Which would you have chosen?


Advice


Greetings all,

Recently in the game I'm in, we've leveled to 7. My DM allowed us to take leadership if we wished, so I did, but as someone who really enjoys his RP, I asked the DM to introduce creations of his own, in game, and that my character would RP choosing one of them. My DM is more experienced than I at character creation and usually makes solid characters, so I trusted him.

Eventually, it came down to choosing between a:

"Wu Jen" wizard: home brewed. She had OCD and was a germaphobe as part of her special archetype that allowed her some stuff.

An occultist (binder from Radiance house): Same class I am, only a couple levels under.

A hydrokineticist: not much to explain there.

And finally a lager, more intelligent, smoke mephit with 2 lvs of alchemist and gaseous form instead of blur.

Now my character chose the mephit (she can fly her full speed when using gaseous form ala my dm) But her lower INT (15) and 2 lv in alchemist (smoke bomb discovery pre-taken for flavor) make her basically a non-issue for opponents during battle.

Now, these weren't all fleshed out character sheet wise because this was just before our group game he chose. I didn't choose the wizard because mixture of OCD and germaphobe seemed like a bad idea for our adventures. She is however my characters shop manager. Keeps the place very tidy.

Hydrokineticist seemed ok, but didn't interest me as a cohort in terms of support. Which left me at the kitsune binder and the mephit alchemist.

I'm curious, out of the above choices, which would you have chosen and why? He may allow me to switch out since the mephit didn't get much use last game.

Grand Lodge

Wu Jen

Pray he gave her more feat than Scribe Scroll.

If not you still get scribe scroll to help you make a scroll library.

Have her learn your buff spells and dedicate her to buffing and utility.

She can be a in/on the battlefield kind of Buffer with spells Like: Haste, Heroism, Blur, animal buffs.

She can be Utility. Taking spells like Invisibility, Stone Shape, Divination spells. Things that are good but you don't prepare cause your spell list focuses on adventuring and combat.

She can also learn Marionette Possession. And mix Self buffs with group buffs..... She can pass out self only wizard buffs to your front liners before y'll enter a dungeon. While she stays outside in safety. Things like False life, Defending Bone, Mirror Image, Shield, See invisibility. Undead anatomy, Giant Form, Beast shape. If you teach her how to prepare the right list she could make your group super strong and not even have to enter the dungeon till after you have cleared a path.


Wizard is versatile enough to make work in most situations. I don't care for alchemists that much, so I probably wouldn't have chosen that.

If you have your new mephit buddy pick up infusion he can hand out extracts for party members to use. Forcing enemies to drink mutagens once captured can be a powerful way to keep them in control, too.


Since you decided to chose which one best fit based on RP it would all depend on the character who is doing the choosing.

Mechanically though yeah Wizard pretty much always works.


If my group didn't have a 9th level arcane caster, I'd probably take the wizard.

Otherwise, I'd definitely go with the Mephit as it has a lot more flavor, is likely to be able to provide utility without stepping on anyone else's toes, and is probably a whole lot more survivable on it's own.

This is even before the fact that your wizard has enough mental issues that dungeon crawling seems ill advised.


Very interesting. I was actually considering switching out the binder for the mephit originally. After all, with the proper spirits, the binder could heal most of the group (something our party lacks), use divination, scrying (of sorts), minor buffing (nothing to the extent or options of a wizard), do very short teleport hops for most of the team, even potentially sit back and attempt counterspelling if need be.

I know the wizard is extremely strong (if not the strongest) but apparently, the way the archetype had worked, was that she could later take on more, I guess habits, and gain more abilities. Spirit based abilities like turning undead. My thought was she'd have a conniption the minute there's blood or ooze or mold everywhere and if there's a crime scene (we're playing in a modern day game) don't want her rearranging things and leaving hand prints. That said, it is very true she'd probably be the most powerful of the choices. Hmm.... but she's such a good shop manager haha.

Very interesting indeed. We do have a 9th lv arcane caster in the group already (an occultist arcanist) and he has a cohort which does some arcane magic as well. I asked my DM though, and he did say I could switch one of them out for the mephit. A lot to think about. Thanks for the insight everyone.

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