Training a Wizard's apprentice


Rules Questions


I'm planning on making a character with an apprentice, to teach the apprentice I was figuring on using the lulls at night when I could do things like make scrolls and such, to be teaching said apprentice, any idea on how to represent this in game? I keep thinking there's rules for this but I can't find any. I'm thinking the retraining rules would the right place to start but nothing's clicking.


1 person marked this as a favorite.

You want the instructor wizard archetype from the Player Companion: Cohorts and Companions


Claxon's right, though I kind of hate that there's an archetype for something all wizards should be able to do. Otherwise just take leadership and use it as written. Or ask your GM.


I would take Leadership and tell the GM you want a non-magical cohort. I would suggest rogue. Then as your cohort levels up, the GM can give him levels of wizard.


Create Mr. Pitt wrote:
Claxon's right, though I kind of hate that there's an archetype for something all wizards should be able to do. Otherwise just take leadership and use it as written. Or ask your GM.

If by "all wizards should be able to do" you mean pick up leadership then I agree with that general principle.

Except for the problems that leadership generally causes for most groups.

Besides, if you're going to say that all wizards should be able to have apprentices then all classes should be able to have apprentices of their same class. It makes just as much sense. And is well represented by leadership feat.

Now, if the player in question had me as a GM and didn't want to spend a feat, but wanted to have an "apprentice" for thematic reasons I would allow them to have a NPC that would follow them who could not participate in combat in any way (or do any crafting) that in downtime he could "train". Such an NPC might be able to do some minor helpful things to the party, but nothing too valuable (I mean you're getting something for nothing).


Yeah I think we're in total accord. I meant as a flavor thing. A wizard/apprentice set up shouldn't be an archetype, but if they want to get benefits from it the leadership feat or the archetype makes sense to me.

I might allow for free in a really small party. Otherwise I'd allow it for free, but it would only have slight party type benefits.


Create Mr. Pitt wrote:

Yeah I think we're in total accord. I meant as a flavor thing. A wizard/apprentice set up shouldn't be an archetype, but if they want to get benefits from it the leadership feat or the archetype makes sense to me.

I might allow for free in a really small party. Otherwise I'd allow it for free, but it would only have slight party type benefits.

Yeah, I think we're in total accord actually.


yeah actually the character is already taking that, but he's going to be third level without an apprentice as he's just graduated his last one before taking off on his new adventure. The problem being I want this guy training new wizards, not providing bonus training to an already leveled wizard. So I'm looking for the right rules to represent the class change from commoner to wizard instead of merely leveling him up like the cohort rules would.


Korak The Boisterous wrote:
yeah actually the character is already taking that, but he's going to be third level without an apprentice as he's just graduated his last one before taking off on his new adventure. The problem being I want this guy training new wizards, not providing bonus training to an already leveled wizard. So I'm looking for the right rules to represent the class change from commoner to wizard instead of merely leveling him up like the cohort rules would.

I think 3rd level is a little too green yourself to be taking on padawans--err, apprentices.

But run this idea by your GM:

The apprentice starts as a 1st level commoner that is made by the GM. He or she will be an NPC that will travel with the party and you have to provide for all his or her expenses and spend time training him or her (you would not able spend time crafting or doing other downtime activities). He or she can act like your porter and servant, but will leave if you are cruel or place her or him in unreasonable danger. In all other ways, he or she will be treated as an NPC hireling.

The apprentice will continue to level up as commoner but can take Knowledge (Arcana) and Spellcraft as class skills and will always be two levels behind you.

When you are able to take Leadership, the apprentice will convert one level of commoner to a level of wizard as if retraining. He or she will then become your cohort. Each time the your apprentice gains a level after that, it will be a wizard level and another commoner level will be converted to wizard (essentially gaining two wizard levels and losing one commoner level). This continues until all the commoner levels are gone.

Just a suggestion on Leadership in general: Leadership should never be used in such a way that a player gains control of two characters. At all times the cohort is a NPC and under GM control. The player's character gives orders to the cohort which are obeyed as he or she understands them and the cohort always acts in the PC's best interests.


I'm just going to point out that I love the retraining rules for a lot of reasons and this is one of them.

It allows you to take an Apprentice and retrain them as an appropriate class.

It allows you to settle down and retrain your Archetype to Instructor Wizard to be a better teacher and when you head back to adventuring proper, it allows you to change back to your old archetype.

It also reminds me that it is 1:20 in the morning here and I can't actually remember all of the cool reason I love retraining and it's relationship with apprentices.


1 person marked this as a favorite.
darth_borehd wrote:
I would take Leadership and tell the GM you want a non-magical cohort. I would suggest rogue. Then as your cohort levels up, the GM can give him levels of wizard.

And that's where baby Arcane Tricksters come from.


darth_borehd wrote:
I would take Leadership and tell the GM you want a non-magical cohort. I would suggest rogue. Then as your cohort levels up, the GM can give him levels of wizard.

Yeah, that's gonna be around when the game ends.


And here I thought this thread was going to be about a wizard who has a kidnapped prince to take care of the day to day needs of his mansion.

Like sweeping, feeding the chickens and not kicking the cat.

KQ3 anyone?

Dark Archive

djones wrote:
darth_borehd wrote:
I would take Leadership and tell the GM you want a non-magical cohort. I would suggest rogue. Then as your cohort levels up, the GM can give him levels of wizard.
And that's where baby Arcane Tricksters come from.

I thought baby arcane tricksters came from adults, one of each gender?

In all seriousness though, wouldn't the vast majority of wizards who are taking on an apprentice not go adventuring? It's a dangerous activity after all and takes away from the student's studies.

And I'd also agree, isn't level 3 kind of low to be teaching students? At that level you're no longer a neophyte, but still not a master of your craft. I would think levels 7 through 9 would be a good time to start teaching others wizardry.

Shadow Lodge

Take ranks in Profession: Wizards Tutor


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

You may also want to take a look at the Recruits feat -- it actually lets you train multiple apprentices, although only one of them can travel with you at a time. Basically, you need to be at least 5th level to take this feat, it gives you a number of cohorts up to half your character level, and each cohort must be at least 4 levels below your level.

If you want to be turning non-wizards into wizards, class level retraining will take care of that.

The Leadership feat would give you one more capable apprentics (as the level limit for that feat is two below your own) but also a bunch of unwanted followers.

The Instructor archetype costs you your arcane bond and all of your wizard bonus feats, so it is a rather expensive option for what you get out of it.


Korak The Boisterous wrote:
darth_borehd wrote:
I would take Leadership and tell the GM you want a non-magical cohort. I would suggest rogue. Then as your cohort levels up, the GM can give him levels of wizard.
Yeah, that's gonna be around when the game ends.

Why do you say that? Are you the GM saying no?


No, but the GM has posted something to that effect, it's not going to be a long campaign, at least, it's not intended to be long. And no, it doesn't eat my wizard bonus feats, it expands what I may choose with teamwork feats. Gotta be careful with the word can.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Training a Wizard's apprentice All Messageboards

Want to post a reply? Sign in.