Feat wise I picked Spell Focus: Transmutation. I'm hoping to build into Tenacious Transmutation and do a good amount of item crafting, but beyond that I'm not sure what to get. Ideas?
Thanks in advance!
For the physical stats I would lean towards con for the bonus HP, but Dex is a good choice too since it increases your AC.
I like the idea of Illusion as being a forbidden school for a transmuter. It works from a RP perspective. "I don't pretend I actually change the physical makeup of the universe!"
Though I do think giving up evocation is a mistake. Fireballs and lightining bolts are REALLy useful, but that's just my bias.
As a transmuter don't you get spell focus transmutation already?

Tiny Coffee Golem |

Another note on forbidden schools...
I generally find that necromancy and divination have one or two good spells, but generally speaking the schools aren't very useful in the long run. You can always buy/make an item with those few useful spells. Including scribe scroll which you get for free.
my 2c

OmegaZ |

@Tiny Coffee Golem: First, awesome pic and name.
Second, it doesn't say anything about getting Spell Focus as a bonus feat for picking a school, just that you get a bonus spell slot of that school, have to pick two forbidden schools, and thats it.
The transmuter with no illusion spells does sound cool, but I there are too many good illusions for me to give up. Divination is acceptable to give up though.

Sieglord |
The idea of restricting my access to Divination spells is both alien and revolting to me...but with the GM's that I play with, Divination spells are a "must have" (discovery, investigation, and subterfuge often take precedence over straight-forward combat in our games). Likewise, I favor shape-changing not only (or even primarily) for its combat ability, but for its versatility. A shape-changer can fly, be invisible, glide through the earth, swim through the ocean (or through lava), or run naked through the tundra (not that anyone would want to see that)...all with only a fraction of the magic power that any other wizard would need.
Case in point: the "enemy wizards" in the games I play in never build towers...because that's stupid. Why would anyone who values his privacy and seclusion build a big, easy to spot structure that beckons thieves and enemies like a moth to flame? No, the wizards I have to deal with do things like building their lairs in underground caverns that cannot be accessed except by teleport spells cast by someone who already knows where they are going...or by a shape-shifting transmuter in earth elemental form earth-gliding to where they need to go (our party at the time had no druid...if I hadn't been playing a transmuter, that wizard would have killed us all before we could discover his plans).
Which brings me to my ultimate point: Transmuters lend themselves not so much to OPTIMIZED play as they do to INTELLIGENT play...and there's a yard of difference, there. I've seen highly optimized characters die in seconds because they were stupid, and I've seen characters thrown together in 10 minutes on a crappy character generator totally own the table because they were SMART...and they played that way.
P.S. How anyone could disparage a 1st-level spell that requires no attack roll, allows no saving throw, and bypasses almost all forms of damage resistance (Magic Missile) is beyond me...but hey! What do I know? I've only been gaming for 30 years.

Tiny Coffee Golem |

@Tiny Coffee Golem: First, awesome pic and name.
Thanks. ;-)
Second, it doesn't say anything about getting Spell Focus as a bonus feat for picking a school, just that you get a bonus spell slot of that school, have to pick two forbidden schools, and thats it.
I may be thinking of 3.5. I don't play specialists much because I don't like the restricted school thing. Although with the new powers some of them would be worth it.
The transmuter with no illusion spells does sound cool, but I there are too many good illusions for me to give up. Divination is acceptable to give up though.
I'm a big fan of illusion, but I meant it would be cool for role playing purposes. I can see transmuters looking down on illusionists. "Illusionists pretend. We (transmuters) do it for real."

flamethrower49 |

P.S. How anyone could disparage a 1st-level spell that requires no attack roll, allows no saving throw, and bypasses almost all forms of damage resistance (Magic Missile) is beyond me...but hey! What do I know? I've only been gaming for 30 years.
I don't think he was disparaging Magic Missile. He was just saying he wants to try something different. Nothing wrong with that, right?
I have severe trouble banning Transmutation, Conjuration, and Evocation. Those schools have a *lot* of must-have spells. I admire anyone who has the guts to restrict their access to those schools. I've been flirting with banning Evocation myself, but I can't come close to Transmutation or Conjuration. The Pathfinder allowance that you can still cast the spells at a cost make it seem more reasonable.
The other schools are more or less okay to restrict. Each of them has a spell or two that make the other adventurers look at you funny if you can't cast it. "You can't cast Invisibility?" they'll say, with a incredulous look in their eyes. "No," you admit, ashamed. "Why not?" "...It's too hard!"
They're left thinking poorly of their wizard, but they never seem to complain when you cast that extra Haste you prepared because of your specialization.