Wizard Help


Advice


So guys I'm looking for advice on building a fun wizard, now currently we are level one and I want to make sure I got all the stats and such right. We rolled 4d6 and dropped the lowest. I'm going to go Evocation Wizard, but I would like it to be more frost based; my problem is feats I may swap them out if I get some good suggestions :). If anyone could help that would be great.

Variel
Old Male Elf Wizard
CG Medium Humanoid
Init +2; Senses Low Light Vision, Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +5 (+2 vs. Enchantment)
Defensive Abilities Immune to sleep
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Offense
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Speed 30ft
Melee Rapier +2 (1d6-2/18-20 x2)
Ranged
Spells
1st (3/day) Shocking Grasp, Sleep, Charm Person, Ray of Enfeeblement
0 (3/day) - Ray of Frost, Detect Magic, Resistance
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Statistics
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Str 7, Dex 15, Con 13, Int 22, Wis 16, Cha 12
Base Atk: +0 ; CMB:-2; CMD: 10
Feats: Scribe Scroll, Toughness
Skills: Craft (weapon smith) +10, Fly +6, Knowledge (arcane) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +10, Linguistics +10, Perception +5, Spellcraft +10
Languages: Common, Elven, Dwarven, Draconic, Goblin, Sylvan, Orc, Ingan, Terran
SQ - Intense Spells, Arcane Bond (Owl), Force Missile (9/day 1d4+1), Cantrips, Spell book (all 0 level cantrips except necromancy, & Universal, plus Mage Armor, Mount, Magic Missile, Magic Weapon, Enlarge Person), Elven Magic,
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Combat Gear
Scroll of Mage Armor, Rapier, backpack, bedroll, 3 days rations, ink, pen, 15g

Grand Lodge

I haven't checked your math, but as for suggestions I would have a look at the Loremaster prestige class. Aiming for that you will get some nice abilities (secrets), e.g. potentially quite a few extra feats, and most likely on one of the first levels - Toughness. So though taking toughness on lvl 1 might increase your survivability on the lower levels, there are other more cost effective ways of getting that feat later. If you live to see later that is... :)


I am not sure you can dump (prohibit) universal spells, it's not really a school.
Also i see that your DM hand-waived the bonus languages available to elves and let you pick whatever you wanted right?
Also about feat order check what i plan for my elf wizard (conjurer, teleportation subschool, prohibited necro and enchantment).

Feats(5th option):
1st improved initiative
3rd craft wondrous items
5th extend spell (Wizard feat)
5th spell focus conjuration
7th Augment Summoning
9th toughness
10th quicken spell (Wizard feat)
11th Eschwe materials
13th Spell Penetration
15th Craft Staff (Wizard feat)
15th greater spell focus conjuration


Ok, so I was thinking of taking the admixture focused school and combine that with the elf class bonus of adding half of m 3+int mod, which would make it 13 I believe. Essentially getting the Elemental Spell feat for free.

Also Leo I like your feat section, but as an evocation wizard i would swap augment summoning and toughness for something like empower or perphaps take silent spell.


Maverick898 wrote:

Ok, so I was thinking of taking the admixture focused school and combine that with the elf class bonus of adding half of m 3+int mod, which would make it 13 I believe. Essentially getting the Elemental Spell feat for free.

Also Leo I like your feat section, but as an evocation wizard i would swap augment summoning and toughness for something like empower or perphaps take silent spell.

Take the admixture subschool if you want, personally i don't like neither the evocation school powers nor the admixture subschool.

Anyway you are right about the 2 feats they won't do much good to you, give some time and i might be able to re-work it a bit, just tell me a couple of things:
first do you want item creation feats or not?
second how much do you want toughness at first level?


I can live without toughness, we have 3 front liners, so I'm not too worried about the hit points; and I wouldn't mind wonderous item creation feat, but other then that I can live without the others until craft staff.


Maverick898 wrote:
I can live without toughness, we have 3 front liners, so I'm not too worried about the hit points; and I wouldn't mind wonderous item creation feat, but other then that I can live without the others until craft staff.

What does the rest of the party consists of?


Cavalier, Fighter, Paladin, Achemist & Me (Wizard)

Grand Lodge

Maverick898 wrote:
I can live without toughness, we have 3 front liners, so I'm not too worried about the hit points; and I wouldn't mind wonderous item creation feat, but other then that I can live without the others until craft staff.

In that case I have a concept for an elf wizard... Not an evocation wizard, and maybe not the flavor to your liking, but you might get some inspiration?

He is built as a debuffer mainly, focusing on dispelling/countering other spellcasters and enervating them

Elf Wiz 8 / Loremaster 7

Specialist school: Counterspell school (abjuration)
Forbidden schools: Illusion & Enchantment

Feats
Lvl 1: skill focus (knowledge skill)
Wiz 1: Scribe scroll
lvl 3: Heighten spell
lvl 5: spell penetration
Wiz 5: craft wondrous items
Wiz 6: Improved counterspell
lvl 7: Preferred spell (enervation)
lor 1: secret health (toughness)
lvl 9: Maximise spell
lor 3: feat: Quicken spell
lvl 11: greater spell penetration
lor 5: feat spell focus (necromancy)
lvl 13: greater spell focus (necromancy)
lro 7: feat: Spell perfection (enervation)
lvl 15: Parry spell

at lvl 15 you can start off round 1 with a quickened enervation AND a maximized enervation, no save (unless deathward is up on target) and +12 to penetrate SR from feats and traits. They should go through, leaving the poor target in a mess... (5-8 negative levels do suck... no save)


Abrar "Glade" Ajmal wrote:
Maverick898 wrote:
I can live without toughness, we have 3 front liners, so I'm not too worried about the hit points; and I wouldn't mind wonderous item creation feat, but other then that I can live without the others until craft staff.

In that case I have a concept for an elf wizard... Not an evocation wizard, and maybe not the flavor to your liking, but you might get some inspiration?

He is built as a debuffer mainly, focusing on dispelling/countering other spellcasters and enervating them

Elf Wiz 8 / Loremaster 7

Specialist school: Counterspell school (abjuration)
Forbidden schools: Illusion & Enchantment

Feats
Lvl 1: skill focus (knowledge skill)
Wiz 1: Scribe scroll
lvl 3: Heighten spell
lvl 5: spell penetration
Wiz 5: craft wondrous items
Wiz 6: Improved counterspell
lvl 7: Preferred spell (enervation)
lor 1: secret health (toughness)
lvl 9: Maximise spell
lor 3: feat: Quicken spell
lvl 11: greater spell penetration
lor 5: feat spell focus (necromancy)
lvl 13: greater spell focus (necromancy)
lro 7: feat: Spell perfection (enervation)
lvl 15: Parry spell

at lvl 15 you can start off round 1 with a quickened enervation AND a maximized enervation, no save (unless deathward is up on target) and +12 to penetrate SR from feats and traits. They should go through, leaving the poor target in a mess... (5-8 negative levels do suck... no save)

hate to burst your bubble but that doesn't work.

loremaster wrote:
He can't choose the same secret twice.

You can use it to get toughness and another feat right quick. If you continue loremaster, it'd probably be best to boost up the saves.


Nothing wrong with being an evoker. Lots of fun.

Admixture is a good choice. Being able to swap damage types out on the fly is huge. I enjoyed this ability immensely in 3.5 with an archmage.

Personally I would switch your stats around a little. Obviously Int is primary, but I'd make dex second and con third. (subject to finagling due to the elven racial bonuses and penalties.) Many evocation type spells require ranged attacks, so dex helps with that, as well as AC and intiiative. Its a very important ability for blasting wizards. Con for hitpoints and fort saves. You will have a good will save, so wisdom isn't as important.

Loremaster is a solid choice. Especially for the admixture school, since more levels of wizard don't do a whole lot for you. If going regular evocation though I wouldn't go loremaster; you intense spell bonus damage is based on wizard levels, and loremaster would halt that progression.

If loremaster, then erik is right, best to boost up your saves with the secrets. Unless my wizard was extremely vulnerable I wouldn't even bother with toughness, either for a wizard feat or a loremaster secret. Unless I was going all out and taking toughness and using favored class bonus for hitpoints. But I'd probably not take toughness and just get more skill points. Smart wizards don't get hit often by enemies...so who needs more hitpoints?

Personally I think the best benefit of loremaster is more skill points and a wider list of class skills, including Use Magic Device. The feats will balance themselves out for the most part, as you sink a feat with Skill Focus but get one back through a secret. (Picking up two item creation or metamgic feats is easy enough for a wizard who will likely do that anyways.) But if you go all the way through loremaster you lose two wizard bonus feats but can gain benefits equal to four feats, although the selections for your loremaster 'feats' are limited to basically the equivalent of Dodge, Iron Will, Great Fort, and Lightning Reflexes. Those aren't bad, but you might prefer having the two wizard bonus feats that can be metamagic or item creation.

Also, the use of traits and favored class benefits can make the extra skill points/class skills from loremaster unnecessary.

The 10th lvl analzye dweomer or legend lore ability is pretty awesome though.

For feats, I'd want Improved Initiative more than anything. At higher levels definitely would want Quicken. Other than that, any mix of useful metamagic and item creation feats would be good. If you plan on using a lot of evocation spells then also Spell Focus and Greater Spell Focus and probably Spell Penetration (to stack with the elven magic bonus).

If you figure on using melee touch spells often (either through say Reach spell feat or Spectral hand), then Weapon Finesse can make that much better, since you'll be able to use your dex instead of str for the attack roll.

Feats can also be used to flesh out your character by giving additional class skills or bonuses to skills. There are some fun looking elf feats out there, such as Breadth of Experience.

Grand Lodge

@erik542: You can burst my bubble any time it needs bursting, as it apparently did in this instance. Thanks for pointing out my error.

So modifying slightly for a Wiz 10/ Loremaster 5 and you end up with one feat less at lvl 15, not altering the concept/build significantly.

I think next time I make a char I'll go down this path...


well if i was playing a normal elf wizard my stats would be as followed

10, 18, 16, 20, 14, 10

but since I'm playing an old elf wizard i take a number of penelites to my physical stats, something i'm willing to scarfice since I would rather play someone not in there "prime"

I do agree however that i should swap out toughness for improved initative, so that has been fixed. Also I am playing an evoker wizard because i just want to roll alot of dice. If I wanted to play an overpowered wizard i would of rocked a conjuration wizard or abysall sorcerer and just focus on summoning demons to destory my enemies.


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How about the following feat order?
(this isn't what i actually suggest because i get the feeling that you want to play your character with a very specific way so this order is meant to start conversation)

Feats:
1st Improved Initiative
3rd Toughness
5th Lingering spell (wizard feat)
5th Spell focus evocation
7th Intesified spell
9th Spell penetration
10th Dazing Spell (wizard feat)
11th Defensive Combat training
13th Craft Staff
15th Selective Spell (wizard feat)
15th Quicken spell

I didn't add silent spell because i think that it's not a very good choice for wizards since they need to prepare to be gagged, so get a rod instead.

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