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arkangel111
2017-10-05, 05:44 PM
I was planning to edit my old post, but then so much was changing I figured it would be better to just start anew.

Joined a new game a few weeks back and I'm 1 of 8 party members. Here is what I know so far.

Party:
7 characters. I know there is a druid (focusing on animals), hunter, gunslinger (known powergamer), Qingong monk (playing similar to a kineticist), Orc barbarian, pyrokineticist, and a SoP witch variant.

Level: 3

Campaign:
Orient DM world
We have a pirate ship

Stats rolled extremely well.

Keen Kitsune teleportation specialist
Hare (Conjuration School) familiar

Str 8
Dex 18
Con 16
Int 20
Wis 15
Cha 16

Feats
Scribe scroll
Natural spell (fox shape qualified me per DM)
Craft wondrous Item
Fox shape*
Magical Tail*

*gained from racial traits
Found out some more about our campaign. .

I went with the a wizard. Things went well with session one. I am currently a conjuration teleportation specialist, and my banned schools are abjuration and necromancy. though I am planning on eventually going lich. I banned necromancy since I don't really want to minion-mancy for combat due to the size of the party but I will have some minions on our ship/s.
I found out that the group stole a ship and we are now on the open seas. Trying to put together a pirate wizard. With some research here is the spell selection I am looking at finalizing. The DM has given me until next session (10/13) to finalize the spell selection, since being on the seas is quite different than being on land.


0 - ALL
1 -
Abundant ammunition (for ship to ship combat)
Grease
Enlarge Person*
Color spray
Summon monster 1
Break
Silent Image
Magic Missile
Create pit
hydraulic push

2 -
Blood transcription
Make whole*
Summon monster 2
Telekinetic volley (planning to commission some colossal crossbow bolts, I'll gentleman's agreement with DM to only use it on ship)

3 - (cannot cast yet but had some extra money at creation)
skeleton crew
spiked pit
stinking cloud
greater magic weapon

*cannot swap out since it was used during first session

Things that came up once the roleplaying started. I am currently the ships repairman, with mending and make whole it was easy to buy my way into the crew. luckily I had those spells for my robe of infinite twine, which I am hoping to make a crap ton of money off the unlimited rope, especially in a seafaring campaign. I am also planning to eventually dip into the Diabolist Prc to grab a free Imp companion that is based off my CL. With the Diabolist being damned when they die it was only fitting that my new goals are now to gain immortality through being a lich, (went to a library and I needed something to look up, I had just seen the skeleton crew spell and well...)


TL:DR - I need some spell selection ideas for a pirate wizard, as well as any other ideas to help me go lich eventually.