Wizard

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Definitely Dazing Spell at some point.


Gotta mention the good old fashioned conjuration wizard myself, of the Teleportation Subschool if possible. Evoker's are good too, especially at higher levels when you can start adding Dazing Spell to things.

Advice for low level(but higher than one) wizards of any sort, when spending your WBL, after you've got your gear as well as bought extra spells to add to your book, save some money to abuse the hell out of your scribe scroll feat. You can reduce the caster level going into them to minimum if you wish, but regardless it gets whatever spell DCs you have at the time of creation put into them, instead of the normal minimum required.

For Example, in one game I'm still in, I joined at level 3. I had an arsenal of scrolls carried in my backpack for whenever I needed something but either didn't have it or had already used it. I had several, at least four, of both Grease and Color Spray, and a fair number of utility spells to back me up if I needed them.

I still add a scroll or two a day in that game as long as I have the money to keep making them, especially Grease as our DM is the type to rule it as flammable, and our flame focused sorcerer loves me for the extra accelerant.


Next Game session is tomorrow night, anything else I should look for besides SLAs?


I like Braum as a character too, even if I'm not too good with him.

But on to the actual advice portion. I think the closest way to get to his defensive style of awesome would be the Phalanx Fighter Fighter Archetype, not only does it let you use a tower shield with a spear(including longspears) but more importantly in terms of flavor, it let's you boost the AC of those around you with it's abilities. Possible PrCs would include Stalwart Defender, but you'd have to choose between its awesome abilities(and d12 HD) and get your improved shield boosting abilities.

If you could make a character strong enough to hold somewhere around a quarter ton(guestimating from an old thread that was trying to do the weight math) as a light load, you could probably make it adamantine.

Ways to boost carrying capacity for that would likely paying 1500 to have Muleback Cords(+8 to strength solely for determining carrying capacity) added to your standard cloak of resistance, and maybe 2000 for a heavyload belt(permanent Ant Haul Effect), combine all that and you should be able to carry around a nigh indestructible shield that will let you shield allies and poros alike.

You could probably get your DM to let you allow the glammered armor effect to let you walk around barechested even though you're wearing armor. Normally it just makes it look like clothing and stuff.

Hope it helps :)


Even with all of the things stretching your budget, something to look into is a traveler's any-tool. Almost infinitely useful. Costs 250 though, so likely out of your budget, but if you have someone to craft it for you, its only 125. My group recently had our frontliner use my wizard's one as a shovel to make a trench and wall fortifications out of sand. Perhaps something to look into after the game starts if someone takes up crafting.


It should have been an obvious consideration, but I somehow failed to consider the breadth of SLAs and spells I now have available to me via summons. Which is made worse by the fact that thanks to communal mount(or the heightened version thereof) and Alter Summoned Monster, I can have these things around for hours on end.

Thank you for the reminder.


Hello! First time making use of the boards, but I'm not here to ask the question of, 'what's the best monster by spell level', well, it is, but in a different manner.

I am playing in a Ravenloft game adapted to Pathfinder, and my character has recieved some form of evil power boost(possibly not the right name for it) due to the caravan we attacked not being as evil as we thought.

My Conjurer is now immune to mind affecting effects, and more importantly, is no longer bound by the summon monster list in terms of what he can summon.

The number on the left is the Summon Monster Spell Level, and the one on the right is the CR limit for that spell.

I - quarter-half
II - 1
III - 2
IV - 3-4
V - 5-6
VI - 7-8
VII - 9-10
VIII - 11-12
IX - 13-14

As you may guess, CR limit is now by boundary for choices, and everything in the bestiary is fair game(Outsiders, dragons, animals, constructs, etc). Only restrictions I was given beyond CR was that I could not choose to add templates to creatures when I summon them, which also means no more Fiendish/Celestial animals(though I can use the base critters), and I cannot customize any feats or spells the creature has already. There has been hints dropped by the gm at rituals/powers that can be discovered in the future to raise this limit, but right now this is what I have to work with.

My Conjurer is currently level 6, and I have scouted the CR 2 list fairly well, but we will be level 7 soon and thus I was hoping to get opinions on my better options for both below and above CR2(and in it if you have an idea I may have overlooked).

While I have played a lot of Pathfinder, I have rarely GMed it and thus my need to go further than the summon monster list into the bestiary as left me rather unprepared.