| Fearspect |
Hello, about to start on my first PFS character. I have read a number of threads with titles like "What you need to survive level one in PFS" and have tried to make my character something that can truly grow and develop (and survive) into something really fun up to level 12.
If anyone could please provide any advice on what I should consider changing prior to going into my first scenario, I would love to hear it. Keep in mind that the ACG is coming out in August, so I am less worried about the final mechanics (as I can change those freely until I sit down for my fourth scenario). If a min/maxed character is something that upsets you, my apologies in advance. Equipment choices and spells chosen/prepared are my primary concern:
Elf Arcanist 1
N Medium Humanoid (Faction: Grand Lodge, Religion: Nethys) Age: 125, Height: 5’8”, Weight: 125 lbs
Speed: 30’, Encumbrance: 22.5 lbs (Light Load = 23 lbs)
Init: +11, Perception: +6
Traits: Reactionary: +2 Initiative (Combat), Observant: +1 Perception, Class Skill (Faction), Fleet-Footed (+2 Initiative, Run Feat) (Race), Elven Immunities (Immune Sleep, +2 vs Enchantment), Elven Magic (+2 vs SR, +2 Spellcraft to Identify), Low-Light Vision (2x Human Distance in Dim Light)
Defense
AC 18, Touch 13, flat-footed 15 (+4 Mage Armour, +3 Dex, +1 Armor)
HP: 8 Fort: +1, Ref: +3, Will: +4
Offense
Touch: +3
Light Crossbow: +3 Hit, 1d8 Damage, Crit: 19-20/x2, Range: 80’
Dagger: -2 Hit, 1d4-2 Damage, Crit:19-20/ x2
Statistics
Str: 7, Dex: 16, Con: 12, Int: 18, Wis: 14, Cha: 9
Base Attack : +0, CMB : -2, CMD : +11
Spells (* ones are spells prepared)
Lvl 0 (DC=14): *Detect Magic, *Light, *Disrupt Undead, *Mage Hand, Message, Daze, Read Magic, Resistance, Acid Splash, Drench, Detect Poison, Prestidigitation, Breeze, Dancing Lights, Flare, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Touch of Fatigue, Jolt, Mending, Open/Close, Root, Arcane Mark
Lvl 1 (DC=15)(3/day): *Mage Armor, *Grease (vs Reflex), Charm Person (vs Will), Protection from Evil, Magic Missile, Infernal Healing, Comprehend Languages
Feats: Improved Initiative, Run
Class Abilities: Arcane Reservoir (1 Starting, 2 Max), Consume Spells, Potent Magic
Skills: 2+4 (* ones have a level 1 rank placed in them)
Acrobatics 3, Appraise 4, Bluff -1, Climb -2, *Craft (Maps) 8, *Diplomacy 0, Disguise -1, Escape Artist 3, Fly 3, Heal 2, Intimidate -1, *Knowledge (Arcana) 8, *Perception 6, Perform -1, Ride 3, Sense Motive 2, *Spellcraft 8, Stealth 3, Survival 2, Swim -2, *Use Magical Device 8.
Languages: Common, Elven, Celestial, Draconian, Sylvan, Goblin
Equipment (Gold Left: 1g 0s 0c)
Light Crossbow (4 lbs, 35g), 20x Crossbow Bolts (2lbs, 2g), Traveller’s Outfit (5lbs), Spell Components Pouch (2lbs, 5g), Dagger (2g, 1lbs), Hip Flask of 1/2 Pint Water (0.5lbs, 1g), Haramaki (3g, 1lbs), Weapon Cord – Crossbow Tied to Left Wrist(1sp)
Belt Pouch (1/2lbs, 1g)
2x Scroll of Infernal Healing (50g)
Spellbook (3lbs)
Scrivener’s Kit (Ink Vial, Ink Pen, Spare Pen Nibs, Small Container of Pigment, Tiny Knife, Blotter, Small Ruler)(1lbs, 2g)
Flint and Steel (1g)
Bell (1g)
2x 50’ Twine (1lbs, 2c)
1 Stick Charcoal (5sp), 4x Pieces Chalk (4cp)
4 Pieces Parchment (8s)
4 Candles (4c)
Bandolier (0.5g)
2x Alchemist’s Fire (40g, 2lbs)
At Home: Common Artisan’s Tools (5g, 5lbs)
Thank you for your consideration.
| Fearspect |
This will be the only time I bump this. I am going to chalk up the lack of responses to maybe an unfamiliarity with the Arcanist class (in which case, just pretend he's a wizard).
I removed the Haramaki because I plan to have Mage Armor up when I require it for encounters, and I realize now that they won't stack.
In your opinion, have I loaded up too much on unneeded gear and should instead sit on a bunch of gold?
Cheers!
| RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
Why so much Wisdom? You'll need some Charisma for arcanist abilities (I'm not sure for what, but it's definitely not a dump stat for them). You could go 12 each for Wis and Cha, or just swap the scores.
The haramaki is still a good idea, for those times when you weren't expecting a fight. Your mage armor only lasts for an hour at this level (you may be better off with a wand, so you don't waste your precious memorization slots on it).
I don't think that's too much gear, especially since most of it is cheap. That cost will be insignificant after even your first mission or two.
I noticed you included the rare cantrips (like jolt and penumbra) from a blog post, but those aren't legal.
| andreww |
As things stand you don't need Charisma for the Arcanist. The only exploits that make much real use of it are the terrible elemental blast powers and they are all awful.
However, when the book comes out it may well have exploits which do make use of it and according to the preview the elemental blasts may be getting a little love. I doubt it would be enough to make them viable given the other crazy options but if you might want them then you may want a little charisma. Note that you may well not be able to change your stats around once the actual version of the class is published.
| Fearspect |
Well, I am quite new to PFS, but it is to my understanding that prior to doing anything at level 2 (so before your fourth scenario), you can freely change anything about your character, including traits/stats/feats/class/race etc. You can even sell everything you purchased at original cost and repurchase equipment.
My goal here is to play a few scenarios, but still be within the rewrite level 1 zone prior to the ACG actually being published.
Thanks for the info on some of the cantrips. I'm going to have a GM audit my character prior to my first game to remove items like that which are not legal. Also need to find out what I need to do to get access to the most ridiculous level 1 spell, Snowball.
New exploits are coming down that look very strong, to the point that I cannot see myself even going for even upgraded elemental blast powers as the opportunity cost will be too great to skip on some of the stuff available.
| Fearspect |
Actually, my focus will be mostly on battlefield control, though I would love to take an archetype that better matches one of their original intended raison d'etre: counterspells.
I would like to see my character being an arcane caster that can actively challenge another arcane caster and shut them down. I would love to have him focus on that, perhaps to the detriment of other casting. They kind of made it unworkable in the last version of the playtest, but perhaps there will be an archetype that can better do this without being so far behind being able to challenge CR appropriate casters.