Complete Wizard Guide [Ver. 2.0]


Advice

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The fact is monster CMD is probably the best scaling defense, especially for most of the scarier stuff (it's obviously a different story against NPCs with normal player races and class levels), you'd be better of targeting pretty much any other defense most of the time. Oh and the disintegrate against an undead caster only works if they happen to be an undead wizard, because if it's an undead sorcerer or oracle it's now got his casting stat to fortitude saves and if it's a cleric they have good fort saves by default.


Great guide. While my personal experience disagrees on a few points, I think you've done pretty freaking well here. That being said, I'm curious about your thoughts on Adhesive Spittle. It's a Level 1 Conjuration spell that acts like a Tanglefoot Bag. Great against single targets in my experience, but it didn't feature in the guide.

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Hoplite308 wrote:
Great guide. While my personal experience disagrees on a few points, I think you've done pretty freaking well here. That being said, I'm curious about your thoughts on Adhesive Spittle. It's a Level 1 Conjuration spell that acts like a Tanglefoot Bag. Great against single targets in my experience, but it didn't feature in the guide.

Because 2012<2014


The link to this guide from the Guide to the Class Guides sticky is dead. On this discussion page both PDF and Google Docs links work so perhaps someone can update that link back on the sticky.


Great guide. I would like to get your thoughts on the metamagic feat echoing spell. You say that it's a bad feat, but doesn't it synergize well with spell perfection? Since you can add a free metamagic to the second casting, couldn't you use it to, say, cast an echoing chain lightning followed by a free dazing chain lighting? Or an echoing disintegrate followed by a maximized disintegrate?

I'd love your thoughts on this.


The obvious problem with asking questions like this Jaeyshin is that the person you're asking them of may have stopped posting on these forums three years ago. Which is the case here. It's the big problem with thread necromancy.


I would also ask about your thoughts on hellfire ray. In your guide, you say that it's a single-target, no-save ray spell that deals damage. However, I would point out that it goes up to a maximum of 3 rays at 15d6 each, half of which is unholy and not subject to fire resistance. That allows for 45d6 damage against 1 target at lev 19, half of which is not reduceable. That's not bad for a 6th level spell. The only real downside I'd point out is that it's an evil spell and can have alignment problems unless you did spell research/modification to make it more like flamestrike.

Am I missing something about this spell? It seems to be better than a red listing to me. I'd love to hear your thoughts.

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jaeyshin wrote:
I'd love your thoughts on this.

MY thoughts is that you are not going to get an answer to your question from the maker of the guide as the last time he posted anything to these forums was in 2016, and his prior last post was in 2013.


Captain Zoom wrote:
jaeyshin wrote:
I'd love your thoughts on this.
MY thoughts is that you are not going to get an answer to your question from the maker of the guide as the last time he posted anything to these forums was in 2016, and his prior last post was in 2013.

Well, yeah. I figured. But it's not like I check this on a regular basis, and I thought other people who found this guide might find the point interesting.


A few notes on the guide for anyone reading:

1. WELL DONE. EXCELLENT GUIDE. He obviously a lot of work on this.

2. Time flys and there are a few points splat books etc have added to the options. Here they are.

Small note on halfling: Halfling Jinx can be used as a save debuff but requires you (at least) not dumping charisma.

Catfolk: Climber is fantastic for getting a safeish overview of the battle at low levels and the catfolk can potentially get all the catfolk features through feats. Still better as an Oracle though.

Hobgoblin: 'economically better' but the social side of many campaigns will disadvantage you. And that leads to a weakness of wizards (which I think I must mention), you are very D.M. dependant on access to spells to improve your spellbook. I don't know why more isn't made of this but some campaigns make it difficult. Spoiler Alert: I remember playing Strange Aeons and really struggling to access sources of extra spells.

Ratfolk: You can get a burrow speed. With the right investment and forethought (e.g. getting some degree of tremor sense) this could be game breaking as a secure point to summon/cast from...

Sylph: the Wind Listener Archetype is... okay in that you get some spontaneous casting and a nice defensive ability at level 10.

Kitsune now can have a Int bonus (Keen Kitsune), still better as a sorcerer though if you go pure caster - that favoured class bonus IS WAY BEYOND BROKEN.

Prestige Classes:

The Favoured Prestige Class feat (a must if you intend to play a Prestige Class) and Prestigious Spellcaster feats transform some prestige classes (e.g. Arcane Archer, Dragon Disciple, Eldritch Knight, etc).

I've played an Arcane Trickster (foresight diviner) who had accomplished sneak attacker and he was essentially a wizard who could scout and do rogue stuff. Again that feat transforms the Arcane Trickster class.

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