making a random weapon useable


Advice


So I have a conjuration/creation wizard. I will mainly be using summoned creatures in combat, however I was also hoping to use a standard action when I don't summon a creature to create a weapon. My strength is a 14, and my dex and con are high enough to survive in melee combat. I was wondering if there were any ways to boost my attack so I can hit things more often, or is my only option spending another action to cast magic weapon.

Don't worry about weapon proficiency, I have improved improvisation and quick learner, and my gm is letting me stack it favorably.


You don't say what level you are, but I'll assume it is quite low since you reference magic weapon as a go to spell to buff your attacks.

At early levels, you have a reasonable chance to hit in melee even as a wizard. The ACs that you are facing will be fairly low, and you can probably hit about 30 to 50% of the time. While this isn't terrific, it isn't horrible either, and since you should only be using this tactic when things are fairly well in hand anyway (if you party is in a serious fight you should be doing something else until things are fairly well handled.)

Planning on using a standard action to create a weapon, rather than just carrying one is a bad idea though. That action could always be better spent, and there isn't any weapon that is enough better than even a quarterstaff if you have to spend a standard action to create it first (and especially not another one to then magic it up.)

If you want to enter melee take advantage of things like flanking to boost your chance to hit (and that of your flank partner, which might be even more significant.) If you find yourself up against a foe that you don't have a reasonable chance of hitting, and you don't have a better action to take (or any useful spell resources left) aid another is a very good option.


Just as a warning, this sort of tactic will only be viable for a few low levels. After that wizard BAB lags behind to much to have much of a chance of hitting anything, and your HP will lag behind from having a low hit die. The tactic of hitting things yourself is maybe viable up till level 6, after that you're just going to be asking to get yourself killed and wasting your actions trying to hit the enemy.


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I am currently level 1 (this is pfs so retraining before 2 is totally doable), the character used to be a blacksmith's apprentice before bonding with a familiar then going off to magic school. I was hoping to reflect this in my combat style, being able to create weapons and, after practicing, living creatures. Do you guys have any suggestions that would be better while still maintaining the flavor side.
Like I said it is for PFS, so it only needs to be viable up to 11th and I am not overly concerned with power as there are other power gamers that could probably solo/duo most combats by themselves.


Are set on being conjuration/summoning wizard?

I mean, a blacksmith apprentice who figures out he has the ability to learn magic when he makes an intelligent blade could be equally awesome. And then we're simply talking about a bladebound magus.


Claxon wrote:

Are set on being conjuration/summoning wizard?

I mean, a blacksmith apprentice who figures out he has the ability to learn magic when he makes an intelligent blade could be equally awesome. And then we're simply talking about a bladebound magus.

Or a Blade Adept Arcanist. A Sword Binder Wizard might also fit your desired flavor. For all three of these, you would have a Bonded Weapon rather than a familiar. As Claxon says, your character could make his own Bonded Weapon rather than acquiring a Familiar.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

You're still a wizard, so you should probably go with a reach weapon: Attack from behind the conjured creature(s), instead of going toe-to-toe directly.

Longspear; bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, hooked lance, horsechopper, lucerne hammer, naginata, ranseur, rhomphaia, tepoztopilli, tri-point double-edged sword; flying blade, meteor hammer (fortress mode), whip.

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