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Bovine Colonel
2012-01-27, 11:04 PM
Alright, so just for fun I challenged my low to mid-op group to a PvP match, level 17, them vs me. I'm playing a wizard, and my current strategy looks like this:
1. Win initiative with the help of Anticipate Peril, Improved Initiative, Divination specialization, and 26 Dexterity.
2. Disjunction.
3. Quickened (through Spell Perfection) Extended (through rod) Time Stop.
4. No idea what to do now.

The enemy party will consist of 4~5 people at low-mid optimization. We'll probably have 1~2 minutes to set up, not including all day effects. What's a foolproof way to win?

Here's my character sheet as it is now. Suggestions are welcome.
Marcus Virzil
N Elf Diviner (Foresight) 17
Str 7; Dex 26; Con 18; Int 36; Wis 17; Cha 7

Skills: Fly, Spellcraft, UMD, Perception, other stuff maxed

Feats:
1: Toughness
W1: Scribe Scroll
3: Improved Initiative
5: Maximize Spell
W5: Craft Wondrous Item
7: Spell Focus (Abjuration)
9: Craft Rod
W10: Forge Ring
11: Persistent Spell
13: Experimental Spellcaster (Accelerate)
15: Spell Perfection (Disintegrate)
W15: Quicken Spell
17: Spell Perfection (Time Stop)

Class Features:
Divination school (Necromancy and Enchantment banned)
Forewarned (+8 to initiative)
Prescience (Free action at beginning of turn to roll d20; use for anything before next turn; 16/day)
Arcane Bond (Object; ring)

Equipment:
Blessed Book (6250)
Belt of Dex/Con +6 (45000)
Headband of Int/Wis +6 (45000)
Wish for Int +5 (125000)
Ring of Protection +5 (25000)
Greater Metamagic Rod (Extend) (12250)
Greater Metamagic Rod (Persistent) (36500)
Wish for Dex +4 (used) (100000)
Wish for Con +2 (used) (50000)
Pearl of Power 9 x3 (121500)
A lot of spells (The rest of my money)

Spellbook:
A lot of spells

Spells Prepared:
Prot. From Evil
Shield
Mage Armor
Summon Monster I
Anticipate Peril
True Strike
Silent Image
Expeditious Retreat
Reduce Person

Resist Energy
Warding Weapon x2
See Invisibility
Accelerate x2
Invisibility
Mirror Image x2

Nondetection
Heroism
Fly

Dimensional Anchor
Stoneskin
Dimension Door
Detect Scrying
Scrying
Fire Shield
Overland Flight

Dismissal
Life Bubble
Cloudkill
Wall of Stone
Quickened True Strike
Mud to Rock
Rock to Mud

Antimagic Field
True Seeing
Greater Heroism
Chain Lightning
Contingency
Flesh to Stone
Quickened Shatter

Spell Turning
Plane Shift
Arcane Sight
Forcecage
Delayed Blast Fireball
Hold Person, Mass
Mind Blank
Protection from Spells
Maze
Moment of Prescience
Prismatic Wall

Prismatic Sphere
Mage’s Disjunction
Foresight
Quickened Time Stop
1 spontaneous

Active Effects:
Shield
Mage Armor
Expeditious Retreat
Accelerate
Mirror Image
Invisibility
Greater Heroism
Overland Flight
Fire Shield
True Seeing
Contingency Teleport
Spell Turning
Anticipate Peril
Prescience

deuxhero
2012-01-28, 01:46 AM
I wouldn't recommend doing that. You bar loads of good spells if you restrict yourself from the stops. Hold Person is still a great SoD for its level. While not as important for a Wizard as for a Cleric. Time Stop is HUGE and losing it is a big no no.

Jagu
2012-01-28, 01:58 AM
Disjunction to start, then Solid Fog, cloudkill, Mind Fog and Force Cage the party. When Time stop ends, hit them with Weird.

Really, unless they've got some templates that grant immunities (Uncommon in PF) the cloudkill/Forcecage trick is going to ruin their day. Mind fog and Weird take out your opposing casters. Now your biggest problem is...enemy monks. So fly, kill them with Enervation. Problem solved.

Corlindale
2012-01-28, 05:04 AM
3. Quickened (through Spell Perfection) Extended (through rod) Time Stop.

You can't quicken time stop with spell perfection unless you know some trick I'm unaware of to bring the total level of the used slot down from 13 to 9. You could do it with a rod, though, and extend it with Magical Lineage (Time Stop).

EDIT: You also have Spell Perfection twice, which is illegal. Feats can't be taken more than once unless they specifically say they can.