Another Esoteric Magic thread (Kingmaker)


Advice


I'm planning my character for a kingmaker game.

I'd like to be a god-like wizard who goes into Pathfinder savant.

Across the career of this character you only get 6 spells to choose from for Esoteric Magic. Which do you choose and why? Specific ideas or strategies are appreciated.

As a total side bar, I'm surprised this PRC doesn't automatically add the Glyph of Warding spells. Seems thematically appropriate.

Follow up question: what metamagic feats and/or item creation and/or Arcane Discoveries would be a good addition to this build. I don't use Metamagic much, but I'm fond of extend spell. For this I'd look for more utility or combat oriented combinations.

I'd like this character to have some druidic flair, but without any actual levels of druid.

Off the top of my head and in no particular order I'm thinking:

1)Glyph of warding (clr 3 becomes wiz 4) - Seems useful to have around in a sandbox where you have a base of operations.
2) Divine Trident (Dru 2 becomes wiz 3) just seems like it would be useful to have a melee touch attack weapon that can start fires.
3) Call lightning (dru 3 to Wiz 4) - Seems useful in a mostly outdoor setting
4) Tree stride (rgr 4 to wiz 5) - Seems fun.
5) Summon monster from sumoner list at earlier level (which is best is debatable)
6) Teleportation circle (Summoner 6 becomes WIz 7)

Anyway, what do you think?


dot


There are two ways to use this: grab absurdly early entry stuff off the Summoner list, or get unique spells off of other lists.

I'd skip Glyph of Warding. By the time you get it it won't be practical.

I'd skip Gozreh's Trident. If you want to start a fire at touch range just use Burning Hands.

I'd skip Call Lightning. It's just another blast and you can get other blasts.

You might consider:

* Ill Omen (becomes level 2) - It's more expensive for you, but quickening it to force two saves on a higher level spell will still be a good deal eventually.
* Litany of Sloth (becomes level 2) - If my memory is correct that casting a swift action spell does not provoke this will let you avoid AoOs for casting a higher level spell, and at levels where cast defensively is an auto-success it can be used to deny enemy casters the option.
* Entangle (becomes level 2) - good battlefield control that you might heighten into higher slots anyways.
* Silence (becomes level 3) - Good caster crippler not on your list
* Arcane Concordance (becomes level 4) - boosts arcane save DCs and limited free metamagic; good if you're not the only arcanist.
* Burst of Nettles (becomes level 4) - might be worth it as a dazing spell carrier since it's non-energy damage with a reflex save, but otherwise uninteresting.
* Bestow Grace of the Champion (becomes level 5) - This is a level 7 spell for clerics and oracles!
* Bard's Escape (becomes level 6) - pricy, but dimension dooring multiple allies from up to 30' away may be worth it.
* Brilliant Inspiration (becomes level 7) - lots of rerolls, but risks fizzling.
* Heal (becomes level 7) - You can get it at the same level as a witch or druid.
* Summon Monster VI or VIII (become level 4 or 6) - The only summons you get 2 levels early off the summoner list.


Ill Omen and Heal were my first two thoughts. For Kingmaker, Entangle would be a winner as well.

I like the cleric Spear of Purity spell, but you'd probably be better off with your own blasts.

Those first three would be definites, I think.

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