Green Eyed Liar
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I know the entire AP has not yet been released, but is it possible for a group without a primary caster to be successful in this campaign? Please, no spoilers!
The party we have so far is cavalier (halfling or gnome), monk (Zen Archer), rogue, and ranger/bard. I really, really want to run a rogue, but I worry about our lack of spellslinging. So, I am considering running a wizard instead.
Is the change necessary?
The_Hanged_Man
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Hmm...that group is really low on both divine and arcane. Healing and removing conditions will be a issue too if all you have to rely on is the ranger/bard and consumables. At low levels you'll be fine but eventually Cure Light Wounds won't cut it.
I think a witch, rather than a wizard, would round out the group nicely since they have access to a wide array of magic including some restorative spells.
| Lumiere Dawnbringer |
if you don't wish to struggle with accomodations. i recommend finding both a primary arcane and primary divine full caster before 5th level.
for arcane, i recommend
wizard
witch
sorcerer
psion*
for divine, i recommend
cleric
oracle
druid
vitalist*
while the psion and the vitalist can be valid substitutes for the wizard and cleric respectively. augmentation costs and power point reserves are a major issue until around 7th level or higher, depending on party size and power selection. they also have difficulty using or creating proper casting items without UMD or DM fiat, and both tend to be less optimal choices than thier core counterparts.
| Lumiere Dawnbringer |
here are a few roguish wizard archetypes with a few methods to get the flavor down. some of these may be easier to do with a bard, but should be borderline workable as a wizard. and some may require a few suboptimal investments.
1. Starving Street Magician, a humble attitude is needed, as are ranks in sleight of hand, the prestidigitation cantrip, and a handful of light or illusion themed spells. variants could include a starving performer, who takes a perform skill in addition to, or in place of sleight of hand.
2. the bandit chief's advisor. essentially, you want a few key social knowledges, such as local and nobility, maybe history. you also may want a few divination spells such as something akin to augury or even just be a divination specialist.
3. the shady apprentice. this works with just about any school, but you want a few burglary oriented skills, maybe a key social skill or two to relieve trouble, and maybe take the local languages of your home town.
4. the shady detective. you want perception and sense motive, a familiar is a good boost to these, you want a decent wisdom, you needn't a lot of strength, and if you go the Sherlock Holmes' route, you needn't a lot of charisma either. though it does help your interrogation skills. so i would recommend at least a mediocre investment. a few burglary skills are optional, but they help for gathering evidence
5. the noble scion of questionable morality. to make this concept more believable, you want some positive charisma, a signet ring. and a set of overpriced clothing. diplomacy or bluff would be key, not required, but would help the flavor greatly, are a focus on illusion, enchantment, or transmutation.