Builds for a Wizard morally disturbed by summon monster and mind control?


Advice


Hey folks!

I am planning a Halfling Wizard loosely modeled in terms of wardrobe/fashion on Bilbo from the recent Hobbit movie. All well-to-do but comfortable. Morally, I wish the character to find mind control, slavery and the like to be abhorent, and perhaps even more personally distasteful than a regrettable death in a self defense situation. I want to extend this distaste to summoned monsters, in that the character would have a hard time stomaching a situation where he summoned enslaved/charmed/helpless meat (summon monster) to get ripped to shreds.

Also, I dont really see the character being an evoker or heavy on damage spells, especially AoE ones, because setting dudes on fire would freak the little guy out. Oh, and yes, I want to be a Wizard (maybe a sorcerer) but not any other class.

So, whats a polite wizard with certain moral limitations to do? What sort of Wizard builds or spells work for such a character? Is such an approach viable?

Thanks!


Illusions seem like the thing to go for.


Icyshadow wrote:
Illusions seem like the thing to go for.

Yeah, sounds like illusionist is the ticket. Or diviner. But diviners are, well, yeah...


Actually, you shouldn't underestimate "tricksy Hobbit" Diviner. One of the sub-schools had a power that gave bonuses to Initiative.

Having the chance to throw your illusions on the field before anyone can do anything seems fitting for the guy who'd avoid a bloody scene.


Cool thanks for the replies. Its time for bed, but I will check back in the morning in case anyone else has suggestions.

Gracias!


It's worth noting that summoned creatures aren't actually at risk of death or permanent injury, if that sways your opinion.

Summoning Subschool, CRB wrote:
a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.


Necromancy.

After all, it's not hurting anyone. They're already dead!


Sounds exactly like a treeantmonk god wizard except you don't prepare summon spells.

Enchantment is obviously one of your barred schools. It sounds like evocation might be the other. The battlefield control conjurations are still good. Illusion is good. Necromancy is small, but great at debuffing. Transmutation is good at buffing and packs most of the save or dies. Divination has some of the key utilities.

Or be a sorcerer. Better casting stat for a halfling and you don't have to worry about opposition schools. Just don't take the spells you don't like.


I think I envision the character responding as nevatively to the subjugation and pain caused as much as the death so it would still freak him out.

I will look at the god build and/or try to work out a good build for slows and entangles and other stuff, as well as buffs.

As for Sorcerer, I am not sure. I like the idea of the character having a reason to learn stuff and I want him to have high Int for more hit points. But I like the social skills in the sorcerer skill list. So I could be a Wildblooded Sage to get Int as my casting stat, but I already play a goblin wildblooded sage in my main game. Anyway, I think I favor wizard and Int despite getting no Int buff.

Thanks to everyone for the replies!


How would your wizard feel about changing things into other things? Transmutation needn't be your favoured school, but it does offer plenty of boon to a party.

Also, out of curiosity, would this mind control aversion extend to a familiar?


Extend to a familiar in what way? I was always under the impression that familiars were loyal associates. However, I typically ask my GM to let me swap the familiar for Eschew Materials since I normally dont like keeping track of familiars or exposing them to danger. I do think an Ifrit Diviner with the racial/class/trait/feat stuff for initiative would be a good reason to get one of the +4 init pets. You could start with +18 initiative at level 1. But otherwise I avoid familiars anyway.

If it turns out that familiars are not willing participants, then my personal dislike syncs up well with the character's morals. :)

Shadow Lodge

Animation wrote:

Extend to a familiar in what way? I was always under the impression that familiars were loyal associates. However, I typically ask my GM to let me swap the familiar for Eschew Materials since I normally dont like keeping track of familiars or exposing them to danger. I do think an Ifrit Diviner with the racial/class/trait/feat stuff for initiative would be a good reason to get one of the +4 init pets. You could start with +18 initiative at level 1. But otherwise I avoid familiars anyway.

If it turns out that familiars are not willing participants, then my personal dislike syncs up well with the character's morals. :)

It's actually a +20 initiative. +5 Dex +1 Diviner +4 Wildfire Heart +4 Improved Initiative +4 Familiar +2 Reactionary Trait.


What about an abjurer?>


Quath,

Yes, I knew it could go that high but the point buy build I would do for an Ifrit Diviner would only have a 16 dex. :)

Shal,

I am not sure abjurer would fit my style.

I am almost considering making a Conjuration (Teleportation) subschool wizard. The summon duration would be wasted but I would have an extra conjuration spell per spell rank, and most of my favorite control spells are conjuration spells.

I guess I just need to sleep on it. I do think I would pick Enchantment and Illusion as my opposition schools. Those have my least favorites. This character however would probably go with necromancy & encbantment for his opposed schools, for moral reasons.

Thanks for all the replies!


If you are into protecting people from being dominated or charmed or keeping bad summoned things away or from hurting people the Abjurer does all of that with dispel and protection from evil etc.


Pathfinder Adventure Path Subscriber

Even if you ignore the Summoning spells Conjuration is extremely powerful. You have the pit spells, cloud spells, teleportation, and (extremely appropriate for a Halfling) the Hut/Mansion spells.

A Conjuration specialist who ignores summoning creatures is still very powerful.


Cool. I think I will go with the Conjuration option but have him avoid the Summons. In a way its nice because then I have more room in my build for feats, whereas normally I would want to acquire Augment Summoning and Superior Summoning or whatever those are.

Thanks for the responses.

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