First wizard / conjurer in Pathfinder


Advice


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

So trying out a new DM, his setting is a mostly dark campaign with floating pieces of a magical sun. Everyone is nomadic and anywhere there is light means alot of fighting over it.

20-point buy: Str 9 (-2), Dex 14(5), Con 13 (3), Int 18 (17), Wis 10 (-1), Cha 7(-4)
Elf stats after racial mods. str 9, dex 16, con 11, int 20, wis 10, cha 7 (HP 10) (+1 con at level 4)
30 foot movement, low light vision, +2 perception

Ditching the good elven traits for - Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

For traits I think ill go with Loreseeker and warrior of old.

Ring: Bonded Object

Specializations: Conjuration, Ones to forbid, Emchantment, Divination
Replacing acid dart with teleportation

Feats: Craft Wondrous Item 5th, Augment Summoning 5th, Superior Summoning 7th Toughness 1st, Spell focus(conjuration) 3rd

Skills: Spellcraft, Perception, Knowledge arcane, nature, religion, the planes,Ride.

Spells Known: All 0 level spells. Plus 8 1st level spells. Can cast three 0 level spells and 3 first level spells plus one level 0 and one level 1 conjuration spell.

Level 0
Detect magic* (takes 2 slots)
Acid splash*
Mage hand*

1st level *'s are memorized
Mage armor
Grease *
Color spray *
Enlarge person
Summon monster 1
Ray of enfeeblement*
Unseen Servant*
Mount

Any suggestions for level 1 or later levels? Pathfinder books only no 3rd party or pathfinder society allowed.


Your stats are fine. I'd actually drop con by 1 point and put it someplace else then use my 4th level stat to bump it back up. I hate taking a penalty on will saves as a caster.

Take a raven as a familiar. They can speak to you at low levels and make great aerial scouts before you can cast overland flight.

I'm not 100% sure you can take Universal as a banned school. That's just freaking cheesy. Take illusion (if your DM is a stickler for using them) and necromacy instead if he won't let you take Universal. At level 9 you can take opposition school research from UM and get rid of the ban on necromacy.

Currently I'm playing a wizard that's a conjuration spec as well. I took evocation/necromacy as banned schools and haven't missed either a single bit. Soul Jar is a FANTASTIC spell but again, depending on the DM, you may or may not be able to use it. If your party makeup is heavy on the damage dealers you won't need fireball either :) Just haste the melee, slow the enemies, and go have a sandwich.

Abuse the crap out of color spray and grease. Remember to grease an area if there's a mob of enemies and a weapon if it's the BBEG.

Unless you have a great reason don't waste a slot on extend spell at 5th. The metamagic rods are stupid cheap. Go with a different metamagic or create wonderous item.

EDIT: Just my take on things!


Pathfinder Rulebook Subscriber
Chakfor wrote:

Your stats are fine. I'd actually drop con by 1 point and put it someplace else then use my 4th level stat to bump it back up. I hate taking a penalty on will saves as a caster.

Take a raven as a familiar. They can speak to you at low levels and make great aerial scouts before you can cast overland flight.

I'm not 100% sure you can take Universal as a banned school. That's just freaking cheesy. Take illusion (if your DM is a stickler for using them) and necromacy instead if he won't let you take Universal. At level 9 you can take opposition school research from UM and get rid of the ban on necromacy.

Currently I'm playing a wizard that's a conjuration spec as well. I took evocation/necromacy as banned schools and haven't missed either a single bit. Soul Jar is a FANTASTIC spell but again, depending on the DM, you may or may not be able to use it. If your party makeup is heavy on the damage dealers you won't need fireball either :) Just haste the melee, slow the enemies, and go have a sandwich.

Abuse the crap out of color spray and grease. Remember to grease an area if there's a mob of enemies and a weapon if it's the BBEG.

Unless you have a great reason don't waste a slot on extend spell at 5th. The metamagic rods are stupid cheap. Go with a different metamagic or create wonderous item.

EDIT: Just my take on things!

Its supposed to be a world populated by undead, and mutants mostly. I would ditch evocation if it wasnt for daylight. Which still might be worth it as I could still cast it if needed, or scroll it. -4umd I assume to use the scroll. Nothing says you cant ditch universal /shrug.

Its going to be a low magic campaign and im unsure ill be able to get rods if I do I will ditch it for something else.

About the familiar I was planning toad mainly for the fact that with out it I have 7 hp, 10 is slightly better and I can get another familiar at level 3-4 ish. I like the scorpian for +2 int.

Planning on controlling/summoning with a some buffing/debuffing in those orders.
Not sure about your suggested stat changes, ill think about it.


I think there's a conjuration specialization that allows 10ft jumps. Might be something worth looking into.


Pathfinder Rulebook Subscriber
Black_Lantern wrote:
I think there's a conjuration specialization that allows 10ft jumps. Might be something worth looking into.

APG, you ditch the 3 + int times per day acid arrow for it, 5 Foot per 2 levels jumps. Quite decent.


Gram wrote:
Black_Lantern wrote:
I think there's a conjuration specialization that allows 10ft jumps. Might be something worth looking into.
APG, you ditch the 3 + int times per day acid arrow for it, 5 Foot per 2 levels jumps. Quite decent.

Yeah, it's amazing. It's a Supernatural ability and thus can be done while grappled with no penalty/check involved. Auto get out of grapple is pretty good. Sure it ends your turn so you can't get out of the grapple THEN do something, but it still lets you play tag with a would-be grappler.

Other uses abound, of course. Another favorite is using it at the end of your turn to "blink" upwards like 25 feet when you have Overland Flight up. Beats using a double move to get up there! Also, at low-mid levels, move in-cast Color Spray-blink back. It's like spring attack with spells!

Scarab Sages

I also like useing the swift action to teloport
Cast
move 30 feet away
Telport x feet more
Means they well have to charge to get to me,
And if i move it in a way, they wont even be able to charge
Always make sure your 30 feet away from nearest enimies is how i survies lvl 1-4 without every getting targeted/attacked,
While still doing good spells, like grease, Enlarge person, Silent Img exc.


Gram wrote:

So trying out a new DM, his setting is a mostly dark campaign with floating pieces of a magical sun. Everyone is nomadic and anywhere there is light means alot of fighting over it.

20-point buy: Str 7 (-4), Dex 14(5), Con 14 (5), Int 18 (17), Wis 9 (-1), Cha 8 (-2)
Elf stats after racial mods. str 7, dex 16, con 12, int 20, wis 9, cha 8 (HP 10)
30 foot movement, low light vision, +2 perception

Ditching the good elven traits for - Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

Familiar - toad (3 hp)
Specializations: Conjuration, Ones to forbid, Universal, Divination
Feats: extend spell 5th, augment summoning 3rd, improved initiative 5th, improved familiar 7th, Spell focus(conjuration) 1st
Skills: Spellcraft, Perception, Knowledge arcane, nature, religion, the planes, escape artist.
Spells Known: All 0 level spells. Plus 8 1st level spells. Can cast three 0 level spells and 3 first level spells plus one level 0 and one level 1 conjuration spell.

Level 0
Detect magic* (takes 2 slots)
Acid splash*
Daze*

1st level *'s are memorized
Mage armor
Grease *
Color spray *
Enlarge person
Summon monster 1
Sleep *
Silent image *
Mount

Any suggestions for level 1 or later levels? Pathfinder books only no 3rd party or pathfinder society allowed.

I would ditch sleep until you can put a feat into Spell Focus: Enchantment. Same for color spray w/out Illusion Focus, although this might count as a "light" spell. Also, I would consider ditching Summon Monster I. I'd recommend Ray of Enfeeblement, since the target can only save for half damage on d6+level strength damage. Magic Missile is a good investment, even at first level (no attack roll and no save). A nice and effective way to knock over a bad guy on his last legs. Consider investing in Expeditious Retreat or Obscuring Mist.

"Universalist" isn't a school. Pick abjuration as your other opposition.

I'm not sure what elven traits you're giving up. If overcoming SR and immunity to sleep effects are among them, I'd think twice.


Pathfinder Rulebook Subscriber

I will agree the teleport addition from the APG seems to be a must and will be taken.

Spell focus enchantment and illusion will not be taken.

Color spray and sleep are both still very good spells all though I was thinking having so many similar spells seemed a little redundant. I know summon monster level 1 isnt that great and ray of enfeeblement is decent at low levels. I dont think magic missile is anywhere near worth memorizing especially at level 1. As for the other 2 spells obscuring mist is pretty decent but expeditious retreat isnt worth memorizing just yet. Not enough spell slots.

Does it say anywhere that universal is not a spell school, I cant seem to find it anywhere. I was trying to decide if I would ditch necromancy abjuration or evocation they each have the odd spell here and there thats quite nice.

I am giving up both immunity to sleep and the SR pen. While I agree thats not a good way to go I still have decided that I like the flavor of the choice in his campaign.


By the time you're able to cast some of the really nice evocation spells (not blasts) you'll be in a position to negate it as an opposition school anyway. Opposition school research is pimp. Not sure if you can take it twice though. I totally would if I could.

You'll use spellcraft instead of UMD for scrolls if they're on a list you can cast (opposition schools are on lists you can cast) and you won't be able to fail those checks if you keep spellcraft sitting at max and have a decent int mod.

If a lot of undead are present you may consider enchantment as an opposition school. You won't be able to hit them with any of the standard enchantment spells anyway.

The Exchange

Universalist is not a school. But, even if it were you'd be hosed as Read Magic is universalist.
So without it you would be unable to cast spells.

Sp F: conjuration is not worth is solely for grease.
Usually if you are going conjuration you're going to be looking at summons - so augmented summons, graduate of the academae etc.

Check your traits - I'd suggest magical lineage and LoreSeeker.


Holy stat dumps batman!

Drop Intelligence down to 16 pre-racial. You do not need 20 int starting out, and as it is, you won't be able to carry...well...just about anything. Seriously, that gives you 7 more points to play with. Get Strength up to something somewhat respectable, and don't dump Cha or Wisdom. Especially as a summoner type. DCs aren't super important for those!

And you're trying to prohibit universalist?! It's not a school. You can't dump it. And that just reeks of trying to game the system. It's not a competition dude. I'm sure you'll do just fine without being 100% optimized.

I'll help you with finding the text that says it isn't a school.

PRD wrote:
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school.

You'll also note that the area of the CRB / PRD that lists the schools doesn't list universalist. Because it's not a school.

Enchantment and Illusions would work well as schools to prohibit. Divination can be nice to have, and if the world is populated with undead, it's not like those schools will be of too much use anyways. Plus, there's roleplaying potential! You are concerned with how the world is, not how it could be.


Cheapy wrote:

Holy stat dumps batman!

Drop Intelligence down to 16 pre-racial. You do not need 20 int starting out, and as it is, you won't be able to carry...well...just about anything. Seriously, that gives you 7 more points to play with. Get Strength up to something somewhat respectable, and don't dump Cha or Wisdom. Especially as a summoner type. DCs aren't super important for those!

This. I'm playing a Conjurer Wizard. Nobody needs to make saves vs summoned monsters. Or Black Tentacles, for that matter (sure, the extra INT bonus increases their grapple check a smidge). Save DCs isn't nearly as important for you as a Enchanter, Evoker or even a Necromancer. And Cloudkill tends to auto-kill the things you use Cloudkill for in the first place ^_^.


Pathfinder Rulebook Subscriber
cp wrote:

Universalist is not a school. But, even if it were you'd be hosed as Read Magic is universalist.

So without it you would be unable to cast spells.

Sp F: conjuration is not worth is solely for grease.
Usually if you are going conjuration you're going to be looking at summons - so augmented summons, graduate of the academae etc.

Check your traits - I'd suggest magical lineage and LoreSeeker.

So universal is not a school because the specialization in it just means to deal with all schools? If thats the closest ill get im fine with it I'll ditch something else.

I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning. Ill change the toad at level 1 to a scorpion for the +2 int.

For traits I think ill go with Loreseeker and warrior of old.

While typing this I noticed the other reply from cheapy. Thank you thats all I was looking for I was sure it shouldnt be allowed just wanted to make sure. It was the Gm telling me it was the best choice to remove ;-P.

Im pretty sure im thinking divination and enchantment so far. The party consists of a half-orc barbarian, human cleric and another physical damage type (still unknown). Most of the divination can be handled by the cleric and the carrying can be handled by the barbarian. I honestly havenet seen many point buy stats that are not similar to the ones ive chosen. I will admit we normally roll but even in treatmonks guide to wizards his other stats are lower, I balanced them a bit more. Low magic campaign might mean no stat items, its been hinted at so I will need the high int. The point at level 4 will most likely go into wisdom. Str and cha arent really needed.

As far as level ones go I assume having color spray, grease and sleep seems a bit much. Should I just drop to 2 of the 3? say ditch sleep?

I do like the concerned with how the world is not how the would could be aspect.

EDIT: I could probably ditch escape artist as having the teleport from conjuration specialist and getting access to another at level 8 from the same place. What would be another useful skill in its place?

Edit 2: never heard of the graduate of the academae which pathfinder book is it in?


Gram wrote:
EDIT: I could probably ditch escape artist as having the teleport from conjuration specialist and getting access to another at level 8 from the same place. What would be another useful skill in its place?

Stealth never hurts (you won't have Armor Check Penalties, so sneaking is fairly easy for wizards). Neither does Ride, an oft neglected skill - especially if you have low STR, a horse can carry your stuff. Or animal handling for the Mule to carry your stuff. Or Diplomacy for the manservant to carry your stuff ^_^.


1 spell book: 3 lbs
1 spell components pouch: 2 lbs
Scholar's outfit: 6 lbs
Backpack 2lbs

13 lbs

If you have a handy haversack, that's 15 lbs.

You have very little wiggle room for utility items! Spells can't duplicate everything, ya know.

You have a limit of 23 lbs before you have a medium load. Unless you want to store *everything* in that handy haversack, and spend the actions to retrieve them when you need it (rather than just hooking it onto you character's clothes somehow), that's fine.

At level 10, you can be taken out by a single Ray of Enfeeblement, with an average roll. You'll have maybe +5 Fort, which means you will be taken out about half the time against an opponent with just a 16 to his casting stat. Against a level 1 spell.

At 1st level, you have a 16.667% chance of being taken out by that one Ray of Enfeeblement. If you drop your Int to 16 pre-racial bonuses, you lose out on one extra low-level spell, and slightly lower DCs, which is made up by your spell focus (conjuration).

Plus, if you take Craft Wondrous Item, you can easily make your own items to increase your Intelligence.

I feel quite passionate about low strength characters.

Enough ranting about that...

I do agree that you should drop one of color spray / grease / sleep. I'd vote for Sleep, since while it is awesome at low levels...eh. 4HD is quickly surpassed.

At 5th level, I'd take Craft Wondrous Item instead of Extend. And at 7th, take Superior Summoning.

If you take Arcane Bond (a ring), you will get 1 extra spell of any spell level. That's wonderful. And then you can enchant the ring without Forge Ring. That's amazing. Much better than a familiar, IMO.


I'm an Int hoarder, so I'd stick with 18 Int, because it's just a big freakin' deal for wizards. To each their own. :/

However, I would switch my minor stats like this: Str 9, Wis 8, Cha 7. You don't need Charisma for anything, 8 or 9 wisdom is basically the same thing, while 9 Str can get you a better carrying capacity. Also have greater strength than 7 slightly improves your CMD and your ability to withstand strength damage/drain. (More common than mental damage, I believe.)


Just remember that by having 7 charisma, you have to roleplay as extremely rude and someone who always lets his (often gruff) opinion be heard.

I hope you don't piss off the wrong guy!

Sczarni

Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.

Please explain how you are going to 'drop' toughness.


Pathfinder Rulebook Subscriber
Cheapy wrote:

1 spell book: 3 lbs

1 spell components pouch: 2 lbs
Scholar's outfit: 6 lbs
Backpack 2lbs

13 lbs

If you have a handy haversack, that's 15 lbs.

You have very little wiggle room for utility items! Spells can't duplicate everything, ya know.

You have a limit of 23 lbs before you have a medium load. Unless you want to store *everything* in that handy haversack, and spend the actions to retrieve them when you need it (rather than just hooking it onto you character's clothes somehow), that's fine.

At level 10, you can be taken out by a single Ray of Enfeeblement, with an average roll. You'll have maybe +5 Fort, which means you will be taken out about half the time against an opponent with just a 16 to his casting stat. Against a level 1 spell.

At 1st level, you have a 16.667% chance of being taken out by that one Ray of Enfeeblement. If you drop your Int to 16 pre-racial bonuses, you lose out on one extra low-level spell, and slightly lower DCs, which is made up by your spell focus (conjuration).

Plus, if you take Craft Wondrous Item, you can easily make your own items to increase your Intelligence.

I feel quite passionate about low strength characters.

Enough ranting about that...

I do agree that you should drop one of color spray / grease / sleep. I'd vote for Sleep, since while it is awesome at low levels...eh. 4HD is quickly surpassed.

At 5th level, I'd take Craft Wondrous Item instead of Extend. And at 7th, take Superior Summoning.

If you take Arcane Bond (a ring), you will get 1 extra spell of any spell level. That's wonderful. And then you can enchant the ring without Forge Ring. That's amazing. Much better than a familiar, IMO.

Lets start with changing the stats a bit.

str 8, dex 14, con 15, 16 int, 8 cha before elf racials. First point in con at 4th than 8th and 12th into int.

Stat weight has never been anything ive ever had a GM enforce other than large quantities of items ie equipment from an entire dungeon.

Ray of enfeeblement is a rarely used spell honestly, at least around here but I noticed it was going to be a problem, not much can be done about it. 2 casts can be used just as easily as 1 and id still be done for with another 1-2 strength.

with the change to removing enchantment I decided on removing sleep and adding in ray of enfeeblement, and im going to swap out silent image for unseen servant.

I agree about craft wondrous item if the low magic campaign ends up being that low. Is superior summoning worth it? I thought it was rarely worth summoning 1d3 smaller guys.

Also familiars are easy to keep safe, that being said I was unaware you could enchant the ring without needing forge ring, how and why does that work?


Pathfinder Rulebook Subscriber
Icaste Fyrbawl wrote:
Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.
Please explain how you are going to 'drop' toughness.

Any time you level you can retrain a feat to another as long as you are not retraining a feat needed as a prerequisite.


Gram wrote:
Icaste Fyrbawl wrote:
Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.
Please explain how you are going to 'drop' toughness.
Any time you level you can retrain a feat to another as long as you are not retraining a feat needed as a prerequisite.

Only fighters can retrain feats, and then only ones from their bonus feats.


Pathfinder Rulebook Subscriber
Cheapy wrote:
Gram wrote:
Icaste Fyrbawl wrote:
Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.
Please explain how you are going to 'drop' toughness.
Any time you level you can retrain a feat to another as long as you are not retraining a feat needed as a prerequisite.
Only fighters can retrain feats, and then only ones from their bonus feats.

That makes sense, i've only played a fighter in pathfinder so far.


About superior summons:

There are very few things in life that 1d4+2 celestial eagles won't stop around level 5.

If you ever get to use SM IX, you can instead summon 1d4+2 Celestial T-Rexes. That is AWESOME.

Regarding Bonded Items:

Arcane Bond wrote:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

Emphasis mine.

It's a very, very nice option. And less book keeping!


Pathfinder Rulebook Subscriber

I have Updated the original post with some of the changes mentioned.


Gram wrote:
I have Updated the original post with some of the changes mentioned.

You can't actually update the original post after an hour, so I'm not sure what you really did.


Pathfinder Rulebook Subscriber
Cheapy wrote:
Gram wrote:
I have Updated the original post with some of the changes mentioned.
You can't actually update the original post after an hour, so I'm not sure what you really did.

Except if you look at it, it did in fact update ;-)


Gram wrote:
Cheapy wrote:
Gram wrote:
I have Updated the original post with some of the changes mentioned.
You can't actually update the original post after an hour, so I'm not sure what you really did.
Except if you look at it, it did in fact update ;-)

Guess not on my computer. I still see Universalist as a prohibited, a familiar, sleep, grease, color spray, the same stat spread...

Unless you somehow changed other things.


Pathfinder Rulebook Subscriber
Gram wrote:

So trying out a new DM, his setting is a mostly dark campaign with floating pieces of a magical sun. Everyone is nomadic and anywhere there is light means alot of fighting over it.

20-point buy: Str 9 (-2), Dex 14(5), Con 13 (3), Int 18 (17), Wis 10 (-1), Cha 7(-4)
Elf stats after racial mods. str 9, dex 16, con 11, int 20, wis 10, cha 7 (HP 10) (+1 con at level 4)
30 foot movement, low light vision, +2 perception

Ditching the good elven traits for - Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

For traits I think ill go with Loreseeker and warrior of old.

Ring: Bonded Object

Specializations: Conjuration, Ones to forbid, Enchantment, Divination
Replacing acid dart with teleportation

Feats: Craft Wondrous Item 5th, Augment Summoning 5th, Superior Summoning 7th Toughness 1st, Spell focus(conjuration) 3rd

Skills: Spellcraft, Perception, Knowledge arcane, nature, religion, the planes,Ride.

Spells Known: All 0 level spells. Plus 8 1st level spells. Can cast three 0 level spells and 3 first level spells plus one level 0 and one level 1 conjuration spell.

Level 0
Detect magic* (takes 2 slots)
Acid splash*
Mage hand*

1st level *'s are memorized
Mage armor
Grease *
Color spray *
Enlarge person
Summon monster 1
Ray of enfeeblement*
Unseen Servant*
Mount

Any suggestions for level 1 or later levels? Pathfinder books only no 3rd party or pathfinder society allowed.

How odd, well I quoted it so its easier to see than.


I very strongly oppose dumping strength and charisma and wisdom simply to jack your intelligence by 1-2 points.

That said, my games tend to have a focus on more than simply combat utility, so perhaps my experience is different. I like my heroes to be attractive, at least reasonably fit, and not socially inept, because I often find that social skills do come up. I tend to like my characters to attract members of the opposite (or same) sex, and to be able to diffuse situations without resorting to offensive magic. I like not having to play up obnoxious, weak, and annoying.

If you drop base int to 17 (saving yourself 4 points) you can have average or better wisdom and charisma, and then use your 4th level bump on intelligence for 20, instead of your current plan of going with 20 to start, then bumping wisdom by a point at 4th. You could even have above average charisma.

Charisma, beyond social skills, is very useful to a summoner, because of the charisma check involved in planar bindings. Consider that.

Now if you have a specific idea in place for why you want three negative scores, that's fine. If it fits with your roleplaying idea, please go ahead with it. But if you are doing it purely to eek out what you think is a numerical advantage, I'd pray you consider what you are trading away. Specialization is good, but I think you are overspecializing in the worst way.

Your call.


1 person marked this as a favorite.

Looks better.

It might be worthwhile to memorize Enlarge Person instead of Ray of Enfeeblement. Giving your fighter Reach can be quite good.

Remember that you can put your favored class bonus into HP. Shift is good enough that placing your favored class bonus into 1/2 a use of Shift is a solid choice too though.

Also, one key thing: Shift is as if using dimension door, which has the clause that once you use the ability, you can't take any other actions for the rest of your round.

So always use shift *after* you're done with your round. If you use it, you can't do anything else for the round.

I'm personally a fan of the Creation sub-school, especially for low-strength characters (although you've since changed that!). Create Gear is solid, since you can do without many things. Need a crowbar? Got it. A bucket? Yep, that too. Shovel? Sure. I really enjoy versatile abilities like that. Although if I were to design that ability, it would've lasted for a number of rounds equal to your Intelligence modifier after it left your possession. Then you could use it with a grappling hook!

Do note that Divination is a great school specialization for summoners as well. The Forewarned ability is phenomenal. A level 4 Elven wizard with that, improved initiative, and that elf trait that gives +2 to Init would have +8 to initiative. The Foresight subschool is pretty nice as well.

The main draw of the Conjuration school (to me at least) is Summoner's Charm. It's a great ability at lower levels, but the difference at level 10 is between 10 rounds and 15 rounds. Most combats will be over after the third through fifth round anyways, so the ability loses quite a bit "oomph".

Also, if you're more interested in the summoning aspect than the rest of the wizarding aspect, take a look at Master Summoner archetype for the Summoner class. They get some really good summons, due to their standard action (!!!) summons that last for minutes per level.

Minutes per level mean that you can summon some celestial birds or what have you, and send them 500 feet out to attack your enemies while you sit back and drink a beer.

Plus, they can get 5-10 of them per day, starting at first level.

They also get an Eidolon, but if you make him a scout / skill monkey (which is the best idea for a Master Summoner), you won't always have him out.


@Cheapy: Ray of Enfeeblement can't take anyone out since ability penalties can't lower a score to less than 1.

PRD wrote:
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

As for the build: I'd stick with Strength 7. In fact, I'm playing a level 3 elven Conjurer right now, myself. I got the following stats:

Str 7
Dex 14
Con 12
Int 20
Wis 10
Cha 10

You don't have much to carry for the first few levels. Our party's Ranger has Str 7, too, and that's simply too low because she's carrying a heavy crossbow, armor and so on. But for a Wizard? Strength 7 is totally fine.

If you look at it, the difference between strength 7 and strength 9 or even 10 is VERY small. Once you start adding items to your equipment, you'll be in medium load anyway. Your cloth alone can weight like 5 lb or more! And that's before your backpack, bedroll, rations, waterskin, magic cloak, spellbook, component pouch, familiar and so on.

Having Medium Load is not that bad, especially if you can use the shift ability to get where you want to be.
After you've gained a few levels you can afford to use Ant Haul if your GM REALLY enforces encumberance rules. Personally, I'll take Craft Wonderous at level 5 and ask my GM if he allows the effect of Muleback Cords added to a cloak of resistence. There's nothing in the rules against it, and it eliminates all encumberance problems for 750 gold.


Blave wrote:

@Cheapy: Ray of Enfeeblement can't take anyone out since ability penalties can't lower a score to less than 1.

PRD wrote:
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

His maximum load would be 10 pounds, which he will most certainly be past.

He won't be moving much, except for Shift which is already really short range, so it can't be used to get away from enemies.

That is comparatively better than being completely knocked out of the fight, but it's close enough for me.


There's a big difference between being unable to move and being "taken out". A wizard should have plenty of tricks to be save anyway. Levitate, vanish, summoning, obscuring mist, various wall spells, the party's BSF, shift, dimension door, dimensional steps and so on.

And those are only needed
- IF an enemy casters closes in to short range (without being stopped or even killed by the party's melee guys)
- IF he can target your wizard (why would any wizard make himself an easy target?)
- IF he succeeds on a ranged touch attack without missing because of mirror image, cover, concealment and so on
- IF the d6 roll for the penalty returns a high result
- and IF your wizard fails his save.

Yes, there are exceptions. Meta magic might improve the range of the spell, an ambush might give the enemy casters a clear shot at you and so on.
But really, if ray of enfeeblement is such a big deal in these situations, how do you deal with stuff like blindness/deafness? There are plenty ways to incapacitate wizards and RoE is among the worst, even if it reduces his strength to 1.


Blave wrote:

There's a big difference between being unable to move and being "taken out". A wizard should have plenty of tricks to be save anyway. Levitate, vanish, summoning, obscuring mist, various wall spells, the party's BSF, shift, dimension door, dimensional steps and so on.

And those are only needed
- IF an enemy casters closes in to short range (without being stopped or even killed by the party's melee guys)
- IF he can target your wizard (why would any wizard make himself an easy target?)
- IF he succeeds on a ranged touch attack without missing because of mirror image, cover, concealment and so on
- IF the d6 roll for the penalty returns a high result
- and IF your wizard fails his save.

Yes, there are exceptions. Meta magic might improve the range of the spell, an ambush might give the enemy casters a clear shot at you and so on.
But really, if ray of enfeeblement is such a big deal in these situations, how do you deal with stuff like blindness/deafness? There are plenty ways to incapacitate wizards and RoE is among the worst, even if it reduces his strength to 1.

Ok, you win.

I just hate dumping stats for non-RP reasons :(


Ah, sweet sweet victory! ;)

Seriously though, I agree. Unfortunately, there's not much use talking RP without the OP giving us a bit insight into his character. So all that remains for discussion is optimization. And for that, a strength of more than 7 is nice to have but nowhere near necessary.

I think (or rather hope) that anybody posting here is able to determine, whether the suggestions given fit his character or not. I personally appreciate any insight I can get, but the decision is mine to make.
My character is a bookworm and will most likely become a loremaster at some point, so strength 7 fits her perfectly. And if nothing else, it's her biggest weakness (pun intended). Having a couple of those can also be pretty great for roleplay. :)

The Exchange

You're a wizard. Carrying things is for fighters. Or horses. Or dogs. Or floating disks. Puhlease.

Keep color spray. Learn levitate when you have the choice. When you can fly levitate becomes a 3x3 box area of effect...

Ditch RoE.

I would ditch wisdom to boost int; will is your best save - and few people target wiz with will saves. Fort saves are another question.

Arcane bond is good. Familiar is better. Read Treant's guide to see why.

Plan now on what you are going to do if you are grappled. Conjuration school has a pretty good out. Use it...


Ring is good as an arcane bond, but if you are concerned your GM will specifically target your bonded object I would go with a adamantite dagger.


rat_ bastard wrote:
Ring is good as an arcane bond, but if you are concerned your GM will specifically target your bonded object I would go with a adamantite dagger.

Or a ring for your private bits!


Cheapy wrote:
rat_ bastard wrote:
Ring is good as an arcane bond, but if you are concerned your GM will specifically target your bonded object I would go with a adamantite dagger.
Or a ring for your private bits!

If I was a GM and one of my players would try that, I'd totally rule that casting a spell requires you to use your bonded object for aiming.

GM: "Well, rogue, are you REALLY sure he should touch you with THAT just to cast Invisibility on you?"
Rogue: "... ... ... Screw that, I'll use stealth!"


Blave wrote:
Cheapy wrote:
rat_ bastard wrote:
Ring is good as an arcane bond, but if you are concerned your GM will specifically target your bonded object I would go with a adamantite dagger.
Or a ring for your private bits!

If I was a GM and one of my players would try that, I'd totally rule that casting a spell requires you to use your bonded object for aiming.

GM: "Well, rogue, are you REALLY sure he should touch you with THAT just to cast Invisibility on you?"
Rogue: "... ... ... Screw that, I'll use stealth!"

In my group, paladins make holy "water" in similar fashion.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / First wizard / conjurer in Pathfinder All Messageboards

Want to post a reply? Sign in.