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Okay, so let me preface this with I am currently playing in a friend's Kingmaker AP game, we are level 7, the DM gave us 2 extra feats at first level and this array 18,16,15,14,13 and 12.
Now, as I usually optimize; I wasn't sure how optimized the party itself was, as it stood there is a Ranger (Skirmisher) archer, a Rogue (Scout)daggers (apparently all about charge sneak attacks), a Fighter (two weapon) and a Bard/Cleric.
I decided on making a Magus, we did a few sessions and it seemed like when it came to combats; myself and the Ranger were dominating handidly, and on such a scale where I could tell the other players were not having fun. So I suggested a character change to the DM, the other course of action was to make the monsters tougher (which in my opinion would not be fair to the other members).
I am deciding on what to "morph" my character into, I am thinking something more support-ish and battlefield control-ly. As much as I like the Magus, The rogue outright complained that the Magus's spellcombat and use of shocking grasp and other touch spells through weapon attacks was broken and not working right, even though I explained it to him. So I decided to hold the magus for a more optimized game in terms of players.
Now I am not going to go back and tell the rogue and fighter to stuff it, I want them to have fun as much as I am, so I am willing to sit back and let them be the stars this time around.
So being that I can explain a class/race change via a Hat of Disguise and a clever use of plot in conjunction with the DM. Ive decided that it needs to be a caster obviously, preferably arcane in some fashion. I was strongly considering a Wizard or a Summoner, I like the idea of Summoning, not so much the Eidolon, so probably a Master Summoner or a Conjurist Wizard.
If anyone has a build they can share, or a level breakdown of how you would build YOUR Wizard or Summoner, that would be ideal and greatly appreciated.
Game is on Sunday. We have been on a month long hiatus due to RL.
My issue lies with what direction to go...

roguerouge |

One thing to be aware of with this AP is that there's few middle of the road combats: they're either tough or easy. Summoner's not a bad idea, but it looks like you've got three martial characters as it is. I'd go with utility wizard who crafts. One, your fellow players will appreciate the items. Two, you'll have time to craft. Three, you'll often have time to prepare spells customized to the encounter.

Alex_UNLIMITED |
I prefer the summoner. The eidolon is too powerful, the best creature ever. The wizard have 9 level of spells, but the summoner have the eidolon and the summon monster as standard action, and gate. Summoned creature can do things that normally an eidolon could not do, even if the summoned creatures are much weaker, but these makes this class more versatile.
The master summoner is unmanageable, for you and for GM, and it is boring to others PC.

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I prefer the summoner. The eidolon is too powerful, the best creature ever. The wizard have 9 level of spells, but the summoner have the eidolon and the summon monster as standard action, and gate. Summoned creature can do things that normally an eidolon could not do, even if the summoned creatures are much weaker, but these makes this class more versatile.
The master summoner is unmanageable, for you and for GM, and it is boring to others PC.
I am not a fan of the Eidolon in general; I am not up to 'building' it as a combat machine, as I dont want to shine over the other players, I was considering the Master Summoner for the reduced Eidolon in exchange for tried and true summoning.
However as previously pointed out, going the Utility caster route with Wizard, and crafting feats something I was already considering seems the best bet so far.

Crysknife |

Lol, master summoner is one of the strongest class of the game and one of the most marginalizing. I'd stay clear of it.
You have a party of 5 people: that's already a lot, a master summoner slow down the game a lot, that's another reason to stay clear of it, but this applies to summoning in general. It's a nice class, but one I'd play only in a game with 3 - max 4 optimizing people.
Wizards are more manageable, you can make as strong as you want them to be: if you concentrate on buffing and only occasionally debuff/control you will be loved by the other players. As said above, summoning is nice but can overwhelm the other players both in terms of combat ability and time on the screen. Be careful of save or suck badly, they can be boring for the other: stuff like sleep or glitterdust end the combat, stuff like slow, bestow curse or confusion make the combat a lot easier but still fun for the others.
Just my 2 cp.

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I hope your GM is buffing up encounters, just remember that APs are balanced for a party of 4 with the elite ray (15,14,13,12,10,8) which is 15 point buy. you have 5 people with a 44 point buy
This was brought up last session, but not for that reason, though I imagine that does have a very huge effect on it, I will let her know. I am a late joiner to this game, so I had no hand in the character / game creation or decision on rules.

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So I rolled up a Elf Wizard (Conjurist - Teleportation school)
Str 14
Dex 18
Con 13
Int 23
Wis 12
Cha 13
Feats
1st - Toughness
(wizard)- Scribe Scroll
Bonus (DM Fiat) Spell Focus: Conjuration
Bonus (DM Fiat) Augmented Summoning
3rd - Craft Wondrous Item
5th - Improved Initiative
7th - Improved Familiar (Imp)
WBL is 23,500 so far ive purchased
Rod of Lesser Extend
Rod of Lesser Silent
Handy Haversack
Headband of Vast Int +2
Cloak of Resistance +2
Amulet of Natural Armor +1
Spells
1st level
Pro from evil
Grease
Mage Armor
Color Spray
Silent Image
Enlarge Person
Feather Fall
Obscuring Mist
Mount
Unseen Servant
Charm Person
2nd level
Invisibility
Rope Trick
Mirror Image
Glitterdust
3rd level
Fly
Haste
Slow
Summon Monster III
4th level
Black Tentacles
Summon Monster IV

KaptainKrunch |

I don't recommend Black Tentacles.
I'd get Telekinetic Charge instead. It's a one time shot, but there will be several times your allies will want to be next to the enemy for a full round of attacks, but the first round they'll have to move to attack. With that spell you can move for them.
Black tentacles is only good against weaklings with low CMDs. Against the average CMD for your level it's going to only have a 30% chance to succeed per target at best, and as you level up it's going to eventually drop to 5%.

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I'd get a Ring of Protection instead of an Amulet of Natural Armor. Deflection bonuses boost AC, touch AC, flat-footed AC, and CMD. Natural Armor just boosts AC and flat-footed.
--Edit--
Also, don't forget you get a bonus metamagic/item crafting feat at 5. I recommend Persistent Spell. Persistent Glitterdust is great, as is, later on, Persistent Slow.
I'm playing a level 11 conjurer in carrion crown right now who's got greater spell focus in conjuration and transmutation, so when he applies Persistent to spells like glitterdust, aqueous orb, or slow, NOTHING saves.

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"
Male elf Wizard 7
LE Medium humanoid
Init +10 ; Senses Perception +15, Low-light Vision, Keen Senses (+2 to find secret doors/compartments, +2 sight-based, +2 sound-based)
==DEFENSE==
AC 17, touch 16, flat-footed 13 (+4 dex, +1 natural armor, +2 deflection)
hp 56 (7d6+7)
Fort +5, Ref +8, Will +9
Defensive Abilities Elven Immunities
==OFFENSE==
Spd 30 ft/x4
Melee Quarterstaff +4 1d6+1 20/x3
Special Attacks Summoner's Charm
==STATISTICS==
Str 12, Dex 18, Con 13, Int 23, Wis 14, Cha 13
Base Atk +3, Cmb +4Cmd +20
Feats Augment Summoning (PFCR 118), Craft Wondrous Item (PFCR 120), Improved Familiar (PFCR 127), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134), Superior Summoning (PFUM 157), Toughness (PFCR 135)
Skills Appraise +10, Fly +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (religion) +10, Knowledge (planes) +14, Linguistics +16, Perception +15, Spellcraft +16
Languages Abyssal, Celestial, Chelaxian, Common, Draconic, Dwarven, Elven, Giant, Goblin
SQ Elven Magic, Arcane Bond
Combat Gear Quarterstaff
Other Gear Magic Items Equipped by Slot, Belt/Waist Slot, Body Slot, Chest/Torso Slot, Eyes/Face Slot, Feet Slot, Slippers of Spider Climbing, Hand Slot, Head Slot, Headband Slot, Headband of Vast Intelligence +2, Neck Slot, Ring Slot (RH), Ring of Protection +2, Ring Slot (LH), Shoulder Slot, Cloak of Resistance +2, Wrist/Arm Slot
Class Abilities • ARCANE BOND: You have selected Imp familiar. It grants . See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Conjuration (Teleportation) school, you are forbidden from using Necromancy or Evocation schools. Preparing a spell from a forbidden school takes up two slots of the given level. You have the following school powers:
- Shift - You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 20 ft. You can use this ability 12 times per day. (PFAPG 147).
- Summoner's Charm - +3 rounds to duration of Conjuration (summoning) spells. (PFCR 80). (PFCR 79-82).
• SCRIBE SCROLL: You gain Scribe Scroll as a bonus feat. (PFCR 78).
• SPELLBOOK: The wizard must prepare all spells from a spellbook, except Read Magic. (PFCR 79).
• WEAPONS AND ARMOR: Club, dagger, heavy crossbow, light crossbow, quarterstaff. Armor and shields interfere with spellcasting. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language at 1st level. (PFCR 78).
• WIZARD CANTRIPS: The wizard can cast known 0-level spells at will. (PFCR 79).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according to the spell progression in PFCR 78. (PFCR 78).
Traits • EYES AND EARS OF THE CITY (Religion: Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. (PFAPG 333)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)
"