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*Pathfinder & Starfinder
My first Wizard, opinions please.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 2768311" data-attributes="member: 710"><p>A few notes:</p><p></p><p>Point Blank Shot (and later Precise Shot) is not a bad choice for a spellcaster, especially wizards and sorcerors who have alot of ranged (touch) attack spells. </p><p>At first levels, they are very interesting since the few spells a 1st level caster can cast won't bring him through the day, and melee combat is not a good option. Especially a caster with such a high Dex will be very effective in ranged combat, and not fall behind the groups fghter in attack bonus (until the enemy is engaged in melee)</p><p></p><p>There are a lot of other feats that are good, too, and in the end it comes down to what you prefer.</p><p>I think only very few feats are actually essential for a spellcaster - Spell Penetration definitely is a must for anyone with a lot of offensive spells, and Extend Spell probably for defensive caster. Both won't help much in the first few levels, since SR creatures and spell slots are rare.</p><p>Item Creation feats are nice, but unfortunately, you often don't have the time to use them. </p><p></p><p>Wearing Leather Armor is not the worst choice. The 10 % spell failure will probably hinder as much as the +2 to armor will help (probably both will not come up often)</p><p></p><p>I understand why several people suggest switching the base Strength and Charisma scores, but the truth is that Charisma matters as much for a Wizard as it does for a Fighter. A high Strength at least allows the Dwarf to carry his equipment without falling to medium load or heavy load, and at early levels, the character can still be effective in a melee situation (even if that's not where he should be)</p><p></p><p>The riskiest choice I think is actually the choice of playing a unspecialized wizard. </p><p>Sure, losing 2 spell schools is hard (I prefer Diviners for that reason), but the extra spell per day is nice (though for Diviners, it is more "nice to have" than actually powerful, I admit). </p><p>A Generalist is probably a suboptimal choice, but this might be compensated by the good stats. And Generalist at least allows the Wizard to have a incredibly wide spell reportoire with no lacks. Certainly a nice choice to "train" playing a caster, since there will be no spell you haven't looked at to know if you should copy/learn or memorize it...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 2768311, member: 710"] A few notes: Point Blank Shot (and later Precise Shot) is not a bad choice for a spellcaster, especially wizards and sorcerors who have alot of ranged (touch) attack spells. At first levels, they are very interesting since the few spells a 1st level caster can cast won't bring him through the day, and melee combat is not a good option. Especially a caster with such a high Dex will be very effective in ranged combat, and not fall behind the groups fghter in attack bonus (until the enemy is engaged in melee) There are a lot of other feats that are good, too, and in the end it comes down to what you prefer. I think only very few feats are actually essential for a spellcaster - Spell Penetration definitely is a must for anyone with a lot of offensive spells, and Extend Spell probably for defensive caster. Both won't help much in the first few levels, since SR creatures and spell slots are rare. Item Creation feats are nice, but unfortunately, you often don't have the time to use them. Wearing Leather Armor is not the worst choice. The 10 % spell failure will probably hinder as much as the +2 to armor will help (probably both will not come up often) I understand why several people suggest switching the base Strength and Charisma scores, but the truth is that Charisma matters as much for a Wizard as it does for a Fighter. A high Strength at least allows the Dwarf to carry his equipment without falling to medium load or heavy load, and at early levels, the character can still be effective in a melee situation (even if that's not where he should be) The riskiest choice I think is actually the choice of playing a unspecialized wizard. Sure, losing 2 spell schools is hard (I prefer Diviners for that reason), but the extra spell per day is nice (though for Diviners, it is more "nice to have" than actually powerful, I admit). A Generalist is probably a suboptimal choice, but this might be compensated by the good stats. And Generalist at least allows the Wizard to have a incredibly wide spell reportoire with no lacks. Certainly a nice choice to "train" playing a caster, since there will be no spell you haven't looked at to know if you should copy/learn or memorize it... [/QUOTE]
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