| gabrias |
Hi folks! I'm looking for some advice on how to make a mechanically useful but rather unusual human wizard. (I'm not looking to optimise him, just make him useful!) I want to make a Merlin style character who is the group sage and advisor and uses magic in a more subtle and folklore-y way than a typical Pathfinder Wizard. He'll probably be a bit old and eccentric. I expect I'll still keep Fireball in my spell book for those days when we absolutely, positively have to kill every single last critter, but I don't want it to be the first resort. I'd also like to stay away from summoning spells for similar reasons.
Anyhow I'd appreciate your thoughts on any or all of the following:
- Which school should I specialise in? Divination, transmutation, illusion and enchantment all have their appeal.
- Interesting magic items.
- Feat-wise, I'm thinking of taking Craft Wondrous Item, Craft Magic arms and Armour and the Feral Speech arcane discovery. That leaves my human feat and first level feat open. Any thoughts?
- Bonded item - what's the most iconic thing for a wizard? I'm tempted to make it his hat.. I might be able to persuade the GM on that!
Finally a little background to the campaign. This is a prequel to one that I ran a while back about an order of Knights in a city run by a Lawful Good King and the Priests of the sun god. This campaign is going to be about the foundation of the city about a 1000 years before, when a small group of exiles from an 'evil' empire fled north to start a new life. The other party members include a Cavalier, a Paladin, a Rogue and a Monk, so I think we'll see the foundation of the aforementioned knightly order before too long.. Apparently there's going to be big emphasis on survival against a variety of tribes that will be hostile to us. I think there's goingto be a fair bit of negotiating too.
We're starting at level 6 with a 25 point buy and 16,000 gp. The GM says we won't be getting a lot of treasure in the campaign, so I need to pick my starting equipment carefully. I'm planning towards level 10, although we might go beyond that.
| ^_Q |
Personally, I'd recommend a specialization in transmutation, because it gets you polymorphing abilities, which can be very useful in a wide variety of situations. As for the bonded item, I'd go with your hat idea or a staff. For feats, extend spell could be useful to make your polymorphs last longer. As for magic items, I'm not quite sure.
Fromper
|
Does it have to be a wizard? If you're focusing on the sage and advisor personality, and don't need to be an uber-powerful spellcaster, you might want to consider going bard. Make oratory (storytelling) his primary performance, both for fluff and versatile performance. You'll have the bardic knowledge going to help with the wise old man routine, and you'll still have some good spells, but not the big, flashy ones that wizards and sorcerers are known for.
Or maybe just multi-class, with a couple of levels of bard mixed into a primary wizard, just for the bardic knowledge and versatile performance.
Fromper
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Arcane Bonds have to be from this list: amulet, ring, staff, wand, or weapon.
Personally, I think the staff is most iconic, and fits the folksy old wizard stereotype perfectly. Just picture Merlin or Gandalf walking around, leaning on a walking stick, then holding it aloft to focus their energy while performing magic.
| Kirth Gersen |
Presumably so you couldn't have Arcane Bond (Underpants), thus basically removing any chance of it being stolen. :)
Simply requiring the object to be used as part of the spell's somatic components would have solved that problem, and left the door open for iconic spell focusing items like chalices, mirrors, etc.
| Cheapy |
Cheapy wrote:Presumably so you couldn't have Arcane Bond (Underpants), thus basically removing any chance of it being stolen. :)Simply requiring the object to be used as part of the spell's somatic components would have solved that problem, and left the door open for iconic spell focusing items like chalices, mirrors, etc.
If you've seen Zoolander, I can assure you that that would not solve the problem.
| Tiny Coffee Golem |
Cheapy wrote:Presumably so you couldn't have Arcane Bond (Underpants), thus basically removing any chance of it being stolen. :)Simply requiring the object to be used as part of the spell's somatic components would have solved that problem, and left the door open for iconic spell focusing items like chalices, mirrors, etc.
Lol. A vain wizard who carries a hand mirror all the time and flourishes it when spell casting. Makes me laugh. P
| gabrias |
Thanks `_Q. Transmuting and Extend Spell is a good idea!
GMs can always make exceptions. I don't think taking my hat as a bonded item is going to give me any real advantage. Hats are much easier to lose than rings or staves..
Also, is it wrong that I'm thinking about using the Anthropomorphic Animal spell to make a Puss in Boots type henchman? ;)
| gabrias |
Staff is the most iconic thing really isn't it? It's even more important than the beard... I do agree with Kirth though, I think there's probably more scope for bonded items. Coffee Golen - the Wizard with hand mirror is something my group would definitely appreciate - I think I might use that for an NPC in the game I'm running actually!
Bard is an interesting idea. Maybe with the archivist archetype or something.. I've thought about Druid and it does fit the idea well, but I don't get to gm that often and I quite fancy playing a wizard. Is multi classing Druid and Wizard a recipe for disaster?
Thanks for the ideas folks, keep 'em coming!
| Kirth Gersen |
Lol. A vain wizard who carries a hand mirror all the time and flourishes it when spell casting. Makes me laugh. P
I was thinking along the lines of an illusionist who makes the image in the mirror change, which is then reflected in the illusion as it manifests itself. Or a diviner who looks into the mirror as a scrying device. Or a conjurer who uses the mirror as his "gate" to where the summoned monsters come from. Of course, your idea works, too.
| thenobledrake |
Cheapy wrote:Presumably so you couldn't have Arcane Bond (Underpants), thus basically removing any chance of it being stolen. :)Simply requiring the object to be used as part of the spell's somatic components would have solved that problem, and left the door open for iconic spell focusing items like chalices, mirrors, etc.
If AP treasure hand outs are any indication, then there is exactly nothing stopping a chalice, mirror, or whatever else you might like from being a wand, staff, or weapon.
The limitation is more so that you are aware what enchantments you are allowed to add to a bonded item without possessing item creation feats, not on the actual physical description of the item itself.
As my vague proof by example: a carved mammoth tusk as a scroll, found in Carrion Crown AP.
| Sylvanite |
-I know it's not Merlin, per se (but really, isn't Elminster just as good?), but the pipe as bonded object is awesome. An old dude puffing on a pipe as he bends the laws of reality is really just made of cool.
-As for character advice, obviously rock the knowledge skills. Linguistics can be really cool too, as it's awesome to be able to speak a whole ton of languages without needing spells. If you have the points, something along the lines of Profession (Cook) or another mundane skill can really contribute to a memorable character. Just the fact that even though he could use magic to do things, he still takes pride in working with his hands at stuff is interesting.
-Divination is always good for a character like this. It may not be as strictly useful as specializing in Transmutation, but it's fairly non-flashy while playing into the whole sage idea. The ability to never be surprised is also nice. That said, transmutation is fun for the "Ahh....there we go" moments with spells like stone shape or passwall. I'd probably make necromancy and evocation (or possibly enchantment) into opposition schools, but that's just my idea of the theme.
AsmodeusUltima
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Presumably so you couldn't have Arcane Bond (Underpants), thus basically removing any chance of it being stolen. :)
Obviously you have little experience with the antics of rival arcane schools. Panty raids anyone? ;)
As for the character I can see it going two ways. If you want more of a traditional Merlin adviser/priest role I would suggest seeing if your DM will allow you to adapt the Fochlucan Lyrist prestige class from Complete Adventurer. It is a Druid/Bard version of the Mystic Theurge that gives full BAB, full spellcasting upgrades in both classes, good reflex and will saves, full bardic music and knowledge progression, and the ability to wear light metal armor and retain your druid abilities.
If you want more of a Gandalf feel then I suggest a diviner or enchanter and stick with spells from those two schools as well as non-flashy transmutations. As for your bonded object, a staff would probably be most appropriately iconic, but if your DM allows it the hat or pipe idea could be pretty cool. Also possible would be a longsword and grab that proficiency. :)
| Remco Sommeling |
Staff is the most iconic thing really isn't it? It's even more important than the beard... I do agree with Kirth though, I think there's probably more scope for bonded items. Coffee Golen - the Wizard with hand mirror is something my group would definitely appreciate - I think I might use that for an NPC in the game I'm running actually!
Bard is an interesting idea. Maybe with the archivist archetype or something.. I've thought about Druid and it does fit the idea well, but I don't get to gm that often and I quite fancy playing a wizard. Is multi classing Druid and Wizard a recipe for disaster?
Thanks for the ideas folks, keep 'em coming!
A witch offers alot of subtle magic in the form of hexes and an arcane spell list that crosses over with druid quite nicely, depending on the source an owl familiar might do.
A wizard with loremaster PrC might do quite well too if you are into the sagely business, possibly a pathfinder savant allows you to mesh with a druid's or cleric's spells a bit.
A bard magician is pretty good but I'd probably go for an archivist type bard focused on knowledge if you go that route.
Sorcerer might be good for folklore wizards, since most of the wizards from folklore seem to be either tainted/blessed with a supernatural bloodline, or have a relationship more akin to witches. Merlin was rumored to be born from an incubus and a human mother I think, but really there are quite a few bloodlines that fit. Ofcourse you can select a bloodline with the eldritch heritage feats, or even in addition to your class bloodline
| Benicio Del Espada |
Diviner. Divination spells are sometimes overlooked, but come in very handy at certain plot points. A good guy would probably take necro and enchantment as opposition schools. He's not into dead things or deceiving/controlling people. You want to keep the ability to cast an occasional fireball, which is also pretty iconic, so evocation isn't off the list. A well-placed blast is a nice reminder that he's got raw power, even if it's not very frequent.
A staff, raven, owl, cat or toad would be iconic bonds for him. I'd probably go with a raven, because a talking bird could be funny. A staff he could enchant would give him some Gandalf flair, so that would be cool, too.
| DeathQuaker RPG Superstar 2015 Top 8 |
One depiction of Merlin I always liked was in The Sword and the Stone by T.H. White -- not exactly an accurate reflection of the ancient Arthur myth but a fun and cool story in its own right. IIRC, Merlin turned Arthur into different forms (and could shapeshift as well), hence transmuter (with an owl familiar, perhaps ;) ) comes to mind strongly.
I am not sure why you want to avoid summons, as it's VERY folklory to have an ancient wizard summon creatures of the wild to assist him.
I also like the suggestion for Diviner.
For a non wizard, I'd go with witch if the GM is allowing non-core.
Regrs
|
IMO the ideal folklore style of Wizard is the Diviner.
Folklore wizards are usually subtle and rarely flashy, so schools like evocation, transmutation and conjuration (with few exceptions at certain spells) should be out of your vocabulary.
Divination will give you the access to be the almighty "I know everything" mindset that is common among wizards.
Illusion and Enchantment will make sure that your word is valid among others, "Are you sure that the Earth moves around the Sun, Copernicus?".
Abjuration and Necromancy (fear related spells only) will provide you with defenses that you will most likely need in case your group fails to protect you.
Consider taking metamagic feats like Still Spell, Silent Spell, Quicken Spell and perhaps Eschew Materials as these could indicate for role-playing reasons your mastery with magic, "I can cast a spell by a thought"
Arcane Bond with a Staff is the most common feature among folklore style wizards, familiars were more common with Witches.
As for items Robes are iconic as well as some form of a hat or skullcap.
A specific item that would be useful is a "skullcap of comprehend languages", although you will surely learn lots of languages through your high intellect and ranks in linguistics, sometimes it just happens that you cannot understand what in the nine hells the guard at the top of the wall is shouting at you.
Avoid flashy displays of magic either from your spell list or from your items unless it is the time to really show off.
Have fun and I hope I could help.
Regrs
| gabrias |
Thanks you to everyone for your ideas and suggestions! It’s fascinating to see all the fun and different ways one could make this kind of character work.
Bard, Druid, Sorcerer and Witch all have interesting possibilities but considering the metagame are probably less suited to the campaign. I’m sure that there will be the occasional need for the raw power that a Wizard has and I think fireballs and summoned creatures will be more impressive if I can save them for crucial battles. Wizards also have a huge breadth of spells and the bonus feats allow me to get the various item crafting feats more easily. Arcane bonds are also very cool – I’m going with the staff option, but I have some ideas for making an enchanted pipe and hat to round out his equipment. He might even have a collection of them: “Battle at Goblin Lake? I’m sure I’ve read about that. Hmm. Let me get my pipe... the antique one.” "Frost giant courting rituals? Let me see.." Takes out walrus bone pipe and thinks.
The Skullcap of Languages is neat idea too, Regrs. I’m sure Knowledge skills and Linguistics will definitely feature prominently and Loremaster might well be an option later in his career.
Sylvanite, I like your idea of a mundane profession! I think tailor might be good – he can make the robes, gloves, hats etc that he later enchants.
As far as specialisation goes I’m still dithering between Transmutation and Divination, but at least the honourable members of the Paizo boards are divided on the topic too. ;-) Necromancy and Enchantment will definitely be the opposition schools though.
Whilst I can’t have a Familiar as a class feature, I think I’ll keep some mundane animals as pets to add to the ambience. A cat and owl maybe. With Feral Speech I’ll be able to communicate with them somewhat, so they may prove handy from time to time.