Help me build an 11 Level Pact Wizard (HH)


Advice


My friends invited me to a kingmaker game. they are level 13 and about to start the fifth book. Their party includes

a 13 level druid
a 13 level dex based half orc inquisitor
and a 13 level mesmerist

so i get the idea to build a pact wizard from haunted heroes book. but i havent played a pathfinder character above 4th. So i dont know where to begin.


What do you want to do? Summon, blast, buff, debuff, ‘trick’? Maybe ‘save or die’ has its own category.


im thinking about battlefield control (it can be achieved via summons or walls) and buff/debuffing.


While Wizards are challenging to play, they're arguably the easiest class in the game to build. There are three golden rules to creating a Wizard:

1) Put as many points into intelligence as possible
2) Be a specialist
3) Don't oppose conjuration or transmutation

Follow those rules, and you will have a superb Wizard. For feats, you can pick pretty much whatever you like; crafting feats, spell focus, and improved initiative are common favorites for Wizards, but nothing is really essential for them to function. Spell selection can always be fixed if you screw up (Wizards should always be learning new spells anyways) so I wouldn't worry too much about it. Walls and Summons are actually some of the easiest spells to use so just having a couple of those in addition to the obvious staples (Teleportation, Flight, Invisibility, Haste, etc) and you should be good to go.

I would warn you that Pact Wizard is generally regarded as an extremely OP archetype, and so bringing it to the table might give the other players the wrong impression.


Check with the GM about crafting. I don't know how Kingmaker is set up for downtime, but often there's a fair amount of leeway. If the GM allows you time to craft, find out what the others aren't already making and go to work!

OMG, that 10th level reroll for the HH Pact Wizard. No wonder people think it's OP. Fix a blown save or make a CL check to beat SR? Yes, please!


At two levels behind the others I can't see being overpowered being a problem. Unless that's just starting out and the GM will advance you faster than the others.

Anyway, some things to consider. If you ever reach 15th level then you'll want the spell perfection feat, and that has a prerequisite of 3 metamagic feats. I suggest quicken spell, persistent spell and fleeting spell for what you're doing. Quicken because two spells are better than one, persistent to make your debuffs stick, and fleeting because sometimes you'll need to quickly remove your battlefield control spells.

Contingency, teleport and overland flight are highlights in the spells around your current level. To get them and wall spells you don't want to make any of evocation, conjuration or transmutation into your opposition schools.

At 11th level pact wizard your oracle curse has reached 5th level effectiveness. You could take a minor curse like legalistic or a major one like deaf. The costs and benefits are both larger with the likes of deaf.

You also get spells from your patron which have a reduced cost of metamagic on them and which you can cast spontaneously. The aurora, mountain or thorns patrons include a bunch of useful or interesting spells for this purpose IMO, given what you've mentioned wanting to do.

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