Tweaking a Wizard(Evoker) for Society Play :)


Advice


Pathfinder Adventure Path Subscriber

Okay I'm working on an Evoker for Society Play. Actually a re-roll of my old 3.x/2nd/1st character. Went with Tiefling (ex-slave from Cheliax) and leaning towards Osirian faction after advice from another post I made.

I have read the various guides, including Brewer's.
20 point buy.
(characteristic/value/cost/racial/total)
ch va cs rc to
st 07 -3 07
dx 16 10 +2 18
cn 14 05 14
in 17 13 +2 19
ws 10 10
ch 07 -3 -2 05

hp: 9(if favored bonus to hp, else 8)

One thing I noticed the guides don't really cover is the fact that in Society play my characters frequently face the next tier up of foes. For example, at level 1, I will be facing CR 3-4, at level 4, expect CR7 CR8 foes and so on. I almost went elf because high SR abounds.

Another Society Issue is of course all the unattended paper objects for faction missions may make fireballs impractical or unwieldy.

At least resistances are covered with Admixture, because I'll need it.

L1 Burning Hands: 3d4+1 Reflex 16 for 1/2 feat: Spell Specialization (Burning Hands)
Spam Ray of Frost 1d3+2 as a RTA with +4 to hit.
Gear: Liquid Ice(as focus, +1 damage with Ray of Frost)

L2 Burning Hands 4d4+1 R 16

L3 Burning Hands 5d4+1 R 16, Flaming Sphere 3d6 R 17
Feat Varisian Tattoo.

L4 +1 to Int
Spell Specialization to Fireball. This is a bit of a dead level.

L5 Feat: Empower Spell Wizard Bonus feat: Intensified Spell
Gear: Headband of Int+2 (4,000), Rod of Selective Spell, Lesser (3,000)
Empowered Fireball 8d6+2 x 1.5 R 19 1/2

L6 Empowered Fireball 9d6x1.5+3 R 19

L7 Feat: Improved Familiar or Greater Spell Focus or Spell Penetration
Empowered Fireball 10d6+3x1.5 R 19
Gear: Wand of Ill Omen (for Improved Familiar to use)

L8 Empowered Intensified Fireball 11d6x1.5+4 R 20
Gear: Rod of Maximize

L9 Feat: Quicken Spell
Round 1 of combat:
Quickened Fireball 10d6+4 R 21 (12d6 with Rod of Intensified Spell) (5th level slot)
Empowered Intensified Fireball 12d6+4x1.5 (4th level slot)
Gear: Headband of Int +6, Rod of Intensify Spell, Lesser (for Quickened) 3,000

L10 Bonus Feat: Maximize Spell.

L11 Feat: Spell Penetration/Greater Spell Penetration/Greater Spell Focus
Quickened Intensified Fireball 14d6+5 R23 (6th level slot)
Maximized Intensified Fireball 14d6+5(89) R23 (5th level slot)
With Rod of Empower: Average 81+133. Max 266.

L12 Apotheosis...er retirement.

I'm not sure about level 4, it seems a bit of a dead level. Burning Hands doesn't scale since I'm switching Spell Specialization to Fireball so once I hit 5 it rocks. Need a good level 2 AoE Evocation spell. I took Varisian Tattoo because the CL bump will help spell penetration and it adds dice (well at next level, right now the spells are capped.) Also I am waffling on feat prioritization at some levels. Like Spell Penetration or Greater Spell Focus?

Other options: I debated on fitting Preferred Spell somewhere in there(fireball of course) this will allow me to memorize a more general list and swap in fireballs on the fly.

Thoughts? Ideas? Changes? Thanks!


If you are going to stick with Fireball then you really want Selective Spell, whether as a feat or on a rod as it can be difficult to use it without hitting your allies.

If you want to maximise your damage then the cross blooded Sorcerer dip is the way to go.

Personally I consider Preferred Spell to be vital or you are truly a one trick pony. Adding metamagic on the fly without increasing the casting time is also great.

Finding space for Dazing spell will also make you one of the best controllers around.

RPG Superstar 2012 Top 16

You don't Intensify a Fireball until level 11. Intensify expands the dice range, it doesn't grant more dice. So there is no need to take Intensify early...unless you want to apply it to burning hands. THEN you can get up to 10 base dice on burning hands, which means that at 5th level you can toss an 8HD burning hands, or if using a level 3 slot, a 12hd Empowered Intensified Burning Hands.

An Intensified Empowered FIreball at level 7 does exactly the same as an Intensified Fireball at 7.

His spell DC's will be kind of low because he's focusing on damage and caster level. Dazing Spell MIGHT be nice. Spell Pen is usually more important then Spell Focus because enemies are still going to be taking damage even if they save.

You forgot to mention your traits. Magical Lineage or Wayang hunnter, I'm assuming for the -1 Metacost to one spell?

The best damage spell at level 2 is Scorching Ray, but it's less AoE then a boss killer. However, unlike Burning Hands, it has RANGE.

You'll also pick up a TON of damage with taking a level of sorc for Crossblooded and Orc/Draconic bloodline...it will delay your caster level by a level, however.

==Aelryinth

Grand Lodge

I agree with the cross blooded dip, that's where the damage is at. As for level two AoE spells, what you may want is burning arc. D6 per level, and it bounces to enemies(each bounce does half as much dice as the previous). Not an amazing AoE, but still possible.


If you want to take dazing spell go straight wizard, for damange take the mentioned sorc dip (tatooed CB orc/ preferred draconic). The dip increases your damage from avarage 3.5 damage/dice to 5.5 which is crucial. Itemwise you focus strongly on damage but negelect your defenses, in particular dont leave home without a cloak of resistance.

Lantern Lodge

MrRed wrote:
If you want to take dazing spell go straight wizard, for damange take the mentioned sorc dip (tatooed CB orc/ preferred draconic). The dip increases your damage from avarage 3.5 damage/dice to 5.5 which is crucial. Itemwise you focus strongly on damage but negelect your defenses, in particular dont leave home without a cloak of resistance.

Doesn't the Tattooed and Crossblooded archetypes interfere with each other since they both modify the same thing on there chart being the bonus feat at level 7?

http://www.d20pfsrd.com/classes/core-classes/sorcerer


swap around your dex and con imo, consitution is way more important for a wizard

RPG Superstar 2012 Top 16

You only take Sorceror for one level. The rest of the levels are Admixture Wizard.

==Aelryinth

Dark Archive

I play a wizard in PFS, and I have found that a good CON has saved my bacon more times than I can count, most recently, sucking 2 empowered Cone of Cold spells. If it weren't for my 16 con I'd be a magesicle.

I don't have a high DEX, and I find that AC items are a waste of time. Simply put, if something if big enough to hit a fighter, it will be big enough to hit a wizard, AC 10 or AC 25. The strength you have is that you don't have to be in combat.

Pick up a Lesser Maximize Rod as soon as you can and combine it with Empower Spell. I chose Universalist for my school for Metamagic Mastery. Sure I dont get the tiny bonus from Evoker, but I get 90 point Fireballs memorized in a 3rd level slot. Also, pick up a Lesser Elemental Metamagic Rod (Cold). Cold is the one energy type that Devils, Daemons and Demons are all "vulnerable" to. (They have resistances sure, but not outright immunity)

A recommendation: Get Spell Focus, Spell Penetration, and their greaters too. As you go up in level, things will routinely make a 21 save, so you need to jack that saving throw and make sure things land on monsters with spell resistance at all costs.

All of that said, your boomchuck damage at 11th/12th level relies upon failed saves. As you get higher, you will be doing less explosions and more setup. More things have Evasion higher up too, which causes issues with the fireball mage.

Keep your options open, but make sure when you want something to hit, by god it will hit. As always, a well placed Enervation (or two) is your friend, as is having Illusion open as a school (Mirror Image / Displacement is invaluable). And a Well timed Charm Person can win you a prestige point, even with the crappy CHA.

Too much rambling.

Dark Archive

An Addendum:

Selective Spell is a waste. Don't bother. Just communicate with your party and be smart about placement. You won't get all the bad guys in one swoop, but you have an entire party of "minions" to pull cleanup after the bomb drops.

I also disagree on the Sorc dip. +2 Points per die of damage is okay, but when you already throw a guaranteed 90, 20 points is nothing but faffing about and keeping your caster level down. Between saves, resistances and evasion, it's pretty nullified in the end.

RPG Superstar 2012 Top 16

Where are you getting 90 pts of damage from an Empowered, maximized Fireball?

Unless they reversed the ruling recently, Maximize does NOT max out the Empowered portion of Fireball. It's specifically stated right there in the feat.
Quote: An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

You're throwing a 60 pt fireball with +5d6 added on, or about 77 pts.

A crossblooded build would be throwing a 90 pt +5d6 pts at the same caster level. That is a SIGNIFICANT difference.

==Aelryinth

Liberty's Edge

Dot


Aelryinth wrote:

You don't Intensify a Fireball until level 11. Intensify expands the dice range, it doesn't grant more dice. So there is no need to take Intensify early...unless you want to apply it to burning hands. THEN you can get up to 10 base dice on burning hands, which means that at 5th level you can toss an 8HD burning hands, or if using a level 3 slot, a 12hd Empowered Intensified Burning Hands.

An Intensified Empowered FIreball at level 7 does exactly the same as an Intensified Fireball at 7.

His spell DC's will be kind of low because he's focusing on damage and caster level. Dazing Spell MIGHT be nice. Spell Pen is usually more important then Spell Focus because enemies are still going to be taking damage even if they save.

You forgot to mention your traits. Magical Lineage or Wayang hunnter, I'm assuming for the -1 Metacost to one spell?

The best damage spell at level 2 is Scorching Ray, but it's less AoE then a boss killer. However, unlike Burning Hands, it has RANGE.

You'll also pick up a TON of damage with taking a level of sorc for Crossblooded and Orc/Draconic bloodline...it will delay your caster level by a level, however.

==Aelryinth

The OP used that at 8th level because he DID have a caster level of 11, at least in regard to the Fireball spell: Spell Secialisation (+2 CL) and Varision Tattoo (+1 to all Evocation Spells)

Dark Archive

You also might look into picking up the feat bloatmage initiate, for another +1 to your caster level.

http://www.d20pfsrd.com/feats/general-feats/bloodmage-initiate

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Tweaking a Wizard(Evoker) for Society Play :) All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice