Building a Pathfinder Mage

General questions, debates, and rants about RPGs

Moderator: Moderators

Post Reply
Dr_Noface
Knight-Baron
Posts: 777
Joined: Sun Jan 24, 2010 12:01 am

Building a Pathfinder Mage

Post by Dr_Noface »

If anyone here is familiar with Pathfinder, I need some help with building a first level mage for what my DM tells me is a pretty hardcore dungeon crawl.

Anything in Core Pathfinder plus the Advanced Player's guide is allowed. The party is six strong, all first level, and so far includes a barbarian, fighter, and ranger. The adventure is probably going to be a few sessions, so we won't get higher than second level.

My stats aren't bad: 17, 15, 15, 12, 9, 9. 60 gp starting gold. Race would most likely be elf or human.

I was leaning towards a wizard or witch (from the APG). Extra Hex seems like a solid choice for a witch, although Scribe Scroll is pretty tempting (scrolls under 250 gp take any 2 hours to scribe in Pathfinder, cost only 12.5 gp).

Any thoughts?
User avatar
Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Post by Maxus »

Assuming Pathfinder hasn't mucked around with the spell effects too much...

Play a wizard. Color Spray, Sleep, probably some AC buff spell like Shield or Protection from X. Take Improved Initiative and put Dex as your second-highest stat since it helps initiative and gives some Dodge to AC.

Since you've got a melee-heavy party, take Enlarge Person, too. This is a Pathfinder game, so you may as well play nice and spread the buffs around to the melee folks and let them go plow the enemies under. Make some scrolls of those common spells (Enlarge Person comes to mind).

Keep an eye on how the party goes. Don't go full-blast unless you think it's warranted. Cast Enlarge Person and all on the other players and let them do some of the work, but if it appears to be warranted, don't hesitate to throw down a Color Spray to take out a couple of enemies.
Last edited by Maxus on Sun Sep 19, 2010 8:48 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
User avatar
hogarth
Prince
Posts: 4582
Joined: Wed May 27, 2009 1:00 pm
Location: Toronto

Post by hogarth »

If you have plenty of melee fighters in your group, the Slumber hex is quite useful; you can get away with just spamming that at low levels. The other decent low-level hexes are Evil Eye and Cackle (Evil Eye lasts for a round even if your target saves, and you can continue it with Cackle).
Post Reply