Wizardly Help


Advice


Hey gang, looking for help min/maxing a tiefling wizard.
Need advice on traits/feats/spells/?skills? playing the campaign Rise of the Rune Lords(no spoilers please)

Stats will be on a 4d6 drop lowest method.

Any help would be greatly appreciated.


Regarding race it could be a no brainer to take the feat to use your tail to grab items as swift actions, forgot name.

Do you want to be a:

Blaster wizard? Admixture school usually goes with blasters
Buffer wizard? Anything?
God wizard? > basically focus on Crowd Control, denying enemy actions and doing some buffs, mostly Haste/Heroism if no Bard, the rest for the cleric.
Divination Wizard > I'm never surprised, I have +billions to Initiative

Is crafting allowed? > Valet Familiar cuts time into half if time matters
Do you want to use a feat for Improved Familiar? > You get a free UMD user and win the Action Economy game
Do you want to be able to cast anything and laugh with your Arcane-Divine Power? Trait for UMD class skill, then Pragmatic Activator to use INT instead of CHA for UMD.

Do you want to be a fighter and wizard? Conjuration-Teleportation subschool is a classic. Augment Summoning. Is your DM super cool? Acadamae Graduate for Standard Action summons.

Any way you build your Wizard is going to be successful. It's kinda hard to screw a Wizard, unless you chose really bad spells or go nova every single encounter.
I personally like the Staff Like wand discovery. Mostly because I can go nuts with low levels spells from wands without worrying about spell slots, and improve my already existing wands.

You kinda need to decide what role do you want to do. There are also the classical tricks for Dazing Fireballs, or Dazing Glitterdust, or Dazing Fireworks something.


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

If you're doing rolled stats, so much depends on how lucky you are and/or how much you "fudge" the rolls. Even with straight up, no cheating 4d6 drop lowest, you can easily get an unplayable character with few or no stat bonuses, or you can get an übermenschen with stat bonuses to outshine the best point buy.

This said, once you know your stats, wizard guides will tell you to max INT, then put some love into CON and DEX, then neglect WIS, STR and CHA in about that order.

Also, you don't really need to "maximize" or "min-max" a wizard. Once they reach levels 5+ (and especially once they're 10+) they are so much more powerful and versatile than any other class that you simply can't go wrong with them. So have fun with it, try out some odd option or combination and follow the feeling, rather than the great wizard guides you can find round here somewhere.


1 person marked this as a favorite.

Standard wizard feats; spell focus, improved initiative, toughness. Spell specialization if you have a favorite spell, Varisian tattoo for the CL bump. Start looking at metamagic feats 7th level and above. Spell perfection once you hit the end.

Spells just depends on what school you pick.

Spellcraft. Almost all the knowledges are good but go heavy into Arcana, Planes, Local and Nature. Throw at least a few into the others. Escape artist is handy but you have to keep up on it. Give perception a little bit of love but you won't have the best.

Best advice is not to min/max too hard, it won't be fun.


Arrange results INT, CON (DEX IF Small), DEX, WIS, STR, CHA.

Race is Human or another that bumps INT, preferably without a hit to CON or DEX. Both need to be as high as possible.

Find out any shades the GM throws on casters, and this list is not exhaustive:

1-Components required and Eschew Components is banned or gimped. Also add difficult ti acquire.

2-ID checks on monsters to take advantage of book weaknesses.

3-Legal or societal grief from locals. We had a town ban puppet shows fro using magic movements, etc. Dancing was punishable by death! Well, I have to admit they had cause.

4-The effect of mana levels, conditions, etc on magic. A read of Asprin's Myh series is recommended.

5-Availability of spells to flesh out spellbooks. Also any odd requirements to gain spells. No 'free' spells in our game, for instance, but a roll for each casting modifier and bonuses for prerequisites. Cheaper spells, but no freebees.

6-Watch weight allowances in campaign.

7-Availability of magic items is important, in some parties, the casters are expected to slavishly churn out magic items for costs.


Wheldrake wrote:

If you're doing rolled stats, so much depends on how lucky you are and/or how much you "fudge" the rolls. Even with straight up, no cheating 4d6 drop lowest, you can easily get an unplayable character with few or no stat bonuses, or you can get an übermenschen with stat bonuses to outshine the best point buy.

This said, once you know your stats, wizard guides will tell you to max INT, then put some love into CON and DEX, then neglect WIS, STR and CHA in about that order.

Also, you don't really need to "maximize" or "min-max" a wizard. Once they reach levels 5+ (and especially once they're 10+) they are so much more powerful and versatile than any other class that you simply can't go wrong with them. So have fun with it, try out some odd option or combination and follow the feeling, rather than the great wizard guides you can find round here somewhere.

Thanks for the advice. Only ever played with a PC that got his wizard to 14, and that was in D&D 3rd Ed.

I will look into some of the feats, and see what I can come up with


Thanks for the advice guys.
@Letric, I was thinking of the "god" wizard, but my group has always been dmg and blow stuff up kinda group, so never really thought about the debuffer/buffer roll.

Silver Crusade

I will highly recommend going crowed control sub debuffer/buffer. They are not flashy. However they can really change how well a group dose.

My best suggestions. Focusing on Conjuration, and Transmutation. Using bombs for when you need to deal damage. Leaving your entire spell list open for crowed control and bebuffing/buffing.
Tiefling
Wizard (Arcane Bomber)
Bared schools: Evocation, Illusion, Abjuration, Necromancy
Ability Score: Int>Dex>Con>Wis>Cha>Str
Feat's: not in order
Improved Initiative
Spell Focus Conjuration, and Transmutation
Greater Spell Focus Conjuration, and Transmutation
Spell Penetration
Greater Spell Penetration
Intensify Spell (Metamagic)
Toughness

Spell's to think of starting out. For battle field control it's all about learning placement of obstacles.
All Pit spells. Until you get up to and past level 10. They are the best battle field control you will get.
Slow: The best debuff spell. I recommend focusing on it for debuffing.
Glitterdust: Another really good debuff.
Blindness/Deafness
Burst of Radiance
Web
Ice Spears (Best at level 8+)

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Wizardly Help All Messageboards

Want to post a reply? Sign in.