| Saldiven |
One member of our play group has decided to run this AP.
I wanted to make a character that was well suited to the campaign, and I've kicked around several ideas.
Right now, I'm considering a straight up Wizard. I don't wanna be a "god wizard" or anything that will break the game, but I do want to be worthwhile to the party. So, I was thinking about an Admixture Evoker.
The idea is that his father was a wizard and former member of the Technic League that became disillusioned with the heavy handed methods utilized by that organization. So, he broke away from the League and fled into hiding. However, his father was still enamored with the wealth of knowledge available in Numeria, so couldn't bring himself to leave the area entirely. The character was raised in the ways of both wizardry and technology, learning as much as he could about both. Unfortunately, the League eventually tracked down his father, killing both the character's parents with magic and laser fire while the character hid nearby.
Today, the character's goal is to continue his father's work, seeking ever more interesting ways to meld magic and technology, while simultaneously harboring a deep seated hatred for the League and all who belong to it. If the possibility presents itself, he'd do everything in his power to bring the league down, regardless of the consequences.
Any suggestions for build? Stats I already have in mind, but was thinking more about Feats. I know that Technologist is something I'll take at first level (character is Human, so has another Feat to use). At some point, he will absolutely take the EWP to use the Technological ranged weapons. Also, Craft Magic Weapon and Craft Technological Arms/Armor fit well. I assume that since I'm looking at "blasting," then Feats that increase save DC would be a good idea, too?
Honestly, it's been so freaking long since I've played a Wizard, I'm not positive what feats I should be looking towards....
| Lord Fyre RPG Superstar 2009 Top 32 |
One member of our play group has decided to run this AP.
I wanted to make a character that was well suited to the campaign, and I've kicked around several ideas.
Right now, I'm considering a straight up Wizard. I don't wanna be a "god wizard" or anything that will break the game, but I do want to be worthwhile to the party. So, I was thinking about an Admixture Evoker.
An Admixture Evoker should do Very Well in this campaign.
What are you thinking of Opposition Schools? You might want to consider "Enchantment" as one of them, as there are a LOT of opponents who are resistant to this school.
The idea is that his father was a wizard and former member of the Technic League that became disillusioned with the heavy handed methods utilized by that organization. So, he broke away from the League and fled into hiding. However, his father was still enamored with the wealth of knowledge available in Numeria, so couldn't bring himself to leave the area entirely. The character was raised in the ways of both wizardry and technology, learning as much as he could about both. Unfortunately, the League eventually tracked down his father, killing both the character's parents with magic and laser fire while the character hid nearby.
Today, the character's goal is to continue his father's work, seeking ever more interesting ways to meld magic and technology, while simultaneously harboring a deep seated hatred for the League and all who belong to it. If the possibility presents itself, he'd do everything in his power to bring the league down, regardless of the consequences.
Obviously, you are going with "Against the Technic League" for your campaign trait.
If the GM allows you to modify the background, I would suggest you look at "Divine the Mystery (Kellid)" from page 18 of People of the River since that will build on your purchase of Technologist. While you are there, check out the Detect Metal spell on page 26.
Another option for your second trait would be to look at ones that bolster you abilities to detect foes (ones boosting Sense Motive or Perception) or covert operations (boosting Bluff, Sleight of Hand, or Stealth), since you are planning guerilla campaign against the League.
Any suggestions for build? Stats I already have in mind, but was thinking more about Feats. I know that Technologist is something I'll take at first level (character is Human, so has another Feat to use). At some point, he will absolutely take the EWP to use the Technological ranged weapons. Also, Craft Magic Weapon and Craft Technological Arms/Armor fit well. I assume that since I'm looking at "blasting," then Feats that increase save DC would be a good idea, too?
Honestly, it's been so freaking long since I've played a Wizard, I'm not positive what feats I should be looking towards....
Actually, since your considering a combat oriented school, Combat Casting, will be invaluable at first level.
| WagnerSika |
I am playing a pyromaniac gnome admixture evoker/draconic bloodline sorcerer right now and it has been a blast. The ability to switch elements has been very useful. One level dip into tattooed sorcerer(red dragon) gave some useful 1st level spells and +1/die to damage is powerful.
I did not bother with technologist, the campaign trait Local ties has been enough.
The Blockbuster Wizard guide is very valuable resource when planning a blaster wizard.
Very basic traits and feats: Magical lineage and/or Wayang spell hunter, Spell focus, Spell spesialization.
Other 'must have'(not in any order):
Greater Spell focus,Intensified spell, Empower spell, Spell Penetration, Greater Spell penetration, Quicken spell, Spell perfection.
Get a Lesser Selective rod asap so you can fling your intensified fireballs indiscriminately.
The best damage spells for me were Burning hands->Burning Arc-> Fireball.
What technological ranged weapons are you going to use? Most of them deal pitiful damage compared to your fireball. You can fire grenades and rocket launchers just fine without a profiency if you have ran out of fireballs...
If you are dead set on a wizard using guns, have a look at the spellslinger archetype. Personally, I think the abilities it gives are not worth the abilities you lose.
The first book has a grand total of one(1) useful tech weapon. And if you have a gunslinger in the party, he is going to have it.
Actually, you are better off spamming Ray of Frost than using the Inferno pistol you get in the first book. The ray deals 1d3+3 damage at level 4(when you get the pistol) if you have evocation wizard and alchemist ice as focus component. The Inferno pistol deals 1d6+1 fire damage. Also it uses expensive nanite canisters while the Ray of Frost uses nothing at all.
Who are you going to craft technological weapons and armor for? I mean, do you have a party that is going to use that stuff? If the others are duids, monks etc. your feats will be useless.
Another problem with making Tech items is, that you need a lab, or several labs, to make stuff. You should speak with the GM whether there will be usable military/nanotech/graviton etc. labs along the way.
Tech items are also crazy expensive. 10000 gp gets you a laser pistol, 1d8 fire damage, or a +1 flaming adaptive composite long bow, 1d8+1d6+STR and 1000gp to blow on arrows. Tech armors are even worse.
The biggest gripe I have had with tech weapons is how easily they are defeated by a single 2nd level spell. Also, the robots usually have hardness which you can pierce with adamantium bullets but not with lasers.
If you want to craft tech items I think the Craft Cybernetics or Craft Technological item will be more useful as anyone in the party can use them, including you.
| Saldiven |
Thanks for the advice so far.
It's still early in the process, so not sure what the rest of the party is going to be as of yet. My thought processes for feat decisions so far have been primarily for flavor rather than overt power (a straight wizard is pretty darn strong even if 1/2 to 3/4 of your feat suggestions are sub-optimal).
Hopefully, I'll have a better idea what the rest of the party will look like after this weekend.
| Mathmuse |
I have a question about androids vs mind affecting spells/abilities. Can they be affected by them? IE a court bards Satire?
The immunities of the android race are:
Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Though many bardic performances are described as inspiring or undermining confidence, the game rules do not define confidence as an emotion. The only clear emotion-based effects besides morale bonuses and fear effects are spells with the emotion descriptor. A court bard's Satire ability describes itself as language-dependent but does not describe itself as emotion-based, nor is it a morale bonus, so it would work on androids.
Think of the Star Trek original series episode, I, Mudd, where Harvey Mudd and crewmen from the Enterprise overcome androids' logic circuits by acting illogically.