Advice for Wizard in group (feel kinda useless)


Advice and Rules Questions


Hello dear paizo community,

i am searching for some advice for me and my Charakter.

To the char:
25 point buy
Str 7, dex 18, con 13, int 23, wis 11, cha 7
Level 6 wizard with 1 Tier mythic hero (Archmage)

School divination, foresight
Opposite Scholl necro, evo

Race elf.
Traits:
1) eyes and ears oft the City (+1 per and class skill)
2) spark of creation (+1 craft and 5%discount on magic craft)

Feats:
Lvl 1) improved Initiative
Lvl 3) craft wond. Items
Lvl 5) craft magic A&A
Lvl 5) discovery: craft construct

Mythic hero (archmage):
Wild arcana
Path ability: abundant casting
Spell lore: mythic haste

Basic hero abilitys.

EQ.
Headband of intellect +2
Ring oft protection +1
Lesser rod oft silenc. (Meta magic)

Crossbow, light

How i do want to play my char.:

Helping other teammates, crafting and knowledge beast (currently 11 on all knowledge skills)
In fight i do want to support my teammates, hell them on DMG outputs and giving Thema buffa/debuff enemys.

Problem i do have:
My group is heavrly magical. We do not habe anyone wanting to fight in the frontline. We have a rouge, wich is avoiding fights the best he can (Bluff on +16) and bis fighting abilitys are heavely limited, low AC. Acualy no combat feats.

We have a shaman, wich can heal us, but low AC and not so high HP, staying backline and is healing/wielding an axe, wich she is missing a loot with (is a sorc. Not a fighter)

A Kineticist wich is dealing, range damage with bleeding and his stuff (our DMG dealer)

A New sorc. In our group idk what his role will be.

And me, i want to support and help others, wich is prity impossible for me, vor Vetter said, IFK what to do. I compleatly hate save or die, but i can see myself using fireballs, but i can acualy goinh with a Ninja, fighter and be that DMG dealer, but i would like to stay AS a mage.

So my question is, what can i do? I feel super useless in fights because i can:t deal damage (Banned evo and necro) and my buffs are kinda useless for our Team and debuffs like sleep, color spray, create Pit. They seem to be prity useless the was i want to use it.

Thanks for any advices

Rumil


Have you considered looking at Summon Monster? It can create a flanking ally for your rogue, as well as gumming up the field to protect all the other caster types.


And since you're playing mythic there's an Archmage path ability that works with Summon Monster:

Speedy Summons (Su): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you're a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability.


I also recommend the Summon Monster spells. Summoned creatures make for an excellent addition to melee; the best ones for each level are generally quite durable and physically powerful. In a sense, they're a casters' best source of damage because they typically get several hefty attacks over many rounds.


Right now, there are some decent options available since you can cast 3rd level spells, and some better ones coming soon. An Aurochs to serve as a damage sponge and provide flanking bonuses, for example, or multiple small elementals to muddy up the field.


Also, if you don't wanna go with summoning, there are good battlefield control spells out there, too.

Stone Call (2nd lvl) does 2d6 damage with no save over a huge area, and also creates a huge area of difficult terrain, making it more difficult for enemies to close with all of your party's casters. (Diff Terrain makes each square count as two for movement, prevents charges, and also prevents five foot steps. This can significantly hamper enemy maneuvers.)

Stinking Cloud blocks a large area of vision, and a failed save is really debilitating to the enemy.

Grand Lodge

Stone call is perfect for scrolls. Nothing level dependent no save. If the map is big and te enemies don't fly you are golden.


Grandlounge wrote:
Stone call is perfect for scrolls. Nothing level dependent no save. If the map is big and te enemies don't fly you are golden.

Totally underappreciated spell, especially if your own party has good ranged damage capabilities or other abilities that can avoid the difficult terrain.


Your feats need some work. Craft Wondrous Item and Improved Initiative are nice, but Create Construct is extremely pricey with little gain, and Craft Arms and Armor will not be very helpful with so many classes having little use of either to warrant spending a feat on it. I'd suggest different feats besides those two.

Keep in mind that throwing out battlefield control spells, Save or Suck spells, and even summons are great ways to buff your party members. Being a Wizard, you have access to the best summoning list in the game. Your rogue would appreciate a flank buddy. Your fellow squishes would appreciate a meat shield blocking enemies from getting to you. And you still fulfill the main role you wanted to fulfill.

Sovereign Court

If you can, swap out those feats Darksol criticised (I agree with him) for conjuration focus (a pre-requisite) and augment summons (+2 str and con).

Standard action (with that archmage ability) can drop an augmented, celestial leopard on the table (charging for five attacks: one of +8/1d6+5 plus grab; four of +8/1d3+5).
Against an evil foe that becomes charging for five attacks: one of +8/1d6+8 plus grab; four of +8/1d3+8

And summoning only gets really good when you hit the summon monster 4 table.


Darksol the Painbringer wrote:
Your feats need some work. Craft Wondrous Item and Improved Initiative are nice, but Create Construct is extremely pricey with little gain, and Craft Arms and Armor will not be very helpful with so many classes having little use of either to warrant spending a feat on it. I'd suggest different feats besides those two.

And remember you're playing mythic. You don't need crafting feats if you take the Crafting Mastery Archmage path ability:

Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Advice and Rules Questions / Advice for Wizard in group (feel kinda useless) All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice and Rules Questions