Would like some help on my first wizard.


Advice


Just general stuff like spell list, items, stats and stratagys.

Point buy: 30

Gold: 410,000

All races and additional resources allowed.

P.s. We are also mythic tier 2 and lvl 17.


There are nine guides for building wizards available here. I would probably start with Treantmonk's Guide and then look at some that include more current resources.


Level 17 and mythic 2 is a lot...if you aren't familiar with Wizards that will be quite the learning curve...

Grand Lodge

1 person marked this as a favorite.

O.O

A 30 point buy wizard and mythic starting at 17....

You want a game breaker? Or an average wizard?

Grand Lodge

1 person marked this as a favorite.

Here is a quick Basic Wizard

Level 17 Mythic 2 Wizard:

Human 30 point buy:

Str: 10, Dex: 14, Con: 14, Int:20 Wis: 10, Cha: 13

(Level Up go: +3 to Int and +1 to Cha)

Final Stats W/ Items, Mythic, Wish and Level ups:

Str:10 Dex:16 Con:16 Int:36 Wis:16 Cha:20
(does not include the Mythic Boon if you got one)

Traits:
Magical Lineage: Enervation
Wayang Spellhunter: Enervation

School: Necromancy
Opposed School: Enchantment, Divination
Sub School: Undead (replaces Grave touch for Bolster)
Arcane Bond: Ring (familiars are fun and more optimal but I prefer having a Craftable ring at 1/2 Price without the Feat. And cast a spell from your book on the fly is kind of nice as well...but just Icing on the Ring of Invisibility)

Feats:
1 WB: Scribe Scroll
Human: Improved Initiative
1 HD: Spell Focus- Necromancy
3 HD: Craft Wondrous Item
5 HD: Undead Master
5 WB: Empower Spell
7 HD: Heighten (Cause you can not rod this)
9 HD: Spell Penetration
10 WB: Opposition Research- Divination
11 HD: Dazing Spell
13 HD: Quicken Spell
15 HD: Spell Perfection- Enervation
15 WB: Maximize Spell
17 HD: Greater Spell Focus- Necromancy

Mythic Path: Archmage

Archmage Arcana: Wild Arcana (Su) (I prefer Arcane Surge but I don't have problems preparing a spell list for a wizard like you do)

Mythic Path Abilities:
1:Crafting Mastery (Ex) (Craft anything and everything)
2:Extra Mythic Feat (Ex)- Mythic Spell Lore

Mythic Feats:
1: Mythic Spell Lore
2*: Mythic Spell Lore

Mythic Spells:
Limited Wish (2 mythic Power to Cast any Mythic Spell 6th level or Lower)
Time Stop (You and the Other caster in your group can Benefit from Time stop)
Enervation (Your Bread and Butter..cause stripping -18 level is laughable)
Maze, Soulreaver, or Animate Dead (Depends how often your using Animate Dead that you can't just 2 point Mythic Limited Wish for Mythic Animate Dead.) ((Maze becomes save or Die)) (((Soulreaver is just a cool spell and Very flavorful)))

Items:
Staff of the Master (10k), Blessed Book(6,250gp), +6 Headband of Mental Superiority(77k), Greater Plague Rat Belt(5,600gp), Ring of Invisibility(10k), Ring of Evasion(12,500), Intensify Rod(5,500), Persistent Rod(16,250g) Greater Extend Rod(12,500) Clear Spindle Ioun Stone(2k) + Wayfinder(250g), Cracked Dusty Rose Prism (250g), Pale Green Prism(15k), Luck Stone (10k), Variant Robe of the Archmagi (44,700) (Spell Resistance Replaced with +1 CL)= 227,750g

Wish x5 for +5 to Intelligence= 125,000

Handy Haversack(1k)- (gotta have something to tote your books)
Efficient Quiver(900gp)- (For Wands and Rods)
Portable Black Hole(10k) (For storing your Undead Army and things that don't fit in your Haversack...like a crafting Lab)

Darkskull(30k)- I like Deeper Darkness, Silence and Dimensional Anchor as the Tied Spell each has its benefits and Downfalls.

Total Cost: 394,650gp
Gold Left: 15,350gp

Use the Rest on Expendables like Scrolls, Potions, and wands. Which you can CRAFT.
Also Use some of the Rest on Material Focuses and components that you can not Blood Money For.

The main strategy is to Have Greater Arcane Sight up to know what Buffs they are Rocking. If they have Deathward then Strip it with Dispel then Unload Enervations on them to strip them down to Nothing. If they are Immune to Negative energy 1 of 2 things....Control it cause its undead and makes you stronger or use Another spell.

Some favorite spells I like:
Heightened to 6th Level + Persistent (rod): Command Undead (thank you for Your Creature DM...your so awesome for giving me things to kill you with)
Maximize + Empowered Mythic Enervation + Quickened Empowered Enervation= -14 Levels on Average to a single target. (Boss killer)
Dazing Wall of Fire
(On Down days/Crafting Days) Mythic Limited wish 2 mythic charges for Mythic Contingency Freedom of Movement and _______. Regular limited wish for Permanency See Invisibility and Darkvision. Since it is your off day Use blood money and recover the Ability damage naturally or ask the groups Divine caster for restoration.

I recommend reading Methods for Necromantic Success As well as a few other wizard guides out there.

But I am kind of Bias to Necromancy myself...it is my favorite school of Magic followed by conjuration.


I would recommend, for a first wizard, to focus on a "blaster" wizard, someone who specializes in evocation magic and doing hit point damage to the baddies.

This is generally considered to be a poor use of the flexibility of a wizard, but it's also very easy to play and very hard to screw up. In particular, if you can pick up Preferred Spell, then it gives you one spell that you can always fall back on if it turns out that you picked the wrong spell set today,.... and if you take Spell Perfection for your Preferred Spell, then you can also pile metamagic atop it to make it a game-ender if needed. I recommend fireball for this spell.

Basically, here's how it works:

* The party walks into a room and finds something nasty there. Everyone starts doing something tactically cunning, and you look over the spells you picked last night and try to figure out which of them are useful. At that point either

* A) You have exactly the right Batman-style spell, you cast it, and everyone applauds. What a great use of wall of force that was.

or

* B) You realize that hold person, mass will not actually work as what you're fighting aren't people, and that greater polymorph won't do much for your fighter, so you say "the hell with it" and throw a fireball that does 30d6 of acid damage to everyone, then let the archers clean up.

It's also fun. Why should the fighters be the only ones who can roll dice and scream absurdly large numbers? "Everyone on their side takes 125 points of acid damage, doubled because they're vulnerable."


derpdidruid wrote:

Just general stuff like spell list, items, stats and stratagys.

Point buy: 30

Gold: 410,000

All races and additional resources allowed.

P.s. We are also mythic tier 2 and lvl 17.

Have you ever played a spellcaster before? Do you have an idea of what role you want your character to play?

There are several different ways to play one:

  • Blaster
  • Buffer/Party Support
  • De-buffer
  • Utility Mage/Battlefield control
  • Polymorpher/Combat wizard

The easiest way to play is to pick a certain role to be good at (the easiest and best ones to play are the party support/utility mage) and we can go from there. Choosing a role like this will help us pick what spells to teach you how to be good at so you don't have to do too much homework to understand how to play the character effectively enough to enjoy it.


Fruian Thistlefoot wrote:

O.O

A 30 point buy wizard and mythic starting at 17....

You want a game breaker? Or an average wizard?

I want to have at least one stupid trick up my sleeves. But other than that normal stuff should be OK.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Would like some help on my first wizard. All Messageboards

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