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beau highbill
2013-03-26, 07:06 PM
So the DM in one of the groups I'm in decided for a last hurrah before we go into the next campaign a friend is running he was going to throw us against the tarrasque, I feel like having the most optimized wizard I can have under the following rules:
No wish/limited wish/miracle.
WBL for a level 20
stats (pre increases or race) are as follows:
18
14
15
16
15
16
I want to do a conjuration specialist with evocation and necromancy banned, but that can be changed.

Thanks in advance for all of your help guys/gals <3

Gavinfoxx
2013-03-26, 07:09 PM
Would you like fries with that?

beau highbill
2013-03-26, 07:11 PM
Would you like fries with that?

And cheese as well, please and thank you :)

Chaosvii7
2013-03-26, 07:18 PM
Banning Evocation and Necromancy is a bit of a gamble, I would suggest dumping Divination and Enchantment, because Enchantment becomes useless fast, and Divination isn't overly necessary for a one-shot one-fight adventure that I assume will be taking place in one designated area. I think Conjuration specialization is the way to go, though, so keep that up.

I'm not saying that Master Blaster Wizards are the only way to go, but it's easier to cut those schools out of your fur because they're the bottom of the pecking order.

chronomatophobe
2013-03-26, 07:18 PM
Do you mean you can't factor wish-like spells into character creation, or that you can't access them at all?

An important distinction, because you'll never kill the Tarrasque without them.

beau highbill
2013-03-26, 07:20 PM
Do you mean you can't factor wish-like spells into character creation, or that you can't access them at all?

An important distinction, because you'll never kill the Tarrasque without it.

Can't access them at all. He plans on us all dying, it's more of an exercise of how long we can stay alive. we've got a barbarian, a bard >.< and I don't know what the other two are playing, I think one is doing a magus

Urpriest
2013-03-26, 07:23 PM
Do you get any prep time to speak of? Tarrasques aren't immune to Con drain in PF, if you can manage to get a pet Wraith (or get your Cleric to get a pet Wraith, if you have a Cleric) then it becomes a matter of staying out of the guy's way until the Wraiths do their business.

chronomatophobe
2013-03-26, 07:37 PM
If your DM is allowing D&D sources, take leadership and have your cohort take the Acheron Flurry feat from the planar handbook. Until he gets eaten, you're pretty safe.

beau highbill
2013-03-26, 07:42 PM
Do you get any prep time to speak of? Tarrasques aren't immune to Con drain in PF, if you can manage to get a pet Wraith (or get your Cleric to get a pet Wraith, if you have a Cleric) then it becomes a matter of staying out of the guy's way until the Wraiths do their business.

DM is giving us 3 months in game to prep for the fight.

Callin
2013-03-26, 07:46 PM
Just bash it into submission and by that i mean -1000 hps. have the fighter keep bashing it while you and the rogue start carving pieces off of it till it gets small enough to shove it through a Gate that you cast where it will regenerate and regrow brand new parts. the old parts will die and decay on your plane.

You live and the beast is on another plane with no way for it to get back on its own.

papr_weezl8472
2013-03-26, 07:54 PM
Killing the Tarrasque without Wish or Miracle? This seems like a job for Reality Revision! (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/reality-revision)

More seriously, can you provide more specifics about the rules you're building a character under? What sources are allowed, in particular.

Spuddles
2013-03-26, 07:58 PM
Banning Evocation and Necromancy is a bit of a gamble, I would suggest dumping Divination and Enchantment, because Enchantment becomes useless fast, and Divination isn't overly necessary for a one-shot one-fight adventure that I assume will be taking place in one designated area. I think Conjuration specialization is the way to go, though, so keep that up.

I'm not saying that Master Blaster Wizards are the only way to go, but it's easier to cut those schools out of your fur because they're the bottom of the pecking order.

The only things you'd want out of Evocation and Necromancy you'd be casting on off days, so using up double spell slots is no big deal.

Divination is extremely useful. Banning it means using twice as many spell slots to cast stuff like see invisibility & true seeing.

beau highbill
2013-03-26, 08:01 PM
Killing the Tarrasque without Wish or Miracle? This seems like a job for Reality Revision! (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/reality-revision)

More seriously, can you provide more specifics about the rules you're building a character under? What sources are allowed, in particular.

All paizo materials for PF. anything goes except wish/LW/and miracle.

Spuddles
2013-03-26, 08:05 PM
There's a 1st or 2nd level spell from Rise of the Runelords called Blood Money. You can use it to create costly material components for spells by taking str damage.

Belial_the_Leveler
2013-03-26, 08:08 PM
For personally, permanently and irrevocably beating the tarrasque you need;

1) Void-specialization wizard. -10 to saves for your enemy is awesome.
2) Piercing Spell metamagic for +5 vs enemy spell resistance.
3) Be an elf, for +2 vs enemy spell resistance.
4) Spell penetration and greater spell penetration, for +4 vs enemy spell resistance.
5) 1 bead of Karma for +4 caster level.
6) Greater metamagic rod of quickening.
7) Bag of Holding + Portable Hole.
8) 1 gem worth 25.000 gp and 1 lead box.

The fight goes like this;

Round 1: Don't die until your turn comes up (easy). Move to within 30 ft of the Tarrasque (move action). Void-curse the tarrasque for -10 to all saves/AC. Cast your Piercing Trap The Soul as a swift action.
The tarrasue is now defeated and put into the gem.; your CL check is high enough to automatically bypass its SR even on a 1 and its will save is at least 30 points lower than your spell's DC.

Round 2: Place gem with Tarrasque inside lead box.Place box inside Bag of Holding. Place Bag of Holding inside Portable Hole. Rift opens, sucking the items into the Astral Plane. They are now irretrievably lost and divinations can't find them - which means nobody can find the gem to break it and free the Tarrasque. Unlike with killing the Tarrasque, nobody can ressurrect it. Unlike with imprisoning the Tarraque, nobody can find it and cast a Freedom spell on it. Unlike with just sending it to another plane, nobody can Gate or Wish it back as such spells move creatures, not objects.






There are far, far easier ways of beating the Tarrasque, yes. But none of them are really, truly permanent. This is even more permanent than using "Wish" on it.

Spuddles
2013-03-26, 08:12 PM
For personally, permanently and irrevocably beating the tarrasque you need;

1) Void-specialization wizard. -10 to saves for your enemy is awesome.
2) Piercing Spell metamagic for +5 vs enemy spell resistance.
3) Be an elf, for +2 vs enemy spell resistance.
4) Spell penetration and greater spell penetration, for +4 vs enemy spell resistance.
5) 1 bead of Karma for +4 caster level.
6) Greater metamagic rod of quickening.
7) Bag of Holding + Portable Hole.
8) 1 gem worth 25.000 gp and 1 lead box.

The fight goes like this;

Round 1: Don't die until your turn comes up (easy). Move to within 30 ft of the Tarrasque (move action). Void-curse the tarrasque for -10 to all saves/AC. Cast your Piercing Trap The Soul as a swift action.
The tarrasue is now defeated and put into the gem.; your CL check is high enough to automatically bypass its SR even on a 1 and its will save is at least 30 points lower than your spell's DC.

Round 2: Place gem with Tarrasque inside lead box.Place box inside Bag of Holding. Place Bag of Holding inside Portable Hole. Rift opens, sucking the items into the Astral Plane. They are now irretrievably lost and divinations can't find them - which means nobody can find the gem to break it and free the Tarrasque. Unlike with killing the Tarrasque, nobody can ressurrect it. Unlike with imprisoning the Tarraque, nobody can find it and cast a Freedom spell on it. Unlike with just sending it to another plane, nobody can Gate or Wish it back as such spells move creatures, not objects.






There are far, far easier ways of beating the Tarrasque, yes. But none of them are really, truly permanent. This is even more permanent than using "Wish" on it.

Pro.



hddafhhadfatheyrafdhjhaajhd

Squirrel_Dude
2013-03-26, 08:31 PM
The thing about Tarrasques is, unless your DM boosts it up:

- Its ranged attack is pathetic +25 to hit. A wizard can easily achieve an AC high enough to not be hit by that.
- It can't fly, unlike everything else at level 20.
- With it's 30 ft of space + 60 ft of tail slap reach + a max achievable Jump height of 15 (Max DC a Tarrasque can hit is ~63) for a total reach of 105.
- It's AC is a pretty mediocre 40
- It can't detect invisible creatures.

What I'm saying is. Turn the party invisible, give everyone flight, shoot it to death. It's a giant bag of hitpoints, yeah, so it will take a while. But it will work.

If you need something to keep it busy, summon a bunch of creatures for it to eat.

Spuddles
2013-03-26, 08:37 PM
Big T has a +43 to perception. Only by staying still and far away can the wizard hope to avoid detection via invis.

Carth
2013-03-26, 08:49 PM
Big T has a +43 to perception. Only by staying still and far away can the wizard hope to avoid detection via invis.

It can't fly, so getting far away from it is no trouble at all. Plink at it, and once it's unconscious you can bury it, while one person just keeps CDGing it over and over with a scythe (or some other x4 crit weapon) to keep it unconscious. It has no burrow speed, so it won't be able to get out. Barring wish/miracle access, that's as good as you'll good as you get, unless you want to get more elaborate/paranoid with entombing it.

Squirrel_Dude
2013-03-26, 11:16 PM
Big T has a +43 to perception. Only by staying still and far away can the wizard hope to avoid detection via invis.He will know the square you're in, but you still have 50% concealment and an AC he still can't actually hit with more than a 10% chance if you have a poor 20th level AC.

Because after Time-Stop + Buffing twice there is only so much to do,,,
Damage spells that a Tarrasque isn't immune to:
- Clashing Rocks (http://paizo.com/pathfinderRPG/prd/advanced/spells/clashingRocks.html#_clashing-rocks): Bludgeoning Damage. No SR. 20d6 damage and knocked prone. If he fails then he is subject to the effect of a cave-in.
- Wail of the Banshee (http://paizo.com/pathfinderRPG/prd/spells/wailOfTheBanshee.html#_wail-of-the-banshee): Save or 200 damage. He'll very likely (80 to 95% chance) pass the save, but he isn't immune to the damage done.
- Icy Prison (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/icyPrison.html): The strength check DC is 35. The Tarrasque's strength modifier is 15. The spell will do 20 damage a round whether or not he passes a save. Just think of it as a way to knock down that regeneration.


If you ever feel like you party could use a couple of rounds to get away from the fight for a bit, and heal up. Just send the thing into a maze. It can't pass the intelligence check to get out, so you have 10 minutes to heal up and reprepare for the next round.


Also, as for schools: If you're fighting the Tarrasque. Drop Enchantment. The Tarrasque is immune to mind-effecting spells and all (maybe 99%) enchantment spells are mind-effecting.

Spuddles
2013-03-27, 12:36 AM
Icy Prison is brutal.

Combine with Dazing Spell metamagic to force save vs. 5 rounds of Daze every round.

Pelor almighty, that's some nasty stuff.

Carth
2013-03-27, 12:44 AM
So, it looks like big T isn't immune to daze in PF. This means all you need to do to beat him is win initiative, and with a modifier of +7, that shouldn't be difficult. You only need to be able to cast geyser. This build is inspired by one I've already done (http://www.giantitp.com/forums/showpost.php?p=14615689&postcount=10).

Human wizard 20

Trait: Magical lineage (applied to geyser and elemental spell, so you can use it for any element)
Trait: Reactionary
Human: Spell focus
1: Greater spell focus
3: Elemental focus
5: Elemental spell
5: Greater elemental focus
7: Improved initiative
9: ???
10: ???
11: ???
13: ???
15: Persistent spell
15: Spell perfection (geyser)
17: ???
19: ???
20: ???

The other feats can be whatever you want, and you can even drop human if you don't need more feats.

Boost your int to 18 with point buy, then to 20 with racial stats. Be old for 22 int, use all 5 level ups on int for 27, get a tome for another +5 to get 32 int, and a magic item to put yourself at 38 int, a modifier of 14.

Big T's will save is a pathetic +12, so we don't need to work hard to make it so that thanks to persistent spell, big T will need to roll dual 20s to avoid being dazed via a metamagic dazing rod.

15 -Base DC for a level 5 spell
14 - Ability mod
4 - Spell focus, greater spell focus, elemental focus, and greater elemental focus
4 - Spell perfection doubles the bonus from the previous feats.
37 - Your total DC.

Elemental spell changes the energy damage of geyser to cold, so big T will always be hurt by it (no save, no SR for the cold damage), and therefore be subject to the daze when you cast it, and every round that he stays in it. Assuming big T doesn't roll dual 20s to avoid the initial daze, he's then stuck in the geyser dazed for 5 rounds, and subject to a new save each round because the geyser is still causing him cold damage. A failed save means the duration of the daze resets. Those odds are basically insurmountable, so if you win initiative, you daze big T, and that's that.

Geyser lasts as long as you concentrate, so you can effectively keep big T locked up while your allies (even your familiar!) 5 foot step up to it and start chipping away without fear of retribution because big T can't take actions. Once big T is unconscious you can stop geysering, and switching to having someone CDG him every round with a scythe while you cast move earth, or whatever other measures you see fit to contain big T.

Edit: be sure that you cast the geyser such that only a piece of the tarrasque is affected, that way your allies can walk up to it without being affected by the geyser. Though they could also just get a source of cold resistance of 12 or higher to not be affected by it.