Rift Warden Optimization


Advice


Hi folks! I have a character planned out for an upcoming game. Normally I don't care too much about optimization and focus more on flavor however this one legitimately has me a bit stumped. The idea itself is quite unique and as such is not exactly "super powerful." So I'm asking you, the genius residents of the advice forum to help me toughen him up a bit (if he needs it). I've done alot of my homework already and as such have what I believe is a very good foundation. This character is going to be played in the WotR AP, so no spoilers.

Certain things are non negotiable, character must be a dwarven wizard (any type!) that becomes a rift warden, and must be a "slugger" with high survivability. Must take Inscribe Magical Tattoo as 5th level feat. Minimal to none offensive casting. 25 point buy, everything else is fair game. My current build is below:

25 Point Buy

Str - 17
Dex - 12
Con - 17
Int - 15
Wis - 9
Cha - 8

Race: Dwarf
Class Transmuter 5/Riftwarden 2
Banned: Evocation, Necromancy
1st - Steel Soul
1st - Scribe Scroll (might try to convince DM to let me take SF like in PFS)
3rd - Spell Penetration
5th - Spell Focus Abjuration
5th - Inscribe Magical Tattoo
7th - Arcane Strike (really not great, but the mythic version is good)

At level 1 this makes my saves respectable vs Spells/SLAs and Poisons, it also give me a +5 to hit, and a decent amount of damage. Comparable to almost any 1st level fighter. As I get higher levels I plan on offsetting the loss of BAB with buff spells (bulls strength gives me early enhancements to hit and damage, heroism, haste, false life, blur, mirror image, shield, mage armor, enlarge person, reduce person) Lots of really good buff spells to suit my needs.

This character will be starting at level 1, so keep that in mind. He needs to be survivable and effective from level 1 all the way up. The adventure path is based on fighting demons, as such he's built with that in mind. Swift actions after level 5 are pretty much spent on counterspelling till about level 12ish, hence why arcane strike isn't great (although the mythic is!)

Any and all advice is greatly appreciated!


You seem to be trying to build a Gish out of a PRC that has only half bab. That's not going to work. If you really feel the need to have a riftwarden that's going to get involved in melee, you should be starring in cleric, not wizard.

If you try getting your wizard into melee he's going to die. You can but all you want but you still have a d6 hit die and no armour. At the very least he's going to contribute nothing to the party during fights because while they're fighting the enemies, you'll be spending your actions buffing yourself to a minimally competent combatant. If you want to play a non-offensive caster then you should be budding the guys who start out being qualified to get into melee so that they can won the fights despite not having anyone controlling the battlefield for them.

Dark Archive

hmm. not familiar with riftwarden, but if youd like to make a mid-combat caster, possible other base options include the magus, druid, and summoner. is you go summoner, the synthesis may be a good archetype to take.


RIFTWARDEN


While I appreciate the assistance im honestly a bit surprised by the comments. Between mythic abilities and spells a 20 wizard has better defense than a champion fighter. I stated in my original post I already know my build is viable im just looking for thatt extra oomph since it is a bit obscure of a build. While I do agree tbat cleric would be a better melee combatant wizard is one of the options thats unchangeable. Honestly with mythic monstrous physique and the ability to take divine favor i think wizard may actually be better in combat than a cleric. Does anyone have any advice that fits my request?


I don't what to tell you Sarf. Despite my phone causing some rather embarrassing typos in my first post, I have to stand by it. Having half the BAB of a martial class and only 60% of the base hit points is pretty difficult to overcome.

I don't know what you're specifically referring to as a "champion" fighter, but I seriously question the suggestion that an unarmoured Wizard can have better defences than any fighter.

As for casting monstrous physique and divine favour (how are you planning to do that anyhow? I see nothing in Riftwarden that's going to give you access to cleric spells), as I said before, time spent buffing yourself to become mediocre at combat is time that your party is spending either winning the fight without you, or losing the fight because you're not contributing.

Quote:

Certain things are non negotiable,character must be a dwarven wizard (any type!) that becomes a rift warden

Okay

Quote:
and must be a "slugger" with high survivability.

This directly contradicts the first requirement. Not sure what you mean by "slugger", perhaps someone with high strength and a bludgeoning weapon. But "high survivability" is directly incompatible with "Wizard". Wizards are squishy guys without armour, DR, or significant HP.

Quote:
Must take Inscribe Magical Tattoo as 5th level feat.

Okay. No idea what good it's doing you, but whatever.

Quote:
Minimal to none offensive casting.

This is actually reasonable for a Gish. If you're going to spend point buy on the physical stats you need for fighting, you're going to have to make due with a lower Int. Having a lower Int means that you shouldn't be casting spells that allow saves. But a Gish needs to be able to hit enemies almost as easily as a fighter, and that means getting at least 3/4 BAB, and normally aiming for 4/5.

If you really are insistent on Riftwarden, I think you'll need to go Scryer 1 / Ranger|Fighter 1 / Eldritch Knight instead of straight Wizard. That won't fix how easy you'll be to hit, but at least you'll have a few hit points and be able to swing your weapon reasonably competently.

Dark Archive

The "Champion" fighter is referring to the fact that he's using Mythic Rules - most people aren't, I just picked up the book the other day. It seems neat, but I'm not even a little familiar with it yet.

Basically they're PrCs which you gain through story awards instead of exp, which you can start taking at level 1, and they give your characters more oomph; the end result being approximately a campaign that ranges 1-30 instead of 1-20.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Do you really want the PrC, or would you just be happy joining the organisation?

Have you considered the Magus? You seem to be big on slugging things, that might be the way to go. You'll still have arcane magic, be able to wear armor, and have a considerably better BAB, and better access to weapons.


Ya I want the PrC. The goal is a slugging wizard with a differnt feel. Dark is correct. we are playing wrath of thr righteous which is the mythic paizo adventure path. It allows me abilties like mage armor that becomes +13 armor bonus. As well as the ability to cast a 1st level cleric spell. Its the culmination of the mythic and spells that allow me to make a competent slugger.

I alluded to all of that in the original post zanthrax. My appologies if it wasnt clear. In addition a slugger is just a melee combatant. With stoneskin mirror image and the enhanced mage armor and shield I will sport a VERY respectable ac and other defenses.

Just for the record wizard spells offer them up to +8 str bonus from size. That coupled with divine favor makes my base to hit +19 at 20. Thats not adding normal strength modifiers, belts, feats, weapon plusses, heroism, etc.. its very easy to make a wizard who can match a fighter you just have to have a goood grasp on spells to use. I needed help with obscure feats traits or possible spells I missed. Perhaps items that would help. What I dont need is to change the prestige class or base classes because they arnt the problem. If anyone has any advice fitting of the criteria I asked Id really appreciate it. Sorry Lazar this isnt directed towards yo. My frustration is with the constant recommendation to change the only things I dont want t change.


Well there is a Trait Glory of the Old which is a +1 trait bonus the dwarven save bonuses. It seems like a good synergy.

Also since Rift warden loses 3 caster levels.. there is magical Knack which will increase your caster level by 2 upto your hit dice.

I would take improved Counterspell because currently all you can counterspell (quickly) are summon monster Spells and SLAs.

Obviously Quicken will be very useful when you don't have a lot of time to buff.

Getting Divine Favor as an SLA would be handy as I can't think of many wizard spells that give a luck bonus.

AS a Magic slinging Slugger you can have an extremely high bonus to hit and even damage if there is time to buff. What you will lack is Iterative attacks. You could switch in some EK levels if you wanted to. However, that would lose even more caster levels. The other option is Hellknight enforcer/Signifier but that would require Arcane Armor straining and Medium armor.

Is there a reason you are going Transmutation? The Rift Warden plays into the wheelhouse of an Abjuration specialist with counterspell and improved counterspell, etc... This could really open up things like Destructive Dispel, and Dispelling Critical are a fun combo. you could still do them of course as they are still thematically appropriate. If you do take those feats consider Preferred Spell - Dispel Magic or Greater Dispel Magic.

Hmm With a Low BAB you may want to look into Cleave line of feats. I think the Mythic Cleave is pretty good. Also there are the Dwarven Cleave feats, Goblin Chopper, Orc and Giant etc.. to allow multiple cleaves. While it will not improve single target damage it will allow for more attacks each round if there are enough opponents. Also I think they are fun dwarven feats.

Just some thoughts. You should be fine as long as you can buff.


Good ideas Golo. No there is no reason for the transmutation specialty. I thought it would be good to supplement the enhancement bonuses in the early few levels. Good points on the improved counterspell line, I was torn between that or dimensional agility. Focusing on conterspelling would set me into a more definitive role whereas dimensional agility would allow me a broader skillset. I think going down the improved counterspell route may be the best bet. I shouldnt try to do too much with one character.

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