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.

Synonyms:
The Base Wizard
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