Check I haven't screwed up

Morrus

Well, that was fun
Staff member
... because this is my first ever Pathfinder character, and I haven't played 3.5 in nearly 3 years. So if I haven't screwed this up, I'll be utterly amazed.

I'm plying in my first Pathfinder game tonight. We're playing a first level adventure (dunno which, but we chose pregens and I got Ezren, male human wizard 1).

So, I've customized him quite a bit (we all have with our characters) and here are the changes I made. Please let me know how I've screwed up (and if I have, I'm not trying to cheat, honest!)

You'll probably need to be familiar with Ezren's orginal form - I guess there might be an electronic version out there somewhere, but I've just been given a player handout in dead tree format, so can't post it here.
 

Attachments


log in or register to remove this ad

... because this is my first ever Pathfinder character, and I haven't played 3.5 in nearly 3 years. So if I haven't screwed this up, I'll be utterly amazed.

I'm plying in my first Pathfinder game tonight. We're playing a first level adventure (dunno which, but we chose pregens and I got Ezren, male human wizard 1).

So, I've customized him quite a bit (we all have with our characters) and here are the changes I made. Please let me know how I've screwed up (and if I have, I'm not trying to cheat, honest!)

You'll probably need to be familiar with Ezren's orginal form - I guess there might be an electronic version out there somewhere, but I've just been given a player handout in dead tree format, so can't post it here.

Yeah there are a few things wrong here Morrus.

First: you can choose to have a familiar, or you can choose an Arcane Bond. You cannot choose to have both; it's one or the other.

You should, by the way, choose the Arcane Bond over a familiar unless there is some important reason for your character concept as to why you don't want to.

Secondly, you do not choose a spell for your Arcane Bond. The reason why Arcane Bond is so powerful is because it allows you to choose -- when you cast the spell with your arane bond -- any spell of any level that you know (that is not from an opposed school).

You will see that as a Wizard character avances in level to the point where he knows literally 400+ spells, the arcane bond can be used once per day to cast any of those spells spontaneously without preparation. It is for this reason, imo, that Arcana Bond is one of the most (if not THE most powerful) abilities in the entire game. As a Wizard, you get the ability to learn as many spells as you can (which is literally unlimited) - and with Arcane Bond you get the Sorceror's flexibility to cast one spell per spontaneously (but it cannot be from your opposed schools).

So while you might choose to use your Arcane Bond to cast Shield when you need it, you might choose to cast something else. Yon't need to specify which spell goes with your bond before hand. You specify it at the time you use it. It's a far more powerful ability than you have it pencilled in for.

I see that you have chosen 2 traits, but I do not see where you have chosen your 2 feats. The feats are the most important aspects of the character build and you should specify them. Did you change the ones on Ezren's character sheet?

You might consider changing your cantrips. If you buy Liquid Ice from the Adventurer's Armory for about 40 g.p., that component acts as a focus (so it is not used up when the spell is cast, giving you unlimited uses of the Liquid Ice as a spell focus) granting you +1 to damage from Ray of Frost. As an attack spell 1D3+1 (range touch, no save) every round is not bad for a 1st leel character and is probably better than Daze (YMMV). And yes you can crit with a Ray of Frost, too (3d3+3 if you roll a Nat 20 to hit). The link to Liquid Ice can be found here.

While Mage Hand is an otpion, Prestidigitation gives you a less powerful mage hand as part of the spell, but also allows you to do a number of minor magical effects which are limited only by your imagination and the GM's discretion. If you are wondering where the world of Harry Potter lives within Pathfinder -- it is found mostly within the discretionary effects permitted by that spell)

Generally, Prestidigitation is a FAR better spell to prepare than Mage Hand, as the difference of increased weight for a Mage Hand (5lbs object) vs the telekenetic ability which is part of Prestidigitation (1lb weight limit) almost never matters, but sacrificing the rest of the Prestidigitation spell effects (every round!!) can often matter a lot.

Unless, of course, you think you will be going up against undead. At which point, choose Disrupt Undead over Prestidigitation, every time, for a 1d6 ranged touch attack vs the undead, every round. (Damned useful cantrip.) Snazzier than a crossbow!
 
Last edited:

Yeah there are a few things wrong here Morrus.

First: you can choose to have a familiar, or you can choose an Arcane Bond. You cannot choose to have both; it's one or the other.

Ooops!

Secondly, you do not choose a spell for your Arcane Bond. The reason why Arcane Bond is so powerful is because it allows you to choose -- when you cast the spell with your arane bond -- any spell of any level that you know (that is not from an opposed school).

Awesome!

I see that you have chosen 2 traits, but I do not see where you have chosen your 2 feats. The feats are the most important aspects of the character build and you should specify them. Did you change the ones on Ezren's character sheet?

Oh, they're just the same as on Ezren's original sheet, so I didn't mention them. That said, I've now decided to change them to Fleet, Combat Casting, Improved Initiative.

You might consider changing your cantrips. If you buy Liquid Ice from the Adventurer's Armory for about 40 g.p., that component acts as a focus (so it is not used up when the spell is cast, giving you unlimited uses of the Liquid Ice as a spell focus) granting you +1 to damage from Ray of Frost. As an attack spell 1D3+1 (range touch, no save) every round is not bad for a 1st leel character and is probably better than Daze (YMMV). And yes you can crit with a Ray of Frost, too. The link to Liquid Ice can be found here.

I only have the core rules and the APG. No Adventurer's Armory.
 

Hmmm. Ezren's sheet has three feats - should I have two or three? He has Combat Casting, Great Fortitude, and Scribe Scroll.
 

Hmmm. Ezren's sheet has three feats - should I have two or three? He has Combat Casting, Great Fortitude, and Scribe Scroll.

Ezren should have three. One for the one you get at first level, one for the human bonus feat and Scribe Scroll comes as a bonus feat as a wizard special.
 

The case for Arcane Bond is not as clear-cut as Steel Wind says.

Arcane Bond does allow a flexible spell once per day. The downside is that if your Arcane Bond is lost, stolen, or sundered, every spell you cast requires a concentration check, which sucks. On the other hand, if your pet goldfish dies ... nothing happens.

Arcane Bond
Pro: Flexible spellcasting
Con: You are SCREWED without your bond item

Familiar
Pro: Minor skill bump. Improved Familiar feat is very good at 7th level.
Con: None

[MENTION=55582]Treantmonklvl20[/MENTION] strongly recommends a familiar in his guide.
 

The case for Arcane Bond is not as clear-cut as Steel Wind says.

Arcane Bond does allow a flexible spell once per day. The downside is that if your Arcane Bond is lost, stolen, or sundered, every spell you cast requires a concentration check, which sucks. On the other hand, if your pet goldfish dies ... nothing happens.

Arcane Bond
Pro: Flexible spellcasting
Con: You are SCREWED without your bond item

Familiar
Pro: Minor skill bump. Improved Familiar feat is very good at 7th level.
Con: None

[MENTION=55582]Treantmonklvl20[/MENTION] strongly recommends a familiar in his guide.

Yeah - I went with a familiar for the most recent wizard I built. The idea of a concentration check if I happen to lose the arcane bond item for some reason was not something I liked the thought of. Some depends on the GM a bit, but for the one I was rolling I wasn't sure how vicious the GM would be, so I took the safe option of a familiar.

Plus - Improved Familiar will be cool!
 

Oh, they're just the same as on Ezren's original sheet, so I didn't mention them. That said, I've now decided to change them to Fleet, Combat Casting, Improved Initiative.
You can learn Expeditious Retreat to increase your movement speed far greater than that. To use a feat to just get 5' per round for an arcane caster? Definitely sub-optimal when you can do four times better than that with a 1st level spell.

Consider taking Point-blank shot instead, to add +1 to your attack and damage with a range touch spell or a missile weapon at 30 feet or less. It's also a pre-requisite for Precise shot, which is a feat you would very much like to have as a caster.

I only have the core rules and the APG. No Adventurer's Armory.
It's still standard equipment out of the books you have and is available for 40 gold pieces. It's on the link about I provided you with. The spell focus effect of +1 to Ray of Frost is, however, note in the Adventurer's Armory. (but I promise you, it's there and that's what effecit it has!).

One spell I think you didn't take is Enlarge Person. Especially when made into a potion, it's one of the best 1st level spells in the entire game and remains a standard buff through all levels of play, long after you generally ignore almost all other 1st level spells that you know. For lower level parties, Enlarge Person is the best buff to a fighter you can give. It confers +2 to strength (effectively, +1 to hit and damage) Reach (tactically, reach is a HUGE advantage in combat and is difficult to overstate its usefulness) and it increases the damage die to shift up from medium to large damage. A Great Axe will shift from doing 1d12 to 3d6 of damage when enlarged. Admittedly, it does decrease the AC of the enlarged target by one. That's okay. (The bad guy never gets close enough to even make a melee attack!)

That's an averge increase per attack of 4.5 points of damage, and the damage from a critical hit when power attacking with an enlarged Great Axe sends the damage from a single hit north of 50+ points in one swing. Seeing as all of that is accomplished at 1st level? It's a pretty awesome buff.

It does not note this in the spell description, but the way the new CMB mechanic works, Being a Large vs a Medium target effectively also increases your CMB by +2 against a medium opponent which is a pretty decent boost to CMB in low level Pathfinder. (It's a +6 increae to grapple).

How cool is that? Well consider a foe who tries to close on the enlarged fighter. As the foe tries to close, he'll provoke an AoO. Using reach and a trip attack (any weapon can be used to do a trip attack, and your enlarged ally does not provoke an AoO becuase with reach, he won't be in range to provoke because he is enlarged) he can then prevent the foe from approaching in order to even get an attack. Down the foe goes, prone. If the next hit doen't kill when he is down, when he tries to get up -- you get to hit him with an AoO again. All the while, the foes has never managed to get close enough to make even a single attack.

When combined with trip. Enlarge Person is so uber it's just broken, imo. Like Shield, Mage Armor, and Expeditious Retreat, it should be a self only spell at 1st level. But, whatever :) I'm just pointing out the advantages per RAW.

At third level, you can take the Brew Potion feat and make a potion of Enlarge Person for 12 gold thast lasts for three minutes. A Potion of Enlarge Person is even MORE useful than the spell itself, as it takes instantaneous effect when consumed as a potion (otherwise, it's a full round cast that goes into effect only on the next round).
 
Last edited:

You have too many 1st level spells known, 10, you need to drop some. You get 3 + int modifier to start with, or 7 in your case. I suggest dropping Summon Monster I -- it takes 1 round to cast (ie, doesn't come until start of your next turn) and only lasts for 1 round at level 1. Other two, whatever you want to drop.
 

Yeah there are a few things wrong here Morrus.

First: you can choose to have a familiar, or you can choose an Arcane Bond. You cannot choose to have both; it's one or the other.

You should, by the way, choose the Arcane Bond over a familiar unless there is some important reason for your character concept as to why you don't want to.

Such as knowing that the GM will be willing to sunder a wand, steal a ring, arrest you and take away your equipment etc resulting in you being crippled until you can replace it

Secondly, you do not choose a spell for your Arcane Bond. The reason why Arcane Bond is so powerful is because it allows you to choose -- when you cast the spell with your arane bond -- any spell of any level that you know (that is not from an opposed school).

You will see that as a Wizard character avances in level to the point where he knows literally 400+ spells, the arcane bond can be used once per day to cast any of those spells spontaneously without preparation. It is for this reason, imo, that Arcana Bond is one of the most (if not THE most powerful) abilities in the entire game. As a Wizard, you get the ability to learn as many spells as you can (which is literally unlimited) - and with Arcane Bond you get the Sorceror's flexibility to cast one spell per spontaneously (but it cannot be from your opposed schools).


as was pointed out the last time I saw you raising these points (in
http://www.enworld.org/forum/pathfinder-rpg-discussion/308414-building-good-wizard-2.html )

unless there is some serious ignoring of the wealth by level you're going to have to be sinking pretty much everything you earn into scrolls to get near 400 spells (at least unless you want them all to be low level)

Now the only Pathfinder Wizard I've played has the arcane bond with an item but it has a large downside and Improved Familiar and Use Magic Device is also a pretty handy combo...
 

Remove ads

Top