Wizard build advice


Advice

Sovereign Court

Hello everyone! Im playing my first wizard for Carrion Crown (PFS) and i dont know what feats to take.

The character is the following:
Elf wizard transmutation (opossed schools illusion and enchantment)
Str 10 (Dont want to dum str cause i fear str drain creatures)
Dex 17(+1 enchantment transmutation school)
Con 14
Int 18
Cha 7

Monkey familiar (+4 acrobatics).
Feats: Run (Fleet-Footed), Imp Iron Will (I hate failing Will saves).
Traits: Reckless, Another campaign trait that is like reactionary.
The character has a good acrobatics (+11) to escape without provoking aoo if engaged in melee.

My plan is to prepare some utility and battlefield controll spells, my concern is with the feats.
So far the planned feats are those:

1) Iron will, Run, Scribe scroll.
3) Improved iron will
5) Improved initiative or toughness, Sp Focus Conjuration.
7) Improved familiar/ Augment summoning/ Craft Staff
9) Spell penetration
10) Fast study
11) Greater Spell penetration
13) Quicken spell
15+ I dont know.

Is something like this ok? Any lead?
Thanks!


Targutai Minyataur wrote:
Feats: Run (Fleet-Footed), Imp Iron Will (I hate failing Will saves).

Personally I'd prefer +2 perception over the Run feat, and since you lack a strength penalty a longbow wouldn't be a bad weapon to carry around at low levels so the elven weapon proficiency isn't wasted, especially not with that 18 dex score.

I'm not a fan of once-per-day feats like Improved Iron Will, and personally I'd prefer taking something else like a crafting feat or spell focus.

Targutai Minyataur wrote:
5) Improved initiative or toughness, Sp Focus Conjuration.

Spell Focus is not a legal option to take with a Wizard bonus feat, so you'll need something else to fill this spot.

Targutai Minyataur wrote:
7) Improved familiar/ Augment summoning/ Craft Staff

Craft Staff requires you to have caster level 11 to qualify for it. Augment Summoning doesn't really fit with your build, but Improved Familiar is good.

Targutai Minyataur wrote:
15+ I dont know.

Spell Perfection is always an excellent choice, although you'd need to pick up two additional metamagic to qualify. True Name is also crazy-good when taken at 15th or above.

Sovereign Court

Humm i see... I coud take heighten at 5
Spell perfection seems nice, i can take heighten, prefered, Thanatoptic and piercing spell to make use of it. Just preparing utility spells and changing on the run if i dont need them.
Could be
3: Improved familiar (and just wait till 5 or 7)
5: Heighten spell,
7: Prefered spell (enervation)
9: Thanatopic Spell
10: Quicken spell
11: Greater spell penetration
13: Piercing spell
15: Spell perfection

Something like this? Any other spell other than enervation/firebal worth investing?


Enervation isn't a good spell until and unless you can load empower spell or similar on to it. Without that it's about as effective as blistering invective, a 2nd level spell. It's a spell which coasts on its reputation from D&D 3.x, there are a hundred better spells.

Sovereign Court

For example? There are many good control spells that i like, the thing is that casting them in higuer slots doesnt seem to improve them too much :S. Maybe some utility spell like fly or teleport?


Spell Perfection is best paired with a 3rd level or lower spell. That way you can use 'cheap' minor metamagic rods for all of the metamagic feats you wouldn't use a lot. I'd move Thanatopic to a rod and grab Empowered or Maxamized in its place. Especially if you aim 1 or 2 traits at lowering the cost of metamagic on your Spell Perfection target.

A really cheesy way to do that is to take 2 other traits and then use a feat to pick up the 2 traits that lower metamagic costs targeting a spell that you'll use. That also means picking up a +1 or +2 metamagic feat sooner than later. As you level up you can retrain the Extra Traits feat to change the target spell. You might even retrain the extra traits into a crafting skill, use it to make whatever, and then retrain it back to extra traits switching the spell you discount until you get your desired target for Spell Perfection/Preferred Spell.

Though in actuall PFS play you wouldn't be allowed a crafting feat.


Some sorc/wiz spells which can be improved by metamagic in higher level spell slots:

fireball + empower spell, intensified spell etc.

Your basic damaging spell, with range, area and adequate damage on its side.

dragon's breath + empower spell, intensified spell etc.

Damage with little range to speak of but no need to pick up elemental spell.

frost fall + rime spell
ice slick + rime spell
ice spears + rime spell

An easy debuff to land, rime spell entangles when the spell does damage, not when a save is failed. Some cold spells have their own debuffs to add to this.

snapdragon fireworks + dazing spell
acid arrow + dazing spell
burning gaze + dazing spell
boiling blood + dazing spell

Dazing spell can disable most opponents; it's not mind-affecting and few things are immune to the dazed condition. They still have to fail the save of course. The spells above are low level and can affect multiple targets in useful ways, or acid arrow is easy to land and dazelocks the enemy. Dazing spell is considered brokenly good by some.

BTW, in PFS you get a spell focus feat instead of scribe scroll I think.

Grand Lodge

Targutai Minyatur wrote:


Elf wizard transmutation (opossed schools illusion and enchantment)
Str 10 (Dont want to dum str cause i fear str drain creatures)
Dex 17(+1 enchantment transmutation school)
Con 14
Int 18
Cha 7

I calculate the point buy :

12 to 16 dex (not counting the +1 from the school) :
(12 to 13, 1 point - 13 to 14, 1 - 14 to 15, 1 - 15 to 16, 2) - 5 points spent

It's an elf so starting penalty to con :
8 to 14 :
(8 to 9, 1 point - 9 to 10, 1 - 10 to 11, 1 - 11 to 12, 2 - 12 to 13, 2 - 13 to 14, 3) - 10 points spent

12 to 18 int
(12 to 13, 1 point - 13 to 14, 1 - 14 to 15, 1 - 15 to 16, 2 - 16 to 17, 2 - 17 to 18, 3) - 10 points spent

10 to 7 cha :
(10 to 9, +1 point - 9 to 8, +1 - 8 to 7, +2) - +4 points in total

Depends on the wisdom then as it's not written. For a home game, that wouldn't make a huge different but for PFS, thre's a strict limit on 20-point buy, calculating a 21 so your array exceeds a little bit and you have to rebalance the ability scores.

Sovereign Court

I just realiced thaat i putted wrong the scores here, i apologize.
the initial attributes are str 10 dex 15 con 14 int 16 wis 12 cha 7, for str 10 dex 17(+2) con 12(-2) int 18 (+2) wis 12 cha 7. I always use an online calculator for this.
Lots of good answers here, thank you very much!. I think ill go with snapdragons or dragons breath.

Sovereign Court

Something like this could be?
1: Sp Focus transmutation (changed for scribe scroll that is illegal)
3) Improved familiar
5) Heigten spell, Prefered spell (Snapdragon)
7) Dazing spell
9) Aditional traits: Magical lineage (snapdragon fireworks) and resilent. Not going to use the 3rd level spell slot at low levels for it, since i really love haste, and a hasted party is a happy one.
10) Elemental spell
11) Quicken spell/ spell penetration
13) Quicken spell/ spell penetration
15) Spell perfection.

Grand Lodge

Some of your best and most common defensive options fall under illusion. Are you set in your opposition schools?

What are you using Necromancy for? Give that up instead.


For your feats I would go something like this

1 Scribe Scroll, Spell Focus (Evocation)
3 Spell specialization (Go Burning hands or snowball to start and switch to fireball or battering blast later)
5 Iron Will
*** Bonus *** Metamagic intensify as a bonus feat (magical lineage trait Fireball or battering blast)
7 Improved familiar (This is where the good familiars become available)
9 Metamagic Empower
10 ***Bonus*** Metamagic Dazing or Maximize
11 Spell Penetration
13 Craft Rod or wonderous item or pick up Dazing or Maximize here
15 Spell perfection
***Bonus*** Metamagic quicken

Go for evocation school with admixture if you are planning on going the fireball route so you can change the elemental type otherwise go conjuration teleportation if you are going the battering blast route so you can bounce around and blast things.


I'm a little confused. Are you or are you not playing PFS? You have the tag in your OP, but you're playing Carrion Crown? Are you going through the whole AP or just the sanctioned parts? Advice would change depending on if you are effectively playing to 12 (a la PFS) or 16 (or wherever the AP finishes).

Regardless, what is your character's focus? Your build seems to be all over the place. That's fine if that's how you want/like it, but without knowing what you're trying to do, I can't try to help out (I see evocation and summoning builds posted, but also a request for CC and utility).

Sovereign Court

The game is Carrion Crown, and the gm is running it like PFS, with that rules. And is my first time playing like that, about the ap or the sanctioned partes i have no idea. I know they are 6 books tough.
The idea of the build is to have utiliy and cc, but the selling point of focussing on any prefered spell was the idea of preparing lots of utiliy spells that then i might dont need on that day, and then changing it when i need something else.


Oooohhh ok, I get it now. My only concern with focusing on a 1st level spell is that your DC is going to be sad without some investment. Yeah, it is going to be very economical in terms of your actions to use (standard to cast, move each round to launch a firework in addition to whatever else you decide to cast), the DC is sitting at 11+int right now. Even a +6 int mod brings that to a DC 17, which is lackluster at level 9 (where your combo is finally set up to work for the first time) IMO.

I'd try to do this:
Foresight Diviner instead of Transmutation (initiative, always acting int he surprise round, prerolled dice, and a rounds per day team buff is more attractive to me than a stat bump and rounds per day of a self buff)

Copy/Paste your last posted build and shuffled some stuff around.

1: Sp Focus transmutation, Additional traits: Magical lineage (snapdragon fireworks), Wayang Spellhunter (snapdragon fireworks)
3) Dazing spell
5) Greater Spell Focus, Preferred Spell (Snapdragon)
7) Improved Familiar
9) Heighten Spell
10) Quicken Spell
11) Spell Penetration
13) Greater Spell Penetration
15) Spell Perfection

Now your Dazing Snapdragon Fireworks work at level 3 since you can cast it out of a second level slot. At level 5, the DC is 17 (still respectable at this level and doesn't account for stat boosting items) and you never have to prep it. At level 9, when DC 17 is a waste of your action most of the time, you can prepare it in a higher slot to compensate for it. As an Elf, your basically get spell penetration at birth, so IMO getting the real feat and greater a little later (as listed in the build) is acceptable to me, especially since you'll have the option to buff and give utility to fall back on.

Question: Have you read the Carrion Crown Player's Guide? Whatever character you end up playing, I'd make sure it isn't something the Player's Guide says not to.

Something to talk to your GM about: Can undead be dazed (or something else that doesn't always have eyes)? Per RAW, they 100% can be as they have no immunity to the condition, your spell is a reflex save, and the metamagic effect is in relation to being damaged. HOWEVER, a rounds/level daze spell might irk your GM after the Nth encounter you've trivialized, which may lead to them trying to find a way or two to negate your strategy. For example, not everyone believes that things like skeletons can see (they have darkivision 60ft listed, so I think it is clear that they do, despite not having eyes, but I've sat with people who think the idea is completely out of left field) and argue therefore they cannot be dazed by some fireworks. I find that sorting all that out before fielding the character prevents hurt feelings on both sides of the screen.

Sovereign Court

Humm you have a point there, my dc would be terrible like that.
I read the player's guide, suggested not focusing on illusion or enchantments, and hinted that we would find several undead.
We just played the first session recently, so the first level is not going to be able to change anymore (in the end his school is transmutation, he has sp focus transmutation, iron will, reckless for acrobatics and a campaign trait that is like reactionary ). So I will have to work with that.
Maybe I could take aditional traits at 3rd and greater spell focus and dazing spell at 5.
What about taking havoc of society trait to deal with being immune to fire?
I'm going to ask my dm about dazing spell and the undead.
Again, thank you all for the answers.

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