My Wizard Build- What do you think? (PFS)


Advice

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Liberty's Edge

Matt2VK wrote:
If you're going with the Improved Familiar, you'll probably want one able to use wands. For that you might also want to put points into UMD.

I most definitely will. Good bye spellcraft.

Wait- how does a wizard not have training in UMD? That makes no sense.


For your build, I very, very strongly suggest you dipping a single level into the Pathfinder Field Agent Prestige class at your 6th level. Just 1 level. Note that one of the Pathfinder training abilities you can get at 1st level is increased spellcasting, so you won't lose any wizard advancement. This 1 level dip will add Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Perception, Sense Motive, Stealth, Swim, and Use Magic Device as class skills for you, immediately giving you a +3 in any of them which you have at least 1 rank in.

Liberty's Edge

Rudy2 wrote:
For your build, I very, very strongly suggest you dipping a single level into the Pathfinder Field Agent Prestige class at your 6th level. Just 1 level. Note that one of the Pathfinder training abilities you can get at 1st level is increased spellcasting, so you won't lose any wizard advancement. This 1 level dip will add Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Perception, Sense Motive, Stealth, Swim, and Use Magic Device as class skills for you, immediately giving you a +3 in any of them which you have at least 1 rank in.

A very good idea. Won't slow me down or anything, and Harrower can wait a level if necessary. Man, the Prereqs for this are pretty low. I could get this pretty quick.


Yup; just use your 5th level feat for Skill Focus, and you're there.

Alternately, Humans have an alternate racial trait where they lose their bonus feat in exchange for a Skill Focus feat at levels 1, 8 and 16. I'm honestly not sure whether that is allowed in PFS or not, though.


Brom the Obnoxiously Awesome wrote:
Rudy2 wrote:
Brom the Obnoxiously Awesome wrote:
I better be able to craft my Homonculus. I love those lil' guys. Golems too.
Sadly, no. :( One of the reasons I no longer play PFS.

OH. MY. GODS.

BY THE NAME OF NETHYS NOOOOO!!!!
WHY? WHY WOULD YOU DO THIS?!
That is the dumbest rule I have ever heard. Why would they remove that? Is there any actual logical reason for it?

Because it makes the wizard too powerful in comparison to the other classes. Other classes that don't have access to Craft (x) feats, have to pay full cost for magic items, and that's not fair.

Since everyone has to pay full cost for magic items, crafting feats are useless. They balance those casting classes with inherent crafting feats, by giving them other feats instead.

Alchemist, for example, gets Extra Bombs instead of Brew Potion.

Also, I think they don't want to dink around with casters creating consumable magic items cast at higher caster levels. So no Wands of Magic Missile crafted at 9th caster level, doing damage like machine guns.

If it's really that much of a dealbreaker, I suggest you not play PFS.

EDIT: Oh, by the way -- standard Pathfinder Society gameplay ends at 11th level. Your character essentially retires upon reaching 12th level. There are special mods, available at SOME conventions, where you can play your 12th level character, but they're something I think are only offered once or twice a year.

Liberty's Edge

John-Andre wrote:
Brom the Obnoxiously Awesome wrote:
Rudy2 wrote:
Brom the Obnoxiously Awesome wrote:
I better be able to craft my Homonculus. I love those lil' guys. Golems too.
Sadly, no. :( One of the reasons I no longer play PFS.

OH. MY. GODS.

BY THE NAME OF NETHYS NOOOOO!!!!
WHY? WHY WOULD YOU DO THIS?!
That is the dumbest rule I have ever heard. Why would they remove that? Is there any actual logical reason for it?

Because it makes the wizard too powerful in comparison to the other classes. Other classes that don't have access to Craft (x) feats, have to pay full cost for magic items, and that's not fair.

Since everyone has to pay full cost for magic items, crafting feats are useless. They balance those casting classes with inherent crafting feats, by giving them other feats instead.

Alchemist, for example, gets Extra Bombs instead of Brew Potion.

Also, I think they don't want to dink around with casters creating consumable magic items cast at higher caster levels. So no Wands of Magic Missile crafted at 9th caster level, doing damage like machine guns.

If it's really that much of a dealbreaker, I suggest you not play PFS.

Oh okay. I understand then. No, it's not that much of a deal breaker. I'm a little disappointed, but it's not a huge deal. After all, I can get a mephit, or I hear there's some sort of Azata I can pick up.


Brom the Obnoxiously Awesome wrote:
Good bye spellcraft.

I would still recommend you acquire at least one rank in spellcraft, so that you can beat all the 15+spell level DC checks to identify spells, learn spells from scrolls, etc., by taking 10 on the check.

Liberty's Edge

Rudy2 wrote:
Brom the Obnoxiously Awesome wrote:
Good bye spellcraft.
I would still recommend you acquire at least one rank in spellcraft, so that you can beat all the 15+spell level DC checks to identify spells, learn spells from scrolls, etc., by taking 10 on the check.

Yeah, UMD isn't a Class skill, so I put that point back in spellcraft. I wanna be able to conterspell at some point, too.


Got a question -
Do Familiars need to use UMD while using a wand if the spell is on your spell list?

Not sure of the answer and if they don't need to make a UMD check when using a wand on your wizards spell list, you can skip putting skill ranks in UMD.

I'd keep your rank in spellcraft. With Detect Magic and Spellcraft, it helps you ID items you find so that you can use those same items.
I'd probably drop your rank in Knowledge (nature). There's a number of other classes that have access to this knowledge skill.

Liberty's Edge

Matt2VK wrote:

I'd keep your rank in spellcraft. With Detect Magic and Spellcraft, it helps you ID items you find so that you can use those same items.

I'd probably drop your rank in Knowledge (nature). There's a number of other classes that have access to this knowledge skill.

Gotcha. I'll drop that Knowledge (Nature) and put another rank in Spellcraft. As a diviner, being able to identify items is pretty good.


Matt2VK wrote:

Got a question -

Do Familiars need to use UMD while using a wand if the spell is on your spell list?

Yes. Which is why the Lyrakie Azata is so good, with her +5 charisma modifier.

Liberty's Edge

Okay, so a little update here:

HP: 9

STR: 12 (i know, I know)
DEX: 14
CON: 13
INT: 18
WIS: 10
CHA: 10

Fort: 1 Reflex: 2 Will: 2

Changed Familiar: Thrush (I call her Pocket, cause she likes gold), giving me a +3 Diplomacy bonus

Skill Ranks:
Diplomacy (1)
Heal (1) (Do I need this one?)
Knowledge(Arcana) (1)
Knowledge(Relegion) (1)
Linguistics (1)- I now know Common, Varisian, Celestial, Dwarven, Sylvan, Undercommon, and Elven
Perception (2)
Perform(Fiddle) (1)
Profession(Harrower) (2)
Spellcraft (2)

Feats:
Toughness, Harrowed (Human Bonus Feat), Spell Focus(Evocation)
Traits:
Student of Philosphy, Harrow Chosen

Estimated Progression:
Lvl 3 Feat: Varisian Tattoo
Lvl 4 Ability: CON
Lvl 5 Feat: Skill Focus(?) OR Augment Summoning (Tell me which you think is better)
Lvl 5 Bonus Feat/Arcane Discovery: Fast Study (Is that a good one?)
1 Lvl Dip into Pathfinder Field Agent at lvl 6
Lvl 7 Feat: Improved Familiar (Lyrakien Azata- Oh cool, I get a little faerie!)
Lvl 8 Ability: INT or CHA (but probably INT)
Lvl 9 Feat/Arcane Discovery: Opposition Research (Abjuration, unless Enchantment is really THAT important)
I'll probably go into Harrower at lvl 10, unless you think I should wait

Okay, so let me know what you think of this. Should I change anything feat-wise? Is there a point where I should pick up Extra Traits or something like that? Any more suggestions?
Thanks Guys.

Liberty's Edge RPG Superstar 2013 Top 16

Eschew Materials can be good at higher levels when combined with polymorph spells. You can cast spells while polymorphed, for instance, into an earth elemental. The form has to be able to speak and gesture, and you must have the material components in hand. Generally, polymorph spells cause your gear to merge with your new form and become inaccessible. But if you have Eschew Materials, all you need to do is pick a form that has hands and can speak (like a dragon or an elemental).

For your Spell Focus, I suggest conjuration. SF: Conjuration is a prerequisite for Augment Summoning, which is pretty good. There are also a lot of good conjuration spells.

Ask me about my diviner wizard or my Improved Familiar witch at the shop some time.

Liberty's Edge

Charlie Bell wrote:

Eschew Materials can be good at higher levels when combined with polymorph spells. You can cast spells while polymorphed, for instance, into an earth elemental. The form has to be able to speak and gesture, and you must have the material components in hand. Generally, polymorph spells cause your gear to merge with your new form and become inaccessible. But if you have Eschew Materials, all you need to do is pick a form that has hands and can speak (like a dragon or an elemental).

For your Spell Focus, I suggest conjuration. SF: Conjuration is a prerequisite for Augment Summoning, which is pretty good. There are also a lot of good conjuration spells.

Ask me about my diviner wizard or my Improved Familiar witch at the shop some time.

I will look into Augment Summoning. I'm not much of a Conjuration wizard, but it could be good.

Smart thinking with the eschew materials things.
And also: Lol. Didn't even realize you're a Panda.

EDIT: Just looked into augment summoning. DANG. That's a really good Feat. Also, Varisian Tattoo with Spell Focus(Conjuration) gives me Acid Splash 3/day, which is pretty darn good, if you ask me.
The only problem is, there aren't very many conjuration spells that can benefit. At least not at low level. Does anyone else think that Spell Focus(Conjuration) is really good?

Liberty's Edge

While I also have the floor for a sec:
Are there any Metamagic Feats that I just NEED to have with my build. And if so, where should I acquire them? I don't really feel like I need them too much, but I also don't know much.
I can also pick up more Metamagic with my wizard bonuses, in place of Fast Study. I'm not sure how good it actually is, so go ahead and give me your 2 cents on that subject.

Liberty's Edge RPG Superstar 2013 Top 16

For low-grade metamagic, the best is Extend Spell, but you will probably prefer to use that from a metamagic rod (lesser version is 3000 gp and worth every copper). For the higher-end stuff, most folks who get into it specialize heavily in putting metamagic on one particular spell, usually a multi-target or area spell, and using Dazing Spell, Intensified Spell, Empower Spell, Maximize Spell, etc. with it. But you really have to start building for that early with traits.

Speaking of which, Additional Traits can be very handy for a casty type to pick up traits for initiative (Reactionary or Warrior of Old) and concentration checks (Abendego Spellpiercer, Desperate Focus, a bunch of others), if you don't already have those.

Some low-level conjurations that will benefit from Spell Focus are grease, glitterdust, and the various pit spells.

Liberty's Edge

Charlie Bell wrote:

For low-grade metamagic, the best is Extend Spell, but you will probably prefer to use that from a metamagic rod (lesser version is 3000 gp and worth every copper). For the higher-end stuff, most folks who get into it specialize heavily in putting metamagic on one particular spell, usually a multi-target or area spell, and using Dazing Spell, Intensified Spell, Empower Spell, Maximize Spell, etc. with it. But you really have to start building for that early with traits.

Speaking of which, Additional Traits can be very handy for a casty type to pick up traits for initiative (Reactionary or Warrior of Old) and concentration checks (Abendego Spellpiercer, Desperate Focus, a bunch of others), if you don't already have those.

Some low-level conjurations that will benefit from Spell Focus are grease, glitterdust, and the various pit spells.

Yeah, I picked up Grease, but I might trade it out for glitterdust.

I think I'll just ignore Metamagic for now, until I find something that I just HAVE to have.

EDIT: My bad. Glitterdust is 2nd level. lol


Eschew Materials is still not worth spending a feat on, even with polymorphing. When needed, have your familiar carry your spell component pouch, and stay in the same square as you. Done.

Liberty's Edge

I also just realized that I can't pick up Augment Summoning at lvl 5, because I need skill focus to become a Field Agent

Seeing as I won't benefit from it for a while, I think I'll take Spell Focus in something else. Probably Evocation or... idk. I'll go see what Varisian Tattoo does.

EDIT: I think I'll go Necromancy. They have a lot of save DC and some very good debuffs.


Bear in mind that Varisian Tattoo is not at all essential to your build, though it is a good feat. Meaning you could get Augment Summoning as your 3rd level feat.


Also I would stick with wizard for your 11th character level. Because, remember, you'll be Wizard 10 / Pathfinder Field Agent 1 at that point, so it will get you a Wizard bonus feat.

Liberty's Edge

Rudy2 wrote:
Also I would stick with wizard for your 11th character level. Because, remember, you'll be Wizard 10 / Pathfinder Field Agent 1 at that point, so it will get you a Wizard bonus feat.

THAT's right. Okay. So I'll hold out for a level. or two. Or three. I'll see what the harrower gives at what levels, and then I'll determine which level I go into Harrower

You also have a point with Varisian Tattoo, but I still don't think I have enough interest in Conjuration to waste two whole feats on it. In fact, I might not even get varisian Tattoo, because it just gives me +1 caster level in that school.
Oh wait, that's awesome.

I'm sorry, I just realized that sound conceded and douchy, but just don't read it like that.

Liberty's Edge

okay, okay, okay.
I set my spell focus back to Evocation. I realized that Evo will definitely benefit the most from both spell focus and Varisian Tattoo, which I REALLY want.


If you're taking 10 levels of wizard/1 level of Harrower, I'd recommend taking Empower Spell instead of Intensified Spell as your 10th-level wizard feat. Yes, it raises the spell level by +2, instead of Intensified Spells +1, but you don't gain the full benefit of Intensified Spell until level 15. An Empowered Fireball may be a 5th-level spell, but it does 15d6 damage for a 10th-level wizard.

Liberty's Edge

Morgan Champion wrote:
If you're taking 10 levels of wizard/1 level of Harrower, I'd recommend taking Empower Spell instead of Intensified Spell as your 10th-level wizard feat. Yes, it raises the spell level by +2, instead of Intensified Spells +1, but you don't gain the full benefit of Intensified Spell until level 15. An Empowered Fireball may be a 5th-level spell, but it does 15d6 damage for a 10th-level wizard.

That is a phenomenal suggestion. Thanks Morgan. :D

Grand Lodge

Matt2VK wrote:
If you're going with the Improved Familiar, you'll probably want one able to use wands. For that you might also want to put points into UMD.

Familiars in PFS cannot use UMD.

Liberty's Edge

Glewistee wrote:
Matt2VK wrote:
If you're going with the Improved Familiar, you'll probably want one able to use wands. For that you might also want to put points into UMD.
Familiars in PFS cannot use UMD.

Improved Familiars can. Such as the Azata that I for some reason cannot remember the name of... Lyrakien. That's what it is.

They can use wands because they can speak, and hold the wand, meaning they can use them.
Plus, they use my UMD, so they're all ready to go. But Normal, standard familiars cannot.


First of all: wow, and I thought PFS could not get any more draconian.

Second of all, when I was still playing last year, there were plenty of people whose familiars used wands. It's possible that this was just a lack of enforcement, though.


This link seems to indicate that familiars are still supposed to be able to use wands, but only wands.

Grand Lodge

Brom the Obnoxiously Awesome wrote:


Improved Familiars can. Such as the Azata that I for some reason cannot remember the name of... Lyrakien. That's what it is.
They can use wands because they can speak, and hold the wand, meaning they can use them.
Plus, they use my UMD, so they're all ready to go. But Normal, standard familiars cannot.

As much as I wanted this to be true...

FAQ said wrote:

Can my animal companion or familiar wear or use magic items?

It is intended that animal companions or familiars can not activate magic items.

Killed the Wizard build I was trying too...

Edit - never mind!!!

Grand Lodge

Rudy2 wrote:
This link seems to indicate that familiars are still supposed to be able to use wands, but only wands.

Well shut my mouth!! I need to go fix my wizard right away...

Shadow Lodge

Brom, you are awesome. I love your enthusiasm.

Your wizard looks fine (the second version).
Some advice:
Going with Spell Focus Necromancy is a good plan. I would take Greater Spell Focus: Necromancy at 5th level.
What is your specialty school? I think Necromancy is fine, but Divination(Foresight) is worth looking at too.

I think Fast Study is ok, but not great.
For Metamagic bonus feats, I think Reach Spell is awesome and Piercing Spell or Persistent Spell are good ones at 10th.

Yes, the few listed Improved Familiars in that thread that Rudy2 linked to can use wands in PFS. I suggest a wand of Ill Omen as a primary tool. Cure Light Wounds, Grease, and Magic Missile wands are also good options for the familiar.

I reeeeealy don't see what Pathfinder Field Agent is going to give you. Since it seems that you have a copy of the PFS Primer, look at Planned Spontaneity. You could take that as your 10th level bonus feat. It could be very useful.

If you want to take the Harrower Prestige Class, I say go for it at 6th level. So Wizard 5 / Harrower 5
A Diviner(Foresight) Wizard/Harrower would be cool.

Brom the Obnoxiously Awesome wrote:
Morgan Champion wrote:
If you're taking 10 levels of wizard/1 level of Harrower, I'd recommend taking Empower Spell instead of Intensified Spell as your 10th-level wizard feat. Yes, it raises the spell level by +2, instead of Intensified Spells +1, but you don't gain the full benefit of Intensified Spell until level 15. An Empowered Fireball may be a 5th-level spell, but it does 15d6 damage for a 10th-level wizard.
That is a phenomenal suggestion. Thanks Morgan. :D

Looks like Morgan mixed up how Empower and Intensified Spell work.

An Empowered Fireball would use a 5th level slot and do 10d6x1.5 damage. You could use that on a 1st level spell at 5th level, or on Fireball at 9th level.

An Intensified Fireball would use a 4th level slot and can do up to 15d6 damage, but you would not get much benefit out of it in PFS. Intensified Spell adds damage dice based on caster level and will not start being useful until 11th level (11d6).

If you really want to use metamagic like this, take a look at the Magical Lineage trait. You could take Magical Lineage: Fireball (or some other spell) and use lower level slots.

Shadow Lodge

John-Andre wrote:
Also, I think they don't want to dink around with casters creating consumable magic items cast at higher caster levels. So no Wands of Magic Missile crafted at 9th caster level, doing damage like machine guns.

Isn't that what this staff is for?

Seriously, get the staff. Its well worth the investment.

Liberty's Edge

Tomos wrote:

Brom, you are awesome. I love your enthusiasm.

Your wizard looks fine (the second version).
Some advice:
Going with Spell Focus Necromancy is a good plan. I would take Greater Spell Focus: Necromancy at 5th level.
What is your specialty school? I think Necromancy is fine, but Divination(Foresight) is worth looking at too.

I think Fast Study is ok, but not great.
For Metamagic bonus feats, I think Reach Spell is awesome and Piercing Spell or Persistent Spell are good ones at 10th.

Yes, the few listed Improved Familiars in that thread that Rudy2 linked to can use wands in PFS. I suggest a wand of Ill Omen as a primary tool. Cure Light Wounds, Grease, and Magic Missile wands are also good options for the familiar.

I reeeeealy don't see what Pathfinder Field Agent is going to give you. Since it seems that you have a copy of the PFS Primer, look at Planned Spontaneity. You could take that as your 10th level bonus feat. It could be very useful.

If you want to take the Harrower Prestige Class, I say go for it at 6th level. So Wizard 5 / Harrower 5
A Diviner(Foresight) Wizard/Harrower would be cool.

Brom the Obnoxiously Awesome wrote:
Morgan Champion wrote:
If you're taking 10 levels of wizard/1 level of Harrower, I'd recommend taking Empower Spell instead of Intensified Spell as your 10th-level wizard feat. Yes, it raises the spell level by +2, instead of Intensified Spells +1, but you don't gain the full benefit of Intensified Spell until level 15. An Empowered Fireball may be a 5th-level spell, but it does 15d6 damage for a 10th-level wizard.
That is a phenomenal suggestion. Thanks Morgan. :D

Looks like Morgan mixed up how Empower and Intensified Spell work.

An Empowered Fireball would use a 5th level slot and do 10d6x1.5 damage. You could use that on a 1st level spell at 5th level, or on Fireball at 9th level.

An Intensified Fireball would use a 4th level...

Okay, lots of stuff to go through here.

First off; Thank you! I get that compliment a lot, actually, but I have no clue where people get that. Thanks, though. Very nice. I freakin' LOVE this community.

It's down to spell focus Necromancy and Spell Focus Evocation, but I think I'm leaning towards Evocation, though, because it benefits more from Varisian Tattoo.
My specialty school is Divination(Foresight), because my character is a Harrower, and a good one at that.

I sorta agree about how Fast Study is lame. Most of the time, the GM just says "You have time to ready spells." And it just happens.
I don't know about reach spell, unless it actually allows you to turn a touch spell into a ranged touch attack, in which case I'm on board.
I like the idea of Piercing Spell.

I'll look into Planned Spontaneity, but I don't have the PFS Primer. I'm gonna admit, I find a lot of my info on the internet, and then copy down the info so I can have a reference.
I don't know about the field agent thing. No offense rudy2, but I'm questioning that...

I'm going to take Harrower at level 12. This means I'll be Wizard 11 and Harrower 9. I'm not super interested in the 10th level Harrower power, but knowing a creatures true name... sounds pretty good.

Empowered Spell still sounds better than Intensify Spell... Am I reading that wrong?
I might take Magical Lineage, considering I have a bunch of open Feats in the later levels that I have no idea what to do with. I'll probably pick up maximize spell, and I'll probably put Magical Lineage in a Transfiguration or Divination spell, but I might consider a more offensive spell.


If you don't want to do the field agent thing, that's fine. I was under the impression that you wanted your character to be good at Diplomacy, Bluff and a variety of other skills. If you don't care about that, then no, there's no reason to take field agent. It doesn't change your spell-casting progression either way, though.

Shadow Lodge

Fast study is good for when you leave spell slots 'open' during the day Wizards (and other prepared casters) can choose to not prepare a spell in a slot when they prepare their spells and 'fill it in' later in the day. Fast study can make that easier. Prepping all of your spells in 15 minutes is nice, but it's that 1 minute thing that people want.
If you do this, I suggest just leaving one 1st level spell slot open and one 2nd level slot open at first. Planned Spontaneity is better, but you need the Primer to use it.

Reach Spell does exactly that. It can turn a touch spell into a close range spell (25'+5'/2 levels). There are a bunch of spells that this is awesome for.
Piercing Spell is great at mid levels. You can get a Rod of it if you want.

I thought that you had the PFS Primer because of the level of Pathfinder Savant you selected (don't...just don't). You have to have access to the book if you want to use a none-core rule in PFS. If someone in your regular group has the book you need, you can use that too, so you don't personally have to buy everything. A .pdf page printed out works too. It's all in the PFS guide to organized play.

I suggested Harrower at 6th level because PFS generally only goes to 12th level and then you retire. If you do Wizard 5/Harrower 5, you will get to have some fun with it before you run out of scenarios that you can (easily) play.

Empowered Spell is better than Intensified spells at lower level, unless you apply it to a spell with a lower dice cap. Shocking Grasp and Burning Hands will benefit early. Fireball doesn't benefit until 11th level (at least). Empower Spell stays useful at higher levels too.

Magical Lineage is good on blasting spells and can be nice for other spells that you want to use Reach Spell on too. Fireball is the go-to spell for modifications like this.

Liberty's Edge

Okay, final update on my estimated progression:

1st Level: Spell Focus(Evocation)
3rd Level Feat: Varisian Tattoo Feat(Evocation)
4th Level Ability Score: CON
5th Level Feat: Spell Focus(Necromancy)
5th Level Bonus Feat: Reach Spell
7th Level Feat: Improved Familiar (Lyrakien Azata)
8th Level Ability Score: INT
9th Level Feat: Planned Spontaneity
10th Level Arcane Discovery: Opposition Research(Abjuration)
11th Level Arcane Discovery: True Name (Probably get a Noble Djinn)
12th Level: PrC into Harrower Class
12th Level Ability Score: INT
13th Level Feat: To be determined (Spell Focus(Conjuration)?)
15th Level Feat: To be determined (Augment Summoning)
16th Level Ability Score: CHA or DEX
17th Level Feat: To be determined
19th Level Feat: To be determined
20th Level Ability Score: CHA or DEX

Sczarni

I've been playing a Sczarni Necromancer (Ustalavian) in PFS for some time so here's my thoughts. Take them as you will.

Never dump Spellcraft for two reasons. First, you are allowed to take 10 on Spellcraft checks to copy spells into your spellbook and you will need to have the skill cranked to insure you can handwave your copy attempt whenever you come upon a scroll in a scenario or another Wizard PC with a spell you don't have. Plus, you are allowed to buy any legal spell by paying a generic NPC wizard the copy cost plus half between scenarios rather than paying for a scroll plus the copy cost. Second, there will be Spellcraft checks in scenarios that will prove critically important to pass and being able to ace the check will likely fall on your shoulders.

Reach Spell is only worth it if you have also invested in Point Blank Shot and Precise Shot. Many people try to stress that hitting touch AC is no big deal and you can suck up the -4 penalty for firing a ranged touch spell into combat. They never seem to acknowledge, however, that Wizards don't usually crank their Dex. Add to that, you will almost certainly be suffering a cover penalty because the melee PCs won't care that they're blocking your firing line so you will be suffering a net -8 penalty to your ranged touch attack. Plus it's close range which means you will be within easy reach of an enemy martial that wants to retaliate.

Personally, I feel the spell Spectral Hand does a much better job. First, it doesn't waste one of your few and precious feats. Second, it lets you make a Melee Touch Attack at range, not a ranged touch attack which means you do not suffer any penalties for the attack. You have a positive Strength modifier, so this already works in your favor. In addition, you get a +2 to your attack from the spell itself and the hand has a range of Medium (100 ft +10ft/level). It costs you a round to cast Spectral Hand, but I feel it's worth it.

Max your Perception skill. You may never be the best, but it is the single most used and valuable skill in PFS and lets face it, you do not want to fall victim to a Rogue in a surprise round.

Linguistics is a fantastic skill to keep topped off in PFS. There are many occaisions where you will find a Linguistics check is necessary to pass for the scenario, plus you can use it to forge documents which can be invaluable when paired with another PCs high Bluff or Diplomacy. Also, I see you chose Celestial. If you do not intend to use Summon Monster that much to command Celestial creatures, Abyssal or Infernal will serve you FAR better in PFS.
You will also find being able to speak the following Languages very beneficial to your success in PFS; Thassilonian, Ancient Osiriani (bonus, you can speak modern Osiriani as well, but with an archaic accent), Aklo, Tien and Azlanti in that order.

Knowledges are your bread and butter as a wizard and you will eventually want at least one rank in all of them since you will at minimum have a +8 bonus to your roll (1 rank, 3 class, 4 Int) and you can't make the roll without being trained. Identifying monsters defenses and special attacks can mean the difference between success and a TPK. In my experience, you'll want Planes and/or Religion first, Nature and/or Local next, then Arcana, Dungeoneering History and Engineering. Nobility rarely comes up but doesn't hurt to have, particularly when you find yourself in a Court scenario.

You do realize that for all intents and purposes, PFS play caps at level 12, right? Sure, you can technically play to 20, but its a pain in the rear to pull off and requires you play specific scenarios/modules in a specific order, assuming you can find someone to run them or attend a con running them. Waiting to get your second Int add at level 12 is a little worrisome, frankly. You're playing a class that becomes better the higher their Int is. don't shortchange yourself there.

Liberty's Edge

MrRetsej wrote:

I've been playing a Sczarni Necromancer (Ustalavian) in PFS for some time so here's my thoughts. Take them as you will.

Never dump Spellcraft for two reasons. First, you are allowed to take 10 on Spellcraft checks to copy spells into your spellbook and you will need to have the skill cranked to insure you can handwave your copy attempt whenever you come upon a scroll in a scenario or another Wizard PC with a spell you don't have. Plus, you are allowed to buy any legal spell by paying a generic NPC wizard the copy cost plus half between scenarios rather than paying for a scroll plus the copy cost. Second, there will be Spellcraft checks in scenarios that will prove critically important to pass and being able to ace the check will likely fall on your shoulders.

Reach Spell is only worth it if you have also invested in Point Blank Shot and Precise Shot. Many people try to stress that hitting touch AC is no big deal and you can suck up the -4 penalty for firing a ranged touch spell into combat. They never seem to acknowledge, however, that Wizards don't usually crank their Dex. Add to that, you will almost certainly be suffering a cover penalty because the melee PCs won't care that they're blocking your firing line so you will be suffering a net -8 penalty to your ranged touch attack. Plus it's close range which means you will be within easy reach of an enemy martial that wants to retaliate.

Personally, I feel the spell Spectral Hand does a much better job. First, it doesn't waste one of your few and precious feats. Second, it lets you make a Melee Touch Attack at range, not a ranged touch attack which means you do not suffer any penalties for the attack. You have a positive Strength modifier, so this already works in your favor. In addition, you get a +2 to your attack from the spell itself and the hand has a range of Medium (100 ft +10ft/level). It costs you a round to cast Spectral Hand, but I feel it's worth it.

Max your Perception skill. You may never be the best, but it is the single most...

Don't worry, I've got spellcraft. Two ranks, actually, so I think I'm good there.

I'm not taking reach spell. I'm actually looking more into Augment Summoning and Harrowed Summoning. I might be a diviner, but I still want Lots of minions.

I'll definitely keep a lookout on spectral hand, as it sound awesome.

Perception? Oh, I KNOW the importance of Perception. And diplomacy. And sometimes Intimidate, but not as often. I've played many mods where they were ESSENTIAL and other heroes just flopped on the rolls.

Thanks for the Advice!! :D

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