Help me make a wizard.


Advice


I like to write stories and am currently trying to get the plot of a fantasy novel in place. There are many animal spirits that can take human form and one of the main characters is a fox spirit. And so, I would like to make a kitsune wizard with a fox familiar. But I've never made a wizard or other full caster before and would like some advice. Since wizards use Int for their spells, I plan to use the alternate racial trait Keen Kitsune. Instead of the bonus to Cha, the kitsune gets it to Int instead.

With a 20 point buy, after the racial mods, these are the stats I'm thinking of going with:

8 Str, 16 Dex, 14 Con, 17 Int, 14 Wis, 8 Cha.

I kinda like the look of the race trait Nine-Tailed Scion. It lets you take a Magical Tail feat instead of any bonus bloodline, combat, or metamagic feat you get from a class. Is that a good thing?


Personally: I would drop the wisdom (to 12), and increase Chr by 12...I think of Kitsune as charming...

Personally on wizards I feel there are three paths: Control, Blast, Balance: What kind do you want to be?

Most will tell you that specialization is almost required, and they are probably correct. Again, personally with how I see Mistune I would look at the Enchant (I think that is what the charm spells are under)


Control, I guess. Do I really need Cha to be a wizard?


Honestly Magical tails are not that great if you are dumping cha and are a full caster. You would get more use out of metamagic feats than Magical tail as you will be able to cast those spells anyways. I think magical tails is ok on an Oracle who is getting Arcane spells and only has limited spell selection. Also is half decent on melee builds with a decent cha. Swashbuckler/Fighter with Vulpine pounce and Tails comes to mind as someone who would profit from the tails.

That is my 2 cents on the Tail feats.

Silver Crusade

Kitsunes make wonderful enchantment-based Sorcerers, and it would easily fit your concept.

Go with Fey bloodline. Swap your first bloodline power for a bloodline familiar, so that you can get the fox familiar able to fascinate using YOUR charisma to calculate the DC of the effect. Figment/Sage familiar archetypes would be perfect if you want your familiar to be your spiritual guide (this way, it can do all the knowledge and perception checks [use the evolution point to get Skilled and add +8 to Perception], while you focus on 'face' abilities; also, it's immortal). Throw in Crossblooded-Undead if the campaign is undead-heavy, or -Psychic if you plan on taking the Fox Shape feat, so that you can cast while in fox-shape at will (no somatic/verbal components).

Fey bloodline adds +2 to the DC of [compulsion] spells you cast. Add +1 to all enchantment spells from Kitsune Magic, and +1 every 4 levels through FCB. Starting with Cha 19, and taking Spell Focus and Greater Spell Focus [Enchantment] as 1st and 3rd level feats, at 4th level your [compulsion] spells DC will be 20 + spell level.


The three golden rules for building a Wizard:

1) Raise intelligence as high as you can afford
2) Be a specialist
3) Don't oppose Conjuration or Transmutation

Follow those rules, and you will be fine.

17 intelligence is rather low after racial modifiers for a Wizard. I'd definitely be inclined to raise that by at least one point. Basically, every point shy of a perfect 20 is going to be an imperfection you'll feel, so make sure you're getting excellent value out of those other stats.

The Magical Tail feat is terrible for Wizards, and you need at least a decent charisma score to use it (not happening with a Wizard on 20 PB). Wizards in general shouldn't bother taking feats that duplicate effects that they can cast. The Magical Tail feat chain is really cool and attracts a lot of people, but it's ludicrously overpriced at 8 feats and a trait. Pretty much Fighters are the only class with enough bonus feats to afford it, and they don't appreciate having to pump charisma. Even then it sort of just raises the question of why you didn't play a spellcaster class and save on a bajillion feats.

Specialization in a school of magic isn't required, but it's definitely easier to play and lets you be more flexible and versatile. Wizards already have access to way more spells than they could ever hope to learn, so losing access to two schools isn't as big of a problem as it first appears. Rather, the limiting factor for a Wizard is how much space they get to prepare them, and specialists get more. Just don't oppose Conjuration or Transmutation, those schools of magic are a lot broader and more influential than the others.


It is purely a biased preference...but check out the arcanist class as well. It can give you the best of both worlds (Sorcerer and Wizard), your spell progression is a tad slower, but you can rock both a bloodline and a school if done right...

RE: Charisma

It is not a mechanical thing, as much as a RP and a bias v. negative modifiers. One neg modifier is fine, 2 or more just seems a bit doggy to me...


Well, I guess I could drop my Dex to 12. That would let me raise my Cha to 10 and my Int to 18. I don't want to drop my Con or Wis lower since that would drop

8 Str, 12 Dex, 14 Con, 18 Int, 14 Wis, 10 Cha.

About the spells, it says I know all of the 0-level spells except from opposing schools, and 3 first level spells plus Int. So with an Int of 18, I'd have 7 first level spells that I know. But I have to pick which ones to prepare to cast that day, correct? 0-level spells only have to be prepared once and can be cast up to the max number of slots. But first and higher levels of spells would have to be prepared multiple times to be cast more than once a day, right?


For wizards yes. This is the Main reason I like Arcanists...


Heather 540 wrote:

Well, I guess I could drop my Dex to 12. That would let me raise my Cha to 10 and my Int to 18. I don't want to drop my Con or Wis lower since that would drop

8 Str, 12 Dex, 14 Con, 18 Int, 14 Wis, 10 Cha.

I would favor Dex over Con


Heather 540 wrote:

Well, I guess I could drop my Dex to 12. That would let me raise my Cha to 10 and my Int to 18. I don't want to drop my Con or Wis lower since that would drop

8 Str, 12 Dex, 14 Con, 18 Int, 14 Wis, 10 Cha.

Keep in mind that you can always take the Toughness and Iron Will feats to bolster things like Hit Points and Will Save, whereas there is no feat that gets you all the benefits that Wizards get from intelligence.

Heather 540 wrote:
About the spells, it says I know all of the 0-level spells except from opposing schools, and 3 first level spells plus Int. So with an Int of 18, I'd have 7 first level spells that I know. But I have to pick which ones to prepare to cast that day, correct? 0-level spells only have to be prepared once and can be cast up to the max number of slots. But first and higher levels of spells would have to be prepared multiple times to be cast more than once a day, right?

That is correct.


Understood.


Stats aside, what's a decent school? I'd like to be able to focus on buffing the party and debuffing the opponents, but still be able to blast someone as needed.


Pathfinder Roleplaying Game Superscriber
Heather 540 wrote:
0-level spells only have to be prepared once and can be cast up to the max number of slots.

I read this as rather ambiguous, so forgive me if I am interpreting it incorrectly, but 0-level spells have no limit on the number of times you can cast them. The only limit is the number of slots.


If you want to do evocation, then the Admixture focused school is a superb option. Admixture gives you the ability to spontaneously alter the elemental type of any spell you cast, allowing you to bypass resistances or exploit weakness. Evocation is one of those things you need to put class features and feats into if you want to be really good with it, because without anything to boost it these spells are below average.

The Teleportation focused school is a very solid option. It gives you conjuration as your specialty spells (arguably the best spell list in the game) and some very great powers. The shift power is extremely useful, especially once you have the dimensional agility feat. Probably the most well-rounded option out there.

Divination is another great selection. The spell list isn't so hot, but the abilities you get more than make up for it. Very much the best option if you want to make sure you go first, which is something that's very useful when you're playing a class that's all about altering the course of battles.

Transmutation is one I particularly like, and fits the mix of buffs and debuffs better than any school. Transmutation has a lot of really useful spells, and I find the physical enhancement to be extremely convenient, since it saves you on investing in a belt.

The other schools are all great in their own way, but these options stand out to me based on what you've talked about.


Pathfinder Roleplaying Game Superscriber

Anyway, my latest favorite is a transmuter, particularly a Thassilonian Specialist (greed). The opposition schools are illusion and enchantment, my two least favorite anyway. If you aren't playing PFS, a half-elf with the mordant envoy alternate racial trait gets you +1 caster level (and some nice spell-like abilities if you have a CHA of 11). Transmuter of Korada magic trait adds another +1, and, finally, Varisian tattoo (transmutation) feat adds another +1.


I'll take a good look at the Transmutation school.


I've decided to change my ability scores to this:

8 Str, 14 Dex, 14 Con, 18 Int, 12 Wis, 11 Cha.

Wizards have decent Will saves so a higher Wisdom isn't as necessary. But since they can't wear armor, I do need a decent AC so Dex is important. And since kitsunes have a boost to their Dex, I was left with an extra point so I put it in Cha, getting me Dancing Lights 3 times a day as a spell-like ability.


Ok, I'm going with the Transmutation school, but would should I pick as the 2 opposition schools? It's already been said don't oppose Conjuration.

RPG Superstar 2012 Top 32

What kinds of spells do you want to cast?

What kinds of spells do you just don't see yourself using much?

Do you want to buff, blast, de-buff, do battlefield control, scout, be the party face, make stuff, use utility magic, enhance your senses, enhance your knowledge, get rid of obstacles, create safe havens, sneak around, control enemies, summon, or something else?

Is there something wizards can do that you think is a waste of time?

Is there something someone else in your party will be doing that wizards normally do, so you don't have to do it?

Is there something wizards normally do, but someone else in your party plans on doing it, so you don't want to step on their toes?


Heather 540 wrote:
Ok, I'm going with the Transmutation school, but would should I pick as the 2 opposition schools? It's already been said don't oppose Conjuration.

Evocation, Enchantment, and Necromancy are generally the easiest schools to live without entirely. Illusion is a bit more painful since it has a lot of good defensive and utility spells, but if that isn't your thing it can be opposed. Abjuration and Divination are a bit more painful, and personally I'd buy them back with Opposition Research later.


I want to focus on buffing the party and debuffing opponents, though still be able to blast an opponent if needed.

Liberty's Edge

I think trying to decide opposition schools is still one of the hardest things to do in pathfinder. Most schools can actually do a few different things fairly well, and no matter what you choose there's probably a couple really good spells you want to use from your opposition schools. With that being said, if you're only looking to have blasting as a back up, you could take evocation as an opposition school, then use conjuration spells as your blast spells. Conjuration tends to focus on cold and acid spells, as opposed to fire, electricity, sonic or force, but there should still be enough for you to get by if you need to. Evocation does include the light and darkness spells though, so you have to balance that as well.

Both enchantment and necromancy tend to have a lot of buff/debuff spells. Personally, I enjoy the necromancy stuff more, but choosing enchantment as opposition means heroism is going to be harder to cast. Pretty much everything else I could take a pass on, but heroism is a great spell.

So, that would probably be my choice, but like I said, I have a hard time endorsing any school as an opposition school because they all have good spells.


Heather 540 wrote:
Control, I guess. Do I really need Cha to be a wizard?

IIRC, Charisma is mostly for if you plan to engage in Planar Binding, you don't want to dump it too hard, since there is an opposed charisma check involved in securing service, even if you can sweeten the deal to get up to a +6 from offering rewards or tasks in line with what the creature enjoys or wants to do anyway.

Well, that and if you want to invest in social skills.


Ok, so since both necromancy and enchantment buff, I can take one of them to oppose. I'm thinking necromancy. And I'm gathering that both evocation and conjuring have damage spells?


Yes. Necromancy has a few too, more than it has buffs certainly. Enchantment, Illusion and Transmutation are the usual places to look for buffs.


I see. Thanks for the info. Based on what I understand, when going for a buff/debuff wizard, the best choices for opposing schools would be necromancy and evocation.

Grand Lodge

I advise against evocation because there will always be the need of the errant fireball or other damaging spell, to either finish a couple of enemies or soften them. But necromancy is not a bad idea, for the second one, I would say conjuration. There are some buff spells, but not as much as there could be in other schools so it would not be a big loss.

Having a decent charisma for social interactions adds more depth. It's fine going only for the spellcasting, but the PC would be monomaniac.


Dasrak wrote:
17 intelligence is rather low after racial modifiers for a Wizard.

Not really. Even 14 is fine. Though there's nothing as valuable as Int to a Wizard, everything else is secondary.


Rub-Eta wrote:
Dasrak wrote:
17 intelligence is rather low after racial modifiers for a Wizard.
Not really. Even 14 is fine. Though there's nothing as valuable as Int to a Wizard, everything else is secondary.

There are Wizard builds that can get away with 14 intelligence, but they do not use debuff spells, or anything that calls for a saving throw. Those three points of DC you lose really drop your success rate substantially.


Divination perhaps then? I don't think I'll be using any spells from that list. If I need to scout something, I'll send my familiar.


Heather 540 wrote:
Divination perhaps then? I don't think I'll be using any spells from that list. If I need to scout something, I'll send my familiar.

That's no replacement for Divination spells. Your familiar cannot see invisible creatures, or speak languages it doesn't know, or see and analyze magical auras, or seek out someone when you don't know where they are. Divination is at its most useful in situations where simply scouting around isn't sufficient. You will also effectively lose a cantrip slot if you oppose Divination, since you will want Detect Magic prepared at all times. When learning spells you also need Read Magic prepared, another spell that will cost you two slots, which is annoying.

That's not to say you can't oppose Divination, it's just not the easy opposition choice it looks like in theory. It's very similar to Abjuration in that it looks like you can get away with it, but when you need it you really need it. It works best as an opposition choice if you have another 9-level spellcaster in the party who can cover for the school. I recommend the Opposition Research feat to buy back this school at higher levels if you do oppose it.


Boy, this is tough.


Contra Phillippe Lam's advice, taking evocation as an opposition school is totally doable. Conjuration damage spells are sufficient for the occasional blast. Your idea above of taking evocation and necromancy as opposition schools is among the most optimal for a wizard who doesn't plan to do a lot of blasting.


It's tough because there's no right answer. Every school offers something useful and interesting. Don't get too overwhelmed by it, though, because 6 schools of magic will already give you more options than you can use. When you actually sit down to play, you'll find the number of spell slots at your disposal is actually the bigger limitation, and missing a few schools of magic isn't a big deal. Pick two you feel are less important, and move ahead. So long as you follow golden rule #3 (don't oppose Conjuration or Transmutation) you will be fine.


class guides

If you're in a home game Enchanters, Illusionists are best with people, not so good with monsters. Necromancers work better in a home game format due to their legacy of minions, same with Artificers with a legacy of items or constructs. It is too many details for Organized Play.

In Organized Play you have Blasters, Diviners, Transmuters, and some oddballs where it's more about flavor than power. I tend to run some oddballs for fun.

So Kitsune, +2 Dexterity, +2 Charisma +2 Intelligence and –2 Strength. {Keen Kitsune}
I'd go Str 8, Dex 16, Con 10, Int 18, Wis 10, Cha 14 {incl race @20pt buy}

Magical Knack(Wiz)
Wayang Splhntr(spl tbd)
Point Blank or Wpn Fnss.
and then it depends...
I'd dip into Brawler 1 {martial flexibility} or Monk(Flowing) 2 {+3 saves, Wis to AC{swap WIS & CHA}, wpns, deal with chargers and lockdown specialists}
then switch to Diviner, Evoc Admixture, or Transmutation. You could do a Brown Fur Transmuter. Take a bonded item amulet or maaaaybe a familiar with a transmuter or conjurer(familiars tend to die at higher levels due to collateral damage). Conjurers require 2-3 feats so there's a feat tax. IMO Thassalonians are too specialized.
Unch Rogue 2 works well with Transmuter and DEX dmg for a wpn.
You'll need a belt of STR and then CON.
Headband of INT then WIS.
Cestus, Gladius, Crossbow(due to STR), earthbreaker/lucerne hammer.


Hm, a dip into Monk would be pretty good for my AC and I could flurry with a quarterstaff which would be good for if I get caught in melee. Even with the -1 Str penalty.


Heather 540 wrote:
Hm, a dip into Monk would be pretty good for my AC and I could flurry with a quarterstaff which would be good for if I get caught in melee. Even with the -1 Str penalty.

This is not worth it. The loss of caster progression is a huge detriment, and you need a massive benefit to compensate for that loss. The Monk doesn't come close to covering that. I would strongly advise against any multiclassing.


Ok.


I'm just going to wait until I actually have a game to play her in and see what the other players will be using before deciding on opposing schools.

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