Wizard Build


Advice


Hello all, I've recently joined a party of three other players and they have already played with their characters quite a bit so they are just at level three. Right now the party consists of a half-orc barbarian, a cleric (I think halfling?), and a rouge (forget if it's elf or half elf, but I think it's elf - more on that later). Obviously the party needs an arcane caster so I've settled on the wizard as my class, as the GM is core only. His other penchant is that he does not allow more than one character in the same party to be of the same race, so I don't think I can play an elf because the rouge is probably one already. His other stipulation is that he doesn't like overly used cliches such as a dwarven cleric which is why the cleric is a halfling, although he did allow the half-orc barbarian (idk why). ANYWAYS, I've rolled my stats and HP in front of him already so I can't change the class, but I can fiddle around with some of the other stuff. Keeping that in mind, do you guys mind taking a look at what I have so far and offering suggestions? Thanks in advance.

Human wizard (conjuration specialist) 6
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 33 (6d6+12)
Fort +4, Ref +3, Will +6

Speed 30 ft.

STATISTICS

Str 11, Dex 13, Con 14, Int 18, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats: Scribe Scroll
Skills: Appraise +10, Fly +7, Knowledge (arcana, history, nature, planes) +13, Knowledge (engineering, geography, nobility) +10, Linguistics +10, Spellcraft +13
Languages: Common, Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Internal

Purchased all the spells up to and including third level spells, leaving him at 9960gp by my count (16,000gp - 340gp for first level spells - 1920gp for second level spells, - 3780gp for third level spells)


If you're a conjurer, the strongest choice would be Spell Focus (conjuration) -> Augment Summoning along with Acadamae Graduate.

Do you have any specific goals or anything for the character?


I was thinking along the lines of a crafter/conjuror, maybe looking into loremaster later on. I guess my big question is that I've never made a spellcaster of this level before so I have no idea what my spell loadout or equipment should be. The feats you mentioned look good, except I couldn't find Acadamae Grad in the core, or is it from a different book?


Sorry, missed the Core restriction.

Conjugation is great for battlefield control spells. Create Pit, Stinking Cloud, Glitterdust, etc.


RumpinRufus wrote:

Sorry, missed the Core restriction.

Conjugation is great for battlefield control spells. Create Pit, Stinking Cloud, Glitterdust, etc.

Alright, thanks, any tips for equipment?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I've got a wizard/conjurer character who has just reached 4th level, and am asking myself the same questions.

I really like the augmented summoning skill, but since I need spell focus first, I haven't got it yet. I figured these things were more important:
1) toughness, for the +3 hit points. Wizards need hit points as much or more than anybody else. My prefered class bonus also goes into hit points every level.
2) improved initiative: wizards need to go first, even more than anyone else. Also took that Elven trait that grants +2 init (warrior of old, IIRC)

But for my 5th & 6th level feats, I'll probably go for spell focus (conjuration) and augmented summoning. Unless somebody here makes a better suggestion.

Magic items? Nothing beats a headband of vast intelligence, if you can scrape together the 4000gp for it.

Aside from that, I am constantly writing scrolls (12.5gp for 1st level, 75gp for 2nd level spells) for all those cool-but-situational spells that you only need now & then.

Question for the OP: if everyone is just 3rd level, where did you get all the gold to buy those spells? And why the 3rd level spells?


Wheldrake wrote:
Question for the OP: if everyone is just 3rd level, where did you get all the gold to buy those spells? And why the 3rd level spells?

Ah, my mistake, the group is level 6, but there are three other party members


Improved Initiate is a must.
Combat casting is still important at this level.
Spell Focus is always a solid option.
Toughness is also good.
Eschew Materials isn't worthless if you get grappled or robbed or something.

Grand Lodge

magispitt wrote:
Purchased all the spells up to and including third level spells, leaving him at 9960gp by my count (16,000gp - 340gp for first level spells - 1920gp for second level spells, - 3780gp for third level spells)

Confused on this here. You purchased all the spells? Does that mean you know every 1st, 2nd and 3rd level spell a wizard can?

Save yourself some gold and remember you have 9 1st level spells, 4 2nd level spells and 4 3rd level spells for free. Allows you to buy a +2 belt (or +2/+2).

Any reason you went Human and not Half Elf. The perception boost and vision are great. The free skill focus is handy to improve Perception too, but good for any skill you plan to use often. Course, if the other player is half elf, that would end any plans to be half elf.

Feats in general is like on a wizard are Improved Initiative, Spell Focus, and then Augment Summons. Toughness is one I rarely use, as wizards I play stay far away from things that can hurt him.

Pit spells, while great, are not core. So you will need to check to see if they are allowable.


I forget, are there any initiative boosting familiar in core?

Grand Lodge

master_marshmallow wrote:
I forget, are there any initiative boosting familiar in core?

None in core. Scorpion was from UM, the dino is from Beast 3 iirc and the rabbit, well I do not know where the rabbit is from, but I know it is not CRB.


There's also the dodo and the hummingbird from 3.5.

Grand Lodge

I woukd pick up a longspear. Simple reach weapon you can use from behind a frontliner. Younever know when your spells either run out or are not useful.

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