Build your best pathfinder wizard Level 1-20


Advice

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I am trying to find some good wizard builds(none multiclass).
Post your builds here.

Things to add

Skills, Feats, Saves, and Spells at each level.
Gear.
Race.
Stats.
Progression.

Curious on what people com up with I have always played a wizard and just want to get some ideas for my next character.

Thank You,
Mageye


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.


Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

Very interesting builds like what I see.


Elf with 18 int +2 race = 20 int +5 bonuse

Feats:
1) Eschew Materals
3) Spell Mastery =
5) Spell mastery =
wizard 5th bonus feat = spell mastery =
7) Spell mastery =
9) Spell mastery =
wizard 10th bonus feat = spell mastery =
11) Spell Mastery =
13) Spell mastery =
15) Spell mastery =
wizard 15th bonus feat = spell mastery =
17) Spell mastery =
19) Spell mastery =
wizard 20th bonus feat = spell mastery =

at 20th level, wizard knows 65 spells + read magic by heart. Does not need spell book to mesmerize any of these spell.


hahah I think the more appropriate question would have been build the worst level 1-20 wizard ;)

heh you'd be hard pressed to have a level 20 wizard who sucked ;)


Yar.

Phasics wrote:

hahah I think the more appropriate question would have been build the worst level 1-20 wizard ;)

heh you'd be hard pressed to have a level 20 wizard who sucked ;)

Worst wizard is easy: Half Orc. Favored class is actually Barbarian even though you only take Wizard levels. Int is only 9. You'll only get 1 skill per level (minimum), and can't cast any spells, even cantrips (unless the DM rules that cantrips are a special case, in which case you can only cast cantrips). You could make your Int 7 so that even with Int boosting magic you'll barely be able to cast anything, but then your other stats would get a small boost, and we want the absolute worst all across the board... so assuming 15 point buy, you can have an array like Str 13 Dex 12 Con 13 Int 9 Wis 13 Cha 15 (13+2). At level 20 this can increase to Str 14 Dex 14 Con 14 Int 9 Wis 14 Cha 15 (he's not going to be very good at anything!) Feat selection is always Spell Mastery, as you qualify for the feat, but gain no benifit from it. Gear is nothing... he's completely naked... but strangely confident. o_O

~~~~

...back on topic... are there any restrictions, like stats? Or do you just want builds without any care for how the stats were done? I've yet to make a wizard for PF (I've made sorcerers, but not wizards), but I'm tempted to start.

~P

Shadow Lodge

Is a "wizard" who can't cast spells really a wizard?


Kthulhu wrote:
Is a "wizard" who can't cast spells really a wizard?

Well you could call him a commoner i guess.


The best wizard build is a wizard with an iron spell book who goes around beating things with it. The bad guys are really surprised when the psychotic old man hitting them with a book starts casting spells. you could even go ragemage, after splashing some barbarian.


"best" in what way?
- Magic? Most spells, largest amount of versatility, what?
- Survival? In what environment?
- Combat? Hoo boy....
- Quality of life?


For stats i been building rolling 4d6 drop lowest.


Senevri wrote:

"best" in what way?

- Magic? Most spells, largest amount of versatility, what?
- Survival? In what environment?
- Combat? Hoo boy....
- Quality of life?

Everything


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Oliver McShade wrote:
at 20th level, wizard knows 65 spells + read magic by heart. Does not need spell book to mesmerize any of these spell.

Bah, just play a human sorcerer.

At 20th level you can have 54 spells (62 if you count cantrips0 that you know by heart. You won't need a spellbook to prepare any of them.

Even better, you can cast whichever ones you want without having to guess which spells to prepare each morning.

Even more better, you will have 11 feats to use for really useful things like metamagic, spell penetration, item creation, improved inititative, toughness, whatever you want.

And a bloodline.

And casting more spells per day.

Yeah, if you're just gonna blow all 14 feats on Spell Mastery, just play a sorcerer instead.

Grand Lodge

[QUOTE="Pirate"
Worst wizard is easy: Half Orc. Favored class is actually Barbarian even though you only take Wizard levels. Int is only 9. You'll only get 1 skill per level (minimum), and can't cast any spells, even cantrips (unless the DM rules that cantrips are a special case,

Thing is though you don't get a character like that through 20 levels of Wizard.


Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

Hiya, those links don't work for me. Maybe I'm doing something wrong? Really interested in seeing the character sheets for other PC Wizards. :)


By 20th level my Wizard (Aslimarr Sunsliver) had an Intelligence of 38.

18 Base (We used 4D6 drop the lowest)
2 Racial (Human)
2 Age Modifier
5 Stat Bumps
5 Tome Bonus
6 Headband Enhancement Bonus

That was the most important part for me. He was a Diviner Specialist (with an Initiative bonus of over 30) with a love for Scorching Ray when he needed to deal direct damage.

Dark Archive

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Level 1-6 Wizard

Elven Wizard 20 Intelligence if practical for the 2 extra first level spells.
Stats: 8/16/10/20/10/8 (20 point buy)
Conjuration school with Teleport School focus (APG)
Opposition schools: Enchantment, Necromancy.
Traits: Focused mind (+2 concentration), Reactionary (+2 initiative)
Equipment: Bonded ring, Crossbow/bolts, club - plus normal light adventuring gear
Favored class bonus always +1HP.

L1:
Feat:Dodge,
Core Skills: linguistics, ride, perception, spellcraft, Know arcana, Know Planes
None-core skill: Know (choose one)
Spells: Color Spray (area debuff), Shield (self buff), Protection from evil (buff), Grease (control, area and individual debuff, escape), Mage Armor (monk and self buff), Magic Missile (anti-undead), Burning Hands (anti swarm contingent spell for bonded item), Feather Fall (contingent spell for bonded item).
Scrolls to learn: Summon Monster I, Comprehend languages, Identify, Mount.

L2:
Spells: Obscuring mist (control, self buff), Silent Image (hide/control/deceive)
None-core skill: Know (choose another one)
Scrolls to learn: Unseen servant, floating disk, magic weapon

L3:
Feat: spell focus (conjuration)
None-core skill: Know (choose another one)
Spells: Glitterdust (area debuff), Mirror Image (self buff)
Scrolls to learn: Flaming sphere, Invisibility, See Invisibility, Levitate

L4:
None-core skill: Know (choose another one)
Spells: Web (area debuff), Pyrotechnics (contingent area mega-debuff)
Scrolls to learn: Resist Energy (contingent buff)
Scrolls to consider: Blur (fighter buff for later levels)

L5:
Feats: Greater Spell focus (Conjuration), Extend
None-core skill: Know (choose another one)
Spells: Stinking cloud (area debuff), Haste (group buff)
Scrolls to learn: Fly, Phantom Steed

L6:
None-core skill: Know (choose another one)
Spells: Summon Monster III (magical ally), Slow (group debuff)
Scrolls to consider: Invisibility sphere (group buff), Sleet storm (area debuff), magic circle against evil (area buff), wind wall (contingent protection), shifting sands (area debuff APG), Displacement (fighter buff for later levels)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Lord Zeb wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

Hiya, those links don't work for me. Maybe I'm doing something wrong? Really interested in seeing the character sheets for other PC Wizards. :)

The hosting service appears to be down. Probably standard maintenance or something. Try again later.


Level 1 human wizard (evoker: banned Enchantment, Divination)
campaign settings option: Arcane Duelist
PFS option: Spell Focus instead of Scribe Scroll
1st level feat: Bloatmage Initiate (evocation)
Human Bonus Feat: Varisian Tattoo (evocation)
Admixture School (APG)
Trait: Focused Mind.
Str 7 Dex 14 Con 14 Int 20 Wis 11 Cha 7

Just something I've always thought about doing at some time. Evocation caster level 3 at first level means burning hands does 3d4, or magic missile does 2 missiles. Admixture means you can change up the energy damage, and arcane duelist will give you a bonus on either hitting or DC of the save.

My level twenty wizard is a generalist, with the following feats:
Improved Familiar, Still Spell, Silent Spell, Quicken Spell, Spell Mastery (x4), Scribe Scroll, Disrupting spell, Reach Spell, Craft Wondrous item, Combat Casting, Improved Share Spell, Spell Penetration


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Here's a serious consideration, in my experience. Even if your GM is fully aware of the power of the mage who specializes in battlefield control, buffing and debuffing, such a mage draws WAY less aggro from your gamemaster, and also, in fact, from the other players. The GOD archetype of wizard is probably the best for most campaigns for this reason. Even a hardcore simulationist GM like myself isn't immune to such 'aggro' mechanics :-) And God help you if you've got a gamist or narrativist GM and you're consistently dropping BBEG with a Save or be removed from the conflict spell with a DC sufficient to make it pretty reliable.


Kthulhu wrote:
Is a "wizard" who can't cast spells really a wizard?

See Terry Pratchett's books, especially Rincewind for the answer to that.

I suspect the answer is they cannot be a wizard but a "wizzard" is possible.


3 people marked this as a favorite.

Ulaeniir
Elven Wizard (Diviner)Opposed Schools-Evok,Necro 25-point buy

S-8(-2) D-14(2) C-12(5) I-19(13) W-10(0) Ch-15(7)

APG Racial Alternate-Dreamspeaker (+1 Divination DC, Dream 1/day)
10 Levels of Wizard, then Loremaster

Level Feat
--------------------------------------------
1 Scribe Scroll, Improved Initiative
3 Spell Focus(Conjuration)
5 Extend Spell, Spell Penetration
7 Leadership (if allowed, otherwise Augment Summoning)
9 Skill Focus (Knowledge:Arcana)
10 Craft Wondrous Item
11 Secret Health (Toughness), Quicken Spell
13 Secret of Inner Strength, Spell Focus(Enchantment)
15

I concentrate on building a private army. Dominated creatures, Leadership, Summoned Creatures, Constructs, etc. In combat she plays the general, summoning pawns, buffing allies, debuffing opponents, etc. Her conjuration, divination, and enchantment schools have increased DCs, and her scrying is unmatched. She doesn't enter any situation unprepared.

Skills-Keep Diplomacy, Know:Arcana, Perception, and Spellcraft cranked, and once it's a class skill throw enough points into UMD to be able to auto-succeed on wands for healing your minions. With a good Know:Arc, and a permanent Arcane Sight, you should be able to always know every aura on the battlefield and act accordingly.

Grand Lodge

Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?

Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.

Grand Lodge

Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?
Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.

It would if he had that feat listed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?
Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.
It would if he had that feat listed.

Hm...I must have given you the link to an older version of the character.

Anyways, here he is as he stands now: Angol Ceredir.

Grand Lodge

Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?
Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.
It would if he had that feat listed.

Hm...I must have given you the link to an older version of the character.

Anyways, here he is as he stands now: Angol Ceredir.

Some days it doesn't pay to fall out of bed I guess. :) this one doesn't have it either.

He has
Feats Cosmopolitan (sense motive, use magic device), Craft ConstructB, Craft Magic Arms and ArmorB, Craft Wondrous ItemsB, Greater Spell Penetration, Heighten Spell, Magical Aptitude, Master Alchemist, Preferred Spell (teleport), Scribe ScrollB, Skill Focus (use magic device), Spell Penetration


The "best" wizard is the one with enough minions to do that dirty "adventuring business" for him, who get all the chicks and rake the gold while sitting in comfort in his idyllic pocket dimension.

...I guess he's not very fun to play 'though...


LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?
Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.
It would if he had that feat listed.

Hm...I must have given you the link to an older version of the character.

Anyways, here he is as he stands now: Angol Ceredir.

Some days it doesn't pay to fall out of bed I guess. :) this one doesn't have it either.

He has
Feats Cosmopolitan (sense motive, use magic device), Craft ConstructB, Craft Magic Arms and ArmorB, Craft Wondrous ItemsB, Greater Spell Penetration, Heighten Spell, Magical Aptitude, Master Alchemist, Preferred Spell (teleport), Scribe ScrollB, Skill Focus (use magic device), Spell Penetration

Regardless, Arcane Armor Training isn't a very good feat. I'd much rather just stick with Mage Armor and reserve my Swift Action for quickened spells or perhaps an immediate action, should it come up.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
Some days it doesn't pay to fall out of bed I guess. :) this one doesn't have it either.

That's because he doesn't need it anymore. Didn't you notice that there is no more arcane spell failure?


DM_Blake wrote:
Oliver McShade wrote:
at 20th level, wizard knows 65 spells + read magic by heart. Does not need spell book to mesmerize any of these spell.

Bah, just play a human sorcerer.

At 20th level you can have 54 spells (62 if you count cantrips0 that you know by heart. You won't need a spellbook to prepare any of them.

Even better, you can cast whichever ones you want without having to guess which spells to prepare each morning.

Even more better, you will have 11 feats to use for really useful things like metamagic, spell penetration, item creation, improved inititative, toughness, whatever you want.

And a bloodline.

And casting more spells per day.

Yeah, if you're just gonna blow all 14 feats on Spell Mastery, just play a sorcerer instead.

True, But = A wizard will still have dozens of spell books, will tons of spells in addition to the 65 he knows by heart. Books filled with arcane lock, magic mouth, wizard mark, Guards and wards, all the monster summoning spells, all the wall spells, etc etc etc.


I'd just like to say that, unlike 3.5, there isn't really a "Best Wizard Build" Maybe a wizard that tends to be functionally the most useful in the most situations, but not really a "best wizard".

In 3.5, it isn't very hard to argue that an Incantatrix build is simply better than a pure wizard build. Through Initiate of the Sevenfold Veil, Spellguard of Silverymoon, Archmage, and many others, there were many ways to create wizards that had capabilities that a normal wizard could never get. There were also some problem feats, especially Arcane Thesis. (I'm sure there were worse ones, but Arcane Thesis was the most actively abused)

However, in Pathfinder, given the prestige classes and feats we have available to us, there's no real "best wizard." Basically any wizard with decent stats (High Int, at least decent Dex and Con) and a good selection of spells, is going to be a force to be reckoned with. No amount of specific feat selection and prestige-class/multi-class picking is going to leave a standard level 20 wizard in the dust; it's just going to be better at doing a particular thing than the average wizard 20.

I guess it's debatable, but there just isn't the kind of amazing abusable stuff that made particular wizard builds stand out above the rest like it was in 3.5. (Adding on metamagic for free, casting personal spells as touch spells, casting Wish for free, etc.)

Dark Archive

EWHM wrote:
Here's a serious consideration, in my experience. Even if your GM is fully aware of the power of the mage who specializes in battlefield control, buffing and debuffing, such a mage draws WAY less aggro from your gamemaster, and also, in fact, from the other players. The GOD archetype of wizard is probably the best for most campaigns for this reason.

Yup. The god wizard is generally more of a team player role - mage as force multiplier - rather than mage as stand out character by himself. So the god mage generally wont get the credit for a particular win - though your presence will most definitely be appreciated - you have to like being the power in the background.

I also agree with The Chort that the variety of focused and effective wizards you can build in pathfinder is quite impressive. There is no one best build, just the one that is best for your personality and play style.

On that vein I would like to see more guides or focused guides on each of the the 12+ major variants of wizards: four elemental wizards and each of the eight specialist schools at least. Presenting the pros and cons of each major wizard type and how to get the best out of their strengths. This would also give GMs more of a clue on how to handle the more individual wizards and should lead to a better gaming experience all round.


Ravingdork wrote:
LazarX wrote:
Some days it doesn't pay to fall out of bed I guess. :) this one doesn't have it either.
That's because he doesn't need it anymore. Didn't you notice that there is no more arcane spell failure?

Your mage Gilgeam Grayhem has Attuned Gems feat, where did you find it or did you create it yourself? Can't find in the basic Pathfinder book nor advanced players guide.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sir Dante wrote:
Your mage Gilgeam Grayhem has Attuned Gems feat, where did you find it or did you create it yourself? Can't find in the basic Pathfinder book nor advanced players guide.

It's simply a reflavored version of scribe scroll (and as such is mechanically identical). He also has "Gilgeam's glass strike" which is a reflavored version of flesh to stone.

This is something we do in our games a lot.


Here you go :)

Attuned Gem:

Attune Gem
[Item Creation]
You can magically imbue gems to hold a spell until triggered.

Prerequisite: Intelligence 13+, Craft (gemcutting) skill, arcane spellcaster level 3rd+

Benefit: You can store an arcane spell in a gem. You must have the spell available to cast (prepared if you must prepare spells; known otherwise) and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the attunement in addition to the XP cost for making the attuned gem itself. Likewise, material components are consumed when you begin casting, but focuses are not. (A focus used in attuning a gem can be reused.) The caster level of the spell must be sufficient to cast the spell in question and no higher than your own caster level. A gem can only be attuned with a single spell. The gem must have a minimum value equal to 50 gp per level of the spell to be stored. The base price of an attuned gem (not including the gem's inherent value) is equal to 50 gp per spell level times the caster level. You must spend 1/25 of the base price in XP and use up raw materials costing half this base price. Attunement requires 1 hour plus the spell's normal casting time. The magic gem's market price equals its base price plus its inherent value as a gem. See the Gem Magic section in the previous chapter for the details of attuned gems and gem magic.

Rulebook: Magic of Faerun (p. 21)

Edition: Forgotten Realms (3.0)


Elf going with a Elemental Wizard focus on Fire. There are many benefits to this in my opinion. There is the fact that most bad things don't like fire so you have that going for you. Then instead of loading up on craft feats taking three arcane discoveries opposition research, fast study, and staff-like wand. This helps offset your opposition school (single school for being elemental), makes you less of burden needing an hour to study your spell book, and makes you better with a quarterstaff on top of feats you can take. Spells there one in the Inner Sea Magic book called wand weapon where you put a wand into your weapon and can activate it while it is there. This gives you multiple combat options as well as letting you give a weapon some magic capabilities at low levels. It is going to be a combat build but not fleshed out cause well haven't gotten to play it.


Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I could see the first sheet but not the second.


2 people marked this as a favorite.

Best Wizard is probably either a Teleportation (Conjuror) specialist (just a VERY powerful school), a Foresight (Divination) specialist (potent schools powers but specializes in the school you most want to prohibit...), or Transmuter specialist (annihilation spectacles = spont. cast from the largest school of magic).

Not as familiar with the elemental schools to know how they stack up.


My question is where in the world is the first sheet even coming from? Gem Mage as far as I can tell isn't even in Pathfinder. The only references I am finding is from Forgotten Realms. So I don't even know if it is even legal in the Pathfinder system. I didn't look at the other sheet at all. If it was just like the first one I just don't see it working too well if you were planning on running it.

I mean if you want the absolutely best kick butt wizard build. Well you shouldn't be running a wizard. Wizards are great and awesome but they are broadly focused even if you choose an arcane school. If you pulled from anywhere any type of 'caster' I recommend the Warmage from 'Complete Arcane'. This guy makes the Magus look like he has a head cold and a busted arm. They get all the combat spells (even a few from the divine side) plus the Suddens that are available in the Magus Arcana. You can also take the regular metamagic feats. Oh and because the rules in the 3.5 and even under Magus Arcana you can apply multiple metamagics to spells. There also the fact that Warmages get the ability to cast spells in armor just like the Magus.

This is how it went, lvl 1-3 I was the same as all other casters except I didn't have utility spells, lvl. 4-6 I made the fighter in the group cry out in anger cause I could kill things before he could close on things (even after taking some barbarian lvls.) the other casters in the group wanted to kill me because my damage with spells was greater then theirs, lvl 7-10 I could annihilate almost entire armies with a super enhanced fireball (sudden empower, sudden maximize (I took it early) (the exact area of the fireball was I believe 150 ft. in all directions from the center of the blast with the damage being 10d6+10 at that point due to a high charisma and my charcter level). I almost never ran out of spells to cast because I always started with the weakest first and usually just took a couple more whacks with those to kill the minions. I still had my arsenal of powerful spells to take care of the masters.
(A fave trick was to sudden empower a Flaming sphere and chase down kobolds, orcs, and anything else I wanted with it. Sometimes it was just a straight up empowered flaming sphere.) Oh and by 10th lvl most of the party was just trying to work on builds that worked well in supporting me.


I like this build Wizard Build.


LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:

You can download the PDF character sheet of the most powerful wizard that has ever seen play in our group here. He was rivaled only by this guy.

The former specializes in going first and ending a fight before it starts with his heightened flesh to stone spell. His DCs are hard to beat and he blows through SR nearly every time.

The latter is a paranoid caster who prefers to be prepared for anything and everything. He is known for whittling down powerful opponents with enervation while they struggle futile to get past his many wards and bodyguards.

I checked his sheet, How does the High mage get out of spell failure for wearing chain? Or does he just trust to luck on that score?
Arcane Armor Training allows him to ignore 10% arcane spell failure if he spends a swift action.
It would if he had that feat listed.

Hm...I must have given you the link to an older version of the character.

Anyways, here he is as he stands now: Angol Ceredir.

Some days it doesn't pay to fall out of bed I guess. :) this one doesn't have it either.

He has
Feats Cosmopolitan (sense motive, use magic device), Craft ConstructB, Craft Magic Arms and ArmorB, Craft Wondrous ItemsB, Greater Spell Penetration, Heighten Spell, Magical Aptitude, Master Alchemist, Preferred Spell (teleport), Scribe ScrollB, Skill Focus (use magic device), Spell Penetration

Is it me or are the Golem's stats wrong also? He's got no proficiencies yet he's using a greatsword and Longbow without penalty...


Pirate wrote:

Yar.

Phasics wrote:

hahah I think the more appropriate question would have been build the worst level 1-20 wizard ;)

heh you'd be hard pressed to have a level 20 wizard who sucked ;)

Worst wizard is easy: Half Orc.

Why pick on the Half-Orcs? You can easy have Elf wizards who are dumber than a bag of hammers.


I note that Gilgeam has some errors.

He has Greater Invisibility, Feeblemind, and Silent Image which are from his prohibited schools.


Harrison wrote:


Why pick on the Half-Orcs? You can easy have Elf wizards who are dumber than a bag of hammers.

No natural elf will have below 9 int, whereas Half-Orcs can have 7 int.


Here is my suggestion:
Elf, Conjuration/Teleportation (Opp school: Necro/Ench)
Str 7, Dex 18, Con 12, Int 20, Wis 11, Cha 7 (25 point Build)

Feats
1 Scribe Scroll, Toughness
2
3 Spell Focus (Conjuration)
4
5 Spell Penetration, AD: Quick Study
6
7 Augment Summoning
8
9 Greater Spell Penetration
10 Craft Wondrous Item
11 Great Spell Focus (Conjuration)
12
13 TBD
14
15 TBD, AD: Arcane Builder
16
17 TBD
18
19 TBD
20 AD: Immortality (Ex)

As for spells at Level 1
1st resist energy, protection from evil, shield, grease, mage armor, summon monster I, burning hands, magic missile
Skills: focus on all Knowledge and perception and spellcraft


2 people marked this as a favorite.

wow! this thread has been necroed 4 times!


I'm interested in ideas for a wizard who will be adventuring on his own. Somewhere around the 5th level mark and destined to be in a party of one. So I'd guess he'd have to be something of a jack of all trades. My personal favorite always tends to be the conj/teleport option but I just wondered if there are any other more interesting options out there?


Solos wrote:
Kthulhu wrote:
Is a "wizard" who can't cast spells really a wizard?

See Terry Pratchett's books, especially Rincewind for the answer to that.

I suspect the answer is they cannot be a wizard but a "wizzard" is possible.

But keep in mind if Rincewind is designated a wizard that designation like all of Pratchett's work is in the spirit of satirical comedy.


DualJay wrote:
Harrison wrote:


Why pick on the Half-Orcs? You can easy have Elf wizards who are dumber than a bag of hammers.

No natural elf will have below 9 int, whereas Half-Orcs can have 7 int.

The same applies to half-elves. Everyone seems to have forgotten that half-orcs have the exact same stat modifiers as half-elves, thanks to the changes in Pathfinder.

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