| Darius Deepstrider |
Background - I started playing the Shattered Star & Rise of the Runelords adventure path with a core group of friends. We made a commitment to see the entire adventure path all the way to completion. The GM who runs Rise of the Runelords encourages "role playing" while the GM who runs Shattered Star encourages "roll playing". I tend to focus solely on "roleplaying" and don't care much about power gaming, breaking the game, or action economy. My character builds and actions tend to reflect this heavily. Anyways, I had a Warpriest who basically got murder faced numerous times by the "roll playing" GM, to the point of no return. I had to bring in my beloved 11th level Wizard/Evoker in order to continue the adventure path with my friends. I barely managed to survived numerous murder face attemnpts this last session with the "Roll Playing" GM and do not expect that I will survive the next one.
Under normal circumstances I would just quit, but I made a commitment to my friends. I have decided to forego my beloved roleplaying wizard concept and rebuild him into a munchkin.
My Wizard/Evoker is now 12th level. 25 Intelligence, 16 Con, 10 in everything else. I have about 36,000 gold to spend and several items that I am willing to sell; including Headband of Vast Intelligence (+4). Rod of Selective Metamagic (lesser), Pearls of Power (3 each 1st level, 1 each 2nd level, and one each 3rd level), Boots of Levitation, 4 Mithril Daggers, Cloak of Resistance +2, Ring of Protection +2, Snap Leaf, Fate Charm, Wayfinder with Clear Spindle Ioun stone.
Suggestions please.
Eponine Lokrien Savet
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IMHO, Transmutation and Conjuration are the most powerful wizards as far as their ability to literally change the world / battlefield to gain the most benefit for the party.
Teleport Subschool Wizard
Race: Elf with Fleet-Footed (+2 Initiative)
Traits: Reactionary (+2 Initiative) and Pragmatic Activator (Int, not Cha, for UMD)'
Arcane Bond: Familiar - Anything with +4 Initiative (Dodo, greensting scorpion, etc.)
Stats: 18 Int then 75% of remining to dex, 25% to Con after dumping Wis to 8, Str to 7, and Cha to 7.
Assuming 20 point buy, with 7 Cha/Str and 8 Wis, you have 20+4+4+2 = 30 points to spend on Int/Dex/Con
17 points to Int,13 remaining, 10 to Dex, 3 to Con =
Level 1: 7 Str, 18 Dex, 11 Con, 8 Wis, 20 Int, 7 Cha
Level 4: 7 Str, 18 Dex, 11 Con, 8 Wis, 21 Int, 7 Cha
Level 8: 7 Str, 18 Dex, 11 Con, 8 Wis, 22 Int, 7 Cha
Level 12: 7 Str, 18 Dex, 12 Con, 8 Wis, 20 Int, 7 Cha
Swap Ring of Protection for a + Dex/Con belt.
Dueling Spiked Gauntlet, +1: +4 Initiative Enchantment bonus
Cracked dusty rose Ioun Stone: +1 initiative Competence Bonus
Initiative (Assuming +2 Dex belt)= 5 (Dex) + 4(Improved Initiative) +2 (Trait) +2 (Racial) +1 (Ioun Stone) +4 (Dueling) = +18. Assuming you don't often face Kensai or Divination School Wizards, you should act first just about always.
Level 1 Bonus: Scribe Scroll
Level 1 Class: Spell Focus (Conjuration)
Level 3 Class: Dimensional Agility - this with the teleportation ability is handy v. grapples or any other condition. Move, Teleport, Cast; Cast, Move, Teleport; Cast, Move, Teleport, whatever floats your boat.
Level 5 Bonus: Dazing Spell
Level 5 Class: Augment Summons
Level 7 Class: Improved Familiar (imp)
Level 9 Class: Improved Initiative (to make up for the lost initiative when selecting Improved Familiar at level 7)
Level 10 Wizard: Heighten Spell (Pre-req for level 13 Preferred Spell: Emergency Force Sphere)
Level 11 Class: Superior Summons (never again just get one creature when summoning lower level creatures!)
Pick spells that almost always damage (like Magic Missile or Snowball) for Dazing.
Yep, that's all I have.
DesolateHarmony
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Here's a Guide for admixture wizards. If you like evocation, it probably will be helpful.
Personally, I like foresight subschool diviner wizards. Going first as a wizard can set the tone for whole encounters. My pfs one is 11th level, and goes first with both move and standard actions, even when surprised. Lay down a control spell to open things with, then choose what to do.