Need advice for new character... Lvl 6 wizard


General Discussion (Prerelease)

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I am getting ready to start playing in a new campaign locally using the Pathfinder beta rules. We will all be starting out at level 6 and I am going to play a wizard. I am seeking advice on how I should set my starting attributes and as to what feats, etc. would be really good for me to take. We are doing the 25 point epic high fantasy point buy. I am still learning about Pathfinder so this is kind of a learning experience for me.

Thanks in advance!


daddystabz wrote:

I am getting ready to start playing in a new campaign locally using the Pathfinder beta rules. We will all be starting out at level 6 and I am going to play a wizard. I am seeking advice on how I should set my starting attributes and as to what feats, etc. would be really good for me to take. We are doing the 25 point epic high fantasy point buy. I am still learning about Pathfinder so this is kind of a learning experience for me.

Thanks in advance!

A lot of advice will depend on any kind of 'specialization' you have in mind, or if you have a particular shtick or theme in mind as well as any kind of "gear budget" you have.


I will post what I come up with in PCGen and you all can let me know what you think. Also, how do you determine how much gold (wealth) you should have at level 6?


16,000 gp


daddystabz wrote:
I will post what I come up with in PCGen and you all can let me know what you think. Also, how do you determine how much gold (wealth) you should have at level 6?

Table 12-4: Character wealth by level.


Max out as Int as much as you can. Con and Dex are also handy in that order.

With the beta rules you have to be a Universalist Wizard. What you get is just to good not to. I played a necromancer that was actually a universlist that just focused on necromantic spells. Free metamagic is just too good to give up.


Here is what I've come up with thus far for a lvl 6 Wizard. It is kind of long so I apologize in advance.

Name: Kameron
Race: Half-Elf
Player: Jonathan Baldridge
Classes: Wizard6
Hit Points: 33
Experience: 15000 / 23000
Alignment: Neutral Good
Vision: Low-light
Speed: Walk 20 ft.
Languages: Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome
Stat Score Mod
STR 10 (+0)
DEX 14 (+2)
CON 13 (+1)
INT 21 (+5)
WIS 10 (+0)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 4 5.0 2 -3
Appraise 14 6.0 5 3
Bluff 3 3.0 0 0
Climb 1 4.0 0 -3
Craft (Untrained) 5 0.0 5 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist 0 1.0 2 -3
Heal 4 4.0 0 0
Intimidate 0 0.0 0 0
Perception 6 6.0 0 0
Perform (Untrained) 0 0.0 0 0
Ride -1 0.0 2 -3
Sense Motive 5 5.0 0 0
Spellcraft 17 6.0 5 6
Stealth 0 1.0 2 -3
Survival 0 0.0 0 0
Swim -3 0.0 0 -3
Use Magic Device 6 6.0 0 0

-------------------------- Feats ---------------------------
Combat Casting
You are skilled at casting spells when threatened or distracted.

Maximize Spell
Your spells have the maximum possible effect.

Point Blank Shot
You are especially accurate when making ranged attacks against close target.

Quicken Spell
You can casting spells in the fraction of the normal time.

Skill Focus (Spellcraft)
CMB Output
-------------------- Special Abilities ---------------------
1) Trait: Rich Parents (900 starting gold) 2)
2) Trait: Classically Schooled (+1 bonus to Spellcraft checks)

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 12 / 12 / 10
Initiative: +2
BAB: +3
Melee tohit: +3
Ranged tohit: +5
Fortitude: +5
Reflex: +6
Will: +7
Unarmed attack:
to hit: +3
damage: 1d3
critical: 20/x2
Crossbow, Heavy:
to hit: +5
damage: 1d10
critical: 19-20/x2
range: 120 ft.
Quarterstaff:
to hit: +3
damage: 1d6
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Cloak of Resistance +2 1 1lbs
Outfit (Explorer's) 1 8lbs
Backpack (57.125 lbs.)
Bedroll 1 5lbs
Flint and Steel 1 0lbs
Lantern (Hooded) 1 2lbs
Rations (Trail/Per Day) 5 5lbs
Wine (Common/Pitcher) 5 30lbs
Bolts (Crossbow/50) 1 5lbs
Wand of Cure Light Wounds 1 0lbs
Wand of Acid Arrow 1 0lbs
Crossbow (Heavy) 1 8lbs
Crossbow (Heavy) (8 lbs.)
Total weight carried:
Current load: Medium
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Wizard Spells

Level 2
Acid Arrow (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 3 rounds Range: Long (640 ft.) Components: V, S, M, F
SR: No Effect: Ranged touch attack; 2d4 damage for 3 rounds. Target: One arrow of acid

------------------------ Description -----------------------
Height: 6' 0" Weight: 160 lbs. Gender: Male
Eyes: Purple Hair: White,Long Skin: Caucasian
Dominant Hand: Right Quirks: ,
Speech style: Eloquent Quotable:
Full Description

Background


You won't be able to use Maximize or Quicken until level 8 if you are a Universalist or level 9 if you are any other school specialist; take those feats at later levels.

Maximize can only be applied to spells with variable numeric effects, which tend to be direct damage spells, which also tend to be sub-optimal choices for the Wizard. I wouldn't suggest taking it at all.

Point Blank Shot, this feat is only useful if you are planning to focus on ray spells. If you are planning to focus on ray spells you also need to pick up Precise Shot.

Level 2 has a ton of great spells. Acid Arrow isn't really one of them.

Silver Crusade

Pathfinder Adventure Path Subscriber

And why the Cure Light Wounds wand ?


Would I not be able to use Cure Light Wounds to help heal myself by using that wand and my Use Magic Device skill? My school specialty is Evocation so I plan on being kind of a nuker, thus Point Blank Shot is nice to have. I also wanted to take Point Blank and Precise Shot because I use a heavy crossbow when I run out of spells.

Do you think I should maybe dump Point Blank Shot for maybe Toughness to bolster my HPs a bit? What are your suggestions?


Argothe wrote:

You won't be able to use Maximize or Quicken until level 8 if you are a Universalist or level 9 if you are any other school specialist; take those feats at later levels.

Maximize can only be applied to spells with variable numeric effects, which tend to be direct damage spells, which also tend to be sub-optimal choices for the Wizard. I wouldn't suggest taking it at all.

Point Blank Shot, this feat is only useful if you are planning to focus on ray spells. If you are planning to focus on ray spells you also need to pick up Precise Shot.

Level 2 has a ton of great spells. Acid Arrow isn't really one of them.

I must concur on the meta magic feat ideas. Silent spell might be useful at this level. Precise Shot sounds like a good call too.


daddystabz wrote:

Would I not be able to use Cure Light Wounds to help heal myself by using that wand and my Use Magic Device skill? My school specialty is Evocation so I plan on being kind of a nuker, thus Point Blank Shot is nice to have. I also wanted to take Point Blank and Precise Shot because I use a heavy crossbow when I run out of spells.

Do you think I should maybe dump Point Blank Shot for maybe Toughness to bolster my HPs a bit? What are your suggestions?

You will need to roll a 14 to activate a CLW wand; you might want to consider a wand of Shield instead. If you go with potions of CLW instead of the wand they will cost 50 GP per shot rather than 15 GP per shot, but you can count on them to work when you need them to.

Also remember to hold some GP in reserve to make your own scrolls at reduced cost. It's always good to have some extra haste and fireballs on tap as well as SoS, SoD, and general utility.


Those are excellent suggestions, Bitter Thorn. I took your advice in both instances. I bought a Wand of Shield and bought 8 Cure Light Wounds potions. As for my feats....I still have Point Blank Shot, Precise Shot, and Combat Casting so far. Do you all have any suggestions on either changing or keeping some of my feats around at all for a caster who uses a heavy crossbow when he runs out of spells?

Are you saying I should swap Point Blank Shot for Silent Spell?


Since you are starting at level 6 I wouldn't bother spending feats to help you use a weapon you will hardly ever use after another level or so. If you are allowed the retraining option then it might be worthwile, otherwise I'd skip it.

That being said if you are launching ranged touch spells into melee they can still come in handy.

I find Improved Iniative (so you can do crowd control or drop AE spells before the melees engage) to be great as well as Spell Penetration as well as the feat which boosts the save DCs of a single school (great if you favor one over the others).


So, given my school specialty of Evocation, do you all think I should drop Point Blank Shot and replace it with either Toughness or Silent Spell then? I know that some of my spells do work off of ranged touch attacks.


daddystabz wrote:
So, given my school specialty of Evocation, do you all think I should drop Point Blank Shot and replace it with either Toughness or Silent Spell then?

Toughness helps when you have enemy spell casters gunning for you, but I've never found that much use in Silent Spell. It's handy when sneaking around or silenced but my group tends to be the kick down the door type.


daddystabz wrote:
So, given my school specialty of Evocation, do you all think I should drop Point Blank Shot and replace it with either Toughness or Silent Spell then? I know that some of my spells do work off of ranged touch attacks.

That really depends on your offensive focus. If you're going to use rays and such frequently than point bank shot and precise shot are attractive. The Orb of Acid, Lesser Orb of Sound etc. from the spell Compendium make these feats even more useful.

I like silent spell for stealth reasons as well as the very common Silence spell. I find it particularly handy for Sorcerers. YMMV

EDIT: Ninja'ed silent spell is a popular choice in our lower level games, but it can be highly variable from game to game.


Vaellen wrote:
daddystabz wrote:
So, given my school specialty of Evocation, do you all think I should drop Point Blank Shot and replace it with either Toughness or Silent Spell then?
Toughness helps when you have enemy spell casters gunning for you, but I've never found that much use in Silent Spell. It's handy when sneaking around or silenced but my group tends to be the kick down the door type.

So you suggest trading Point Blank Shot for Toughness then? It wouldn't be worth keeping Point Blank Shot for those ranged touch attack spells?


A lot of it depends on the length of the campaign and your DM. Now that the magic item creation involves no xp loss, we find the creation feats much more useful then under 3.5.

If I had to pick my feats for a level 6 Evoker, I'd pick Improved Initiative, Spell Focus: Evocation, and then something else.

I'd probably pick up spell penetration at level 8 since that's when you start seeing more creatures with SR.


It will be a long-term campaign. We plan on playing through epic level.


In all seriousness I would suggest something other than an Evoker; in my opinion Evocation and Enchantment are the weakest schools. Direct Damage magic doesn't keep pace with the damage output capabilities of non-casters and in general Save or Suck is far more effective. For a good aligned character I would play a Conjurer and for a neutral aligned character I would play a Necromancer.

Cross-bow, if you stick with Evoker you won't need the cross-bow, you get an unlimited use ranged touch attack at level 1. Conjuration, Transmutation and Universal also get ranged attack options at level 1.

As for feats, if you are going to focus on rays you should go with:

Point Blank Shot
Precise Shot
Combat Casting

If you are going to play any other sort of caster you should go with:

Improved Initiative
Combat Casting
Spell Focus

In either case you get a bonus feat at 5th level that must be a metamagic or item creation feat. I would go with Craft Wand, Craft Wondrous Item or Craft Magic Arms and Armor; I am not a fan of the metamagic feats, I would only suggest them if you end up as a universalist.


I just played a Beta Wizard from 1-17th level, and it was some of the most fun I ever had playing D&D! You have some fun times ahead...

Quick thoughts:
Skip the crossbow, like others have said, you will never use it. A wand of magic missile (CL 3) or a wand of scorching ray is MUCH better. If you are really into the crossbow (or longbow), think about an Eldritch Knight, but ponder that option carefully.

Feats:
Improved Initiative - Good for staying ahead of trouble

Spell Penetration - by the time you need it, there will be many useful feats available, and you will wish you had already taken it.

Point Blank and Precise Shot - Not bad if you get some sort of ray spell like ability as an evoker, but to make them worth taking at this level you should plan on using a lot of ray spells.

Spell Focus - +1 is nice, but there might be feats that will make your character more fun and interesting to play, rather then just the occasional bonus.

Toughness is pretty sweet, but you might be better off going for Con instead, and using the feat for something different.

Skip the skill focus unless you are doing it for rollplay reasons or to qualify for something.

Any Meta magic or item creation feats should be saved for 5, 10, or 15th level wizard bonus feats. I would get craft wand first, then empower spell, then see where the game takes you.

Above all, play the character YOU want to play and have fun.


Argothe wrote:

In all seriousness I would suggest something other than an Evoker; in my opinion Evocation and Enchantment are the weakest schools. Direct Damage magic doesn't keep pace with the damage output capabilities of non-casters and in general Save or Suck is far more effective. For a good aligned character I would play a Conjurer and for a neutral aligned character I would play a Necromancer.

Cross-bow, if you stick with Evoker you won't need the cross-bow, you get an unlimited use ranged touch attack at level 1. Conjuration, Transmutation and Universal also get ranged attack options at level 1.

As for feats, if you are going to focus on rays you should go with:

Point Blank Shot
Precise Shot
Combat Casting

If you are going to play any other sort of caster you should go with:

Improved Initiative
Combat Casting
Spell Focus

In either case you get a bonus feat at 5th level that must be a metamagic or item creation feat. I would go with Craft Wand, Craft Wondrous Item or Craft Magic Arms and Armor; I am not a fan of the metamagic feats, I would only suggest them if you end up as a universalist.

So, for a neutral good aligned character, you would suggest I go with School Focus Conjuration, Argothe?


Here is the newest version of my lvl 6 wizard, now with point blank shot, precise shot, and combat casting. He also changed school focus to Conjuration now.

Name: Kameron
Race: Half-Elf
Player: Jonathan Baldridge
Classes: Wizard6
Hit Points: 33
Experience: 15000 / 23000
Alignment: Neutral Good
Vision: Low-light
Speed: Walk 20 ft.
Languages: Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome
Stat Score Mod
STR 10 (+0)
DEX 14 (+2)
CON 13 (+1)
INT 21 (+5)
WIS 10 (+0)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 4 5.0 2 -3
Appraise 14 6.0 5 3
Bluff 3 3.0 0 0
Climb 1 4.0 0 -3
Craft (Untrained) 5 0.0 5 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist 0 1.0 2 -3
Heal 4 4.0 0 0
Intimidate 0 0.0 0 0
Perception 6 6.0 0 0
Perform (Untrained) 0 0.0 0 0
Ride -1 0.0 2 -3
Sense Motive 5 5.0 0 0
Spellcraft 17 6.0 5 6
Stealth 0 1.0 2 -3
Survival 0 0.0 0 0
Swim -3 0.0 0 -3
Use Magic Device 6 6.0 0 0

-------------------------- Feats ---------------------------
Combat Casting
You are skilled at casting spells when threatened or distracted.

Craft Wondrous Item
You can create wondrous items, a type of magic item.

Point Blank Shot
You are especially accurate when making ranged attacks against close target.

Precise Shot
You are adept at firing ranged attacks into melee.

Skill Focus (Spellcraft)
CMB Output
-------------------- Special Abilities ---------------------
1) Trait: Rich Parents (900 starting gold) 2)
2) Trait: Classically Schooled (+1 bonus to Spellcraft checks)

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 12 / 12 / 10
Initiative: +2
BAB: +3
Melee tohit: +3
Ranged tohit: +5
Fortitude: +5
Reflex: +6
Will: +7
Unarmed attack:
to hit: +3
damage: 1d3
critical: 20/x2
Quarterstaff:
to hit: +3
damage: 1d6
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Cloak of Resistance +2 1 1lbs
Outfit (Explorer's) 1 8lbs
Backpack (44.1875 lbs.)
Bedroll 1 5lbs
Potion of Cure Light Wounds 8 0lbs Special: Cures 1d8+1 damage
Wand of Shield 1 0lbs
Flint and Steel 1 0lbs
Lantern (Hooded) 1 2lbs
Rations (Trail/Per Day) 5 5lbs
Wine (Common/Pitcher) 5 30lbs
Wand of Acid Arrow 1 0lbs
Wand of Magic Missile 1 0lbs
Total weight carried:
Current load: Medium
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Wizard Spells

Level 2
Acid Arrow (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 3 rounds Range: Long (640 ft.) Components: V, S, M, F
SR: No Effect: Ranged touch attack; 2d4 damage for 3 rounds. Target: One arrow of acid

------------------------ Description -----------------------
Height: 6' 0" Weight: 160 lbs. Gender: Male
Eyes: Purple Hair: White,Long Skin: Caucasian
Dominant Hand: Right Quirks: ,
Speech style: Eloquent Quotable:
Full Description

Background


Discuss with your DM if spell penetration is going to be a necessity.


Takamonk wrote:
Discuss with your DM if spell penetration is going to be a necessity.

I will seriously be looking at taking Spell Penetration for my next feat.


Conjuration has a great selection of spells. I always try and focus on spells that gimp the other side. You have fun and it makes the rest of your time shine and they'll love you for it.

Spells like Ray of Enfeeblement, Glitterdust, Slow and Solid Fog are all winners (not all conjuraion I know)


I find Craft Wondrous Item to be very useful also. You should consider crafting a +1 Headband of Intellect. It would cost you all of 500 GP in materials.


Bitter Thorn wrote:
I find Craft Wondrous Item to be very useful also. You should consider crafting a +1 Headband of Intellect. It would cost you all of 500 GP in materials.

It will also require convincing your GM to allow a custom item that almost everyone agrees shouldn't be allowed. A +2 Headband for 2000 gp is quite standard.


udalrich wrote:
Bitter Thorn wrote:
I find Craft Wondrous Item to be very useful also. You should consider crafting a +1 Headband of Intellect. It would cost you all of 500 GP in materials.
It will also require convincing your GM to allow a custom item that almost everyone agrees shouldn't be allowed. A +2 Headband for 2000 gp is quite standard.

I'm not aware of any rules prohibition of odd numbered enhancement bonus items, but it's true some DMs don't care for them.


daddystabz wrote:
Argothe wrote:

In all seriousness I would suggest something other than an Evoker; in my opinion Evocation and Enchantment are the weakest schools. Direct Damage magic doesn't keep pace with the damage output capabilities of non-casters and in general Save or Suck is far more effective. For a good aligned character I would play a Conjurer and for a neutral aligned character I would play a Necromancer.

Cross-bow, if you stick with Evoker you won't need the cross-bow, you get an unlimited use ranged touch attack at level 1. Conjuration, Transmutation and Universal also get ranged attack options at level 1.

As for feats, if you are going to focus on rays you should go with:

Point Blank Shot
Precise Shot
Combat Casting

If you are going to play any other sort of caster you should go with:

Improved Initiative
Combat Casting
Spell Focus

In either case you get a bonus feat at 5th level that must be a metamagic or item creation feat. I would go with Craft Wand, Craft Wondrous Item or Craft Magic Arms and Armor; I am not a fan of the metamagic feats, I would only suggest them if you end up as a universalist.

So, for a neutral good aligned character, you would suggest I go with School Focus Conjuration, Argothe?

That is what I would play; conjuration has a lot of great battlefield control spells. You should play what looks fun to you. Illusionist is also very interesting if you are the creative type.


You should definitely see if use can use the Orb of X spells from the Spell Compendium too. I believe they are Conjuration.


So I have not read everything, so forgive me if I repeat some advice.

I have to assume you're going for roleplay rather than just min/max because Elves make effing amazing wizards in PFRPG. Built in spell penetration=win. Also if you're going nuker route then Sorcerer is just flat out better IMO. Playing a wizard (which I'm doing right now) is, in combat, an exercise of less is more. Also, in PFRPG being a Universalist is just TOOO good. Seriously amazing.

What one or two spells can you cast that will completely reorganize the battlefield the way you want, buff the physical dmg characters, nerf the opponents, and not get yourself or anyone party members killed.

1st level-Grease, 2nd lvl-glitterdust, invisibility 3rd lvl-Haste, 4th-solid fog, enervation. That sort of thing is what I'm building for.

http://www.giantitp.com/forums/showthread.php?t=104002

One of the best guides you'll find.

Edit: Also, personally I'd only take Metamagic feats as bonus feats. At 5th level I took extend spell, which allows a full night's rope trick in a 3rd level slot, and at 10 I plan to take quicken. Craft feats are about a million times more attractive than they were, but I know my group gets antsy if we take too much downtime.


So, do you all think I should go with elf over half elf then? Also, should I go with 14 Dex and 13 Con OR 13 dex and 14 con?


Adventure Path Charter Subscriber
daddystabz wrote:
So, do you all think I should go with elf over half elf then? Also, should I go with 14 Dex and 13 Con OR 13 dex and 14 con?

I would suggest human for a race, the extra skill points and feat are hard to pass up. I am playing a wizard now and have just reached 5th. I would strongly suggest Craft Wand and Craft Wondorous Item. A quick look at the item list and prices will reveal why.


For a wizard, go elf or human. The rest are definitely sub-par.


So, what do you all think then? Human or Elf or Half Elf for race?


Adventure Path Charter Subscriber
daddystabz wrote:
So, what do you all think then? Human or Elf or Half Elf for race?

Human. Extra feat, extra skill points, bonus to a stat and Zero penelties.


Vaellen wrote:
For a wizard, go elf or human. The rest are definitely sub-par.

I'm having trouble deciding between Human or Elf. The extra feat and skill points are nice. But the Elven +2 bonus for spell penetration and Elven immunities, etc. are nice too.

If you all had to choose between these 2 choices which would you choose?


daddystabz wrote:
Vaellen wrote:
For a wizard, go elf or human. The rest are definitely sub-par.

I'm having trouble deciding between Human or Elf. The extra feat and skill points are nice. But the Elven +2 bonus for spell penetration and Elven immunities, etc. are nice too.

If you all had to choose between these 2 choices which would you choose?

In the end, play what you want to play. I chose elf because it was my character concept, the bonuses given to them in PFRPG were just a perk.

For min/maxing though I'd definitely go elf or human. Humans get a bonus feat but if you think about it built in spel penetration is as good as a feat. You will get more skills as a human, 2 more per level if you also choose elf as your favored class and forego the bonus HP, but yeah you do get some decent benefits as an elf.

Low light vision, immunity to sleep magic, +2 vs. enchantment school all decent. My favorite so far as a universalist is the proficiency with Longsword since I can use the school power with it. A wizard with an at-will attack for 1d8+int will get you through low levels and when you run out of spells.


Do I need to put points into Use Magic Device?


Ok, here is my newest build. It takes School Specialty Conjuration and excludes Necromancy and Transmutation. It has also changed the race to Human. I put skill points into my class skills and also into Use Magic Device and into things like Perception, Sense Motive, Heal, etc. I grabbed a longbow, a quiver, and some arrows since I got Martial Weapon Proficiency: Longbow at lvl 1 as a human. Please let me know what you all think!

Name: Kameron
Race: Human
Player: Jonathan Baldridge
Classes: Wizard6
Hit Points: 41
Experience: 15000 / 23000
Alignment: Neutral Good
Vision:
Speed: Walk 20 ft.
Languages: Celestial, Common, Draconic, Dwarven, Elven, Halfling
Stat Score Mod
STR 10 (+0)
DEX 13 (+1)
CON 14 (+2)
INT 21 (+5)
WIS 10 (+0)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 4 6.0 1 -3
Appraise 14 6.0 5 3
Bluff 3 3.0 0 0
Climb -3 0.0 0 -3
Craft (Untrained) 5 0.0 5 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist 3 5.0 1 -3
Heal 6 6.0 0 0
Intimidate 0 0.0 0 0
Perception 6 6.0 0 0
Perform (Untrained) 0 0.0 0 0
Ride -2 0.0 1 -3
Sense Motive 6 6.0 0 0
Spellcraft 14 6.0 5 3
Stealth 2 4.0 1 -3
Survival 0 0.0 0 0
Swim -3 0.0 0 -3
Use Magic Device 6 6.0 0 0

-------------------------- Feats ---------------------------
Combat Casting
You are skilled at casting spells when threatened or distracted.

Craft Wondrous Item
You can create wondrous items, a type of magic item.

Martial Weapon Proficiency (Longbow)
You understand how to use your chosen martial weapon in combat.

Point Blank Shot
You are especially accurate when making ranged attacks against close target.

Precise Shot
You are adept at firing ranged attacks into melee.

Spell Penetration
CMB Output
-------------------- Special Abilities ---------------------
Traits: 1) Rich Parents (900 gold at creation) 2) Classically Schooled (+1 bonus to Spellcraft checks)

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +1
BAB: +3
Melee tohit: +3
Ranged tohit: +4
Fortitude: +6
Reflex: +5
Will: +7
Unarmed attack:
to hit: +3
damage: 1d3
critical: 20/x2
Composite Longbow STR:
to hit: +4
damage: 1d8
critical: 20/x3
range: 110 ft.
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Cloak of Resistance +2 1 1lbs
Outfit (Scholar's) 1 6lbs
Backpack (37.125 lbs.)
Wine (Fine/Bottle) 5 7lbs
Wand of Shield 1 0lbs
Wand of Magic Missile 1 0lbs
Rations (Trail/Per Day) 10 10lbs
Potion of Cure Light Wounds 8 0lbs Special: Cures 1d8+1 damage
Longbow (Composite) 1 3lbs
Lantern (Hooded) 1 2lbs
Flint and Steel 1 0lbs
Bedroll 1 5lbs
Arrows (50) 1 7lbs
Efficient Quiver (2 lbs.)
Longbow (Composite) (3 lbs.)
Spell Component Pouch (2 lbs.)
Total weight carried:
Current load: Medium
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------

Wizard Spells

------------------------ Description -----------------------
Height: 6' 0" Weight: 165 lbs. Gender: Male
Eyes: Purple Hair: White,Long Skin: Caucasian
Dominant Hand: Right Quirks: , Reserved, inquisitive
Speech style: Eloquent, educated Quotable:
Full Description

Background


What do you all think of my newest build here?


I will point out that if you take Improved Familiar, and then throw ranks into Use Magic Device, your chosen familiar can use wands and scrolls and such. However, you do so upon its peril.

Otherwise, UMD grants you use of wands whose spells do not appear on your list, and scrolls of non-arcane origin. This can help the party out in a pinch when the one cleric drops and you have a scroll of breath of life/raise dead.


daddystabz wrote:
What do you all think of my newest build here?

Dump your Charisma to 8 to get your Dex up to 14 while maintaining your Con at 14.

As a Conjurer of your level you don't really need the longbow. You get a ranged touch attack at level 1 which will be a better option as long as you are within 30'

You should put some skill points into knowledge skills; you will need them to determine the strengths and weaknesses of your foes.

In the end I don't think I would go with point blank shot or precise shot. I understand that you are thinking about your bow and ray spells, but the reality is that will be the least common action you take in combat and it probably isn't worth the two feats you are required to spend. I would suggest Spell Focus: Conjuration and Augment Summoning or Greater Spell Focus: Conjuration instead. As a Save or Suck style caster you want to do everything you can to ensure that your opponents do not pass their saves.

Your AC is calculated incorrectly; as a level 6 Conjurer you have a +3 Armor Bonus to your AC.

I would suggest that you pickup a Headband of Intellect to increase your DCs and pick up an extra spell slot. I would also suggest an amulet of natural armor or a ring of protection to increase your AC - 14 AC, 18 with Shield, is very low for level 6. Also, and others will disagree with me, don't take the wand of magic missiles. 1d4+1 is far less than the 1d6 +3 you get from your level 1 ability and again damage is not going to be your primary role. Your job is to take enemies out of the fight, let the non-casters stack up the damage dice.

You also want to think about your bonus spells. I would suggest Grease at level 1, Glitterdust or Web at level 2, and Stinking Cloud at level 3.


Great suggestions, Argothe! I thank you very much for your knowledgeable suggestions. I will post my new build later tonight.


I disagree about getting your AC up. If you find items that no one else wants then use them but unless you devote a lot of money really getting it high enough to be worthwhile, they are just going to hit you anyway.

I usually ignore my AC and if things start to go bad, I cast Mirror Image. With that and Displacement later on you can out tank the tanks (assuming no one has true seeing)


Vaellen wrote:

I disagree about getting your AC up. If you find items that no one else wants then use them but unless you devote a lot of money really getting it high enough to be worthwhile, they are just going to hit you anyway.

I usually ignore my AC and if things start to go bad, I cast Mirror Image. With that and Displacement later on you can out tank the tanks (assuming no one has true seeing)

While I'm not an expert at running wizards (or arcanists in general), my game experience has been that wizards at all levels are dangerous and therefor prime targets. Ambushes and encounters with smart antagonist make the wizard an even juicier target. I agree that defensive spells and high initiative are great along with maintaining a respectable distance from things that can lay down the hurt. There are just times when you can't get that invisibility or stoneskin etc off in a timely manner and AC is about all you have. YMMV


My advice? Ring of Blinking as soon as possible. 50% chance against most opponents, 20% against the rest. Mirror Image is a life saver as well.

Also you'll want a range of spells that have an effect even if the opponent saves: Pyrotechnics is a good choice as is Stinking Cloud. The summons don't really start getting good (IMO) until Summon Monster 4 when the lantern Archon can hit anything for 1d6 damage with an extra ordinary ability touch attack and still aid you and itself.


Can I make a +2 INT headband for 2,000 gold in materials or will I need to just buy one for 4k instead?

From what I can tell in the beta book on pg 378 under the description for Headband of Vast Intelligence you need to be CL 8 to make it, so I would need to get a couple more levels under my belt I think.

Also, I see in PCGen a robe called "Robe of Bones" but cannot find it listed anywhere in the Pathfinder beta book to be able to find its stats. Anyone know where to find that?

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