First time Arcanist advice lvl 4


Advice


Ive been jumping around character ideas for a while for my next session and arcanist came up. Im pretty new to pathfinder so ive never played a wizard or sorcerer before(only ever played rogue, bard, gunslinger). They look fun. Heres what i got so far.

Lvl 4 20pt buy 6k gold

Race: Ratfolk
archetype: Occulist
stats:
str 5
dex 16
con 14
int 23
wis 7
cha 11
equimpent(6k): (4k)Headband of int, (1k)bracer of AC, (750)wand of CLW
feats: im completely overwhelmed on this front...
extra exploit
extra resevoir
Exploits:
potent magic
quick study
dimensional slide
Spells:
lvl0: no need listing these
lvl1: Mage armor, color spray, burning hands
lvl2: Acid arrow

I know this build can be better but this is just a rough draft, any help would be awesome. THANKS!

Grand Lodge

No need for braver of armor. Use the 1k to buy a cloak of resistance. Once you cast mage armor your 1k is wasted.

As a level 2 spell try glitterdust its overwhelming strong. Then you can drop color spray for grease or something else. Web also comes to mind with burning hands as a lawl move.

As far as feats you couldn't go wrong with improved initiative. If your allowed crafting feats take craft wonderous items.

Perhaps a spell focus would be nice.


is arcanist a viable blaster class? or are they still all ulility? im cool with either i just want to know what i should really be focusing

Grand Lodge

Best blasters are a sorcerer crossblooded 1/ admixture wizard X. The bloodlines rocks snd +2 per die really packs a punch.

I would say an arcanist falls into control magics and utilities. Blasters need ton of feats dedicated to it. Pick spells that win fights and spam them like a sorcerer.

I think a enervation specialist is fun. Since you would be taking empower you could blast alittle better then most.

A fun feat could be dimentional agility.


While a Wizard or Sorcerer might be a better blaster, an Arcanist should be viable. Through the School Savant archetype, they can get access to the Evocation Specialist Wizard's damage bonus and Admixture, which lets you change your blasts' elements to get past resistances. With Arcane Reservoir points, Arcanists can boost any blast spell's caster level and therefore damage, or boost the DC to make blast-to-control metamagic like Dazing Spell more reliable and incinerate enemies with Evasion.

Arcanists don't get as many feats as a Wizard or Sorcerer, but two of their exploits grant metamagic feats. Because they can cast any of their prepared spells, Arcanists also have no need for feats like Preferred Spell.

A build to level 11 might be:

Class: Arcanist (School Savant: Evocation (admixture))
Banned schools: Enchantment, Necromancy

Feats:
1: Spell Focus (evocation) [Increases DCs and gives you access to Spell Specialization and Varisian Tattoo.]
3: Spell Specialization (burning hands) [This adds +2 CL to one spell. You can change it when you gain levels, so it remains useful throughout your career.]
5: Varisian Tattoo (evocation) [This increases your caster level for all Evocation spells by 1. d20PFSRD calls it Mage's Tattoo.]
7: Improved Initiative [You want to go first so you can blow up the enemy without worrying about harming your allies.]
9: Greater Spell Focus (evocation)
11: Dazing Spell

Arcanist Exploits
1: Replaced by School Savant
3: Replaced by School Savant
5: Potent Magic
7: Replaced by School Savant
9: Metamagic Knowledge (intensify spell)
11: Greater Metamaxi Knowledge [This gives you access to a metamagic feat of your choice every day. Usually, you'll choose Empower or Maximize.]

If I were starting this character at Level 4, my spells might be:

Level 1 [3 base, +4 for Int, +2 for Level 2, +2 for Level 3]

Evocation
Burning Hands [With caster level boosts, this can be deadly.]
Ear-Piercing Scream [When you can't kill it, daze it so your allies can cut it to pieces without worrying about counter-attacks.]
Magic Missile [It doesn't do much damage, but it never misses.]
Floating Disc [With 5 strength, you might need this.]

Conjuration
Mage Armor [Sometimes the frontliners can't keep you safe.]
Grease [Trip or disarm foes who are too tough for your damage to matter.]

Divination
Heightened Awareness [Gain a bonus to knowledge checks and initiative. Useful throughout your career.]
Comprehend Languages [If you know you're going to fight goblins and no on in the party speaks goblin, this can be useful.]

Illusion
Disguise Self [This might protect you from any catfolk you encounter.]
Silent Image [If you're creative, this spell is fun and useful. Create imaginary stone walls to block enemies' escape, send copies of yourself ahead of the party to spring ambushes, and create fearsome monsters to even the odds.]

Transmutation
Enlarge Person [If you have an ally who specializes in tripping foes and has Combat Reflexes, this long-duration buff can be a godsend.]

Level 2 [2 spells from Level 4]
Burning Arc [This is the party-friendly version of Burning Hands. It isn't as strong, but it'll keep you further away from the front lines.
Shatter [This is useful inside and outside of combat. Destroy locks and enemy casters' component pouches.]

I'm sure there are more optimal selections, but unless you're playing in a high-powered, cutthroat game, you don't need to pick the best choices. You just need to be effective.

Srtz, we might be able to give you better advice if you provided more information. For example, what level do you expect the campaign to go to? Also, what sort of character do you want to play? Do you want to lay waste to enemy armies with fireballs, turn even the mightiest warrior into a stumbling fool with dark magic or a well-timed Grease, or challenge your creativity by relying on illusions? Regardless, is there a specific race or personality type you want to play?

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