Transmutation Wizard - No Idea What I'm Doing


Advice


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I need some serous help here on how to build and play a Transmutation Wizard. Starting at level 6 and going to level 12. Has to be PFS legal.
I have no idea what I'm doing!!!

Questions I have -
My Wizard here will probably end up being some type of tank or if I go with a Familiar, using that as a tank.

20 point Stat Build: What should my stats be?
I was original planning on going with a standard, high INT build wizard. Now, after reading some threads, thinking I can go with just a 16 INT and have good stats for STR, DEX, & CON.

Feats & Arcane Discovers, no idea at all for these.

How and what tactics should I use?
Most of the fights we get into only last 3-4 rounds and we hardly ever get a chance to 'pre-buff' before fights. So buffing is usually out as the fights half over with by the time they get done. Full round casting is usually a no-no as that draws a big target on you when fighting intelligent enemies.

Have been told this is a 'simple' class to play. Just polymorph yourself and then go to town slaughtering your enemies. Maybe if I knew what I was doing it'd be that way...but I don't.


Question: What's the rest of the team like? Are YOU the frontline, or are there fighter/paladins/tanks so you can be the secondary line?

Some general points before a smarter poster shows up:
- Familiars have 1/2 a Wizard's HP and would make a lousy tank.
- At level 6, it's a toss up between Monstrous Physique and Beast Shape.
- Amulet of Natural Armor and Rings of Deflection are needed to boost your AC. Mage Armor is an hours/day buff, so you should remember that +4.
- Don't forget Mage Armor. That's a buff that is always worth it.

Monstrous Physique lets you turn into Monstrous Humanoids, who can cast spells and wield weapons. PFS states you need to own the Bestiary for whatever you want to transform into. I usually hear the four-armed gargoyle is a popular pick.

Beast Shape II will let you pounce, so turn into the largest cat you can and charge into enemies to get a full attack with your natural weapons.

Also: Are you planning to use the Wizard's other spells? If all you plan to do is transform, you should look into the Metamorph Alchemist. All they can do is transform with Alter Self and Monstrous Physique but they have better BAB and can wear light armor. It may be more up your alley.


Start by asking yourself this question: What do I want my character to be good at?

That'll drive all your build decisions. Why did you choose a wizard? Why did you choose the transmutation school? If you like the idea of wizard-tanking, then yes you can get by on a 16 Int and will want to beef up your physical stats. Polymorph spells don't care how high your casting stat is (unless you're using them offensively, but that's another issue).

If pre-buffing is out of the question, you may want to consider how to improve your first-turn buffing. Best way is to quicken a buff as a swift action and polymorph as a standard. With only casting 3rd-level spells and below, you're limited to just quickened cantrips-- and even then only with tricks like the Magical Lineage trait. So that'll have to wait a few levels.

For feats, I'd recommend metamagics like Quicken Spell (later) and Extend Spell for longer polymorphs and quick buffs. For other character options, I suggest you look at the Enhancement subschool of Transmutation-- I think it'll be more useful to you.


Party type - We're trying to run a theme party of each wizard type. I just drew the transmutation wizard for my character.

I'm on my 3rd try right now for creating this character. Hopefully, if I get more time today I can add something to this thread for more feedback.

was just hoping someone already had this type of character and could toss it up so I could have some type of idea what to do.

Sovereign Court

SodiumTelluride wrote:
Polymorph spells don't care how high your casting stat is (unless you're using them offensively, but that's another issue).

Do keep in mind that if a spell like Beast Shape gives you an ability with a save DC like Poison, it uses Beast Shape's DC instead of the creatures. So your Int mod and feats like Spell Focus: Transmutation will apply.

@Matt, that sounds like an awesome campaign. The front line will probably be you and whatever summoned monster the Conjuration wizard whips up, so there are two critical things you'll need to overcome.

1. Wizards have low hp. With a d6 hit die, you're going to be hurting. You'll want a high Con and the Toughness feat to have any chance of surviving toe-to-toe full attack trading, plus whatever AC buffs and Mirror Image/Displacement style spells you can fit in.

2. Wizards have a low BAB. You'll need to compensate with a sky-high Strength mod and other bonuses to hit, such as an Amulet of Mighty Fists. Try to get Flanking, Prone, and other situational advantages as well.

Both of these disadvantages can be circumvented by taking the Eldritch Knight prestige class, if you're so inclined. It costs two spell level's worth of casting, but in a party full of wizards it may be a good call.

Also, in a party full of wizards, see if you can get some of the other guys to buff you up. Say on the first round you cast Beast Shape and then the other guys cast Haste, Bull's Strength, Displacement, and Heroism, well now you're gearing up to be a proper juggernaut!

I would recommend this guide to figure out the rest. Good luck!
http://rpgbot.net/pathfinder/characters/polymorph.php


DIpping into Ranger or Fighter may be a good idea - you get Martial Weapon Proficiency, +2 BAB and either 2 bonus combat feats (Fighter) or skill points, Cure Light Wounds wands and a combat style feat (Ranger).

If you plan to become an Eldritch Knight, I would look into dipping into those classes.

Improved Initiative (so you can get to the front line quickly)
Toughness (More HP please)
Combat Expertise (Get the Threatening Defender trait to reduce the -1 penalty to 0. It's a free +1 AC whenever you attack)
and maybe Great Fortitude to deal with poison.

Note that a familiar grants the effects of most of these abilities.

Grand Lodge

Okay, grab a scorpion familiar, put your free enchantment bonuses into con, dip a level into fighter and grab toughness. After that try and grab weapon focus and improved initiative. I would also recommend going human, you want the extra feat and skill point since I'd recommend fav class bonus into HP.

And I would recomened grabing a weapon and going the monstrous humanoid/giant route. It'll be cheaper to upgrade as well.


Thanks all.
Going have to read the polymorph guide to figure that stuff out.

I am wondering about taking a level or to of unchain monk instead of fighter or ranger. Have no idea how that would work.

Also thought about having a average strength or using dex for attacking and damage.


Oh! Don't forget the Arcane Strike, too. An easy damage boost that will work with all of your natural attacks and get you past magic DR, which will help in the early game.

I would suggest more Strength over Dex. The abjuration wizard should be buffing your defenses, anyway.

Sovereign Court

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Arcane Strike is good, but remember that both it and the Transmutation (Shapechanger) ability to grow a natural weapon use up your swift action.

If you want a really spicy build, Wizard/Abyssal or Draconic Bloodrager/Eldritch Knight lets you take the Blooded Arcane Strike feat to both grow claws and auto-arcane strike whenever you bloodrage. So for ~8 rounds per day, you could cast Beast Shape II to transform into a Giant Octopus, enter a Bloodrage for +4 strength, use your swift action to grow a gore attack, then attack with an Arcane Strike'd Bite/Claw/Claw/Gore/Tentacle/Tentacle/Tentacle/Tentacle/Tentacle/Tentacle/T entacle/Tentacle whammy. Bam!


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Here is an example of a melee transmutation wizard tactic:

Level 5 Transmutation Wizard - Half-Orc

S: 20 D: 14 C: 14 I: 14 W: 8 Ch: 10 (20 pt half-orc, +2 STR from wizard school)

Trait:
- Magical Lineage: Shocking Grasp
- Wayang Spell Hunter: Shocking Grasp

Racial Trait:
- the one that gives a Bite Attack

Feat:
- Spell Focus: Evocation
- Spell Specialization: Shocking Grasp (3rd)
- Quicken Spell (5th)
- Intensify Spell (wizard 5)

Arcane Bond:
- Amulet of Spell Storing (used to store a CL 7 Shocking Grasp spell)

Opening round of combat:

- Move Action: Move Up To A Foe
- Swift Action: Cast Quickened Shocking Grasp
- Standard Action: Bite

12d6 lightning + 1d4 bite + 7 STR

That's one big bite!


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Example Transmutation Wizard (level 6)

S: 20 D: 14 C: 14 I: 14 W: 10 Ch: 8 (20 pt human, +1 STR @4th, +2 STR wizard)

School: Transmutation/Enhancement subschool
Opposed Schools: Evocation, Divination

Feats:
Toughness (human)
Arcane Strike (1st)
Spell Focus Conjuration (3rd)
Augment Summoning (5th)
Extend Spell (wizard 5)

Arcane Bond:
+2 Amulet of Mighty Fists

Spells:
1st: Mage Armor, Shield, Shocking Grasp
2nd: False Life, Alter Self
3rd: Monstrous Physique I, Heroism, Ablative Barrier
4th: Stoneskin, Monstrous Physique II

Battle Strategy: Use 1 round at most to buff in battle. Pre-Buff with Heroism via its long duration.

Defense Strategy: Long duration spells.
Level 2: False Life
Level 3: Ablative Barrier
Level 4: Stoneskin

Monstrous Physique trumps Beast Shape (have both tho) typically due to being able to cast while Polymorphed.


Rory wrote:

Here is an example of a melee transmutation wizard tactic:

Level 5 Transmutation Wizard - Half-Orc

S: 20 D: 14 C: 14 I: 14 W: 8 Ch: 10 (20 pt half-orc, +2 STR from wizard school)

Trait:
- Magical Lineage: Shocking Grasp
- Wayang Spell Hunter: Shocking Grasp

Racial Trait:
- the one that gives a Bite Attack

Feat:
- Spell Focus: Evocation
- Spell Specialization: Shocking Grasp (3rd)
- Quicken Spell (5th)
- Intensify Spell (wizard 5)

Arcane Bond:
- Amulet of Spell Storing (used to store a CL 7 Shocking Grasp spell)

Opening round of combat:

- Move Action: Move Up To A Foe
- Swift Action: Cast Quickened Shocking Grasp
- Standard Action: Bite

12d6 lightning + 1d4 bite + 7 STR

That's one big bite!

It's probably better to use the quickened grasp as a normal touch attack instead of discharging it via the bite. The touch is way easier to land.

In general, the low attack bonus is the main weakness of polymorph wizards. I'd prefer an amulet of mighty fist +1 or +2 instead of the once per combat spell storing.

Sovereign Court

Ah, touch attacks are a good thing to consider. Though in keeping with a Transmutation wizard, I would take Spell Focus: Transmutation (which applies to all Poison and breath weapon DCs as well) and go for Disfiguring Touch or the excellent Calcific Touch. Lots of big things have low touch AC and Dex; with this, you can even turn mighty dragons to stone.


Blave wrote:
It's probably better to use the quickened grasp as a normal touch attack instead of discharging it via the bite. The touch is way easier to land.

Don't forget, Shocking Grasp gives +3 to hit against a lot of foes.

Any melee wizard that is depending on touch attacks is really doing it wrong. They'll be gimped unless they build to hit with their many natural attacks.

I'd not recommend Amulet of Spell Storing for the arcane bond. It could be a fun potential to build around though.

Blave wrote:
In general, the low attack bonus is the main weakness of polymorph wizards. I'd prefer an amulet of mighty fist +1 or +2 instead of the once per combat spell storing.

Amulet of Mighty Fist is also my go to arcane bond for the melee wizard (reasons cited below).

The attack bonus is not the main weakness of the polymorph wizard. When build right, it is on par with a full BAB character using TWF. The main weaknesses of the polymorph wizard is defense, damage reduction, and the first round buff.

Defense is tackled using long durations spells. These include Mage Armor, False Life, Ablative Barrier, Stoneskin, Resist Energy, etc. Eventually, you can Quicken Mirror Image.

Damage Reduction is hard due to it typically being more expensive to enchant an Amulet of Mighty Fist. A strategy here is to make the Amulet the arcane bond. This will half the cost and bring it back in line with a normal weapon. Further, you can take a level of barbarian and place the Furious enchantment on the amulet to make it penetrate damage reduction even quicker/cheaper. That of course has its own opportunity costs.

The first round buff... I have not found much way around that.

Sovereign Court

Rory wrote:
The first round buff... I have not found much way around that.

Contingency spell (6th level) and Quicken Spell help you get off buffs without wrecking your action economy at higher levels. At lower levels, your only real option is to get better at scouting so you can prebuff before combat.

Also @Matt, the starting feats for my Bloodrager 1/Wizard 5/Eldritch Knight X ended up like this:

1 Extra Rage
2W Scribe Scroll
3 Toughness
5 Arcane Strike
6W Multimorph
7 Weapon Focus: Claws
7EK Combat Reflexes
9 Blooded Arcane Strike
11 Improved Initiative
11 EK Weapon Specialization: Claw

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