New to 1e, looking for build advice.


Advice


I'm new to 1e, and am primarily a 2e player. I may have the opportunity to play 1e soon, but can't decide on what build/character concept to play, or whether they're even decent to begin with.

BUILD 1 - The Spirit Guide Oracle

## Race: Half-Elf
- Kindred Raised (+ 2 CHA)
## Class: Oracle
- Curse: Reclusive
- Mystery: Battle
- 1st Revelation: Skill At Arms
- 2nd Revelation: Warsight
## Archetype: Spirit Guide
- Spirit: Tribe
- Hex: Touch of Succor
## Traits
- Reactionary
- Fate's Favored

# Stats (20 points)
STR 16
DEX 12
CON 14
INT 8
WIS 10
CHA 18

# Feats
## Level 1:
- Extra Revalation (weapon mastery)
- weapon focus (weapon mastery)
## Level 3:
- Power Attack

BUILD 2 - The Bonded Hedge Witch

## Race: Half-Elf
- Dual-Minded
- Arcane Training
## Class: Witch
- Patron: Healing/Protection
- 1st Hex: Protective Luck
- 2nd Hex: Healing
## Archetype: Bonded Witch + Hedge Witch
- Bonded Item: Wand/Ring
## Traits
- Reactionary
- Pragmatic Activation

# Stats (20 points)
STR 8
DEX 14
CON 14
INT 18
WIS 12
CHA 10

# Feats
## Level 1:
- Extra Hex (cackle)
- Skill Focus (Use magic device)
## Level 3:
- improved initiative

BUILD 3 - The Pact-Exploiter Wizard (Swiss Army Wizard)

## Race: Human
## Class 1: Blood Arcanist
- Bloodline: Destined
## Class 2: Wizard
## Archetypes: Pact Wizard + Exploiter Wizard
- Patron: Healing
- Exploiter's Exploit: Bloodline Development
- Curse: Reclusive
## Traits
- Fate's Favored
- Pragmatic Activation

# Stats (20 points)
STR 8
DEX 14
CON 14
INT 18
WIS 12
CHA 10

# Feats
## Level 1:
- Extra Exploit (School Understading: Foresight)
- Extra Exploit ( Familiar: Hare)

So, do any of these builds have any glaring flaws, like missing prerequisites? Are they viable in play? Which build would you suggest for a first character?


hmmm... PF1 is more front loaded and about what the PC can do rather than do with the group. It is also more generic / less key terms and defined states.

Wizard-pact(HHH) is not PFS approved and IMO broken.

I'd suggest Bard-chelish diva, Bard-archaeologist, or Clr-varisian priest 1 & Bard X multiclass. Wiz 1 Ninja X, or Oracle 1 Paladin X have their good points too. The multiclasses cover more 'spellcasting' and item activation. These are generalists rather than specialist wizards or barbarians.

Easiest to run while effective are Barbarian, Gunslinger, Magus, Monk-zen archer.

avoid ability scores below 10.

Best traits are +1 to a save OR situational to the build.


dump stats are ok, but an 8 in INT is one of the problem ones, as it takes away skill points, which can be important.


If you go with the witch, I’d suggest a bonded witch. The hedge witch isn’t worth the loss of two hexes. If your bonded item is a wand the your can craft it into a wand of cure light wounds at 1st level. If your bonded item is a ring, then take the Deception patron so you can craft it into a ring of invisibility.

Another advantage of being a half elf is learning the spell Paragon Surge and casting that to get the feat Extra Hex for access to situational hexes you otherwise would never choose.

Another healing option is the healing hex. That gives you a scaling cure spell 1/party member. When you can afford a wand of cure light wounds, just retrain it to another hex.


Correct me if I'm wrong, but don't wands have a limited number of uses in 1e? Why would a wand of cure light wounds be better than the ability to spontaneously cast cure spells in the long run? I understand that hexes are valuable, but I doubt I'll get to play a long enough campaign to notice their absence really.

Also, I'm unfamiliar with the crafting rules, what exactly does crafting a wand at level 1 entail?


TheCrunchyLlama wrote:

... wands have a limited number of uses in 1e? Why would a wand of cure light wounds be better than the ability to spontaneously cast cure spells in the long run? I understand that hexes are valuable, but I doubt I'll get to play a long enough campaign to notice their absence really.

Also, I'm unfamiliar with the crafting rules, what exactly does crafting a wand at level 1 entail?

RESOURCES (aka gold/money/cash).

Wands:Cure 1d8:C1@1 [50] $750 {spell}:{school SplLvl}@{CstrLvl [charges]} are cheap repeatable spells for $15 a pop, $750 up front cost for [50] in a magical stick (Yee Haw!). Spontaneously cast cures are nice mainly after a fight. So it is a balance between expending $15 and saving your spell for the next encounter or casting a cure and saving the charge on the wand. Most encounters end with people using multiple charges off wands.

A first level character can scribe a basic $25 scroll with the Scribe Scroll feat or make a Potion with Brew Potion, that's it. Mostly crafting pops in around 5th+ level.

Shadow Lodge

For context, the 'Wand of Cure Light Wounds' is the backbone of non-combat healing in PF1, basically taking the place of Treat Wounds action from PF2.

Actual spell slots are a precious and limited resource and generally shouldn't be 'wasted' on something you can otherwise do with a cheap wand...


good clerics and paladins give a lot of lip service to Cure Light Wounds due to the 'nasty' Infernal Healing [Evil] descriptor. Don't believe it as the latter heals 10pts over 10 rounds to CLW's 5.5 pt average.


TheCrunchyLlama wrote:

Correct me if I'm wrong, but don't wands have a limited number of uses in 1e? Why would a wand of cure light wounds be better than the ability to spontaneously cast cure spells in the long run? I understand that hexes are valuable, but I doubt I'll get to play a long enough campaign to notice their absence really.

Also, I'm unfamiliar with the crafting rules, what exactly does crafting a wand at level 1 entail?

Essentially, you get to a wealth level (fairly quickly) where a wand with 50 Cure Light Wounds at 750gp, or 375gp if you craft it, is a wildly efficient use of resources. If your bond item is a wand then crafting it to CLW makes a lot of sense. Note that once the 50 charges have been expended, you can re-craft it to the same or another spell.

In terms of losing hexes to the Hedge Witch's: spontaneous healing (replaces 4th level hex), and empathic healing (8th level), that's actually not terrible. That means you get hexes at 1st & 2nd level. Since hexes are the defining feature of a witch you don't want to lose them without a great reason. If you're playing levels 1-5 then this isn't a huge hit. If you play 1-10 it'll be more noticeable.

Hexes of particular note are:

Slumber -- This is frankly so overpowered that if you take it you should use it somewhat judiciously. On the other hand, in an undead campaign it's a terrible choice.

Flight -- At 5th level, when you get actual flight, this is so good you need a good reason not to take it.

Gift of Consumption and Greater Gift of Consumption -- These two all but eliminate your fortitude save, which is your weak save. And occasionally it's brilliant.

Misfortune & Cackle -- This all but guarantees your opponent will fail saves, not all saves but far more. It also works against the mindless opponents that Slumber misses (constructs, oozes, undead,etc). The more casters your party has, the better this is. If you're the only caster then it's mostly of use against bosses, where you really want a spell to land so it's worth investing a round.

Protective Luck, Cackle & Soothsayer -- You can pre-buff every party member (except yourself) for every encounter. This is so over-powered that you should discuss it with your GM.

And beyond those there are several more that are pretty attractive: healing, prehensile hair, etc.

The first 3-5 are usually one that you're anxiously waiting to get access to. So trading them off for an archetype is a significant cost/benefit decision.

Hope that helps. :)


That really does help, thank you!

Concerning the Protective Luck + Cackle + Soothsayer combo, I had a thought that if I only took either cackle or soothsayer it wouldn't be so busted. Which would you recommend between the two?


If your party is melee heavy then protective luck will be all the better. I'd say that if you plan to take misfortune later on then you should go with cackle. Otherwise I lean toward soothsayer for the action economy. You only get a single roll of protection, but that's for each party member in each encounter.

I like to use a witch's hexes for single target offense (slumber, misfortune, ice tomb), and her spells for area effects (web, glitterdust, sleet storm).

Here's my write-up of the witch.

Owl's Witch Guide.


Just want to say "Welcome!".

I hope you enjoy it, but perhaps try not to do too much right at the start. I hope you have real life friends who can guide you.

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