Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
newbie Wizard takes step into a big, scary Pathfinder world
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steenan" data-source="post: 5537110" data-attributes="member: 23240"><p>A few comments and advices. Some of them overlap with what people said here before, some go in different directions.</p><p></p><p>1. You were probably denied AoOs not because of negative attack, but because of being unarmed. If I were you, I wouldn't care about it. If enemies provoke AoOs from you, it means that you are close to them. As a wizard, you should not be.</p><p></p><p>2. I suggest forgetting about any touch spells. They may become useful later, when you have several defensive buffs, a reach spell feat (or rod) or something similar. For now, better to stay out of melee.</p><p></p><p>3. If you want to have a bonded item, your pipe is a good idea, very flavorful. If you also take Craft wondrous item, you may enchant it with something fun - just ask your DM what powers would fit.</p><p></p><p>4. On the other hand, if you plan to play this character for more than a few levels, taking a familiar may be a better idea. The more spells you prepare daily, the less useful is additional one, even if cast spontaneously. On the other hand, some improved familiars are really good (especially silvanshee).</p><p></p><p>5. You don't need strength higher than 7. Even at level 4 enemies have enough HPs to ignore the damage you deal with a bow or other weapon. Even a first level spell is much more tactically useful.</p><p></p><p>6. On the other hand, I advise against dumping charisma below 10. You're an elf and a wizard! You want to look graceful and sound wise. Charisma is not mechanically useful for you, so don't put many points there, but don't dump it either.</p><p></p><p>7. If you plan to use reasonably many conjuration spells, specialize in this school. Take the teleportation focused school (from APG). It gives you a short range (10ft at level 4), swift action teleportation several times a day. A perfect way to get away from someone without provoking AoOs and still cast your spell.</p><p></p><p>8. In general, avoid wasting actions on dealing damage - other members of your party will be better at it. Conjuration specialist's job is making enemies' lives harder. At level 4 you have access to 2nd level spells, which gives you Summon swarm (make enemy spellcaster useless for several rounds), Glitterdust (make enemies with low Will useless for several rounds), Create pit (from APG; make enemies with low Ref useless for several rounds) etc.</p><p>If you want to play with dealing damage, take spells that don't cost you actions to do it. Flaming sphere uses only move action each round after the first, and the damage is quite good.</p><p></p><p>9. Avoid summon monster spells for now. They take long to cast, which makes them risky in fight, and last too short for any out of combat usefulness. They'll get better when your party rogue has several attacks per round with reasonable amount of sneak damage (for giving her flanking opportunities) and when you have mass buffs like Haste,</p></blockquote><p></p>
[QUOTE="steenan, post: 5537110, member: 23240"] A few comments and advices. Some of them overlap with what people said here before, some go in different directions. 1. You were probably denied AoOs not because of negative attack, but because of being unarmed. If I were you, I wouldn't care about it. If enemies provoke AoOs from you, it means that you are close to them. As a wizard, you should not be. 2. I suggest forgetting about any touch spells. They may become useful later, when you have several defensive buffs, a reach spell feat (or rod) or something similar. For now, better to stay out of melee. 3. If you want to have a bonded item, your pipe is a good idea, very flavorful. If you also take Craft wondrous item, you may enchant it with something fun - just ask your DM what powers would fit. 4. On the other hand, if you plan to play this character for more than a few levels, taking a familiar may be a better idea. The more spells you prepare daily, the less useful is additional one, even if cast spontaneously. On the other hand, some improved familiars are really good (especially silvanshee). 5. You don't need strength higher than 7. Even at level 4 enemies have enough HPs to ignore the damage you deal with a bow or other weapon. Even a first level spell is much more tactically useful. 6. On the other hand, I advise against dumping charisma below 10. You're an elf and a wizard! You want to look graceful and sound wise. Charisma is not mechanically useful for you, so don't put many points there, but don't dump it either. 7. If you plan to use reasonably many conjuration spells, specialize in this school. Take the teleportation focused school (from APG). It gives you a short range (10ft at level 4), swift action teleportation several times a day. A perfect way to get away from someone without provoking AoOs and still cast your spell. 8. In general, avoid wasting actions on dealing damage - other members of your party will be better at it. Conjuration specialist's job is making enemies' lives harder. At level 4 you have access to 2nd level spells, which gives you Summon swarm (make enemy spellcaster useless for several rounds), Glitterdust (make enemies with low Will useless for several rounds), Create pit (from APG; make enemies with low Ref useless for several rounds) etc. If you want to play with dealing damage, take spells that don't cost you actions to do it. Flaming sphere uses only move action each round after the first, and the damage is quite good. 9. Avoid summon monster spells for now. They take long to cast, which makes them risky in fight, and last too short for any out of combat usefulness. They'll get better when your party rogue has several attacks per round with reasonable amount of sneak damage (for giving her flanking opportunities) and when you have mass buffs like Haste, [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
newbie Wizard takes step into a big, scary Pathfinder world
Top