Wizard Options


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Grand Lodge

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So I've settled on a wizard as my PFS character. Flipping through the Guide to the guides, I don't see much on the exploiter wizard. Is Treatmonk's guide still the defacto wizard guide? Also, is there a standard exploiter build?


Missio Dei wrote:
Is Treatmonk's guide still the defacto wizard guide?

Yes and no.

Much of his factual advice has been superseded by later source books, but the basic strategies are still sound.


Basically, yes. The fact is that the wizards came swinging straight out of the Core Rulebook, so most later books didn't really give strengthening options to wizards, just diversified them. I mean, SM, haste, wall of stone and various other staples are all you need to be great at the wizards gig. All the other books just gave you access to different takes on the wizard. So first time wizard? Want to get a feel for the class? Treantmonk's god is perfect, and will keep you up with the best (at least of the non-wizards). But just remember that the wizard has a lot more to offer than just the most powerful class in the game.


Two guides I have found useful: Professor Qs guide, a general guide to wizards and Brewers guide, a guide for blaster wizards.

Grand Lodge

Thanks for all of the replies. Is there a reason I would play an exploiter wizard over a typical spell school wizard with Conjuration as Treatmonk suggests?

I guess what I'm really trying to figure out is if the exploiter wizard with an arcane reservoir is a better option that then typical spell-school focused wizard.


It's different. So if it does what you want better then it's better.

You're giving up your school abilities (which includes the extra spell per day) and familiar to get some exploits. The strongest being able to add a +2 to our CL or DCs. So less spells per day for the option to make some spells better.

Grand Lodge

Chess Pwn wrote:

It's different. So if it does what you want better then it's better.

You're giving up your school abilities (which includes the extra spell per day) and familiar to get some exploits. The strongest being able to add a +2 to our CL or DCs. So less spells per day for the option to make some spells better.

Perfect. That's exactly what I was trying to figure out. Thanks for the reply.


With wizards, there really are three kinds - the blaster, the save-or-lose specialist, or the Treatmonk God Wizard. The God Wizard is probably the most "optimized" but the others can be fun, too, if you build right. I'm personally a fan of the save-or-lose build but there are some things you can do to make the blaster effective.

Grand Lodge

MeanMutton wrote:
With wizards, there really are three kinds - the blaster, the save-or-lose specialist, or the Treatmonk God Wizard. The God Wizard is probably the most "optimized" but the others can be fun, too, if you build right. I'm personally a fan of the save-or-lose build but there are some things you can do to make the blaster effective.

Sorry, what is a save-or-lose build?


Chess Pwn wrote:

It's different. So if it does what you want better then it's better.

You're giving up your school abilities (which includes the extra spell per day) and familiar to get some exploits. The strongest being able to add a +2 to our CL or DCs. So less spells per day for the option to make some spells better.

And since the Familiar Exploit exists, you could always spend one of your five Exploits to get a Familiar anyway.


Missio Dei wrote:
MeanMutton wrote:
With wizards, there really are three kinds - the blaster, the save-or-lose specialist, or the Treatmonk God Wizard. The God Wizard is probably the most "optimized" but the others can be fun, too, if you build right. I'm personally a fan of the save-or-lose build but there are some things you can do to make the blaster effective.
Sorry, what is a save-or-lose build?

Someone that focuses on Color Spray, Cause Fear, blindness, slow, sleep, dominate, etc. Spells that if you fail the saving throw you're easy to kill or out of the fight.

Scarab Sages

Chess Pwn wrote:
Missio Dei wrote:
MeanMutton wrote:
With wizards, there really are three kinds - the blaster, the save-or-lose specialist, or the Treatmonk God Wizard. The God Wizard is probably the most "optimized" but the others can be fun, too, if you build right. I'm personally a fan of the save-or-lose build but there are some things you can do to make the blaster effective.
Sorry, what is a save-or-lose build?
Someone that focuses on Color Spray, Cause Fear, blindness, slow, sleep, dominate, etc. Spells that if you fail the saving throw you're easy to kill or out of the fight.

Here is an example of a fight between two save-or-lose focused casters. The fact that they are clerics doesn't change the type of spells being used.


Chess Pwn wrote:
Missio Dei wrote:
Sorry, what is a save-or-lose build?
Someone that focuses on Color Spray, Cause Fear, blindness, slow, sleep, dominate, etc. Spells that if you fail the saving throw you're easy to kill or out of the fight.

So I guess Exploiter Wizard would be a good option for a save-or-lose build, if you're not favoring one particular school? You could benefit from Potent Magic and Quick Study...

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