Building a decent Arcane Caster...


Advice

Grand Lodge

Recently in our gaming group myself and one other PC seem to be doing all the "legwork" now normally I dont mind shining but I feel I need to make a change.

I was playing a level 6 Magus, I felt over powered in the last few sessions, it became fairly apparent that me and other PC Human Ranger (Archer) were just demolishing standard encounters (We are playing through the Kingmaker path, on the second near the end) He did close to 115 damage one round and I pulled nearly 70 at one point on a Empowered Shocking Grasp crit with the scimitar.

The DM has NOT asked us to change and is considering 'beefing' the monsters up, I kind of feel its unfair to beef them up where the other players who arent doing nearly as much as me and the other PC are concerned. Its not fair to them, the only really fair option is to bring us down/play something less 'flashy/omgdestructive'.

Now I dont know the ins and outs of the Ranger character, nor do I know his math or how hes calculated. But from what I 'know' of Archer Rangers it seems legit.

So we discussed at the end of the recent session about how to handle this situation. Do we bring ourselves down to the level of percieved power of the other players. Do we help them 'optimize' and bring them up? Do we just let the DM 'beef' the ecounters up?

TL;DR - I have decided to bite the bullet and change up MY PC for the sake of the other groups fun. My request to those interested is to help me build a decent "ARCANE" caster (They have none, only a multiclass bard) that can get decent bang for its buck and help the party at large to the point of being indispensable, I am the Magister for the Kingdom.

Now; I have been looking at the Witch, Sorceror and of course the Wizard. I am not sure which to go with, any help on level by level breakdown of builds up to 7, beyond for extra credit would be wonderful. I am normally decent at figuring these things out. I have looked through the various guides and have a general "gist" of how to work it but I wanted to see what you all thought.

Party consists of Ranger7 (Archer) Human, Rogue7 Human, Bard5/Oracle2Elf(? Though shes been shapechanged into a DM snake-like humanoid creation)
Fighter (TWF) 7 Human.

Also DM/Group doesnt use AOOs at all. Which is why im leaning to a caster.

Thanks for your time and effort, should you choose to help a brother out.


The witch is great for one-offs. It has the greatest longevity of the 3 as its hexes don't generally have per day limits though most can only be used once on an enemy per day. However, there are options to prolong an effect once it's in place without the enemy getting extra saves. Its spell list also has a great selection that the sorcerer and wizard classes don't get. Its spell list draws from cleric, druid, paladin and several other classes as well. However, some *awesome* sorc/wiz options aren't there such as wish. But, you do get destruction which is a cleric spell and elemental swarm which is a druid spell.

In considering sorcerer/wizard you have a core limitation of spontaneous casting versus broad selection. They're both equally fearsome casters in the end-game as they both draw from the same spell lists. The wizard schools and sorcerer bloodlines give you great options to customize your character.

Just a note, but it's insufficient to ask for a level by level breakdown. Casters are not a one-size-fits-all class. Given the options you can create two completely different level 7 wizards. This extends beyond mere spell selection as there are several feats, talents, racial options, etc available to enhance certain schools of spells as well as individual spells or even certain spells under certain situations. To list all the possible permutations up to level 7 would be maddening. So, that's why I'm posting as I am.

Thematically, witches are the social outcasts. Sorcerers and wizards are the more acceptable and commonly around. Though, you could easily play a witch and pass yourself off as a wizard whose bonded object is a familiar instead of an object.

HTH


Why not stick to the same class and tweek him down a bit? You can likely make any character outshine the other players if you want to. Or you can help these other players catch up to the 2 of you by helping them optimize a little.

A twf fighter hits 4-6 times in a round dealing a d8+6 average damage. Add in elemental damage on his weapons and he should be hitting 70 damage in a round easy...


your problem is not the magus class. it's the kingmaker AP. in kingmaker, it's easy to have single encounter days. and you were also probably just lucky. it's also the one AP famous for having an infinite wealth hack.

in fact, by it's very design, Kingmaker is the easiest APs to break.

instead of beefing up the existing monsters, i would instead add more monsters. and i would also be more diverse in the makeup. instead of having a few big bad monsters, i would add a few more slightly smaller yet still threatening ones.

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