
Bakunin |
Let me preface this by saying I've read the two Wizard guides in the Class Guide thread and am still absorbing the info in the guides. I've played D&D in its various incarnations before, but never as a Wizard or a Sorcerer. I'm about to start the Rise of the Runelords campaign and want to be a benefit to the party instead of a detriment while I learn the ropes of being a Wizard.
My current idea for my Wizard is an Elven Admixture Evoker with Enchantment and Necromancy as my opposed schools. I want to be able to have the versatility of the Wizard, but I do want to do some blasting here and there and I thought taking Evocation as my specialty school would let me be able to do that most effectively with the Admixture special ability.
Is there a better way to go about doing what I had in mind, or am I on the right track? Are there better schools to select for my opposition schools? What are some good things to know as a Wizard, low level or otherwise? Are there any good tips and tactics you can share that I can use to make life better for the party? Thanks in advance for any help provided.

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Enchantment and Necromancy are fine opposition schools.
As far as the Admixture Evoker. I don't know. I never liked being a blasty type because you feel like you need to cast a spell every round. I like to conserve spells so I tend to stick to buff and summoning. Don't get me wrong. Blasting feels like hella fun but a sorcerer has more casts per day to do that.

Bakunin |
Enchantment and Necromancy are fine opposition schools.
As far as the Admixture Evoker. I don't know. I never liked being a blasty type because you feel like you need to cast a spell every round. I like to conserve spells so I tend to stick to buff and summoning. Don't get me wrong. Blasting feels like hella fun but a sorcerer has more casts per day to do that.
I know Treantmonk is a definite advocate for summoning in his guide, I'm just hesitant to go down that route since the party is pretty large already and I'm not sure if having the extra actions from the summoned creature would be a detriment to the party's enjoyment or not. I suppose that's something I should discuss with the group.
As far as blasting goes, there is another player who may or may not play a blasty sorcerer. I don't want to step on his toes, but I did want some blasting action myself, hence evocation for the additional spell slot for a damage dealing spell. I'm also planning on using one more of my spell slots for damage, and the other(s) for utility and buffs/debuffs as I level up and gain more spell slots.

Mysterious Stranger |

If you have access to the ARG consider going with a spellbinder archetype. I would specialize in the Teleport school and use the Bound spells for summon monster. Summoning is one of the most versatile options a Wizard has. This way you memorize your blast spells, but can trade them out for a summon if the blast is not going to work.
I would recommend getting augmented summoning as soon as you can. Also the shift school power is very helpful to a Wizard get away from threats. As an elf you can use your favored class bonus to get extra shifts. Nice thing about the shifts is they get more range as you go up in levels.

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Casters can never keep up with damage of a combat character. There specialty is to do every thing else. So I highly recommend staying way from evoker. The best focus for a wizard Enchantment, or Transmutation.
Even then a generalist wizard is not bad. It more depends on what your goal is for the wizard. Sorcerers are a little better then wizards at blasting. It is still not something to focus on for a caster.
Let me just say summon monster is ok some times. Over all it is not something to build a wizard around. It for the most part is should read summon flanker. As any thing you can summon is far less powerful then what you will be fighting.
Transmutation: Enhancement
This has the advantage of haven the most sos spells. Along with strong ability's for the specialization.
Enchantment: Controller
This has the advantage of forcing your enemy's to do your biding.
This is a suggestion of how do what your trying. It is not one of the best wizards. It dose one thing better the a normal wizard damage.
Wizard: Arcane Bomber
Gain alchemist bombs but have 4 bard schools.
My personal choice for barded scrolls.
Abjuration: Double the cost of spells I don't use no problem. There are other ways then spells to ingress defenses.
Evocation: You have bombs you should not need to cast most evoke spells.
Illusions: Why cast this when you can make it really happen?
Necromancy: This is the only one that really hurts to give up.
The focus of the Arcane Bomber to crowed control with spells. Then bomb them after to take them out. Your go to spell for level 1-2 Sleep, 3-4 Hold Person, 5-6 Slow, 7+ Black Tentacles, 9+ Hold Monster.

TeShen |
. . .
Wizard: Arcane Bomber
Gain alchemist bombs but have 4 bard schools. . . .
Yeah... I would use the bombs on the bard schools, too... all those little snots wanting their 15 minutes of fame... who needs it.
Anyway Bakunin, it doesn't really matter as long as you keep Transmutation and Conjuration. If you summon, just have all your summons handy, no stopping mid game to look monsters up. Mysterious Stranger's earlier advice is good.
If you've read Treantmonk's guide, think about which avenue you want to focus on, buffing, debuffing, and crowd control, and go from there. Buena Suerte.

Banecrow |

Best advise I can give to you is to just remember as a wizard your biggest advantage is your versatility. Think about this before you pick a school.
A sorcerer may be able to cast more spells per day than you but they are limited on the spells known. Nobody has a magic weapon so cannot attack the incorporeal creatures attacking the party, well you have a spell for that. Creature is vulnerable to fire, you have a spell for that also.
Remember that as a wizard preparation is you're best friend. Research the situation you are going into and be prepared. (when possible) Do this and you will allow your party to get around a lot of hard situations.
Example my group just started playing Carion Crown adventure path. In the first module the party finds out the prison is inhabited by ghosts. Incorporeal undead are immune to normal weapons. None of the players has a magic weapon so the wizard in the party starts creating magic weapon scrolls to use. The fact that he did this is what honestly saved the party.
Wizards are intelligent! Pay attention, plan and prepare and you will be in your element.

Bakunin |
If you have access to the ARG consider going with a spellbinder archetype. I would specialize in the Teleport school and use the Bound spells for summon monster. Summoning is one of the most versatile options a Wizard has. This way you memorize your blast spells, but can trade them out for a summon if the blast is not going to work.
I would recommend getting augmented summoning as soon as you can. Also the shift school power is very helpful to a Wizard get away from threats. As an elf you can use your favored class bonus to get extra shifts. Nice thing about the shifts is they get more range as you go up in levels.
That is an interesting option. I didn't even notice that in the ARG before. If I do go with a Summoner, that is definitely something I'd consider for an Archetype.

Derfmancher |

I am playing a Wizard in Rappan Athuk. Lets just say the party is rather glad that I am an Earth Elementalist. Pits are great against things with low reflex. However above level 8-10 you need to start looking for spells that don't have SR. Or devote yourself to getting through SR.
Other points, consider carefully if you take bonded object or familiar. I love using my bonded object cast. Additionally to being able to make myself "one ring to rule them all" without ever taking forge ring.
What else... oh! They will always look at you for buff spells. Lots of useful level 2s there for that. But at a lower level its not a bad thing to have a few to cast or at least one. However, they wont need them 90% of the time.
Wands are your friend if you ever have the money to buy one. You can do just about anything with the right wand. My wizards favorite are of course a wand of CLW and Fireball.
Best advice I could ever give a fellow Wizard.. do not under any circumstances allow any of these to happen.
1. Your spellbook to leave your position or be destroyed (make a spare)
2. Yourself to be in front of any of the melee characters for any reason.
3. Your bonded object (if you take it) to ever leave your person.

Bakunin |
Best advise I can give to you is to just remember as a wizard your biggest advantage is your versatility. Think about this before you pick a school.
A sorcerer may be able to cast more spells per day than you but they are limited on the spells known. Nobody has a magic weapon so cannot attack the incorporeal creatures attacking the party, well you have a spell for that. Creature is vulnerable to fire, you have a spell for that also.
Remember that as a wizard preparation is you're best friend. Research the situation you are going into and be prepared. (when possible) Do this and you will allow your party to get around a lot of hard situations.
Example my group just started playing Carion Crown adventure path. In the first module the party finds out the prison is inhabited by ghosts. Incorporeal undead are immune to normal weapons. None of the players has a magic weapon so the wizard in the party starts creating magic weapon scrolls to use. The fact that he did this is what honestly saved the party.
Wizards are intelligent! Pay attention, plan and prepare and you will be in your element.
Good advice, and advice I hope to follow. I've already planned on using my Scribe Scroll feat to as much of an advantage as possible, stocking up on situational spells as well as doing exactly what you did and taking advantage of my enemies weaknesses. I just need to figure out the knowledge skills that I'll need and put points into them as I level up.

Bakunin |
Look to Diviner with the Prescience power, Foretell I think, and get the other party members to take the Lookout feat with you. That is a great way to help out from the get go of every encounter. You act in the surprise round and it benefits those with the lookout feat. Load up on Perception, too.
Looking over the Core+ guide, I noticed the subspecialist Diviner and was pretty tempted by their abilities. I just need to figure out what sort of character I'd be to take that specialization and lock myself into Divination spells for my extra spell slots. I'm definitely not adverse to playing a Diviner, I just have to figure out what would make that character tick for me.

Bakunin |
I am playing a Wizard in Rappan Athuk. Lets just say the party is rather glad that I am an Earth Elementalist. Pits are great against things with low reflex. However above level 8-10 you need to start looking for spells that don't have SR. Or devote yourself to getting through SR.
Other points, consider carefully if you take bonded object or familiar. I love using my bonded object cast. Additionally to being able to make myself "one ring to rule them all" without ever taking forge ring.
What else... oh! They will always look at you for buff spells. Lots of useful level 2s there for that. But at a lower level its not a bad thing to have a few to cast or at least one. However, they wont need them 90% of the time.
Wands are your friend if you ever have the money to buy one. You can do just about anything with the right wand. My wizards favorite are of course a wand of CLW and Fireball.
Best advice I could ever give a fellow Wizard.. do not under any circumstances allow any of these to happen.
1. Your spellbook to leave your position or be destroyed (make a spare)
2. Yourself to be in front of any of the melee characters for any reason.
3. Your bonded object (if you take it) to ever leave your person.
Thanks for the advice about the Pit line of spells, I'll have to keep those in mind as I level up. As far as SR goes, that was one of the main reasons I chose an Elf. I'm planning on using Scribe Scroll a lot for the buff spells, either that or taking Create Wand, whichever is cheaper for me in the long run.
I've already got plans for a couple spellbooks so that I can have one on me and still have another in a safe location. The closest I plan on being to melee is within close blast range, and that's only if I have to be there. Still not sure on the Bonded Object vs. Familiar, but will definitely guard the item vigorously if I take that option.

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@Bakunin
Did you consider Alchemist maybe? He has alchemically created bombs and uses formula list. Trade of is that you can blast, have utility spells, amazing discoveries and even switch to melee/ranged type if you want.
That said, if you want to play Evoker, +1 caster level traits are the way to go with it. It helps against Spell Resistance and increases your damage output high.

Bakunin |
@Bakunin
Did you consider Alchemist maybe? He has alchemically created bombs and uses formula list. Trade of is that you can blast, have utility spells, amazing discoveries and even switch to melee/ranged type if you want.That said, if you want to play Evoker, +1 caster level traits are the way to go with it. It helps against Spell Resistance and increases your damage output high.
The bomb throwing Alchemist is one I hadn't looked at really. I'd been more interested in the Beastmorph/Vivisectionist, but kind of set that off to the side once more players chimed in wanting to play melee characters. I should have just said that's what I was playing in the first place, but I had a few too many ideas running through my mind including the Wizard or a Sorcerer and let the opportunity slip by.

Banecrow |

Good advice, and advice I hope to follow. I've already planned on using my Scribe Scroll feat to as much of an advantage as possible, stocking up on situational spells as well as doing exactly what you did and taking advantage of my enemies weaknesses. I just need to figure out the knowledge skills that I'll need and put points into them as I level up.
Knowledge skills
Arcana of course, this covers a lot of situations.
Local in most modules will give you information about whatever town you are in or even help you find stuff in that town. You can get a LOT of clues with knowledge local.
Religion is good if you are going to be encountering undead.
Planes will give you information on creatures with the outsider subtype.
Those tend to be my standard 4 I always take as a wizard then as I level up I tend to throw in some of the other ones.

Bakunin |
Bakunin wrote:Good advice, and advice I hope to follow. I've already planned on using my Scribe Scroll feat to as much of an advantage as possible, stocking up on situational spells as well as doing exactly what you did and taking advantage of my enemies weaknesses. I just need to figure out the knowledge skills that I'll need and put points into them as I level up.Knowledge skills
Arcana of course, this covers a lot of situations.
Local in most modules will give you information about whatever town you are in or even help you find stuff in that town. You can get a LOT of clues with knowledge local.
Religion is good if you are going to be encountering undead.
Planes will give you information on creatures with the outsider subtype.
Those tend to be my standard 4 I always take as a wizard then as I level up I tend to throw in some of the other ones.
Thanks for the advice! I hadn't considered Knowledge: Local that highly. I'd also thought about leaving the Knowledge: Religion to the Cleric, but they get so few skill points and no Int synergy with their class it makes more sense for me to take it as well.

Ubercroz |

I am playing a wizard right now. the times i have the most fun are when i am doing something creative and thinking around, rather than blasting thru, an encounter.
That said i am a conjurer (for low level acid darts, higher level dimension step, and summoning) but i use charm person and other mind domination spells as my bread and butter moves. I have spell focus and greater spell focus in those, so against weaker creatures i can charm them in combat.
Unseen servant is your friend, let it do your dirty work. Hideous laughter is an amazing spell as well- I had a wizard use that recently in a 11th level game to great effect.
So creativity is the other side of preperation, use your spells judiciously and consider that damage may not be the best thing you can do.

Bakunin |
I am playing a wizard right now. the times i have the most fun are when i am doing something creative and thinking around, rather than blasting thru, an encounter.
That said i am a conjurer (for low level acid darts, higher level dimension step, and summoning) but i use charm person and other mind domination spells as my bread and butter moves. I have spell focus and greater spell focus in those, so against weaker creatures i can charm them in combat.
Unseen servant is your friend, let it do your dirty work. Hideous laughter is an amazing spell as well- I had a wizard use that recently in a 11th level game to great effect.
So creativity is the other side of preperation, use your spells judiciously and consider that damage may not be the best thing you can do.
I think that part is going to be the hardest adjustment for me. I'm used to taking a brute force approach to problems with my fighter or barbarian, or even cleric. It's a whole different way to approach combat for me. I definitely need to spend time looking at the spell options available to me so I can try and discover other options than just blasting everything in sight. I still need a little blasting fun though, to help make the transition a bit easier on me.

KaptainKrunch |

If your DM isn't into nerfing the Dazing Spell feat, blasting is an extremely powerful option that also includes a great amount of control.
That said, the strategy doesn't really flower until level 9 when you can start throwing around Dazing Fireballs (admixtured as necessary); you might not even get to see it realized depending on the campaign.
Summoning is always a powerful option from the beginning to end (Well, except past level 17ish), and Enchantment is actually a decent low level school to specialize in.
What build is best really depends on what level you expect to get to with your Wizard. You can never go wrong with Conjuration though.

KaptainKrunch |

http://paizo.com/forums/dmtz6anq?Complete-Wizard-Guide-Ver-20#1
It's not on the sticky, but here is my Complete Wizard Guide.
I include in this guide a discussion about the types of defenses you'll have to target as a Wizard, and I think that could be helpful. I also included an example Evoker Build at the end of the guide you may want to look at.

Banecrow |

Another good specialty is the Fire wizard subtype from Advanced Players Guide. Their Fire Jet ability is actually very nice. It hits all targets in a 20 foot line in front of you. Also if they fail their save they have to spend a full round action putting out the fire on their next turn OR they take more damage from burning. It is one of the good subtype abilities, it hits multiple targets and has a nice secondary effect.
Toss in the Trait Magical Lineage for the spell burning hands and the feat Intensified Spell (also from advanced players guide) and you can get some 10d4 burning hands spells by only using a 1st level spell.

Bakunin |
http://paizo.com/forums/dmtz6anq?Complete-Wizard-Guide-Ver-20#1
It's not on the sticky, but here is my Complete Wizard Guide.
I include in this guide a discussion about the types of defenses you'll have to target as a Wizard, and I think that could be helpful. I also included an example Evoker Build at the end of the guide you may want to look at.
Thanks for the link to the guide! I'm reading it over now. A lot of good info there. Against common wisdom, I decided to work towards an Arcane Trickster with my Wizard. Not the most optimized choice, I know, but something I think could be fun and fits the character concept I eventually came up with.

KaptainKrunch |

KaptainKrunch wrote:Thanks for the link to the guide! I'm reading it over now. A lot of good info there. Against common wisdom, I decided to work towards an Arcane Trickster with my Wizard. Not the most optimized choice, I know, but something I think could be fun and fits the character concept I eventually came up with.http://paizo.com/forums/dmtz6anq?Complete-Wizard-Guide-Ver-20#1
It's not on the sticky, but here is my Complete Wizard Guide.
I include in this guide a discussion about the types of defenses you'll have to target as a Wizard, and I think that could be helpful. I also included an example Evoker Build at the end of the guide you may want to look at.
Nothing says it's unoptimized, it's just not an optimized build for a "god" Wizard.
Actually, there's a Guide for that too (Not one that I wrote.)
Not to throw a wrench in your character concept (since that's all yours) but I've always been curious about how a Vivisectionist Arcane Trickster would work out. If your DM considers Alchemy to be Arcane Magic, then a Vivisectionist could qualify for Arcane Trickster without multi-classing if you find a way to get yourself Mage Hand through a feat or similar means (the Gnome Trickster feat gives you Mage Hand as one option.)
I haven't read into Arcane Trickster too deeply so I have no idea how good that would be, but I like the idea of not losing spell levels.

Bakunin |
Bakunin wrote:KaptainKrunch wrote:Thanks for the link to the guide! I'm reading it over now. A lot of good info there. Against common wisdom, I decided to work towards an Arcane Trickster with my Wizard. Not the most optimized choice, I know, but something I think could be fun and fits the character concept I eventually came up with.http://paizo.com/forums/dmtz6anq?Complete-Wizard-Guide-Ver-20#1
It's not on the sticky, but here is my Complete Wizard Guide.
I include in this guide a discussion about the types of defenses you'll have to target as a Wizard, and I think that could be helpful. I also included an example Evoker Build at the end of the guide you may want to look at.
Nothing says it's unoptimized, it's just not an optimized build for a "god" Wizard.
Actually, there's a Guide for that too (Not one that I wrote.)
Not to throw a wrench in your character concept (since that's all yours) but I've always been curious about how a Vivisectionist Arcane Trickster would work out. If your DM considers Alchemy to be Arcane Magic, then a Vivisectionist could qualify for Arcane Trickster without multi-classing if you find a way to get yourself Mage Hand through a feat or similar means (the Gnome Trickster feat gives you Mage Hand as one option.)
I haven't read into Arcane Trickster too deeply so I have no idea how good that would be, but I like the idea of not losing spell levels.
Thanks for the link to the Arcane Trickster Guide, looks like I've got some more reading to do. Losing spell levels is the only thing that was giving me pause about the Arcane Trickster, especially since we're going to be playing Rise of the Runelords and I guess there's a bunch of goodies for Wizards eventually. Not sure if the DM would go for the Pure Vivisectionist route with some way of my getting Mage Hand.

KaptainKrunch |

Thanks for the link to the Arcane Trickster Guide, looks like I've got some more reading to do. Losing spell levels is the only thing that was giving me pause about the Arcane Trickster, especially since we're going to be playing Rise of the Runelords and I guess there's a bunch of goodies for Wizards eventually. Not sure if the DM would go for the Pure Vivisectionist route with some way of my getting Mage Hand.
The biggest thing holding the Vivisectionist back is that I haven't found anything that straight up says that Alchemy is considered Arcane Magic for the sake of requirements. So RAW, it's only possible based on DM interpretation.
Skimming over the abilities, the Vivisectionist would be a decent brute fighter with the several polymorph spells he has access too, and that would be his best focus since he doesn't get as many skill points as a rogue would. With that in mind the Gnome requirement for the one feat I found that lets you get mage hand might not put you in the best race. I'm sure there has to be other ways to get Mage Hand though.
Additionally, the Alchemist is kind of a half-caster anyway. You miss out on some cool spells on the Wizard Spell list in general up to at least 7th level and you won't be able to take very good advantage of Surprise Spells. So the biggest advantage of the Vivisectionist is not losing any levels on Sneak Attack.
It kind of depends on what you want to do. From an optimization standpoint I'd say that letting the Vivisectionist get into Arcane Trickster as a single class wouldn't be overpowered and I'd allow it as a DM. In fact, I'm not even sure if it'd be very good without some more comparison.

Bakunin |
Bakunin wrote:
Thanks for the link to the Arcane Trickster Guide, looks like I've got some more reading to do. Losing spell levels is the only thing that was giving me pause about the Arcane Trickster, especially since we're going to be playing Rise of the Runelords and I guess there's a bunch of goodies for Wizards eventually. Not sure if the DM would go for the Pure Vivisectionist route with some way of my getting Mage Hand.The biggest thing holding the Vivisectionist back is that I haven't found anything that straight up says that Alchemy is considered Arcane Magic for the sake of requirements. So RAW, it's only possible based on DM interpretation.
Skimming over the abilities, the Vivisectionist would be a decent brute fighter with the several polymorph spells he has access too, and that would be his best focus since he doesn't get as many skill points as a rogue would. With that in mind the Gnome requirement for the one feat I found that lets you get mage hand might not put you in the best race. I'm sure there has to be other ways to get Mage Hand though.
Additionally, the Alchemist is kind of a half-caster anyway. You miss out on some cool spells on the Wizard Spell list in general up to at least 7th level and you won't be able to take very good advantage of Surprise Spells. So the biggest advantage of the Vivisectionist is not losing any levels on Sneak Attack.
It kind of depends on what you want to do. From an optimization standpoint I'd say that letting the Vivisectionist get into Arcane Trickster as a single class wouldn't be overpowered and I'd allow it as a DM. In fact, I'm not even sure if it'd be very good without some more comparison.
The main thing holding me back from going the Vivisectionist route, aside from character concept, is the relative lack of skill points and necessary skills for my character. If I wasn't needed right now as the party trapfinder/scout, I'd be a lot more interested in trying to pursue such a vivisectionist build with the DM. I've read a couple threads on the Beastmorph|Vivisectionist Alchemist and have seen a couple examples of just how nasty they can be.
I think the best route for accomplishing what I want for my character is going to be the regular Wizard/Rogue. I'd love to try and go with Ninja for their Vanish trick, but I just don't have the ability points to spare for a decent Charisma to give me more than one use of Vanish. I'm taking Magical Knack for one of my traits so that will at least give me effectively two more caster levels for purposes of spell damage, duration, etc. Won't give me more spells, but at least it's something.

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All casters have a major flaw and that is a cap to the number off spells they can cast a day. On that note the casters i have played are all created for defense and versatility. Pick up defensive spells like shield and mage armor and versatility spells like spider climb and fly.
When it comes to choosing schools to be specialized in the best bet is just doing Universalist.

KaptainKrunch |

When it comes to choosing schools to be s a ialized in the best bet is just doing Universalist.
This is a very poor suggestion in pathfinder since you can still cast spells from your opposition school. The two slot penalty for when you need it puts you at the same number of spells per day as the universalist. When you don't need it, you get an extra shot per day.
There is also the opposition research feat now which makes universalist even worse.

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I am playing in Slumbering Tsar, a b@@#% of a module and my conjurist wizard is extremely versatile and powerful. My Int is of course as high as possible in the universe. Here is my breakdown at level 13. This is a very intensive build and hard to play but the power is unimaginable. Improved familiar whith a high umd is a must with this build. I also use Planar binding heavily at this level to have a hefty cohort of sorts. Trust me, you are bnot too invasive to the rest of the party either. My party begs me to put summoned monsters out there.
Isis Avanne
Female Human Wizard 13
CG Medium Humanoid (human)
Init +8; Senses Perception +16
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 18 (+4 armor, +1 Dex, +4 deflection)
hp 93 (13d6+39)
Fort +11, Ref +9, Will +12
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Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 13, 6 melee touch, 8 ranged touch):
7 (2/day) Form of the Dragon II, Summon Monster VII, Baleful Polymorph, Prstnt (DC 25)
6 (4/day) Repulsion (DC 26), Summon Monster VI, Summon Monster VI, Disintegrate (DC 26), Dispel Magic, Greater
5 (5/day) Overland Flight, Summon Monster V, Summon Monster V, Dismissal (DC 25), Teleport, Slow, Prstnt (DC 23)
4 (6/day) Black Tentacles, Invisibility, Greater (DC 24), Solid Fog, Bestow Curse (DC 24), Dimensional Anchor, Emergency Force Sphere, Obsidian Flow (DC 24)
3 (6/day) Sleet Storm, Slow (DC 23), Dispel Magic, Dispel Magic, Stinking Cloud (DC 24), Grease, Prstnt (DC 22), Ash Storm
2 (7/day) Resist Energy (DC 22), False Life, False Life, Blindness/Deafness (DC 22), Web (DC 23), Glitterdust, Glitterdust, Lipstitch (DC 22)
1 (7/day) Mage Armor (DC 22), Mage Armor (DC 22), Color Spray (DC 21), Grease (DC 22), Obscuring Mist, Anticipate Peril (DC 21), Anticipate Peril (DC 21), Summon Minor Monster
0 (at will) Open/Close (DC 20), Read Magic, Mage Hand, Prestidigitation (DC 20)
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Statistics
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Str 9, Dex 12, Con 12/16, Int 25/31, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 20 (25 vs. Grapple)
Feats Augment Summoning, Craft Wand, Greater Spell Penetration, Improved Familiar, Improved Initiative, Opposition Research, Persistent Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Superior Summoning, Wizard Weapon Proficiencies
Traits Desperate Focus, Reactionary
Skills Concentration: Wizard +25, Diplomacy +6, Escape Artist +6, Fly +7, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (engineering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nature) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Linguistics +18, Perception +16, Sense Motive +2, Spellcraft +31, Use Magic Device +13
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ Acid Dart (13/day), Arcane Familiar Nearby, Compass, Conjuration, Deliver Touch Spells Through Familiar, Dimensional Steps (390'/day) (78 5-ft inc/day), Earplugs, Empathic Link with Familiar, Enchantment, Extend metamagic rod (lesser) (3/day), Gloves of elvenkind, Quick runner's shirt (1/day), Ring of counterspells, Ring of sustenance, Scry on Familiar (1/day), Share Spells with Familiar, Speak With Familiar, Spellguard bracers (3/day), Summoner's Charm (+6 rds)
Other Gear A: Ivory Statuette of Isis, Alchemical grease (10), Bedroll, Belt of mighty constitution +4, Blanket, Candle (10), Chalk (10), Charcoal stick (10), Cloak of resistance +4, Compass, Crowbar, Diamond Dust, Dweomer's essence (3), Earplugs, Extend metamagic rod (lesser) (3/day), Fishing net, Flask (3), Flint and steel, Folding chair, Gloves of elvenkind, Hammer, Hammock, Handy haversack (95 @ 112 lbs), Headband of vast intelligence +6 (Knowledge [nobility], Knowledge [geography]), Heatstone, Incense (5), Ink, black (2), Inkpen, Ioun stone (dusty rose prism, cracked), Journal (2), Miner's pick, Mirror, Pearl of power (1st level) (1/day), Perfume, common (10), Pocket watch, Quick runner's shirt (1/day), Ring of counterspells, Ring of sustenance, Scroll case (empty), Shovel, Signet ring, Silk rope, Sledge, Soap, bar (50 uses), Spell component pouch, Spellbook (4), Spellguard bracers (3/day), String or twine, Wand of Arcane Eye, Wand of Magic Missile (CL 9), Wand of Mirror Image, Wand of Shield, Wand of Stoneskin, Wine, fine (per bottle) (5)
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Special Abilities
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Acid Dart (13/day) (Su) 30' Ranged touch attack deals 1d6+6 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (390'/day) (78 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Gloves of elvenkind +5 to concentration checks when casting defensively.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of counterspells Counters this spell when it's cast on you.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
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.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Summoner's Charm (+6 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
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334 Pages of Spells in 4 Spell Books
Contingency: When I blink in a purposeful mannar Resilient Sphere pops.
I have a concentration check of 32 to cast defensively and I can roll twice once a day.
I take half damage from all attacks because of the Shield Other spell from Tony's Cleric.
Dont forget Mirror Image, Shield and your Divination spells.
Permanent Spells
Darkvision
Arcane Sight
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Then there is my familiar who is not just a sit and watch familiar.
Elvünduil
Female Azata, Lyrakien
CG Tiny Outsider (azata, chaotic, extraplanar, good)
Init +8; Senses Darkvision, Low-Light Vision; Perception +18
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Defense
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AC 32, touch 20, flat-footed 28 (+4 armor, +4 Dex, +2 size, +8 natural, +4 deflection)
hp 46 (3d10+3)
Fort +6, Ref +9, Will +12
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 18
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Offense
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Speed 30 ft., Flight (80 feet, Perfect)
Melee Slam (Azata, Lyrakien) +6 (1d2-3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Starlight Blast (DC 12)
Spell-Like Abilities Commune (6 questions, cl 12th) (1/week), Confusion, Lesser (1/day), Cure Light Wounds (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Magic (Constant), Freedom of Movement (Constant), Silent Image (1/day), Summon Instrument (At will), Ventriloquism (At will)
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Statistics
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Str 5, Dex 18, Con 12, Int 16, Wis 16, Cha 28
Base Atk +6; CMB +8; CMD 19
Feats Flyby Attack, Improved Initiative
Skills Appraise +6, Bluff +15, Diplomacy +18, Fly +16, Heal +6, Intimidate +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +4, Knowledge (history) +16, Knowledge (local) +4, Knowledge (nature) +16, Knowledge (nobility) +4, Knowledge (planes) +19, Knowledge (religion) +16, Linguistics +8, Perception +18, Perform (Singing) +15, Sense Motive +9, Spellcraft +16, Stealth +12, Survival +6, Use Magic Device +27
Languages Abyssal, Celestial, Daemonic, Infernal; Truespeech
SQ Improved Evasion, Traveler's Friend (1/day)
Other Gear Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Ring of the Dangerously Curious, Scroll of Locate Object, Remove Blindness/Deafness, Breath of Life, Bear's Endurance, Bear's Enduran, Wand of Displacement, Wand of Haste (CL 8), Wand of Invisibility, Wand of Mirror Image, Wand of Scorching Ray (CL 7), Wand of Shield
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Special Abilities
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Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (80 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (18) You have Spell Resistance.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
And Lastly my Planar Binding Creature.
This angel is all sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.
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Marigold CR 10
XP 9600
Female Angel, Movanic Deva
NG Medium Outsider (angel, extraplanar, good)
Init +8; Senses Darkvision, Low-Light Vision; Perception +26
Aura Protective Aura +4 (20 feet)
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Defense
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AC 33, touch 18, flat-footed 29 (+4 armor, +4 Dex, +11 natural, +4 deflection)
hp 126 (12d10+60)
Fort +16, Ref +16, Will +13
Defensive Abilities Nature's Pacifism, Poison Resistance +4, Protected Life Force; DR 10/evil; Immune death effects, energy drain, acid, cold, electricity, fire, petrification; Resist electricity 10, fire 10; SR 21
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Offense
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Speed 40 ft., Flight (60 feet, Good)
Melee +1 Flaming Greatsword +14/+9/+4 (2d6+19+1d6 fire/19-20/x2) and
. . +2 Brilliant Energy, Holy Bastard sword +15/+10/+5 (1d10+20+2d6 vs, Evil/19-20/x2)
Spell-Like Abilities Aid (At will), Antimagic Field (1/day), Awaken (1/day), Cure Serious Wounds (7/day), Detect Evil (Constant), Discern Lies (At will), Dispel Evil (At will), Dispel Magic (At will), Holy Aura (1/day), Holy Smite (At will), Invisibility (self only) (At will), Plane Shift (At will), Remove Curse (At will), Remove Disease (At will), Remove Fear (At will)
--------------------
Statistics
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Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +16; CMD 34
Feats Improved Initiative, Improved Vital Strike, Iron Will, Power Attack -4/+8, Toughness +12, Vital Strike
Skills Acrobatics +4 (+8 jump), Diplomacy +20, Fly +23, Intimidate +20, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +19, Survival +18
Languages Abyssal, Celestial, Infernal; Truespeech
SQ Brilliant Energy
Combat Gear +1 Flaming Greatsword, +2 Brilliant Energy, Holy Bastard sword;
--------------------
ECOLOGY
--------------------
Environment Any good-aligned plane
Organization Solitary, pair, or squad (3-6)
Treasure Double (+1 flaming greatsword, other treasure)
--------------------
Special Abilities
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Brilliant Energy Ignores armor and shield bonuses to AC but can't harm undead, construct, or nonliving matter.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Good) You can fly!
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Petrification You are immune to Petrification.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Spell Resistance (21) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
Vital Strike Standard action: x2 weapon damage dice.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

KaptainKrunch |

[QUOTE=
I"Cold Napalm"] If your in a large group, why not be a buff focused wizard? Buffing becomes exponentially more useful the bigger the group is. Toss in some BC control to really maximize the imact of your minions...I mean party members.
Eh... If buffing is what you want to do, bard is really the best way to go.
You could be a samsaran wizard and pick up good hope and the inspiration spells to steal some of the bard thunder while still retaining the polymorph spells, but nothing really beats the addition of inspire courage up to +4.
(wizards can cast inspire courage +2 by summoning a lillith with sm6, but it's just not as good, especially for the action economy.)

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[QUOTE=
I"Cold Napalm"] If your in a large group, why not be a buff focused wizard? Buffing becomes exponentially more useful the bigger the group is. Toss in some BC control to really maximize the imact of your minions...I mean party members.
Eh... If buffing is what you want to do, bard is really the best way to go.
You could be a samsaran wizard and pick up good hope and the inspiration spells to steal some of the bard thunder while still retaining the polymorph spells, but nothing really beats the addition of inspire courage up to +4.
(wizards can cast inspire courage +2 by summoning a lillith with sm6, but it's just not as good, especially for the action economy.)
Wizards have buffs the bard does not...but yes if ALL you cared about was buffing, you could do better with the bard...but you forgot the second aspect I mentioned...which is the BC spells. The bard who is focused on buffs will be severly limited in this aspect while the wizard can do both very well.

KaptainKrunch |

Well, if you are doing BC and buffing, then you aren't really focusing on one or the other.
The thing about buffs, and one of their advantages, is that there are no feats that improve their effectiveness, unlike with BC where it benefits from a high int or from a spell focus feat.
In other words, buffing is something you "focus on" when you aren't maxing your casting stat. Any other wizard just includes buff spells as part of their repertoire as they use their resources to optimize other things.

Bakunin |
Due to changes in the groups make up, I'm no longer going for the Arcane Trickster route, I'll be playing a pure Wizard. I'm still not sure yet what kind of Wizard I want to play, I'll have to reexamine the advice given as well as the guides to Wizards that are out there. Right now I'm thinking of playing the Evoker still, a Conjurer, or a Diviner for their Foresight abilities.

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Due to changes in the groups make up, I'm no longer going for the Arcane Trickster route, I'll be playing a pure Wizard. I'm still not sure yet what kind of Wizard I want to play, I'll have to reexamine the advice given as well as the guides to Wizards that are out there. Right now I'm thinking of playing the Evoker still, a Conjurer, or a Diviner for their Foresight abilities.
The diviner ability is REALLY good at higher levels, but conjuration spells are just so good....

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lvl 2, Web(conjuration) + spontaneous immolation(evocation)
web a large group up, then if they look to be getting out soon (often times just a round is enough) then you spark the biggest guy for 3d6, and then he and everyone in the webs immediatly take 2d4 from the flaming webs!
Hell, Conjure pit, then do Web in it (both conjuration) and then your lvl 0 cantrip spark. (APG)

KaptainKrunch |

One of the most important things you HAVE to remember when picking your specialization is that you only have to memorize ONE spell per day from you specialization.
The rest of them can be conjuration or evocation as you please.
I see all too often people seem to get the idea that by specializing in a school they're somehow better at those spells and they memorize a lot of them. Specialization's only positive effect on that school is giving you an extra slot per day for each spell level.

A highly regarded expert |

Thanks for the link to the Arcane Trickster Guide, looks like I've got some more reading to do. Losing spell levels is the only thing that was giving me pause about the Arcane Trickster, especially since we're going to be playing Rise of the Runelords and I guess there's a bunch of goodies for Wizards eventually. Not sure if the DM would go for the Pure Vivisectionist route with some way of my getting Mage Hand.
Hi, I'm the guy who wrote the AT guide.
It's a good class that works best as a scout/striker sort of character. Depending on your group, it could be good. I didn't cover vivisectionist, though a lot of people like it as the entry sneak attack class. I just don't. Not enough class skills or skill points for what I think an AT is best at. You'll get mage hand through your wizard levels, so it's easy to do, if you want.
If your party has a roguish character, you're probably better off playing a straight wizard. An evoker wizard can be quite good, and remember that not all evocations are blasts, either, and wall and force effects, once you get them, are good control spells.
As much as I like the trickster, it works best if you have a "god" caster in the party handling the teleports and buffs, etc. Otherwise, that falls on you, and you're 3 levels behind a straight caster. If you're the only rogue and the only wizard in the party, it's a tough row to hoe (which I say in the guide), and you won't be that great until 12+ levels. I wouldn't play one in PFS or any campaign that wasn't going into high levels, or had no other full casters.
A wizard is a useful member of any party, whatever school you take. You can make people invisible, unhittable, turn them into newts, burn them up, and all that fun stuff. I'm the sort who'll pick a class that fills in a certain need. No cleric? I'll play one. Clerics are cool. No fighter type? Again, hacking down baddies is satisfying.
Wizards are one of the most rewarding classes to play, though, and I prefer them, usually. You're the guy who makes the knowledge checks and casts that one spell that turns the fight around when all seems lost. You're the best at casting spells no one else can.
If an evoker wizard is what floats your boat, you can make a good one with the options available now. Any race, any school, you can be effective and have a good time with it.

Arizhel |

Personally, I think:
1) There is (in general) a decent Divination spell at every level, and Divination is an AMAZING school power. Innitiative=win for control/buff/conjuration builds.
2) Summoner (Master Summoner) is a fabulous replacement for Conjuration focused wizard if you plan on relying on SLAs. They have primary stat of Cha + UMD Class Skill = Decent versatility. Couple that with the Eidolon Skill Monkey and several great spells at a lower entry level than a wizard and you are pretty good to go.
I recommend a 17 ish cha, after racials if you choose to focus on Buffs (good option). Reasons: 1) You only cast up to level 6 spells, so 16 Cha is all you really need if no SoS spells are desired. Also, your allies don't want/need to save vs. buffs, so go-go summoner power!
Recommended race: Samsaran with the Mystic Past Life alternative racial trait if you want access to healing spells (Witch or Bard spell lists), otherwise Human, Muse Touched Assimar, or Rakshasa Spawn Tiefling.
20 Point Build:
Start with something like (Before Mods)
10 Str, 14 Dex, 12 Con, 10 Wis, 10 Int, 17 Cha.
8 Summon Monster/Day
Eidolon:
Small Humanoid (Hands). 3 evolutions = Skilled ______, Skilled ______, Skilled _______. (Small Size is free!)
Feat PIck a weapon proficiency so he can be a flanker buddy at times, or pick Skill Focus: _______.
Remember to pick 4 class skills that line up with the Skilled evolutions, and Skill Focus feat.
I love Perception, Disable Device, and Stealth as my Skilled evolutions.
Note on Conjuration peeps:
1) Make Index Cards of the Monsters you will be Summoning on a regular basis, so there is no need to look them up constantly.
2) Make multiples, so you can track each summon on its own card.
3) speak to your DM ahead of time, and let him know your thoughts before game night to remove any wrinkles.
4) Be reasonable with summon spamming. Just because you can doesn't mean you should.
The more prepared you are ahead of time, the better the session will go. If you are uncomfortable with making/tracking 2-3 extra characters every game, do not go this route.

Bakunin |
I'm still stuck between choosing a Conjurer or an Evoker, I just couldn't figure out what sort of character would become a Diviner and go adventuring. I'm still leaning towards an Evoker just for some blasting, but the control elements from Dazing Spell are appealing. The only thing preventing me from going that route is our group might be a little melee light, so a Conjurer would come in handy with their Summon Monster spells.
Here's what I'm thinking about so far for the Conjurer:
Bob
Elf Wizard 1
CG Medium Humanoid (elf)
Init +3; Senses Low-Light Vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
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Offense
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Speed 30 ft., Shift (5') (7/day)
Melee Dagger +1 (1d4+1/19-20/x2) and
Rapier +1 (1d6+1/18-20/x2)
Ranged Shortbow +3 (1d6/x3)
Wizard Spells Prepared (CL 1, 1 melee touch, 3 ranged touch):
1 (2/day) Color Spray (DC 15), Enlarge Person (DC 15), Grease (DC 15)
0 (at will) Acid Splash, Read Magic, Detect Magic
--------------------
Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Elven Weapon Proficiencies, Scribe Scroll, Toughness +3, Wizard Weapon Proficiencies
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +3, Spellcraft +8
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ +4 bonus on initiative checks, Elven Magic, Empathic Link with Familiar, Enchantment, Necromancy, Share Spells with Familiar, Summoner's Charm (+1 rds), Teleportation
Combat Gear Arrows (40), Dagger, Rapier, Shortbow; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Fishhook, Flint and steel, Sewing needle, Silk rope, Spell component pouch, Spellbook, String or twine, Thread (50 ft.), Trail rations (5), Waterskin, Whetstone
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
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).
Shift (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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A highly regarded expert |

Y'know what? Evokers can conjure and conjurers can evoke. Blasting enemies directly or tripping them up with summoned creatures has the same effect: It softens them up for your friends to finish off a little faster.
Play what sounds fun to you. I'm old school, and I still like blasting, now that they've made it more viable, but summoning works, too, if less directly. It's more paperwork, too, but conjuration has a LOT of great spells besides summoning.