Kurthnaga
|
Hey guys. I play quite a bit of PFS and my first character has finally reached level 12 and is in a position to start Eyes. Lots of people in my group have just hit 12, so we'll be planning to go through Eyes soon. I wanted some advice on my Conjuration Wizard. Please tell me any mistakes I'm making as well, there is a lot to keep track of at this point and this is my first tabletop RPG. I've been playing since last April. Thank you for your aid.
Human Wizard (Teleportation Subschool) 12
CG Medium Humanoid (Human)
Init+7 Senses Perception +16
Defense
AC 11, 11, 10
HP 98(12d6+48)
Fort +6, Ref +5 Will +8
Speed 30 ft.
Spell-Like Abilities (CL 12th)
Dimensional Steps-360 Feet/Day
Spells Prepared~(CL 12th) (Enchantment and Necromancy Opposed)
6th-Greater Dispel Magic, Summon Monster VI, Sirocco, Cold Ice Strike(DC 25)
5th-Overland Flight, Summon Monster V, Icy Prison(DC 24), Hungry Pit(DC 26), Telekinesis, Wall of Stone
4th-Telekinetic Charge, Summon Monster IV, Emergency Force Sphere, Dimension Door, Black Tentacles, Dazing Snapdragon Fireworks(DC 20)
3rd-Mad Monkeys, Stinking Cloud(DC 24), Fly, Haste, Slow(DC 22), Sleet Storm, Fireball(DC 22)
2nd-Rope Trick, Create Pit(DC 23), Mirror Image, Invisibility, Glitterdust(DC 23), Extended Mage Armor, Extended Enlarge Person
1st-Mage Armor, Vanishx2, Expeditious Retreat, Magic Missilex2, Shield,Feather Fall
0 (at will)-Detect Magic, Read Magic, Light, Prestidigitation, Acid Splash
Str 9, Dex 13, Con 14, Int 28, Wis 10, Cha 10
Base Atk 6, CMB+5, CMD 16
Feats Improved Initiative, Spell Focus: Conjuration(PFS rule), Augment Summoning(Human Bonus), Toughness, Spell Penetration, Extend Spell(5 Bonus), Greater Spell Focus: Conjuration, Dazing Spell, Quicken Spell(10 Bonus), Greater Spell Penetration
Skills Acrobatics+11, Appraise+15, Craft(Sculptor)+24, Diplomacy+16, Fly+16, Knowledge (Arcana)+26, Knowledge (Planes)+26, Knowledge (Local)+27, Knowledge(Religion)+18, Knowledge (Nature)+26, Knowledge (Engineering)+13, Knowledge (History)+13, Knowledge (Nobility)+13, Knowledge (Dungeoneering)+13, Knowledge (Geography)+13, Linguistics +24,
Perception +16, Ride +5, Spellcraft+24
Languages Abyssal, Aquan, Azlanti, Celestial, Common, Draconic, Ignan, Infernal, Kellish, Osiriani, Terran, Tien, Thassilonian, Undercommon
Traits-Reactionary, Insider Knowledge(GL Campaign Trait)
Racial Traits-Bonus Feat, Silver-Tongued
Shift(Su)-30 ft., (11/day)
Gear-
Headband of Vast Intelligence+6
Lesser Quicken Rod
Lesser Extend Rod
Staff of the Master(Necromancy)(Arcane Bond Item)
Handy Haversack
Various Masterwork Tools
Wand of Infernal Healing
Various Consumables
Clear Spindle Ioun Stone slotted into a Wayfinder
Approximately 24,000 gold in wealth
I have some other spells on my spell list but that's what I'm currently looking at prepared. I have spells to charge my staff, but only memorize them in the off time for the most part. Suggestions?
| andreww |
A few comments:
Most of your offensive spells are either Summons or SR: NO conjurations, I would look to retrain at least Greater Spell Penetration.
I would be very tempted to pick up Persistent Spell instead of Extend which isnt doing that much for you. Persistent Glitterdust, Create Pit and Stinking Cloud are extremely strong.
Additional Summons is also very strong if you are doing a lot of summoning. Acadamae Graduate would also allow you to summon as a Standard at the risk of becoming Fatigued.
If you were very paranoid I would be tempted by Heighten instead of Extend and Preferred Spell for Emergency Force Sphere. I would definately memorise more than one.
Your defences are really low. I would definately want a +3/4 Cloak of Resistance.
In terms of spells I might change a few. Cold Ice Strike is fairly terrible, Sirrocco isnt that great either. If you want offence then more SMVI is great. There are some strong individual options here (hello Succubus) or 1d3 Fiendish/Celestial Ankylosaurus (for Daze) or Dire Lions (for pounce). I would be tempted by a Quickened Mirror Image as well if you didnt have the Staff. For better defence Repulsion is ridiculously good against brutes.
For equipment in addition to the Cloak I would grab Eyes of the Eagle. Alternatively grab a Ring of Invisibility and fly around permanently invisible with a much larger focus on summoning spells.
Kurthnaga
|
A few comments:
Most of your offensive spells are either Summons or SR: NO conjurations, I would look to retrain at least Greater Spell Penetration.
Yeah I was thinking Greater might not be necessary. There are a lot of demons in S5, but with me going into retirement it really probably isn't necessary. I'm a fan of the consumable Dweomer's Essence as well, so I really probably shouldn't grab it. It was a feat I was missing because I miscounted feats though, and I haven't yet played a game with it so I'm pretty sure I'm okay to just change since it hasn't seen a table yet.
I would be very tempted to pick up Persistent Spell instead of Extend which isnt doing that much for you. Persistent Glitterdust, Create Pit and Stinking Cloud are extremely strong.
Persistent Spell is very powerful. I was thinking of it as well, but I still really enjoy extend. It was very powerful earlier, but perhaps now that I'm level 12 and even my /round spells last all combat, perhaps it is time to hang it up.
Additional Summons is also very strong if you are doing a lot of summoning. Acadamae Graduate would also allow you to summon as a Standard at the risk of becoming Fatigued.
I believe you mean Superior Summoning? I was going to take it as my 13th level feat, to summon additional celestial dire tigers off SM VI. I don't think I necessarily need it yet, although I could be wrong. The three I looked at with it were the T-rexs, dire tigers, and dire crocodiles which means it doesn't come into play until 13th-15th level. I guess it's also powerful with Lantern Archons, but I kind of passed that point.
If you were very paranoid I would be tempted by Heighten instead of Extend and Preferred Spell for Emergency Force Sphere. I would definately memorise more than one.
That's one route I considered for a long while in the 9-10-11 bend. I ended up not doing it because when I wasn't dying it didn't help me, but I have considered it. I typically just arcane bond a second copy if I need it, but with how many 4th level spells I have now preparing more than 1 is a consideration during eyes.
Your defences are really low. I would definately want a +3/4 Cloak of Resistance.
That was what I was thinking I would spend my pre-Eyes money on, but I wasn't entirely sure. My other idea was a Belt of Mighty Con+4 or whatever. 24 hp and a +2 fort is hefty, and EFS gives me a lot of leeway with reflex save spells, but perhaps you're right. It's something I've given a lot of thought to.
In terms of spells I might change a few. Cold Ice Strike is fairly terrible, Sirrocco isnt that great either. If you want offence then more SMVI is great. There are some strong individual options here (hello Succubus) or 1d3 Fiendish/Celestial Ankylosaurus (for Daze) or Dire Lions (for pounce). I would be tempted by a Quickened Mirror Image as well if you didnt have the Staff. For better defence Repulsion is ridiculously good against brutes.
I use my Staff of the Master to add Dazing Spell to Cold Ice Strike when I cast it, meaning it ends the combat on anything that fails that save. I like the spell with Dazing on it, and it adds a bit of instant damage to my repertoire. I know the spell isn't too great by itself, but it's a quickened intensified fireball, which I think is decent as a 6th level spell. When I add Dazing on top it's great. SMVI is great, and I can cut Sirocco, although I don't think its bad. Thanks for the link to Repulsion, I'll give it thought. Reading it though, what is the reason to keep it at less than maximum range? For allies convenience? Because being in the sky all adventure seems to circumvent that drawback.
For equipment in addition to the Cloak I would grab Eyes of the Eagle. Alternatively grab a Ring of Invisibility and fly around permanently invisible with a much larger focus on summoning spells.
I don't really like the invis idea with all the ones I could theoretically cast and the idea of true seeing popping up more and more at this level. Eyes of the Eagle are interesting. Thanks, I appreciate the help and would love your feedback on my comments.
| Anonymous Visitor 163 576 |
Your defenses are terrible, IMO. I'd address that right away.
For starters, just cast Mage armor and overland flight when you get up. 12 hours is plenty, use a pearl of power if you need more.
That'll free up a 2nd level spell, maybe another glitter dust or pit?
Talk to your fellow players. See if you can get a bark skin, or a magic vestment cast on yourself. Lend them your extend metamagic rod for this.
You'll benefit from a ring of protection to up your touch AC. Currently, you're getting hit by that touch attack. Be ready with that mirror image, it's better than invis at this level, which either works or doesn't.
A mithril buckler would help too. Cheap, and can be enchanted.
I'd split the difference, and get the +2 con belt, and the +2 cloak of resistance. You need both.
Ring of counterspells is always a good choice for a wizard. I recommend greater dispel or feeblemind.
If you're worried about true seeing, consider learning non-detection. Lasts quite a while, and gives you a chance to stop it. Not a guarantee, but a chance.
Wouldn't hurt to have true seeing yourself, either. Or Darkvision. Most of your spells require you to see what' showing on. And a potion of cure blindness, because blind people can't read scrolls.
Dimensional anchor can be handy too. Goes well with true strike. Also disintegrate, mostly for property damage and walls of force, but occasionally good as an attack.
And have the scrolls you need to bring down a prismatic sphere.
Kurthnaga
|
Your defenses are terrible, IMO. I'd address that right away.
For starters, just cast Mage armor and overland flight when you get up. 12 hours is plenty, use a pearl of power if you need more.
That'll free up a 2nd level spell, maybe another glitter dust or pit?
Talk to your fellow players. See if you can get a bark skin, or a magic vestment cast on yourself. Lend them your extend metamagic rod for this.
You'll benefit from a ring of protection to up your touch AC. Currently, you're getting hit by that touch attack. Be ready with that mirror image, it's better than invis at this level, which either works or doesn't.
A mithril buckler would help too. Cheap, and can be enchanted.
I'd split the difference, and get the +2 con belt, and the +2 cloak of resistance. You need both.
Ring of counterspells is always a good choice for a wizard. I recommend greater dispel or feeblemind.
If you're worried about true seeing, consider learning non-detection. Lasts quite a while, and gives you a chance to stop it. Not a guarantee, but a chance.
Wouldn't hurt to have true seeing yourself, either. Or Darkvision. Most of your spells require you to see what' showing on. And a potion of cure blindness, because blind people can't read scrolls.
Dimensional anchor can be handy too. Goes well with true strike. Also disintegrate, mostly for property damage and walls of force, but occasionally good as an attack.
And have the scrolls you need to bring down a prismatic sphere.
It feels like upping my ac a bit wouldn't greatly improve my chances with touch in the first place. Mirror Image is up when I can't avoid combat through flight and invisibility. I do cast both when I get up. And 12 hours generally is plenty, I was just being a stickler so I didn't get mised. The current combination we're looking at is fairly caster heavy, with a wizard, sorceror/Dragon disciple, magus/rogue, cleric, gunslinger, and hopefully another front liner of some sort.
I can quicken the mirror image and my initiative is at least passably high at this level, although not going into the crazy range.
Thanks for the reference to nondetection. Hadn't actually seen it before. Probably not a bad consideration to scribe into the spellbook. I have darkvision in the spell book. I hadn't thought of anchor with true strike. Would have been helpful for a certain scenario, but that is long ago now. I don't think I'll need disintegrate for the duration of my career, but I may be proved wrong. Honestly I'm not that impressed by the spell.
The idea of bringing down a sphere itself seems a little offputting. That is a powerful spell. Still, I'll keep that in mind.
| andreww |
I believe you mean Superior Summoning? I was going to take it as my 13th level feat, to summon additional celestial dire tigers off SM VI. I don't think I necessarily need it yet, although I could be wrong. The three I looked at with it were the T-rexs, dire tigers, and dire crocodiles which means it doesn't come into play until 13th-15th level. I guess it's also powerful with Lantern Archons, but I kind of passed that point.
Yes that is the one. While they dont pounce I really wouldnt underestimate the power of the Anylosaurus from SMV. They are Huge with 15' reach so dominate the battlefield. They only get one attack but are very likely to get opportunity attacks. Their tail attack forces DC25 fortitude saves or be dazed for 1 round which is very strong. 1d3+1 with Superior Summoning from a level 6 spell slot can give all sorts of enemies major problems.
That was what I was thinking I would spend my pre-Eyes money on, but I wasn't entirely sure. My other idea was a Belt of Mighty Con+4 or whatever. 24 hp and a +2 fort is hefty, and EFS gives me a lot of leeway with reflex save spells, but perhaps you're right. It's something I've given a lot of thought to.
The belt would be a decent alternate option. You have the Spindle to avoid some mental control but beware of the FAQ which nerfed it. It wont work against things like Confusion or Fear or anything from a non evil caster. PFS has quite a lot of suspiciously neutral enemies as well as the occasional good aligned outsider opponent.
I use my Staff of the Master to add Dazing Spell to Cold Ice Strike when I cast it, meaning it ends the combat on anything that fails that save. I like the spell with Dazing on it, and it adds a bit of instant damage to my repertoire. I know the spell isn't too great by itself, but it's a quickened intensified fireball, which I think is decent as a 6th level spell. When I add Dazing on top it's great. SMVI is great, and I can cut Sirocco, although I don't think its bad. Thanks for the link to Repulsion, I'll give it thought. Reading it though, what is the reason to keep it at less than maximum range? For allies convenience? Because being in the sky all adventure seems to circumvent that drawback
Hmm, adding Dazing to it works well but I might be more inclined to take Chain Lightning instead. It's a standard action but Dazing Chain Lightning can end entire encounters before they even begin. I would always set Repulsion at max distance but warn your allies of what you are doing in advance. You can always reposition to allow them to move if they fail.
I don't really like the invis idea with all the ones I could theoretically cast and the idea of true seeing popping up more and more at this level. Eyes of the Eagle are interesting. Thanks, I appreciate the help and would love your feedback on my comments.
The problem with using your own is the action it takes and the 1 minute/level duration. With the ring you start every fight invisible and flying about and can happily risk a 1 round cast time summon spell with much less chance of disruption. True Seeing is actually very rare. From the CRB you see it on the Erinyes and demons from the Glabrezu upwards, most of which you will never encounter in PFS.
| andreww |
Wouldn't hurt to have true seeing yourself, either. Or Darkvision. Most of your spells require you to see what' showing on. And a potion of cure blindness, because blind people can't read scrolls.
SMVI gives the Erinyes which brings true seeing, no need to memorise it seperately but I might want an emergency back up scroll. Darkvision is definately something you want access to and it lasts for 1hour/level so works well with Extend. I might buy a lesser extend rod, they are only 3k and cover Mage Armour and Darkvision along with something like Ant Haul.
For potions and oils definately Cure Blidness. I would add a Cure Serious Wounds as an emergency, Gaseous Form for grapples in the event you cannot shift for any reason and Daylight as PFS is packed full of Deeper Darkness.
For lower level stuff potions of Delay Poison and Lesser Restoration can be literal life savers.
Kurthnaga
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Kurthnaga wrote:I believe you mean Superior Summoning? I was going to take it as my 13th level feat, to summon additional celestial dire tigers off SM VI. I don't think I necessarily need it yet, although I could be wrong. The three I looked at with it were the T-rexs, dire tigers, and dire crocodiles which means it doesn't come into play until 13th-15th level. I guess it's also powerful with Lantern Archons, but I kind of passed that point.andreww wrote:Yes that is the one. While they dont pounce I really wouldnt underestimate the power of the Anylosaurus from SMV. They are Huge with 15' reach so dominate the battlefield. They only get one attack but are very likely to get opportunity attacks. Their tail attack forces DC25 fortitude saves or be dazed for 1 round which is very strong. 1d3+1 with Superior Summoning from a level 6 spell slot can give all sorts of enemies major problems.
Seems like a great option for more control before the crocs, thanks for the suggestions. I'll look at my feats and path it out to 20 I think.
That was what I was thinking I would spend my pre-Eyes money on, but I wasn't entirely sure. My other idea was a Belt of Mighty Con+4 or whatever. 24 hp and a +2 fort is hefty, and EFS gives me a lot of leeway with reflex save spells, but perhaps you're right. It's something I've given a lot of thought to.
The belt would be a decent alternate option. You have the Spindle to avoid some mental control but beware of the FAQ which nerfed it. It wont work against things like Confusion or Fear or anything from a non evil caster. PFS has quite a lot of suspiciously neutral enemies as well as the occasional good aligned outsider opponent.
I'm aware of those corner cases. I am worried about being too close to dragons. Maybe I should just go with the cloak...
I use my Staff of the Master to add Dazing Spell to Cold Ice Strike when I cast it, meaning it ends the combat on anything that fails that save. I like the spell with Dazing on it, and it adds a bit of instant damage to my repertoire. I know the spell isn't too great by itself, but it's a quickened intensified fireball, which I think is decent as a 6th level spell. When I add Dazing on top it's great. SMVI is great, and I can cut Sirocco, although I don't
Maybe I'm just jaded on the true seeing because in a recent adventure a glabrezu got a max duration power word stun off on me.
I already have many of those consumables and a Lesser Extend Rod.
| andreww |
Also, last one here, I would definately find some way to have Resist Energy available with CL11 for the maximum 30 point resistance. It is situational but energy damage is a fairly common situation and it would be well worth it. I am not sure what you are doing with extended Enlarge Person but I would look to replace that.
If you could change your traits then I would recommend Student of Philosophy which lets you use your Int mod rather than Charisma for changing attitudes with Diplomacy or deceiving people with Bluff.