Help with wizard build


Advice


So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.

The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.

Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?

I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.


As far as feats you must be using the Improved Familiar feat to get a quasit, mephit, or imp. Other discussions talk a lot about the familiars, with mephit usually winning out because of its' ability to summon other mephits. Choose a mephit that is the "fighting familiar" that you are looking for.

Obviously spells that buff the familiar are a given, from Mage Armor to Invisibility, Greater and Bull's Strength.

Your wizard can probably buy points with the following:
STR 10
DEX 13 (for rays, ranged touch attacks)
CON 10
INT 16 (for spells' DC, bonus spells - this can go to 20 by 10th level)
WIS 10
CHA 12 (for UMD)

A high DEX is needed to get your initiative off early in the battle, and ups your defense. Most people here will recommend elf for the racial bonuses (no sleep, for instance). A Lawful Neutral alignment will give you the familiar you want as well as allow semi-illegal "dirty tricks" in battle.

You as the wizard want to concentrate on defense, defense, D-FENCE. With your +3 in DEX, Mage Armor, and Shield you already have a 21 to AC in battle at 1st level. Resist Energy is more protection for you and your familiar. Protection From Arrows is extremely valuable. Globe of Invulnerability, Lesser can help against enemy spellcasters. Hitting the enemy with Ray of Exhaustion just before your invisible mephit attacks? Priceless.

Any magic items you have should 1.) increase your number of spells, 2.) increase your save DC of spells, 3.) protect you. Wands are a given. So is a Ring of Wizardry, if you can afford it. A Ring of Counterspells is fairly cheap at 10th level.

Your nemesis is a long-range arrow-attacking Ranger or extremely fast & furious Monk or Fighter. Enemy spellcasters are just an exercise in who has the most Dispel Magic on hand. Your familiar should be able to take out the enemy fairly quickly with the right spells and buffs. Expect a lot of Darkness used against you, so make sure you and the familiar can see in magical darkness.

Feat-wise it's a dice roll. Go for Silent Spell and Still Spell, or Empower Spell and Quicken Spell? Your choice. Duplicate your spellbook as quick as you can at level 10, and leave it in a safe place. Wands let you get more spells off in battle; forget Pearls of Power unless you have a favorite spell or two for them.

But after you've buffed your familiar to the max, your job is done. Maybe add a touch spell if you've buffed yourself as well beforehand. Get out of the battle and go for long-range magical attacks for the rest of the rounds. Stay close to the healer, and always have an avenue of escape open.

Silver Crusade

In no way can a familiar be made combat effective. With the exception of touch spells.

Any arcane or divine caster can summon tons of monsters.

You could go with Druid. They have a very nice spell list. And they have a anamil companion. And spontaneous casting summon nature’s ally. Then all you need is spell focus conjuration, and augment summoning.

With a wizard all you have to do is. Take Spell focus Conjuration, and Augment Summoning.

Druids can almost do a better job of being a summoner then a summoner.
Wizard come in Thrid. Sorcerers do this better due to castings per day.
Summoner is not nearly as powerfull as people think. Most of them being over powered is mastakes in creating the eidolon.

Sovereign Court

A combat effective familiar for a one-shot game? Sounds like a lot of fun! A bit hard with the changes to make the polymorph style spells not ridiculous, but still doable.

You'll have to make sure you don't waste too many rounds buffing it obviously of fights might be over before they start. I'd suggest making sure you've got a few good divination spells on hand along with the buff spells so you can get as many in as possible (hopefully) before combat stats. False Life for the familiar, one for you, Mage Armor for the familiar and some kind of miss chance for the both of you if you can help it. A scroll of Contingency might help out with some buffing with a good condition.

You'll likely want an improved familiar, probably an elemental or dire rat. Whatever has the best physical stats that you can get a hold of.

At 10th level for Wizard that should give you access to the Elemental Body II and Beast Shape III, which will be your primary way of changing your familiar into bigger and better things (well combining with Enlarge Person too most likely.)

I'd suggest nabbing Craft Wondrous Item if your DM will allow you to have it so you'll be able to save money and have some gear pre-crafted. Definitely get your familiar a nice little belt of physical stats.

You could also try to nab a scroll of Form of the Dragon depending on how much cash you've spent and how likely you think you'll be at making a caster level check to use the scroll. It'd be fun to have a trump card like that though. Could even go all out and grab Form of the Dragon III, rawr! It's a one-shot so have fun, get crazy and test out stuff that people would normally dismiss.

Silver Crusade

Hit Points: The familiar has half the master’s total hit
points (not including temporary hit points), rounded
down, regardless of its actual Hit Dice.

Wizard level 8 Human Max HP
(HD8D6)48+(Toughness X3)24 +(Con 20) 16 = 88
Familiar HP 44 One hit wonder wating to hapen


calagnar wrote:

Hit Points: The familiar has half the master’s total hit

points (not including temporary hit points), rounded
down, regardless of its actual Hit Dice.

Wizard level 8 Human Max HP
(HD8D6)48+(Toughness X3)24 +(Con 20) 16 = 88
Familiar HP 44 One hit wonder wating to hapen

Toughness can only be taken once

Half-Elf Fighter/1, Wizard/5(Transmuter), Eldritch Knight/4
Str 10, Dex 14, Con 18, Int 16, Wis 8, Cha 12
HP: 109 (5d6+4d10+70)
Fort +6; Ref +4; Will +4; Initiative +6
Feats: Toughness, Improved Familiar, Scribe Scroll, Reach Spell, Extend Spell, Improved Initiative, Skill Focus (Use Magic Device), 3 more feats based on your preference.
Special Features: Familiar (Small Earth Elemental), Forbidden Schools(Enchantment, Evocation)

Str=10
Dex=13+1(level)
Con=14+2(racial)+2(Physical Enhancement)
Int=15+1 (level)
Wis=8
Cha=12

I would go with the earth elemental for all of the immunities; bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.


Thanks for the advice. I decided to use an earth elemental for the reasons Keriato gave. I tried to find a lot of polymorphing spells but there weren't enough for what I wanted. I did grab some. I focused on my character's Constitution so that the familiar would have a decent amount of hit points.

So here he is. I'm still open to ideas. I have a few weeks before he needs to be ready and I'm don't have to have any of the feats except Toughness and Use Magic Device (I want this so I can use scrolls and wands I find/buy).

Spoiler:
ANTEC CR 9
Male Human Wizard 10
LN Medium Humanoid (Human)
Init +8; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 112 (10d6+60)
Fort +8, Ref +7, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +6 (1d3+1/20/x2)
Spell-Like Abilities Minor Spell Expertise (True Strike) (2/day)
Wizard Spells Known (CL 10, 6 melee touch, 7 ranged touch):
5 (2/day) Elemental Body II, Polymorph, Polymorph
4 (3/day) Stoneskin, Beast Shape II, Beast Shape II, Invisibility, Greater
3 (4/day) Haste (DC 16), Heroism, Displacement (DC 16), Fly
2 (5/day) False Life, Bear's Endurance (DC 15), Bear's Endurance (DC 15), Bear's Endurance (DC 15), Blur (DC 15), Blur (DC 15)
1 (5/day) True Strike, True Strike, Mage Armor, Enlarge Person (DC 14), Enlarge Person (DC 14), Enlarge Person (DC 14)
0 (at will) Read Magic, Detect Magic, Mage Hand, Prestidigitation (DC 13)
--------------------
STATISTICS
--------------------
Str 10/13, Dex 14, Con 16/21, Int 16, Wis 12, Cha 8
Base Atk +5; CMB +6; CMD 18
Feats Extend Spell, Improved Familiar, Improved Initiative, Lightning Reflexes, Minor Spell Expertise: True Strike (2/day) (Sp), Reach Spell, Scribe Scroll, Skill Focus: Use Magic Device, Toughness +10, Wizard Weapon Proficiencies
Traits Dangerously Curious, Reactionary
Skills Fly +15, Knowledge: Arcana +16, Knowledge: Dungeoneering +16, Knowledge: Religion +16, Perception +3, Sense Motive +3, Spellcraft +16, Use Magic Device +19
Languages Common, Draconic, Dwarven, Elven
SQ Arcane Familiar Nearby, Augment (+4 ability or +3 AC, 5r) (Sp), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Enchantment, Enhancement, Evocation, Perfection of Self +5: Constitution (10/day) (Su), Physical Enhancement +3: Strength (Su), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Other Gear Scroll: Divine Favor, Divine Favor, True Strike, True Strike, Wand of Barkskin, Wand of Cure Light Wounds, Reach
--------------------
TRACKED RESOURCES
--------------------
Minor Spell Expertise: True Strike (2/day) (Sp) - 0/2
Perfection of Self +5: Constitution (10/day) (Su) - 0/10
Wand of Barkskin - 0/10
Wand of Cure Light Wounds, Reach - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment (+4 ability or +3 AC, 5r) (Sp) Grant either +4 to an ability score or +4 natural armor by touch.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhancement Associated School: Transmutation
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Minor Spell Expertise: True Strike (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Perfection of Self +5: Constitution (10/day) (Su) At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.
Physical Enhancement +3: Strength (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.

Here is the familiar:

Spoiler:

GORIGNAK CR 1
Male Elemental, Earth, Small
NN Small Outsider (Earth, Elemental, Extraplanar)
Init +0; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 27, touch 13, flat-footed 27. . (+2 armor, +1 size, +12 natural, +2 deflection)
hp 56 (2d10+2)
Fort +7, Ref +6, Will +10
Immune bleeds, flanking, critical hits, paralysis, poison, precision damage, sleep, stunning
--------------------
OFFENSE
--------------------
Spd 30 ft., Burrowing (20 feet), Earth Glide
Melee Slam (Elemental, Earth, Small) +10 (1d6+14/20/x2) and
. . Unarmed Strike +10 (1d2+10/20/x2)
Special Attacks Earth Mastery
--------------------
STATISTICS
--------------------
Str 16/18, Dex 8/10, Con 13, Int 10, Wis 11, Cha 11
Base Atk +5; CMB +8 (+10 Bull Rushing); CMD 20 (22 vs. Bull Rush)
Feats Improved Bull Rush, Power Attack -2/+4
Skills Appraise +5, Climb +9, Fly +12, Knowledge: Dungeoneering +13, Knowledge: The Planes +5, Perception +5, Spellcraft +10, Stealth +9, Use Magic Device +10
Languages
SQ Improved Evasion (Ex)
Other Gear Amulet of Mighty Fists +2, Belt of Physical Might, STR & DEX +2, Boots of Striding and Springing, Bracers of Armor, +2, Cloak of Resistance, +3, Ring of Protection, +2
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel
Earth Mastery An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush a
Immune to Bleeds You are immune to bleeds.
Immune to Flanking You are immune to flanking.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.

The biggest problems I see right now are the number of attacks the familiar has (fortunately I can cast the same round it attacks) and the wizard's defenses.


calagnar wrote:
In no way can a familiar be made combat effective. With the exception of touch spells.

I don't believe this. I do believe that it would be difficult but I'm not convinced that it is impossible. I chose wizard because it would be more difficult than other classes. I like a challenge.

Quote:

Any arcane or divine caster can summon tons of monsters.

You could go with Druid. They have a very nice spell list. And they have a anamil companion. And spontaneous casting summon nature’s ally. Then all you need is spell focus conjuration, and augment summoning.

With a wizard all you have to do is. Take Spell focus Conjuration, and Augment Summoning.

Druids can almost do a better job of being a summoner then a summoner.
Wizard come in Thrid. Sorcerers do this better due to castings per day.
Summoner is not nearly as powerfull as people think. Most of them being over powered is mastakes in creating the eidolon.

I was asked to not play a summoner of any type.


calagnar wrote:

Hit Points: The familiar has half the master’s total hit

points (not including temporary hit points), rounded
down, regardless of its actual Hit Dice.

Wizard level 8 Human Max HP
(HD8D6)48+(Toughness X3)24 +(Con 20) 16 = 88
Familiar HP 44 One hit wonder wating to hapen

I'll be level 10. I can improve the AC of the familiar. I can also put my favored class bonus into hit points. With a 22 Con, toughness, and favored class, my familiar can have 61 hit points. I also am going to be finding a way to heal him as fast as possible in combat. Since my wizard isn't going to be doing anything other than buffing the familiar, I should be able to find a way to heal him too.

Liberty's Edge

Bob_Loblaw wrote:

So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.

The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.

Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?

I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.

I would go another way and go with a sorcerer with the leadership feat, then get a cohort that is made to be buffed.


I gave my Magus a familiar (Raven) and used him to great effect as:

*A Scout: By giving the Magus cross class ranks in Perception and Stealth (both class skills for my Raven) a familiar can out-sneak even the party rogue due to his tiny size, and even if anybody did spot him, who is going to care about a random bird? The area is full of them.

*A flying touch attacker: in one encounter I cast shocking grasp, designated my familiar as toucher and sent him flying through a crowd of people to fry an enemy wizard.

*A changeable +2 bonus of my choice: A much overlooked option in combat (or even out of combat) is the aid another action, at DC 10 this action is almost certainly going to succeed, netting you a bonus of +2 to either attack or AC in combat, or to a skill check.

There are other nifty uses for a familiar, but you get my point. I would never advise using your familiar as cannon fodder, he's tiny and has only half your hit points at best, he won't be able to either cause or take damage. But as as support, if used right, they can be brilliant.

Sovereign Court

I like the idea of Bear's Endurance buffing yourself and your familiar at the same time. It's fun.

I like your build, your familiar will be as tough as it can get without being too over the top! Your Earth Elemental wears boots too, hahaa!

XD


Mirrel the Marvelous wrote:

I gave my Magus a familiar (Raven) and used him to great effect as:

*A Scout: By giving the Magus cross class ranks in Perception and Stealth (both class skills for my Raven) a familiar can out-sneak even the party rogue due to his tiny size, and even if anybody did spot him, who is going to care about a random bird? The area is full of them.

*A flying touch attacker: in one encounter I cast shocking grasp, designated my familiar as toucher and sent him flying through a crowd of people to fry an enemy wizard.

*A changeable +2 bonus of my choice: A much overlooked option in combat (or even out of combat) is the aid another action, at DC 10 this action is almost certainly going to succeed, netting you a bonus of +2 to either attack or AC in combat, or to a skill check.

There are other nifty uses for a familiar, but you get my point. I would never advise using your familiar as cannon fodder, he's tiny and has only half your hit points at best, he won't be able to either cause or take damage. But as as support, if used right, they can be brilliant.

I don't want to use him as cannon fodder. I only have one familiar and I won't be able to get another one if he dies.

I don't think I'll be able to do much with my familiar except fight only because I want to use him as my battle buddy and that took a lot of my spells and gear to get him to the point where he can fight well. He's not the party tank but he can be right up there in the thick of things without much worry.


Morgen wrote:

I like the idea of Bear's Endurance buffing yourself and your familiar at the same time. It's fun.

I like your build, your familiar will be as tough as it can get without being too over the top! Your Earth Elemental wears boots too, hahaa!

XD

That is what he looks like when he's not buffed. I can still cast some spells on him to make him even better. Even though he's an elemental, I can cast things like Enlarge Person on him. Using just Enlarge Person and Haste, I can get his attack up to +11 (1d8+15), grant him a second attack, and offset his AC penalty for Dexterity.

I may get rid of the boots and buy more wands or scrolls. I haven't fully decided. Any suggestions? I would have 5500 more gold to play with if I dropped the boots. They are really only giving him 10 more feet of movement. I may be able to find a much better way of dealing with the 20 foot movement rate.


ciretose wrote:
Bob_Loblaw wrote:

So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.

The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.

Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?

I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.

I would go another way and go with a sorcerer with the leadership feat, then get a cohort that is made to be buffed.

I was thinking of using the Leadership feat but I don't know if it's going to be allowed. I also have so many options that I don't know what I'd want for the cohort. Any suggestions, if it's allowed?


some things to keep in mind is that when you polymorph your familiar, his Nat AC will drop. Also, it's BAB will be +5, compared to the +7 of the build I suggested (not a big change, but it is one more attack if you find a way to get it to use a weapon). If your elemental is generally humanoid in form, it is proficient with simple weapons. Give it an enchanted spear for 2 attacks per round (if it doesn't move) at 1d6 + bonuses each (lead blades will help this). Polymorphing may not be the best way to go. Lastly, I suggested dumping wisdom because, few people would consider it a good idea to send your familiar out to fight, even if it is funny and interesting.

EDIT: An extended mage armor for an 8th level caster would last for 16 hours (20 hours for a 10th level caster) and would provide a +4 AC that blocks incorporeal touch attacks.


Bob_Loblaw wrote:
ciretose wrote:
Bob_Loblaw wrote:

So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.

The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.

Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?

I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.

I would go another way and go with a sorcerer with the leadership feat, then get a cohort that is made to be buffed.
I was thinking of using the Leadership feat but I don't know if it's going to be allowed. I also have so many options that I don't know what I'd want for the cohort. Any suggestions, if it's allowed?

If you go with a monsterous cohort, Griffen or worg(with savage fighter levels).

A humanoid cohort could be a Fighter, barbarian, or a rogue.


Kierato wrote:

some things to keep in mind is that when you polymorph your familiar, his Nat AC will drop. Also, it's BAB will be +5, compared to the +7 of the build I suggested (not a big change, but it is one more attack if you find a way to get it to use a weapon). If your elemental is generally humanoid in form, it is proficient with simple weapons. Give it an enchanted spear for 2 attacks per round (if it doesn't move) at 1d6 + bonuses each (lead blades will help this). Polymorphing may not be the best way to go. Lastly, I suggested dumping wisdom because, few people would consider it a good idea to send your familiar out to fight, even if it is funny and interesting.

EDIT: An extended mage armor for an 8th level caster would last for 16 hours (20 hours for a 10th level caster) and would provide a +4 AC that blocks incorporeal touch attacks.

I didn't take into account the dropping of AC. I can give him a weapon, that wouldn't be a problem. He's actually proficient in all simple and martial weapons since he's an outsider. I also didn't take into account the BAB from your suggested build. Even taking 2 levels in fighter can give me the +6 I need. If I'm going to do that though, you're probably right that I should just take Eldrich Knight since I will have better hit points and attack.

I also really like the idea of dumping Wisdom for the reason you gave. I like it. I don't want to just take your build though so I will post my own version of it shortly. I like to take ideas and make them my own instead of having someone else do all the work for me.


Bob_Loblaw wrote:


I didn't take into account the dropping of AC. I can give him a weapon, that wouldn't be a problem. He's actually proficient in all simple and martial weapons since he's an outsider. I also didn't take into account the BAB from your suggested build. Even taking 2 levels in fighter can give me the +6 I need. If I'm going to do that though, you're probably right that I should just take Eldrich Knight since I will have better hit points and attack.

I also really like the idea of dumping Wisdom for the reason you gave. I like it. I don't want to just take your build though so I will post my own version of it shortly. I like to take ideas and make them my own instead of having someone else do all the work for me.

Completely understandably.

Also, Under the elemental creature type, they are only proficient with simple weapons and only if the are generally humanoid in shape.


Kierato wrote:
Bob_Loblaw wrote:


I didn't take into account the dropping of AC. I can give him a weapon, that wouldn't be a problem. He's actually proficient in all simple and martial weapons since he's an outsider. I also didn't take into account the BAB from your suggested build. Even taking 2 levels in fighter can give me the +6 I need. If I'm going to do that though, you're probably right that I should just take Eldrich Knight since I will have better hit points and attack.

I also really like the idea of dumping Wisdom for the reason you gave. I like it. I don't want to just take your build though so I will post my own version of it shortly. I like to take ideas and make them my own instead of having someone else do all the work for me.

Completely understandably.

Also, Under the elemental creature type, they are only proficient with simple weapons and only if the are generally humanoid in shape.

But as an outsider, he is also proficient with all simple and martial weapons. It doesn't make sense that an elemental would know how to use a greatsword or a crossbow but them's the rules.

Anyway, here is the new build. I went with sorcerer so I could cast the few spells I want more often.

Spoiler:

ASMADI CR 9
Male Human Eldritch Knight 3 Fighter 1 Sorcerer 6
LN Medium Humanoid (Human)
Init +6; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 18. . (+6 armor, +2 Dex, +1 natural, +1 deflection)
hp 118 (4d10+6d6+60)
Fort +11, Ref +5, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Longsword +8/+3 (1d8+1/19-20/x2) and
. . Unarmed Strike +7/+2 (1d3/20/x2)
Ranged +1 Crossbow, Heavy +10/+5 (1d10+1/19-20/x2)
Sorcerer Spells Known (CL 8, +7 melee touch, +9 ranged touch):
4 (3/day) Stoneskin, Invisibility, Greater
3 (6/day) Displacement (DC 16), Fly
2 (7/day) Bear's Endurance (DC 15), Glitterdust (DC 15), Mirror Image (DC 15), Invisibility
1 (7/day) True Strike, Identify, Shield, Mage Armor, Ray of Enfeeblement (DC 14), Enlarge Person (DC 14)
0 (at will) Open/Close (DC 13), Bleed (DC 13), Read Magic, Message, Ghost Sound (DC 13), Detect Magic, Mage Hand, Prestidigitation (DC 13)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 16/20, Int 12, Wis 8, Cha 16
Base Atk +7; CMB +7; CMD 20
Feats Eschew Materials, Expanded Arcana: Sorcerer, Extend Spell, Improved Familiar, Improved Initiative, Point Blank Shot, Reach Spell, Skill Focus: Use Magic Device, Toughness +10
Skills Fly +15, Knowledge: Arcana +9, Knowledge: Dungeoneering +9, Knowledge: Local +9, Perception +1, Sense Motive +1, Spellcraft +9, Use Magic Device +22
Languages Common, Dwarven
SQ Arcane, Arcane Familiar Nearby, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Metamagic Adept (1/day) (Ex), Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear +2 Mithral Chain Shirt, +1 Longsword, +1 Crossbow, Heavy, Bolts, Crossbow (40); Other Gear Amulet of Natural Armor +1, Ring of Protection, +1, Wand of Cure Light Wounds, Reach, Wand of Mage Armor, Extend
--------------------
TRACKED RESOURCES
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Bolts, Crossbow - 0/40
Metamagic Adept (1/day) (Ex) - 0/1
Wand of Cure Light Wounds, Reach - 0/50
Wand of Mage Armor, Extend - 0/50
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SPECIAL ABILITIES
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Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.

Here is Gorignak:

Spoiler:

GORIGNAK CR 1
Male Elemental, Earth, Small
NN Medium Outsider (Earth, Elemental, Extraplanar)
Init -2; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +5
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DEFENSE
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AC 26, touch 10, flat-footed 26. . (+4 armor, -2 Dex, +12 natural, +2 deflection)
hp 59 (2d10+4)
Fort +10, Ref +3, Will +8
Immune bleeds, flanking, critical hits, paralysis, poison, precision damage, sleep, stunning
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OFFENSE
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Spd 20 ft., Burrowing (20 feet), Earth Glide
Melee +2 Greatsword +12/+7 (2d6+15/19-20/x2) and
. . Slam (Elemental, Earth, Small) +5 (1d8+13/20/x2) and
. . Unarmed Strike +10/+5 (1d3+9/20/x2)
Special Attacks Earth Mastery
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STATISTICS
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Str 16/20, Dex 8/6, Con 13/15, Int 8, Wis 11, Cha 11
Base Atk +7; CMB +12 (+14 Bull Rushing); CMD 22 (24 vs. Bull Rush)
Feats Improved Bull Rush, Power Attack -2/+4
Skills Appraise +3, Climb +10, Fly +8, Knowledge: Dungeoneering +7, Knowledge: The Planes +4, Perception +5, Spellcraft +4, Stealth +3, Use Magic Device +10
Languages
SQ Improved Evasion (Ex)
Combat Gear +2 Greatsword; Other Gear Amulet of Natural Armor +2, Belt of Physical Might, STR & CON +2, Cloak of Resistance, +2, Ring of Protection, +2
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel
Earth Mastery An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush a
Immune to Bleeds You are immune to bleeds.
Immune to Flanking You are immune to flanking.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.

For the character and his familiar, I assumed that he would have at least 2 rounds of combat so I made sure that I had two rounds worth of spells active.

Liberty's Edge

Bob_Loblaw wrote:
ciretose wrote:
Bob_Loblaw wrote:

So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.

The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.

Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?

I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.

I would go another way and go with a sorcerer with the leadership feat, then get a cohort that is made to be buffed.
I was thinking of using the Leadership feat but I don't know if it's going to be allowed. I also have so many options that I don't know what I'd want for the cohort. Any suggestions, if it's allowed?

It is all about the fluff of why the cohort is following you. You could have a Fighter as your bodyguard/buff bot. You could be a sorcerer from a barbarian tribe and have your relative who is a barbarian.

If allowed, you could also take a monster as a cohort (bestiary goes into this) and maybe get a Griffon. Your DM may roll with this since a griffon is only a CR 4 creature, and it wouldn't really be any different than a familiar with regards to crowding the table. But you could buff the hell out of him, and use him as a mount.

Grand Lodge

Just remember the more significant role a familliar plays in combat, the more he becomes a chosable target. If a 10th level fighter conects with it once with his power attacking greatsword, he'll probaably split it in half.


LazarX wrote:
Just remember the more significant role a familliar plays in combat, the more he becomes a chosable target. If a 10th level fighter conects with it once with his power attacking greatsword, he'll probaably split it in half.

This is one of my fears. I have no idea what I'm going up against in the adventure but I do know I don't have a week to get a new familiar if this one dies. I am really enjoying the concept and I'm having a blast building him but I think I may have to abandon the idea for now.

If I do this, I think I will be better off with my halfling summoner. I think I will have more options this way.

What do you think about the witch instead of wizard? The fear I have with the witch is more than just losing my familiar. I would lose the source of all my spells too. I think that may be too much of a risk.

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