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View Full Version : Player Help 9th level wizard bulid for average level of 11th party.



With a box
2015-03-13, 03:28 AM
the orignal wizard(Diviner) 7/Fatespinner 4 that last played is leave to work in Stock market for use his dininations and fatesipinner ablity, and grab a lot of money,
and this wizard will be recommended as a successor of him.
I'd like this one to be more combat friendly than last one....
and more optimized due to lower level (the 11th one worked well in this table)

can I ask some bulid for this wizard?

daremetoidareyo
2015-03-13, 04:07 AM
How about a conjurer?





Level

Class

Class features

feats

ability

wizard spells

druid spells

nar spells





1
Conjurer variant

Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a spell with the Quicken Spell feat. A conjurer using this variant permanently gives up the ability to obtain a familiar. Enhanced Summoning (Ex): At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat. At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4. At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augmented Summoning feat. A conjurer using this variant does not gain bonus feats for advancing as a wizard. Give up enchantment and evocation.
augmented summoning (b), precocious apprentice, spell focus(conjuration) (human or flaw)

str 10 con 10 dex 10, int 14, wis 17 cha 16

0:3/1:1/2:1











2
druid variant

Elemental companion: You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the language of your chosen elemental com- panion (Auran, Terran, Ignan, or Aquan, respectively). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack.At 4th level, your elemental grows into a Medium elemen- tal of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental compan- ion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/—. At 16th level, you can choose for your elemental compan- ion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain at its current size, it instead gains an additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/—. All these benefits stack with existing statistics except for the damage reduction. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.










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3
druid

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
imbued summoning







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4
druid

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.



cha 17




0:4/1:2/2:1








5
mystic theurge










0:4/1:2/2:1

0:5/1:3/2:2








6
mystic theurge




iron will




0:4/1:2/2:2

0:5/1:3/2:2/3:1








7
mystic theurge










0:5/1:3/2:3

0:5/1:3/2:3/3:2








8
mystic theurge







cha 18

0:5/1:3/2:3/3:1

0:6/1:4/2:3/3:2/4:1








9
nar demonbinder




mastery of madness










4:3/5:1





10
arcane heirophant

Ignore Arcane Spell Failure: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor. Wild Shape (Su): If you do not already possess the ability, you gain no new ability to wild shape. However, you add your arcane hierophant level to your druid level and gain the wild shape ability of a druid of the resulting level. For example, a character who is a 3rd-level wizard/3rd-level druid/4th-level arcane hierophant has the wild shape ability of a 7th-level druid. If you are not a druid, (for example, if you entered the class as a wizard/ranger), you do not gain the ability to wild shape. Companion Familiar: Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion's bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid's Animal Companion, page 36 of the Player's Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player's Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.









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11
arcane heirophant























12
arcane heirophant




beckon the frozen

wis 18




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4:4/5:2/6:1





13
arcane heirophant

Channel Animal (Sp): Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.









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14
arcane heirophant













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15
arcane heirophant

Channel Plant (Sp): Starting at 6th level, you gain the ability to establish a magical conduit between yourself and a natural, nonanimated plant (but not creatures of the plant type) once per day. This ability functions like the channel animal class feature, except that the line of effect from the plant to the target is based on your senses. You can use this power to deliver touch spells through the plant. Once you cast the spell, the plant is considered to be holding the charge for the spell (see page 176 of the Player's Handbook), except that the spell is delivered to the first creature or object that can receive the spell when the subject touches the plant. At 10th level, you gain a second daily use of your channel plant ability.
summon elemental







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16
arcane heirophant







cha 19




0:6/1:5/2:5/3:4/4:3/5:3/6:2/7:1

4:4/5:4/6:3/7:2/8:1





17
druid













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18
druid




improved spell capacity







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19
druid













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20
druid







wis 19




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hits double nines in casting, has access to a bunch of summons and can imbue some amazing buffs from the wizard or druid line with imbue summon, which is on top of +4s with augment summons. At level nine, you have 5th level nar spells and 4th level druid spells. Fun stuff. When he levels, arcane heirophant will continue the spell progression. You can also add in two levels of druid if you want to advance wild shaping, but this is a summoning optimization. Mastery of madness is probably good to switch out with ashbound summoning if you can get it.