Elf wizard level 13 ... Need advice to goes on Carrion Crown


Advice

Scarab Sages

I have a elf wizard level 13 in the AP=Carrion crown and I no longer
know what to do. I remove stuff from UM and my DM autorise all but UM and UC. I have two feat to select (wizard 12 and level 13). We have a pyromaniac sorcerer in the group, so i almost never use blast spell. I took Necromancy and Enchantment as opposed school (I can't use the feat for opposite researches.)

What should I do... I just bought a quicken lesser rod, so i can postponed that if required.

Male elf wizard 13:

CG Medium humanoid (elf)
Init +10; Senses darkvision 1 ft., low-light vision; Perception +21
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Defense
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AC 28, touch 18, flat-footed 22 (+4 armor, +2 deflection, +6 Dex, +2 natural, +4 shield)
hp 91 (13d6+30)
Fort +9, Ref +14, Will +14; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft., shift
Melee +1 dagger +7/+2 (1d4+1/19-20) or
dagger +6/+1 (1d4/19-20) or
rapier +6/+1 (1d6/18-20)
Arcane School Spell-Like Abilities (CL 13th; concentration +21)
At will—dimensional steps (390 feet/day)
Wizard Spells Prepared (CL 13th; concentration +21)
7th—grasping hand, reverse gravity, summon monster VII
6th—persistent dragon's breath[APG] (DC 22), planar binding (DC 25), summon monster VI, summon monster VI
5th—persistent slow (DC 21), summon monster V (2), teleport, wall of force
4th—black tentacles, dimension door, dimensional anchor, persistent glitterdust (DC 21), greater invisibility, summon monster IV, summon monster IV
3rd—dispel magic, fly, haste, greater magic weapon, greater magic weapon, slow (DC 21), stinking cloud (DC 22)
2nd—glitterdust (DC 21), glitterdust (DC 21), invisibility, invisibility, mirror image, scorching ray (2)
1st—enlarge person (DC 19), grease, mage armor, magic missile, magic missile, protection from evil, shield
0 (at will)—detect magic, ghost sound (DC 18), light, message
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 22, Con 12, Int 26, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 24
Feats Alertness, Augment Summoning, Improved Familiar, Improved Initiative, Persistent Spell[APG], Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Toughness
FEAT MISSING
Wizard level 12
Level 13

Traits highlander (hills or mountains), inspired by greatness
Skills Acrobatics +9, Appraise +14, Fly +11, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +21, Knowledge (local) +18, Knowledge (nature) +15, Knowledge (nobility) +24, Knowledge (planes) +20, Knowledge (religion) +19, Linguistics +16, Perception +21, Ride +6 (+8 to stay in the saddle), Sense Motive +19, Spellcraft +20 (+22 to identify magic item properties), Stealth +23 (+25 in hilly or rocky areas), Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, highlander (hills or mountains)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Terran
SQ arcane bond (desn'heral, azata, lyrakien), elven magic, summoner's charm (6 rounds)

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Tracked Resources
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+1 dagger - 0/2
Baleful Polymorph - 0/5
Bestow Curse - 0/5
Blindness/Deafness - 0/10
Charm Person - 0/10
Dagger - 0/1
Dimensional Steps (78 5-ft inc/day) (Sp) - 0/78
Extend metamagic rod (lesser, 3/day) - 0/3
Hold Person - 0/10
Inflict Moderate Wounds - 0/10
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of bear's endurance - 0/1
Potion of bull's strength - 0/1
Potion of cure moderate wounds - 0/17
Potion of eagle's splendor - 0/1
Quicken metamagic rod (lesser, 3/day) - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
Shift (30 feet, 11/day) (Sp) - 0/11
Silent metamagic rod (lesser, 3/day) - 0/3
Staff of cackling wrath - 0/10
Torch - 0/5
Trail rations - 0/5
Vampiric Touch - 0/5
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Special Abilities
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Augment Summoning
Darkvision
Deliver Touch Spells Through Familiar (Su)
Dimensional Steps (78 5-ft inc/day) (Sp)
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su)
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser, 3/day)
Highlander (hills or mountains) +1 to Stealth checks,
Inspired by Greatness (???????)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell
Quicken metamagic rod (lesser, 3/day)
Scry on Familiar (1/day) (Sp)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (30 feet, 11/day) (Sp)
Silent metamagic rod (lesser, 3/day)

Scarab Sages

More detail
1) I don't want to change class.
2) I'm looking for feat for wizard lvl10 feat and Level 13 feat
3) The carrion crown should stop at level 15, no more

RPG Superstar 2012 Top 16

Might want to think about picking UP Permanency, and permanize Darkvision, see Invisibility, and Arcane Sight.

Neither Improved Invis nor Wizard Eye, mmm...

At your level, most Wizards are waiting on Spell Perfection to apply it to their favorite spell. That often means combining with Persistent Spell or Quicken Spell, and/or Greater Spell Focus...

I suggest Arcane discoveries: Steward of the Great Beyond and Time Stutter.

Opposition Research and Knowledge is Power are also viable.

==Aelryinth


Spells you might want to add include chains of light, the pit line of spells, aqueous orb, and icy prison.

Craft Wondrous Item is probably best if craft spells are allowed.

Acadamae Graduate is great if you can get your GM to allow it, standard action summoning.

Heighten Spell can come in really handy and get you closer to Spell Perfection.

When you can afford it an orange ioun stone is awesome. Plus one to your caster level is always valuable.

Scarab Sages

As I wrote, Ultimate magic is forbiden and the AP finish at level 15, so the spell perfection is not an option neither Acadamae Graduate (most be taken level one and it's not allowed by my DM.

"Might want to think about picking UP Permanency, and permanize Darkvision, see Invisibility, and Arcane Sight." Already done!

"Neither Improved Invis nor Wizard Eye, mmm..." Where are those spell from? Not on the D20pfsrd nor the PRD...

We don't have time to craft items... So...

RPG Superstar 2012 Top 16

There's always time to craft items, even if it's only at half speed. Maybe you won't finish a major item, but you should be able to do 250 gp worth of work every day, which is enough for minor Wondrous items, scrolls, potions and wands.

Now, if your DM says no crafting feats, period, that's a different story. But the rules expressly allow for partial crafting time spread out over a day. If you've a Ring of Sustenance, you only need to sleep 2 hours a day...you'll have 8 hours EVERY night to craft.

Sorry, it's renamed Arcane Eye and Greater Invisibility, 4th level spells.

So, you can't take Arcane discoveries? they even had one that coughed up an extra summon creature for all your summon spells - Master of balance or something.

You just don't have many spells with saves, and the meta feats which impact Summons are limited. There is a Feat which accelerates Summons to a standard action, but I don't remember the name.

http://www.d20pfsrd.com/feats/metamagic-feats

There's the address to the list of metamagic spells. Look over it and make a choice.

If there's a general feat you might want, it would be iTem creation, without a doubt.

==Aelryinth

Grand Lodge

I was going to come in with the suggestion of a Necromancy Specalist. I love turning Undead the DM is using and smack him around with it to see how he likes it.

Most DMs and Players have a skewed view on Necromancy and playing a character dedicated to it. But nothing puts a Stick in the spokes of a DM like turning His monsters on themselves. It is the only school that gets stronger the longer the adventuring day.

But seems that the DM gave you the short end of the stick by banning Ultimate Magic.

Sorry M8.

Level 13 feat suggestions:
Quicken Spell (Best at 13 on a prepared caster....15 for Spontaneous)
Craft Wonder or Rod
Dazing Spell (I'd still blast with this tacked on. Volley of Fireballs is effective.)
Great Fortitude (I like to shore up on my weaknesses)

Scarab Sages

I would have take necromency, I chosed that school as my opposition schools long times ago!

For the craft feats, all the fourth module took place in a 3 or 4 days span...
Thanks


You could cast simulacrum once and win the campaign

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