I Didn't Think "Don't Build A Stupid Wizard" Was A Controversial Statement


Pathfinder First Edition General Discussion

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Phntm888 wrote:
@Volkard: That makes sense. Thank you for the builds. Am I correct in thinking that an Int 11 Wizard could be made to work, but would take more system mastery than the standard high-Int Wizard?

I'd say no, I mean, even if, with LOTS of system mastery, it can be made to work, it will still work at a lower power degree than a 'normal' high INT wizard.


Claxon wrote:
born_of_fire wrote:
blahpers wrote:
"as optimized as the rest of your group" = "*this* optimized". Just because you don't define a universal bar right here doesn't mean you aren't setting some sort of arbitrary rule on players that the text simply doesn't support. You do not have to be as optimized as the rest of your group, full stop. That's a rule you, and those like you, made up. I'm under no obligation to vet my sheet with anybody but the GM.
I don’t get that anyone is saying it’s a rule. It’s a courtesy. Those are not the same at all.
Exactly. It's not a "rule" so much as it is part of the "Gentleman's Agreement" between players, and most groups seem to have some version of this. At least with respect to being overly optimized compared to the rest of the group. It's a topic of many threads on this forum, GMs trying to deal with a player who has much more system mastery than the others in the group such that they can't sufficiently challenge them without overwhelming the others. The converse becomes true in the opposite way with an under powered character. Eventually the GM risks killing the character in every combat unless they hold back to the point that nothing is a threat to the others. Both are situation are bad.

That's a matter between the GM and the player, not between the player and the other players. Also, this "gentleman's agreement" may be part of many tables, but it isn't universal--in fact, I've yet to experience it. Every table I've been at had players of vastly differing levels of system mastery, and that's fine--the default challenges are modeled according to the system guidelines, and if a character ends up dead, well, that happens. But I've never seen players at said tables get upset that someone else's character wasn't as strong as their own. Which is fortunate, because while that's an understandable outlook for, say, a team sport, it's a baffling mentality to have for a roleplaying game.


Klorox wrote:
Phntm888 wrote:
@Volkard: That makes sense. Thank you for the builds. Am I correct in thinking that an Int 11 Wizard could be made to work, but would take more system mastery than the standard high-Int Wizard?
I'd say no, I mean, even if, with LOTS of system mastery, it can be made to work, it will still work at a lower power degree than a 'normal' high INT wizard.

I've been assured repeatedly on this forum that this would be a good thing on account of wizards being the most overpowered thing ever. Now it's the minimum bar?


a wizard is powerful thanks to its spells... a wizard that has restrictions on his access to spells not only stops being overpowered, it becomes a drastically underpowered squishy.

and I didn't note down who assured you that wizards were overpowered, I'm not in agreement with them.


Phntm888 wrote:

@Volkard: That makes sense. Thank you for the builds. Am I correct in thinking that an Int 11 Wizard could be made to work, but would take more system mastery than the standard high-Int Wizard?

@Dragonchess: Since you're only taking 1 level of Skald, wouldn't Arcane Duelist bard be wash due to inspire courage? It's a standard action to start either way, and still a +1 bonus overall.

It would actually take less thinking to play a low int wizard. Simply put you'd need to avoid casting spells where saving throws matter, or just assume the target will always save.

Once you come up with the basis of the 1st level wizard think about its advancement. The main question is are you going to improve intelligence? If you refuse to, then you only have first level spells and all of your feats will need to support that. If you plan on improving intelligence through items and stat advancement it might change your focus a little bit from concentrating on one spell to a small group of spells. Hopefully in one school of magic.

Spell selection will be...easy? You shouldn't have to spend hours looking through obscure spells to find the "right one" like some people do.

One thing I worry about with a low int wizard build is party composition. I'm use to wizards being skill guys, but without the double bonus of high int feeding int skills + the extra skill points from int the wizard isn't actually a skill mongering class. Worse, if you rank up int later you don't retroactively get the skill points from your improved int like you would from any other stat. Starting at a 12 int if you plan on going to 13 eventually would be a smart move. Maybe too 'smart' for this character concept, but its a practical decision.

If you insist on playing this build, someone else is going to have to do history, knowledge skills, and spellcraft because you'll be gimped on skill points to cover those bases, and 5 less than the average DC the designers would expect for most AP. Now if you know someone else is going to play a bard...

Sovereign Court RPG Superstar 2011 Top 32

Meirril wrote:
Worse, if you rank up int later you don't retroactively get the skill points from your improved int like you would from any other stat.

This is wrong. In Pathfinder you do get retroactive skill points when your Int increases by levelling.


I've also seen certain players ditch AC altogether (or saves). We're talking front-liners with 9 AC here.

Then they whine when the cleric stops healing them (after telling the cleric, earlier, to stop telling them how to play their PCs)

LOL you reap what you sow! :)


@Klorox: Sorry, I didn't necessarily mean work as well as a high-Int Wizard, I meant as an effective contributor to the party. It seems to be kind of like playing a Dragon Disciple, in some ways, and while not the most optimal of choices, is still a reasonably effective option.


To an extent, there's some strategy in that low-armor plan. XD If they're too hard to hit, enemies may just avoid them, meaning they won't be able to tank as well. Since there are few "aggro" abilities to compel attacks, making yourself an easy target can be a valid plan if the group as a whole can support it.

I wouldn't go as low as 9 myself under basically any circumstances, but I can understand tanks keeping it low.

Grand Lodge

Seen it used on a paladin. Fey Foundling, Lay on Hands focused, healing the damage that comes in and keeping things focused on him.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Phntm888 wrote:
@Dragonchess: Since you're only taking 1 level of Skald, wouldn't Arcane Duelist bard be wash due to inspire courage? It's a standard action to start either way, and still a +1 bonus overall.

With the skald, the +1 also allows all the affected weapons to penetrate DR/magic. When party members already have magic weapons, it allows the affected weapons to gain defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, or seeking. Need a bit more AC? You and your allies have defending weapons. Need to hit opponents that are far away? You and your allies have distance weapons. Fighting a troll? You and your allies have flaming weapons. Fighting a fire elemental (or similar creature)? You and your allies have frost weapons. Fighting shadows or other incorporeal foes? You and your allies have ghost touch weapons. And so on. It's more than just a +1 on attacks and damage.


Phntm888 wrote:
@Volkard: That makes sense. Thank you for the builds. Am I correct in thinking that an Int 11 Wizard could be made to work, but would take more system mastery than the standard high-Int Wizard?

Yes, anything that deviates from the norm always takes more system mastery to remain effective.

Phntm888 wrote:
@Klorox: Sorry, I didn't necessarily mean work as well as a high-Int Wizard, I meant as an effective contributor to the party. It seems to be kind of like playing a Dragon Disciple, in some ways, and while not the most optimal of choices, is still a reasonably effective option.

Basically this.

It essentially works out like a Dragon Disciple. With polymorpgh spells and multimorph you get more adaptability, but you give up stuff elsewhere.

Unlike the Dragon Disciple, except with a slightly different focus. Living Monolith give d8 HD and 3/4 BAB and only drops one caster level while providing DR/-, resistances, immunities, and eventual immortality.


Neal Litherland wrote:

Over the past few months, I've seen a slew of players asking how to make what is essentially an anti-class. The weak, sickly barbarian, the uncharismatic sorcerer, the fighter with no physical stats, and the one from the title, a stupid wizard. In short, the players wanted to take the attributes that a class's abilities sort of depend on, and purposefully put their lowest scores in them.

I get the reasoning behind it. If you have a character who has to struggle to overcome something, then they can feel like they have more of an arc. But if you are essentially less useful than your average commoner, why would someone bring you out into a dangerous situation? Which was why I made the case in No One Wins When You Build A Stupid Wizard that the way to have your cake and eat it too was to play a character who is actually another class. The weak "barbarian" is actually a slayer or a rogue who uses precision and tactics to overcome stronger opponents, the smart "fighter" is actually a magus or a wizard who is a soldier, using arcane power to compensate for physical frailty. Etc., etc.

I think for the most part the people complaining about it for story reasons are wrong but your advice is bad. You can make anti-classes work ridiculously well and is one of the most confusing aspects of the game. Fighter and wizard are the hardest but there are viable options.


MadScientistWorking wrote:


I think for the most part the people complaining about it for story reasons are wrong but your advice is bad. You can make anti-classes work ridiculously well and is one of the most confusing aspects of the game. Fighter and wizard are the hardest but there are viable options.

Building an anti-class and finding ways to make it work is one of the best ways to improve system mastery.

You always learn new things in the process.


Nope. You must build one of these bog-standard wizard builds or you are doing it wrong and should go play Monopoly.

Shadow Lodge

blahpers wrote:
...and should go play Monopoly.

Why do you say such hurtful things?

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