Wizard or Sorcerer in pirate campaign


Advice


I've drafted a sorcerer and a wizard, but I'm not sure what to pick. Playing with a rogue and barbarian in a pirate themed setting. GM doesn't really want to us to play casters, but if the backstory fits he'll allow it (discouraging the others). Using mostly Core Rulebook (20 pt. buy), and asking for a few oddballs from Advanced and Ultimate books.

Elf Wizard (Foresight).
STR: 7, DEX: 16, CON: 12, INT: 20, WIS: 8, CHA: 9
Feats: 1. Improved Initiative, 1. Scribe Scroll, 1. Run, 3. Craft Wondrous Item, 5. Spell Focus: Conjuration, 5. Augment Summoning, 7. Oppositional Research: Enervation. etc.
Specialization: Divination (Foresight), Opposition: Enchantment, Necromancy.
Racials: Low-Light Vision, Elven Magic, Dreamspeaker, Fleet Footed.
Skills: Most of the INT skills, + Swimming, Fly and Perception.
Languages: Common, Elven, Celestial, Sylvan, Gnome, Draconic, Orc, Aquan.

1st Level: Color Spray (1), Grease (1), Silent Image (1), Detect Secret Doors (b).
+Enlarge Person, Feather Fall, Mage Armor, Protection from Evil | Burning Hands, Magic Missile.
2nd Level: Glitterdust (2), Detect Thoughts (b).
+Web, Invisibility. (Want: Mirror Image, Alter Self.)
3rd Level: Haste (1), Summon Monster III (1).
+Fly, Slow. (Want: Clairaudience/Clairvoyance, Stinking Cloud, Fireball, Dispel Magic.)
4th Level: Black Tentacles (2), Scrying (b).
+Enervation etc.

Human Sorcerer (Arcane).
STR: 7, DEX: 14, CON: 12, INT: 12, WIS: 8, CHA: 20
Feats: 1. Improved Initiative, 1. Toughness, 1. Eschew Materials, 3. Craft Wondrous Item, 5. Topple Spell (Metamagic), 7. Leadership, 7. Spell Focus: Conjuration, 9. Augment Summoning,
11. Empower (Metamagic), 13. Maximize Spell (Metamagic), 14. Combat Casting, 15. Spell Perfection.
Favored Class Option: add one spell known from sorc. spell list, marked by (F).
Skills: K. Arcana, Spellcraft, K. Planes, Bluff, UMD. +Swimming, Fly, Perception.

1st Level: 1. Color Spray, 1. Silent Image, 3. Identify (B), 3. Grease , 4. Mage Armor (F), 5. Enlarge Person (F), 5. Magic Missile, 6. Charm Person (F), 7. Protection from Evil.
2nd Level: 4. Glitterdust, 5. Invisibility (B), 5. Web, 6. Alter Self (F), 7. Fog Cloud (F), 7. Detect Thoughts, 9. Mirror Image, 11. Scorching Ray.
3rd Level: 6. Haste, 7. Dispel Magic (B), 7. Summon Monster III (10: Phantom Steed), 8. Fly (F), 9. Sleet Storm (F), 9. Slow (A), 9. Stinking Cloud, 11. Fireball.
4th Level: 8. Black Tentacles, 9. Dimension Door (B), 9. Summon Monster IV, 10. Enervation (F), 11. Confusion (F), 11. Enlarge Person, Mass, 13. Elemental Body I.
5th Level: 10. Wall of Force, 11. Overland Flight (B), 11. Teleport, 12. Telekinesis (F), 13. Magic Jar (F), 13. Wall of Stone, 15. Transmute Rock to Mud.
6th Level: 12. Summon Monster VI, 13. True Seeing (B), 13. Contingency (A), 13. Programmed Image, 14. Planar Binding (F), 15. Chain Lightning (Spell Perfection).
etc.

Character fluff for those who care:
The wizard spent his years in a dream state, connected to ancient trees. One day he managed to transcend to the true present, waking up in the process (think Matrix). His hands are whitering away (low STR), and he attempts to come to terms with his own mortality. Angry with his elders, who would have let him die in that state, he exclaims that he did not choose this. "Very well, then we shall present you with a choice. 1. You cooperate with us in an attempt to reconnect you with the ancients, 2. You travel the world, get some perspective, and return sooner or later to revisit option 1. There is no option 3." Free to leave, he walks with a vow to never have his feet planted too firmly in the ground. Two weeks later he has managed to grasp what it means to be independant, and makes a living by trading knowledge. Eventually he stumbles upon pirates. Perplexed by this subset of humans, he wishes to join their effort in order to discover what is beyond the mundane (low WIS). Essentially it's always going to be 'Wizard Elf guy who happened to be there', but it's better than nothing.

The sorcerer possesses the heritage of planeswalkers (MTG), but was born into a family of high ranking marine (anti-pirates). DM told me he had to be rebelious and evil to make it from there, he wanted a rivalry subplot. I agreed, but it had to be subtle. - Don't be fooled though, it was my idea.

Inb4 Search option.


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Go with the wizard.

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