Stave for a caster dip


Advice


I am multiclassing with a caster dip for concept reasons. This means I will have lousy spell DCs and CLs. My thought is to buy (and later craft) a Staff or two. It bypasses the CL issue nicely, and if I only have 1st level spells (or cantrips) with at least one on my list, I can recharge it nicely. I also bypass ASF problems with my armor. I have a good UMD, so I can expect to cast anything in the staff that is off my list. I am currently Ninja 6 / Witch 1 in the Skull and Shackles AP.

I do have some questions:
1) If I UMD a spell, which stat is the casting stat? Is it my Witch's INT, or can I choose my better CHA?
2) What are good spells to put in? Here is my list.
Current plan: (at CL 9; in sequence)

  • Cure Light Wounds -- 1d8+5 healing
  • Divine Favor -- +3 BAB, +3 damage
  • Shield -- +4 AC
  • Blend -- +4 Stealth
  • Wrath -- +3 BAB
  • Floating Disk -- Carry #
  • Marid's Mastery -- Give opponent -4 BAB -4 damage (note the AP)
  • Produce Flame -- 9 range attacks for sneak attack
  • Resist Energy -- resist 20
  • Restoration, Lesser -- Medic!
  • Serren's Swift Girding -- Instantly armored NPCs
  • Summon Minor Monster -- Meat shields that can last
  • Summon Monster I -- Ditto, different list
  • Summon Nature's Ally I -- Ditto, different list
  • Vanish -- 5 round invisibility
  • Mount -- Overland travel

Later:

  • Cultural Adaptation -- +2 Diplomacy
  • Disguise Self -- Disguise buff
  • Entropic Shield -- 20% Miss on ranged
  • Forced Quiet -- +4 Stealth
  • Grease -- Instant difficult terrain (I have featherstep boots)
  • Hide from Undead -- Stealth undead
  • Honeyed Tongue -- Diplomacy buff
  • Mage Armor -- +4 AC when not armored
  • Magic Weapon -- Weapon buff
  • Nereid's Grace -- Add CHA to deflection AC and CMD
  • Protection from Evil -- Will save buff
  • Shield of Faith -- +3 Deflection
  • Snapdragon Fireworks -- Long ranged square targeter
  • Unseen Servant -- Jeves, bring the wine
  • Veil Of Heaven -- Saves buff
  • Veil of Positive Energy -- Saves buff

Yeah, I know it is a lot, but I am planning ahead. <grin>

Please comment on why you would change the order, add, or remove any other spells. Also note a number of spells are not 1st level usually, but are 1st on other lists like the Paladin.

/cevah


You can't take Craft Staff feat without being Caster Level 11th. You might be a lot better off making wands or even just scrolls of these. Remember when you make the staff, you have to add the spells at at least 8th caster level (looks like you were planning on 9th).

That makes the costs:
1st spell: 1stx8thx800 = 6400
2nd spell: 1stx8thx600 = 4800
3rd+ spells: 1stx8thx400 = 3200 per spell

That's 56000gp for the spells listed under "Current Plan"

I don't think the summon monster's (at least, not multiple spells) are actually going to last very long, unless ignored. And if you're using the staff more than once per day, you're going to run out of charges very quickly.


Majuba is right, you can`t craft a staff, but you could commision it, it will be twice as expensive though and for over 100k you could do much better for your effectiveness with adding to your core concept rather than getting any first level spell at cl 9 once. per. day.


Majuba wrote:

You can't take Craft Staff feat without being Caster Level 11th. You might be a lot better off making wands or even just scrolls of these. Remember when you make the staff, you have to add the spells at at least 8th caster level (looks like you were planning on 9th).

That makes the costs:
1st spell: 1stx8thx800 = 6400
2nd spell: 1stx8thx600 = 4800
3rd+ spells: 1stx8thx400 = 3200 per spell

That's 56000gp for the spells listed under "Current Plan"

I don't think the summon monster's (at least, not multiple spells) are actually going to last very long, unless ignored. And if you're using the staff more than once per day, you're going to run out of charges very quickly.

As this is a dip, I can use SLA's to get the feat later.

Several spells have extra goodness for that extra level. [divine favor, wrath]
For the summons, I don't expect them to last long, but as mooks against the enemy, it will cause them some annoyance. If ignored because too weak, they provide flanking. If attacked, they soak up attacks. Some summons can last more than a round, especially if the 1d3 option is used. At 9 rounds, they also are good tripwires for scouting.
For 1/day use, that is a valid point, but in my AP, there is a lot of downtime & I am getting a cohort as well.

Also, remember, I am a martial class and the dip is for *occasional* use, not major combat. That is why there are not more damage/control spells, but rather utility. Likewise, although my ASF is currently 10%, my dice have cursed me with actually about 40%. Very annoying. A staff bypasses ASF.

I know my current plan is expensive. I don't plan a single big buy, but a small buy with many upgrades. That is why I was asking for spells to exclude or include as well as order to include. As it is, I hope to be able to buy a 1 or 2 spell staff next time I am in town, but I may not have the money. [Too many other things I want.] I don't know how many spells I will eventually get, but 5-10 would be nice.

/cevah

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