God Wizard's Backup Superweapon?


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Hey gang,

Let's say we're God Wizards with some money to burn, lets say we loathe to use weapons, but understand occassionally, you may need a back-up to our reality-altering superiority. Of course, we shun sharp sticks and such, we need a weapon worthy of our station!

So, being a master of the arcane, what sort of enchantments would we put on our emergency superweapon? I'm thinking a Brilliant Energy, Impact, Mimetic, Negating weapon would do some hurt and be able to breach through some defenses while making the wielder a bit more likely to survive but can you think of anything else that we could enchant our fallback weapon with that annihilates those who dare threaten us?

Dark Archive

Rod of Withering is always good for a wizard.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Proley wrote:

Hey gang,

Let's say we're God Wizards with some money to burn, lets say we loathe to use weapons, but understand occassionally, you may need a back-up to our reality-altering superiority. Of course, we shun sharp sticks and such, we need a weapon worthy of our station!

So, being a master of the arcane, what sort of enchantments would we put on our emergency superweapon? I'm thinking a Brilliant Energy, Impact, Mimetic, Negating weapon would do some hurt and be able to breach through some defenses while making the wielder a bit more likely to survive but can you think of anything else that we could enchant our fallback weapon with that annihilates those who dare threaten us?

It's called a last desperate strategy of an incompetent mage. You can enchant your weapon to the teeth, but you won't make up for the lack of the SKILL behind the blade. One suppose one might cast the Transformation spell... if one is willing to give up access to that which makes you what you are, but it's still an idiot's strategy.

Enchant, or steal a good weapon... and give it to your sworn sword! If all else fails... have that teleport or escape portal ready.


I thought a God Wizard's backup weapon was a necklace of fireballs? Or a scroll of fireball? That or teleport, as mentioned above. Bonus points if teleporting to your personal sanctum, where there are other people/minions with pointy sticks waiting to stab anyone who comes in after you.

Grand Lodge

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Pathfinder Starfinder Roleplaying Game Subscriber
ashern wrote:
I thought a God Wizard's backup weapon was a necklace of fireballs? Or a scroll of fireball? That or teleport, as mentioned above. Bonus points if teleporting to your personal sanctum, where there are other people/minions with pointy sticks waiting to stab anyone who comes in after you.

The problem with the term God Wizard is that the folks who use it tend to fall into delusions of omnipotence and invulnerability, which sadly get severely disproven when such delusions let them get sloppy and inattentive at crucial moments.

I prefer the term Chess Master. And it's always good to know when to castle your king.


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The backup weapon of the godwizard is the rest of the party. The godbotherer, the meatshield and the sneaky one. It's what he uses wen he can't be arsed to unleash his full power on the little ants.


LazarX wrote:
ashern wrote:
I thought a God Wizard's backup weapon was a necklace of fireballs? Or a scroll of fireball? That or teleport, as mentioned above. Bonus points if teleporting to your personal sanctum, where there are other people/minions with pointy sticks waiting to stab anyone who comes in after you.

The problem with the term God Wizard is that the folks who use it tend to fall into delusions of omnipotence and invulnerability, which sadly get severely disproven when such delusions let them get sloppy and inattentive at crucial moments.

I prefer the term Chess Master. And it's always good to know when to castle your king.

Totally agree. I see int based characters are the mastermind of battle, not only wizard, but rogue as well. Only if pathfinder allow more options for rogue to outsmart wizard so they can play chess in equal footage, which is very clear that pathfinder failed what Thieves' World has achieved. Anyway, what I'm trying to say is Wizard in pathfinder shouldn't play blaster like sorcerer, they should plan ahead, step by step and have backup plans. Because all int based characters should are not invulnerable, and they should be smart enough to know that. They should already have plans for things such as trapped in a realm with no magic at all, a true wizard would ready have plans for that.


I think you guys have missed the point, obviously the wizard should never be having to count on his 1d4 dagger to save the day, but as a fun experiment what would you arm the God Wizard with that would make the AMBARBARIAN comment on overkill? I'm picturing something like the cricket from MIB, where it looks really unimpressive (ooh, the wizard pulled out his small club) but packs a wallop (and then the wizard exploded the barn with his stick).

It's a question of weapon enchantments, not tactics :)

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Proley wrote:
I think you guys have missed the point, obviously the wizard should never be having to count on his 1d4 dagger to save the day, but as a fun experiment what would you arm the God Wizard with that would make the AMBARBARIAN comment on overkill? I'm picturing something like the cricket from MIB, where it looks really unimpressive (ooh, the wizard pulled out his small club) but packs a wallop (and then the wizard exploded the barn with his stick).

Here's the problem. What would make a wizard so desperate to rely on melee? Something that has wiped out all of his chess pieces. Which means you're talking about extremely potent melee, maybe a Paladin, Barbarian, or whatnot of level appropriate challenge maybe higher. Do you really thing that there is such a thing as ANY form of enchantment which going to give him a prayer against this melee, who no doubt has potent weapons of his own? And more important, ACTUALLY has the whewithall to back them up?


Ravingdork does have a transmutation specialist that does well in melee in his Crazy Character Emporium. Here.

Now that we're done bawling about how wizards "can't melee" and dismissing the premise of the thread, let's enjoy ourselves.

I like the Void Scythe for looks and the on-death effect. Nice for coups de grace. I think there's a way for wizards to get channel energy, too, so they could get the negative level bit in theory.


Thanks Ipslore, that's the spirit! The void scythe looks lovely, granted, I would think the necromancer type who would opt for such a weapon would prefer to keep the slain bodies around for replacements.

Make the most potent weapon you can using an untraditional chassis for a rare situation. Now can we please set aside the irrelevant discussions and have some fun with over-the-top surprises to awe the melee types?


Proley wrote:

I think you guys have missed the point, obviously the wizard should never be having to count on his 1d4 dagger to save the day, but as a fun experiment what would you arm the God Wizard with that would make the AMBARBARIAN comment on overkill? I'm picturing something like the cricket from MIB, where it looks really unimpressive (ooh, the wizard pulled out his small club) but packs a wallop (and then the wizard exploded the barn with his stick).

It's a question of weapon enchantments, not tactics :)

You are missing the point. If your god wizard has a +5 ______ and he is in melee combat he still dies a horrible death.


Proley wrote:

Thanks Ipslore, that's the spirit! The void scythe looks lovely, granted, I would think the necromancer type who would opt for such a weapon would prefer to keep the slain bodies around for replacements.

Make the most potent weapon you can using an untraditional chassis for a rare situation. Now can we please set aside the irrelevant discussions and have some fun with over-the-top surprises to awe the melee types?

and RD's wizard is good in melee "for a wizard", but at level 15 or higher he still dies in combat.


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Okay. Are you familiar with the most important rule of the forums? Now, tell me, what do you think going into someone's thread and telling them not to have fun, regardless of how silly the idea might be, qualifies as?

If you can't be bothered with common decency, then imagine we're discussing level 14 and below only.


Personally I'd be still looking to get out of melee because one of the more likely reasons I'd end up not feeling so godly would be antimagic. So I'd get me a nasty ranged weapon and hope I could find a way out of the antimagic field or area and hope that in the mean time I could keep those melee types at range in any case. Just so happens that more than a few of the ranged feats that work quite nicely with my ray and ranged touch spells also work with said ranged weapon too.

And if for some reason it was not an antimagic effect but something more along the lines of Lazar's hypothetical I'm about to be knee deep in warrior types because the rotary oscillator is flinging about madly and it's almost a TPK because I forgot to castle (and haven't got Forcecage or Repulsion or wow this has been a really bad day) ...

Wish List of stuff that might be on MyPersonalNuke super weapon:
1) Allow me to use Int instead of Str for attack and damage (Hey this is my dream).
2) Give me Grace and or Mobility (the better to get out of Dodge).
3) Mislead a bunch of times a day.
4) Count as an Artifact so it'll still function in those annoying Antimagic Fields (beside with the stuff I'm dreaming up it'll need to be an artifact :p).
5) Vorpal (and or special purpose power Disintegrate) hey if I get lucky the fight might be over.
6) Make me immune to Grapple/Grab attacks while I'm holding or wielding MyPersonalNuke.
7) Able to hold my soul or spirit and have that fact remain undetected/undetectable (cause even while wielding MyPersonalNuke things are probably still going to impact the above whirling device).
8) I'm thinking, I'm thinking (have I missed anything :D) ...


Ipslore the Red wrote:

Okay. Are you familiar with the most important rule of the forums? Now, tell me, what do you think going into someone's thread and telling them not to have fun, regardless of how silly the idea might be, qualifies as?

If you can't be bothered with common decency, then imagine we're discussing level 14 and below only.

Would you like to quote where I said "don't have fun"?

I am telling them the idea won't work as presented. I am quite sure the "don't be a jerk" rule included not making things up and assigning them to people.

Now you are always free to ASK me why I did something or what my intent was, but don't lie on me or ASSUME when your words are NOT even close to anything I said.


LazarX wrote:
Proley wrote:
I think you guys have missed the point, obviously the wizard should never be having to count on his 1d4 dagger to save the day, but as a fun experiment what would you arm the God Wizard with that would make the AMBARBARIAN comment on overkill? I'm picturing something like the cricket from MIB, where it looks really unimpressive (ooh, the wizard pulled out his small club) but packs a wallop (and then the wizard exploded the barn with his stick).
Here's the problem. What would make a wizard so desperate to rely on melee? Something that has wiped out all of his chess pieces. Which means you're talking about extremely potent melee, maybe a Paladin, Barbarian, or whatnot of level appropriate challenge maybe higher. Do you really thing that there is such a thing as ANY form of enchantment which going to give him a prayer against this melee, who no doubt has potent weapons of his own? And more important, ACTUALLY has the whewithall to back them up?

There's plenty of things.

Off the top of my head "A Blink Dog has popped out in front of you, what do you do?"

"Well I don't feel like wasting a spell slot, so..."


I was about to say with that list it sounds like an artifact until I read #4. Basically you are going to need GM Fiat for most of that stuff. If might be better to assign this acquisition of such as item as a quest because if he puts a price tag on it, you may not be able to afford it.

The question is this---->Are you trying to be as good in melee as a full BAB class or are you looking to be more defensive?


Dancing scythe could be a decent start. Why fight when you can let a weapon do it for you while you cast your next spell?
My personal weapon, tiny constructs ordered to attack any who threatened me. Golems, homunculi, animated objects (permanency) and anything else I can have jump out from my pockets and get between the hasted charging barbarian (that my fighter somehow missed) or Summoned mook (that dang caster threw at me, despite the rogue concentration interference).

A player of mine has an item, force damage and push (save or be thrown) on a hit against the wearer, it hurts the enemy AND gets them away from the wizard, yes please.

Failing that, poisoned, +5 Keen cestus with as many elemental damages as I could afford.

Grand Lodge

I have toyed with the idea of a +1 Dueling Vorpal Elven Curved Blade out of an Elven Thassilonian Diviner. Quickened true strikes make confirming reasonable, and that just leaves you to roll 20s.


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wraithstrike wrote:

I was about to say with that list it sounds like an artifact until I read #4. Basically you are going to need GM Fiat for most of that stuff. If might be better to assign this acquisition of such as item as a quest because if he puts a price tag on it, you may not be able to afford it.

The question is this---->Are you trying to be as good in melee as a full BAB class or are you looking to be more defensive?

No, like you are super missing the point. He isn't asking for advice, or a strategic weapon for a character. He is asking for a cool item that a Powerful Wizard might buy to have, when he doesn't want to waste spellslots on peons, in an entirely hypothetic setting.

Saying "What situation made your wizard desperate enough to rely on melee?" or "Well, entering melee makes you die so nothing." Is literally failing a multiple choice question that has no wrong answers. Its like if I asked if you wanted to ride a Pegasus or a unicorn and you said that neither exist so my question is invalid.

Its a hypothetical, which could be phrased as "Whats the kewlest magic weapon to give someone with infinite money and power?"


A Dancing Musket of Doom sprang to mind.

Then I reconsidered. Why stop with a handheld device?

A gargantuan, animated Bombard (there are spells to automagically operate these, so why not enchant one?), follows you around and shoots anything too trivial to bother casting a spell at. 9d6 base damage, targeting roll uses Knowledge: Engineering (Int mod, plus BAB plus skill etc). Can be used directly or indirectly, targeting the square not an individual.

Add in extra elemental damage to your taste, the highest 'plus' you can be bothered with and anything else your GM allows you to add.

If it's too big for your tastes, use a 'shrink' enchantment on it, based on enlarge/reduce person. After all, the ammunition becomes its real size as soon as it leaves the miniscule bombard mounted on your epaulettes...

edit: it uses d6s not d8s. Shame.


Well, if you can spend a quarter of your wealth in your weapon you may be able to kill a CR 3 monster by level 12. Which is quite unimpressive.
To do that I'd go for a greatsword and make it holy, for a total cost of 18300 gp. If you did not totally dump STR (let's say you've got a 10, which is rare for a wizard) you can full attack for 4d6+1 with +7/+2. Please note however that you your main asset here is your "high" BAB, which is related to your level rather than to your weapon.
If you are at a much higher level, brilliant energy will help you to hit, with some other enchantment for damage (holy, maybe some element)
I wouldn't bother fishing for criticals (very unreliable and even if you threatens one you still have to confirm it).
Of course, if you want to focus on a single type of enemy, bane would be your best pick.

That said, a weapon that would make a high level wizard "good" or "respectable" would be heart-shattering in the hands of a fighter.

The only option is to look for a weapon that allows you to cast spells. A quarterstaff, for example.


Any Wizard worth his salt knows the most potent weapon is... a Wizard. So have a buddy / Clone / Simulacrum / über Familiar ready to bail you out of any trouble.

Liberty's Edge RPG Superstar 2013 Top 16

A portable hole full of shield guardian iron golem.


I was gonna say if your god wizard have gold to spare. Consider giving it to your team mates.
A god wizard without a team is not so godly and May want some blast spells.
I plan to make Bracers of the glib entertainer for one og my wizards because, that one Lie May save his life when magic cannot.


I play a wizard that could be considered a "God Wizard" and I only have ever made one weapon. I have a backup weapon made by my partner the witch, a Wand of Magic Missile CL 9th (she is Samsaran.) The one I made was a Ghost Touch Net +1. That sucker is how we finally defeated the Ghost Druid who kept running away. Best 4,000 gold I ever spent.

Scarab Sages

I am working on the following "backup weapon"

A +5 Mithral Quickdraw Small Shield with a +5 dueling, defending shield spike.

You might want to add Ghost Touch to it, if you end up fighting a lot of incorporeal undead, but this is probably not worth the price.

Anyway, the whole point of this item is that it can grant you a total of +11 to your AC bonus and a +4 to your initiative rolls.

you can put it away quickly once combat starts (and your initiative has been determined), and you can pull it out quickly in order to go "full defensive" if you are in the uncomfortable position of actually needing to USE your AC (how embarrassing).

Obviously it's the sort of thing that you just start out with a +1 shield spike and add dueling to it at lower levels (16K if you don't have the craft feat), and then you gradually increase the enchantment over time - probably it's better to focus on the spike than the shield because the shield doesn't stack with your shield spell.

But there you go - the only actual melee weapon a God wizard should ever use.


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Sphere of Annihilation


A Spell Tattoo of some kind of awesome transformation spell or a Get Out of Dodge spell. Maybe both.


I thought the back up super weapon was Wish. I think with the update to the tarrasque you could Gate it in and go to another plane of existence until it goes back to sleep. I may be wrong on that part, I'm at work and don't have time to research it.

Dark Archive

Proley wrote:

I think you guys have missed the point, obviously the wizard should never be having to count on his 1d4 dagger to save the day, but as a fun experiment what would you arm the God Wizard with that would make the AMBARBARIAN comment on overkill? I'm picturing something like the cricket from MIB, where it looks really unimpressive (ooh, the wizard pulled out his small club) but packs a wallop (and then the wizard exploded the barn with his stick).

It's a question of weapon enchantments, not tactics :)

The cricket is in da house

Grand Lodge

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Pathfinder Starfinder Roleplaying Game Subscriber
Atticus Bleak wrote:
wraithstrike wrote:

I was about to say with that list it sounds like an artifact until I read #4. Basically you are going to need GM Fiat for most of that stuff. If might be better to assign this acquisition of such as item as a quest because if he puts a price tag on it, you may not be able to afford it.

The question is this---->Are you trying to be as good in melee as a full BAB class or are you looking to be more defensive?

No, like you are super missing the point. He isn't asking for advice, or a strategic weapon for a character. He is asking for a cool item that a Powerful Wizard might buy to have, when he doesn't want to waste spellslots on peons, in an entirely hypothetic setting.

He's asking for melee weapon that will by his own quote, "make AM BARBARIAN" scream overkill. There simply is not a way for a wizard to do that does not involve spells or his party members, even when armed with a +10 equivalent weapon.

If he's tenth plus level and "AM BARBARIAN" is a first level newbie, then that's about the only way it happens.


Gregory Connolly wrote:
I play a wizard that could be considered a "God Wizard" and I only have ever made one weapon. I have a backup weapon made by my partner the witch, a Wand of Magic Missile CL 9th (she is Samsaran.) The one I made was a Ghost Touch Net +1. That sucker is how we finally defeated the Ghost Druid who kept running away. Best 4,000 gold I ever spent.

Nets are ranged weapons. Ghost Touch is a melee only enchant. That may not work the way you want it to.


Here is my dream superweapon list:
On my +5 Heavy Fortification Glamored Silken Ceremonial Armor, +5 Defending Armor Spikes.

In my hands:+1 Dueling Brilliant Energy dagger and a +1 Vorpal Keen Scimitar forged by my Simulacrum Balor, who infused it with the 15-20 vorpal range. So I can boost my AC, be mostly immune to critical hits/sneak attack, nobody realizes I have armor spikes/armor, and keep fighting until I get that lucky 20 death effect.

I'd also have Contingency set to teleport me to a cleric's guild that I am on good terms with when reduced to 1HP or less, and have a pouch of Diamond Dust on me with an instruction for clerics to raise/heal me if I am dead/unconscious, and have there be enough diamond dust for 2 raise dead's, so they make a profit.

And for good measure, mix Trap the Soul and the Tarrasque together and have it placed on my person so that if you were to damage me you might break it. So if you kill me, the tarrasque comes out.


wraithstrike wrote:

I was about to say with that list it sounds like an artifact until I read #4. Basically you are going to need GM Fiat for most of that stuff. If might be better to assign this acquisition of such as item as a quest because if he puts a price tag on it, you may not be able to afford it.

The question is this---->Are you trying to be as good in melee as a full BAB class or are you looking to be more defensive?

Nope I've no intention of trying to match the effectiveness of a full BAB class in melee ... that's a fool's errand for a god wizard. I carried several enchanted weapons >> a dagger, several staffs, and a light crossbow buried somewhere and have access to the groups various alchemical gadgets such as alchemist fire and tanglefoot bags. One staff was a Staff of Power and the one most likely in my hand for just bashing something over the head that annoyed me but wasn't worth a spell. The list is mostly thoughts on how to get my wizard out of the horrid situation he's gotten into and failing that protect his soul from capture/imprisonment or worse, as dead at this level is a speed bump when compared to "Welcome to the 666th layer of the Abyss Demogorgon now has your soul and one tiny request?!

Which means I'm back to my list if I want to have a super weapon more super than a Staff of Power (which is borderline 'Epic' to begin with).

I do like the Mithral Quickdraw Shield idea above maybe add Heavy Fortification to it if possible.

I had a version of VRMH's another wizard. A permanent Telepathic Bond with my wife who was also a wizard though more of the Eldritch Knight/War Wizard of Cormyr type than god wizard sort.

The real issue for me is that as I said above the most likely reason I'm forced to use a weapon is antimagic (or perhaps a dead magic area) which also means things like a Staff of Power or Mithral Quickdraw Shield are out of play as well. (And Contigency is suppressed, Wish won't work etc. etc.)


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Pathfinder Adventure Path Subscriber

Well in humor, I figure a typical God Wizard's backup superweapon would be something like this:

hide:

Name: Kas the Destroyer.
Previous names, aliases: Kas the Betrayer.
Current address: Citadel Cavitius on the Quasielemental Plane of Ash.
Previous address: <REDACTED> Rotting Tower, Negative Energy Plane.
Employment objective: Seeking progressive position as God Wizard's Backup Superweapon in upwardly mobile organization. Have sword, will travel.

Skills:
Swordsman: Legendary.
World-conquering: Highly experienced.
Trans-planar travel: Highly experienced.

Accolades and awards
Most-favored Lieutenant
Minion of the month 666 months in a row
Voted as Minion mostly likely to succeed in world domination along with master.

Employment history and references: Right hand of the arch-lich <REDACTED>.

Hobbies: Writer (see Legendry of Great Arms and Fabulous Heroes).


psychicmachinery wrote:
Nets are ranged weapons. Ghost Touch is a melee only enchant. That may not work the way you want it to.

It already did. Good catch though, it probably should have cost more as a custom enchant to get a melee only property on a ranged weapon. This game is played at the beer & pretzels level, and it would have easily been approved anyway.


Pocket Barbarian. Works every time. They trap you in an AMF and the barbarian in your bag of holding (W endless air) pops out and murderizes them.


Undone wrote:
Pocket Barbarian. Works every time. They trap you in an AMF and the barbarian in your bag of holding (W endless air) pops out and murderizes them.

The contents of a bag of holding (or any extradimensional space) become inaccessible in an antimagic field. You're barbarian would be trapped in the bag.

Scarab Sages

Portable Hole + Bag of Holding + Mage hand.


How about his homunculus?

http://paizo.com/threads/rzs2r4ie?Tiny-God-theorycrafting-homonculus

That's what my back up weapon would be.

Shadow Lodge

Imbicatus wrote:
Portable Hole + Bag of Holding + Mage hand.
Mage Hand wrote:
Target one nonmagical, unattended object weighing up to 5 lbs.


Master of the Dark Triad wrote:

How about his homunculus?

http://paizo.com/threads/rzs2r4ie?Tiny-God-theorycrafting-homonculus

That's what my back up weapon would be.

This is good.

You can keep him in your hat until you need him:)


Atticus Bleak wrote:
wraithstrike wrote:

I was about to say with that list it sounds like an artifact until I read #4. Basically you are going to need GM Fiat for most of that stuff. If might be better to assign this acquisition of such as item as a quest because if he puts a price tag on it, you may not be able to afford it.

The question is this---->Are you trying to be as good in melee as a full BAB class or are you looking to be more defensive?

No, like you are super missing the point. He isn't asking for advice, or a strategic weapon for a character. He is asking for a cool item that a Powerful Wizard might buy to have, when he doesn't want to waste spellslots on peons, in an entirely hypothetic setting.

Saying "What situation made your wizard desperate enough to rely on melee?" or "Well, entering melee makes you die so nothing." Is literally failing a multiple choice question that has no wrong answers. Its like if I asked if you wanted to ride a Pegasus or a unicorn and you said that neither exist so my question is invalid.

Its a hypothetical, which could be phrased as "Whats the kewlest magic weapon to give someone with infinite money and power?"

I did not miss the point. If he REALLY wants this item he has to be able to get it in the game. If he can't get it then nothing else really matters.

Now if this is just a thought exercise then I missed that point.

The Exchange

I'm going to go with... hm... I'm going to go with an awakened mouse Barbarian (Brutal Pugilist) 20.

Minion: And then, just when we thought we had him cornered, something jumped out of his pocket and started pulling off all our arms and legs.


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My God Wizard's always carry a crossbow (light). If and when they are forced to use it, they usually fumble for a bit, then scream at the BSF "HOW DO YOU LOAD THIS THING???" Maybe they hold it upside down, or with the bolt facing themselves for additional fun.

As for the enchantments he might put on such a weapon, I think "Allying" is a pretty obvious choice.


Steel cap toe boots of bending ( true strike 1/day) and aim for the groin. If it a guy, ur barbarian will call cheat. If its a girl, well get ready to be slap till ur head lift off.

If ur using FR there is a broken weapon there : heavy mercurial greatsword :-11 hit 2 d8, 19-20/x4; 22-24 k to craft ( non magical) and require 2 exotic weapon profeciency. Was reduced to 2 d6, x4 and 16k craft in 3. 5. Havent reserch if it made it to PF.
Score a critt and you beat ur fighter/barbarian dmg haut la main.

As a secret weapon, since can be made whit gold, just hand it over to the BBEG and gain 11 free ac.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A staff of the master (30,000 gp) in your specialty, augmented with greater magic weapon, until you can afford a staff of power (235,000 gp) augmented with greater magic weapon. A +X brilliant energy spell storing dagger might also come in handy if grappled by a living, armored foe (force punch is possibly one of the better spells to store for this circumstance, although excruciating deformation, ray of exhaustion, or unadulterated loathing can also work).


I like how few people point out the unrealistic feasibility of taking most of your WBL to build a homunculus in order to pump out hundreds of attacks, or that Beastmass happening are small and that it's ridiculous to put 1 PC against so many encounters in two days, but as soon as someone suggests a wizard has a nice weapon too, people lose their minds. I figured I had made it pretty clear this was just a fun thought exercise and a chance to see how a wizard may put their unique twist on an adventurer's important kit: their weapon. Apparently poetic hyperbole is lost on some.

Staff of Power seems like a nasty way to punish someone who has the audacity to dare intrude upon your space! The Brilliant Energy impacting Spell storing dagger could be a handy escape tool, maybe give it an adamantine pommel, with some of our spell components tucked in a hollow compartment so after you've stabbed yourself free, the offender finds himself in another plane of existence. Muahahahahaha!

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