Final Hot Mess thread


Advice


This is the last idea I have that I want you guys to tear apart

1 level wizard (Arcane Knack: Arcanist)
2-4: Arcanist
5-14: Evangilist

I know I am giving up some spell casting to get everything I want at level 1. I will need to use my first exploit to get familiar so it continues to grow. thoughts?


Why wizard 1?


I want certain abilities that Wizard gives, admittedly I can get them with exploits as well. If I take the level in wizard I can get most of what I want at level 1 and keep my 1st level feat. It also gives me a lot of first level spells in the period where I feel Magic Users in general are more useless (1-4 level).

If I decide to go with the blade archtype it would be nice to have them sooner than level 5. If I go with the other idea then I have some more feats/exploits not dedicated to "reproducing" a wizard


What ability, specifically, does wizard 1 give you? Remember, you're delaying access to all of your Arcanist spells by 2 levels when dipping wizard 1 and evangelist 1. Arcane Bond can be grabbed with two feats, familiar with 3. Wizard schools can be nabbed with exploits and, while nice, aren't worth jumping into for only 1 level (because they only scale with your wizard level until you get School Understanding).


Unless that extra feat you get is on par with Sacred Geometry, then you're making a bad trade.

Not getting second level spells until 4th level without adding a dip into that mess.

You'll be better off as pure arcanist.


If you go with blade adept id suggest you take 5 lvls of arcanist so you can get that 5th Lvl exploit which you can use to get spell strike


Also, Blade Adept has notorious trouble hitting anything.


Also if you go blade adept you can not. Have any kind of familiar. the archtype specifically stats you can not have a familiar of any kind even from another class


The real one is Universalist school power. Which by the way scales with your BAB and weapon. I know I can take it at level 5, however that is ALONG way to go, and I think it has good synergy with the Black Blade.

I basically have two builds I am debating

Build one uses my first level feat on taking a familiar and school as an arcanist

the second has me going into blade at second level with the first level wizard taking Arcane Bond with the sword and the universalist school


As a blade adept you get arcane bond with your weapon at Lvl 1


I know that. The idea is being able to use the sword as a Missile weapon by throwing it, and using my INT bonus to do it...


Personally not a worthwhile trade to me. Are you allowed to use any third party? You could use the Theurge exploit to get Hand of the Apprentice.


not really. what is the theurge exloit


Theurge (Su) wrote:


The arcanist selects one domain or subdomain upon taking this exploit. The chosen domain must be one offered by a deity the arcanist worships. The arcanist gains that domain’s 1st-level power as though she were a 1st-level cleric. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her divine connection, allowing her to treat her arcanist level as her cleric level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as class skills, domain spells, domain slots, or domain powers gained at higher levels. If this ability is used to gain an arcane bond and a bonded item is selected, the arcanist can only use that item to cast spells of a level equal to the level of the spell that could be cast by her equivalent cleric level (limiting her to 1st-level spells unless she spends a point from her arcane reservoir). If the arcanist already has a domain (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the domain when determining the powers and abilities of her domain.

Designating Magic as the Domain grants you Hand of the Acolyte, which is the same thing as Hand of the Apprentice.


At which point I can take the school and choose universalist. Unfortunately with a Blade you can't get it till level 5...Which is a long way off


Jason Wedel wrote:

I want certain abilities that Wizard gives, admittedly I can get them with exploits as well. If I take the level in wizard I can get most of what I want at level 1 and keep my 1st level feat. It also gives me a lot of first level spells in the period where I feel Magic Users in general are more useless (1-4 level).

If I decide to go with the blade archtype it would be nice to have them sooner than level 5. If I go with the other idea then I have some more feats/exploits not dedicated to "reproducing" a wizard

You can get those same first level spells as an arcanist, and saving one feat is not worth losing a caster level. Mechanically it is very inefficient.


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I'm sure at this point you've picked up that most people think it's a bad trade. If you still want to go with it, more power to you.


If I go blade I have to wait to level 5

I have decided to play the less optimized level 1 wizard version.

Here is what I have made

Miril The Magnificient
Male elf wizard (spellbinder) 1 (Pathfinder RPG Advanced Race Guide 25)
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . longsword -2 (1d8+2/19-20) or
. . quarterstaff +2 (1d6+3)
Special Attacks hand of the apprentice (7/day)
Wizard (Spellbinder) Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, magic missile
. . 0 (at will)—detect magic, mage hand, ray of frost
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 14, Int 18, Wis 12, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Additional Traits, Scribe Scroll
Traits highlander (hills or mountains), magical knack, scholar of the ancients, warrior of old
Skills Appraise +8, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (religion) +8, Perception +3, Spellcraft +8 (+10 to identify magic item properties), Stealth +8 (+10 in hilly or rocky areas); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, highlander (hills or mountains)
Languages Custom Language, Draconic, Elven, Gnome, Goblin, Orc
SQ arcane focus, elven magic, spell bond
Other Gear dagger, longsword, quarterstaff, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, masterwork backpack[APG], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, string or twine[APG] (5), trail rations (2), waterskin, whetstone, wizard starting spellbook, donkey, animal harness, bedroll, blanket, cauldron, pack saddle, soap, 74 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Bond (Heightened Awareness) Can spontaneously cast bonded spell by sacrificing a prepared spell.
--------------------
Miril was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of mautity he set out to see the world. He has an inate curiosity about the world that cannot be quenched.

His most prized possesion is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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Honestly as a friend would say. "Stuck on stupid." Everyone has been polite in trying to tell you splitting and multiclassing spell casters is unwise. My group and I have done this but usually to gain a Prestige Class. Depending on the situation it has caused more damage then any bonus the prestige class offers. You are stuck on throwing your weapon and you are trying to shoehorn your character into doing this. From your own character description I've read nothing suggesting him going this route. I see a Lore Master if anything.
Blunt honest truth not seeing anything different from what you have played previously. You still are using a sword just differently.


Don't assume too much. I do understand what everyone is saying and I do realize the weaknesses I am accepting, which is why these threads are useful to me. However, my philosophy of gaming is about having fun, which does not require me to be super efficient, and I am willing to trade power for an ability I find cool.

My last character was an agile musician based off a rogue instead of a bard, with extremely high social games (In a jungle environment exploration game)

Before that was a very stupid half orc paladin with a magic sword (Lucky we agreed on most things)

____________________________________________________________________

However, my GM nixed the Evangelist (unless someone buys the book, and money is tight right now). So I redid it last minute as a pute Arcanist. I am not sure if I will multi into Cavalier then Eldrick Knight, go Diviner, stay pure, etc...Decided NOT to go blade

Short term plan is to concentrate on the magic side of things. If I decide to go into EK I will take the feat to give me more traits. Here is what was played

Miril The Magnificient
Male elf arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2) (currently 4)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . quarterstaff +2 (1d6+3)
Ranged sling +3 (1d4+2)
Special Attacks arcane reservoir (1/4), arcanist exploit (school understanding[ACG]), consume spells, hand of the apprentice (5/day)
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, snowball (DC 15)
. . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 14, Int 18, Wis 12, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Breadth Of Experience[APG]
Traits highlander (hills or mountains), scholar of the ancients
Skills Appraise +8, Knowledge (All) +6, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (religion) +10, Perception +3, Profession (All) +3, Spellcraft +8 (+10 to identify magic item properties), Stealth +8 (+10 in hilly or rocky areas), Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, highlander (hills or mountains)
Languages Custom Language, Draconic, Elven, Gnome, Goblin, Orc
SQ arcane focus, elven magic, school (universalist)
Other Gear dagger, quarterstaff, sling, sling bullets (20), arcanist starting spellbook, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, masterwork backpack[APG], mess kit (worth 0.2 gp, 1 lb), parchment (5), scroll case, silk rope (50 ft.), spell component pouch, string or twine[APG] (5), trail rations (5), waterskin, whetstone, donkey, animal harness, bedroll, blanket, cauldron, pack saddle, soap, light horse, bit and bridle, riding saddle, 137 gp, 2 sp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Understanding (2 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
--------------------
Miril was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of mautity he set out to see the world. He has an inate curiosity about the world that cannot be quenched.

His most prized possesion is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Does he know that Pathfinder's material is online for free. There is no reason to force someone to buy the book. Even if he wants a printed version it can just be printed out.


Jason here's my issue. You say you want a new character but you don't. Look at it this way. It's like you have played a double weapon Ranger, Magus in this case for so long now you want a break. So you switch to fighter, Arcanist in this case. But instead of doing something different or unique you make the fighter a double weapon specialist. Now the question people would ask is how is this different. Your response is it's a different class. My group's response to that it's the still same character you have been playing.
You have been given advice some I think really great some others meh. The thing is advice isn't what you want. What you want is to play the same thing just a different version. In this case you are hamstringing yourself to make it try to work.

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