Enchanter Wizard


Advice


So we are playing a Kingmaker game, and the party, once again has changed some things up. The party consists of a Dervish Dancer Bard, Ranger (archer), Life Oracle (I think, whichever one lets you come back to life in like 3 days), Swordlord Fighter (Dex Focused), a druid or possible a Barbarian now that our Fighter is no longer a reach build and myself an enchanter wizard - manipulator. I have been reading on the boards and some guides and I know that this school and subschool are not optimized and have some issues but it fits my background so well.

My wizard and her twin sister (the bard) come from one of the noble houses (not sure which one as they all appear to not benefit either of us greatly) and the reason we are going with the group is because our characters got caught charming, manipulating, and stealing from several of the local nobility and tradesmen. My character is very manipulative plays to her beauty, and uses enchantments to get other's to do as she pleases. I need help with feats and traits.

I think for traits I am going with hedge magician, just not sure, b/c I am having trouble fitting it into my background (to make sense). We are allowed two traits plus a campaign trait, but they MUST fit in our background.

Stats (I don't dump stats)
STR: 10
DEX: 14
CON: 14
INT: 18
WIS: 12
CHA: 14

I am a human and was thinking Spell Focus (Enchantment) and Greater Spell Focus (Enchantment).

For 1st level spells I was thinking color spray, charm person , sleep, mage armor, and I am not sure about the last one.

My opposition schools are necromancy and evocation. I know giving up evocation I lose some good blast spells, but my reasoning behind this is that my character doesn't believe she has to fight and uses people to do her bidding (which is going to come to a quick end once she gets shipped off) and therefore thought Evocation was for "lesser" wizards, if that makes sense.

Any help would be appreciated and sorry for the long post.


That looks like a solid wizard. If you can, try to reallocate points to raise that intelligence. With a school like enchantment, every +1 to DC's counts so every point you can add to intelligence will help. Those are fine feat selections, and will make your enchantment spells quite potent. As for the last spell in your spellbook, I'd recommend either grease or enlarge person. Grease gives you a useful spell that will work against foes that are immune to mind-affecting magic, while enlarge person lets you buff your allies. Either way, that gives you a means to contribute in situations where your specialty school won't work. Your choice of opposition schools is fine.


I feel like the Overwhelming Beauty trait both fits your character and is great to stack on top of you Spell Focus. It even makes your Color Spray more deadly, if you are fighting humans.


You really want to get that INT as high as possible. You are a very DC reliant build and every +1 counts. I would consider dropping some WIS and DEX to push it to 19 at the very least.

You should pick up Clever Wordplay, as the bonus will be fantastic and it certainly suits your character's background.

Consider taking persistent metamagic when you get the chance: it will improve your success chances a great deal. Spell perfection on dominate monster or similar plus persistent metamagic is a very strong combo. Without necromancy you won't have control undead, so I would maybe consider a thredonic metamagic rod. It is a poor metamagic more generally and so probably not worth the feat, but as you have a glaring weakness (mind-affecting immune enemies) this at least gives you a few more options.


Thank you guys, I was figuring my build wasn't that solid, as I am not real well versed in making a good wizard, especially one that is speced this way. And those two traits are AWESOME! I will have to figure out now which trait I am going to take. I would like to get Diplomacy or Bluff as a class skill but those two traits are perfect for my character.


Have you talked over with your DM on what some of your Enchantment spells do?

A lot of them are open to interpretation on exactly how they work.

One example is Charm Person. Way too many people try to use it like the Dominate Person. When all it does is make the person you're best friend and a chance to influence him.

...I actually did this once when I thought the party was having a to easy time -
Fight - Bard cast Charm Person on a CEvil rogue.
CEvil Rogue failed save and was now charmed.
CEvil Rogue apologized to his new 'best' friend but he was just getting paid so much money to kill him. Said he'd buy flowers to put on his grave.

So CHECK with your DM on how those enchantment spells will work. As people interpret them differently and run them differently.
A good way to find ones that will give you problems is just do a forum search on the spell and the ones with lots of page counts are the ones that will give you trouble.


One other thing: See what books your GM will allow you to use. There are some really nifty enchantment spells outside of the CRB.

Liberty's Edge

If you have access to the old 3.5 Complete Arcane (I think it was that one or the Complete mage) You might want to look at the Dominator Build for Feats and spell suggestions for some good ideas.

Some useful feats are indeed the ones mentioned at level 1

But also Spell Penetration (and Greater), Still spell, Silent Spell, Iron Will, Heighten Spell and Arcane Defense (Enchantment)[requires Spell Focus Enchantment, Grants a +3 Save against the Enchantment School]

Normally suggesting to Forgo Extend spell as most enchantment and charms have long duration's but then again sometimes those duration's arn't long enough for some.

Currently playing a Dual-blooded Sorcerer Kobold with this Concept in mind.

Also Magic Missile is a classic staple of level 1 spells.

Possible traits

Focused Disciple: +2 Save against Charm and Compulsions (won't help much if your the one under the Enchantments eh?)

Charming: +1 to Bluff and Diplomacy on anyone that finds you Attractive, and a +1 DC to language Dependent Spells (such as Suggestion)


Languages are also really important to an Enchanter. Get as many as possible (especially languages like Giant).

Feats: Persistent Spell, Spell Focus/Greater Spell Focus, something to defeat spell resistance & at higher levels quicken spell/spell perfection.

You may wish to consider silent & still spell in order to cast discretely also. But like Heighten Spell these are a better choice for Sorcerers.

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