building a 3.5e / pathfinder generalist wizard


Advice


Hello all.

I've decided to plot out some character builds, starting with wizard and working my way forward through the various classes, in hopes that my groups local GM gets well from his bout with cancer and we get to play the game again.

Our group tends to mix 3.5e and pathfinder frequently, and we aren't overwhelming harsh on min/maxing or picking out ideal builds (though we don't allow the flaws system often). General rule is if it was printed, and the DM gets to look at it, its good...very rarely are there any outright bans in our group (though I did abuse Vow of Poverty on a monk enough to get it the banhamma!)

Anyway, I'm planning on building a generalist wizard (I know, boo, why not specialize?) and was looking at archetypes and alternate class features to concoct one whopper of a build, when I came upon a question: I know in pathfinder, you cannot pick alternate/archetype class features that modify the same ability, but what happens when you want to pick to things that say "you cannot be a specialist wizard", which generalists are not?

Below is what I am looking at (roughly):

Generalist Wizard idea

Race: Half-elf (can get paragon surge, skill focus spellcraft,
and qualify for elvish PrC/archetypes/alternate class features)

Archetypes:

Absalom: Arcanamirium Crafter (Inner Sea Primer, Pathfinder)
- Trades relatively useless hand of the apprentice power for a bonus metamagic or item creation feat @ 3rd level

Alternate class features:

Elf Wizard Substitution level 1 (Races of the Wild, 3.5)
- Can't specialize, gain an extra highest level spell slot

Domain Wizard (Unearthed Arcana, 3.5)
- Can't specialize, choose a domain, gain an extra slot per spell level for that domain's spells

Spontaneous Divination (Complete Champion, e.5)
- lose 5th level wizard bonus feat, cast divination spells spontaneously

Wizard of Sun and Moon (Dungeonscape, 3.5)
- lose familiar, gain 1 extra spell slot per spell level which is actually 2 spells, marking half for "sun" [used during the day and above ground] or "moon" [usable only at night or underground]

A lot of people may say eww to WoS&M, however, it was pointed out that this feature may be VERY useful for any ability that converts spells in slots into some other function (such as say...spontaneous divination); since such features do not "CAST" the specific spells in the sun/moon slot, by RAW, you keep whichever spell isn't used to fuel the ability, basically gaining some extra slot milage. Might not be RAI, but that interpretation makes S&M a bit more interesting!


Anyways, the theme of this character is a half-elf that has been raised by his high class elvish relatives since his parents died; never fit in and eventually becomes quite neutral and mecenary. This character concept perfers to be boyscout like in spell selection...it would prefer to always have an answer ready, and not rely just on scrolls or wands (preferring to have spells he constantly needs in such magic items).

Are there any feats, arches, or alternate features that scream "pick me to be wantonly flexible as a generalist wizard" that I've missed?

I was also thinking of using Ediatic Memory from Dragon Magazine instead of S&M (no familiar or scribe scroll, but you no longer need a spellbook, and basically prepare any spell you take the time and effort to learn as though it was Spell Mastery'd), but I dunno which would be better for le generalist...though our DM has a history of attacking spellbooks, component pouches, and divine items needed for casting in the past. >.<


The Exploiter Wizard archetype from ACG is the first generalist archetype in Pathfinder to actually be worth giving up the bonus spell slots, so definitely give that a look. It also gives up the arcane bond, however, so your GM will probably rule that you can't take it with Wizard of Sun and Moon.

Otherwise, this is all "run it past your GM" territory. For the purposes of 3.P rulings, I'd personally rule that Domain Wizard replaces the arcane school class feature for the purposes of determining which archetypes it can be combined with. What's possible for you depends on how your GM calls it here.


Dasrak wrote:

The Exploiter Wizard archetype from ACG is the first generalist archetype in Pathfinder to actually be worth giving up the bonus spell slots, so definitely give that a look. It also gives up the arcane bond, however, so your GM will probably rule that you can't take it with Wizard of Sun and Moon.

Otherwise, this is all "run it past your GM" territory. For the purposes of 3.P rulings, I'd personally rule that Domain Wizard replaces the arcane school class feature for the purposes of determining which archetypes it can be combined with. What's possible for you depends on how your GM calls it here.

Thanks for the reply Dasrak! Yeah I know the golden rule is GM fiat, but I was wanting to stick as closely to whats legal as I can before presenting my build idea.

As far as you know thought, is there anything that would prevent me from taking both elf sub 1 AND domain wizard? I know technically (possibly RAI) that it was meant to be an alternate form of specialization, but RAW all it asks for is that you not be a specialist, right?


I second the Exploiter suggestion.


master_marshmallow wrote:
I second the Exploiter suggestion.

Yeah upon getting a chance to read over that archetype, it is superior to Absalom: Arcanamirium Crafter in every way save losing the arcane bond, and there is even an exploit that gets you a familiar or you could take the Bloodline Development (Arcane) to get an arcane bond that way as well!

So that begs the question...if I choose the Exploiter Archetype, and choose Familiar or Bloodline Development (Arcane) as my 1st level exploit, could I then sac that familiar for Sun & Moon or Editic Memory alternate class feature? Could I pick the other one later on to regain a familiar yet again?


Looking over the exploits I can find, I would think these would be the best to take:

Good exploits:

Bloodline Development [Arcane] (Advanced Class Guide, pathfinder) - nets you an arcane bond as your power - ie. another source of familiar.

Dimensional Slide [Su] (Advanced Class Guide, pathfinder): spend 1 AR point; move 10 feet per level
LoS as part of move action.

Familiar (Advanced Class Guide, pathfinder) - gain a familiar as per wizard's arcane bond. - not only are familiars useful, but could potentially be used to qual for an AFC that requires sac-ing said familiar

Item Crafting (Advanced Class Guide) - gain an item creation feat (must meet prerequisites)

Metamagic Knowledge (Advanced Class Guide) - gain a metamagic feat (must meat prerequisites)

Potent Magic (Avanced Class Guide) - doubles bonus when spending AR points on caster level or DC increases

Quick Study (Advanced Class Guide) - although full round, potentially useful in tandem with Editic Memory or Spell Mastery

IF Greater Exploits can be taken from lv 11 on:

Greater Metamagic Knowledge (Advanced Class Guide) - gain a bonus metamagic feat (must meet prerequisites), and can change said feat each day she prepares spells by spending 1 AR point.

If I'm counting right, an Exploiter Wizard gets 5 exploits over the course of leveling, gaining the 5th one @ 17th level. Does that sound correct?


Ask the DM what counts and what doesn't.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / building a 3.5e / pathfinder generalist wizard All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice