My first conjuration specced wizard in pathfinder


Advice


So I usually went with wizard or wizard/malconvoker in 3.5

Now I'm playing pathfinder and I was looking at how I could best make a conjuration wizard once more. Meet Nearyn, my first conjuration wizard in pathfinder. The idea is to make a character who uses his magics to create minions to fight for him, while he himself controls the battlefield. At top levels he is intended to be a kingdom-crafter like the runelords.

Here's the build I am going with thus far. I'm maxing my int as highest priority, then con, then dex, then cha.

The stats are 4d6 and remove the lowest.

I would like inputs on the choices of feats, whether the feats could be better spent elsewhere, to make him better at the intended abilities. There are two empty feat spaces that I cannot really decide what to do with. Inputs appreciated :)

I'll post the level by level feat/special progression beneath. Beneath that, I will post my bid at him as a level 20 wizard, with equipment and spells memorized.

The spells memorized and items worn are also very much up for discussion, since I'm not that strong when it comes to getting an overview of the many wonderful items :)

Level 1: Arcane bond (familiar: Compsognathus), Arcane school(Conjuration: Teleportation, Opposed schools: Enchantment, Divination) Cantrips, Scribe scroll, Feat(spell focus: Conjuration)
Level 2:
Level 3: Feat(Augment summoning)
Level 4:
Level 5:Feat(Improved initiative), Bonus feat(Extend spell)
Level 6:
Level 7:Feat(Leadership)
Level 8:
Level 9:Feat(Improved familiar: Imp)
Level 10:Bonus feat(Toughness)
Level 11:Feat(Superior summoning)
Level 12:
Level 13:Feat(Spell penetration)
Level 14:
Level 15:Feat(Academae Graduate), Bonus feat(Quicken spell)
Level 16:
Level 17:Feat(Enschew Materials)
Level 18:
Level 19:Feat(don’t know)
Level 20:Bonus feat(don’t know)

Spoiler:
Nearyn Vas Calaar

Male elf conjurer 20
N medium humanoid
Init +11; Senses low-light vision 120ft.; Darkvision 60ft, Arcane sight, See invisibility, Perception +30

Defense
AC 22, touch 17, flat-footed 15
(+7 dex, +5 natural)
HP 280 (20d6+200)
Fort +19, Ref +18, Will +21
Defensive abilities

Offense
Spd 30ft
Melee +10/+5
Ranged n/a
Special attacks n/a

Spells prepared (CL 20)

9th- Time stop, Wish, Dominate monster(DC32), Prismatic sphere, Summon monster IX(2)

8th- Form of the dragon III, Maze(DC32)(2) Quickened Black tentacles, Orb of the void(DC31), Mind blank

7th- Summon monster VII(2), Grasping hand, Greater Arcane sight, Banishment(DC30), Spell turning.

6th- Flesh to stone(DC29), Summon monster VI(2), Globe of invulnerability, Contingency(already cast), Greater dispel magic.

5th- Suffocate(DC28), Teleport(2), Icy prison(DC28), Telekinesis, Wall of stone, Cloudkill(DC29)

4th- Enervation(3), Summon monster IV, Dimensional anchor, Confusion(DC27), Black tentacles.

3rd- Fly(2), Haste, Summon monster III, Stinking cloud(DC27), Ray of exhaustion(DC26), Slow(DC26)

2nd- Invisibility(2), Mirror image, Glitterdust (DC25), Resist energy(2), Spectral hand,

1st- Mage armor, Shield, Unseen servant, Charm person, Colour spray(DC24), Enlarge person, Feather fall, Protection from (alignment)

0- Detect magic, Light, Prestidigitation, Read magic.

Statistics
Str 10 Dex 24 Con 26 Int 36 Wis 19 Cha 22
Base Atk: +10/+5, CMB 10, CMD 10
Feats: Spell focus(Conjuration), Augment summoning, Improved initiative, Extend spell, Leadership, Improved familiar, Toughness, Superior summoning, Spell penetration, Academae graduate, Quicken spell, Enschew materials.
Skills: Acrobatics +7; Appraise +13; Bluff +21; Climb +0; Craft(all) +13; Diplomacy +26; Disguise +6; Escape artist +7; Fly +20; Heal +4; Intimidate +16; Knowledge (Arcana) +36; Knowledge (Dungeoneering) +26; Knowledge (Engineering) +26; Knowledge (Geography) +26; Knowledge (History) +26; Knowledge (Local) +31; Knowledge (Nature) +31; Knowledge (Nobility) +26; Knowledge (Planes) +36; Knowledge (Religion) +31; Perception +30; Perform +6; Ride +27; Sense motive +23; Spellcraft +36; Stealth +26; Survival +4; Swim +20; Use magic device +16;
Languages: Elven, Taldane, Thassilonian, Infernal, Abyssal, Celestial, Sylvan. Read magic, Tongues.
SQ: Summoner’s Charm(SU), Dimensional step(SP), Shift(SU), Summon familiar, Leadership
Combat gear: Belt of physical might +6 (dex/con), Headband of mental prowess +6 (Int/wis)(Ride, Stealth, Swim). Greater rod of extend spell, Greater rod of silent spell, Amulet of natural armor +5, Cloak of resistance +5, Mulberry pentacle ioun stone, Blessed book, Glove of storing(Greater rod of silent spell), Handy Haversack. Ioun torch, Efficient quiver, Wand of silent image.

Special Abilities
Contingency: If Nearyn is the victim of a melee attack, he is immediately targeted by a teleport spell.
Summoner’s Charm: One summon is permanent. All other summons are at +10 rounds.
Dimensional step: Teleport 600ft pr day. Does not provoke attacks of opportunity.
Shift: Move up to 50ft as a swift action, 16 times pr day.
Leadership: score 20(level)+6(charisma)+1(special powers)-2(familiar)=25

level 17 cohort; 2 level 6 minions; 2 level 5 minions; 4 level 4 minions; 7 level 3 minions; 13 level 2 minions; 135 level 1 minions;

Familiar: Isphyxx the Imp

LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +30

DEFENSE
AC 27, touch 16, flat-footed 23 (+3 Dex, +1 dodge, +11 natural, +2 size)
hp 140 (20d10); fast healing 2
Fort +6, Ref +9, Will +13
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +13/+8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)

Constant—detect good, detect magic

At will—invisibility (self only)

1/day—augury, suggestion (DC 15)

1/week—commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 15, Wis 12, Cha 14
Base Atk +3; CMB +12; CMD 26
Feats Dodge, Weapon finesse
Skills Acrobatics +9, Appraise +13; Bluff +21; Climb +0; Craft(all) +13; Diplomacy +26; Disguise +6; Escape artist +7; Fly +21; Heal +4; Intimidate +16; Knowledge (Arcana) +36; Knowledge (Dungeoneering) +26; Knowledge (Engineering) +26; Knowledge (Geography) +26; Knowledge (History) +26; Knowledge (Local) +31; Knowledge (Nature) +31; Knowledge (Nobility) +26; Knowledge (Planes) +36; Knowledge (Religion) +31; Perception +30; Perform +6; Ride +27; Sense motive +23; Spellcraft +36; Stealth +26; Survival +4; Swim +20; Use magic device +16;
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), Alertness, Improved Evasion, Share spells, Empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance 25, Scry on familiar 1/day.

SPECIAL ABILITY
POISON

Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

I have yet to create his level 17 cohort or account for 40HD of undead minions, so please disregard that for the moment.

His permanent summon is a Ghaele Azata.

I have forgotten to calculate his CMB and CMD.

Thanks in advance :)

-Nearyn

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Just putting this out there; are you familiar with the Arcane Discoveries that wizards can sub in for their feats? Particularly the "True Name" discovery?
Taken at 11th level, it scores you a 12HD outsider. Taken at 15th level, it scores you an 18HD outsider.


No I was not aware that these existed. This is likely the result of poor research on my part. I will check the SRD immediately, because that sounds very much like something I would use on this character :)

EDIT: I have read it now and I like the flavour. I'm not sure if I agree with the decision to make it a feat, because this is -exactly- the kind of thing I would try to get, on my own initiative, in-character :) True names are always cool to try to get hold of.

I think whether I would take this true name discovery or not, would depend on the DM :)

Thanks alot, these discoveries are awesome.


I recently put together a similar class build, here are my thoughts.

You probably want to take Academae Graduate waaay earlier because by the time you are taking it, it isn't that useful.

Be a human, get Augment Summoning at 1st level and trade away your extra skill point for Heart of the Fields (removes Fatigue once a day)

Buy a metamagic rod of Extend Spell, don't waste a feat.

Eschew materials is a waste of a feat at the level you are taking it.

For what purpose are you taking Spell Penetration?

Consider any of the following:
Craft Wonderous Item
Still Spell
Silent Spell
Spell Perfection (APG)
Spell Specialization (UM)
Greater Spell Specialization (UM)
Dimensional Agility (UC)

Feel free to ignore any of my ideas.


@JMD031

Academae graduate early, combined with Heart of the Fields is pretty gifted :)

I have a deep love for elves (especially the more fey-like Golarion elves), but I will consider human.

I have always been mistrusting of item creation feats. I don't like using feats to save gold, I use gold to save feats (metamagic rods).

Spell perfection and the spell specialization feats are kinda cool. Do you have any spells you would recommend they be used with. Reasoning would be appreciated :)

Dimensional agility is awesome. I might take this for one of the vacant spaces :)

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

That's why I'm glad they have True Names up as discoveries; there aren't really any rules in PF for Truenames outside of that, so far as I'm aware.

Of course, like any really cool thing a wizard can do, it's subject to a bit of GM cooperation and feedback. Were I running a game with a wizard that planned on taking the True Name discovery, I'd ask him what sort of outsider he's trying to snare, and then stat up a small selection that map to that theme. I definitely wouldn't allow him to custom-build the outsider on his lonesome.

As far as conjurors go, I'm a fan of the Teleportation sub-school. Being able to pop around the battlefield, tactically inserting your minions and control effects where they can be put to best use is always a good thing.

I mostly agree with JMD031 on the Spell Penetration point; most conjuration spells do not allow for spell resistance. Now, if you plan on augmenting your legion of summons with charmed or dominated minions, then that might help out. If so, I'd tuck some Spell Focus: Enchantment in there for good measure.

Spell Perfection + Your Favorite Summoning + Augment Summons + Superior Summons = At least 3 souped-up critters per summon. Spell Perfection doubles all set numerical bonii, and the "+1 creature" from Superior Summons is a set numerical bonus. Thus it is doubled to +2. And each of those critters has +8 to STR and CON.

TL:DR
MOAR MINIONS!!!!!!

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

On Spell Specialization:
I done went and forgot that one. That is also a set numerical bonus, and is also doubled with your Spell Perfection. +4 CL with your ultra-favorite spell.


@JMD031

Apologies, I forgot to answer why I have spell penetration. I have spell penetration because, at top levels, many creatures have a somewhat decent SR, and I want to bind a few using dominate monster. :)

Thanks for your advice.

@Stockvillain
I love the teleportation subschool too. I'm actually already using it on the character posted. Acid arrow x/day is really, really "meh" :P

The intention is indeed to add dragons and other powerful creatures to his stock of minions with several layers of dominate-brainwashing on each of them :)

You make a good case for Spell Perfection and Specialization. If you use spell perfection with Summon Monster IX, you unfortunately lose the benefit of the free addon metamagic, however to offset that you get the empowered monsters. 1d4+2 elder negative energy elementals with +8 str/con certainly makes my mouth water ;)

Though I suppose the specialization feats are better used on something that needs a save?

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