7th Level Caster: Build help.

I'm about to join a game and have been asked to make a spell caster. The group needs both a "mage" type and a "healer" type. For the purpose of the story it would be best if I were an Elf.

I was thinking of making a Mystic Theurge. But was wondering if they're any other builds that would suit this build just as well. Like to open my options to as many things as possible.

The rules given to me are:

7th Level

32 Point buy (based on DnD 3.5)

20,000 starting gold.

No spending limits (i.e can spend more than half on something if I wish.)

I can use the Magic Item compendium from DnD other wise I am restricted to the Pathfinder books only.

That's pretty much it.

Thanks for any help or suggestions. :)
 

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StreamOfTheSky

Adventurer
What do you mean by a "mage"? A blaster? Area of effect control? Taxi service? Item identification?

Who else is in the party? A cleric or druid can cover many roles a wizard could, just not all of them, so it depends on what you need. A witch is a mage with (kinda weak) healing, but with a VERY focused spell list on debuffs and mind-affecting save-or-lose abilities, many of them single target.

I'd try making one of those classes work for what the party needs before doing a Mystic Theurge. If you go divine caster, try and finagle Half-Elf, regular Elf is basically only good for int-based classes. The con penalty really hurts; suffering that AND not getting a boost to your casting stat is pretty unfortunate.
 

Just got off the phone with my DM and got some more info from him.

The group is: Paladin, Druid, Rogue, Ranger, Sorcerer.

Paladin is a "classic" sword and board build.
Rogue is a Range/Melee build (support)
Ranger is a two weapon build
Druid is being played by a new guy who's never played before so it's pretty straight foward build.
Sorcerer is a Mobile firing platform.

I STILL however, HAVE to make a spell caster class and still HAVE to be an Elf for sake of the story. BUT now I'm free to build pretty much whatever I like since between wands and the Druid and Paladin they have healing covered and the Sorcerer is all blaster.

I'd still like to build something versatile since a blaster is already covered. Maybe handle a little of each of he non "fireball everything that moves" duties of a wizard. Possibly build towards a Lore Master or something.


Thanks for your help.
 

I'd go with the GOD wizard from Treantmonk's Guide on wizards. This is a conjuror and summoner build, but basically you get to be the controller of the battlefield. It's a pretty in-depth guide on how to do it where he covers almost everything you need to know and guess what? ELF is the preferred class by him!

From the looks of your group this might be the perfect fit for you.
 

Well, I found out from him we are going to be facing a lich and "buy and prepare" spells and items appropriately.

I'll be joining the group before they set off for the "finale" confrontation with the current story lines "boss"

So anything in particular I should prepare or more to point. Any items I should look into buying as a Wizard to do battle with a lich.

Thanks both of you for all your help. While I haven't settled on any one build It was nice just to have the feed back.
 

I'd look into things that would help your spells to hit the lich making it harder (or nearly impossible) to save vs. them, things that damage undead (holy, silver, etc), and protections against fear effects and other spells/abilities that undead are known for. In the guide that I linked above, there is a list of good equipment choices for a wizard to have as well. I'd have to really look over the other stuff to give you specific examples and I'm at work right now so I don't have access to everything that I need to really flesh out the items I'd take along with me.
 

blargney the second

blargney the minute's son
Bard. When every base is already fairly well covered and you have a lot of party members throwing out lots of attacks, bards are the bomb. Animal companions, mounts, and summons are all party members that benefit fully from bardy buffs.

If you feel like it, you can also kit your bard out to be an extraordinarily competent anti-spellcaster.
-blarg
 

SteelDraco

First Post
You could go with a Dex-based magus. Elf magus would be pretty traditional fighter-mage archetype if you're not worried about the healing duties. They can blast if necessary, but they're better at mixing it up with a bunch of buffing spells active. They can get a lot of the movement stuff that a mage can use to prevent melee characters from engaging, too. A few of the magus arcana focus on fighting other spellcasters - they can take Disruptive and Spellbreaker as class abilities. Might be something to consider if you don't like going straight spellcaster.
 

Herobizkit

Adventurer
Following the Bard suggestion, there's a really cool Bard archetype called Arcane Duelist which basically gives you a Fighter-Mage geared toward Mage elimination. Also, as a Bard, Cure spells are on your list.
 

Tinner

First Post
Go with the Bard.
Play as a support unit/backup healer.
Use Dispel Magic to counter the Lich's spellcasting. Spring attack around the battlefield setting up flanking and fighting with your keen rapier.
Buff the party with Bardic performances, and judicious use of Moment of Greatness.
After you kill the lich, be sure to use Treasure Map to find out where all his best loot is stashed.

Here's the build I would go with ...

OGREHATESCOMPUTERS'S ELF BARD CR 6
Male Elf Bard 7
CG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +12
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 17. . (+7 armor, +3 Dex, +1 dodge)
hp 35 (7d8)
Fort +2, Ref +8, Will +5
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Keen Rapier +8 (1d6+1/15-20/x2)
Special Attacks Bardic Performance (move action) (20 rounds/day), Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 17), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Suggestion (DC 17)
Bard Spells Known (CL 7, +7 melee touch, +7 ranged touch):
3 (2/day) Cure Serious Wounds (DC 17), Dispel Magic
2 (4/day) Sound Burst (DC 16), Cure Moderate Wounds (DC 16), Create Treasure Map, Ghostbane Dirge (DC 16)
1 (5/day) Comprehend Languages (DC 15), Hideous Laughter (DC 15), Cure Light Wounds (DC 15), Chord of Shards (DC 15), Moment of Greatness
0 (at will) Know Direction (DC 14), Read Magic (DC 14), Detect Magic, Mending, Prestidigitation (DC 14), Message
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 19
Base Atk +5; CMB +5; CMD 19
Feats Bard Weapon Proficiencies, Dodge, Elven Weapon Proficiencies, Mobility, Spring Attack, Weapon Finesse
Traits Dilettante Artist: Perform (Sing), Perform (Dance), Warrior of Old
Skills Acrobatics +14, Bluff +15, Climb +7, Diplomacy +5, Escape Artist +0, Fly +14, Heal +7, Perception +12, Perform (Dance) +14, Perform (Sing) +15, Ride +0, Sense Motive +15, Spellcraft +11, Stealth +10, Swim -3, Use Magic Device +14
Languages Common, Draconic, Elven
SQ Bardic Knowledge +3 (Ex), Elven Magic, Lore Master (1/day) (Ex), Versatile Dance +14 (Ex), Versatile Singing +15 (Ex), Well Versed (Ex)
Combat Gear +1 Keen Rapier, +1 Mithral Breastplate; Other Gear Wand of Dispel Magic
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.
Bardic Performance (move action) (20 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
Dilettante Artist: Perform (Sing), Perform (Dance) You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Versatile Dance +14 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Singing +15 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
 

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