Wizard – The Base Wizard – Pathfinder 1E
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The Base Wizard
The classic Wizard is one that is prepared for any eventualities, and can with but a spell turn around an entire combat on its head. This is what we will be achieving with this build.
Class
Wizard 20
Favored School
Divination
Opposition Schools
Evocation, Necromancy
Race
We will go for an Elf with the Fleet-Footed Alternate Racial Trait.
Ability Scores
Round up Con if odd, otherwise everything in Intelligence.
15Point-Buy
Str 7/Dex 16/Con 12/Int 20/Wis 7/Cha 7
20Point-Buy
Str 7/Dex 16/Con 13/Int 20/Wis 9/Cha 7
25Point-Buy
Str 7/Dex 18/Con 12/Int 20/Wis 11/Cha 7
Traits
Reactionary of course for more Initiative, and the second one is up to you.
Favored Class Bonus
We are putting everything in HP with these.
Skills
Spellcraft and various Knowledge and Crafts.
Feats and Arcane Discoveries by Level
1-Improved Initiative Elf Bonus-Run
Wizard Bonus 1-Scribe Scroll
3-Toughness
5-Craft Wondrous Items Bonus
5-Fast Study
7-Extend Spell
9-Craft Magic Weapons and Armor
Bonus 10-Opposition Research(Evocation)
11-Quicken Spell
13-Craft Construct
15-Craft Rod
Bonus 15-True Name
17-Craft Ring
19-Craft Wand
Bonus 20-True Name
We get the two Metamagic feats that we really need to be the best Battlefield Controller, namely Extend Spell and Quicken Spell, we otherwise get a variety of Craft feats, eventually getting Craft Construct, allowing us to go around with a Golem (our aim at high level is an Adamantine Golem). Fast Study lets us prepare our spells in the morning much faster, Opposition Research lets us use Evocation spells without each spell eating two spell slots which is great, and we get two True Names. I recommend one Fiend and one Celestial, both can have up to 18HD so you have many options there. Summoning these two is essentially free but don’t forget to reward both accordingly to make sure they don’t stab you in the back. To give you a vague idea of how op this is: a Planetar Angel has 17HD and a Marilith has 16HD.
Remember how the Summoner is op? Yeah, you can do his Eidolon, but better. The only reason the Summoner is better is because he can do it from the get go and you have to wait a long time to do it. But when you do boi. You could technically spam all your lvl 11+ feats into this ability but we want our GM to not completely and utterly hate us here, so between two 18HD Outsiders and an Adamantine Golem, you’ll need to be content with this.
Also, if you follow my Arcane Bond counsel and take a Compsognathus Familiar, at lvl 1 your Initiative will be +17. Unless your GM unilaterally decides you don’t, you are going first.
Arcane Bond
As mentioned, do yourself a favor and get a Compsognathus Familiar.
Spells
Fabricate+Iron Wall for infinite money shenanigans(useful to create Adamantine Golem), Color Spray will be your main spell early on. Mage Armor will give you some good AC. Otherwise focus on Battlefield Control spells: Create Pit, Black Tentacles, Web, Information Gathering Spells: Scrying, Arcane Eye, Invisibility, Summon Monster and other various utility spells Rope Trick, Tiny Hut, Contingency, Teleport.
Equipment
Frankly, all you need are your Craft Tools, your Spellbook and your Component Pouch. If you absolutely must, grab yourself a Shortbow, I guess.
Final Thoughts on the Build
So at lvl 20 you will auto roll 46 on all Initiative Checks, will be going around with two 18HD Outsiders, have a Adamantine Golem(or two or three), and that’s before casting spells or using Craft shenanigans to have a million Intelligent Magic Items that all will be able to cast spells on their own to help you too.
Wizards have a reputation for a damned reason and I believe this build is an “nuff said” in and of itself.