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SangoProduction
2016-08-02, 02:58 PM
Can someone give me a 4-level (all-wizard) build to use for this campaign? (ie. feats, spells, etc) Here's all the background information on the campaign and character:



I am playing in an all-wizards campaign. Some sort of prestigious college sort of thing. I don't particularly care what the hell I play, just as long as I get to play, and not step on everyone's toes. Of course, then the GM says "Ah, don't worry about rounding out the party, just play what you want to play." God that's so annoying. Thankfully, in the interview, one of the players said, "yeah, we've got like 4 transmuters", and somewhere along there, it was implied one of them changed to something else.

So, I was thinking that I should go Evoker, since we have plenty of buffing/disabling and are probably lacking damage, but I was also looking at Conjuration/Necromancy since we have no durable bodies.

For a background: I was planning on going with a tribal background. The character was the most prodigious mystic of the tribe, so it built up enough money to send him to the college of magic, in hopes that they can get an even better wizard in the future.

Gildedragon
2016-08-02, 03:20 PM
Edition? Races that interest you? Is LA buyoff in play?

Eldariel
2016-08-02, 03:43 PM
I'd go Malconvoker (at this point, Conjurer specialized in summoning) myself. What you really want is some beef/sustained damage (blast spells run out real fast) and Malconvokers are absolute masters at it. Furthermore, a Conjurer gets Abrupt Jaunt which is a great defensive option that can even help the whole party. The party could also use someone who can handle some of the other skills (on these levels, having someone with good Spot and Listen is nice though a familiar/animal companion (http://archive.wizards.com/default.asp?x=dnd/re/20031118a) can handle that rather well).

Thus, I recommend:
Gray Elf OR Fire Elf (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#fireElves) OR Lesser Tiefling Conjurer (banning enchantment and necromancy/evocation) 3/Master Specialist 1 - future progression Conjurer 3/Master Specialist 2/Malconvoker 5/Master Specialist ->

Int > Dex > Con > Cha > Str = Wis (Charisma more important than normal for Planar Binding/Summon Monster on Malconvoker)

Rapid Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants) and Enhanced Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants) alternative class features. Ask DM if you could take Obtain Familiar [CArcane] and trade the second familiar away for Abrupt Jaunt: expect that the answer be "No" but it's worth asking anyways.

Assuming you can't, feats (if you can get Flaws):
1. Spell Focus: Conjuration
F. Cloudy Conjuration [Complete Mage]
F. Wild Cohort (http://archive.wizards.com/default.asp?x=dnd/re/20031118a)
Wizard Bonus. Augment Summoning
3. Beckon the Frozen [Frostburn]
MS Bonus. Skill Focus: Spellcraft

Cloudy Conjuration could plausibly be something else too, but 10' diameter cloud that sickens living and provides concealment as a free bonus every time you cast Conjuration is really quite nice. Wild Cohort gives you a decent, reliable bruiser (I recommend a war-trained Riding Dog with some heavier Barding). Fiery Burst [Complete Mage] could also be picked up on level 3 to give you sustained 10' radius 2d6 damage bursts as long as you keep a 2nd level fire spell prepared (3d6 once you get level 3 spells). Acid Splatter requires a touch attack and it's not an AOE but the element is better. On level 9 you'll be able to pick up Summon Elemental. However, as you are a summoner and have a Wild Cohort, that doesn't seem necessary to me. Your level 6 feat should certainly be Rashemi Elemental Summoning [Unapproachable East]: suddenly your Summons can act as blast spells too. Other options of note include Twin Spell + Metamagic Reducers (a whole bunch of summons generally gets the job done) - or in general, metamagic. However, that would be very feat intensive.

For weapons, carry a Longbow (if Elf and neutral/positive strength) or a Light Crossbow, Alchemist's Fire (a fine weapon, essentially does 2d6 as a touch attack, can be crafted with Craft (Alchemy)), and that's about it. Don't rely on your spells to keep going. Your summons, companion, and possible reserve feats should be your primary source of damage though. Oh, and level 2 does offer (mediocre) Conjuration (Fire) spells such as Blades of Fire [Complete Arcane] to feed your Fiery Burst in case you ban Evocation and want to pick it up.


Skills

Always max:
Knowledge (Arcane)
Spellcraft
Concentration

Malconvoker:
Knowledge (The Planes)
Bluff [cross-class 4 ranks for Malconvoker access]
Speak Language (to master all the languages your summons might use - you'll need Infernal/Abyssal/Celestial/Ignan/Auran/Aquan/Terran and you'll probably want Draconic anyways, and you don't want to waste Tongues every time you need to give something orders - this means 6 cross-class ranks in addition to 20 Int)

Others:
Knowledge (Local/Nature/Dungeoneering/Religion) [at least 1 rank]
Craft (Alchemy)
Tumble
Ride (in case you want to buy and use a mount which is probably a good idea; keeps you safe)
Spot/Listen
Other Knowledges


Malconvoker Handbook (http://www.minmaxboards.com/index.php?topic=2791.0) is a good resource particularly for getting to know the creatures you want to use.
The master list (http://web.archive.org/web/20080203024835/http://forums.gleemax.com/showthread.php?p=14042017) is luckily in the Web Archives.

SangoProduction
2016-08-02, 03:49 PM
Edition? Races that interest you? Is LA buyoff in play?

SHOOT! I thought I tagged this as pathfinder. so sorry! I don't think LA buyoff is a thing

Eldariel
2016-08-02, 04:03 PM
Well, then you probably won't have access to Malconvoker, but PF summons pack some serious beef. Thus, I recommend building around summoning anyways; sadly I can't give you a build as I don't have a PF-ready one handy right now.

SangoProduction
2016-08-02, 04:06 PM
Well, then you probably won't have access to Malconvoker, but PF summons pack some serious beef. Thus, I recommend building around summoning anyways; sadly I can't give you a build as I don't have a PF-ready one handy right now.

Thanks for the malconvoker build though.

Eldariel
2016-08-02, 04:32 PM
I did some quick checking on PF sources: this guide (https://docs.google.com/document/d/16dZ5SBQMS1Yi6531tXOkKE_rmXEwn4VFacOEQKiHA5E/edit?pli=1#) seems to cover some decent stuff about summoning and Wizards. Most importantly, Acadamae Graduate (http://www.d20pfsrd.com/feats/local-feats/acadamae-graduate-local-1)-feat allows you to get standard action summons. Thus, I recommend

Human Conjurer barring Evocation/Enchantment thusly:

1. Acadamae Graduate
B. Spell Focus: Conjuration (Pathfinder Society makes one trade the Scribe Scroll for Spell Focus)
B. Augment Summoning

3rd feat is augment summoning if you can't swing the PF Society replacement, or perhaps stuff like Superior Summoning (http://www.d20pfsrd.com/feats/general-feats/superior-summoning).

You'll probably want a familiar (again, spot and such; they get your skill ranks too so they can act as skill monkeys) and probably the teleportation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/conjuration/teleportation) alternative class feature for Conjurers. Acid Dart is rather useless so good riddance; bows, alchemical equipment and cantrips are basically just as good. The Summon Duration one is pretty nice too. Teleportation isn't as good as Abrupt Jaunt but it's still a lifesaver.

Dunno if you get Traits but if you do, you can always pick up two of the metamagic reducer ones. Alternatively, something that gets you Perception bonuses is nice. And you definitely want to put ranks into Perception and Acrobatics, as well as all the Knowledges as before. With PF skill system, you will never fall behind due to cross-classing so such skills remain tremendously useful throughout. You could also take some of the Initiative bonus traits and perhaps a familiar. PF Familiars are really quite solid; the guide has some good options.

Amphetryon
2016-08-02, 05:35 PM
Another option:

Dhampir Undead subschool Necromancer, with Evocation/Divination as opposition schools.

Traits: Numerological Gift, Arcane Temper.

Feats: (PFS replacement for Scribe Scroll) Spell Focus: Necromancer, Command Undead, Skeleton Summoner, (5) Undead Master.

Eldariel
2016-08-02, 05:50 PM
Another option:

Dhampir Undead subschool Necromancer, with Evocation/Divination as opposition schools.

Traits: Numerological Gift, Arcane Temper.

Feats: (PFS replacement for Scribe Scroll) Spell Focus: Necromancer, Command Undead, Skeleton Summoner, (5) Undead Master.

And regardless of whether you go Necromancer or not, as long as you don't ban Necromancy (or hell, even if you do) you can just use Lesser Animate Dead (http://www.d20pfsrd.com/magic/all-spells/a/animate-dead) for an extra piece of beef on level 5. There are some 5th level Improved Familiars that perform decently in combat too, particularly with buffs like False Life, Mage Armor, Greater Magic Weapon and Haste - though probably you'll want to wait until 7th level for that.

CasualViking
2016-08-03, 06:05 AM
Wizards are pretty much the worst summoners: Must use Academae Graduate to get standard action summons, and can't get minute/level summons. You can use Alter Summoned Monster to trivially get hours/level summons if you think you can get away with it. If you do that, you should probably pretend that you can only have 1 summon out at a time.

Instead, I'm going to build you a Halfling Evoker with a powerful totem creature to guard his back (and serve as a flying mount)
Str 5, Dex 16, Con 16, Int 18, Wis 10, Cha 9.
Racial Abilities: Caretaker, Fey Thoughts (Perception and Stealth class skills), keen senses. FCB: 4*+½ to effective familiar level. Languages: Common, Halfling, dwarven, elven, draconic, goblin.

Wizard (Spirit Binder) 4.
Arcane Bond: Soulbond Familiar
Arcane School: Evocation (Admixture): Intense Spells +2, Versatile Evocation 7/day. Opposition Schools: ???, ???.
Feats: Spell Focus (Evocation), Mauler's Endurance.
Traits: Student of Philosophy, Magical Lineage (Fireball).
Skills: Perception +11, Stealth +14, Bluff +8, whatever.

Hawk Mauler Familiar, formerly a Ranger, in battle form:
Medium magical beast
Str 16 [6 (Hawk) +2 (battle form) +4 (polymorph from tiny size) + 2 (increased Strength) +2 (Caretaker)], Dex 15, Con 11, Int 6, Wis 14, Cha 7.
AC 15 (+3 nat, +2 dex)
Saves: Fort +4, Ref +6, will +3
Attack: 2 talons +8, 1d8+3
Special: Bond Forged in Blood
Feats: Flyby Attack (instead of weapon finesse), (taking power attack at level 5)

Kurald Galain
2016-08-03, 06:15 AM
Wizards are pretty much the worst summoners: Must use Academae Graduate to get standard action summons, and can't get minute/level summons.

Wait, what?

Most summoning classes can't get standard action summons at all, and some of them are stuck with the less powerful Summon Nature's Ally line instead of Summon Monster. I mean, obviously a class named "summoner" is going to be a better summoner than a wizard, but other than that, wizard remains one of the top choices here.

Eldariel
2016-08-03, 06:41 AM
Wizards are pretty much the worst summoners: Must use Academae Graduate to get standard action summons, and can't get minute/level summons. You can use Alter Summoned Monster to trivially get hours/level summons if you think you can get away with it. If you do that, you should probably pretend that you can only have 1 summon out at a time.

Considering it's an all-Wizard campaign, there's no competition. The primary advantage of summons is the spell economy: a party relying on blasting to finish the disabled enemies off will be running out of spells much quicker than a party using a summon or two for the job instead, particularly on these levels. Besides, Wizards can summon and do Wizard-things: thus having a Wizard in a slot can always be vindicated over of a summoner of another class.