Going into iron gods with a sylph wizard, kind of want to go as a blaster.


Advice


Any tips you fine people could give me without spoiling much? Like which schools I should pick etc, never played a wizard before.


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The Evocation/Admixture school (to switch elemental types on the fly) is always a desired choice for a blaster wizard. Especially since they keep Intense Spells, as well (every little bit helps).

Other than that, reviewing the blockbuster wizard guide should give you some ideas.


A lot of robots seem to have hardness and vulnerability to electricity. But expect exceptions, and you may not fight as many robots as you would expect.

Sovereign Court

I'm running this AP and I can happily say that it does not get stuck in fighting only 1-2 types of monsters. So no one trick that will always work or stuff that never works because you're always fighting the same critters that are immune to them.

I strongly agree that the Admixture subschool is great. I second the Blockbuster guide as well. I have a player like that in my group, and throughout book 1 he's been quite successful.


If you want to play with Tech as well, consider asking your DM about the Technomancer prestige class from the Technology guide.

Otherwise, there's nothing horribly for nor against playing a blaster wizard.
As stated above, there will be many types of foes, so be able to switch it up.
Spoiler free; items found will be varying degrees of technology and magic.
Some will be very useful to a blaster, others will do nothing for you.
So long as you are OK with technology, or at least working with those who use technology, you'll get along as well as a blaster wizard in any other AP.


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Without spoilers I can definitely say avoid the Enchantment school, it will be near useless. In fact, feel free to make Enchantment your opposed school, you won't miss it.

Illusion also is less than ideal for this AP. Not as bad as Enchantment, but not as useful as it could be in other APs.

Necromancy is more to taste, but won't see much use unless you build to be a Necromancer.

Abjuration has some defensive spells that could help against some weird and nasty debuffs. When my party played there were some deaths this school could have prevented, but it's situational.

Evocation and Conjuration are both super useful during the AP.


+1 to Blockbuster guide.

Resist energy and protection from energy are extremely useful from the second book onward. Fire is the most common, electricity somewhat (plasma weapons) and later sonic crops up a few times. Acid and cold have been rare so far.
And I agree with 'Sani, evocation and conjuration are super useful. Fire has been great for non-robot adversaries and electricity against robots. If you want to blast, admixture school makes it really viable.
I would not dump Illusion as Mirror image, invisibility and so on, are as useful in this AP as they would be on any other.
My evocation wizard dumped enchantment and necromancy in this AP. There are a few spells in necromancy that would have been useful but I have really not missed any of them.

Sovereign Court

With regard to illusions, stay away from mind-affecting ones (pattern, phantasm), but you're good to go on the external ones (figment, glamer).

Constructs and such tend to be immune to mind-affecting stuff, and a significant chunk of non-immune enemies still have good Will saves and/or SR. And the mind-affecting stuff tends to start with a save.

Figments and Glamers on the other hand don't often trip SR, can fool mind-immune monsters and don't grant a save until someone actively questions them or interacts with them. By showing people stuff they would expect to see, you can cut down on the questioning. If people interact with your illusions, they're probably spending resources on the illusion instead of you; at least actions, at best powerful spells they cast at thin air.

I'm not saying make an illusionist, but it's certainly nice to have a few of them. In fact, if you've first shown you have actual real damaging spells, you get more credibility for your illusions.


WagnerSika wrote:

+1 to Blockbuster guide.

Resist energy and protection from energy are extremely useful from the second book onward. Fire is the most common, electricity somewhat (plasma weapons) and later sonic crops up a few times. Acid and cold have been rare so far.
And I agree with 'Sani, evocation and conjuration are super useful. Fire has been great for non-robot adversaries and electricity against robots. If you want to blast, admixture school makes it really viable.
I would not dump Illusion as Mirror image, invisibility and so on, are as useful in this AP as they would be on any other.
My evocation wizard dumped enchantment and necromancy in this AP. There are a few spells in necromancy that would have been useful but I have really not missed any of them.

I did forget about the defensive abilities of illusion.

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