I'm a ‪Svirfneblin, Dweomerden Exploiter Wizard‬, want some advice on progression please


Advice


‪I'm currently 6th level, in a campaign with friends. I focus on utility, buffing summoning, and battlefield control, the other players don't seem to complain about my build since my focus is on my allies shining. We allow all released pathfinder content, with specific bans made with a given majority vote. My buddies are playing a Half-Orc Soul Knife, Elf Warpriest, Human 3.5 Dread Necromancer(was approved by GM), Elf Monk. We rolled 4d6 per ability score, take the 3 highest dice.

I would like any suggestions that maybe I haven't thought of for my wizard please.

6th Level Dweomerden Exploiter Wizard‬
‪Svirfneblin‬

Strength 10 (+0)
12-2 racial

Dexterity 16 (+3)
14+2 racial

Constitution 15 (+2)

Intelligence 17+3(+5)
16+1 Ability Increase+3 untyped
[+3 untyped, roleplay bargain with outsider]

Wisdom 16 (+3)
14+2 racial

Charisma 10 (+0)
14-4 racial

Hit Dice: 28 (6d6+12[-8 max hp roleplay bargain with outsider])
Base Attack Bonus +3
AC: 21(10+3 Dex+1 Shield+4 Armor+1 Size+2 Racial)
Fort: 6 (2+2 con+2 racial)
Ref: 7 (2+3 dex+2 racial)
Will: 10 (5+3 wis+2 racial)

Skills:
Appraise (Int)
Craft (Alchemy, all) (Int) 14 (Spellcraft)
Fly (Dex)
Heal 14(Spellcraft)
Knowledge (Arcana) (Int) 9, 1 rank(s)
Knowledge (Dungeoneering) (Int) 7, 1 rank(s)
Knowledge (History) (Int) 9, 1 rank(s)
Knowledge (Nature) (Int) 9, 1 rank(s)
Knowledge (Planes) (Int) 9, 1 rank(s)
Knowledge (Religion) (Int) 9, 1 rank(s)
Knowledge (Engineering) 14, 6 rank(s)
Linguistics (Int)
Perception (Wis) 11, 6 rank(s)
Profession (Wis)
Spellcraft(Int) 14, 6 rank(s)
Stealth (Dex) 15(17), 6 rank(s)
Survival (Con) 14 (Spellcraft)

Feats/Class Features:

Feat (Improved Initiative)

Arcane Exploit (Quick Study)

Feat (Sacred Geometry(Selective Spell, Persistent Spell))

Arcane Exploit (Familiar, Hare for +4 Initiative)

Bonus Feat (Quicken Spell)

Feat (Sacred Geometry(Focus Spell, Dazing Spell))

Traits:

Wayang Spellhunter(Stinking Cloud)

Magical Lineage(Stinking Cloud)

Special Abilities:

Arcane Reservoir (Su) 6 Current/9 Max pts

Practical Magic (Su)
Spellcraft replace(Craft, Heal, Survival(8/day))

Spell Resistance (Su) 17

Stonecunning (Ex)
+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision & Low-Light Vision (Ex)

Defensive Training:
Svirfneblin gain a +2 dodge bonus to Armor Class.

Fortunate:
Svirfneblin gain a +2 racial bonus on all saving throws.

Skills:
Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.

Svirfneblin Magic:
Stoneseer: Svirfneblin add +1 to the caster level of any spells with the earth descriptor they cast. Svirfneblin also gain the following spell-like abilities:
* Constant—nondetection;
* 1/day—magic stone, stone shape, stone tell; caster level equals the svirfneblin's class levels. This racial trait replaces Svirfneblin magic.

Spell DC's:
0- DC 15
1- DC 16
2- DC 17
3- DC 18

Prepared Spells:
0-4 SPD- Read Magic, Detect Magic, Light, ‪Prestidigitation‬

1st-5 SPD-Grease, Enlarge Person, Entangle, Entangle, Silent Image

2nd-4 SPD-Fox's Cunning, Create Pit, Glitterdust, Mirror Image

3rd-4 SPD-Haste, Stinking Cloud, Summon Monster lll

‪Dweomerden Prepared ‬Bonus Spells:
0- Message
1st- Identify
2nd- Knock
3rd- Phantom Steed

Current Spells Known:
(Extra spells were learned from bought scrolls)

1st level: 
Charm Person, Color Spray, Enlarge Person, Entangle, Grease, Infernal Healing, Magic Missile, Obscuring Mist, Protection from Evil, Silent Image, Sleep, Secluded Grimoire, Liberating Command, Blood Money

2nd level: 
Acid Arrow, Alter Self, Create Pit, Detect Thoughts, Fox's Cunning, Flaming Sphere, Glitterdust, Hideous Laughter, Invisiblity, Mirror Image, Resist Energy, Protection vs. Evil (Communal), Pyrotechnics, Rope Trick, Scorching Ray, Stone Call

3rd level: 
Dispel Magic, Heroism, Fly, Haste, Resist Energy (Communal), Slow, Stinking Cloud, Suggestion, Summon Monster(auroch, Dretch, lantern archon)

Equipment/Items:
Mithral Shirt
Mithral Buckler
Light Crossbow
Mace
2 Daggers

‪Traveler's Any-Tool‬
Key of Lock Jamming
‪Pearl of Power 1st level‬
‪Handy Haversack‬
Insistent Doorknocker
Lesser Meta-Magic Rod of Extend
Wand of Wonder(similar to Rod of
Wonder, given by GM, though more negative than positive effects)
Key of Lock Jamming
Dust of Dryness

2 Tarbombs
4 SmokeSticks
1 Tanglefoot bag
1 set of Caltrops
Small Tent
Bedroll
Grapple Hook
2 Canteens
20 Travel Rations
Crowbar
Flint and Steel
Compass
Continental Map
Local Map
Mirror
50ft Rope

This is what my plan is:

7)
Feat (Improved Familiar(Fairy Dragon, to wield my wands))
9)
Feat (Sacred Geometry(Piercing Spell, Reach Spell))
Exploit (Unfettered, Greater Angelic Aspect 4th level Paladin spell)
10)
Bonus Feat (Craft Magic Tattoo)
11)
Feat (Craft Rod)
13)
Exploit (Dimensional Slide)
Feat (Augment Summoning)
15)
Feat (Spell Perfection (Greater Black Tentacles))
Bonus Feat (True Name Arcane Discovery)
17)
Exploit (Counterspell)
Feat (Balanced Summoning Arcane Discovery)
19)
Bonus Feat (Fast Study Arcane Discovery)
20)
Bonus Feat (Immortality Arcane Exploit)


I use an online Sacred Geometry calculator so result only takes a few seconds btw.

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