PSusac
|
I'm coming back to the game after leaving for several years. Still getting my bearings on the changes in the game mechanics.
Here is a build I put together, and I just want opinions on how playable this is at mid to high levels. Here is the build and my thoughts about it.
Human Conjurer, (Teleportation)
Talents: Slippery, and Vaj Jungle Guid (stealth and perception are class skills)
Opposition Schools: Necromancy & Enchantment
Bonded object = ring
1) Improved Initiative
1) Spell Focus (Conjuration)
2)
3) Augment Summoning
4)
5) Craft Wondrous , Heighten Spell
6)
7) Preferred Spell (Enervation)
8)
9) Craft Rod
10) Spell Penetration
11) Maximize Spell
12)
13) Quicken Spell
14)
15) Greater Spell penetration, Spell Perfection (Enervation)
16)
17) FEAT
18)
19) FEAT
20) Immortality
The point of this build is to keep my options open, but still pack a punch. What this build lets me do is:
1) Contribute to damage as a support caster by softening up the bad guys for my team.
2) Lay down plenty battlefield control thanks to the 1 extra spell per day granted by conjuration. This may include Summoning spells, but it is not dependent on them.
3) Stay hidden most of the time. This is the big deal about the teleport ability. “poof out and hide” is a basic shtick for this build. Note that stealth is effective against both See Invisible and True Seeing effects.
4) Bonded object allows for maximum versatility. Also the fact that enervation is spontaneous cast means that you don't have to memorize it to use it, keeping spell slots open for other options.
5) Have one really good “boss blaster” spell that (again) supports my team, with enervation and give a nice ability that stays relevant late in the game. At 15th level I make a medium rod of maximize and use it to maximize a quickened enervation, then I cast a maximized enervation. This gives me two rays in a round that inflict 4 negative levels each. These overcome spell resistance thanks to Spell Perfection feat.
Those last two feats go to whatever seems best at the time. Empower spell will let me add still MORE negative levels to my rays. Point blank/precise shot is an option, but it seems weak to me, Or maybe just a item creation feat and Leadership for still more item creation feats, so I can retire with a huge number of magic items.
Whatever. At that point, the campaign will have changed enough that I can just decide then. The point is that the build is solid early, and it picks up a good solid "shtick" in the middle, that scales well with level.
My DM only allows CRB and APG, otherwise there are a few more good feats to add, like Piercing Spell (+5 to overcome SR, adds up to a +10 at level 15!). If I can convince him to allow UM, then I'll tweak the build.
I would have taken a familiar but we have a 7-person group, and summoning is going to bog down play enough.
I'm really curious if Enervation is a good choice of "signature spell" or if I'd be better off with a different approach.
Thanks in advance.
| Dorian 'Grey' |
Welcome to PathFinder!
I usually play Wizards, but I have been stepping out of my box lately.
The build looks good, unfortunately, one can't really know until one is in the mist of battle.
I, myself, prefer familiars for the bonuses and such and I have never tried a bonded object yet. With the extra spell from specializing, you should be fine to go the familiar route. There are a lot of good choices now a days.
I would rethink the traits. There are some really good ones geared just for Wizards. Focused Mind, Iron Mind (we hate feeblemind!), or any that gives Initiative bonus or save bonuses.
It is really difficult to say about higher levels until you get ther and you actually see what you like to go with.
If you are starting a campaign at 1st then your good. You will know by 4th which way you want to go and what is working for you.
Good luck!
| Helic |
Opposition School: Necromancy + Enervation as preferred spell = Problem. You don't want to blow 2 spell slots casting your preferred spell! Obviously you can remove Opposition schools with Ultimate Magic discoveries, but for now that's not an option. Choose a different Opposition School!
I'd save Heighten Spell for later in the build. You won't use Heighten much until you're able to add +2-3 spell levels to something (otherwise just buying Spell Focus feats would be more worthwhile). I know Preferred Spell requires it, but until later you won't have enough spell slots to do much spontaneous conversion of Enervation anyways.
If you're building around Enervation, having Weapon Focus: Ray will help in hitting things, and be doubled by Spell Perfection. Necromancy has more than a few ray spells (and Scorching Ray is a good early spell) so it's a good early choice.
PSusac
|
Preferred spell requires heightened. Also, I disagree with your interpretation of the "2 slot" rule (re-read the feat and check your assumptions to see why). Not a point worth arguing though. It's not the topic of this thread, so let's just assume I change Opposition schools for now.
I'll try throwing around a few ray spells at lower levels, and see how well that works.
If I'm building a "preferred/perfect spell" build is there a better choice of spells? Would I be better off scrapping the whole idea and making a save or suck build using necromantic or transmutation spells?
| Helic |
Now that I think more of it this really is a Sorcerer's trick (making the most of a few spells with metamagic) rather than a Wizard's. As a Wizard, you have Scribe Scroll. Having 2-3 scrolls of Enervation saves you the need to spend 2-3 feats on it at the cost of some gold.
Are there better spells? Heck yes. Haste is always good. Nothing boosts your group's DPR more than Haste. Someone who can always cast Haste in the first round is far more valuable than someone who can Enervate at will. No Save or Spell Pen to worry about either. Extend Spell is the only metamagic you'd want.
PSusac
|
Hmm, both good arguments. Thanks.
OK, so what about this idea:
Preferred Spell, Mnemonic Enhancer - The limits on this spell are significant - 10 Minute casting time, I guess it's just easier to leave a slot or two open, but it does allow you to divide up the levels.
Preferred Spell, Mage's Lucubration - Now we're talking! 1 round casting time to get back any spell of level 5 or lower. Full of utility, and even combat effective in a pinch.