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Can the posts containing personals(my blog) can be removed or cleaned.

I am quite confused about the lack of ability to remove myself, not sure why of the need for my information in such a way? This isn't standard practice really standard for a forum.

In addition, I see other information being removed through request, if possible could you explain what's the difference? How do you decide what comes down and what doesn't? I'll admit this is pretty stressful for me as I don't know why I have to go through these hoops for such a simple request.


Hello, I was hoping for my thread to be deleted. hopefully, it's possible, thank you.

https://paizo.com/threads/rzs43jvl?Pathfinder-2e-The-Ultimate-Wizard


honestly, I much prefer if this was deleted or locked than simply moved if that's okay. Perhaps if people want to discuss the build they can do it somewhere else, I just rather not be involved if that's okay?


How do I delete this, I don't wish to be a part of this forum anymore. I gained nothing by being here.


The Raven Black wrote:

It feels like this build plays into a vacuum, with no fellow PCs around (or they do not matter).

It completely misses the greatest strength of a party in PF2 : synergies.

This statement is just confusing to me since this is just a wizard with a defensive stack on it. Are you saying wizards can't work on teams, or that meta magic is needed for wizards to be good in teams? I am not sure what makes this build less synergistic than other wizards just because it has the option to do other things, is one for all not synergistic either?


Unicore wrote:

I have a conjuration specialist wizard and I do a lot of summoning. I love the skunks for lower level. Dragons do alright at higher level too and you get a lot of freedom on damage types...but they don't win encounters, and sometimes it is worth delaying, even if you do win initiative to let the enemy close in so that you can summon them behind them, especially as those are three action spells, so there is no moving first or using reach.

I have another wizard (necromancer) who does get in close and uses a lot of spells like vampiric touch to do the healing and the damaging at the same time. The necromancer's level 1 focus spell is probably the strongest of all the wizard focus spells and paired with a true strike, it can make for an annoying situation in many encounters.

Conceal spell itself is not that amazing, except for RPing purposes of being able to cast spells around the peasants without them assuming you are possessed by a demon or trying to control their minds every time you want to detect magic or cast a buff spell on someone to help them with a skill check. but it is necessary to pick up silent spell which is phenomenally useful for a wizard that wants to be invisible or wants to buff the party before going into a new room without giving away that there is a party outside the door preparing to storm in. And it gets you building towards convincing illusion which pairs really, really effectively illusory creature which lets you really have free reign over damage types. A level 2 illusory creature still uses your spell attack modifier for its attacks, so later on, when you do have forcible energy, you are all set up to exploit it yourself, right alongside your party.

I think deception is secretly far more important a skill for spell casters generally, but especially wizards, and often gets undervalued. Most attempts to deceive someone with an illusion are going to end up requiring a deception skill check.

Granted at a high level his build doesn't use dragons it uses Empress Bore Worm, and bone croupier, which are based on their effect significantly more powerful than an average summon.

I wish illusion were amazing, but, I find DM often find ways to handwave illusions migrating their impact.


Unicore wrote:

I am not sure we have the same definition of "win."

A lot of the spells you seem very excited about require a failed save, or a successful attack by a summon of significantly lower level than the monsters you will be facing. Now I agree that summoning is a little underrated by many and there are a lot of great summons that complicate an encounter for an enemy, usually by making them waste actions attacking an annoying creature...but that is hardly instant win, and it is often not that critical that you go first in PF2. 1st turns are often about positioning and set up for both sides of the fight. Even better than using reach on the first round to strike an enemy out of your range, is to get an enemy to spend multiple actions moving towards you, then hit them, then use a one action spell like Jump to get to a location where they have to waste even more actions if they want to keep attacking you.

A really powerful combo that our party of three has used (1 wizard, 1 fighter and 1 flurry ranger) is to get enemies tangled up in solid fog with the fighter and the ranger, who both have very high movements and blind fight. Flying and invisibility alone are usually enough to keep 80 to 90% of enemies from ever attacking the wizard. And nothing destroys an enemy caster like taking away their ability to step away from a fighter's attack of opportunity. This tactic often works best when the wizard waits to cast the fog cloud until the monster has already wasted some actions moving, And widening the various fog spells gives the 2 martials a much bigger playground for being difficult to hit and controlling the battlefield.

Also, to be clear, I don't think every wizard feat is must have for every wizard. I think writing them all off because they do more subtle things than add numbers to spell damage (although there are several that do this), is a big mistake.

For example, you know what is better than Illusory object on your wizard build? Especially if you are wanting to be CHA based for some aid shenanigans...

I am not really sure there 3 monsters that rely on attacks, which are okay for a few levels before they scale out.

Tbh, I just don't think I really see concealed spell being impactful.

illusionary object despite being improved in this game still has consistency issues that are hard to make up for.


Temperans wrote:

...

Familiar is a free bonus spell, which PF2 does not hand out very easily.

Widen Spell makes AoE spells more effective, even if it costs you an action to do it. More people getting hit by fireball is more people get hit by fireball.

Counterspell is more niche, but in a campaign with lots of enemy casters sometimes it's better to deny the enemy a spell than to cast your own.

*******************
I might not enjoy the current version of wizard as a class, but I still do know what makes for a good character. Trying to tank as a wizard in this edition is a literal meme. The game is just not built for it and you have to jump through too many hoops to still get easily crit into the boneyard.

Because you spent most of your feats trying to be tanky, it means you have less feats that synergize with the spells you might want to cast. Trying to go down a healer route while in combat, makes it even more difficult to cast spells: Not to mention that it forces you to be next to the ally taking damage. When most creatures have reach or AoE abilities trying to heal someone will cause the wizard to get hit. Remember the old adage "always target the healer" exists for a reason. Any smart enemy will kill the healer first if they are confident they can deal with the actual damage dealers.

It feels like you are playing with an incredibly generous GM. Given that you view the game as

Quote:
On a greater level, it's about going first and trying to end the encounter right there.
When all PF2 offensive spells are expected to fail more often than not.

gotta check out the spell list!


Blave wrote:
jinofcoolnes wrote:
I am not the primary healer I am the wizard.

It doesn't look like it. The only argument that makes your build a wizard is "you can't cast spells if you're knocked out". Which is a valid argument, mind you, but you invest too much into it.

Even if the wizard class feats aren't to your liking, there's plenty of archetypes that make you better at being a wizard. Witch can give you great one action focus spells, familiar master allows you to cast spells from VERY far away, Scroll Trickster can cast spells from all four traditions, alchemist gets tons of utility buffs, overwatch allows you to make use of fog spells to grant your whole party concealment without downside, rogue or Investigator greatly improve your skills, beastmaster probably adds more "HP" than Medic, and so on.

I think casting spells is just good, it's actually more than good enough.

also, I like many of those archetypes, I really wanted beastmaster tbh. Unfounturely they don't chain together compared to the ones I picked. But, who knows I might try for beastmaster, In a newer version of this build.


SuperBidi wrote:
jinofcoolnes wrote:
I expect to be attacked with the same frequency that a wizard would be attacked.

Then I can tell you with complete seriousness that you don't need all these dedications to survive when it happens.

As a side note, at greater levels, spells will put you down more often than melee attacks. Your weak Reflex save nearly invalidates the tankiness of your build (that's why I say that Fortuitous Shift should garantee your survival as much as your 3 Dedications).

And if you expect to end an encounter with one spell then you're not playing the right game. It will happen, but very rarely. What's your current experience with spellcasters in PF2?

Please check out my spell list, I have some pretty cool combinations in it that really do a lot.

I would say I don't think I factored in reflex saves much as should have at higher levels. I think I could fix that by maybe picking up Evasiveness and Reflexive Shield.


SuperBidi wrote:
jinofcoolnes wrote:

I am not saying it's the same as HP, but, me healing is a free action with a stride isn't really the same as just giving up an to cast battle medicine, and I do damage reduction from crits, alongside the damage reduction of Shield block.

Again, I think optionality exists, having the option doesn't mean, I am forced to use the option when it isn't best to do so, if someone can target a monster better, I can just do something like gives them a 3+ bouns to the check if needed. Many of the skills here are mostly additive here hardly an either/or here.

I don't think the class feats of a wizard are notable, giving up bastions reflexive shields for something like widen spell seems like a waste. Their very little offensive power being lost here.

First and foremost: How often do you expect to end up attacked? Because you have 3 archetypes just to suck damage. Unless you tell me you want to stay in frontline like a martial, I don't understand the point in having that many. Your party should prevent enemies to get to you. So you need to survive one round, if you can move away from the monster, you can go where you won't be hit again.

Then, lots of options is always good. But there are diminishing returns. At some point, you should try to improve your current options instead of grabbing new ones.

And you don't like Wizard feats, don't like int-based skills... I don't understand why you choose to play a Wizard. Your Wizard looks like a non-Wizard. Actually, that's a legitimate question: Why do you want to play a Wizard? I have the feeling that Wizard isn't the class you are looking for.

I expect to be attacked with the same frequency that a wizard would be attacked.

The point is even if the monster breaks pushes through the front line a reaches me, attacking me they would still have to spend a significant amount of effort to bring me down, making the effort almost more trouble than it was worth. On a greater level, it's about going first and trying to end the encounter right there.

I don't really think there are really diminishing returns to defensive, mostly because if you don't die in combat generally you have won. Survivability is just good to have, never really too much. Because those black swan moments when you need it are extremely impactful.

It's also strange that you mention the wizard taking a hit and running as this build does that nearly the best, gaining a significant amount of HP every time it does. is this something wizard expects to be doing or not?

Plus I am really giving up any offensive? Honestly, I am not seeing how Widen spell, Familiar, counterspell, and the advanced schools complete with the dedications. Reach & Spell penetration seems pretty handy, but, still, I can work around not having them early.


Unicore wrote:

The not trying to do it all alone advice is important to remember. If everyone in the party is expected to cover their own healing, then a whole lot of important skills are lost. If the wizard is the primary healer, then there will be too many turns where the party expects you to spend 2 actions at least moving around and healing others. That is going to cut into your spell casting time. Meanwhile, characters like clerics and champions usually benefit from spending actions moving to stay close to allies. Having the wizard move up to perform that role can often end up wasting actions from the party as a whole.

I think this is something about the wizard that is overlooked by a lot of people. The party really should expect the wizard to spend as many actions as possible casting as high of level spells as possible. That is the strength of spell blending thesis after all.

Spending a third action hiding with a decent stealth and dex at low levels and the sneaking to move with greater invisibility is often a super effective third defensive action that plays into your wizard feat strengths. Keeping a bucket full of good one action spells around can also make your wizard more effective. The wizard has some good 3 action spells as well. Bards , druids and clerics often end up filling such specific roles in the party that the whole party has expectations on what they are doing with 1 or even 2 actions every single round. The wizard definitely has one of the most free action economies in the game, but that can be a little deceiving if it ends up with the party expecting you to do something else more often than cast as many spells as possible.

I am not the primary healer I am the wizard.


I am not saying it's extacly the same as HP, but, me healing is a free action with a stride isn't really the same as just giving up an to cast battle medicine, I think it's fair to factor it, at striding is pretty common and cheap action that comes up fairly regularly.

and I do get damage reduction from crits, alongside the damage reduction of Shield block.

Granted, I am not sure even the tanky wizard is surviving multiple attacks with crits, and no ability to stride away or take defensive actions(again if you want to give an example of where the tank wizard is doing well and my wizard dies your welcome too).

Overall, I think some of the edge scenarios being presented here, are scenarios where anyone but the tankiest Champion would manage. I don't assume you think all spellcasters come on to the battlefield and get locked out, auto crited, and have no ability to escape, so I must assume this comes from a misunderstanding of this build role as a wizard, not a tank replacement.

Again, I think optionality exists, having the option doesn't mean, I am forced to use the option when it isn't best to do so, if someone can target a monster better, I can just do something like gives them a 3+ bouns to the check if needed. Many of the skills here are mostly additive here hardly an either/or here.

I don't think the class feats of a wizard are notable, giving up bastions reflexive shields for something like widen spell seems like a waste. There is very little offensive power being lost here.

incredible Fortuitous Shift is pretty cool however, it's spending a reaction for a 50/50 damage reduction(which makes me unsure if it's better than shield block, for common strikes), additionally, Reflexive shield is a better reaction for basic strike as it doesn't cover just one instance of damage like it's competitors do.


Castilliano wrote:

Yeah, "tank" is a party/tactical role blocking out monsters (or driving into the heart of them!), not a comparison internal to a class.

And I'd say your build is of average Wizard toughness (poor) for 1st-6th because of low Dex (mitigated by armor to average) & low Con (mitigated by one Battle Medicine use to average). It's not until you get 2 BMs/hour + Shield Block at 7th that you get a nudge, though many others likely have Toughness and better speed).

And I think it's more "if you're focused on defense, take Reach" than it is "take Reach or be irrelevant, even die". It's like getting a free move. Rather than moving into range-casting-moving back to the safer spot (four actions, can't do cleanly), you're just remaining in the safer spot (three actions, less chance of triggering something). And as you've noted, that's very important w/ touch range spells. (Speaking of which Vampiric Touch is a decent way to improve durability, though IMO that does require Reach to be safe.)

It would be cool if you rolled high on Diviner's Sight, but it's also taking an action (which if you're using Battle Medicine you instead usually should be unleashing a 2-action spell w/ your actions) and a Focus point (so which use will you spend it on? Why not Blessed for Lay on Hands 1/lull + Medic 2/hour?). And as Gortle noted, it's hard to fill those divination slots well.
Note that I still like Diviner's Sight! It's strong out of combat (much like most divination spells); it's just dubious as some game changer re: Medicine. I'd more likely use it when I know a saving throw is coming.

Again, all these choices depend on the party's composition and default strategies.

--
Trouble with the Bone Croupier tactic is the creature can't survive late levels when that 5th level slot can be burnt to augment a better spell. Wizard casts it the first round. If attacked before your second round, it might use its ability to ruin the attack and whoops, that was the point of the critter.
So maybe your PC tells it (because it's your PC...

if we're looking for total effective hit points per battle, The medic dedication is much higher than a base wizard.

for example, let's compare level 7
The tankiest of wizard a standard wizard builds
STR8, CON 18, Wis14, Dex 16, INT 19, CHA 8
with toughness, has 85 HP

Compared to my mere 57 it's a big difference, however, assuming 2 strides(which is reasonable for a battle) and two successful heals per battle at my medicine DC of 16 gives me 58 average extra hp for a total of around 113 hp( one heal give is an average of 84 HP) which gives me same HP of a Champion with toughness maxing CON.

[I am using this spreadsheet to derive the average amount of my heal, however, it doesn't factor in godless healing or the medic dedication, which is something I am factoring in(the potential max is HP I can get from 2 heals is a 165]
[removed]

Plus there’s other stuff like medium armor specialization(Reduce the damage from critical hits by 4 + the value of the armor’s potency rune for medium armor), 1- AC if the base wizard doesn't have light armor, shield block, and Armor stuff that could prove helpful.

As for the reach stuff, I could just use longer-ranged spells, if the situation is life or death like you say. So it's more of a loss of using my most ideal spells as opposed to striding into death as you say.


Deriven Firelion wrote:

When I design a caster, I like to look at the spell list and plan a spell strategy. That informs my feats and other choices with a class.

With a wizard I am trying to play to its strengths which is intelligence and lots of casting, so I like feats like the one that gives you scrolls and perhaps extra uses of bonded items.

I tend to look for good sustained spells on the list because Effortless Concentration is one of the best Action Economy boosters casters get. It's high level, but if you get there it is really good.

Do you plan to generally cast as needed hoping you have the right spell or does this build have a particular spell strategy?

You're kind of tanky or tankier than a standard wizard. It seems like this wizard might be a good evoker able to use their advanced focus spell because they will be able to survive being more up close and personal in battle. So you can launch that AoE spell while activating your focus spell to hit everything around you.

The build has a spell list actually.

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Gortle wrote:

Spell blending is pretty good. + Drain Bonded Item, + School Specialisation => getting 5 or 6 top level spell slots is great compared to a sorcerers 3 or 4.

However you have chosen the Divination school. Which is really light on good spells. On the plus side you can sack all your Divination Schools slots to spell blending which removes a lot of that limitation. But you can't do that with your top 2 spell levels. What are you actually taking in those top 2 slots from Divination?

Looking at your own spell recommendations you only highlight two divination spells: Anticipate Peril (level 1), and Foresight(level 9). I totally agree with Foresight being awesome and its a great selection for level 9. I am not that keen on Anticipate Peril as there are other ways to get status bonuses to skills and initiative. To my mind it is just OK, not great. The other divination spells are useful they are just not things I have to have in a top level slot.

To my mind you are wasting 2 slots at character levels 5 to 16, mostly they will be stuck in Anticipate Peril or another less powerful spell. When you also realise that many of your spell recommendations are also available to primal and many are summons (a primal sorcerer can get an extra top level slot here) I'd be taking a primal Phoenix sorcerer. It gets Disintegrate and Contingency. It can take the cross blooded feat to get another spell from arcane that you want (3 at level 18). You get a couple of extra top level slots at level 16 with Greater Vital Evolution. You haven't lost any low level spells, your Charisma skills will be better, you don't have a Dex problem or wasted Int score, and you will actually use all your top level slots rather than have slots trapped in a ordinary spell, you have effectively more high level slots.

For me if I was playing this build of wizard - which I do think is a good build, I'm just being reservered about calling it great, tastes differ - I'd be taking Illusion or Conjuration as my school.

Divination is nice if you roll pretty decently you can guarantee a free saving throw or a free large heal. Other than using spell blending to get rid of lower level bonus spell slots, I really like anticipate peril, Going first to me is just super impactful for a control build, and in many cases is worth Chancing a max slot for. But, yea I agree I should have included more divination spells in the list.


I think I made a mistake, I think using the term tank implied I this build wishes to replace Champion/fighter as the party tank. This is a wizard build there isn't any real reason to compare the tackiness of this build to champions.

it's more reasonable to compare this to the tankyness of other wizard builds, of which in the scenarios presented, where the monster breaks past my defense regardless of any spells I may have casted, crits me regardless of my improvements to my AC, and then if I am still alive attempts to hunt me. How are other wizards surviving that, is the implication here are wizards are an unviable class that has no ability to survive on the battlefield?

Again This is a wizard build with additional options, I don't have to be within 30 feet of anyone if that is not optimal for a situation, I don't have to run up and heal, or use One for all, if it isn't the optimal thing to do, however, if it is, I can do it which is something another build wouldn't have the choice to do so.

I think if you look at other wizard builds I think this build just outshines them, Wizards don't have many good feats, and I find the dedications here far surpass the regular build route.

Also, I think the statement you need the reach metamagic for a wizard to be revalent(the implication here if is a wizard moves as opposed to using the reach meta magic they will die) is bit much,

you still play action for it(at least I get a free action heal), even with reach you will likely still be striding as reach does scale past 30ft, and lastly, if your fighting monster of a high caliber that wants to reach you, and extra 30ft isn't going to stop them for long which in that case a less defensive caster will have to deal with a monster that can easliy crit, and by what was stated above, that caster should die quickly.

Granted the Reach meta magic is pretty good, however, And there actually space to use this in the build, goblin pox with 30ft range is nice to have.

Besides the reach meta magic, what else is being given up here? Not sure if there are any real combat sacrifices being made as wizard? Is there an example of a wizard build I can use to get more ideas?


Also, I am not a champion I don't just tank attacks and heal, the "tank" of this build is intended not to replace the defensive stack of wizards but, to be in addition to spells like:

invisibility
Mirror image
Stoneskin
Time Jump
Unexpected Transposition
Contingency
Corrosive Body/Fiery Body
Energy Aegis
and more.


I'll just mention within the full guide there are a few variant versions. in addition, there are a few more variant versions for where you expect the campaign to end.

Half-Orc Variant
If you aren’t a fan of halfling lucky you can simply switch it out for Orcish ferocity Some might even argue this is the stronger version of the build

Level One
Class Wizard
Arcane School Divination
Arcane Thesis Spell Blending
Ancestry Human
Heritage - Half-Orc
Ancestry feat - General Training - Armor Proficiency(retrain at level 6).
Background - Field Medic

Level Five
Ancestry Feat - Orc Ferocity

Level Thirteen
Ancestry Feat - Incredible Ferocity

Sorcerer Variant

STATS
STR 8, CON14*, DEX12*, WIS 16*, INT 8, CHA 18*
The ”*” indicates the ability score is boosted each ability score increase

You could build a Sorcerer with no changes in the build until Level 16, Though you lose the usefulness of Spell Blending, Diviner’s sight, and Spell combination, however, your stat distribution is far better.

Maybe I overrated spell blending too much, I think just extra uses of Gaint skunk, Slow, Wall of Stone, Coral Explosion, Bone croupier, bone empress worm matter a lot, and sorcerers's 4,4 when it comes to their best slot is too limited compared to the wizard's 5,6, to me, this matters more than even my stat distribution as casting good spells, are what win me the game.


Castilliano wrote:

"1. Dunno maybe I don't know what tanky is, but, being able to heal more than half my health with a stride 2 per encounter,2+ AC on-demand, plus the ability to reduce crit damage, alongside all of the defensive stacks the wizard gives you. Am I not sure how that doesn't result in a "hard to kill character"?

2. The enabling crits comment was the use of all for one, giving a player 3+/4+ to attack roll with a long-distance aid check, I think that is amazing, not sure if they is a bigger bonus I could give for one action?

3. The halfling thing is a good point, I could just make this halfling with some work applied to it(IF I choose cultural adaptation I wouldn't be able to get halfling luck at level 5?).

4. Yea, I keep a free hand.

5. As for why wizard, Spell blending is amazing. I have a spell guide that shows some of the insane stuff you can do with spells, and I want to keep doing that as much as I can. Additional diviner's sight also isn't a bad action to just tack on."

1. That's does make a Wizard tankier, but never tanky. That's why so many people mention Reach spell. That inescapable inability to tank is why some are wary you'd take Medic where you have to get adjacent to an ally, though I can see it's perhaps mainly for personal use. It's also why the 30' range of One for All looks dicey.
To put it perspective, the martial PCs at minimum have to do what you're suggesting just to get by and they have higher saves and much higher hit points (and more purpose being there). A Warpriest with all its armor and Shield Block is somewhat expected to Heal itself to endure the front. Personally I think only Champions, defensive Monks, and shield Fighters should remain in front, with other martials skirmishing instead. One of the devs even asserted that a Step away from an enemy is better than Raise a Shield (though I haven't fully accepted that yet).

The reason you can heal more than half your health is because your health is so poor. You can consider Wizards pre-damaged. :-P
A normal AoE from an...

CR Dmg HP

0 3 0
1 5 15
2 8 22
3 9 29
4 10 36
5 14 43
6 16 50
7 18 57
8 20 64
9 22 71
10 26 88
11 25 96
12 28 104
13 30 112
14 34 120
15 41 143
16 38 152
17 36 161
18 41 170
19 47 179
20 46 208
21 32
22 45
23 53

So I used this chart
https://www.reddit.com/r/Pathfinder_RPG/comments/97tb5w/2e_average_monster_ stats_and_spell_success_rate/

to compare average monster level's just pure damage and put it against my Hp, now I am not sure if the Claim One-shot by an AOE is true(maybe level 1-3) is true, it does make me want to take toughness, or use spells like invisibility more often.


Sorry, I tried to link to the full version twice for some reason the links just broke. this link should.

The guide here is much longer and includes variant versions.

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Deriven Firelion wrote:

Odd build. Not what I would do with a wizard. If you have fun playing it, more power to you.

Not sure why you're focused on healing as a wizard. Is your group lacking?

Casters who want to do a lot of what you want to do need to have 1 action available for sustaining spells and usually get Effortless Concentration to add on to action economy.

Why are you the intimidate guy? You don't have a charisma class with you?

In general, it looks like an unfocused mess that tries too hard to do too much.

Seems like you'd be better off being a sorcerer with this build, an arcane sorcerer of some kind so you can still change out spells.

It's a playable build in PF2 as any build is playable in PF2. Just hope you're in a group that will take advantage of a Swiss army knife build that gives up optimization for variability.

Maybe you're the main group healer or playing with a bunch of martial players who are focused on damage dealing. This character would probably fit in such groups as it's kind of a jack of all trades, master of none build.

The medic dedication is just too good to pass up even if there was a healer. I am gonna take damage, and I like to stride. Thus the ability to heal such a significant amount while moving is always extremely useful and far exceeds what my class features can give me.

Maybe it's me, and I don't get it, but, One for all is really powerful? I can almost guarantee criting a DC 20 check, meaning I can give any of my teammates a 3+/4+ to their attack roll for just an action + a reaction. Maybe I am wrong I think 3+/4+ is a lot.


Castilliano wrote:

(Please move to Advice)

You're going to have to calibrate your expectations, at least if you're playing in APs and other challenging adventures. (PFS is less difficult so ignore all this if playing there!)
"Impact the battlefield with powerful AOE effects, action denial abilities, enabling massive crits for your party, all while being extremely hard to kill.

Wizards (or more specifically the Arcane spell list) can deliver AoE effects and action denial abilities. Check, but do expect enemies to survive; you'll do more than your share though.

"Enabling massive crits" is not a thing. Buffs are incremental in PF2, and often too short term (especially if pausing to do Medicine, recharge Focus Points, or repair shields). Buffs remain worthwhile, just not like in 3.X/5.0/PF1. Wizards can do okay at this, though often it's in the form of debuffing the enemy's AC/saves rather than bumping up the allies directly.
Of course there's a budget in spell slots as to how much of AoE/action denial/buff-debuffing that's available, but they're all doable.
(I see you later going for One for All, though I'd say a Wizard's not the best source for that. Hopefully the team can Aid well, yes, but the Wizard's not typically the best source.)

Wizards cannot become "extremely hard to kill", at least not alone. You will have to rely on your party and there's no getting around that fact. Even if you invested a major portion of your spell slots into defense and h.p., your Wizard would remain at risk. This includes going the Sentinel/Bastion route, since a Wizard's saves and hit points struggle and your build focus most of its energy on AC. Even at your best AC (or a Ranger's/Rogue's/etc) you will get hit consistently, leading to a Grab, Knockdown, poison, or some other major mishap a Wizard can't weather.

There are other statements that make me wonder:
-Does your campaign only fight one battle per hour? That seems situational IMO.
-Being able to move & Battle Medicine defensively is great, you're right, but it's still...

1. Dunno maybe I don't know what tanky is, but, being able to heal more than half my health with a stride 2 per encounter,2+ AC on-demand, plus the ability to reduce crit damage, alongside all of the defensive stacks the wizard gives you. Am I not sure how that doesn't result in a "hard to kill character"?

2. The enabling crits comment was the use of all for one, giving a player 3+/4+ to attack roll with a long-distance aid check, I think that is amazing, not sure if they is a bigger bonus I could give for one action?

3. The halfling thing is a good point, I could just make this halfling with some work applied to it(IF I choose cultural adaptation I wouldn't be able to get halfling luck at level 5?).

4. Yea, I keep a free hand.

5. As for why wizard, Spell blending is amazing. I have a spell guide that shows some of the insane stuff you can do with spells, and I want to keep doing that as much as I can. Additional diviner's sight also isn't a bad action to just tack on.


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Hey, I am still having trouble formatting my text on this forum.

Here is the link to the full version for some reason the full version is broken on the original post.

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Gortle wrote:

My opinion on this build.

It bascially a Spell Blending Wizard with the two feats first being Spell Penetration that you have taken in class, and that was 10 levels after it was available clearly not that important to the build. Plus Spell Combination which is OK but for level 20 I'm not really feeling it, so I'm thinking that is sarcasm on your part again.

You have taken a number of really useful generic build bits and tacked them on:

Sentinel for some good armour feats. It is solid. Though I normally just take a general feat in Armor Proficiency and retrain out when my Dexterity gets high enough for unarmoured (bracers/explorers clothes) to work. But you want the resistance bonuses cool.

A number of feats to get Quick Shield Block. Solid again. Yes I do like real shields over the shield spell. The +2 AC bonus and the extra resistance is just better and the disadvantage of no magic missile defense is normally unimportant. For me it falls into the same situation as Spell Penetration. If your game is going to come up against a lot of enemies that are built like PCs - then they will sometimes have magic missile or spells up to give them status bonuses. But if not you will rarely see them.

Medic done well. I agree that Doctor's Visitation is awesome action economy. Its like a one action heal with range. Thankyou for reminding me and putting it in a build.

You are going to have to be careful here with the number of hands you have free for battle medicine. As you will need a hand to cast spells, you have got a shield in one, so I'm thinking that you aren't going to be using a staff.

The way you have minimised the class feat cost by using skill feats is very nice.

Now for the feedback. Why are you a wizard? I'm not seeing that you are doing anything with your intelligence score. You have worked really hard on your AC and healing but your Reflex saving throw is a couple below where it...

SpellBlending to me is just too powerful to pass up, having 6 max-level slots per day just makes you the most impactful person on your team.

if you check the spell guide part of my guide(in the link), there is a large number of combos I want to do a lot, some of them just win buttons, casting them more means more encounters wons.

As for the AC/reflex stuff, I'll see if there is a way to change up, though the crit damage reduction from medium chain mail is pretty good.

And sentinel doesn't cost me much at all.


Hello, I just started out learning about the game and I wanted to build the strongest build I could possibly make, Here's my attempt, I would love feedback so I can better improve the build. Thank you!

For better readability and the rest of the build(this post is only half), check it all out here
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Goals of the Build
Impact the battlefield with powerful AOE effects, action denial abilities, enabling massive crits for your party, all while being extremely hard to kill.

Everything in the Guide can be Commonly Acquired

Stats

Ability Scores
Level 1
STR 10, DEX 12, CON 12, WIS 14, INT 18, CHA 12
Level 5
STR 10, DEX 14, CON 12, WIS 16, INT 19, CHA 14
Level 10
STR 10, DEX 14, CON 14, WIS 18, INT 20, CHA 16
Level 15
Str 10, DEX 14, CON 16, WIS 19, INT 21, CHA 18
Level 20
STR 10 DEX 14, CON 18, WIS 20, INT 22, CHA 20

Skills

Intimidation
Medicine
Diplomacy

Level Progression

Level One
Class Wizard
Arcane School Divination

Arcane Thesis Spell Blending
My choice for Spell Blending was inspired by this awesome guide ”Blue Frog's Hideously Biased guide to the (Spell Blending) Wizard” Check out the guide to learn all of what Spell blending can do.

Ancestry Human
Being human will allow us to get as many feats as we will need, allowing us to pull off stuff no other ancestry will be able to do.
Heritage - Versatile Heritage - Adopted Ancestry(Halfling)
We are able to take halfling feats, amazing!
Ancestry feat - General Training - Armor Proficiency(retrain at level 6)
A Chain Shirt allows us to have a manageable AC at this level.
Background - Field Medic
Field medic allows us to quickly grab Battle Medicine, an amazing feat.
Diviner's Sight

Level Two
Skill Feat - Godless Healing
Class Feat - Medic Dedication
The combination of Godless healing, The Medic Dedication, and Battle Medicine
allows us to gain an easy 19 average hp(in some cases a full heal) almost whenever we need it. Pretty awesome! Additionally, we can use Diviner's Sight almost like pseudo-assurance allowing us to roll and use the correct Treat Wounds DC based on the result(or what we rolled if the result was too low).

Godless healing
you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Medic Dedication
Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour

You use godless healing, you're now immune for 1 hour, and then you use medic dedication to bypass that immunity for one hour(when you reach master, before master it’s once per day), meaning each hour you could use battle medicine twice, one making you immune, the other bypassing that immunity.

Here’s a useful spreadsheet showing the optimal Medicine DC you should attempt based on your Medicine modifier and the amount of average HP you should expect(taking failure rates in account).

However, there are 2 significant differences between you and the chart

1. You get 5 + 5/10/15/(based on your proficiency level) in bonus HP, this slightly changes which DC you should select as it rewards you more for picking a higher DC.
2. If you roll well via Diviner’s sight you can auto win.

Level Three
General Feat - Continual Recovery
Being a full HP for each combat is just a requirement in Pathfinder 2e Continual Recovery helps us do that.

Level Four
Skill Feat - Treat Condition
Class feat - Doctor's Visitation
Now we can stride and heal, Insane action economy.

Level Five
Ancestry Feat - Halfling Luck
We get halfling luck, granting us a reroll, on a failed save once per day. Not bad as sometimes you can be one failed reroll away from death sometimes.

Level Six
Skill Feat - Armor Specialist
Class Feat - Sentinel Dedication
(Retrain Level 1- Armor Proficiency with Incredible Initiative)
Here we finally pick up Sentinel Dedication. While making the switch to medium armor we also pick up the Armor Specialist feat, allowing us to reduce the damage we take from cirts when we use Chain mail. Additionally, we retrain our level one Armor Proficiency with the feat to incredible initiative.

Level Seven
General Feat - Shield Block
We get master proficiency in medicine allowing us to stride and heal twice per encounter, making it very hard to die. Also, we get Shield Block which prepares us for the next level.

Level Eight
Skill Feat - Steel Skin
Class Feat - Bastion
We get a reflexive block, basically adding 2+ AC to vs melee attacks all the time. Very useful!

Level Nine
Ancestry Feat - MultiTalented - Swashbuckler Dedication
Here we pick up swashbuckler for its effect later.

Level Ten
Skill Feat - Intimidating Glare
Class Feat - One for All
One for all is amazing, allowing us to use a ranged Diplomacy check to aid our allies.

Level Eleven
General Feat - Ancestral Paragon - Cooperative Nature
With cooperative nature, we massively improve our chances to crit succeed on One for All Aid checks.

Level Twelve
Skill Feat - Battle Cry
Class Feat - Quickened Casting
We improve our action economy. First, we get Battle cry allowing us to demoralize a foe next to us for free at the start of combat, Second we get Quicken casting allowing us to create some nasty setup for important fights

Level Thirteen
Ancestry Feat - Incredible Luck (Halfling)
Now we can reroll per encounter!

Level Fourteen
Skill Feat - Quick Repair
Class Feat - Quick Shield Block
Quick Shield Block we can fully utilize our shield by having it reduced damage. Thanks to Quick Repair we can easily fix our shield after battles

Level Fifteen
General Feat - Scare to Death
Scare to death is a very useful feat, a one-action ability that has the chance to cause 2 fear, and maybe instant kill a weaker foe. Doesn’t work with intimidating glare RAW, however.

Level Sixteen
Skill Feat - Bon Mot
Class Feat - Spell Penetration
We pick up Bon Mot for another Action we can opt to do if the situation arises, and spell Penetration as most opponents we face at this level will have some type of spell resistance.

Level Seventeen
Ancestry Feat - Heroic Presence
Free team buff!

Level Eighteen
Anything you want here

Level Nineteen
General Feat - Canny Acumen
We get our final initiative boost, allowing us maybe a hope to win vs some of the ultra-powerful boss monsters of this level initiative-wise.

Level Twenty
Skill feat - Tattoo Artist(Ask your dm before selecting this could break the game)
Class Feat - Spell Combination

“Normally in my games, I ban Tattoo Artist as it makes the game rather unbalanced, however, I felt it was right to include in the guide so others could be aware. Please talk to your DM about what type of game you wish to play and if they can handle having Tattoo Artist in the games they wish to run. Please do not randomly surprise your DM with Tattoo Artist. “
(This is a joke currently Tattoo artist is useless pick anything you like)

Unimportantly in comparison, we also get the Class feat Spell Combination which allows a variety of spell combos to utterly defeat our opponents, mostly stacking debuffs.