
Guttzu |

Greetings community.
I recently joined a PF1e campaign and have realized that there is a lot more to character creation that what I am used to in DnD 5e. I actually really like the depth options, but would like to ask for some guidance on creating a lvl 11 BFC wizard. I'm used to playing this role in 5e, and love manipulating the battlefield.
I have searched multiple posts on here and other websites, and this is one guide I have found to be helpful for creating a lvl 10 wizard, but it includes summoning monsters, which I'll explain later why that isn't very practical in this campaign: How to build a wizard lvl 10
I have been using Pathcompanion to track my build, items, spells, etc, which was something I utilized in DnD Beyond tracking spells and such as a BFC wizard.
The campaign I'm joining is focused around concepts from The Witcher, so the DM essentially has us acting as monster hunters.
He set it up this way because the party is a rotating group when people are available to play every two weeks and can be from 4-10 people.
Being conscious of the number of potential players, and how long combat can drag out, I'm wanting to focus on BFC through spells and not summoning monsters.
I can see the benefits of summoning monsters to give flanking, meat shields, etc, but with a limited amount of time for a session I don't want to be "that guy..."
Diplomacy interaction seems to be minimal, and there are other characters in the group that are already good at it, but Pathfinder is new to me so I'm not sure if I should consider this for my character or not.
Below is what I have assembled thus far and any input/guidance is greatly appreciated.
Build
Male Elf Wizard 11
Arcane school - Conjuration
Opposed - Necromancy/Enchantment
Stats - Rolled
STR - 10
DEX - 16
CON - 14
INT - 18
WIS - 12
CHA - 11
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan
Arcane Bond
Familiar / Bonded Item?
I'm not familiar with how familiars work in PF1e, there's a joke in there somewhere :), but I know there is an improved familiar Feat that is good.
Input on this area would be helpful.
For ease of playing, is there anything wrong with bonded item - ring, or is the chance of losing it too detrimental to your character?
Traits - Suggestions welcome
Warrior of old
Magical lineage - Spell: Glitterdust
Feats - This is where I have seen a mix of suggestions, but here is what I have so far:
1 - Improved Initiative
3 - Spell Focus: Conjuration
5a - Greater Spell Focus: Conjuration
5b - Persistent Spell
7 - Dazing Spell (Maybe improved familiar?)
9 - Craft Wondrous Item
10 - Quicken Spell (Maybe Arcane Discovery - Opposition Research: Necromancy?)
11 - ?
Skills
Outline of skills I'm thinking will be good, but please give suggestions:
Appraise, Escape Artist (helpful to get out of grapples if needed?), Fly, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Spellcraft, Stealth. Racial Modifiers +2 Perception
Gear
Compilation of suggested items I have researched for a BFC wizard, but please revise/suggest as needed:
Starting Gold: 62,000
Extend metamagic rod (lesser) - I can see this being useful for extending mage armor
Mithril Buckler +2
Haramaki +2
Headband of Vast Intellect +4 - Skills?
Eyes of the eagle
Amulet of Natural Armor +1
Cloak of resistance +3
Belt of physical might +2 - Dex/Con
Ring of Sustenance
Ring of Protection +1
Ioun stone (dusty rose prism)
Ioun stone (dusty rose prism, cracked)
Handy Haversack
Prepared Spells
This is what I'm thinking so far for these, but please give feedback and recommendations:
Pathcompanion is showing 1 specialty spell for each level, so I'm not sure what that is coming from? Possibly because I have bonded item selected?
Cantrips: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand
1st: Enlarge Person, Mage Armor, Magic Missile, Protection from Evil, Silent Image, Vanish, Grease
2nd: Glitterdust, Create Pit, Invisibility, Mirror Image, Resist Energy, Stone Call, Web
3rd: Dispel magic, Haste, Mad Monkeys, Slow, Stinking Cloud, Spiked Pit, Persistent Glitterdust
4th: Black Tentacles, Dimension Door, Emergency Force Sphere, Greater Invisibility, Obsidian Flow, Persistent Create Pit
5th: Hungry Pit, Phantasmal Web, Wall of Force, Persistent Aqueous Orb
6th: ?
Spellbook Suggestions
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
This is what I have compiled so far, which has been a lot of fun researching and building. I work in risk analysis, so I'm ok thoroughly analyzing things and welcome to feedback on the best path to take for a straight BFC control wizard.
There is a forum member named andreww, who has given some excellent feedback people building a BFC wizard, so I'm crossing my fingers that he and others will give input on this.
Have a great day and thank you all!

Melkiador |

I don't think we use the term BFC much around here, so I had to look it up. Battlefield Control.
Looks like you have most of the basics. I will warn that around your level the pit spells start to become less useful as so many monsters can fly or otherwise avoid it. Try them out, but be prepared.
For 6th level spells, you will absolutely want Chains of Light.

Java Man |

With a large group like that I'd take a bonded object over improved familiar. For a level 6 spell I love Getaway. Level 4 telekinetic charge. Burst of radiance for 2nd. Ashen path (2nd level) is ugly when precast before using cloud spells.
Chance of losing a bonded ring: if the enemy can yank a ring from under the glove that you have tied on at the wrist (to avoid losing the ring), then you are already hosed.
Speciity spell: wizards who choose a speciality get one extra spell per level, that must be from said speciality.

Guttzu |

I don't think we use the term BFC much around here, so I had to look it up. Battlefield Control.
Looks like you have most of the basics. I will warn that around your level the pit spells start to become less useful as so many monsters can fly or otherwise avoid it. Try them out, but be prepared.
For 6th level spells, you will absolutely want Chains of Light.
Thanks for the advice on the pits.
That makes sense regarding flying creatures, so what would you suggest taking instead of those in their respective levels?I read somewhere on the forums that adding dazing to conjuration damage spells makes them very viable and strong. Thoughts?

Guttzu |

With a large group like that I'd take a bonded object over improved familiar. For a level 6 spell I love Getaway. Level 4 telekinetic charge. Burst of radiance for 2nd. Ashen path (2nd level) is ugly when precast before using cloud spells.
Chance of losing a bonded ring: if the enemy can yank a ring from under the glove that you have tied on at the wrist (to avoid losing the ring), then you are already hosed.
Speciity spell: wizards who choose a speciality get one extra spell per level, that must be from said speciality.
Thanks for the advice on the bonded object and that is a great idea to have it tied to your wrist under your glove.
I agree that if I'm in a situation where they are trying to take my ring, then things have gone really wrong.Thank you for the explanation on the specialty spell, makes sense.

TxSam88 |

So, IMO dazing (Metamagic) is not that great, metamagic in general (unless using a rod) is a serious waste of resources. not only are you spending a feat, which can be used for something better, you also use a higher spell slot.
Look at the varisian tattoo feat instead.
I'm also of the belief that you should do your best to avoid letting your opponent getting a save (i.e. avoid spells that allow saving throws) as it won't be very long before the bad guys will be passing the saves of your low level spells.
As for what spells you have chosen, it's not a bad list, but it could be better. pay attention to what spells you use less often and try to replace them with more used spells.
As for magic items, get rid of the buckler, and the belt, use the coin to buy something more useful. a mage should have some kind of fighter type to hide behind, so AC and HP are lower importance items.

Northern Spotted Owl |
Good morning. A few suggestions. Take whatever suits you, ignore the rest. :)
Elf traits:
Replace Weapon Familiarity with Overwhelming Magic.
Or, replace Weapon Familiarity with Fleet Footed for +2 initiative.
Feats:
- Dazing won't do you a lot of good because you don't have many spells that cause damage. Though a dazing spiked pit sounds kind of brilliant.
Spells:
2nd: Blindness, Euphoric Cloud
3rd: ***Sleet Storm***
5th: Baleful Polymorph, Overland Flight, Suffocation
In short, my only strong recommendation is Sleet Storm. Cheers

TxSam88 |

Chance of losing a bonded ring: if the enemy can yank a ring from under the glove that you have tied on at the wrist (to avoid losing the ring), then you are already hosed.
Unless the story has you being captured and stripped of gear, you only need to worry about losing the ring if you have a real jerk of a GM.

Azothath |
to be honest wizards use spells and change the dynamics(strategy & tactics) of combat and challenges(wider scenarios like discovery/investigate, transport, utility, recovery...). Changing the environment(battlefield control) is just one aspect. They need to be more flexible than that.
In a plain jane way samsaran Wizard diviners with bonded object amulet & mythic past lives are the way to go and offer good flexiblity with all the benefits and efficiency (just don't take Spell Focus(divination), etc). So focus on evoKation, Conjuration, maybe something else. Pick up a prohibited school via Opposition Research at 10th. Amulet of Spellmastery is +6 spell levels and you can upgrade into it at half cost(I just saved you 11000gp).
I'd avoid illusion and enchantment specialists unless your campaign & GM align with those specializations (mainly urban campaigns).
Conjuration and metamagics have a difficult synergy as the school mainly revolves around Mon Sum spells. The pit & wall spells (like other static spells) are just hazardous/movement impeding areas that can be easily bypassed at mid & high level CRs.
Transmutation is flexible but melee combat wizards are glass cannons with a low BAB.
At higher levels with a few items losing a bonded object is simply annoying and it is easily replaceable, so don't obsess over a temporary loss (some scenarios employ PC item loss, think of it as a challenge rather than 'unfair' and work around it).
Items that can save you thread

Azothath |
Feats for Conjurers;
> necessary: Spell Focus(C) & Augment Summoning.
> good: expanded summoning(alignment dependent & does your GM allow Entropic & Resolute for free or do you need a feat? see Sum Mon 1:C1 spell)
> options: metamagics
I'm sure others and a guide review would expand the above listings

Mysterious Stranger |

If you want to control the battle field but want to avoid summoning creatures a conjurer might not be the best choice of school. All the conjuration based schools get Summoner’s Charm. Having a class ability that boosts an aspect you are actively avoiding is a waste. Many of the conjuration spells also do not require a saving throw so spell focus is also going to be less effective. Conjuration spells are useful to controlling the battle field, but you can use the spells without being a specialist in them. As long as you don’t choose it as an opposition school you can use them without any problems.
Instead of a conjurer I would specialize in illusion. Blinding Ray is a lot better than Acid Dart. Being able to blind a target is usually going to be more useful than the small amount of damage Acid Dart does, even if you can only use it on targets with HD equal to your level. Being able to have an illusion continue after you stop concentrating is very useful. Giving up the ability to teleport at 8th level is tough, but getting the ability to become invisible and cast offensive spells without becoming visible makes up for it. Losing two abilities that are of little to no use to gain two good abilities seems like a no brainer.
There are a lot of illusion spells that can control the battle field. As Sun Tzu said “All warfare is based on deception”. No school of magic does a better job at deception than illusion.

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Alright, my 2 cents for what they are worth.
First - Conjuration is an amazing school and I would definitely have kept a pit spell or 2 on my list as they are really good against the creatures they still work on, not everything flies or is huge. Conjuration also gets around the most frustrating wizard killer; GOLEMS. A spell that does not allow spell resistance ignores their spell immunity. The saves on most golems are also usually really low, relying on said immunity to get by. A lot of the low level spells have a good chance of still working on them, with grease glitterdust and the pit spells being some of the best to use on them.
Secondly, BFC can mean a lot of things, and a big part of that control is being able to react to enemies and help your party perceive them and nullify them before they get to do their damage. For these reasons initiative and perception are really important. The most broken build I used for this was called Percival the Perceiver. A tiefling Diviner with an earth elemental improved familiar. The automatic bonusses to initiative along with the always act in the surprise round make for a very powerful combination. The earth elemental familiar also provides a way to detect things with tremorsense meaning you will almost always be aware of where the threat is coming from. and the divination buff spells often allow you to perceive what the party cannot. This makes glitterdust even better as if they can't see it because it is hiding you can reveal the target and possibly hamper it. Skill focus perception also proves very useful for this, and the ability to see beyond doors and walls with clairaudience/clairvoyance should not be underestimated.
Third - as for banned schools, necromancy is probably one of the better ones to ban and keep banned but if you are truly intent on only Battlefield control Evocation is also not a bad choice. Illusion also falls off later in it's usefulness and at level 11 you will start to run into a lot of enemies that can simply make the saves or perceive through the illusions with other senses. I would not ban transmutation, conjuration, and abjuration ever. as these are some of the best schools for protecting and ensnaring enemies with real problems. Enchantment has a few really good higher level spells for hitting that very nice "even if you save you are hampered" threshold of power. The spell that comes to mind for this is overwhelming grief. It will absolutely ruin a single targets day, save or not. Also Enchantment can make up for the lack of charisma if you choose to dump it as the use of wizard diplomacy (charm and dominate effects) can prove quite useful.
Finally - A BFC wizard has a lot of different options but the best is also often to give advantage or disadvantage to your allies. do not skip out on the fact that controlling the battlefield relies on you being reliably able to effect your enemies. This means whatever spells/schools you choose; always take a variety of spells targeting different saves. This means you can always pick something at the level and effect needed. To use this though your skill points need to be distributed leaning heavily towards knowledge skills that identify monsters, and that you need to be able to perceive them before they do their thing. Divination can be really good for this as it gives you a double sip in a lot of the perception boosting spells. See invisibility and arcane sight come to mind as excellent choices for this. Even skill focus perception and a trait that gives it as a class skill make a lot of sense to make sure you can control the battlefield before the enemy gets to a point where it doesn't matter.
Hopefully this helps, and take it with a grain of salt. Depending on the power level of your game this may be going to far, In a more relaxed game a lot of this will really put the damper on the enemies and even trivialize encounters to the point where it may not be fun if they are at a lower difficulty to begin with.
And above all else, remember that scribe scroll is your friend, and a cheap way to get the backup movement and basic spells where caster level does not matter. Need to get up a wall, scroll of spider climb is easier tan wasting a dim door, or a combat archetype familiar (I believe it is called mauler) where that earth elemental could literally become an elevator if it is a earth or stone wall.
Happy Hunting!

Mysterious Stranger |

While conjuration is a good school, the school powers are not. The original poster stated he is avoiding summoning because of the size of the group. That makes the primary school power worthless. If you are not summoning creatures having them last longer is of no use. Acid Dart is only useful at very low levels when the wizard does not have enough spells to use in combat. Taking a school as your specialty school when most of the school powers will not be useful is a bad idea. A better idea would be to take a school that does have useful school powers and still use conjuration spells. If the OP wanted to focus on summons that would be a different story, but in this case, conjuration is a poor choice.
I think you are underestimating the usefulness of illusion. For one thing you only get a save if you interact with the illusion. A well-placed illusion can prevent a battle before it even starts. The low-level illusion spells can be used to deal with minions and followers, so the DC of the saving throw does not need to be as high. If used right even if the targets make their save the illusion can still be effective. One of the best uses of an illusion I ever did was to put an illusion of a wall on the stairs leading up, when the party was actually going down. The creatures chasing us saw the illusion and went to investigate and easily saw through the illusion, but they still though we went up the stairs, so they went that way.
Illusions also have some of the best defensive spells, and most of those do not get a save. There are enough illusion spells that the character will not have any trouble finding enough to memorize for the extra spells from being an illusionist. With the rest of his slots, he can memorize whatever else is needed.
Blinding Ray is actually very good. It is a ranged touch attack that blinds the target with no save. The target does have to have fewer HD than the wizard’s level or it is only dazzled, but that still pretty good for compared to Acid Ray. As an elf he can take the alternative FCB and gain extra uses of Blinding Ray. Being able to spam that out for extended periods of time is well worth the extra HP per level. If there is a rouge or other class with sneak attack all the wizard has to do is to target their foes.

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For specialization and tactics I would still say Divination is better than illusion. And unless you have a lot of warning right before fights, illusion defense spells don't last long enough to really be useful all the time, or make you more visible (looking at mirror image) For BFC going first and knowing your enemy is paramount. Illusion does have some vey good spells for BFC until you run up against special senses. Those can ruin a lot of battle field control type effects illusion uses. Truthfully I wish Illusions were better at that. Heck if there was a meta-magic feat that allowed you to infuse even a little bit of shadow essence into illusions so they detected as real to those special senses they would be a lot more viable, but as it is. tremorsense, lifesense, blindsense, blindsight, all of these negate a loarge part of the BFC that illusions are good at. In fact I would say that illusions are very powerful at lower levels but fall off as things get better and better senses Truthfully the best effect to give you a miss chance is transmutation with blink and it's improved version, same miss chance as displacement, but not negatable as being on a different plane is probably the best defense you can get.
I like illusions, but with all of that stacked against them it really depends on what you are fighting. Outside of actual fights illusion is a lot more useful. fake walls and paths that people aren't really paying attention to are great uses of illusions. and spells like veil and hallucinatory terrain is amazing for BFC if it makes sense. The other problem with illusion is that it is often all or nothing thanks to the if it is proved not to be real you can disbelieve for free without a save. I hate that clause but it is there.

Mysterious Stranger |

I will admit that divination is better than conjuration for this character, but Foresight seems to be even better. Scrying Adept is ok, but there are a lot better 8th level school abilities. Foretell for example is a lot better.
It is hard to beat Blinding Ray for a school ability. Not many schools have a decent offensive school ability that actually is useful at higher levels. -2 and losing your DEX bonus to AC puts the target at a huge disadvantage. Having a 50% miss chance on all attacks is going to hamper anything. So, unless the target has some other sense to compensate with the target is pretty well shut down for a round. Done at the right time this can give the players a real edge.
Invisibility Field is the equivalent of being able to cast Quickened Greater Invisibility, except you can divide up the duration. Quickened Greater Invisibility uses an 8th level spell slot. How many school abilities give you the equivalent to an 8th level spell?
Another good school would be Shadow. Blinding Darkness gives you the ability to entangle a target within 30 feet. Like Blinding Ray, it is a touch attack so does not get a save. Shadow Step allows you to basically teleport 30 feet per wizard level, but you can break that up. The movement does not provoke an AoO and you gain the benefit of blur for 1 round.

Mysterious Stranger |

Extradimensional still has Acid Dart. Reshape Space is not useful for BFC, or any combat situations.
Teleportation is not bad but the 1st level power and the 8th level power are pretty much the same thing. It does allow the character to teleport a lot, but other than that does not really give much.
Other than spells and bonus feats the Wizard does not get much besides school powers. When a school has powers that are not useful for you character it is kind of a shame. You cannot combine schools; you take what you get.

Mysterious Stranger |

The Void elemental school from Dragon Empires Primer looks to be a good fit for the character. All three school powers are extremely useful. Void Awareness gives you an insight bonus on saves vs spells and spell-like abilities. Reveal Weakness allows you to cause creatures to take a penalty on AC and saving throws equal to ½ caster level. Aura of Prescience allows you to give all allies an insight bonus on ability checks, attack rolls, damage rolls, saving throws and skill checks.

Azothath |
Spell costs:
you are going to spend a couple of thousand gp on spells by 11th lvl. You have two strategies; 1) build at 11th, 2)grow with level (more complicated). We'll assume 1 as it's easier and saves a little cash but less realistic. I tend to buy more spells as it empowers flexibility(via a couple open spell slots (one at even spell levels)) and bonded object casting.
Blessed book $12500 1000 SplLvls{pages}(bang!) so now we just have to pay for NPC spell access beyond our free spells. Yes, you could craft it but then you'd have to learn, buy, scribe, and then sell at half all those spells until you can craft this item, and again, that's more complicated than just doing it up front.
0: all [PFS](including prohibited) so #=25 spells, cost {about}4*(5gp/2)=$10, SplLvl{pg}=25(no break).
1: #=30, cost (30-10)*(10gp/2)=$100, SplLvl=30.
2: #=26, cost (26-4)*(40gp/2)=$440, SplLvl=52.
3: #=22, cost (20-4)*(90gp/2)=$720, SplLvl=66.
4: #=18, cost (18-4)*(160gp/2)=$1120, SplLvl=72.
5: #=14, cost (14-4)*(250gp/2)=$1250, SplLvl=70.
6: #=12, cost (12-2)*(360gp/2)=$1800, SplLvl=72. {11th level}
7: #=6, cost (6)*(490gp/2)=$1470, SplLvl=42.
Total cost= $12500{book} plus $6910, pages=429//1000.
now you just have to choose which spells. If you do Opposition Research don't forget to include those in your spell selections.
If you do Mythic Past Lives you should have a 20 INT and choose Witch spells [1:2, 2:2, 3:1, 4:1] spreading them out over the spell levels. Cure Lgt Wnd, Cure Mod Wnd, BstSpk, Thrny Entgl. Those are spells you will scribe in the above listing.

Guttzu |

Thank you all for the feedback on this, I really appreciate it.
It seems like conjuration is not the best route to take where I won't have the time during play sessions to summon creatures and clog up combat, so I will be looking at a different school to focus on.
I am seeing divination and illusion as options, so with those or maybe something else, what would be a good build for traits/feats/spells?

Azothath |
Equipment:
Compilation of suggested items I have researched for a BFC wizard, but please revise/suggest as needed:
Starting Gold: 62,000
Extend metamagic rod (lesser) - I can see this being useful for extending mage armor
Mithril Buckler +2
Haramaki +2
Headband of Vast Intellect +4 - Skills?
Eyes of the eagle
Amulet of Natural Armor +1
Cloak of resistance +3
Belt of physical might +2 - Dex/Con
Ring of Sustenance
Ring of Protection +1
Ioun stone (dusty rose prism)
Ioun stone (dusty rose prism, cracked)
Handy Haversack
Amulet SpellCunning(BondObj 7@th) [Neck] $5000.
Headband Int +4, Know(Locl, Engr) [HdBnd] $16000.Cloak Rst +3 [Shldr] $9000.
Belt Con +2 [Belt] $4000.
Spellguard bracers [Wrists] $5000.
Blessed Book $12500 Spells $4000(has to come down from 6910).
Handy Haversack $2000.
cracked Pearly White Spindle Ioun stone [none] $3400 {implant/embed this puppy}.
(2) spring-loaded wrist sheaths $20 & 2 defensive wands.
Alch & potions about $550.
Mundane gear $204 Hvy War Horse & gear $326.
Ttl=$62000.
you could craft a few things with Craft Wond Item then save to buy a few wands, pearls of power, etc.

Melkiador |

I really think you'd do completely fine as a conjuration wizard. No option is really going to be a 100% perfect fit for every situation, nor is it really meant to be.
If you are thinking of changing your build that much though, I'd recommend the arcanist for a semi-new caster. It's just way more forgiving for learning what works for you. Note that while it can make use of charisma, it's perfectly fine to just completely dump charisma and focus on the many great exploits that don't care about your charisma. Thematically, it's basically the same as a wizard. You use the same spell list, your spells are based on intelligence and you still use a spell book.
For a "control wizard" type of Arcanist, you will want the Potent Magic exploit. Quick Study and Dimensional Slide are both very strong options and then you can pick your other exploits for fun. And the spell specialist may be a good archetype for what you are trying to do.

Mysterious Stranger |

The first thing I would be doing is to look at the spells you are going to be casting. If those spells have a save you then spell focus and greater spell focus is going to be helpful. At 11th level spell resistance becomes fairly common so if the spells you intend to cast allow for spell resistance spell penetration and greater spell penetration will be helpful. Keep in mind that just because you specialized in a school does not mean you will be casting those spells more than any other school. You only need to memorize spells of your school in the bonus spell slots the rest can be filled with spells from any school.
If you will be fighting a lot of incorporeal creatures Ectoplasmic Spell is going to come in handy. An Ectoplasmic Wall of Stone works great for trapping ghosts and other incorporeal creatures.
If you do go with Illusion as your school Resilient Illusions from Magical Marketplace would be very useful. What it does is when a creature disbelieves your illusion you make a caster level check and if it is higher than the normal DC of the spell you use the caster level check for the DC. If the normal DC is higher, you use the normal DC. Check with your GM on this feat because it is quite powerful. With it even low-level illusions have a good chance of affecting high level targets.
The Iadaran Illusionist trait gives you a +1 caster level checks with illusions and a +1 trait bonus on will saves to disbelieve illusions. Since you are playing an elf, this would work and makes Resilient Illusions even more useful.
You will also probably want to boost you concentration roll to be able to cast in combat. The trait Desperate Focus gives you a +2 trait bonus. You can swap elven weapon proficiencies for Arcane Focus to get an additional +2. Combat Casting would give you an additional +4.

Azothath |
You'll do fine with one of Wizard(Conjuration, Divination, evoKation) specialist. Each has their quirks with the Diviner(not specializing in divination) the simplest and best buffer. You'll need some specific feat choices with the other two. I'd avoid Prestige classes as you always lose more than you gain. Multiclassing IS an option if you don't mind being down a spellcasting level so you need to pick up abilities that come close to making up for the loss.
Traits: it is hard to beat +1 Fort and +1 Rflx. For casters using metamagics the two cost lowering traits(Magical Lineage, Wayang Spellhunter) are great (just apply them to different 1|2 & 3 level spells for a tasteful build). Magical Knack is best for multiclassing builds and Wizard can take it and still be amazing. Just remember that Traits are not retrainable by RAW but most Home GMs will provide a work around. A PFS option is to take Extra Traits feat and then choose Magical Lineage and Wayang Spellhunter making them flexible through retraining and I'd suggest Exemplar traits if you go this route.
Item creation Feats: talk to your GM. I'd take two; Scribe Scroll and Craft Wondrous Item. Wands is an option. The rest are mostly campaign specific and/or higher level as you need to cover casting with metamagics and Heighten->Preferred Spell.
The key to spellcasting is to know your spell list, the spells, and the loopholes as You ARE a loophole specialist.
Remember to let the other players shine in their moments and gain their glory. Help them to get there, don't be a bad wizard and hog the spotlight.

Guttzu |

Thanks everyone for the help and guidance.
I'm leaning towards Foresight for my arcane school and then would need to select opposition schools.
Necromancy and Enchantment seem to be the most suggested, but I have also seen Evocation>Enchantment suggested to oppose.
I can always go opposition research to get Necromancy back.
Curious about Void for the arcane school as well where it only needs to oppose one school, which fire seems the best choice, but I haven't seen a lot of info on void.
Foresight aligns the closest with what I have been used to in 5e with a Divination wizard.
I'm using Pathcompanion, which is a helpful online tool, but I want to get my build solidified because there is an annoying bug that when you change your arcane school it removes all of your spell selections, so I'm thinking I'm just going to use my friend's excel sheet he created to enter all of my character info.
If going Foresight, please provide suggestions for traits/feats/spells.
I should have also included info on the party that most of them are melee/martial classes with one person as a Summoner and the other is a Skald.
The summoner has commented on keeping haste up and the skald is a strong group buffer, so I should be able to focus on de-buffing and actually some blasting since we don't appear to have a ranged magic caster.
I still feel that BFC would benefit the group, but I don't need focus so much on party buffs since the (Bard) seems to have that covered.
Thank you for additional guidance on my build to be the most helpful to my group.
BFC with some blasting does sound fun with not needing to fully worry about group buffs.

Azothath |
Guttzu, IMO the basic Diviner is better as Diviner's Fortune insight bonus stacks with everything, scales with level, you can touch yourself, and the bonus lasts the full round so it can be used muliple times in that round. Sure, Detecting Scrying is ho-hum and the buff to your scrying is nice.
Basically only 25% of the Preseince die rolls are usable (above 14) and it's usable once per round, Foretell is a flat +2 although AoE Buff or Debuff.
I've posted on spell selection so I'd review my posts. I tend to overbuy spells as I think of them as options with an empty slot or bonded object and Wizards need options!
Shoot, I even posted equipment in your budget.

Guttzu |

Thank you for the input and the previous posts.
The equipment info was very helpful.
Divination in 5e was almost oversimplified, but I'm now seeing the wide openness of PF1e, which is challenging but fun.
Definitely more in-depth for characters.
Still not wanting to clog combat up I'm trying to avoid summon spells, so I'll keep looking at Divination and would love some other feedback.
Any thoughts on Void?

Azothath |
chatting...
Void? yes...
as a domain/school - no for wizard, maybe for divine caster or some special cases.
You can pick up Call ot Void on the wizard list and it is a key attack for my Mage-killer build. You need to get and stay close to the target and have a good close combat attack. No verbal components for standard casting is killer and there's no escape. Most wizards avoid melee and with good reasons.
Normally I ditch Enchantment and Necromancy then pick up N at 10th via Opposition Research. I generally play in Org Play and it is a close to RAW 'play nice' campaign.
Enchantment and Illusion are best suited to urban campaigns with Home GMs that run wizards and understand the spells.
In general PF1 offers a plethora of class and feat options. Many ane flavorful but for wizards as you get away from the early books they get more sub-optimal on the power scale. It is also a rather front loaded system that retraining tried to address. Generally I advise people to make PFS acceptable PCs as you avoid contention over min-maxing and broken rules.

Guttzu |

Thank you for the feedback :).
I should have commented on the campaign that the DM is playing a character as well and most of the players have really powerful builds from what I can see, and the DM encourages it, so min-maxing and power is not really frowned on. Heck, he bumped some of my stats up from when I rolled and wants us to be powerful.
With the monster hunter approach, there is little RP involved other than when there is down time from mission to mission, and it looks like this is how the campaign goes is receive orders, go kill/try to kill monsters, return and reset. There's more obviously, but with the number of potential players the RP is low and the focus is on getting to monsters to kill them.
I'm definitely seeing the plethora of feats, which is actually fun.
My downfall is that I'm super OCD and analytical, so being detail oriented I try to research a ton and build as powerful as possible given my DMs usually encourage it.
Is there a recommendation for tracking character info like DnD beyond, or just PDF/Excel and call it could with templates?

Azothath |
hmmm, how a Home GM runs and with what style and setting is a personal choice. I find your description as less than appealing, RPG games are both cooperative and some good sportsmanship competition in a social setting rather than video game like. You will be driven to learn and abuse the rulez through competition.
Don't obsess over perfection. Realize there is Retraining and this is your first PC in the system. Don't worry, it is just a character that you can replace and nobody is gonna give you $20 if you do a good or bad job. (lol, there's some perspective!)
There ARE broken items and you can incorporte them in a one up free for all... not a lot of fun at the end of the day.
Boots of the Earth, Ring of seven lovely colors, Efforless Lace, the list isn't short. Just look for banned PFS items on AoN. Then gauge if they are effective or not (to dump the {french accent} gar-bhage). A Fortifying Stone sure seems like you could add it to an Arrow Magnet for a reuseable limited duration range attack stopper(just put the arrow magnet in a wicker cage so you don't have to touch it until after it finishes or ever really). Implanting the cracked pearly white ioun stone gives you slow regeneration but it sure beats dying(your regeneration has to end first).
For hilarity you could read the DPR Olympics threads.
I use paper to track things, a long table in a document to track equipment. I find the tools more of a hassle than they are worth and changes prove problematic without some change history (and I got them gratis). They just tell you the options based on what you bought and don't offer quality guidance.

Guttzu |

It's still a very friendly environment and I'm seeing the approach as allowing the players to be powerful to have a good time to not have to worry/stress every time we meet up.
I haven't sensed the feeling of people being competitive to the point of unpleasant, and instead it's more of a group power approach to complete missions.
Regarding the tools, yeah, I'm going to track on paper from now on because pencil/eraser is much easier than "oh crap it erased x/y/z!".
Or use the excel sheet the DM created to track.

Lelomenia |
On traits:
The metamagic reduction traits are the best in the game. Assuming they aren’t allowed to stack, Fate’s Favored is probably the next best; it has particular synergy with Foresight (but eventually you should have applicable luck bonuses to everything anyway).
On feats:
Dazing Spell is overpowered, but you really need to build around it for it to be usable. Improved Familiar is great if you want a wand monkey, but you lose access to familiar archetypes and Protector is passively excellent without requiring a feat. Craft Wondrous is a must if crafting is allowed. Looking back, my Wizard actually took Snake Style (can meet prereq with a 250 gp ioun stone); it’s extremely impractical to get your AC up to a useful level normally, but pretty easy to have AC 45 or so once per turn with Snake Style. Which is usually enough for anything that can’t pounce, and while not having notable power synergy with a Foresight Wizard, feels very on-theme (“Maybe next time try something I wasn’t expecting.”). Mostly you’d like to stay invisible as much as possible. Persistent Spell is very strong if you ever plan to go after Saves, Quicken Spell is a must at level 13 but maybe just okay at level 11 (outside of a heavy metamagic reduction build). True Name deserves to be mentioned.
On opposition schools:
Evocation is a surprisingly useful utility school for non-blasters (e.g., Emergency Force Sphere, Contingency for no obvious reason). Necromancy is an easy one to give up, the next two would probably be Divination and Enchantment.
On items:
The guides will show standard useful items (e.g., Haversack, Pearl of Power). Some of the less commonly mentioned but strong equipment: Book of Harms, Four Leaf Clover (better with Fate’s Favored), Scabbard of Pain (getting to reroll failed will saves 3x per day with minor drawback is kind of crazy), Numerology Cylinder (DC 25 Arcana should be pretty much automatic), Talisman (e.g., Lesser of Freedom) for neck slot. Wizard in a grapple is just a punching bag. And lots of things grapple.

Mysterious Stranger |

Void is an elemental school not a regular school. Its opposition school also has to be an elemental school. So, you cannot choose normal schools as your opposition school. Your opposition school is chosen from air, earth, fire or water. It seems to be based on eastern philosophy like the book of five rings and Taoism.
Its school powers are really good especially the 1st level one. Being able to impose a penalty to AC and saves equal to half your level with no save is great. It only lasts for 1 round, but at the right time it can be devastating. It takes a standard action which means you cannot take advantage of it with your spells. Since there does not seem to be another offensive caster in the group its utility might not be as good in this group. Its 8th level school power is also good, because it grants an insight bonus. Insight bonuses are fairly rare, so chances are this stacks with most things.
One drawback of the school is there are not a lot of void spells. There are useful void spells at every level including some that will always be useful like dispel magic, see invisibility, teleport and true seeing. But the spell list is very lean.
If you do go with Void as your school, I would recommend fire as the opposition school. It is mostly attack spells with very few BFC spells. Fire resistance and immunity is also more common than other energy resistance and immunities. This still leaves you a decent amount of blasting spells if you need some offensive capabilities in addition to BFC.

Guttzu |

Thanks for the input everyone.
Our session is coming up this Saturday so I'd like to get my lvl 11 character wrapped up.
A lot of recommendations but I need to assemble an outline for feats/spells.
I think foresight is interesting and Divination was fun to play in 5e.
Outline assistance would be appreciated.

Lelomenia |
Thanks for the input everyone.
Our session is coming up this Saturday so I'd like to get my lvl 11 character wrapped up.
A lot of recommendations but I need to assemble an outline for feats/spells.
I think foresight is interesting and Divination was fun to play in 5e.
Outline assistance would be appreciated.
did you finalize opposition schools?
Shared Training (Divination spell) is kind of amazing; Lookout with Shared Training on a Foresight Wizard means your whole party gets to go in every surprise round. Might as well give everyone Outflank while you’re at it; uses up two of your feats but saves everyone else a bunch.

Guttzu |

Guttzu wrote:Thanks for the input everyone.
Our session is coming up this Saturday so I'd like to get my lvl 11 character wrapped up.
A lot of recommendations but I need to assemble an outline for feats/spells.
I think foresight is interesting and Divination was fun to play in 5e.
Outline assistance would be appreciated.
did you finalize opposition schools?
Shared Training (Divination spell) is kind of amazing; Lookout with Shared Training on a Foresight Wizard means your whole party gets to go in every surprise round. Might as well give everyone Outflank while you’re at it; uses up two of your feats but saves everyone else a bunch.
I'm thinking opposition schools will be Necromancy/Enchantment and then potentially get one of them back with Opposition Research, probably necromancy.

Lelomenia |
Some options in line with my (probably unconventional) suggestions above. Trying to keep your original Glitterdusty build features. You probably will want more BFC spell options; but as you don’t want Summons and I don’t have a ton of experience with Pit spells (which many swear by), I defer to others on comments there.
Traits: Magical Lineage (Glitterdust), Fate’s Favored
1 Scribe Scroll, Spell Focus (Conjuration)
3 Craft Wondrous
5 Persistent Spell (Wizard Bonus Feat), Lookout
7 Improved Familiar
9 Outflank
10 Open (Wizard Bonus Feat)
11 Open (Snake Style! 250gp ioun to meet IUS prereq)
1 Heightened Awareness
Vanish, Mage Armor, Feather Fall, Grease
2 Embrace Destiny, See Invisibility
Glitterdust, Invisibility, Tears to Wine
3 Shared Training (Lookout, Outflank), Clairvoyance/clairaudience,
Haste, Fly, Fireball
4
Black Tentacles, Dimension Door, Improved Invisibility, Emergency Force Sphere
5
Teleport, Cloudkill, Echolocation, Wall of Stone
6 True Seeing
Chain Lightning, Contingency, Jatembe’s Ire

Zepheri |

I will suggest not to give up on enchantment school most of they spell are very helpful in/out combat and can turn the table in a few rounds like holding a mass group of creature, dominating a stronger, send suggestions to 1 or more to run or drop they weapons.
If you tell me what to give up I will go with necromancer and transmutation/evocation

TxSam88 |

I'm really fascinated with Exploiter wizard now after doing some research on it.
That appears to be a great fit for BFC wizard where I'm not planning to crowd the field with summons.
I'm p[laying one currently using the "School understand" (Admixture) and "Dimensional Slide" exploits - extremely fun

Guttzu |

I spoke with my DM and exploiter wizard is allowed. I researched and there is a way to make it super OP with going pact wizard, but I just want to go straight exploiter.
LVL 11 so there are lots of feats to think about, but for exploits I'm thinking: Quick Study, Dimensional Slide, and Potent Magic.
Feats I'm thinking: Improved Initiative, craft wonderous item, persistent spell, quicken spell, spell pen, greater spell pen, others open to suggestion or suggesting a good list is welcome as well.
There is also taking a feat to give you an additional exploit, so that might be worth it.
Again, not planning on summoning and just focusing on controlling enemies and de-buffs.
I learned about the group and there is a skald and summoner that buff the group.
Spells would be debuffs and things to control/mess with enemies to make my teammates have an easier time dispatching them.