Level 13 Wizard Survival


Advice


So I'm making a backup level 13 Wizard. Our group is a barbarian, paladin and a monk/Druid.

So I have low AC, not the greatest saves and low HP. So I have to rely on my spells and items.

Here's the spells I got that will help me live. At level 13 I have 35 spell slots from levels 1 to 7. I have about 11-12 spells which are great to keep me alive. Please give me feedback on these survival spells. Note: I didn't add all the spells I want, these are just ones basically to keep me alive in a bad situation.

Survival Spells for the Wizard:

Level 1:
Windy Escape: immediate action, gain DR 10/magic, immune: poison, Sneak Att, Crits
Obscuring Mist: scrolls

Level 2:
Mirror Image (2 or 3)
Fog Cloud: scrolls

Level 3:
Ablative Barrier: hr/lvl. +2 armor bonus to AC. 5 pts lethal turned to non-lethal. Discharges 50 hp

Level 4:
Emergency Force Sphere: immediate action, rd/lvl, as wall of force w 130 hp + hardness 20
Greater Invisibility
Dimension Door: You + creatures touched, long range

Level 5:
Foretell Failure: swift action, use before d20 roll, spell notifies if action succeeds on roll of 10 or better

Level 6:
Getaway: Swift Action. Hr/lvl. You + creatures w/in 30ft. Teleports to predetermined location.
Contingency: Immediate once conditions are met. Days/lvl.
Repulsion: Rd/lvl. Invisible mobile field around me, will save to negate otherwise can’t melee att

Level 7:
Walk Through Space: teleport up to 30 ft as move action.

ITEMs:

I've been advised to also keep some vials of anti-toxin and anti-plague on me.

I've also picked up a four leaf clover.

I also bought a belt of con/dex. As well as a cloak of protection +5.

Any advice regarding my (partial) spell list and different items I can use on my fragile Wizard is more then welcome. Also any type of strategy I can use in and out of battles.

thanks


Battlefield control is also a means to help you survive - a creature at the bottom of a pit likely can't hurt you, or one on the other side of a wall of ice/stone, etc.

Resist energy or similar (communal, protection from, communal protection from) is good to have as an option. Also protection from evil (or communal, or magic circle) likewise in case you meet someone with summons.

Dispel magic/greater is something to keep around.

True seeing protects you from illusions.

Visualization of the mind & v. of the body are worth looking at.

I'm not sure I'd bother with walk thru space. It doesn't impress me and you have other uses for 7th level spell slots. At your level stoneskin is likely what you want rather than ablative barrier, the cost won't matter and actually negating the damage is better, unless you plan to quicken it.


Also, remember to get overland flight so that you can get off the ground at all times. It's not always useful but even at high levels there are creatures which can't fly and which are much less dangerous with ranged attacks than they are with melee (aka 'closet trolls'). If you're invisible it also expands the range of possibilities for where you might be -which can make it harder to target you with area effects fired blindly.


Might I suggest you look at gear first, before planning to spend your only real class ability - spells - on something as rudimentary as survival? Buy a Haramaki and a Mithral Buckler. Grab a Bag of Holding, and stock up on Alchemical items. Buy a dog. Buy a second dog.

Wizards are not simply all about the versatility of their spells. They're about versatility period. And everything you can achieve with mundane means, saves a slot for another Golarion-shattering spell.


@Crexis: consider taking Abjuration with Counterspell subtype as your school. Honestly, your most insidious enemy will be an enemy spellcaster who can wreck your group with crowd control and crazy damage. Get Quicken Spell metamagic feat so you can still cast a spell every round even though you're devoting your SA to dealing with "the bullschmit" of whatever is happening every round from the enemies.

And spoiler alert: You're probably the only one who can stop an enemy caster from wrecking your group, so you might as well be really, really good at it. So definitely definitely consider the Abjuration/Counterspell school.


hmmm... you have about 4 choices starting with class.
1) straight up wizard (diviner, transmuter, or evoker). Each has some traits and feat chains that are better for it. At 13th level you are very survivable. If your campaigns involve a lot of humans and your GM doesn't give away Will saves then Illusionist.
2) multiclass with 2 levels of monk flowing way(combat savvy), rogue for skills and weapons, paladin for saves, weapons, and laughs.
3) mystic theurge (oodles of spells) *my choice for you*
4) bloatmage (lol... ugly BUT effective).

best races are samsaran, human, aasimar, maybe elf or half-elf.

Windy Escape may require you to be a sylph or native outsider. Race spells tend to be tied to races.
Walk through space is a terrible spell for its level.

===
human Wiz 3(evoc admixture or diviner) Clr 3, Mystic Theurge 7 starting with S:10, D:14, C:10, I:16(+2=18), W:14, C:10 at 20pts. Magical Knock Wiz, Wayang Spellhunter(Shocking Grasp). At 13 you will look like S:10(12), D:14(16), C:10(12), I:21(23), W:14(16), C:10 via levels(+3 Int), belt phy perfection +2, headband mental prowess +2, Cloak +4 protection, amulet of spell mastery (half cost). You could delay MysThe until after Wiz 5 to pick up an extra feat at the cost of 2 levels in Cleric but Spell Synthesis is very nice. Technically it is better to have cleric as the primary class, but we are looking at support and skills.
Spells: Wiz 10 at CL 12: 4,6+1,6+1,4+1,4+1,3+1, +6 SplLvls. Clr 10: 4,5+1,5+1,4+1,3+1,2+1.

Silver Crusade

Some Basics:
14 CON
Toughness
Belt of Constitution

Also:
Aegis of Recovery
Lesser Talismans

Magic Circle against Evil to give controlled allies another saving throw.
Freedom of Movement to protect against grapples.


VRMH wrote:

Might I suggest you look at gear first, before planning to spend your only real class ability - spells - on something as rudimentary as survival? Buy a Haramaki and a Mithral Buckler. Grab a Bag of Holding, and stock up on Alchemical items. Buy a dog. Buy a second dog.

Wizards are not simply all about the versatility of their spells. They're about versatility period. And everything you can achieve with mundane means, saves a slot for another Golarion-shattering spell.

Am I getting the harimaki and buckler instead of mage armor and shield spell for spell storing qualities?


Core Wizard Spells -
there's lots of chat about this and various lists. Evoc Admixture lets you switch around elements which is very handy to get around resistances. Divination has the insight bonus touch and goes in surprise rounds (SUPER HANDY). Mystic Theurge cuts off additional class benefits...

1st: mage armor, shield, magic missile, shocking grasp, ear piercing scream, break, obs mist, vanish, long arm, exp retreat, illusion of calm, prot evil, grease, air bubble, heightened awareness, hypnotism, snowball, coin shot, unseen servant, enlarge and reduce person, liberating command.

2nd: glitterdust, aggressive thunderclound, flaming sphere, resist energy, instant weapon, web, detect thoughts, locate object, blur, invis, mirror img, silent table, blind/deaf, false life, spectral hand, air step, alter self, bear's endur, darkvis, make whole, rope trick.

3rd: ablative sphere, mag cir vs E, ablative barrier, aqueous orb, pellet blast, clairaud/voy, seek thoughts, heroism, battering blast, fireball, lightning bolt, tiny hut, ray of exhaustion, vampiric touch, blink, fly, haste, slow, mag wpn grtr, keen edge, shrink item.

4th plus you'll need 2 protections, 4 attacks, and at least 4 support or other spells.

remember that you can learn spells from NPCs at half the scribe cost, so 150% scribe cost total. A blessed Book eliminates scribing cost, so that just leaves the 50% scribe cost as an access cost.

ditch the scrolls except for things rarely used (comp lang). Get some wands (about 5-7) and 2 spring-loaded wrist sheaths.


during adventuring always up: mage armor, ablative barrier, false life. Have war trained mount(or somthing) with mage armor and ride skill of 10 ranks(with Dex for 14 as quick dismount is DC 20), move goes to 50 and someone might attack your mount rather than you (a win).
Often up: blur, mirror image, magic jar and shrink item on self, shadow projection, resist energy fire, blood sentinel.
in a bad situation pull a wand as a swift from your wrist sheath as wands do not provoke or cast emergency force sphere. Wand(obscuring mist, illusion of calm, shield, invisibility, blink).


Crexis wrote:
Am I getting the harimaki and buckler instead of mage armor and shield spell for spell storing qualities?

Their boon to your AC is limited (yet always welcome). But you're right: they're mostly there as "fillers" for the magical item "slots". Spell Storing is one thing to use them for - and a good thing at that. But there are a lot of interesting enhancement to put on these "un-wizardly" items.


the shield mithral buckler and the light armors haramaki or silken ceremonial armor can be worn by arcane spellcasters without much consequence (the buckler imparts a penalty on that arm at times).

rules:

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Buckler text
Benefit: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler.

thus to summarize;
No penalty to bow/crossbow use
-1 to attacks rolls involving buckler arm.
using a weapon on with the buckler arm causes a loss of the buckler's shield bonus to AC (and you still have the -1 penalty).
Casting with buckler arm causes a loss of the buckler's shield bonus to AC (and -1 penalty to attack with a touch spell using that hand).
No shield-bashing.

the real benefit comes in the magical enhancements as +2 AC plus +5 and +5 from enhancements is +12 to AC at the usual (18000+ at +3) GP cost.
Before you squeal with joy realize that Mage Armor and Shield convey +8 to AC at virtually no cost and without penalty AND apply against incorporeal attacks and magic missile (equivalent to the +3 buckler and armor cost above). I can think of more effective ways to spend 19000gp.

If you go Mystic Theurge with the cleric class you are proficient with armor and shields (unlike a plain old wizard) thus spellscribed armor can come into play. A Caster's Shield is a big serving platter with a spell strap on it for most wizards. You'll get some spell failure on the arcane side so do it after your basic spells are up via Swift Girding if it is more than the above buckler and haramaki.


As wizard school specialisations go I love divination for the initiative bonus and the ability to always act in a surprise round. As a diviner you can know what’s coming, and knowing what’s coming means you can prepare for it, and a prepared wizard is a dangerous wizard.

An ifrit diviner at level 13 with a compsognathus familiar, wildfire heart, Improved Initiative, Reactionary trait and a cracked dusty rose prism ioun stone can have an initiative of 17+ dex. Go firstin the initiative and you can do a lot to end a fight before it really begins.

If you’ve got the feats to spare Scales and Skin gives you +1 to natural armour when under the affect of a transmutation spell. You could take Animal Ally for an animal companion to help protect you. If your GM allows it you could use the Leadership feat for a dedicated bodyguard . Finally if you’ve got the resources you can have constructs,undead and bound outsiders.

As for spell options I think (but I’m not certain) that humanoid forms granted by spells such as Fey Form allow you to retain your spell casting and equipment so they could be worth checking out regarding defensive and utility options.


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Invest in:

  • Toughness
  • CON Belt
  • Great Fortitude
  • Freedom of Movement ring
  • Greater False Life

AC is not something that has to be ignored. Investing in AC as a wizard may not keep you from getting hit with the first attack, but it can keep you from getting hit by interatives/secondary attacks.

Avoid standing in charge lanes. The rest of your group is better suited for melee.

Battlefield control: not only does it make the fight easier for your party, it keeps you alive longer.

Dark Archive

Every list I just read regarding sorcerer spells included Grease... yet I don't see it here. Still a decent ranged disarm at your CL (13+), still makes them move at half and reflex save to stay on their feet (if not flying). Still gives you (or ally) a +10 CMD. So why isn't it here? I dunno.

See invisible permanent; 5k. Don't let them rascally sneaky sneaks sneak up on you.

Throwing in a wrist sheath and a spring loaded wrist sheath lets you get two wands in your hand in one turn, and choose which to use. And then use the other and move the next round. Not super breaking, but with a metamagic rods it could do some nice things (pop in a quickened rod and another, and your second turn allows two spells - note you will need to be selective with the order of events in the first round; swift, cast, move to get quicken rod, drop other rod, next turn w 1 hand free cast 2x (or start with putting your other rod away properly as a move action)). Any time you can get off 3 spells in 2 turns is usually a good time. (if you were 15th level I'd suggest spell perfection and adding quicken for free to one spell, etc...)


One of the best survivability combos in the game is Emergency Force Sphere and Dimension Door.


on the chatter...

I like Diviners. Very useful abilities then I take School Focus Evocation. So it is something else with the base Diviner abilities added.
I thought for a Mystic Theurge you'd get more mileage out of switching around base elemental damage types as the spell list is quite large. With a loss in spellcasting levels your more support than going first and killing a foe.

I believe rods are too large to fit in a spring-loaded wrist sheath. If you are in PFS then Campaign Clarifications says scrolls and potions will fit but rods will not.
Grease, while okay, was on my list. It's best at lower levels.

Ummm, while Emerg Force Sphere is an excellent spell (some feel it is overpowered) I don't think a combo with Dim Door is a best combo (in the sense of casting one and then the other). Hideous Laughter and Aqueous Orb, yes. Emerg Force Sphere protects you from a physical attack and gives you time. Dim Door is just an option after that.


VRMH wrote:
Crexis wrote:
Am I getting the harimaki and buckler instead of mage armor and shield spell for spell storing qualities?
Their boon to your AC is limited (yet always welcome). But you're right: they're mostly there as "fillers" for the magical item "slots". Spell Storing is one thing to use them for - and a good thing at that. But there are a lot of interesting enhancement to put on these "un-wizardly" items.

I agree, the buckler gives you constant ac that you won't have to spend an action before combat to make active. As for the armor, while expensive I have gotten use out of slapping determination on it. It's all well and good to avoid getting killed, but there's no reason you can't plan for "when" you get killed as well.

Dark Archive

The way I see it, your haramaki/buckler combo can be used to
- Boost their numbers for AC, making Mage Armor and Shield mostly used against incoporeals
- Boost the buckler for AC, rely on Mage Armor for AC, and make the haramaki a +1 with Fortify because crits are really painful
- As above, but replace Fortify with Spell Storing as a nasty surprise for your attacker.

Honestly positioning is your best defense 95% of the time, and Overland Flight should be a breakfast buff by now. However, there are fights that straight up start with some big nasty bastard teleporting to your backline right before initiative is rolled.

Don't forget a couple potions of remove blindness/deafness, preferably in oddly shaped vials for easy recovery. That kinda condition is rare, but it REALLY sucks.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

I am playing a PFS Conjurer stealth specialist. In addition to SF Conj, Aug Summon, Versatile Summon (aerial and aquatic) and Acadame Grad I grabbed Skill Focus Stealth and Dampen Presence.

Run around with Ovetland Flight, Nondetection, Negate Aroma (wand), and constant Invis from ring. Drop Simmons and bluffs and no one will know where you are.


The basics aren't out of style: Mage Armour, Shield, and Vanish.
Mage Armour especially, since it lasts hours per level. A single first-level spell slot for +4 AC most of the day.
Shield is another +4 AC, though it's minutes per level so it requires more foresight than Mage Armour's cast-and-you're-good duration.
Casting Vanish is exactly the same as casting (regular) Invisibility, except it only takes a 1st-level slot (instead of 2nd) and only lasts 5 rounds. Those 5 rounds are plenty enough to get out of the way if something gets close, and the Cast Defensively DC is 2 lower than Invisibility (17 instead of 19).

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