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I spoke with my DM and exploiter wizard is allowed. I researched and there is a way to make it super OP with going pact wizard, but I just want to go straight exploiter.

LVL 11 so there are lots of feats to think about, but for exploits I'm thinking: Quick Study, Dimensional Slide, and Potent Magic.

Feats I'm thinking: Improved Initiative, craft wonderous item, persistent spell, quicken spell, spell pen, greater spell pen, others open to suggestion or suggesting a good list is welcome as well.

There is also taking a feat to give you an additional exploit, so that might be worth it.

Again, not planning on summoning and just focusing on controlling enemies and de-buffs.

I learned about the group and there is a skald and summoner that buff the group.

Spells would be debuffs and things to control/mess with enemies to make my teammates have an easier time dispatching them.


I'm really fascinated with Exploiter wizard now after doing some research on it.
That appears to be a great fit for BFC wizard where I'm not planning to crowd the field with summons.


Lelomenia wrote:
Guttzu wrote:

Thanks for the input everyone.

Our session is coming up this Saturday so I'd like to get my lvl 11 character wrapped up.

A lot of recommendations but I need to assemble an outline for feats/spells.

I think foresight is interesting and Divination was fun to play in 5e.

Outline assistance would be appreciated.

did you finalize opposition schools?

Shared Training (Divination spell) is kind of amazing; Lookout with Shared Training on a Foresight Wizard means your whole party gets to go in every surprise round. Might as well give everyone Outflank while you’re at it; uses up two of your feats but saves everyone else a bunch.

I'm thinking opposition schools will be Necromancy/Enchantment and then potentially get one of them back with Opposition Research, probably necromancy.


Thanks for the input everyone.

Our session is coming up this Saturday so I'd like to get my lvl 11 character wrapped up.

A lot of recommendations but I need to assemble an outline for feats/spells.

I think foresight is interesting and Divination was fun to play in 5e.

Outline assistance would be appreciated.


It's still a very friendly environment and I'm seeing the approach as allowing the players to be powerful to have a good time to not have to worry/stress every time we meet up.
I haven't sensed the feeling of people being competitive to the point of unpleasant, and instead it's more of a group power approach to complete missions.

Regarding the tools, yeah, I'm going to track on paper from now on because pencil/eraser is much easier than "oh crap it erased x/y/z!".
Or use the excel sheet the DM created to track.


Thank you for the feedback :).

I should have commented on the campaign that the DM is playing a character as well and most of the players have really powerful builds from what I can see, and the DM encourages it, so min-maxing and power is not really frowned on. Heck, he bumped some of my stats up from when I rolled and wants us to be powerful.

With the monster hunter approach, there is little RP involved other than when there is down time from mission to mission, and it looks like this is how the campaign goes is receive orders, go kill/try to kill monsters, return and reset. There's more obviously, but with the number of potential players the RP is low and the focus is on getting to monsters to kill them.

I'm definitely seeing the plethora of feats, which is actually fun.
My downfall is that I'm super OCD and analytical, so being detail oriented I try to research a ton and build as powerful as possible given my DMs usually encourage it.

Is there a recommendation for tracking character info like DnD beyond, or just PDF/Excel and call it could with templates?


Thank you for the input and the previous posts.
The equipment info was very helpful.

Divination in 5e was almost oversimplified, but I'm now seeing the wide openness of PF1e, which is challenging but fun.

Definitely more in-depth for characters.

Still not wanting to clog combat up I'm trying to avoid summon spells, so I'll keep looking at Divination and would love some other feedback.

Any thoughts on Void?


Thanks everyone for the help and guidance.

I'm leaning towards Foresight for my arcane school and then would need to select opposition schools.
Necromancy and Enchantment seem to be the most suggested, but I have also seen Evocation>Enchantment suggested to oppose.
I can always go opposition research to get Necromancy back.

Curious about Void for the arcane school as well where it only needs to oppose one school, which fire seems the best choice, but I haven't seen a lot of info on void.

Foresight aligns the closest with what I have been used to in 5e with a Divination wizard.

I'm using Pathcompanion, which is a helpful online tool, but I want to get my build solidified because there is an annoying bug that when you change your arcane school it removes all of your spell selections, so I'm thinking I'm just going to use my friend's excel sheet he created to enter all of my character info.

If going Foresight, please provide suggestions for traits/feats/spells.

I should have also included info on the party that most of them are melee/martial classes with one person as a Summoner and the other is a Skald.

The summoner has commented on keeping haste up and the skald is a strong group buffer, so I should be able to focus on de-buffing and actually some blasting since we don't appear to have a ranged magic caster.

I still feel that BFC would benefit the group, but I don't need focus so much on party buffs since the (Bard) seems to have that covered.

Thank you for additional guidance on my build to be the most helpful to my group.
BFC with some blasting does sound fun with not needing to fully worry about group buffs.


Thank you all for the feedback on this, I really appreciate it.

It seems like conjuration is not the best route to take where I won't have the time during play sessions to summon creatures and clog up combat, so I will be looking at a different school to focus on.

I am seeing divination and illusion as options, so with those or maybe something else, what would be a good build for traits/feats/spells?


Java Man wrote:

With a large group like that I'd take a bonded object over improved familiar. For a level 6 spell I love Getaway. Level 4 telekinetic charge. Burst of radiance for 2nd. Ashen path (2nd level) is ugly when precast before using cloud spells.

Chance of losing a bonded ring: if the enemy can yank a ring from under the glove that you have tied on at the wrist (to avoid losing the ring), then you are already hosed.

Speciity spell: wizards who choose a speciality get one extra spell per level, that must be from said speciality.

Thanks for the advice on the bonded object and that is a great idea to have it tied to your wrist under your glove.

I agree that if I'm in a situation where they are trying to take my ring, then things have gone really wrong.

Thank you for the explanation on the specialty spell, makes sense.


Melkiador wrote:

I don't think we use the term BFC much around here, so I had to look it up. Battlefield Control.

Looks like you have most of the basics. I will warn that around your level the pit spells start to become less useful as so many monsters can fly or otherwise avoid it. Try them out, but be prepared.

For 6th level spells, you will absolutely want Chains of Light.

Thanks for the advice on the pits.

That makes sense regarding flying creatures, so what would you suggest taking instead of those in their respective levels?

I read somewhere on the forums that adding dazing to conjuration damage spells makes them very viable and strong. Thoughts?


Greetings community.

I recently joined a PF1e campaign and have realized that there is a lot more to character creation that what I am used to in DnD 5e. I actually really like the depth options, but would like to ask for some guidance on creating a lvl 11 BFC wizard. I'm used to playing this role in 5e, and love manipulating the battlefield.

I have searched multiple posts on here and other websites, and this is one guide I have found to be helpful for creating a lvl 10 wizard, but it includes summoning monsters, which I'll explain later why that isn't very practical in this campaign: How to build a wizard lvl 10

I have been using Pathcompanion to track my build, items, spells, etc, which was something I utilized in DnD Beyond tracking spells and such as a BFC wizard.

The campaign I'm joining is focused around concepts from The Witcher, so the DM essentially has us acting as monster hunters.
He set it up this way because the party is a rotating group when people are available to play every two weeks and can be from 4-10 people.
Being conscious of the number of potential players, and how long combat can drag out, I'm wanting to focus on BFC through spells and not summoning monsters.
I can see the benefits of summoning monsters to give flanking, meat shields, etc, but with a limited amount of time for a session I don't want to be "that guy..."
Diplomacy interaction seems to be minimal, and there are other characters in the group that are already good at it, but Pathfinder is new to me so I'm not sure if I should consider this for my character or not.
Below is what I have assembled thus far and any input/guidance is greatly appreciated.

Build
Male Elf Wizard 11
Arcane school - Conjuration
Opposed - Necromancy/Enchantment

Stats - Rolled
STR - 10
DEX - 16
CON - 14
INT - 18
WIS - 12
CHA - 11

Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan

Arcane Bond
Familiar / Bonded Item?
I'm not familiar with how familiars work in PF1e, there's a joke in there somewhere :), but I know there is an improved familiar Feat that is good.
Input on this area would be helpful.
For ease of playing, is there anything wrong with bonded item - ring, or is the chance of losing it too detrimental to your character?

Traits - Suggestions welcome
Warrior of old
Magical lineage - Spell: Glitterdust

Feats - This is where I have seen a mix of suggestions, but here is what I have so far:
1 - Improved Initiative
3 - Spell Focus: Conjuration
5a - Greater Spell Focus: Conjuration
5b - Persistent Spell
7 - Dazing Spell (Maybe improved familiar?)
9 - Craft Wondrous Item
10 - Quicken Spell (Maybe Arcane Discovery - Opposition Research: Necromancy?)
11 - ?

Skills
Outline of skills I'm thinking will be good, but please give suggestions:
Appraise, Escape Artist (helpful to get out of grapples if needed?), Fly, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Spellcraft, Stealth. Racial Modifiers +2 Perception

Gear
Compilation of suggested items I have researched for a BFC wizard, but please revise/suggest as needed:
Starting Gold: 62,000
Extend metamagic rod (lesser) - I can see this being useful for extending mage armor
Mithril Buckler +2
Haramaki +2
Headband of Vast Intellect +4 - Skills?
Eyes of the eagle
Amulet of Natural Armor +1
Cloak of resistance +3
Belt of physical might +2 - Dex/Con
Ring of Sustenance
Ring of Protection +1
Ioun stone (dusty rose prism)
Ioun stone (dusty rose prism, cracked)
Handy Haversack

Prepared Spells
This is what I'm thinking so far for these, but please give feedback and recommendations:
Pathcompanion is showing 1 specialty spell for each level, so I'm not sure what that is coming from? Possibly because I have bonded item selected?

Cantrips: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand
1st: Enlarge Person, Mage Armor, Magic Missile, Protection from Evil, Silent Image, Vanish, Grease
2nd: Glitterdust, Create Pit, Invisibility, Mirror Image, Resist Energy, Stone Call, Web
3rd: Dispel magic, Haste, Mad Monkeys, Slow, Stinking Cloud, Spiked Pit, Persistent Glitterdust
4th: Black Tentacles, Dimension Door, Emergency Force Sphere, Greater Invisibility, Obsidian Flow, Persistent Create Pit
5th: Hungry Pit, Phantasmal Web, Wall of Force, Persistent Aqueous Orb
6th: ?

Spellbook Suggestions
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:

This is what I have compiled so far, which has been a lot of fun researching and building. I work in risk analysis, so I'm ok thoroughly analyzing things and welcome to feedback on the best path to take for a straight BFC control wizard.
There is a forum member named andreww, who has given some excellent feedback people building a BFC wizard, so I'm crossing my fingers that he and others will give input on this.
Have a great day and thank you all!