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General Tabletop Discussion
*Pathfinder & Starfinder
1st level wizard design
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<blockquote data-quote="Ridley's Cohort" data-source="post: 482095" data-attributes="member: 545"><p>Interesting ideas! My advice is different.</p><p></p><p>(1) Starting feats: Improved Intitiative! Your PC is very easily killed if caught flatfooted. Your best defense is to act first. Spellcasting Prodigy is good in the long haul if you are human.</p><p></p><p>(2) Race: Human, Gnome, or Dwarf. Human for that extra feat. Gnome or Dwarf for the +2 Con. HPs are your achilles heal. Boosting Con is a Good Thing.</p><p></p><p>(3) Familiar: Your other achille's heel is vision. <em>If</em> you want to minmax, your best bet is to get a familiar that addresses one of your two biggest weaknesses. Take a Toad if you want the HP. Take a Bat (120' Blindsight) in a larger party if you are more physically secure...</p><p></p><p>(4) Specialization: I love specialization because it gives the character a little extra focus -- good for RPing IMO. The <em>only</em> wrong decision with respect to specialization is selecting Transmutation as the prohibited school. Every other specialization is workable and fun. Generalists are just as powerful as specialists in the long term if you plan on picking up various craft feats -- the broader the spell list the more and different items you can potentially make.</p><p></p><p>(5) Spells: Shield + Mage Armor will give you the best AC in the party in the early going. Sleep is the best offensive spell, but it doesn't work on Undead. Remember that! Magic Weapon is a pretty good offensive spell for a 1st level wizard; sit back and use your crossbow.</p><p></p><p>(6) Scrolls: You want a scroll of Obscuring Mist (to break off combat), and Chill Touch (to chase away annoying Undead) ASAP. Buy them when you have the money.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 482095, member: 545"] Interesting ideas! My advice is different. (1) Starting feats: Improved Intitiative! Your PC is very easily killed if caught flatfooted. Your best defense is to act first. Spellcasting Prodigy is good in the long haul if you are human. (2) Race: Human, Gnome, or Dwarf. Human for that extra feat. Gnome or Dwarf for the +2 Con. HPs are your achilles heal. Boosting Con is a Good Thing. (3) Familiar: Your other achille's heel is vision. [i]If[/i] you want to minmax, your best bet is to get a familiar that addresses one of your two biggest weaknesses. Take a Toad if you want the HP. Take a Bat (120' Blindsight) in a larger party if you are more physically secure... (4) Specialization: I love specialization because it gives the character a little extra focus -- good for RPing IMO. The [i]only[/i] wrong decision with respect to specialization is selecting Transmutation as the prohibited school. Every other specialization is workable and fun. Generalists are just as powerful as specialists in the long term if you plan on picking up various craft feats -- the broader the spell list the more and different items you can potentially make. (5) Spells: Shield + Mage Armor will give you the best AC in the party in the early going. Sleep is the best offensive spell, but it doesn't work on Undead. Remember that! Magic Weapon is a pretty good offensive spell for a 1st level wizard; sit back and use your crossbow. (6) Scrolls: You want a scroll of Obscuring Mist (to break off combat), and Chill Touch (to chase away annoying Undead) ASAP. Buy them when you have the money. [/QUOTE]
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