
Martialmasters |

I'm running a orc illusionist wizard with the mirror heritage I'm upcoming abomination vaults.
I'm going full in on charisma for things like convincing illusion eventually.
So 18 intelligence and 16 charisma.
I have 17hp and 14 ac at level 1.
Spells:
Summon animal: if this thing takes attention away from me and my party it's a win, if it deals damage or successfully supplies an effect, mega win
Illusory object: deep dived into this spell as well as illusions in general so I have a strong basis with my GM on what will and won't work.
Grease: almost always useful especially at low level
My last spell slot is giving me uncertainty though.
Mage armor? I'd go to 15 ac and I'm just not sure how much difference that's gonna make in the moment
Shattering gem: DC 11 flat check to block 5 damage and do damage back
Command: could be good but no effect on success might be rough too
Fleet step: when in doubt, run faster
Mud pit: steep action cost but decent size for the level
I'll also have my mirror heritage reaction, shield Cantrip, steel shield

shroudb |
shroudb wrote:you can always just wear a breastplate and go to 15, and just take the speed and skill penalties. (i assume with your 14 ac you have a 12 in dex, right?)Indeed, but I'm not proficient with medium armor and not planning on it.
Was mainly just asking about spell selection and strategy
yeah, i was saying even without the proficiency, just for that 1st level where HP are usually tighests, getting an extra 1 ac for a 5ft speed penalty might be worth it.
for spells, i personally don't like grease, more often than not i have seen it fail.
while color spray's dazzle on a fail still gives everyone concealment which may completly negate a hit even against your 14 ac.

Martialmasters |

Martialmasters wrote:yeah, i was saying even without the proficiency, just for that 1st level where HP are usually tighests, getting an extra 1 ac for a 5ft speed penalty might be worth it.shroudb wrote:you can always just wear a breastplate and go to 15, and just take the speed and skill penalties. (i assume with your 14 ac you have a 12 in dex, right?)Indeed, but I'm not proficient with medium armor and not planning on it.
Was mainly just asking about spell selection and strategy
Maybe, though I spent my income on some essentials so I'd have to give up my two scrolls

Unicore |

A lot depends on the rest of the party. Being a squishy target can be useful in a party with a paladin or redeemer. I had a Gnoll illusionist built for charisma that regularly took a beating, but as a result, the champion was triggering reactions almost every round and the ranger and inventor got to be dealing massive damage very often. I would muddle up the battle field with a lot of battlefield control. This character did die at 7th level, but it was because the whole party made a mistake “going for it” against an enemy that has the most insane area affect aura damage with no action cost and wild amounts of teleporting. The aoe damage on dying creatures is what did him in and there is very little you can do in those situations. His distracting the creature from the strikers won the day though so it was worth it, even though level 8 was where it was all finally going to come together.
Dandy is an amazing free archetype for the charismatic illusionist, by the way.

Martialmasters |

We do have one player discussing playing a champion
A halfling thief rogue
A sprite lantern Thaumaturge
A ...I forget the name, fish person bard
It will be a 6 player group (I've been DM for a group this size for over a year, fights can go a bit long but it's very doable)
Shadow caster/rogue (free archetype)

yellowpete |
Yup, AV maps are tight and as long as you have someone to stand in front of you in the hallways, you should be fine. Especially with so many players.
In general, the viability of such low AC is very dependent on how tactically the GM plays monsters also. Does she have them realize that they can just one-shot someone in the backline for at most one AoO or so in return? Then it can get frustrating really quick. But if she tends to just make them attack the champion who bravely steps forward, your AC could be practically meaningless.

S. J. Digriz |
1 person marked this as a favorite. |

Start out with a one or even two drakeheart mutagen elixers. You would have to give up a scroll or two. They are 4 gp each, and will raise your AC to 17 for 1 minute, which is just one less than the best you could start with. Buy more as you can afford to.
Then, for spells go with magic weapon. At first level, casting magic weapon on one of your friend's weapons is amazing. Color spray is also good.

Martialmasters |

Yup, AV maps are tight and as long as you have someone to stand in front of you in the hallways, you should be fine. Especially with so many players.
In general, the viability of such low AC is very dependent on how tactically the GM plays monsters also. Does she have them realize that they can just one-shot someone in the backline for at most one AoO or so in return? Then it can get frustrating really quick. But if she tends to just make them attack the champion who bravely steps forward, your AC could be practically meaningless.
He role plays the creatures, so if it's a smart enemy, it behaves accordingly. If it isn't, it isn't a tactician

Martialmasters |

Start out with a one or even two drakeheart mutagen elixers. You would have to give up a scroll or two. They are 4 gp each, and will raise your AC to 17 for 1 minute, which is just one less than the best you could start with. Buy more as you can afford to.
Then, for spells go with magic weapon. At first level, casting magic weapon on one of your friend's weapons is amazing. Color spray is also good.
I might do this and drop befuddle scroll.