Red Mage Build
Thesis: To build a fun Red Mage in Pathfinder.
Reason: Just for fun. It’s another concept build I may never use.
Note: The build is based on a comment in the Multiclass section in this guide, which I’ll also use for some inspiration below:
Also, you can find info on the classes through these links:
4d6, drop the lowest
Str 13 (+1); Dex 16 (+3); Con 14 (+2); Int 17 (+3); Wis 13 (+1); Cha 12 (+1)
Str 13 (+1); Dex 16 (+3); Con 13 (+1); Int 16 (+3); Wis 8 (-1); Cha 7 (-2)
4d6, drop the lowest
Str 13 (+1); Dex 16 (+2); Con 12 (+2); Int 19 (+4); Wis 13 (+1); Cha 12 (+1)
Str 13 (+1); Dex 18 (+3); Con 11 (0); Int 16 (+3); Wis 8 (-1); Cha 7 (-2)
For this particular build I’m going for the feat Dervish Dance as earlier as possible. With a Human I get the Feat at first level and I can work in Toughness for its maximum benefit. With an Elf or Half-Elf, I have to wait until 3rd level and I lose out on Toughness. That being said, the Elf/Half-Elf has other advantages. Immunity to magic sleep and the Elf is built for magic and this build. For that, I’m going to consider the Elf with the rolled stats as the choice here for all that follows.
20th Level Stats
Str 13 (+1); Dex 20 (+5); Con 12 (+2); Int 20 (+5); Wis 13 (+1); Cha 12 (+1)
Magus 7/Cleric 3/Mystic Theurge 10
Spellbook, Arcane Pool, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Arcane Accuracy), Spell Recall, Bonus Feat (Intensify Spell), Magus Arcana (Broad Study), Knowledge Pool, Medium Armor
Features (Cleric of Calistria)
Aura (Chaotic), Channel Energy (2d6), Domains (Luck and Trickery), Orisons, Spontaneous Casting, Bonus Languages, Bit of Luck (Sp), Copycat (Sp)
Features (Mystic Theurge)
Combined Spells (1st, 2nd, 3rd, 4th, 5th), Spell Synthesis
Magus: (CL 17th)
0th - 5; 1st - 7; 2nd - 6; 3rd - 6; 4th - 5; 5th - 4; 6th - 2
Cleric: (CL 13th)
0th - 4; 1st - 5+1; 2nd - 4+1; 3rd - 4+1; 4th - 4+1; 5th - 3+1; 6th 2+1; 7th 2+1
(I consider the Cleric spell progression from Mystic Theurge able to gain the Domain spells, since it’s spell casting related. She doesn’t gain anything else Domain related though.)
Each class has 2 + Int mod. So from 1st to 3rd level she gains 6 skill points. At 4th level, it increases to 7 points. Skill choices include the following:
Acrobatics: To be awesome with jumping around and flipping and stuff.
Escape Artist: In case I don’t take Defensive Combat Training.
Fly: Let’s be clear, Flying is awesome. Being able to fly well is awesomer.
Knowledge (Arcana): Pretty standard knowledge for a caster.
Knowledge (other): Designed around the team, these may or may not need to ba taken. Perception: The most used skill.
Spellcraft: The other standard skill for a caster.
Here are the Feats I’d choose for this build. Surprisingly (or un-surprisingly depending on how you look at it), this build is not Feat reliant, so after about 5th level or so, its options are wide open.
Weapon Finesse, Dervish Dance: The core to this character’s damage. It makes her less MAD and generally easier to melee with.
Defensive Combat Training: To avoid grapples and the like.
Spell Penetration, Spell Penetration Greater: Combined with the Elf’s natural +2, this can result in a +6 vs. Spell Resistance.
Intensify Spell: Increase a low level damage spell (Shocking Grasp) to 10d6 damage. Pretty nice.
Extend Spell: For control spells, like Black Tentacles or Stinking Cloud or Sleet Storm.
Improved Initiative: For getting combat going faster.
AC 34 =10 + 9 + 5 + 5 + 5
Touch AC: 20; Flat-Footed: 29
(Armor: +5 Mithril Breastplate, +5 Amulet of Natural Armor, +5 Ring of Protection)
CMB: 13; CMD: 38
Well, there’s the rough start to the character. Stronger spell casting than BAB, but you know, it’s fine, because she’s got a lot of options across her two spell lists, along with Spell Synthesis and the ability to use her Cleric slots for Magus spells (and vice versa I guess). Specific Spells and Tactics Coming Later!
- wolfoverclocked posted this