| 4BR4Racourcix |
Hi Gents,
I'll start a new game and I decided to play a wizard. I have 2 build in mind, and I'd like to present both to you and receive you comments and recommendation.
The adventure should arrive to level 20 and over, so I have some complete builds, with some holes.
Character will be for sure an Elf, but any other aspect can be adapted.
1st build is a classic Diviner Foresight Wizard
racial traits: Fleet-footed, Darkvision
traits: Warrior of Olds, Finding Haleen (?- Magical Lineage for Ball Lightning)
feats: 1.Improved Initiative, 3. Craft Wonrous Item, 5. NONE (Improved Familiar for a better one at 7th, Yuelral's Blessing for Ball Lightning, Quick Study, Sacred Geometry), 5b. Persistent Spell, 7. Improved Familiar/Leadership, 9. Craft Rod, 10. Oppostition Research, 11. Quicken Spell, 13. Spell Penetration, 15. Spell Perfection (Ball Lightning), 15b. Dazing Spell, 17. Greater Spell Penetration, 19. NONE, 20. Immortality
Alternatively, I was thinking to a Exploiter, Pact (HH) Wizard
racial traits: Fleet-footed, Darkvision
traits: Warrior of Old, Magical Lineage (Fireball)
exploits: Familiar (greensting scorpion), Portent Magic, Fast Study, Metamagic Knowledge (Dazing spell), Last to decide
patron: (?- Elements [Fireball], Metallic Dragons [Heroism, Greater Heroism, Miracle], Time [Silence, Haste, Teleport, Disintegrate, TIme Stop])
curse: deaf (free silent spell)
feats: 1.Improved Initiative, 3. Craft Wondrous Item, 5.Persistent Spell, 7. Leadership, 9. Craft Rod, 11. Quicken Spell, 13. Spell Penetration, 15. Spell Perfection (Fireball), 17. Greater Spell Penetration, 19. NONE
As you can see those buils have a lot in common, what do you believe is most performing and how will you complete, change them?
Cheers.
| Dasrak |
traits: Warrior of Olds, Finding Haleen (?- Magical Lineage for Ball Lightning)
Finding Haleen is problematic for a few reasons. It's from Pathfinder's D&D 3.5 era, before it split off into its own separate game system. As such it was technically published under the Pathfinder brand, but not for the Pathfinder game system. This is a common mistake since it's listed on D20PFSRD without any disclaimer. The second issue is that it's a campaign trait that comes with its own complete backstory, and doesn't really make sense outside of Legacy of Fire.
Moving along, Ball Lightning is a very weak spell. For a pseudo-single-target spell 6d6 damage and maxing out 15d6 damage with a save for negation and incompatibility with intensified spell is pretty bad. Having the weird 20 ft move speed projectiles that require you to take move actions every round to use just kills what little viability this spell may have had. The electric element has a real problem with having a poor spell selection, and in many ways it's Chain Lightning or bust.
With that said, it looks like you really want to do blasting but aren't really committed to it, going with diviner instead of admixture evoker. Don't go half-hearted on blasting; either put everything behind it, or don't bother. Admixture Evoker and the Spell Specialization feat (which gets very nice when doubled by spell perfection) are big considerations here.
As for other traits that you might consider, Clever Wordplay and Pragmatic Activatory are popular choices for Wizards, turning high-value skills into intelligence-based ones.
Sacred Geometry
Sacred Geometry should be avoided like the plague; in addition to being overpowered, it slows the game to a crawl by forcing you to do math problems on your turn while everyone else looks at you hatefully.
7. Improved Familiar/Leadership
Clarify with your GM what the expectations are with regards to leadership. It's one of those things that's objectively way better a feat should be, and also can slow down the game by adding more characters to every combat encounter. Personally I think most campaigns are best off with it banned.
9. Craft Rod
Not sure why you'd bother with Rods of all things, but if you want to stock up on a whole bunch of them then it'll work.
I'm not seeing your opposition schools here, but so long as they aren't transmutation or conjuration you're in the clear.
Alternatively, I was thinking to a Exploiter, Pact (HH) Wizard
The HH Pact Wizard is just plain broken. I wouldn't recommend bringing it to the table. Otherwise most of the same things I noted about the first build apply to this one.
| Perfect Tommy |
I've built and played both builds. Exploiter is slightly stronger.
I would stack wayang spell hunter on top of magical lineage. Which since you have Finding .. means I would add reactionary or Pragmatic activator, and take the Feat additional Traits.
That way you can retrain what spell Magical lineage works for.
I don't find sacred geometry slow,if you're good at it. Its just insanely overpowered and should be banned from, well, everything.
Since you have x spell with lineage and wayang, I would learn daze, and quicken, earlier.
If are going the daze route, boost your dc's with spell focus, elemental focus, etc.
I would pick up craft wondrous, and craft arms and armor.
Craft arms and armor gives you +1 weapons with training, which gives you combat reflexes and Battlecaster (or similar).