| Mr_Bearkitty |
Hey all,
So I'm jumping off the deep end and making my first non martial for pfs. I was wondering if I could get some pointers for the build. Im wanting him to be a controller and/ or a buffer. Any ideas?
my stats are before racial (sorry if buy is off, on my phone)
Str: 7
Dex 16
con 14
int 18
wis 10
cha 8
Race I was thinking elf or human
1 feat I wad thinking was toughness.
Any ideas for spells, schools and traits?
Thanks in advance everyone.
Kysune
|
I think the stat plan you gave is a 26pt buy if it's before racials. Elf or Human both work well, toughness is a great feat for a wizard especially at 1st or 3rd level. School would be up to your character, what you want out of it and the feel. Necromancy for channeling Command Undead, Divination for the Forewarned ability to always act in a surprise round, Conjuration for the extended duration of summons, etc. Spells just pick a few defensive utility ones and then a few offensive ones like Burning Hands and Magical Missle. Traits depends on what you want, do you want a certain skill as a class skill? If not, do you want a +2 initiative bonus, a specific spell costing 1 slot lower if using metamagic with it, or something else?
It really depends on what you are envisioning your character to be, feel like, and how he/she would present themself to others. Try to think of a theme or backstory and post it here for what you're trying to accomplish and it'll help others give suggestions. :)
| GM_Beernorg |
Kysune has a very good point. It is really the little things, school, traits, etc, that make your wizard unique and fit into the vision you have for him or her. Having an idea of what kind of character the wizard is, and what sort of play style you want to use with him or her makes it much simpler to whittle down the best traits and what not that represent the picture of your wizard in your head. Once you have a clear picture of that, I think you will find picking abilities becomes far simpler.
| Poor Wandering One |
Be very careful about the STR 7. You will have no gear and even potions and scrolls will become an issue.
A light x-bow, 10 bolts, a dagger, your spell book, and one component pouch use up 11 of the 23 pounds you can carry without penalty.
Eventually STR is pointless for wizards but you have to survive low levels first.
| Poor Wandering One |
True but you still have to survive a level or two to get them, and they fill a shoulder slot, and they cost 1000gp that could have been spent scribing spells into your book and buying potions/wands/alchemial items or even buying a cloak of resistance.
I dislike dump stats in general so I might be oversensitive. Heck some GM's don't even track weight allowing low str types to carry all kinds of things. So take my advice well salted.
| Poor Wandering One |
Spells per day are at a premium at low levels.
Even at 4th lvl when the stat boost would replace the point of int I am recommending they cash in a wizard with 17 or 18 int only has, not counting Pearls etc, 4 first level spells. Burning one of then on a disc that only lasts 4 hours seems dangerous.
But like I said. Take with salt, there are good 7 STR wizards out there. It's just that the weight management becomes a pain. At least to me.
| Nigrescence |
Any ideas for spells, schools and traits?
Thanks in advance everyone.
I'm a huge fan of being a Wizard with specialization Conjuration (Teleportation). The "free" teleporting (by which I mean it doesn't consume a spell slot, just is limited per day usage) is well worth it and in my opinion much more valuable than a silly weak acid dart that's hardly better than a cantrip. You get distance as 5 feet per two wizard levels, times per day equal to your INT mod +3. At level 4 you can do a 10' teleport as swift, which is awesome. At level 10 you can do it out to 25', which is absolutely wicked. Essentially, you get a scalable 3 + INT mod per day use of dimension door. The only downside is that you can only take yourself through it. That's why you get the 8th level ability Dimensional Steps from the Conjuration abilities, though.
I'm also very fond of an arcane bonded ring. Gives you an extra spell per day of highest level you cast, and you can craft your very own ring with it. I tend to wait until I can afford crafting a Ring of Invisibility. It is so worth it.
Also, weight management for a 7 STR Wizard isn't that bad, really. What, are you going to be carrying all of the rope for the whole party? It's relatively easy enough to manage until you can get/craft a Handy Haversack.
Fruian Thistlefoot
|
My recommendation is Play your first 3 sessions as something with strong level 1 ability.
At your Level 2 rework then rework your character and spend your 3-6 PP and 1000-1750gp on gearing the character as you will need to survive.
My suggestion:
Wand of Infernal Healing, Wand of Mage armor, and Wand of Magic Missile.
Cloak of Resistance +1 and a Pearl of Power 1st level.
Elf V Human is up to you. For me as a player they are on even footing As Elven magic to me is basically investing in spell penetration early. I typically take Spell penetration on all my wizards at level 9. Going elf I can skip doing that and pick up spell penetration (acting as great spell pen here) if needed (usually isn't)
Traits depend on Your speciality. Narrow it down first.
You said you want to Buff and control. I recommend Dropping the Enchantment and Divination or Necromancy school. I personally love the necromancy list tho and it has the Spell marionette possession which can allow you to put Personal buffs on allies. You could be putting Undead Anatomy on the fighter who has weak will saves. Or alter self on the rogue who needs darkvision cause they picked the weakest class in the game and is trying stealth tactics in the dark.
As for speciality I highly recommend Conjuration or Transmutation.
Both schools have pretty premo spells for either buffing or control magics. I would personally pick Conjuration myself as every level I always find a conjuration spell on my list as a wizard. Grease, create pit, SM 3, Cloudkill are some of my favorites.
I really like the Transmuter trait. If you are building a wizard who isn't shooting for adding a lot of metamagic feats to your spells then it is an amazing trait.
If you're using a wizard who does add lots of metamagics to a certain spell you need magical Lineage and/or Wayang Spellhunter. They can both be taken as they are different trait types (one magic and one Regional) and they are worded differently. Neither being a trait bonus of any type. (adding all that before the thread gets overtaken by people who argue it doesn't...but it is completely PFS legal to do so and by RAW it works)