Illusionist Build


Advice


Just submitting this for general review, I'm not in a regular game or anything, I just make characters for the sake of tinkering. If anyone in the community has any suggestions for improvements on the mechanics, feel free to comment, I am always willing to learn. Thanks in advance.

Spoiler:
Tybalt
Male Human (Keleshite) Wizard 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +4):
1st—color spray[S] (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
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Statistics
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Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, heart of the slums, heart of the streets, hedonistic, mixed heritage, opposition schools (abjuration, necromancy), specialized schools (illusion)
Other Gear dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
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Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

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Id kick Magical aptitude to the curb, for spell focus: Illusion, Mostly because there is a feat later on at 5th called Shadow's Gambit which lets you deal damage with the lower end illusions which can be helpful. Its not super impressive but you do get some flexibility with damage type which is nice. Also helps with the color spray at first level for DC purposes. How shadow's gambit interacts with Permanent image is a interesting thing. Imagine being able to preload small images all over your body and then shredding them to nuke badguys all day long whilst still having a full load of spells.

Regards,
DRS


I'd strongly consider replacing Necromancy as an opposition school with either Conjuration or Evocation.
Necromancy has some key fun spells that are always a pain to get rid of, but as an Illusionist, you can replace "lost" Evo or Conj spells with the Shadow variants.

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