So critique my character why don't you?


Advice


So I am 9 sessions into the first part of Kingmaker and I am playing a Wizard/Cleric. Currently the party is all 2nd level and pretty well rounded we have the following:

Cairne Garess = Half Elf Wizard (conjurer - Creation) Cleric (Sheyln)
Segrid = Human Ranger (Sword and board, Skirmisher)
Andraste = Aasimar Paladin (Archer build, Erastil)
Jeremiah Nixon = Teifling Magus (Crossbow monkey)
Carden = Human Inquisitor (Earstil)
Zelata = Aasimar Sorcerer (Flame based blaster, my inspiration for AM SORCERER)

My Character is a Aristocratic tradesman (architect) and patron of the arts who has no real chance of inheriting family title. This has motivated him to join the expedition into the greenbelt in order to be in a position to manipulate the development of settlements and design a truly great city.

About my build:
OK, I did not dump charisma because it is important that my character be a leader and at least somewhat charismatic, so dumping charisma was not really an option, that is also why the character has the natural born leader trait.

The luck domain has turned out to be pretty useful, touch of luck is literally a godsend that keeps turning misses into hits and hits into crits, there has literally only not made an attack easier once, I also use it to help craftsmen. I went with defense because the spells where more important than the ability to give people my small bonus to saves.

I went with Creation over vanilla conjuring because making useful doodads you need over tossing acid bolts and it makes more sense for the character.

I'm thinking 3rd level picking up craft misc magic items along with a level of wizard, 7th level is when I pick up Leadership. I am undecided about 5th, I may boost my initiative and lackluster reflex save with the additional traits feat.

So far I have been pretty universally useful with my buffs and battlefield control and skills but I am trying to think about the future.

I'm thinking something like this:
3rd Level Wizard Craft misc magic item
4th Level Wizard +1 int
5th level cleric ?
6th level cleric
7th level Mystic Theurge leadership

any thoughts?


Mystic Theurge is not regarded as very powerful at those levels.

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Have you considered sticking Cleric and using your Cohort as a Wizard with the crafting??


I was about to say there is not much MT love on the boards. LB's idea seems pretty good.


I do not want to do that, I wanted to play a Mystic Theurge so I built a Mystic Theurge. I'm less concerned with power than I am in being useful to my party on a round to round basis.


You're happy. Job done. :)

---

However:

That party has damage coming out of its ears. So I guess focus on controlling. They should be able to buff themselves. I need to think about what you actually want from the cleric list.

I'll think about it some more.


As an mt your going to be useful to your party at about level 8 since thats the first time you can cast haste. Seriously though mt is an interesting class but it is just so hard to be three levels behind in casting.

You'll make an ok controller and a decent buffer but your waiting a long time for the next best levels of spells, your summons will be behind the times but could be useful if used cleverly. You can clw wand so your alright after combat.

I think your trying to do to much with the character, i'd have gone straight wizard for five levels then added cleric after i got some 3rd level action, 4th are nice but you have lots of good options at 3rd.

However if your happy to play an mt though theres not much of a critique we can give you from an optimisation point of view, if your enjoying it thats about as optimal as you can get.


We are saying you could do it better the other way*, but what you want to play is more important.
I will add that when asking for a character critique you will always get suggestion to increase your power unless you specifically ask for fluff/flavor advice.

*The reason being is that even a wizard that is two levels behind can hold his own if played well.
-------------------------------------------
As for specific MT advice remember that the spell that wizards get for free when you level up are not gained by the wizard so have money to buy scrolls.

The following arcane discovery is not bad either if you like to leave slots open.

prd wrote:
Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.

If you have a familiar then I would get one with hand so he can use magic items with UMD. I would worry more about fort saves than reflex saves.

Fort saves kill or failing them does.


rat_ bastard wrote:
I do not want to do that, I wanted to play a Mystic Theurge so I built a Mystic Theurge. I'm less concerned with power than I am in being useful to my party on a round to round basis.

Beyond the 'mechanics' of having the mystic theurge PrC, what do you want from this route?

-James


I am assuming he wants help building a better mystic theurge. I don't know how much he is allowed to change though since he is already level 7, I am assuming.


james maissen wrote:
rat_ bastard wrote:
I do not want to do that, I wanted to play a Mystic Theurge so I built a Mystic Theurge. I'm less concerned with power than I am in being useful to my party on a round to round basis.

Beyond the 'mechanics' of having the mystic theurge PrC, what do you want from this route?

-James

Variety, the ability to draw from 2 spell lists, the intellectual underpinnings of the wizard class tempered by the passionate belief that creating great things is an act of faith. Cairne is a engineer that wants to create beauty.


wraithstrike wrote:
I am assuming he wants help building a better mystic theurge. I don't know how much he is allowed to change though since he is already level 7, I am assuming.

I'm more looking for obvious pitfalls in the build and ideas on how to support my party better.


The pitfalls are built into the mechanics. If you can stay alive until about you get 7th level spells for both sides you will be quiet nice.

I would not worry with saved based spells since the lower levels made them easier to deal with. Working as a buffer, and utility character are the best bet IMHO.

Shadow Lodge

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He's ugly and his mommy dresses him funny.


Kthulhu wrote:
He's ugly and his mommy dresses him funny.

well your character looks and smells like butts.


wraithstrike wrote:

The pitfalls are built into the mechanics. If you can stay alive until about you get 7th level spells for both sides you will be quiet nice.

I would not worry with saved based spells since the lower levels made them easier to deal with. Working as a buffer, and utility character are the best bet IMHO.

I think this is the best advice anyone can give, stay away from spells with saves or that rely heavily on your caster level. Until you get to about 5th level spells in both classes (level twelve) then you will be a worse wizard or cleric than a full blown version. Sadly loads of low level spells don't make up for good high level ones. One other thing to bear in mind is that your very limited when it comes to metamagic, you may want to focus on save dc's or caster level increases or defensive feats.


MT is pretty weak honestly so there isn't much support for them.


I don't think that party composition will have a problem with damage.

I don't think that party will have a problem with healing out of combat (loads of you cast use a CLW wand).

I am not sure that buffing is something you should focus on because of 1, however it can be done with lowish Wis.

I would focus on Battlefield control and utility. This points to Wizard.

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I guess the thing is you will have roughly twice as many spells as normal ()at higher levels). So you can afford to burn through them quicker.

Once you hit level 10 or so I think you'll be much higher power than before.

Now how to be useful before then. I hate to say it but I fear levels 4 to 7 will be tough and you will be a secondary character.

Probably the best is:

C
W
W (to get level 2 spells asap)
C
C
MTx10

Or you could focus more on buffing and do it the other way around.

Not scaling your channels, domains abilities and school features is really rough though.

You could probably build to be a decent summoner at higher levels.

You need to think about how you can maximise the ability if your school. It just seems really weak to me :( Best I can come up with is creating masterwork tools for skill checks. Maybe some others have some good ideas.

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Finally I would think that in King Maker having wide access to spells could be really helpful. But I have not played it myself so not sure at what level that becomes a bonus...


So far I am Buff Monkey/Changer of Reality.

Prot Evil on the tanking ranger and bless for everybody combined with touch of luck and guidance when I have burned everything else.

I keep a Grease up my sleeve to change the battlefield when the bad guys make their charge and I have the bonded object give me whatever circumstantial spell that I need to be awesome when we need that spell you would normally not have.

Its looking like I'll be grabbing crafting feats at 3rd and 5th because I need them for the character and the party made some noise in the direction of Gee it would be great to have this item and the nearest magic item mart is in another country.

So its:
3rd Wiz 2 craft misc shiny
4th Wiz 3 Intelligence
5th Clr 2 Craft arms and Armor
6th clr 3
7th MYT 1 Minions!
8th MYT 2 Wis
9th MYT 3 Freedom to choose whatever feat makes me feel shiney inside.


Lightbulb wrote:


Not scaling your channels, domains abilities and school features is really rough though.

There is a mindset you have to be in to pick your domains correctly for a theurge, its all about what it gives you at first level and the spells. Lucky touch is nearly as meaningful to me at 20th level as it is at 1st and the spells it grants are fabulous, the defense domain I chose solely for spells that would help me survive low levels and that I could work into magic doodads I make.

Liberty's Edge

rat_ bastard wrote:

So far I am Buff Monkey/Changer of Reality.

Prot Evil on the tanking ranger and bless for everybody combined with touch of luck and guidance when I have burned everything else.

I keep a Grease up my sleeve to change the battlefield when the bad guys make their charge and I have the bonded object give me whatever circumstantial spell that I need to be awesome when we need that spell you would normally not have.

Its looking like I'll be grabbing crafting feats at 3rd and 5th because I need them for the character and the party made some noise in the direction of Gee it would be great to have this item and the nearest magic item mart is in another country.

So its:
3rd Wiz 2 craft misc shiny
4th Wiz 3 Intelligence
5th Clr 2 Craft arms and Armor
6th clr 3
7th MYT 1 Minions!
8th MYT 2 Wis
9th MYT 3 Freedom to choose whatever feat makes me feel shiney inside.

I don't know what the general consensus about it's usefulness is, but I rather like the feat Theurgy from Ultimate Magic. It gives you a little bit of versatility with all those spells you'll have ready to go each day. I find it's best for the option that boosts your caster level for Divine magic. Drop a low-level Wizard spell and get an extra caster level's worth of effectiveness out of one of the "always useful" low level Cleric buffs, like Shield of Faith, Entropic Shield, or Align Weapon.

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