Help please! The PFS Charisma Necromancer and a Thank you!


Advice

Scarab Sages

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Right, so this is the current incarnation of the Wizard.

Link

Or, for those who do not trust links:

Clara Oswald:
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Female Gnome Wizard 1
NG Small humanoid (gnome)
Deity: Lythertida (Neutral Good Empyreal Lord of Idealism, Potential, and Young Death. The Voiceless Tragedy and her celestial agents watch over and console the frighted spirits of the prematurely deceased.) - Chronicles of the Righteous
Init +6; Senses darkvision 60 ft.; Perception +0

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Defense
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AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair

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Offense
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Speed 20 ft.
Wizard Spells Prepared (CL 1st; concentration +4):
1st—comprehend languages, grease (DC 14), ray of enfeeblement [S] (DC 16)
0 (at will)—acid splash, detect magic, read magic

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Statistics
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Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
Base Atk +0; CMB -4; CMD 8
Feats Command Undead, Spell Focus (necromancy), Undead Master
Traits excitable, sacred conduit
Skills Craft (tattoo) +11, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +0, Sense Motive +0, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (evocation, illusion), specialized schools (undead)
Other Gear haramaki, masterwork artisan's tools, backpack, ink, black, inkpen, journal, spell component pouch, spellbook, 51 gp, 9 sp

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Special Abilities
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Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
Command Undead (6/day) (DC 15) Channel energy can take control of undead.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +2 Initiative
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trustworthy +1 on Bluff checks to fool someone.
Undead Associated School: Necromancy
Undead Master Animate and command more undead

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Spell Book
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Level 0: Acid Splash, Arcane Mark, Bleed (DC 15), Daze (DC 13) Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Scrivener's Chant, Touch of Fatigue (DC 15)

Level 1: Comprehend Languages, Grease (DC 14), Mage Armor, Protection from Evil, Ray of Enfeeblement (DC 16), Sleep (DC 14)

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Tracked Resources
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Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
Command Undead (6/day) (DC 15) - 0/6
Eternal Hope (1/day) - 0/1


Arcane Familiar:

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About Rhaz, Clara's Arcane Familiar

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Rhaz
Rhamphorhynchus
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +7, Will +4
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
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Statistics
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Diplomacy +1, Fly +11, Perception +6, Spellcraft -1, Use Magic Device +1
Languages Common (can't speak)
SQ improved evasion
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Special Abilities
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Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

[Spoiler=If the above is TL;DR]
17 Int 18 Cha 8 Wis 5 Str Gnome Wizard of the necromancy school.[/b]

Before I go into anything else, I want to take a moment to thank the following people:

Master of the Dark Triad: Thank you for pointing out the carry capacity limitation, and saves issues.
Ulfen Death Squad: Thank you for noticing that the essential gear was within the carry capacity limitation.
Kazaan: Thank you for pointing out the value of Muleback Cords.
Athaleon: Thank you for reminding me that the Muleback Cords take the Cloak of Resistance slot.
Kudaku: Thank you for bringing up the Arcanist alternative option.
Blapher: Thank you for reminding me of the importance of the Enchantment School.
Tangaroa: Thank you for bringing the Necromancer's Athame to my attention.
Zathyr: Thank you for inspiring me to check on animal companion slots. Sadly, PFS has separate rules from the Animal Archives.
Ilja: Thank you for the information on healing undead, and the thematic ties between Necromancy and Enchantment.
Snorri Nosebiter: Thank you for your input on alignment and Undead. Excellent stuff.
AndIMustAsk: Thank you for a very good list of abilities for a Word Caster, sadly, there is no word casting in PFS.
Iantzkev: Thank you for the helpful link to the Arcanist.

I am all but complete, and the PFS Gameday starts tomorrow -Squeal!-.

So, last minute advice on the character before I begin.

Right now my Traits are:
Excitable (+2 Initiative, Gnome only Combat Trait)
Sacred Conduit (+1 DC to Channel Energy - Command Undead)
Feat is:

Undead Master (I had originally had Improved Channel, but the DC 15 Channel for up to 5 HD is probably better than DC 17 for 1 HD.)
[b]Banned Schools are:

Evocation and Illusion (The Conjuration, Abjuration, Divination, and Transmutation schools were just too good to ban. This left Evocation, Illusion, and Enchantment. Illusion, I see by various threads, has a great amount of table variance, so I banned it. Enchantment has great synergy relating to Charisma, so it just eked past Evocation.)
Arcane Bond is:
Familiar (swoop lizard) just because it is going to become either a faerie dragon or pseudo dragon, and I like the idea of an 'evolution' rather than a flat replacement. I am still tempted to go to a Green Sting Scorpion just for the additional +2 to Initiative.
Skills:
I plan to put each Knowledge Skill to about +1, maximize Diplomacy as well as Use Magical Device, Spellcraft, and (hopefully) Perception. I am also maximizing Craft to help me afford consumables due to my incredibly fragile build.

Feats and Progression:

1st Level: Undead Master and Spell Focus (Necromancy) - Wizard Bonus Feat for PFS in place of Scribe Scroll.
3rd Level: Improved Initiative or Improved Channel - If PFS seems to be undead heavy, I will take the Improved Channel first, otherwise Improved Initiative.
4th Level: +1 Int. Intelligence to 18
5th Level: Which ever Feat I did not take at Level 3. Most likely Improved Initiative. + Heighten Spell as Wizard Bonus Feat to help with DC's since I am a low intelligence (18) Wizard.
7th Level: Improved Familiar - either Pseudo Dragon (no boon required) or Faerie Dragon (boon required)
8th Level: +1 Int, Intelligence to 19
9th Level: Evolve Familiar- Skilled (+8 UMD for Pseudodragon) or Persistant Spell or Extend Spell if I am suffering from my buff's durations being too short.
10th Level: Preferred Spell (by now I should have a clear favorite I use all the time)
11th Level: Unknown... Probably whichever metamagic I did not select at level 9.
12th Level: +1 Int. Intelligence to 20

As you can see, the progression is a little wishy washy, and I do not know if I am missing any true gem type feats.

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