| Revolving Door Alternate |
Male elf arcanist (school savant) 6/sorcerer (crossblooded) 1 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Advanced Player's Guide 144, Pathfinder RPG Ultimate Magic 69)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (7d6+7)
Fort +3, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (9/15), arcanist exploit (bloodline development [controller][ACG]), consume spells
Spell-Like Abilities (CL 7th; concentration +8)
. . 3/day—daze (DC 15)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—dazing touch
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—laughing touch
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—true strike
. . 0 (at will)—arcane mark, prestidigitation, touch of fatigue (DC 11)
. . Bloodline Fey, Serpentine
Arcanist (School Savant) Spells Prepared (CL 6th; concentration +11)
. . 3rd (3/day)—hold person (DC 22), suggestion (DC 22)
. . 2nd (5/day)—hideous laughter (DC 21), oppressive boredom[UM] (DC 21), unnatural lust[UM] (DC 21)
. . 1st (6/day)—charm person (DC 18), feather fall, hypnotism (DC 20), lock gaze[UC] (DC 20), memory lapse[APG] (DC 18)
. . 0 (at will)—daze (DC 19), detect magic, detect poison, disrupt undead, message, prestidigitation
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 7, Dex 14, Con 12, Int 21, Wis 8, Cha 12
Base Atk +3; CMB +1; CMD 13
Feats Bouncing Spell[APG], Eschew Materials, Greater Spell Focus (enchantment), Spell Focus (enchantment), Varisian Tattoo[ISWG]
Traits influential, pragmatic activator
Skills Appraise +9, Bluff +5, Craft (bookbinding) +7, Diplomacy +5 (+8 to make requests of a creature), Fly +6, Intimidate +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +15, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +15, Perception +1, Spellcraft +15 (+17 to identify magic item properties), Use Magic Device +15; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Dwarven, Elven, Erutaki, Hallit, Kelish, Osiriani, Polyglot, Shoanti, Skald, Tien, Varisian, Vudrani
SQ arcane focus[ARG], bloodline arcana (+2 DC for compulsion spells), elven magic, force of will, opposition schools (evocation, necromancy), specialized school (controller[APG]), woodland stride
Other Gear arcanist starting spellbook, 15 pp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +1 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Bloodline Development Use 1 reservoir as a swift action to treat bloodline ability at full level for 1 rds.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Controller Associated School: Enchantment
Dazing Touch (8/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Force of Will (Su) 60' telepathy with those you have charmed or dominated.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Laughing Touch (4/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Ok, the above is a first pass at caster that controls others. To his benefit and/or their detriment. I made him as he will be at 7th level. Yes, I know he needs to start at 1st level.
Yes, I know most do this as a wizard, but I'm not thrilled by the wizard class. If a spell is useful during an adventure, I almost always need it more than once. Also my wizards tend to find 1/2 their spells not useful at all during an adventure. I hope an Arcanist will work out better for me. And yes this loses the highest level of cast spells every other level.
Now, I also put in a level of cross blooded sorcerer cause it bumps the enchanter aspect so much. If I'm dipping sorc, I'm taking bloodline development to get some bloodline powers. There are 3 bloodlines that I like for enchanter. Fey gives a +2 to compulsion school DC's. Serpentine allows you to cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language. Undead makes it so Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them. This seems to be almost all of them encountered in PFS. (Did I miss any other really good bloodlines?) Not entirely sure which 2 pick. Any opinions?
I took the School Specialist archtype for arcanist. However, that costs me 3 exploits. That's rough. I could just take a level of wizard (losing another caster level) and the School understanding exploit. That would gain me 2 exploits. Not entirely sure which is better, but it seems like losing the exploits is probably the more advantageous option.
Questions, Comments, Concerns, Suggestions???
| Revolving Door Alternate |
What's your plan for the plentiful amount of mind immunes?
Also dont count on corporeal being the only undead you find in PFS
Well that was part of my thoughts on Serpentine and Undead bloodlines. That will drastically reduce (but not eliminate) the beings I can not target.
For those still immune to my enchantments and compulsions, I would buff allies. Spells like Resist Energy, Haste, and Invisibility are always appreciated.Yes, I am aware that corporeal humanoid are not the only undead encountered. But it has been most of what I have seen. There have been a few wraiths and such-like, but not too many.
| Revolving Door Alternate |
plenty of incorporeal depends on your scenario
also many constructs, vermin, oozes etc
you have chosen ALL mind effecting spells, there's just a lot of fights you're going to be eating popcorn
Sorry, that isn't all my spells in the spell book. It is certainly not what I would prepare in a typical adventuring day. That was just to show some of the better compulsion/enchantment spells he could prepare. I would always have at least one damaging spell, several defensive spells, and several buff spells. If I was expecting to be fighting much that I can't control, I would probably prepare mostly buff spells.
keerawa
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The Impossible sorcerer bloodline allows you to use mind-affecting spells on constructs (aside from those completely immune to magic). That might be more useful than Serpentine. Pestilence allows you to affect vermin, but I haven't found that to be particularly useful in PFS play.
I would make the decision based on what 'flavor' of sorcerer seems to fit your character best.
You might also start considering how you'll deal with spell-resistance at higher levels - a few SR: no spells in your pocket can make a big difference!
| cavernshark |
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My dash-1 in PFS is an Enchanter (Manipulator subschool) and just hit 13 after doing Eyes of the Ten. So these observations are just my experiences having walked the gauntlet you're about to hit. I won't claim to be the most amazing wizard on the planet, so measure accordingly.
The mind-affecting immunity problem that others have talked about is real, but I don't know that trying to bypass directly via things like the arcana or more expensive metamagic is necessarily the most effective method. A lot of enchantment spells are redundant in effect, so you will probably be better served just packing alternative spells to deal with vermin/undead/constructs/etc than you will be taking that level of sorcerer. As an arcanist, you already have a leg up being pseudo-spontaneous and having the ability to swap your spells known out. There were plenty of scenarios where I'd have killed for the ability to reprep my spells -- so much so that I picked up Fast Study to leave slots open. As it is, I wouldn't recommend prepping more than two attack enchantments on any given day (usually in your highest two spell levels). Looking at your level 7 character, I look at your level 2 spells known and cringe because all three of your prepped spells do basically the same thing: lock out a single target. The flavor of each is different, but you can just as easily pick the one you want each day and then pick up some others for versatility. Your level 3 spells are the same -- I'd keep suggestion because it's more versatile and doesn't allow multiple saves (generally if you do it right) and then grab something else.
You can obviously overclock your DCs higher than what I could achieve being a straight wizard (thanks to Arcana and Focused magic -- even with being a spell level behind), but I don't think that makes as much sense in practice as diversifying. In general, I found that persistent spell was a better investment (via Metamagic or a rod) than trying to push my DCs up another point or two. Of the things I could affect with my spells, they were either going to fail easily or I wasn't going to hit them regardless of an extra +3-4 on the DC (looking at you Cleric enemies...) Additionally, unless you have a particular reason for Varisian Tattoo, you may want to consider another feat -- caster level generally means very little for Enchantments. You'd be better served with Spell Penetration.
It can be tempting to want to use certain control spells during the heat of combat or in the height of a social situation... but that is actually pretty hard in practice. Dominate Person, for instance, is short range and a full round cast. Suggestion used outside of combat will almost certainty trigger combat. I tended to use those to get information or "pets" between battles. We'd take someone hostage, then I'd dominate him to interrogate. Also be aware that if you do try to acquire minions, you're going to be putting a little extra pressure on the GM. It's not like summoning where you can have the cards prepped in advance -- the GM is unlikely to have a stat block to hand you and may not want to for reasons. So be judicious about this strategy.
| K-kun the Insane |
Have you thought about trying the Mesmerist class from Occult Adventures? True, they're 6th level casters so at 7th level you will only have access to 3rd level spells, but the class is all about enchantments and illusions. Hypnotic Stare lowers the target's Will saves by 2 and they'll have no idea why. Painful Stare adds a bit of extra damage while Bold Stare adds other effects such as affecting mindless/mind-immune creatures with your stare and 50% with your spells and other abilities. Mental Potency raises the HD or number of creatures you can affect with your enchantments and illusions.
I have a 4th level Mesmerist/Telekineticist Sith Lord who's great fun to play as she scares the crap out of people with Cause Fear, Paranoia, and Bane. I look forward to when she gets the Psychic Inception Bold Stare next level and the Oneiric Horror spell in two!