Help with a transmuter build


Advice


Starting Kingmaker soon. Putting together a middle aged transmuter cartographer/geographer, and I'm looking for some advice on the build.

Human, middle aged, 25 point buy. The GM is doing something with item creation, so no feats along those lines, and he is frowny about metamagic. I'm looking for help with spell and feat selection as I progress. Much obliged!


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Well, if you wanna rock transmuting, you wanna be a Half Elf with the Mordant Envoy racial trait and the Transmuter of Korada trait.

Fun facts: you don't HAVE to actually worship Korada to get that trait.

Korada is pretty interesting for this concept because he is represented by a geometrical spiral with circles, which your character, as a cartographer, could find beautiful or appealing.

If you wanna be a Human for sure and not get the Mordant Envoy thing... I guess that's fine but less fun :P

When you mean Transmuter you mean Wizard? Or is class choice still up?

Anyway, for feats, regardless of class:

1. Spell Focus (Trans), Varisian Tattoo (Trans)
3. Spell Specialization
5. Greater Spell Focus
7. Great Fortitude
9. Spell Penetration
11. Greater Spell Penetration
13. I like Half-Elf because you can also pick up stuff like Elven Spirit for more Spell Penetration on top of the caster level boost at this precise level.
15. Is the campaign over yet?

Grand Lodge

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Transmuter trait like mentioned above

Brown fur transmuter Arcanist is plain sweet. Potent magic and major bonuses to Transmutation spells.

The tattoo helps as well.

CL is more important early on than Saving throws for transmutation spells. Once you hit level 5 spells then the DC become important.


Awesome! Any recommendations for spells, particularly for specialization?

Grand Lodge

Disintegrate

Transmuter+tattoo+potent magic+ specialization=+6 CL

You get Disintegrate at level 12....so you can throw one out as 36d6 damage at medium range.

It will delete anything that fails its fort save.


Fruian Thistlefoot wrote:

Disintegrate

Transmuter+tattoo+potent magic+ specialization=+6 CL

You get Disintegrate at level 12....so you can throw one out as 36d6 damage at medium range.

It will delete anything that fails its fort save.

With Mordant Envoy that's 38d6 :P

Grand Lodge

That's a great counterspell.

Hold action for enemy to start casting.

Counter with a 38d6 spell...if he passes he takes 5d6 and prolly looses the spell.

If he fails the save....he is deleted from existence.


I'm playing a melee wizard, Transmutation has meant a very useful buff to my strength. So far, very good at lower levels where an 18 str means more.

Buff spells to start and then later, go for evocation. Optimized? Not at all, but fun.

Grand Lodge

Lol they have a class for that.

It's called a magus.


I have a halfelf brown fur transmuted.

The extra caster levels allow silliness like:
Lvl 9+1trait+1race+1tattoo: +3 weapons for the party, 24h duration with lesser rod of extend.

Mins/lvl duration (mist of my spells) at my level become:
9+2(potent)+1trait+1race+1tattoo: 14->extend>28->tinker->42

Having your fighter shift to a gargoyle, with an extra +2 strength above and beyond what the spell gives, for ~3/4 of an hour is simply beautiful. (You need like 4 arcane points to pull it off though, so I would go with at least 14 starting cha)

Lvl11 I get deadly aim and switch specialization to telekinesis and suddenly I have:
Cl: 18
(18bab+8attack-5deadly+4gmw)
So: 18 attacks at +25 doing 1d4+14 each (without huge weapons shenanigans, just a few sling bullets enchanted with gmw)


shroudb wrote:

Lvl11 I get deadly aim and switch specialization to telekinesis and suddenly I have:

Cl: 18
(18bab+8attack-5deadly+4gmw)
So: 18 attacks at +25 doing 1d4+14 each (without huge weapons shenanigans, just a few sling bullets enchanted with gmw)

Can you detail this out a bit more? Where are you getting an 18 BAB at level 11? I only get...

+15 to hit = +5 BAB + 8 INT? -2 Deadly Aim + 4 GMW
1d4 + 8 damage = 1d4 sling bullet +4 Deadly Aim +4 GMW

Not that 1d4+8 X 18 attacks ain't sweet. You can bolster to hit and damage by using Point Blank Shot, Arcane Strike, Heroism, and Flame Arrow (if using arrows instead of sling bullets). Summon a bard (using SM VI) to add +2/+2 more per shot.


Rory wrote:
shroudb wrote:

Lvl11 I get deadly aim and switch specialization to telekinesis and suddenly I have:

Cl: 18
(18bab+8attack-5deadly+4gmw)
So: 18 attacks at +25 doing 1d4+14 each (without huge weapons shenanigans, just a few sling bullets enchanted with gmw)

Can you detail this out a bit more? Where are you getting an 18 BAB at level 11? I only get...

+15 to hit = +5 BAB + 8 INT? -2 Deadly Aim + 4 GMW
1d4 + 8 damage = 1d4 sling bullet +4 Deadly Aim +4 GMW

Not that 1d4+8 X 18 attacks ain't sweet. You can bolster to hit and damage by using Point Blank Shot, Arcane Strike, Heroism, and Flame Arrow (if using arrows instead of sling bullets). Summon a bard (using SM VI) to add +2/+2 more per shot.

huh? i could have sworn you used your CL for BaB for telekinesis, i must have confused it with some other telekinesis attack which works like that. (or even for like the rest of the same spell that uses your cl for cmb and etc...)

to be fair, as i said, my active char is level 9, so i don't have telekinesis yet, but i do make use of telekinetic volley for combats that i simply don't want/need to transmute someone into a hulk (or if their durations are still up)

for just a 2nd level spell atm, with just deadly aim, i gain an:

+21 1d8+19 attack for an entire combat, which beats flinging acid splash or crossbow shots by a mile.

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