Wizard Transmuter - need help! (Melee? Baleful Polymorph? Etc!).


Advice


Greetings,

I'm currently in the process of creating a lvl10 backup character, a wizard transmutation specialist. One idea is to start with higher than average strength (14, 16 or perhaps 18) and have enough int to cast spells, the other idea is to pump INT and let my spells do the talking through baleful polymorph, slow and whatever you have.

So, the lay-down. 25 point buy, cannot go into the negatives (except through racial mods, so CHA 10 becomes 8 as a dwarf) and 2 traits. Standard wealth for that level. Pathfinder/paizo products only.

Idea 1: The melee wizard! Basically the idea is to break the mold here and succesfully make and play a wizard with strength. I can spend a trait or feat on martial weapon prof for either a great-sword or a weapon with reach so that I can stay behind the front-line. Enlarge will allow the great-sword to attack at reach and give the reach weapon even more reach. At lvl12-13 I can take the feat lunge to add more reach. The Eldritch Knight prc might be a good choice for this build as it gives BAB, 1D10 hd and weapon proficiencies and feats at the cost of two caster levels. Magical knack can at least fix the CL damage here.

Idea 2: Ye standard meta-magic wizard. Pump int, get quicken/persistent/heighten metamagic and mix buffs, debuffs and 'haha you suck' spells to aid your party. Int gear, one or two feats for defense (Still Spell on a Dimension Door could be considered defense) and the usual wizardly stuff should suffice here.

I really, really, really want to make idea 1 work, preferably without (heavy) multi-classing. Are there any specific races, traits, feats and or builds out there to make it possible? Is it perhaps possible to drop the weapons altogether and go the Natural Weapon route enhanced by Polymorph/X shape spells?

I was thinking of going the Enhancement focused school route as telekinetic fist is a waste at this starting level.


I played a relatively successful transmuter ek archer. He focused on extend spell and long duration spells like greater magic weapon, keen, heroism, stoneskin, resist energy, etc. I started as an elf, so had bow proficiency. He wore armor too. I used 3.5 material librally so it might be different with pf. The extend spell route is probably still sound for what you wish to do.


I'd say so. EK prequisite: Weapon Proficiency: Must be proficient with all martial weapons. You cannot fulfill this without a level of fighter, barbarian or whatever you have. Also, the elven prof with bows is nullified by taking that level of fighter.

But thank you for the suggestion. Sadly I do not want to engage in ranged combat, although it would most certainly work.

Arcane Strike would be a good feat regardless whether I go with natural weapon (it makes the attacks count as magical weapons!), melee or ranged weaponry.


Half-Elf Wizard 10 (Transmutation: Enhancement /w bonded item)
STR 18
DEX 14
CON 14
INT 16
WIS 10
CHA 10

Feats
1 Arcane Strike
3 Still Spell
5 Power Attack
7 Toughness
9 Defiant Luck (1x reroll save or confirmed crit)
W Scribe Scroll
W Extend Spell
W Quicken Spell

Special
Ancestral Arms: Great Sword

A very simple and straight-forward build. The feats are non-specific enough so that I can polymorph into monsters and benefit fully from what I have, but can also swing my sword about while in monster-form or when enlarged for good damage. The bonded item part makes enchanting my weapon pretty damn cheap, but I am unsure what happens when I shape-shift into something that causes me to 'absorb' my weapon .. well, I probably can't cast (no natural spell) anyways.

Enlarge, buff spells, haste, slow, fly and transformation seem staple spells for this guy. Invisibility, great invis, see invis and some other non-trans spells also seem like good picks. The polymorph/x shape line seems great, but probably need a good bit of planning ahead to get the most out of it.


I'm thinking about a Char like this, so I thought it might be better idea to revive this thread instead of building a new one.

How did it go? Did it work?

I'm thinking about Half-Orc.

With Falchion/great axe proficiency, and then Transmutation: Shapeshifting school.

With Toothy, gore (from school specialization) and claws (From alter self spell) you can get 4 attacks as soon as level 3, which isn't bad at all. When you aren't shapesifting, you can use the falchion plus two secondary attacks (gore and bite) in a regular basis.

You need some AC buffs to protect yourself, but it sounds intriguing.

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