Needing help with a Conjuration (Teleportation) Wizard


Advice


I've been playing my wizard for a few sessions now (we're playing the Crimson Throne campaign), and am currently at level 3. I haven't played a wizard in years, been away from the game for a while, and am a bit overwhelmed by all the choices. My plan is to play him as battlefield/summoning/utility spells, as you'd imagine. I took bonded item--ring rather than a familiar. Here's what my char looks like right now:

Spoiler:
"Ozymandias (Korvosa)
(Korvosa) Male Wizard 3
CG Medium Elf / Humanoid (Elf)
<<Init>> +11; <<Senses>> Perception +3, Low-light Vision
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DEFENSE
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<<AC>> 13, touch 13, flat-footed 10 (+3 dex)
<<hp>> 24 (3d6+9)
<<Fort>> +4, <<Ref>> +5, <<Will>> +4
<<Defensive Abilities>> Elven Immunities (PFCR 22)
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OFFENSE
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<<Spd>> 30 ft/x5
<<Melee>> Melee Dagger -1 (1d4-2) 19-20/x2
<<Ranged>> Masterwork Light Crossbow +5 (1d8) 19-20/x2 CM +1
<<Ranged>> Thrown Dagger +4 (1d4-2) 19-20/x2
<<Special Attacks>> Summoner's Charm (PFCR 80)
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STATISTICS
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<<Str>> 7, <<Dex>> 16, <<Con>> 14, <<Int>> 19, <<Wis>> 10, <<Cha>> 7
<<BAB>> +1, <<CMB>> -1, <<CMD>> +12
<<Feats>> Improved Initiative (PFCR 127), Run (PFCR 132), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134)
<<Skills>> Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Perception +3, Spellcraft +12 [Decipher scrolls +12, Identify properties of magic items +14]
<<SQ>> Elven Magic (PFCR 22), Arcane Bond (PFCR 78)
<<MC>> Arcane School (PFCR 79-82), Scribe Scroll (PFCR 78), Spellbook (PFCR 79), Wizard Bonus Languages (PFCR 78), Wizard Cantrips (PFCR 79), Wizard Spells (PFCR 78)
<<Traits>> Framed (Dropout) (Campaign: Curse of the Crimson Throne) (PFAP: CoCT PG 15), Magical Lineage (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
<<Languages>> Celestial, Common, Draconic, Elven, Gnome, Orc
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Magic
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<<Eq'd Magic>> ==CUSTOM RING== (L), Cloak of Resistance +1
<<Gear>> Light Crossbow, Crossbow bolts (10), Dagger, Backpack, Belt pouch, Elf rations, Spellbook, Traveler's Outfit, Wand of Magic Missile (20), Wand of Acid Splash (27), Potion Cure Light Wounds (1)

I'm looking for ideas to plan him up to level 10. There are certain feats I know I want: Craft Wondrous Item, Dazing Spell, probably Quicken Spell, Opposition Research (for Necromancy), other than that I'm not sure, and I'm also not sure how to prioritize my feats? I took Magical Lineage and selected Aqueous Orb, so I'm loving the idea of combining it with Dazing.

My other quandary is spell selection. I'm taking so many factors into consideration I'm getting overwhelmed and frustrated.

My lvl 1 spells include: Color Spray, Enlarge Person, Feather Fall, Grease, Mage Armor, Magic Missile, Obscuring Mist, Prot. Evil, Silent Image. I can pick 2 more lvl 1 spells at lvl 3, haven't decided which ones yet.

My lvl 2 spells would include: Glitterdust, Invisibility, Web. I can pick one more, haven't decided which one yet.

Going forward to level 10 I'd certainly want Monster Summ. 3, Aqueous Orb, Fly, Haste, Monster Summ. 4, Confusion, Telekinetic Charge, Enervation?, Teleport, Wall of Stone or Force, Icy Prison, Permanency. Other than these I'm having trouble.

Any help at all would be great, with any part of this. Right now I'm planning him up to lvl 10, and won't worry about more until later. If someone wants to help him up to lvl 16--which I hear is about as high as CoCT goes--all the better. Thanks in advance!


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Feats:
Craft wondrous (I take at Level 3 or 5 depending on the Game flow)
Augmented Summoning (Look at level 5 cause SM3 is when summons get better)
Dazing Spell (Look to pick up at Level 9 for Dazing A. Orbs and Flaming Spheres)
Opposition Research (Look at 10)
Quicken Spell (Level 11 on a Prepared caster, 13 on a Spontaneous)
Spell Perfection at Level 15

Look for Greater spell focus as well as Glitterdust and A. Orb will need it.

Spell Wise:
Emergency Force Sphere is a Life Saver


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Avoid Emergency Force Sphere. Good spells are good but that one is a bit to good.

Spells
Lv1 Lucky Number, Expeditious excavation, Snowball, Glue Seal, Secluded Spellbook, Arcane Pocket,
Lv2 Mirror Image, Mount Communal, Searching Shadows
Lv3 Resist Energy Communal, Ablative Barrier, Dispel Magic, Puzzle Box
Lv4 Dimension Door, Black Tentacles, Illusionary Wall, Fool's Teleport, Stoneskin
Lv5 Stoneskin Communal, Telekenesis, Baleful Polymorph, Create Mindscape, Condensed Ether, Planar Binding Lesser

I find Telekenetic Charge to be quite limited without reach spell


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Dastis wrote:

Avoid Emergency Force Sphere. Good spells are good but that one is a bit to good.

I hate that attitude towards options. If it is not banned then it is fair game.


To each their own


Emergency Force Sphere is one of the very few spells that I would at least confer with GM's.
It's out of line with other power levels for sure, and especially playing an Adventure Path with no enemy who adjusts tactics to your abilities may trivialize a lot.

(Nonsummoning) Conjurers are good because of the following reasons:
- You get to target a lot of different saves
- Many spells are AoE
- Most spells don't have SR

I have an Arcanist in PFS who is at the end of his career

Create Pit is fun and great, because it cuts many encounters in half. Never saw a particular need to upgrade it to it's higher level versions

Fog Cloud is a decent upgrade over Obscuring Mist because it lets you set the location. Forcing Casters and Archers to move, break charge lines. Stinking Cloud does that too, and gives a good chance to nauseate opponents.

Haste if you have a lot of physical attackers is still hard to beat.
Communal Protection From Energy is a very versatile buff.


some great suggestions, thank you guys. There is another party member playing a Forgemaster who likes summoning, so I'm thinking the only summoning spells I'll cast are the truly good ones, such as Summon Monster 3. Any other summoning spells that are terrific?


Appreciate help. Any ideas on ways for a wizard to improve his saves? The only thing I can think of is cloak of resistance.


One of the ioun stones gives a competence bonus IIRC, and then there's a luckstone if you can afford it. The heroism spell gives a +2 morale bonus for a decent duration.


Physical belt
Polymorph spells
Iron will, Lightning Reflexes, Great Fortitude
Possession

While not increasing saves wizards have a list full of the best defensive spells; many of which give full immunity to an effect


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I agree with Louise's suggestions, the only issue I see you having if you do go beyond the suggested ten levels then you're going to have to find a new spell to replace Aqueous Orb. Its DC will be too low for it to be reliable eventually. Going the conjuration route I would suggest Persistent Chains of Light or dazing Acid fog.

Also do people actually complain about dazzling blade and stunning barrier? O.o

As for the emergency force sphere, I think with powerful options such as that one, one simply has to judge the tone of the game. If you're in a high power game with pc death as a considerable threat go for it. If you're in a more chill game then maybe its okay not too take it and live on the edge. I will also say though that emergency force sphere is pretty much never going to overshadow another players fun unless that player is trying to kill you in which case... screw that guy.


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If you are going down the summoning route then I highly recommend taking Acadamae Graduate, standard action summoning is pretty much crucial for making best use of them.


JDawg75 wrote:
Appreciate help. Any ideas on ways for a wizard to improve his saves? The only thing I can think of is cloak of resistance.

Lucky Horseshoe will give you a +1 luck bonus to all saves for 6800gp.

The additional traits feat plus Fates Favoured will increase that by another 1. You could swop out of magical lineage if your GM allows. It really doesn't add that much to control or summoning orientated casters.
Heroism is a great, long lasting buff.
The cracked pale green ioun stone gives a +1 competence bonus to saves for 4000gp.


I would look at picking up some more low level spells. You can buy scrolls to scribe or ask your GM if there are other wizards you can trade with. Good extras to pick up include:

1st: Heightened Awareness (great as a wand too), Shield, Ant Haul, Snowball, Unseen Servant, Vanish

2nd: Burst of Radiance, Create Pit, Darkvision, Investigative Mind, Pilfering Hand, See Invisibility, Suppress Charms and Compulsions (unless using te new nerfed version)

3rd: Daylight, Dispel Magic, Communal Resist Energy, Heroism, Invisibility Sphere,

4th: Black Tentacles, Fear, Dimension Door, Arcane Eye, EFS, Acid Pit

5th: Overland Flight (this should be your first 5th level spell, it makes you largely immune to whole swathes of enemies), Roaming or Hungry Pit, Possession (it doesn't require line of effect, use it while hiding inside an emergency force sphere), Feeblemind (for enemy casters), Life Bubble (an amazing buff for the whole group)


Louise Bishop wrote:

Feats:

Craft wondrous (I take at Level 3 or 5 depending on the Game flow)
Augmented Summoning (Look at level 5 cause SM3 is when summons get better)
Dazing Spell (Look to pick up at Level 9 for Dazing A. Orbs and Flaming Spheres)
Opposition Research (Look at 10)
Quicken Spell (Level 11 on a Prepared caster, 13 on a Spontaneous)
Spell Perfection at Level 15

Look for Greater spell focus as well as Glitterdust and A. Orb will need it.

Spell Wise:
Emergency Force Sphere is a Life Saver

Related question, and maybe a stupid one: is Spell Perfection worth it? It requires an investment of three metamagic feats, which is a lot of feats that don't go to something else. Also I'm pretty sure Spell Penetration is a good idea down the road, even though I am a conjurer. I'm having to make some decisions now that I'm 5th level and my DM said there won't really be any time for me (or anyone else) to craft things during Crimson Throne.

J


Metamagic feats aren't wasted. If nothing else you could have one of them be piercing spell if you're having trouble with SR, but there's plenty of others a conjurer would like - dazing or quicken as Louise mentioned, or fleeting spell to use with battlefield control, or rime spell to add to cold spells, etc.

Shadow Lodge

To the OP: Tell the GM you've reconsidered your bonded ring choice and would rather take the familiar instead.

...with Perception+3, you need some help there -- and a sidekick who can warn you empathically is good thing indeed. (My favorite low-level familiar is the Hawk, which is Perception+14.)

Shadow Lodge

Dastis wrote:
Avoid Emergency Force Sphere. Good spells are good but that one is a bit to good.

I'll bite: Why is it too good?

Once cast, the wizard has essentially sealed himself out of the encounter...unless he drops the spell. Since it's an immediate-action to cast, he can only guess if what's about to hit him is going to actually hit (and how much it'll hurt). And it's a 4th-level slot.

(I don't think you can use it to avoid falling damage either, such as by going down a pit-trap -- although you'd avoid any spikes, or monsters, at the bottom.)


JDawg75 wrote:
Louise Bishop wrote:

Feats:

Craft wondrous (I take at Level 3 or 5 depending on the Game flow)
Augmented Summoning (Look at level 5 cause SM3 is when summons get better)
Dazing Spell (Look to pick up at Level 9 for Dazing A. Orbs and Flaming Spheres)
Opposition Research (Look at 10)
Quicken Spell (Level 11 on a Prepared caster, 13 on a Spontaneous)
Spell Perfection at Level 15

Look for Greater spell focus as well as Glitterdust and A. Orb will need it.

Spell Wise:
Emergency Force Sphere is a Life Saver

Related question, and maybe a stupid one: is Spell Perfection worth it? It requires an investment of three metamagic feats, which is a lot of feats that don't go to something else. Also I'm pretty sure Spell Penetration is a good idea down the road, even though I am a conjurer. I'm having to make some decisions now that I'm 5th level and my DM said there won't really be any time for me (or anyone else) to craft things during Crimson Throne.

J

If he was nice enough to tell you craft feats will be a waste then I would avoid it.

Metamagic feats are not a waste if you have the right ones.

Since you're a conjurer you will like Extend (best on rods), Quicken, Dazing, persistent, and Rime the most.

As for spell perfection, I have never been disappointed and it is strong as hell. I feel it is soft capstone ability for a caster who already invests in Metamagics. Picking the Perfection spell is the hardest part to me. On my Necromancer wizards, it typically is Magic Jar because I love not needing Line of Sight to wreck a room. But as a conjurer, you have a lot of viable choice spells.


Sir Thugsalot wrote:
Dastis wrote:
Avoid Emergency Force Sphere. Good spells are good but that one is a bit to good.

I'll bite: Why is it too good?

Once cast, the wizard has essentially sealed himself out of the encounter...unless he drops the spell. Since it's an immediate-action to cast, he can only guess if what's about to hit him is going to actually hit (and how much it'll hurt). And it's a 4th-level slot.

(I don't think you can use it to avoid falling damage either, such as by going down a pit-trap -- although you'd avoid any spikes, or monsters, at the bottom.)

The wizard can buff before dismissing it (ideally via Fleeting Spell) or they can cast some spell which doesn't require line of effect - dimension door or possession/magic jar probably. It's not likely a problem before double digit levels at least.


I think that's my problem with Spell Perfection, I don't even know what would be good spell candidates?

Most of the metamagic feats seems like I'd rather have a rod, especially with quicken or dazing. Persistent seems like a good choice. I will probably eventually take dazing, since I've taken A. Orb as my magical lineage spell, but at 5th lvl it doesn't seem worth it yet. I like the idea of Rime too. I didn't know Fleeting existed, so I don't know what to think about it, but it seems like it could be pretty useful.

What about heighten? My DM's interpretation is you cast a lower level spell as a higher level one to get a higher DC, so I like the idea of casting Snapdragon Fireworks as a higher level spell, maybe with dazing.


Summon monster 3-5 for lantern archons or as I like to call them "happy little auto turrets"


Planeshift is pretty Hilarious as an offensive spell.

Chains of Light can be brutal against many enemies.

Hungry Pit is nice against a creature who is not currently flying.

Cloudkill is a favorite spell of mine giving it free Persistent means fast Con damage. Or the ability to quicken it (For Free) and pair it up with a nice wall spell leaving them trapped in the cloud till they die.

Yes, an army of Lantern Archons is also a viable spell since they Bypass all DR, Target touch, and have SLA that they can cast on your team before they disappear.


Greater Black tentacles isn't a bad option, it also depends what effect you're attaching. I'm a fan of Dazing ice storm(although many feel Dazing is too powerful)

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