Wizard, Cleric or Sorcerer Concepts


Advice


So I've found that I have trouble brainstorming a lot of casters like wizards, sorcerers and clerics that are original and have a nice concept behind them. I always feel like its the same thing with just a different bloodline/favored school/domain, and slightly different selection of spells than its same-class counterparts.

I would like to ask you guys for some cool wizard, cleric, or socerer concepts (that may have levels in prestige classes or other classes, or be of a certain archetype) that focus on spellcasting (so most likely no arcane archers, arcane tricksters, dragon diciples, eldritch knights, reach clerics, crusader clerics, bad touch spellcasters, etc).

Thanks in advance!


not a bite? :(


In part my concepts tend to rely on input for what the campaign is going to be about but if I'm pulling something out of my hat

What about a tainted celestial. An Aasimar sorcerer of the Infernal bloodline. Once a pure a virtuous hero who's own actions have lead to his damnation, turning his once holy magic into something foul and twisted. Now he wanders the land seeking redemption and perhaps salvation

Lantern Lodge

@Snow Tiger,

Are you looking for mechanic concepts?
-Cool combinations of powers, spells, abilities...etc

Or

Are you looking for role-play concepts?
-An example is what Greylurker posted above.

Or

A combination of both?
- CG Kitsune sorceress who uses illusions to entrap evil people to her will, but actually try to reform them and help turn over a new leaf?

- Dwarf Cleric of Sheyln, who tries to play matchmaker for others, by acting as a fool? (And is able to abuse the Love Domain's power to keep himself safe in combat.)


I always like the cryo/necromancer sorcerer. Just focus on animating dead necromancy spells and cold spells. Gives a nice old-school necromancer vibe I feel.

I made a kinda grim reaper cleric one time, used pharasma as my deity and took repose(ancestors) and death as my domains. Then of course used a scythe. I think I messed up when I started going into Holy vindicator with it though. Straight cleric might be more flavorful/powerful/thematic.


thanks guys. I guess I'm looking mainly for mechanical value, but roleplaying stuff will only back it up right? :)

Also this is not limited to characters, Throw in some BBEG's and such as well.


@snow tiger What concept are you using for your casters? It's hard to recommend something new without knowing what you're playing.


Well I'm just playing around with building a few because I'm a GM and I plan on using some as npcs and bad guys.

As for my characters as a player, I have a 9th level Druid focused on summoning and other spells in Kingmaker. I also have a 2nd level illusionist wizard in skull and shackles with an arcane bonded hat. I sorta tried making him witty, with good bluff. The skull and shackles game sorta died, so I didn't get to play with him much


Well a good concept for any evil caster is the whole "power at all costs" type of wizard, but I really like the idea of an evil wizard who started out really trying to help people or make the world a better place but got twisted along the way. I think the more compelling his reasons for doing whatever evil thing he's doing the better this concept works.

Lantern Lodge

The Summoner Cleric/s! (Works if you are the GM and allow Sacred Summons to affect any creature summoned that has your aura's alignment, instead of only creatures that have your aura's alignment sub-type.)

This works best in a pair, but can work solo. Have 2 clerics with Sacred Summons and setup with all the summoning feats.
Make sure that they both have access to the Heroism sub-domain and the Liberation domain. (May have to homebrew this.)

Starting at lvl 8.
Once battle starts both can can summons monsters straight away, and trigger their Aura of Heroism (Su).

If you have them summon Lantern archons around them, they can end up with 2-8 Lantern archons around them, all buffed up, thanks to Aura of Heroism and be able to hit targets 30 feet away with 2 rays of range touch that by pass DR. (1d6 per ray).

The Summoner Clerics can heal their summons via channels as needed and spamming different summons types to counter the party/foes. Like popping up melee summons next to enemy casters, while using flying ones to take on melees and others with trip, grab/etc to tank melees.

The use of Liberation domain, would be apparent once enemies start throwing down spells like Black Tentacles or grapple one of your Clerics.
Freedom's Call (Su), would allow your clerics to get out and keep those summons coming.

Make the party freak out at facing a 2 man encounter.

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