Outside the Box Wizard Ideas


Advice


Hey guys, I've got another human wizard that is starting in the higher levels. Think 15+ campaign. I was wondering if you guys had any ideas for an outside the norm wizard. I've had a lot of fun with Conjuration and Transmutation. Evocation is kinda meh since my teammates usually already do a lot of damage. I've got a team consisting of a skill-monkey, two front liners, and a buffer. Battlefield control, I'm thinking, is something I should aim for, but I'm not quite sure.

Race: Human
Class: Wizard
Alignment: CG

Books: Core, APG, ACG, All Ultimates, and ISG

Any suggestions? (I'm even willing to try another prestige class. Mystic Theurge I had a lot of fun with in my previous character.)


have you considered a shadow caster? there is a wizard archtype for it, and if you play a fetchling you can really get the dcs of of your shadow evocation and your other shadow spells up their

Dark Archive

I too was going to recommend a Shadow Caster. If you didn't already have the skill monkey, then an Arcane Trickster is fun (and since you would be skipping all the hard levels, probably infinitely better than most skill monkey builds). Uh... Magic Item Builder? Oh! Oh! Golemancer! A character focused on the building and maintenance of various types of Golems and other magical automatons! That would is a bit out there.


Golemancer...I like that one. How is one designed?


Seeing as I accidently posted twice for this topic, I'm going to make this the main thread.

Sorry for the inconvenience guys.

Dark Archive

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Ponymancer! Oh wait, that's way outside the box.

Grand Lodge

There is always the Familiar Combatant. Focusing on your familiar and buffing him up and letting it do nasty tricks.

There is the Stay at home Wizard/Witch builds.

There is the Arcane Crafter. The guy who makes his entire team have Spellstoring Armor and weapons. Then keeps those items full letting the team mates basically increase your spells per day and action economy.

You could try a PrC like Arcane (Pathfinder) Savant or a Loremaster dip.

You could also look at the Witch and Hexes and change up the class some.


Sadly, I don't have the Inner Sea Primer book, so I can't use that. I'd much rather stick with the Wizard on this one, although, is it possible to make an arcanist golemancer build?

Grand Lodge

Make sure your GM is OK with you making Golems. Some DMs might say no as golems are a&%~&!@s to deal with and becomes very leadership like, power wise.


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He just thinks he's a wizard; he's really a barbarian. There's a thread over at giantitp that has a host of contributions and wonderful ideas.

This likely isn't what you're looking for, but it's worth the read.

In seriousness, though, I have had a great deal of fun running a lawful good necromancer (this was back in 3.5, so certain necromancy options were quite a bit stronger -- I do so miss escalating enfeeblement!). Maybe you could try something similar with this guy -- no evil descriptor spells, no undead minions, . . . .


Syrus Terrigan wrote:

He just thinks he's a wizard; he's really a barbarian. There's a thread over at giantitp that has a host of contributions and wonderful ideas.

This likely isn't what you're looking for, but it's worth the read.

In seriousness, though, I have had a great deal of fun running a lawful good necromancer (this was back in 3.5, so certain necromancy options were quite a bit stronger -- I do so miss escalating enfeeblement!). Maybe you could try something similar with this guy -- no evil descriptor spells, no undead minions, . . . .

How might you suggest one go about this? I'd either have to go with a debuff build centered around not killing my opponents, but helping my allies kill them, or a higher end save-or-die build based on the idea of, I will only harm you if you mortally threaten my life or those of my friends.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Velithin wrote:

Hey guys, I've got another human wizard that is starting in the higher levels. Think 15+ campaign. I was wondering if you guys had any ideas for an outside the norm wizard. I've had a lot of fun with Conjuration and Transmutation. Evocation is kinda meh since my teammates usually already do a lot of damage. I've got a team consisting of a skill-monkey, two front liners, and a buffer. Battlefield control, I'm thinking, is something I should aim for, but I'm not quite sure.

Race: Human
Class: Wizard
Alignment: CG

Books: Core, APG, ACG, All Ultimates, and ISG

Any suggestions? (I'm even willing to try another prestige class. Mystic Theurge I had a lot of fun with in my previous character.)

How far outside the box are you willing to go?

One possibility is a wizard that casts antimagic field and then grapples enemy spellcasters: barbarian (brutal pugilist; fast movement and rage are EX) 2 (make sure you select Moment of Clarity as a rage power)/wizard (Abjuration/Counterspell school perhaps) 2/skald (spell warrior for the Enhance Weapons raging song is a pretty nice dip) 1/dragon disciple 4 (for the +4 Str; advance wizard spellcasting)/eldritch knight 7; you can cast normal battlefield control spells or use counterspelling until the opposing caster gets within charge range.


Yup, that'd be the way. Debuff all day long. And there are plenty of damaging spells to choose from spread across most levels. I think you could probably pull it off as something similar to a bad touch cleric; I would also lobby my GM to allow some 3.5 content -- on a case-by-case basis, of course, because some of it got crazy good toward the end of its publication cycle.

For opposition schools, I would probably choose abjuration and evocation (who needs protection or fireballs when he/she controls the very essence of lifeforce??!). That way you can still build toward the best SoD/S spells that have decent range.

Tricky build to work out, but well worth it.


A Necromancer Siege Mage Wizard using a mass of undead working siege engines he designed.

Sovereign Court

Ultimate Utility.
A Universalist Wizard with an Amulet of Magecraft, Prepared Spontaneity, and Magaambyan Arcanist. Be the most spontaneous prepared caster ever. If you pick transmutation as your specialized school, you can cast all kinds of derpy spells that are occasionally perfect for the situation, but not worth prepping.


Wood Wizard is kind of a blast and Void Wizard is fun too.


Might try to talk your GM into letting you use Sin Magic. Not the best, but if you use a lot of conjuration and not evocation, sloth could be a good pick.

Liberty's Edge

Maybe do a magic jar focused melee build. This can be accomplished in a few different ways.

Standard. Throw down an emergency force sphere and cast magic jar. Take over your enemies and make them fight their own friends/allies. Bonus points if your party is evil(maybe also do something so that they cannot teleport/earth glide to your body).

Sheltered. You have your body hidden away somewhere. Maybe on your own demiplane or whatever. Just make sure to have a contingency with breath of life on your body. This combo works well with planar binding something and then taking its body.

Carrying. Like sheltered you call forth a creature or otherwise get a minion you can take control over. In this one you are carrying your body around in some safe container (maybe adamantine?) while adventuring in your stolen body.

These ideas should combine playing a melee character with the standard wizard experience.

The Exchange

If you're going the 'my body isn't even here' route, the level 4 Shadow Projection spell is a nice place to start. The level 2 Skinsend spell can also do the trick (well, not as melee but as a sneaky caster type), but without a reliable source of regeneration it's a horrible, horrible, risk.

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