Dwarf Wizards?


Pathfinder First Edition General Discussion

Dark Archive

Is there a reason these little guys are so uncommon? I don't think I've ever seen a build for one.

I know they don't get an int boost, but I'm past that. I want to see builds from creative people out there: show me a functional dwarf wizard. Bonus points for picking out spell schools that would appeal to the typical dwarf.


I had one for a Crimson Throne adventure, name was Core Rulebook the 7th. Strange little fellow, was totally convinced the world was governed by strange, incomprehensible rules and random chance. His spellbook was a copy of the Core Rulebook, battered and damaged by time.

But in all seriousness, he was a necromancer wizard who specialized in debuffing in "bringing them down to size" in his own way. Of course, he cared not a whit for undead, as his negative charisma modifier really made his ability to command undead pretty useless. He was brilliant, wise and tough, would have been a great leader of his clan if his whole family wasn't considered an embarrassment. He played up the crazy side to keep people at arm's length, because he had strange insights into how things worked and knew all were destined to be torn apart by housecats or something.

A very strange concept to be sure, mainly I was bored and knew the group would appreciate the idea, even to the point where everybody "played" the book talking to him. However, the build was a debuffer who relied mostly on ray of exhaustion (never got past 6th level before the campaign fell apart in favor of Dark Heresy I think) to hamper melee combatants. I focused on playing up the +2 Con and Wisdom as just being a tough SOB who took no nonsense from anybody but his spellbook. The -2 to Cha was the whole... well... being different and difficult to relate to.

It was a long time ago, so I don't have his build, but it was a roll 4d6 drop lowest reroll 1s build. I'll see if I can remember him well enough to post something with a 20 point buy.


Let me try dwarf conjurer as many conjuration spells do not allow saves.
not particularly optimized but
school conjuration
opposition necromancy and enchantment
15 point buy
str 8
dex 14
con 14(+2 racial)
Int 16
Wis 12(+2 racial)
cha 8
Feats
1 toughness
1bonus scribe scroll
3 spell focus conjuration
5 augment summoning

Arcane bond
cosmpsognathus familiar for +4 initiative
I could go on but tihs is how I would start it.


Dwarf Wizard, Spec in Transmutation or Abjuration (both schools filled with Dwarfy goodness)

20pt buy
All Racial bonuses included.
Str:10, Dex 12, Con 16, Int 17, Wis 14, Cha 6

All leveling stat boosts to Int for a 22 Int by Lv 20 (With items and Wishes could cap out at 33 Int). Toughness feat and favored class HP to get 11 hp per level.

Some Dwarfy spells:
Reduce Person: To bring people down to his size.
Endure Elements: So he can call the rest of the group sissies because it's too cold out side.
Grease: So he can laugh at every one who can't find their footing on solid ground.
Stone to Flesh: Why carve all your stone statues, be the greatest life like stone carver for your clan.
Arcane Lock: No one gets me treasure!
Polymorph any Object: Turn your enemies into true treasure... for 3 hours.
Fabricate: Always have the right tool for the right job.
Bestow Curse: Punish those oath breakers.


Have been wanting to make a dwarf wizard for a while. Transmuter sounds good. Ban Enchantment and illusion in favor of Buffing up and hitting them with an axe if it comes to it. Conjuring and Necromancy are good secondarys.

Admittedly, trying the Armored caster with a dwarf is intriguing. But probably better done with a Magus.

Dark Archive

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Alright, here's my attempt:

Dwarf Wizard 1 (20 point buy)
School: Earth
Bonded Object: Battleaxe

Str 10
Dex 12
Con 16
Int 17
Wis 12
Cha 8

Earthglide at level 8 is amazing, and Acid Cloud is actually very good battlefield control. I also just remembered: never being slowed by encumbrance means feel free to dump strength!

Str 7
Dex 12
Con 16
Int 18
Wis 12
Cha 8

Of course, to take full advantage, we need a way to increase speed...


Elves got a few buffs - including a bonus to intelligence - that makes them actually good at being wizards again.

In 3e, elves didn't have that bonus to intelligence or the bonus to spell penetration, and thus dwarves were better wizards then they were.


I had a Dwarf Abjurer player early after the core release. I think he dissed Necromancy and Illusion. Had a Raven familiar and an obscene Appraise skill as I recall.
I think he got killed by a trap or something at around level 5-6 and never got rezzed.

Ah well.

I have another player that has an active Dwarf Wizard in 4E, but thats another entity entirely.

Liberty's Edge

I know one guy who plays dwarf wizards almost to the exclusion of any other class/race.

I've always held that dwarves have a nearly perfect combination of abilities and traits for an adventuring race. As wizards, their CON bonus gives them a good boost to their weak Fort save, the WIS bonus can increase their already formidable Will and their resistance to poison and magic just adds to those defenses. The +4 dodge bonus against giants is circumstantial but awesome when you can use it.

I think Abjuration and Transmutation would be the most common specialties for dwarf wizards because of the race's focus on defense and craftsmanship. Past that, I imagine Divination would be a good fit for dwarves since the race has a healthy respect for knowledge, especially when it can be used to increase the safety or wealth of a clan.


Velcro Zipper wrote:

I know one guy who plays dwarf wizards almost to the exclusion of any other class/race.

I've always held that dwarves have a nearly perfect combination of abilities and traits for an adventuring race. As wizards, their CON bonus gives them a good boost to their weak Fort save, the WIS bonus can increase their already formidable Will and their resistance to poison and magic just adds to those defenses. The +4 dodge bonus against giants is circumstantial but awesome when you can use it.

I think Abjuration and Transmutation would be the most common specialties for dwarf wizards because of the race's focus on defense and craftsmanship. Past that, I imagine Divination would be a good fit for dwarves since the race has a healthy respect for knowledge, especially when it can be used to increase the safety or wealth of a clan.

+1

Dwarf wizards are pretty awesome.
Once you get past the whole Chain mail and Warhammer shtick (which I admittedly like too) they're a pretty well-rounded race.

Liberty's Edge

Metal School would also be a good line for a dwarf wizard as both a crafter and destroyer of all things metal

Shadow Lodge

dwarves should not cast magic. thats why you dont see them very often. dwarves who do practice magic are shunned by other dwarves and are considered evil by other dwarves... or atleast thats the true dwarven lore.

Liberty's Edge

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there are slight differences to Golarion races from the "traditional" versions. Golarion dwarves do produce wizards rarely, specializing with runes and such

dwarf wizards:

Dwarven wizards and sorcerers
are relatively rare compared
to spellcasters of other types.
Despite millennia of practicing
the arts of craftsmanship and
engineering, few dwarves studiously
pursue the arcane arts. Those few who
master the art of wizardry or embrace their
sorcerous talents, however, often employ a unique
means of inscribing runes on objects, enhancing their
durability or making them impassable.

Dark Archive

So abjuration sounds perfect. What's abjuration good for, offensively/defensively? I mostly hear about conjuration and evocation these days.


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Pathfinder Lost Omens, Rulebook Subscriber

Tried out a Dwarf Geomancer (Earth Elementalist) after APG came out and he was quite abit of fun.


+1 raven familiar


You missed 3.5. They sprouted like mushrooms then.

Int is a wizards main stat. Its going to be pretty rare to see a class/race combo where the race doesn't increase the main stat of the class

Shadow Lodge

  • Hmm, Wisdom is fine dumb stat(if you don't mind those kinds of things), more Constitution is something every Wizard should strive for and finally Dwarves don't have any penalties to "important" magery stats such as Intelligence. All good here.
  • The constant slow speed is pretty annoying in the beginning, which is why I would not necessarily play a dwarven Wizard in a low-level one shot, but the bonuses to various cool defensive stuff, such as saves, AC and also attack rolls versus very stock adventure enemies would offset those penalties in a longer campaign where I've learned to anticipate the Gm's tactics a bit and can talk sense and strategy with the group. Pretty boss.
  • From a roleplaying standpoint, the somewhat strange combination of race and class combined with the gruffness of dwarves in general would spin rp'ing situations into interesting directions. The long lifespan of dwarves is also noteworthy, since studying and pouring over darksome tomes of arcane power is something requires tons of time potentially. Very fitting!
  • The proficiencies are not really worth anything to a Dwarf Wizard mechanically, but there could some merit to carrying, for instance, a battleaxe around, since it's still an overt threat and could give enemies pause. You might be a monk in robes! Or something even subtler. It might also be a sign of office, since you come from a very rigid society based on martial discipline and order. A sign of maturity even? Nothing much to complain about here either.

Personally, I've been thinking about rolling a Dwarven Evoker if one of my current characters kicks the proverbial bucket. Excuse the purple prose, but there's something really cool about making a proper siegeworks consultant who specializes in the distant thunder of underground detonations and in pulverizing the daedalic battlements of his horrid enemies.

Some silent fellow whose face might be bedecked with acid scars and a cleft lip, but whose visage is the only thing you'll ever want beside you when faced with throngs of duergar or serpentfolk. When the fiery flowers of destruction begin to bud between the enemy lines, a smile slowly creeps up his otherwise stoic face... And you'll remember to thank the short man afterwards, standing there amidst settling clouds of ash and blood.


Pathfinder Adventure, Rulebook Subscriber

an interesting way of playing up the whole "rune magic" thing is using the power word alt magic system from UM, really go all in with it.

Also with some of the new wild blood bloodlines you can be a dwarf sorcerer that uses WIS or INT as his caster stat instead of Cha (avoid penalty to main stat). Just an idea


Interesting bit about using words of power to simulate rune magic...
I may just have to actually read that chapter now
(heard it sux though...just can't replicate interesting spells)


My last character (in RotRL, btw) was a neutral dwarf witch named Old Stingbeard who kept his scorpion familiar (and her hatchlings) hidden in his prodigious chin hairs. He muttered a lot.


dwarf wizard specialized in enchantemnt with charisma as drop stat (7-2 racial=5) was great roleplaying since the concept was a guy who dosent have any charisma of his one ended up learining how to use charm and dominate spell to work around.


Mergy wrote:
So abjuration sounds perfect. What's abjuration good for, offensively/defensively? I mostly hear about conjuration and evocation these days.

Offensively, it's worth almost nothing - the trademark of abjurers offensively is messing with an opponent's magic , usually via various dispel spells; while it doesn't usually do damage it can bring down a foe's magical protections in short order. It's a very defensive school, and most spells that deal with defense, resisting or denying attacks or conditions are in it.

Shadow Lodge

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Sandbox wrote:
(heard it sux though...just can't replicate interesting spells)

Spoiler:
It's not supposed to. It's a new way to create new, not remake old ones.

You know, I made a 1st level dwarven wizard just to see how high I could get HP.

With a generous point buy.

6 from HD(assuming max at 1st level)
5 from Con
3 from Toad familiar
3 from Toughness
1 from Favored Class

18 hit points. Still might not survive a crit, but that's okay.


Mergy wrote:

Alright, here's my attempt:

Dwarf Wizard 1 (20 point buy)
School: Earth
Bonded Object: Battleaxe

Str 10
Dex 12
Con 16
Int 17
Wis 12
Cha 8

Earthglide at level 8 is amazing, and Acid Cloud is actually very good battlefield control. I also just remembered: never being slowed by encumbrance means feel free to dump strength!

Str 7
Dex 12
Con 16
Int 18
Wis 12
Cha 8

Of course, to take full advantage, we need a way to increase speed...

Fleet, or a multiclass to BBN (RP opportunities and a slight increase to his ax skills)


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Me? I'd go for the freaking gold: The Dwarferer..er!

6 Sorcerer/4 Fighter/10 EK

Off 20-point buy, after racial bonuses, 14/12/16/10/10/14. Attribute bonuses from levels go: +3 Cha, +2 Str. I'd go with the accursed bloodline, because The Dwarferer is freakin' scary that's why. Stick to abjuration and transmutation, especially spells that make you better at Smashing Things. When you run out of spells that make you better at Smashing Things, pick spells that make you Kill Things. When it comes to feats, More Smashing is Better Smashing. Why, because you're The Dwarferer and controlling is for pansy-ass elves! You end up with a CL of 15 (19 with practiced spellcaster, 17 with knack, and 20 with both), which means you're only casting 7th-level spells and don't need more stinkin' charisma than 17, you're probably not casting anything that has that "deecee" thing unlike the ones that are too concerned with breaking a nail than Smashing Face. You can wear a pansy elf headband anyways, if you're a giant sissy.

Others may laugh and call you "suboptimal" whatever the crap that means, but you'll get the last laugh when you yank out your dwarven waraxe, casts transformation, and power attack it right up where the sun doesn't shine. You ever seen or heard what happens when The Dwarferer power attacks you while buffed to the teats? Of course not, because nobody lives to tell the tale. The Dwarferer is no scimitar-waving fairy princess: he gets completely pissed, kicks ass and takes names.

Grand Lodge

I rolled a dwarven ranger/wizard headed for eldritch knight in our Crimson Throne game. I'd like to revisit him at some point down the line.


All hail The Dwarferer!

Grand Lodge

TheSideKick wrote:
dwarves should not cast magic. thats why you dont see them very often. dwarves who do practice magic are shunned by other dwarves and are considered evil by other dwarves... or atleast thats the true dwarven lore.

I present to you one fellow who's definitely not up on his Norse or Teutonic mythology. Let's put it this way, if you got a magic weapon that was worth half a damm in those mythos.. it came from a dwarf. IF you fell down dead from a curse, a dwarf was probably behind it. And if the dwarf was really ticked off that curse just might end the whole universe as well.

Now you tell me that dwarves don't have a solid grounding in magic.

Dark Archive

So both mechanically and thematically they are bad.

With their half BAB, a bonus you don't get to use (armor bonus), a 20 move, those guys just can't do it at all. You can make a "more survivable" conjurer, but you would be better off doing the same as a Druid (where the Wis bonus is highly relevant) or cleric (same, and you get standard actiOn summons).

You may have a story for one you want to try, but otherwise no, almost every other race is better.

Dark Archive

Thalin wrote:

So both mechanically and thematically they are bad.

With their half BAB, a bonus you don't get to use (armor bonus), a 20 move, those guys just can't do it at all. You can make a "more survivable" conjurer, but you would be better off doing the same as a Druid (where the Wis bonus is highly relevant) or cleric (same, and you get standard actiOn summons).

You may have a story for one you want to try, but otherwise no, almost every other race is better.

They get darkvision, a bonus to saves, and a bonus to constitution, which is definitely a relevant caster stat, despite not being the primary. The penalty to charisma is also perfect for a wizard.

I wouldn't call them the most optimal, but I'd hardly call them bad.

Grand Lodge

I should mention I played my dwarf wizard in 3.5, where they got less.


My brother also played a dwarf wizard in 3.5.

If you are not going for optimal dwarf cave druid is a really interesting concept. My backstory for one is he was going exploring down to the deepest part as part of dwarf tradition and then a cave in seperated him from his clan of dwarves so he grew up in natural surrondings of caves.


LazarX wrote:


I present to you one fellow who's definitely not up on his Norse or Teutonic mythology. (...)
Now you tell me that dwarves don't have a solid grounding in magic.

I tought about a subrace for dwarves which is more like dwarves from norse mythology named "toad dwarves". Their feets are talons and their skin resembles a toads skin, can transform into toads (well in norse mythology they usually became toads or stone in sunlight wheter they wanted it or not) and get a bonus on crafting magic stuff, probably also some divination bonus (however I'm not sure about ability changes, wisdom would still fit but since we want a race of wizards we should at least think about intelligence...)

Combine that with dragon disciple and you'll get a nice fafnir-wannabe


In my current campaign I play a 5th level dwarven conjurer. I chose being the dwarf for roleplaying reasons but I will say it has been awesome.

My characters defense is crazy. Incredible HPs for a wizard having a 17 con and taking the extra HP for favored class. Being a dwarf allows for the bonus on saves against magic. On top of that one weakness for dwarves is the movement but I went with the teleportation specialist so I can just 'port when I'm in trouble.

Both mechanically and thematically this character is a blast to play. Honestly the only thing I miss if I made the character 'optimally' (being an elf/human or half-elf) would be +2 on my int score. While that is extremely important a lot of the weaknesses of a wizard have been strengthened.


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Mergy wrote:

Is there a reason these little guys are so uncommon? I don't think I've ever seen a build for one.

I know they don't get an int boost, but I'm past that. I want to see builds from creative people out there: show me a functional dwarf wizard. Bonus points for picking out spell schools that would appeal to the typical dwarf.

Most wizard builds I've seen don't rely on a specific race, which is probably why you aren't seeing many Wizards that are "dwarf specific"

Generally Dwarves aren't your best race for Wizard (because of the Int thing), but Wizard is a great class in that you can make a very useful Wizard without that bonus (as long as you make sure Int is high as possible). Choosing the "best" mechanical race is not required, and should not dissuade you from playing another race if you like the idea of it. Dwarf, Halfing, Gnome...these races aren't usually considered the best for wizard, but I guarantee you can make a very effective wizard with any of them.

Despite that though, dwarves are still a pretty decent race for Wizard. Darkvision is handy, their encumbrance advantages can be useful if they have low Str, and bonus to saves is always welcome.


The only reason they are uncommon is that the Dwarves couldn't be wizards in 1st or 2nd edition and the old stylists never made much Dwarven wizards in artwork or characters.

Grand Lodge

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Since this thread gave me a reason to play with Herolab I decided to build a dwarf wizard with a character concept first but still with viability in mind. This wizard is a former adventuress who hasn't quite lost all of her edge, but has made a definite lifestyle change.

As you enter the hall, you are observed by the thane, and flanked on both sides by his stern guards. He turns his head slightly to the raven tressed dwarven woman at his right side, dressed in dark purple robes. She rises bearing a metallic staff toped by a clear beveled gem of square shape. She gazes upon each of you before speaking in perfect Common. "You are welcome strangers to the halls of Thallin Silverbeard. Speak now of your travels and the reason you have come here."

FRWALLIA CR 11 Image here
Female Dwarf Wizard 12
LN Medium Humanoid (Dwarf)
Init +8; Senses Darkvision (60 feet); Perception +16
Aura Foretell (12 rounds/day)
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 19. . (+6 armor, +2 Dex, +2 deflection)
hp 86 (12d6+36)
Fort +10, Ref +9, Will +15
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Spell Storing Dagger +11/+6 (1d4+5/19-20/x2) (currently storing Lightning Bolt)
Spell-Like Abilities Light (At will)
Wizard Spells Known (CL 12, 8 melee touch, 8 ranged touch):
6 (3/day) Elemental Body III (DC 22), Legend Lore (DC 22), Chain Lightning (DC 22), Summon Monster VI
5 (4/day) Contact Other Plane (DC 21), Wall of Force, Lightning Bolt, Empow (DC 21), Fabricate, Mage's Private Sanctum
4 (4/day) Dimension Door, Stoneskin (DC 20), Scrying (DC 20), Ball Lightning (DC 20), Obsidian Flow (DC 20)
3 (5/day) Shifting Sand (DC 19), Haste (DC 19), Lightning Bolt (DC 19), Dispel Magic, Enter Image, Harrowing
2 (6/day) Elemental Speech (DC 18), Elemental Speech (DC 18), Glitterdust (DC 18), Flaming Sphere (DC 18), Scorching Ray (x2), Masterwork Transformation
1 (6/day) Dancing Lantern, Comprehend Languages (DC 17), Magic Missile (x2), Crafter's Fortune (DC 17), Shield (DC 17), Stone Fist (DC 17)
0 (at will) Prestidigitation (DC 16), Detect Magic, Arcane Mark, Mending
--------------------
STATISTICS
--------------------
Str 12/14, Dex 12/14, Con 14/16, Int 19/23, Wis 14/18, Cha 10/14
Base Atk +6; CMB +8; CMD 29
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Defensive Combat Training, Dimensional Agility, Empower Spell, Harrowed, Scribe Scroll, Wizard Weapon Proficiencies
Traits Mathematical Prodigy: Knowledge (Arcana), Wisdom in the Flesh: Ride
Skills Appraise +11, Craft (Armor) +18, Craft (Stonemasonry) +18, Craft (Weapons) +18, Fly +10, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +14, Knowledge (Geography) +14, Knowledge (History) +14, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Nobility) +10, Knowledge (Planes) +10, Linguistics +11, Perception +16, Profession (Librarian) +9, Profession (Scribe) +9, Ride +9, Sense Motive +16, Spellcraft +21 Modifiers Lorekeeper
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Terran, Undercommon
SQ All Tools Vest (1/day), Astrolabe, Bonded Object: Staff of Many Rays (1/day) (Sp), Enchantment, Foresight, Forewarned +6 (Su), Hardy, Hatred, Magnifying glass, Necromancy, Prescience (9/day) (Su), Ring of Arcane Signets, Slow and Steady, Stability, Wayfinder, Standard (1 @ 0 lbs)
Combat Gear +3 Spell Storing Dagger; Other Gear All Tools Vest (1/day), Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Stonemasonry), Artisan's tools, masterwork: Craft (Weapons), Astrolabe, Belt of Physical Perfection, +2, Blessed Book, Boots of Striding and Springing, Boots of Striding and Springing, Bracers of Armor, +6, Chime of Opening, Cloak of Resistance, +3, Elemental Gem, Earth, Feather Anchor, Anchor, Feather Token, Bird, Feather Token, Swan Boat, Figurine, Bronze Griffon, Handy Haversack (13 @ 22 lbs), Harrow Deck, Headband of Mental Superiority, +4: Perception, Sense Motive, Ioun Stone, Dusty Rose Prism, Magnifying glass, Marvelous Pigments, Pearl of Power, 3rd Level, Pearl of Power, 4th Level, Pearl of Power, 5th Level, Ring of Arcane Signets, Ring of Protection, +2, Staff of Many Rays, Wayfinder, Standard (1 @ 0 lbs)
--------------------
SPECIAL ABILITIES
--------------------
All Tools Vest (1/day) The stitching along the many pockets of this light leather vest depicts cheerful laborers going about their daily work. Once per day, as a standard action, the wearer can speak its command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.

Construction
Requirements Craft Wondrous Item, summon instrument; Cost 900 gp
Astrolabe +2 navigation
Bonded Object: Staff of Many Rays (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Foretell (12 rounds/day) (Su) 30' aura either grants +2 luck bonus to allies or -2 luck penalty to enemies on ability checks, attack rolls, caster level checks, saving throws, and skill checks.
Forewarned +6 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Magnifying glass +2 Appraise for small or highly detailed items.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Ring of Arcane Signets The amorphous, approximately 1-inch-square chunk of rosy crystal that dominates this otherwise plain copper ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, he can cause the crystal to adopt any shape he wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of his personality. Once the crystal assumes this initial form, it always does so whenever the wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time he uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.

Construction
Requirements Forge Ring, arcane mark; Cost 500 gp
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wisdom in the Flesh: Ride Ride becomes a Wisdom-based, class skill.
--------------------
"Look at that stone carefully lass. The stripes of color, the cracks in that arch.. If ye look carefully the story will read itself to you."

Frwallia's adventuring days are behind her, at least if she has anything to say about it, she's traded the rigors of the vagabond for the patronage of a mountain hold's thane. She serves the deep hold in lore and in craft as well as serving the needs of governance and privacy when required. As one of the more learned in languages she will frequently be in attendance when strangers come to the hold as well.

Her personal residence is a private tower within the thane's hold. While she is most confortable within the mountain and under the earth, she is also fond of taking flights on the bronze griffon she brings into being from her wondrous figurine.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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Well they already have beards, so that's a step in the right direction.

RPG Superstar 2015 Top 8

Mergy wrote:

Alright, here's my attempt:

Dwarf Wizard 1 (20 point buy)
School: Earth
Bonded Object: Battleaxe

Str 10
Dex 12
Con 16
Int 17
Wis 12
Cha 8

Earthglide at level 8 is amazing, and Acid Cloud is actually very good battlefield control. I also just remembered: never being slowed by encumbrance means feel free to dump strength!

Str 7
Dex 12
Con 16
Int 18
Wis 12
Cha 8

Of course, to take full advantage, we need a way to increase speed...

Not to mention Earth Supremacy will stack with dwarf Stability--this guy is NEVER going to be bull rushed or tripped, even with a Strength of 7. A small thing as it's circumstantial, but a wussy wizard this guy would not be.

Since you're using the APG Earth School, may as well also use something else from the APG---the alternate racial ability Stonesinger, which treats the dwarf's level as 1 higher when casting spells with the earth descriptor (the other abilities don't apply but it'd still be cool). There are tons of those spells but enough it would be fun and flavorful. I might also swap out greed for Craftsman (for eventual magic item creation) or Lorekeeper (since he'll have history as a class skill anyway).

Dark Archive

DeathQuaker wrote:


Since you're using the APG Earth School, may as well also use something else from the APG---the alternate racial ability Stonesinger, which treats the dwarf's level as 1 higher when casting spells with the earth descriptor (the other abilities don't apply but it'd still be cool). There are tons of those spells but enough it would be fun and flavorful. I might also swap out greed for Craftsman (for eventual magic item creation) or Lorekeeper (since he'll have history as a class skill anyway).

Actually, the Ultimate Magic elements might be better for an Earth-focused Wizard. That way, the barred school is Wood, and that frees up fly and a few other air spells.


I seem to remember that one of the dwarven citadels was actually a huge arcane library guarded by magical librarians and such. Seems like a good place for the dwarf wizard to have studied or a goal to reach one day for such a wizzie.

Greg


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To me, dwarven wizards are the engineers of a fantasy world. Elves might regard magic as an art form, humans as a tool, gnomes as a means of expression (or just plain fun), but to a dwarf, it's a science.

In addition to the classic knack for runes, dwarves have an oft-underplayed affinity for complex mechanisms, and I could easily see a dwarf embracing wizardry based on a fondness for breaking down a spell into its basest components then putting them back together. To that end, abjuration is spot on, because they can take this principle and dismantle the spells of others. With transmutation, they seek an intimate understanding of the composition of all things physical. Other schools might be less common for dwarves, but I would especially see them recoiling from enchantment and illusion, since they deal strictly with the immaterial.

Dwarves are also all about history, and there are a number of ancient magical traditions that I could see a dwarven mage obsessing over. One dwarf might pursue the history of Thassilonian wizards in the same way his kin document dwarven genealogy. You could also take an Indiana Jones approach to the whole thing - a scholar that prefers to get out there, get in the field, and experience history with their hands. They might be far more concerned with magic relics than magic spells. By the same extensions, I usually envision dwarven wizards as being superb at item creation. Also, at the risk of sounding too Dragon Agey, golems.


My game has a Dwarf Specialty School that effectively grants abjurers Medium armor, bucklers and axes, not really any more powerful but good at Still spell and counterspell-work. I had two players play the class and a summon monster generalist. All three enjoyed the Dwarf as Wizard, but none of them played before 1996, one only starting after WoW came out, so they had no 1st/2nd ED predjudice (like me). The highest level was actually complimented on her willingness to 'stand the bridge' and not run. That she would have been swiftly over taken by pursuit was not mentioned. That she was the one to pour healing potion down the downed Cleric's throat on at least three occasions might have contributed to the party's regard.

I might have to play one some day.


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Thalin wrote:

So both mechanically and thematically they are bad.

You may have a story for one you want to try, but otherwise no, almost every other race is better.

The Dwarferer asks, who gives a Marilith's teats?

The Dwarferer is superior in every way to your namby-pamby, copper-a-dozen fairy princess elf wizard. While your precious little snowflake is floating around like a teeny-b+#~#~~sed kobold, afraid he might get split ends or dirty, The Dwarferer is busy shoving his dwarven waraxe in Some Big Ugly's face while an unseen servant from a wand hand-feeds him beer and bacon-wrapped steak. In fact, The Dwarferer is working on his own spell for that in the meantime: Beer-drinkin' and Murderin' Hand. And, The Dwarferer doesn't care if he gets blood, guts, and goo all over the place: it's extra flavor for when he strains his beard out after combat and drinks that too.

Your little limp-wristed "optimized" fop can't even grow beards. The Dwarferer says quod erat demonstrandum, which to him means "up yer butt, Elrond".

In fact, consider it an act of mercy The Dwarferer went 6/4/10. If he'd gone 9/1/10 instead, he could whip out his animated tower shield and surf headlong into battle atop a tsunami while using ghost sound to blast a truly rockin' soundtrack (I'm thinking, "Run to the Hills" by Iron Maiden, but The Dwarferer thinks "Rock you Like a Hurricane" by the Scorpions is funnier and is willing to extend it just to make sure the BAMF solo plays, and I'm not about to contradict him). Think about that for a little bit, then realize for all that floating around invisible and summoning monsters to do the Real Dwarf's Work trying to not soil your precious little cocktail dress, you just crapped it.

Dark Archive

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I mean, thinking about it:

Str: 7 Int: 17 Wis: 16 Dex: 10 Con: 18 Chr: 5

Is actually a pretty amazing wizard. Starting 11 HP, probably takes toughness to overcome the AC issue, so 14 HP level 1, Fort and Will saves nearly unstoppable, focuses on buffs and conjuring, so as to not target opponents. Can take a trait to make perception a class skill, and his feats would be concentrated mostly on survival (toughness, make dwarf bonus to saves +4) with the occasional crafting feat from his wizard bonus feats. Or possibly summoning abilities.

Could totally see that guy kicking some butt.

Dark Archive

I'm pretty sure I've ran the numbers and discovered with a point-buy system, every attribute can be adjusted exactly the way you want. Just remember to drop them and let the racial bring them back up. So that's not a problem.

I believe they make good wizards. Low STR doesn't mean much as he can still carry up to his STR without being slowed further. CHA penalty doesn't mean anything. Saves to poisons and spells are always good, and you will get targeted a lot because you are a caster. The naturally slow speed is a bit of an issue at first, but not for long. Darkvision makes lack of light for targeting spells a non-issue.

However, I feel other races are better at being a wizard.


I'm not saying this is optimized by ANY standards, but I'm really enjoying my dwarf wizard character in a pathfinder ptolus game.

First of all, it's an urban campaign. My goal was to play a party face (yes, face) who is a schmoozer and lounge lizard with goals of starting his own wizard/jewelers consortium.

My point buy was

Str: 10
Dex: 10
Con: 12
Int: 17
Wis 6 (+2) = 8
Cha 15

The first level was bard, for hp, healing, armor use, etc. The spell choice was sleep and clw. the lore abilities and charisma abilities were really useful - diplomacy and bluff esp.

Then, from second level, I took enchanter. Yes, enchanter. I know, moans all around. But the boost to the main skills in this city campaign were really valuable. He's now 6th overall, a buffing wizard with spells like hideous laughter, stinking cloud, and heroism. His job is to make the fighters brutal and to mess with the enemy. He can carry and use a battle axe in battle, but these days stays out of trouble.

Why enchanter: Well, the free spells charm person, hideous laughter, and heroism are really good in a city game when many of your opponents are humans. My forbidden schools are evocation and necromancy. He keeps a scroll of fireball handy, but prefers stinking cloud.

It's a quirky build, but a lot of fun, and my fighters enjoy their buffs. Also, he's a item crafter, that's part of his goals and backstory, and I'm having a great deal of fun craft torques and magic weapons for the other party members.

So, that's my dwarf wizard.

Dark Archive

Eacaraxe wrote:
Thalin wrote:

So both mechanically and thematically they are bad.

You may have a story for one you want to try, but otherwise no, almost every other race is better.

The Dwarferer asks, who gives a Marilith's teats?

The Dwarferer is superior in every way to your namby-pamby, copper-a-dozen fairy princess elf wizard. While your precious little snowflake is floating around like a teeny-b@&!%#*sed kobold, afraid he might get split ends or dirty, The Dwarferer is busy shoving his dwarven waraxe in Some Big Ugly's face while an unseen servant from a wand hand-feeds him beer and bacon-wrapped steak. In fact, The Dwarferer is working on his own spell for that in the meantime: Beer-drinkin' and Murderin' Hand. And, The Dwarferer doesn't care if he gets blood, guts, and goo all over the place: it's extra flavor for when he strains his beard out after combat and drinks that too.

Your little limp-wristed "optimized" fop can't even grow beards. The Dwarferer says quod erat demonstrandum, which to him means "up yer butt, Elrond".

In fact, consider it an act of mercy The Dwarferer went 6/4/10. If he'd gone 9/1/10 instead, he could whip out his animated tower shield and surf headlong into battle atop a tsunami while using ghost sound to blast a truly rockin' soundtrack (I'm thinking, "Run to the Hills" by Iron Maiden, but The Dwarferer thinks "Rock you Like a Hurricane" by the Scorpions is funnier and is willing to extend it just to make sure the BAMF solo plays, and I'm not about to contradict him). Think about that for a little bit, then realize for all that floating around invisible and summoning monsters to do the Real Dwarf's Work trying to not soil your precious little cocktail dress, you just crapped it.

I don't often laugh out loud while reading, but you got me.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
TriOmegaZero wrote:
I should mention I played my dwarf wizard in 3.5, where they got less.

I played a dwarf wizard in 3.5 too. But getting less I'm not so sure. The dwarf race is pretty close to unchanged (at least in comparison to the other core races.) But the key issue is in 3.5 none of the core races had an Intelligence bonus. So you weren't losing anything in your primarily attribute. Now the dwarf is behind on intelligence to elves, half-elfs, half-orc, and humans. Dwarfs find themselves as second tier wizards to those that have (or can have) int bonuses.

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