PDA

View Full Version : Battlefield Hazard Mage [PF]



ExemplarofAvg
2012-04-21, 01:58 PM
So a friend and I were talking, and he mentions that he's never seen me play a wizard or spellcaster that really felt like it was played by me.

So this week (maybe Tuesday) we're getting together with friends and I hope to play a wizard that plays like how I act.

Things I hope for the Sorcerer (http://www.d20pfsrd.com/classes/core-classes/sorcerer), Wizard (http://www.d20pfsrd.com/classes/core-classes/wizard), or Magister (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/magister) to do.
Specialty either Transmutation or Conjuration: Specializing in Creating Battlefield Hazards for the enemies, Summoning Monsters and other creatures, Buffing Allies.

Spell Ideas: Kind of trap type spells or things that would heavily inconvenience or impede the bad guys, in 3.5 I remember a spell in Sandstorm "Transmute Rock to Lava" and I always say that as a type of spell that I would like. The kind of situations where something changed or thrown up at the last minute can change the tide of battle, not so much that they're used, but how.

Looking at about a Lv5 Character to start. Might go up to Lv 7 or 8.

Any ideas for the annoying situation wizard?
An average fight that I imagine this wizard doing would be to summon something big in the 1st round, boosting my allies, summoning a few little things, and then setting up battlefield hazards and once one of the three things above runs out, I'd set a new one back up.

Blisstake
2012-04-21, 02:34 PM
Here's a neat one unique to PF: Frost Fall (http://www.d20pfsrd.com/magic/all-spells/f/frost-fall)

Staggering anyone who runs past it is good for crowded areas, and it has the bonus effect of not reducing damage on successful saves (even though the damage isn't that great to begin with.)

Ash Storm (http://www.d20pfsrd.com/magic/all-spells/a/ash-storm) is also a fun one with a crazy range and area size.

If you have someone who can Bull Rush, Create Pit (http://www.d20pfsrd.com/magic/all-spells/c/create-pit) and Spiked Pit (http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit) are fun abilities. You can bull rush targets into them yourself with Battering Blast (http://www.d20pfsrd.com/magic/all-spells/b/battering-blast) or Hydraulic Torrent (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent)

Shifting Sand (http://www.d20pfsrd.com/magic/all-spells/s/shifting-sand) also looks cool. Being able to move the area could come in handy.

Anyway, those are a few Pathfinder-unique options I found. As for core abilities: Grease and Web are excellent choices, as well as all the Summon Monsters.

Edit: These are all if you can only go up to 3rd level spells.

ExemplarofAvg
2012-04-21, 02:40 PM
Thinking of Half-Elven Magister and trying to nab all of the Magister's X feats (Channel, Companion, Familiar, Performance).

Dedicated Casting would be Sorcerer/Wizard, and other spells coming from Bard (because there's some direct mess with you spells there that fit nicely)
Also needless to say Mystic Theurge is off limits, right? Despite being able to meet the requirements, because adding your spells twice? Overpowered.

Blisstake
2012-04-21, 02:46 PM
Well, I don't know anything about the Magister, or other 3rd party classes. The spells I picked were under the assumption of playing a wizard.

Mystic Theurge can only be taken by level 7 at the earliest, but for the most part going full caster one way or the other is superior to taking the Theurge. Most of the good battlefield control spells are arcane, anyway, so the extra divine options don't help you much there, either.

ExemplarofAvg
2012-04-21, 02:49 PM
Here's a neat one unique to PF: Frost Fall (http://www.d20pfsrd.com/magic/all-spells/f/frost-fall)

Staggering anyone who runs past it is good for crowded areas, and it has the bonus effect of not reducing damage on successful saves (even though the damage isn't that great to begin with.)

Ash Storm (http://www.d20pfsrd.com/magic/all-spells/a/ash-storm) is also a fun one with a crazy range and area size.

If you have someone who can Bull Rush, Create Pit (http://www.d20pfsrd.com/magic/all-spells/c/create-pit) and Spiked Pit (http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit) are fun abilities. You can bull rush targets into them yourself with Battering Blast (http://www.d20pfsrd.com/magic/all-spells/b/battering-blast) or Hydraulic Torrent (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent)

Shifting Sand (http://www.d20pfsrd.com/magic/all-spells/s/shifting-sand) also looks cool. Being able to move the area could come in handy.

Anyway, those are a few Pathfinder-unique options I found. As for core abilities: Grease and Web are excellent choices, as well as all the Summon Monsters.

Edit: These are all if you can only go up to 3rd level spells.

Thank you, all of these have been noted and added. Current spell list looking as such.

1st
Grease
Summon Monster 1

2nd
Frost Fall
Create Pit
Web
Summon Monster 2

3rd
Ash Storm
Create Spiked Pit
Battering Blast
Hydraulic Torrent
Shifting Sand
Summon Monster 3

Demon of Death
2012-04-21, 02:52 PM
Edit: Well, as I started typing this before you edited the OP, over half of my post is not useful, heh.

Black Tentacles (http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles) is amazing for battlefield, as for specialization I would do Conjuration (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/conjuration) Teleportation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/conjuration/teleportation). Create Pit (http://www.d20pfsrd.com/magic/all-spells/c/create-pit) can be useful for a 2nd level spell, Web (http://www.d20pfsrd.com/magic/all-spells/w/web) for a 3rd, Tentacles for 4th, Cloudkill (http://www.d20pfsrd.com/magic/all-spells/c/cloudkill) for 5th is decent, or maybe Corrosive Consumption (http://www.d20pfsrd.com/magic/all-spells/c/corrosive-consumption), or Hungry Pit (http://www.d20pfsrd.com/magic/all-spells/h/hungry-pit), Wall of Iron (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron) is probably the best 6th level Conjuration combat spell, other than Summon Monster. Caustic Eruption (http://www.d20pfsrd.com/magic/all-spells/c/caustic-eruption) for 7th, Maze (http://www.d20pfsrd.com/magic/all-spells/m/maze) can take most things out of combat for at least a while, or maybe Rift of Ruin (http://www.d20pfsrd.com/magic/all-spells/r/rift-of-ruin). As for 9th's, other than the usual game breaking ones, there's Clashing Rocks (http://www.d20pfsrd.com/magic/all-spells/c/clashing-rocks), or Tsunami (http://www.d20pfsrd.com/magic/all-spells/t/tsunami)

grarrrg
2012-04-21, 06:26 PM
If you go Wizard, then I suggest Conjuration school.
Your Summons get extra rounds duration equal to 1/2 your Wizard level.
Starting at level 5, that's 2 extra rounds, which isn't too shabby.

ExemplarofAvg
2012-04-23, 09:30 PM
If you go Wizard, then I suggest Conjuration school.
Your Summons get extra rounds duration equal to 1/2 your Wizard level.
Starting at level 5, that's 2 extra rounds, which isn't too shabby.

I thought that kind of went without saying. Transmutation was more of what spells I would use.