Berry Buiten
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So I am stuck in Analysis Paralysis... I hope you all can help free me.
I am about to jump into a game of Skull and Shackles at level 5. I want to play a utility and battlefield control caster. A kobold obsessed with making things and creating warrens, traps, etc. I have looked through the different Arcane Schools but none of them scream utility whilst the Spell Sage has some reeeeaaally cool abilities, especially the ability to cast any spell from the Druid / Cleric / Bard list is SWEET.
But I am wondering if its worth it to give up the extra spells you get from Arcane Schools. From what I read online the SnS campaign often has only one encounter per day... That would make the pain a little less bad right?
What's your opinion? I like the idea of being able to cast weird spells not on my list like Soften Earth and Stone or Modify Memory. Or to simply be able to cast Track Ship without having it in my spellbook or even prepared. I assume that this AP is not gonna make it easy to find spells but I have no idea.
Is this Archetype worth it? I don't mind if I am stuck doing the same thing again and again in combat. For instance I thought about casting Ashen Path on my party and then Fog Cloud. That tactic should stay valid for a lot of levels right?
Oli Ironbar
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A lot of combats are spread over days, but like with any AP, a given section is just as likely a mega dungeon. Personally, I prefer strong options when spells need to be saved for later, so I don’t shy away from fewer spells per day.
Consider how access to scrolls wands and then staves will effect your strategies, for some area spells a lvl 2 scrolls is equally effective at CL 3 as CL 13. There could be levels without purchase points, but every harbor in the Shackles could be at your disposal for shopping later.
Also read the player guide for which spells move with ships and which do not, then confirm with your GM that they have read and plan to rule likewise.
| Azothath |
If you want to go arcane caster with moderate system mastery it is best to play a specialist wizard (diviner, evoker-admix). They have enough power, spells, skills(thanks to a high Int) to dip a level in another class to cover some area and still be more than powerful enough. If you don't know the arcane spell lists or have low system mastery just stick to a single class. If you have good system mastery you have more flexibility as you know how to work the spell lists and can dip 2 levels or do an arcanist or sorcerer archetype.
I did a helpful post awhile back How to play a Wizard, 10-2024
The Campaign(GM setting) is going to influence spell access. NEVER copy from a purchased scroll. In PFS/Org Play it is not an issue, same old 1.5*Scribe cost from NPCs or what you find at Scribe cost. PFS Campaign Mode should be the same. PFS CORE Campaigns are okay but basic and I'd avoid them (no APG, Familiar updates, etc and the martial types are way worse off than the wizard). Home Games... usually it's not too bad. With infrequent NPC access you can pre-learn spells you can't cast (yet) using Spellcraft so they will pop-in when you gain the level with your 2 free spells.
Races: depends on what you have access to. Human, halfelf, elven, and tiefling is fine. Halforcs and dwarfs have their survival/Con boosts. Samsaran(Mythic Past Lives{Witch}), aasimar(great abil scores), ratfolk(Dex, feats with other ratfolk), and ifrit/oread/sylph/undine are the best IMO.
Berry Buiten
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A lot of combats are spread over days, but like with any AP, a given section is just as likely a mega dungeon. Personally, I prefer strong options when spells need to be saved for later, so I don’t shy away from fewer spells per day.
Yes, I prefer a few strong options rather than spamming stuff. I can be more sparringly useful in the mega-dungeon bits if need be, I have other things to fall back on to remain useful such as Knowledge skills and Scent with a decent Perception
Consider how access to scrolls wands and then staves will effect your strategies, for some area spells a lvl 2 scrolls is equally effective at CL 3 as CL 13. There could be levels without purchase points, but every harbor in the Shackles could be at your disposal for shopping later.
I do believe there is quite a bit of downtime during this campaign, at least from what I've understood. My character will likely end up as the Shipwright and some of my time can be spent scribing scrolls I imagine. Other than that I have no idea but I'll try to get some consumables.
Also read the player guide for which spells move with ships and which do not, then confirm with your GM that they have read and plan to rule likewise.
Yeah I read the guide but I don't really want to bother the dm with too many questions more. At least not for now, the character creation process has begun! ^_^
Berry Buiten
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If you want to go arcane caster with moderate system mastery it is best to play a specialist wizard (diviner, evoker-admix). They have enough power, spells, skills(thanks to a high Int) to dip a level in another class to cover some area and still be more than powerful enough. If you have good system mastery you have more flexibility as you know how to work the spell lists and can dip 2 levels or do an arcanist or sorcerer archetype.
I used to play 3.0 and 3.5, then some years of PF1e before switching over to 5e. I don't say that I know PF like I know 5e but I can read a spell by myself and see if its useful to the character. I also really like tactical play and wizards tend to be the best at that.
I did a helpful post awhile back How to play a Wizard, 10-2024
Cheers I will check it out! Much appreciated!
The Campaign(GM setting) is going to influence spell access. NEVER copy from a purchased scroll. In PFS/Org Play it is not an issue, same old 1.5*Scribe cost from NPCs or what you find at Scribe cost. PFS Campaign Mode should be the same. PFS CORE Campaigns are okay but basic and I'd avoid them (no APG, Familiar updates, etc and the martial types are way worse off than the wizard). Home Games... usually it's not too bad. With infrequent NPC access you can pre-learn spells you can't cast (yet) using Spellcraft so they will pop-in when you gain the level with your 2 free spells.
I am sorry it has been a while. In PF you can copy spells into your spellbook before you can actually cast them? And why do you recommend not copying from bought scrolls?
| Azothath |
RAW does not prevent you from learning a spell on your spell list that you cannot currently cast. It is just a spellcraft check and if you fail you can try again next level for free... so no downside other than cash spent early (Overhead). Always keep your Spellcraft skill at max ranks until 7th level or so.
Scroll cost = 25*SplLvl*CstrLvl >> NPC Access + Scribe cost = 15*SplLvl^2.
PF1 is a DnD3.0/3.5 spinoff that's easier and simpler. Most spells got nerfed, particularly polymorphs. Wiz bonded object(amulet) is great and beats a familiar past 5th level. BOTH of the above topics were also true in 3.5 so I'm left wondering...
| Mysterious Stranger |
When looking at the archetype you need to look at the entire archetype not just one alternate class ability. Sometimes one of those replaced may not be quite as strong as what it replaced but another alternative ability may make up for that. Spell Sage replaces both Arcane Bond and School Specialization.
You give up Arcane Bond for Focused Caster. The main benefit from Arcane Bond (Object)is the ability to cast any wizard spell you know once per day. Being able to enchant the item without requiring the feat is nice but all that really does is save you some gold. Arcane Bond (Object) also comes with a big drawback. If you do not have the object casting your spells becomes a lot more difficult.
Spell Study gives you the ability to spontaneously cast any spell of off three different lists. Considering how many spells on those lists are also on the wizards list that means that you can also cast a fair number of spells off the wizards list by casting them as another class. The Bad list gets early access to a lot of spells so in some cases you might even be able to spontaneously cast a bard spell using a lower-level spell slot. You may even be able to do this with some spells of the cleric or druid list. Spell Study is giving you better spontaneous casting than Arcane Bond (Object).
Focused Spell allows you to increase your caster level by 4. That is a powerful ability. Your caster level affects multiple aspects of the spell not just damage. It can often also increase the range and or duration of the spell. It also helps in overcoming spell resistance and making caster level checks to see if the spell succeeds. Dispel Magic when used with Focused Spell becomes a lot more reliable.
Looking at all this archetype gets compared to a standard wizard looks like they should be ok. You have access to 4 spell lists, better spontaneous casting that a standard wizard and the ability to turbo charge a few spells. By 8th level you get 2 uses of both Focused Spell, and Spell Studdy. You are giving up 1 extra spell of each spell level, but you have a lot of options the specialist does not have.
To get full use out of the archetype is going to require very good system mastery. Having access to 3 other spell lists does not do you any good if you are not familiar with those spell list. If you as a player have enough knowledge that you can remember most of the details of most of the spells on all 3 lists with only minimal looking up details it may be worth it. If not, this character may end up slowing down the game to and annoying the rest of your group. I would not recommend this for a beginning player. Ideally this should be played by someone who has been a GM for a few games.
| Azothath |
I reread your original post and what drew you to Wizard arch Spell Sage.
First of all is Spell Study (Su) worth it? IMO No. Using 2 prepared spells and taking 1r+ casting time is not a gain. It's an emergency filler. There are several ways to cast/prepare off list spells at +1 SplLvl (aka using a Third to cast a Second level spell). The Focused Spell (Su) in nice but it is just 1-3 times per day but it costs you Any 1 spell castable once per day.
See Azothath's Builds: Wizard-Spell Sage @ 5th & 11th
Solona CN human Lvl: Wizard-Spell Sage 5 & 11
I'm going to suggest what I initially did but with more focus;
Review Azothath: Wizard multiclass with Cleric-Varisian Pilgrim 1 Thalevoh NN human Lvl:Cleric-Varisian Pilgrm(Chaldira NG Wpn:Shortsword/Gladius), Wizard(Diviner) 4 and then 10, then Rouillé Hasarderth NN aasimar Cleric-Varisian Pilgrim(Feronia Wpn:Bastardsword) 1 Wiz-Divnr 4.
You will have access to the wizard and cleric spell lists for item activation, cast as a wizard with an extra spell per spell level, cast first level cleric spells, and be able to cast any one wizard spell per day.
The aasimar has better ability scores but the human gets a free feat.
If you want to expand your spells take samsaran with mythic past life, INT will have to be 18 or 20 after adjustments to pilfer 5-6 witch spells, 1 first, 2 second, 1|2 third, 1 fourth.
Lastly, undine or grippli would work well in this campaign.
For traits you'll want Magical Knack(cleric) and either +1 Dex or Fort.
For feats, Point Blank and Precise shot feats are going to be needed. Weapon Finesse feat would be nice but you won't have the feats for it.
False Focus feat would be very handy giving your bonded object double duty as; 100gp holy symbol, Aegis of recovery at half cost, and $100gp focus replacing material components.
Cypher Script feat is also very handy as it cuts your wizard scribing cost in half.
Skill Ranks; acrobatics 3, craft alchemy 4-5, diplo 1+, linguistics 1, a suitable pirate profession skill 3-4, spellcraft 5, stealth 1+, swim 1+, the rest in knowledge skills where it is better to have 1 in every skill than all your points in 1 or 2 skills.
Equip: No mount. Items to consider besides the basics listed in the builds are a Ioun stone of Regeneration 1/hr at 3400gp, Spellguard Bracers 5000gp.
You'll be proficient in cestus, a decent weapon from your deity, and crossbows. Spears (jabbing or thrown) aren't bad.