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General Tabletop Discussion
*Pathfinder & Starfinder
Low-level Wizards in PF2 - are they still underpowered?
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<blockquote data-quote="Campbell" data-source="post: 7786839" data-attributes="member: 16586"><p>You can actually make a 1st level wizard that gets close to Raging Barbarian levels of damage you just have to be willing to go into melee to do it.</p><p></p><p>Saladin</p><p>Versatile Human</p><p>Martial Disciple</p><p>Abjurer</p><p></p><p>14 Strength 16 Dexterity 12 Constitution 16 Intelligence 10 Wisdom 10 Charisma</p><p></p><p>Ancestry Feat : Unconventional Weaponry (Elven Curved Blade)</p><p>Skill Feat: Quick Jump</p><p>General Feat: Toughness</p><p>Wizard Feat: Familiar</p><p>Thesis: Spell Substitution in case need to be a wizard</p><p>Spells Prepared: Mage Armor, Magic Weapon, Magic Weapon</p><p>Cantrips Prepared: Electric Arc, Shield, Telekinetic Projectile, Message, Read Aura</p><p>Focus Spells: Protective Ward</p><p></p><p>Enchanted Elven Curve Blade (Forceful) +7 2d8+2 goes up by 2 on each subsequent attack.</p><p>AC 17 (18 with Ward)</p><p>16 HP</p><p></p><p>Mage Armor is allows up. If encounter is anticipated can get Magic Weapon up before. Otherwise first turn is casting and getting into position. Might also have to draw weapon. These are fairly normal concerns for Barbarians and Rangers although I need 2 actions compared to their one. If weapon is drawn and we decide to hold a defensive position can put Protective Ward up to give us all +1 to AC. Action to maintain, but can cover the whole party eventually.</p><p></p><p>Poor Fortitude Defense will be murder in melee though.</p><p></p><p>This build will hold up better in cases of traditional melee weakness like having to switch to ranged attacks. </p><p></p><p>Barbarian</p><ul> <li data-xf-list-type="ul">1 action to shift weapon to one hand.</li> <li data-xf-list-type="ul">1 action to draw javelin</li> <li data-xf-list-type="ul">1 action to throw javelin</li> <li data-xf-list-type="ul">1 action to shift weapon back to both hands if want fight.</li> </ul><p>Wizard</p><ul> <li data-xf-list-type="ul">2 Actions to cast cantrip (V,S). Weapon can stay where it is.</li> </ul><p></p><p></p><p></p><p>I could have gone for more damage by going with 2 general feats and getting proficiency with all martial weapons which would put him at 2d12+2 with magic weapon up, but that would have required dumping more into strength and leaving AC poor. Still same AC as Giant Instinct Barbarian and only 2 damage behind.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7786839, member: 16586"] You can actually make a 1st level wizard that gets close to Raging Barbarian levels of damage you just have to be willing to go into melee to do it. Saladin Versatile Human Martial Disciple Abjurer 14 Strength 16 Dexterity 12 Constitution 16 Intelligence 10 Wisdom 10 Charisma Ancestry Feat : Unconventional Weaponry (Elven Curved Blade) Skill Feat: Quick Jump General Feat: Toughness Wizard Feat: Familiar Thesis: Spell Substitution in case need to be a wizard Spells Prepared: Mage Armor, Magic Weapon, Magic Weapon Cantrips Prepared: Electric Arc, Shield, Telekinetic Projectile, Message, Read Aura Focus Spells: Protective Ward Enchanted Elven Curve Blade (Forceful) +7 2d8+2 goes up by 2 on each subsequent attack. AC 17 (18 with Ward) 16 HP Mage Armor is allows up. If encounter is anticipated can get Magic Weapon up before. Otherwise first turn is casting and getting into position. Might also have to draw weapon. These are fairly normal concerns for Barbarians and Rangers although I need 2 actions compared to their one. If weapon is drawn and we decide to hold a defensive position can put Protective Ward up to give us all +1 to AC. Action to maintain, but can cover the whole party eventually. Poor Fortitude Defense will be murder in melee though. This build will hold up better in cases of traditional melee weakness like having to switch to ranged attacks. Barbarian [LIST] [*]1 action to shift weapon to one hand. [*]1 action to draw javelin [*]1 action to throw javelin [*]1 action to shift weapon back to both hands if want fight. [/LIST] Wizard [LIST] [*]2 Actions to cast cantrip (V,S). Weapon can stay where it is. [/LIST] I could have gone for more damage by going with 2 general feats and getting proficiency with all martial weapons which would put him at 2d12+2 with magic weapon up, but that would have required dumping more into strength and leaving AC poor. Still same AC as Giant Instinct Barbarian and only 2 damage behind. [/QUOTE]
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Low-level Wizards in PF2 - are they still underpowered?
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