| Third Mind |
Hey all, I've built up both a wizard and a sorcerer version of a character I plan to play in an upcoming, starting game. I haven't been told what the others in the group are planning on doing with their characters, but I have made it quite clear to my DM that I intend to play a "Face" Arcane character, specializing in battlefield control and character manipulation.
I haven't played an arcane caster before and the closest I've come is a psion in 3.5. This games a 20 point build starting at lv. 3.
Without further ado, here they are:
Thenrir, Lv. 3 Human Sorcerer
Bloodline: Serpentine
Attributes:
STR: 8
DEX: 14
CON: 12
INT: 14
WIS: 10
CHA: 18 (+2 Racial Bonus)
Traits:
Sense Weakness
Magical Lineage – Magic Missile
Familiar:
Viper
Skills:
Diplomacy: 3 + 3 + 4 = +10
Bluff: 3 + 3 + 3 + 4 = +13
Sense Motive: 3 + 3 + 1 = +7
Knowledge (Arcana): 2 + 3 + 3 + 3 = +11
Spellcraft: 2 + 3 + 3 = +8
Feats:
Toughness
Toppling Spell
Expanded Arcana: Magic Missile
Spells Known:
LV. 0
Detect Magic
Read Magic
Ghost Sound
Prestidigitation
Light
LV. 1
Grease
Charm Person
Silent Image
Magic Missile
Spells Per Level:
LV. 0 = (Cantrips)
Unlimited Uses
LV. 1
6 Uses
Equipment:
Handy Haversack: 2,000gp, 5lb
Languages Known:
Common
Sylvan
Undercommon
Stats:
HP = 18
AC = 12
BAB = +1
FORT = +2
REFLEX = +3
WILL = +3
Thenrir – Lv.3 Human Wood Wizard (Favored Class: Wizard)
Alternative Racial Trait: Silver Tongued (Replaces Skilled)
Attributes: (20 Point Build)
STR: 7
DEX: 14 (+1 From Wood School Bonus)
CON: 12
INT: 20 (+2 From Racial Bonus)
WIS: 10
CHA: 12
Traits:
World Traveler: Diplomacy
Fast Talker: Bluff
Familiar:
Thrush
Skills:
Diplomacy: 3 + 3 + 1 + 1 + 3 + 2 = + 13
Bluff: 3 + 3 + 2 + 1+ 1 = +10
Sense Motive: 3 + 3 = +6
Perception: 3 + 3 = +6
Spellcraft: 3 + 3 + 5 = +11
Knowledge (Local): 1 + 3 + 5 = +9
Knowledge (Arcana): 1 + 3 + 5 = +9
Knowledge (Nature): 1 + 3 + 5 = +9
Knowledge (Dungeoneering): 1 + 3 + 5 = +9
Knowledge (Religion): 1 + 3 + 5 = + 9
Knowledge (Planes): 1 + 3 + 5 = +9
Feats:
1st lv. Cosmopolitan: Perception & Sense Motive
1st lv. Toughness
3rd lv. Improved Initiative
Languages Known:
Common
Draconic
Goblin
Dwarven
Orc
Elven
Sylvan (Cosmopolitan Language #1)
Undercommon (Cosmopolitan Language #2)
Specialized School:
Wood
Opposing Schools:
Metal
Starting Gold:
3,000gp
Remaining Gold:
980gp
Carrying Capacity:
23 lbs = light load
Equipment:
(B) = Indicates items placed in Handy Haversack
Handy Haversack – 2,000gp, 5lb
Club – 0gp, 3lb
Spell Components Pouch – 5gp, 2lb
Standard Spell Book – 15gp, 3lb (B)
Stats:
HP = 21 (6 + 4 + 5 + 3 toughness + 1 + 1 + 1 = 21)
AC = 12
BAB = +1
FORT = +2
REF = +3
WILL = +3
Initiative: +6 (2 Dex + 4 Improved Initiative)
Spell Like Ability:
Flexible Enhancements:
Splinter Spear:
Spells Known:
* = Bonus Spells from School Wood List
Level 0 = [Mending]
All 0-level spells
(Light*)
Level 1 = [Gravity Bow, Magic Weapon, Shocking Grasp]
Charm Person*
Silent Image
Grease
Mage Armor
Color Spray
Obscuring Mist
Protection from Chaos/Evil/Good/Law
Feather Fall
Enlarge Person
Mount
Magic Missile
Level 2 = [Defensive Shock, Glitterdust, Make Whole, Shatter, Silk to Steel]
Web*
Invisibility
Levitation
Spells Per Day:
Level 0 = 4 per day (Cantrips have unlimited uses)
Level 1 = 4 per day (2 Base + 2 INT Bonus)
Level 2 = 2 per day (2 Base + 1 INT Bonus)
Most of the equipment is missing as I'm waiting for the Dm to tell me more about the world to decide.
Anyways, I'm leaning towards the Wizard right now, but I'm looking for advice on which would be better to go with or at least, how to better one or both of the characters. I'm willing to look at the Witch, but am looking to stay Human, and keep my focus primarily on battlefield control, NPC manipulation, party face and when truly necessary do a little damage.
Any suggestions/advice would be greatly appreciated.
Reynard_the_fox
|
Both look pretty solid. Sorcerers are obviously better at being the party face, and marginally better at blasting; wizards are better at being the party encyclopedia, battlefield control (you have a lot more options, and you'll always have access to the top level of Summon Monster), and item crafting, if you choose to do that later.
For what you're doing, I'd pick the sorcerer. The wizard has to invest a lot in order to be a good party face, whereas the serpentine sorcerer is made for it (though look into Fey if you think you'll do enchantment save-or-suck). Take one or two battlefield control spells at each level and you'll be fine, especially considering the Human favored class bonus available to sorcerers.
However, if it turns out that your party has plenty of charisma to go around, but is lacking knowledge and/or utility casting, you might want to give wizard another look. Let me tell you, nothing saves your party's ass like Teleport off an Arcane Bond, and you don't need a high charisma to have fun roleplaying.
| Third Mind |
| 1 person marked this as a favorite. |
You have a very good point. I was focusing so much on having the capability of being the face that I didn't take into account how my party will function knowledge wise. While I'm sure that each may get one, maybe 2 at most if I know them well enough. This is something that I may have to account for.
As for face skills, if I went with either build I feel they would do fairly well in the same conditions, but that is probably because I didn't max out Cha on the sorcerer. So, I think I can safely go for the Wizard and still pull off a face role in the party.
I think I've decided to go the wood wizard route, as he'll have an interesting place in the DM's world.
Thank you for helping me work through it, even though I'm picking the opposite your bringing up knowledge and utility coupled with my relative confidence in my wizards ability as a face has helped quite a bit.
Now I can start tweaking the back story. Thinking a young talented wizard that talks to his spell book as if it's intelligent (Even though it's not), because he feels all the other viking like people are unintelligent and wouldn't understand him or bother to listen. Then when he gets with his party, although he may find some quite intelligent, he'll continue to do so out of habit.
Anyways, thanks again.
| UndeadViking |
Hey all, I've built up both a wizard and a sorcerer version of a character I plan to play in an upcoming, starting game. I haven't been told what the others in the group are planning on doing with their characters, but I have made it quite clear to my DM that I intend to play a "Face" Arcane character, specializing in battlefield control and character manipulation.
I haven't played an arcane caster before and the closest I've come is a psion in 3.5. This games a 20 point build starting at lv. 3.
Without further ado, here they are:
** spoiler omitted **
** spoiler omitted **...
I really like your Serpentine Sorcerer, but then I might be biased since I love snake-themed stuff. This guy looks like a good controller and as a sorcerer he can cast a lot of control spells. Since he's serpent-themed, you might want to consider some summon monster spells to summon snakes, just for some offensive damage or distraction abilities.
Also check out the Grimoire Viperian which has several snake-themed prestige classes, spells and magic items.
The Serpent Warlock prestige class would fit nicely with this character, and would allow him to gain serpentine aspects and change into serpent form while retaining the charm/control spell theme.
Both Paizo and DrivethruRPG sell the Grimoire Viperian.
| Third Mind |
That is very interesting, I'll see if I can look into that book.
I had considered losing the toppling metamagic feat as well as expanded arcana:magic missile and switching magical talent for something like reactionary, allowing me to change the feats to skill focus: bluff and improved initiative. Which would really push his skill at bluffing as well as allowing him to react far quicker.
However, I'm still leaning towards probably going with my wizard as it allows a bit more utility and could be helpful in terms of knowledge skills, even if he can't cast the spells as much or effect as many animals.
Thanks for your input everyone.
Reynard_the_fox
|
Wizards do get quite a few more delicious, delicious skill ranks than sorcerers - at high levels, if you want to be able to use Bluff, Diplomacy, Disguise, and Knowledge: Nobility, you'd have a much easier time as the former.
Oh, and protip: scribe a LOT of scrolls. Seriously. You should probably leave spell slots open at higher levels, also.