Lord Lemming
2018-10-29, 05:26 PM
In the most recent Pathfinder game I've gotten into, we're a level 1 party, and I'm playing a somewhat cowardly wizard. The dice have decided that they need to justify his cowardice by making him incapable of actually doing anything. I have a feeling that if this trend continues, my luck with the dice (at least in regards to this character) will soon be the stuff of legend. So far in the campaign:
I have cast eight spells (not including prestidigitation, which has only been used to clear graffiti). Only one of them worked, and that was a feather fall used to save a drunkard who was trying to clear graffiti from halfway up a sixty-foot wall.
I have failed all my skill checks, including a DC 0 climb check used to get to where the drunkard fell from in order to clear the graffiti he was working on. Since I'd already USED my feather fall on the drunkard, I had to resort to the old 'cleric's feather fall' instead. Good thing I have 15 CON, toughness, AND put my favored class bonus into health, or else I'd have been in the negatives... and with the way the dice have been going, I'd probably have bled to death before the cleric made it back to me.
Each member of the party has been repeatedly wounded in combat with enemies who apply disease/poison. My wizard was wounded once, and he was the only one to suffer debilitating effects.
I have combat casting, and failed my concentration check to cast a 1st level spell defensively.
There were probably other things, but I can't recall them at the moment.
I'm not particularly upset with the way the dice have been going. I find it hilarious more than anything else, and am playing up my wizard's despair at being unable to accomplish anything. But still, I picked wizard because I like to be able to DO stuff, successfully. With the way things roll, I don't think I'll be able to rely on any spells I can take that provide a possibility of failure. With that in mind, what 1st and 2nd level spells would the Playground suggest I use for maximum effectiveness on the assumption that:
a) Any roll I make is 90% likely to fail.
b) Any roll the ENEMY makes against me or my spells is 90% likely to succeed.
I am currently a level 1 human wizard, conjuration specialist with necromancy and enchantment as my opposition schools. He was built entirely from the core rulebook, and the DM has OK-ed anything from the core rulebook and advanced player's guide, though stuff outside those sources is probably OK.
TL;DR. My wizard's dice rolls are epically bad. What low-level spells can I take to aid the party that are effective, and provide no/minimal possibility of failure?
I have cast eight spells (not including prestidigitation, which has only been used to clear graffiti). Only one of them worked, and that was a feather fall used to save a drunkard who was trying to clear graffiti from halfway up a sixty-foot wall.
I have failed all my skill checks, including a DC 0 climb check used to get to where the drunkard fell from in order to clear the graffiti he was working on. Since I'd already USED my feather fall on the drunkard, I had to resort to the old 'cleric's feather fall' instead. Good thing I have 15 CON, toughness, AND put my favored class bonus into health, or else I'd have been in the negatives... and with the way the dice have been going, I'd probably have bled to death before the cleric made it back to me.
Each member of the party has been repeatedly wounded in combat with enemies who apply disease/poison. My wizard was wounded once, and he was the only one to suffer debilitating effects.
I have combat casting, and failed my concentration check to cast a 1st level spell defensively.
There were probably other things, but I can't recall them at the moment.
I'm not particularly upset with the way the dice have been going. I find it hilarious more than anything else, and am playing up my wizard's despair at being unable to accomplish anything. But still, I picked wizard because I like to be able to DO stuff, successfully. With the way things roll, I don't think I'll be able to rely on any spells I can take that provide a possibility of failure. With that in mind, what 1st and 2nd level spells would the Playground suggest I use for maximum effectiveness on the assumption that:
a) Any roll I make is 90% likely to fail.
b) Any roll the ENEMY makes against me or my spells is 90% likely to succeed.
I am currently a level 1 human wizard, conjuration specialist with necromancy and enchantment as my opposition schools. He was built entirely from the core rulebook, and the DM has OK-ed anything from the core rulebook and advanced player's guide, though stuff outside those sources is probably OK.
TL;DR. My wizard's dice rolls are epically bad. What low-level spells can I take to aid the party that are effective, and provide no/minimal possibility of failure?