| FelwynGD |
i am going to be playing in a group soon that is made up of a Cavalier/bard going into Battle herald and a Titan Mauler tripping barbarian. I wanted to make the caster that would make these 2 awesome while also having some awesome tricks on my own. I read the guide and I am conflicted. I was thinking of making a Mystic theurge ( DM made requirements just 2 level in each a divine and arcane class and extended the class spell advancement to 15)
My other idea was going to be to go straight wizard (conjuration teleportation specialist) and focus on 3 things
1. Grabbing heighten spell and A dazing spell rod to have fun with fireball and snapdragon fireworks
2. Conjuring big angry monsters to be a flanking buddy (Earth elementals with improved bull= free op attacks)
3. Take leadership and having a cleric cohort to heal and take some item creation feats.
So I guess I am asking what do you guys think and also does any have some feat build orders and some important spells and such to take to make this guy make sense. I haven't played a pathfinder wizard before
12th level (12th level treasure) stats are rolled 4d6 drop lowest re-roll 1'S
| Driver 325 yards |
Human Alternative Trait: (The one that allows you to ignore fatigue once per day) - it works with the Acadamae Graduate Feat suggested below.
Campaign Traits: (Something that gives you a +1 Fort and Something that gives you +2 initiative)
1. Improved Initiative (Human Feat)
1. Spell Focus (Conjuration)
3. Augment Summoning
5. Superior Summoning
5. Acadamae Graduate (I think that is what it is called, but this is off the top of my head)
7. Leadership
9. Greater Fortitude
10. Toughness
11. Level Feat (You choose)
Spells: Conjuration and Teleportation Spells. Other than that, silent image works well with summoning spells because it allows you to summon a monster and then make an image of another one. Invisibility because the first thing you do is use your high initiative to go invisible, then you start summoning or buffing the party.
As for feats that help the party (fly, enlarge person, vanish, haste)
Black Tentacles is a nice spell.
I think this is a good outline to begin with anyway.
| FelwynGD |
Human Alternative Trait: (The one that allows you to ignore fatigue once per day) - it works with the Acadamae Graduate Feat suggested below.
Campaign Traits: (Something that gives you a +1 Fort and Something that gives you +2 initiative)
1. Improved Initiative (Human Feat)
1. Spell Focus (Conjuration)
3. Augment Summoning
5. Superior Summoning
5. Acadamae Graduate (I think that is what it is called, but this is off the top of my head)
7. Leadership
9. Greater Fortitude
10. Toughness
11. Level Feat (You choose)Spells: Conjuration and Teleportation Spells. Other than that, silent image works well with summoning spells because it allows you to summon a monster and then make an image of another one. Invisibility because the first thing you do is use your high initiative to go invisible, then you start summoning or buffing the party.
As for feats that help the party (fly, enlarge person, vanish, haste)
Black Tentacles is a nice spell.
I think this is a good outline to begin with anyway.
I really like the Acadamae Graduate Feat. That plus superior summons lets you bring in a small army real quick. How do you feel about the heighten spell + dazing rod+ Sanpdragon fireworks and fireball
Reynard_the_fox
|
I wouldn't go the dazing spell route here. As the third member of a three-man team, and the only real caster, you need to make sure that anything they can't handle, you can. Summoning is great, especially with your bard, and will probably be important for keeping you alive. Leadership for a cleric is fantastic.
Besides summoning, you need to be responsible for making sure that the Barbarian and Cavalier can get up close and personal with the enemy, and deal damage with their attacks. That means spells like Telekinetic Charge or Fly to improve maneuverability, things like Glitterdust so they can hit invisible guys, and Dispel Magic to deal with annoying buffs like Mirror Image. They are your personal beatsticks - use them! (Barbarians make the best projectiles.) Using spells like Wall of Force to funnel enemies towards them is also great. Spells like Slow will help a lot too, and of course Haste is always fantastic.
Your bard/cavalier can probably be the party face, but you'll probably want Dominate Person available. Make sure you also grab Remove Curse and Break Enchantment (or get your cleric to) because otherwise you'll be seriously screwed if something causes one of your melee guys to turn on you, or cripples their strength. On that note, make sure you have some kind of contingency for if you get Feebleminded or something (the spell Contingency is good for this).
Permanency can be very nice to have. Permanent Enlarge Person on your barb is worth considering, and Arcane Sight, Darkvision, Detect Magic, Reduce Person, See Invisibility, and/or Tongues on yourself can be great depending on the campaign.
Remember, anything, and I mean ANYTHING, that can't be handled by charisma or brute strength will be your responsibility. You will be far better off if you focus on making sure your teammates can do damage than trying to do damage yourself. Be prepared, keep your spellcraft score high, and good luck! 3-man campaigns are tough.
Oh yeah, as for feats, here are some recommendations:
-Improved Initiative
-Spell Focus: Conjuration, Augment Summoning, Superior Summoning
-Crafting - Wondrous Items is usually the best
-Toughness
-Fast Study (always leave slots open)
-Persistent Spell metamagic
-Great Fortitude (and improved)
PS: Normally I would advocating staying far, far away from Mystic Theurge, but since your DM has relaxed the requirements, you're starting at 12th level, and you don't have other casters, it may just be worth it here. Your call.
| Cult of Vorg |
Quicken rods, especially if you go theurge. Unless the adventuring day is very long, you'll have more stuff to do than rounds to do it in. I'd consider craft rod over craft wondrous just so you can afford more of those.
Also, acadamae graduate is from the 3.5 inner sea campaign setting and wasn't reprinted in the ISWG, so may not be allowed by your GM. 1 round is not more than 1 round, so quicken away.
+1 to focusing on stuff the martials can't do.. some aoe's for swarms, antimagic, divination, summons..
| XMorsX |
I like the above summoning oriented build. I would probably though delay Improved Initiative for lvl 5 so that I have Superior Summoning by 3rd lvl. 1d3+1 celestial eagles is a force to be reckoned with at 3rd lvl. Also, after Improved Initiative and before Leadership consider Craft Wondrous Items, your allies will adore you and you will save money for scrolls and rods. Finally in order to maximize your summons make sure you take Spell Perfection: Summon Monster VII or IX by 15th or 17th lvl accordingly so that you double the effectiveness of Superior Summoning. You have to take 3 metamagic feats earlier though, so plan ahead. Quicken spell is essential, the other two are according to taste, you could go for Silent + Still Spell or Highten so that you can take Prefered Spell for the SM you will choose for perfection.
Reynard_the_fox
|
Quicken rods, especially if you go theurge. Unless the adventuring day is very long, you'll have more stuff to do than rounds to do it in. I'd consider craft rod over craft wondrous just so you can afford more of those.
Also, acadamae graduate is from the 3.5 inner sea campaign setting and wasn't reprinted in the ISWG, so may not be allowed by your GM. 1 round is not more than 1 round, so quicken away.
+1 to focusing on stuff the martials can't do.. some aoe's for swarms, antimagic, divination, summons..
With Craft Rod you might make a few metamagic rods and some random other rods. With Wondrous Item you can make stat headbands and belts for the whole party (which will need to be upgraded repeatedly), plus Pearls of Power and a whole lot of other magic items. Not saying Craft Rod is useless, but wondrous item has a lot more utility over the course of an adventure.
Speaking of which, craft yourself some Gloves of Arrow Snaring, those things saved my ass repeatedly. You'll probably also want an Unfettered Shirt. (getting grappled is not fun - put ranks in Escape Artist)
| Rerednaw |
i am going to be playing in a group soon that is made up of a Cavalier/bard going into Battle herald and a Titan Mauler tripping barbarian. I wanted to make the caster that would make these 2 awesome while also having some awesome tricks on my own. I read the guide and I am conflicted. I was thinking of making a Mystic theurge ( DM made requirements just 2 level in each a divine and arcane class and extended the class spell advancement to 15)
My other idea was going to be to go straight wizard (conjuration teleportation specialist) and focus on 3 things
1. Grabbing heighten spell and A dazing spell rod to have fun with fireball and snapdragon fireworks
2. Conjuring big angry monsters to be a flanking buddy (Earth elementals with improved bull= free op attacks)
3. Take leadership and having a cleric cohort to heal and take some item creation feats.So I guess I am asking what do you guys think and also does any have some feat build orders and some important spells and such to take to make this guy make sense. I haven't played a pathfinder wizard before
12th level (12th level treasure) stats are rolled 4d6 drop lowest re-roll 1'S
12th level.
Party of 3.You are the only caster.
My thoughts on the party:
The Barbarian will have single target damage as his speciality.
A Bard/Cav will have social skills, buffing and some healing.
My suggestions:
Go full caster. No prestige, level dips, nada.
Unless you really enjoy being a healbot, I'd avoid most divine casters.
So...arcane.
Conjuration (teleportation subschool) is about one of the strongest schools there is.
With this you can go summoner:
Key Feats
=========
Spell Focus(Conj)
Augment Summoning.
BUT...there's something to be said for blowing things up.
Have you considered an Evoker?
They are very viable in Pathfinder.
The most recent guide I can find is here: http://paizo.com/threads/rzs2pwg7?Brewers-Guide-to-the-Blockbuster-Wizard
Basically it focuses on these two things:
1) Going first.
2) Taking out groups, not solos.
And you are still a full wizard with access to all the various arcane utility spells (fly, haste, etc...)
My current Evoker build.
Syndr
Evoker(Admixture Subschool)
Highest stat: Int (17+)...19 preferred after racials
Secondary stat: Dex (15+)...17 preferred after racials
Tertiary stat: Con (12+)...14 preferred after racials
A 20 point build looks like this:
str7/dex16(18)/con14/int17(19)/wis10/cha5
+2dex,+2int,-2cha tiefling.
Elf would have a con12/cha7
Traits:
Magical Lineage(Fireball)
Wayang Spellhunter(Fireball)
Feats
L01-Scribe Scroll (wizard bonus feat)
L01-Spell Focus: Evocation
L01-Improved Initiative-human bonus feat
L03-Spell Specialization (Burning Hands, change to Fireball at level 4)
L05-Empower Spell
L05-Heighten Spell (wizard bonus feat, needed for Preferred Spell)
L07-Preferred Spell (Fireball)
L09-Quicken Spell
L10-Intensified Spell
L10-Maximize Spell (wizard bonus feat)
L11-Varisian Tattoo
Same build, but Pathfinder Society Version and no spontaneous Fireballs:
L01-Spell Focus: Evocation
L01-Varisian Tattoo
L01-Spell Specialization(Burning Hands)-Human Bonus Feat
L03-Empower Spell
L05-Spell Penetration(Spell Specialization->Fireball)
L05-Intensified Spell
L07-Maximize Spell
L09-Quicken Spell
L10-???
L11-Improved Initiative
Gear:
Buy a Rod of Metamagic Selective Spell. Buy several in fact.
Familiar: Any as long as they grant +4 Init.(Compsognathus or Greensting Scorpion)
Note for both builds at level 15 you will pick up Spell Perfection.
The advantage of the first build is you can memorize any spell at the start of your day and swap them out for various fireballs during the day on the fly, with metamagic, without increasing casting time.
The second build is more traditional, and you lose the spontaneous fireball swap but you gain more metamagic feats.
With both builds:
The first two levels of metamagic are free, thanks to your traits.
Admixture subschool means you keep your +damage evoker bonus PLUS you can energy substitute on the fly 3+int mod/day.
Note most guides prefer a +int/+dex race especially the Elf because of their other arcane bonuses even though the Elf takes a Con hit. The Tiefling with +2 dex, +2 int, resistances and darkvision is a viable alternate. Though you have a cha hit, the bard has that covered. Human with the extra feat is also decent, though at high levels that advantage isn't as major.
At level 1, with a 14 Dex and Familiar you are +6 Init. (Human with Imp Init is +10). Higher with a +dex race.
Pros of Evoker: Boom is more fun than smog or buffing.
Cons of Evoker: Feat intensive so you won't have much left over if you decide you want to craft.
Tweak as you see fit. If you think you will run into a lot of spell resistance, make sure you take both Spell Penetration and Greater Spell Penetration. That with Varisian Tattoo is +5 caster levels to bypass SR. If it is your Specialized Spell(Fireball) +7.
And if you still cannot do it, well you can always buff, blow smog, or summon monsters anyway.
Have fun!