Wizard Guide

## Role

\*\*\*Damage: there are plenty of damaging spells, but better uses for spell slots

\*\*\*Debuff: Lots of spells to exploit enemy weaknesses

\*\*\*\*Support: Plenty of ways to help and buff

\*\*\*\*\*Utility: The ability to do pretty much anything, though not everything

\*Tank: please don’t

## Ability Scores

#2 stat Depends largely on arcane discipline, \*\*\*\*4stars for whatever your casting stat is

\*Power: No reason to go into melee, touch attacks can be made better with plenty of feats

\*\*Finesse: Nice for ranged touch attacks and initiative

\*\*\*Grace: You’ll need some AC since no armor

\*\*\*\*Vitality: please stay alive so you can get the crazy good spells

\*Stature: Not a huge thing to need, don’t dump too hard for some more HP

\*\*\*\*\*Intellect: Your thang. Get it as high as you can

\*\*Acumen: Good for knowing what’s going on, some applicable abilities

\*Resolve: Not necessary, you’re allowed to be scared

\*\*Ego: good to help those resists

\*Charm: not really your job

## Basics

\*D4 HD:bad

\*\*\*Skill Points: you’re a genius, you’ll make 1+I go far

\*Class Skills: sad. Grab some extras with traits if you don’t want to waste ranks

\*Good Resistances: not the best

\*Proficiencies: grab that crossbow and dagger and pray

\*\*CB: high enough for your touch attacks to hit

\*\*\*\*MB: There we go

## Features

\*\*\*\*Spellcasting:

Lots of spells, fill that book and get funky with it, helped even more by….

\*\*\*Arcane Discipline:

Spells from nearly any list plus some other goodies

* \*\*\*Demoniac: Ego is a good stat to have and eldritch has some nice spells. The boon is a nice but weird touch.

* \*\*Ectomancer: Aberrant is nice, and Acumen comes in handy. Close Range sucks for you though

* \*\*\*Enchanter: Charm is fun to be the smart party face, and dramaturgic gets a lot of good buffs. Diplomacy and perform are not your priority

* \*Kineticist: no cross list spells, needs Power, i guess combat casting helps a little. But no thanks. I mean it’s funny though, esp when we get to assistants

* \*\*\*\*Natural Philosopher: Acumen good, alchemy has lots of fun spells, Brew Potion is an awesome feat for you

* \*\*\*Viridian: Acumen is nice, and halcyon list is so different from arcane it really expands your utility, nature as a class skill is dumb

\*\*\*Scribe Scroll:

Cool i guess, it’s nice to have

\*\*\*\*Magician’s Assistant:

Each one comes with tons of customization within, lots of boons and bonuses

\*\*\*\*Familiars: a little sentient helper that can solve lots of problems for you. They have even fewer HP than you so you’ll need to be careful with them, but if they die, that’s not a huge deal.

\*\*\*Form Boons: nice small bonuses and more skills

\*\*\*Amphibian: nice tolerance, insight very useful

\*\*Cat: more health is god at lvl 2, lame later on. Acrobatics is ok

\*\*\*\*Fowl: spot is great, and they can fly

\*\*\*Lizard:tolerance is good, sense can come in handy a lot

\*\*\*Primate: Craft and tinker will likely both be useful

\*\*\*Rodent: sneaky mages will appreciate

\*\*\*Serpent: tolerance is nice, intimidate can be fun

\*\*\*Base Ability Scores: they make good scouts, have an ok bonus to hit, and pretty high AC

\*\*\*\*Arcane Channel: a wide variety of interesting bonuses to augment your casting with relation to your little buddy

\*\*\*\*Displacing: great to distance the spell’s effect from yourself.

\*\*\*Guiding: nice bonus if you plan on using a lot of rays, pick up Ranged Flank for more bonuses here.

\*\*\*Harrying: protection if you imagine yourself caught in melee.

\*\*Intensifying: +1 DC and SF is cool, less game changer than most

\*\*\*Perpetuating: free extended duration, risky to use on debuffs

\*\*\*Reforming: Eating your familiar for power, neat, but gross

\*\*\*\*Storing: neat to have a spell stored in an emergency

\*\*\*\*Strategising: tons of potential, take a look at: Back to Back, Escape Route, Helping Hands, Playful Banter, Reckless Aim, Strength in Numbers, Watch Party, Barrage

\*\*\*\*Wands: Become better at what you already do, no fuss, just keep your wands held high.

\*\*\*Boon: Cool bonuses that give you a little special help

\*\*\*Bone: you suck at these and they are important

\*\*\*\*Bronze: Very useful abilities

\*\*\*\*Iron: Who doesn't love DR

\*\*Obsidian: I’m watching you, kineticist….

\*\*\*Wood: I mean you need it

\*\*\*\*Staves:tons of defensive abilities, a more robust caster, and a kineticist one

\*\*\*Source: very diverse options

\*\*\*Osteofied: decent survival tools, some exploitable elements

\*\*\*2nd:Ego is nice for demoniac, but grace penalty means low ac. Death effects are super common so that’s great to have. Destroyed on death doesn’t matter too much, you have bigger problems

\*\*\*\*4th: Natural armor is nice, low scaling but comes in handy

\*\*\*8th: Good resistance to not fail

\*\*12th: This shouldn't come up, but if you happen to make friends with an undead, it’s a free healing stick.

\*\*\*16th: Cover it in bones and it will have equal HP to you

\*\*\*\*20th: Can save your butt, but you’re in bad shape

\*\*\*Lignant: unique abilities, but underwhelming until 20th level

\*\*\*2nd: You can heal it with spells! And talk to plants? Don’t let it get poisoned I guess but not a huge worry

\*\*\*4th: minor abilities, but comes in handy

\*\*\*8th: very minor healing, but you otherwise don’t have much access to it

\*\*12th: this shouldn’t happen,

\*\*\*16th: neat i guess, it sticks around more

\*\*\*\*\*20th:Awesome. Don’t let anyone take it away from you no matter what

\*\*\*Reticent: funny effects, different playstyle

\*\*\*2nd: +1C is nice, ad int to sneaking with tricky spells

\*\*4th: fun RP, doesn’t do much

\*\*\*\*8th: You are a freaky shapeshifter now

\*\*12th: never let it out of your sight

\*\*\*16th: Always get it back, or send it somewhere useful

\*\*\*\*20th: very cool, lots of things to pick from

\*\*\*Starforged: Powerful trade-offs, good when used carefully

\*\*2nd:Int is awesome, but that V hurts. become a lightning rod.

\*\*\*4th: cool i guess

\*\*\*\*8th: can come in handy, like featherfall but no prep

\*\*12th:don’t touch the sparkle stick

\*\*\*16th: can come in handy, but other wizards are laughing at you

\*\*\*\*20th: prepared immunity is great if you know what you’re doing

\*\*\*Fabrili: Fine, kineticist, go for it. 2 stars for anyone else

\*\*\*2nd: more power, free sword, get shwingin’

\*\*\*\*4th: you are now very good at this, for some reason

\*\*\*8th: its not my fault you get murdered for being in melee

\*\*12th: cut its own way out of a bag

\*\*\*16th: nice AC bonus, which you’ll need

\*\*\*\*20th: Healed with blood of your enemies

\*\*\*Mechanus: weird bonuses, stituationly strong

\*\*\*2nd:F is ok, murder robots a lot

\*\*\*\*4th: Awesome way to fix yourself up

\*\*\*8th: neat, helpful for stackin on previous

\*\*12th: try not to let them touch your stuff

\*\*\*\*16th: don’t let it leave your hand!

\*\*\*20th: nice immunities

\*\*\*Petranum: a sturdy build, gives me dwarf wizard vibes

\*\*\*\*2nd: R can be good, and I love the DR, be slow, it’s ok.

\*\*\*4th: mitigation is cool

\*\*\*\*8th: Even more DR, this can really come in handy

\*\*12th: A fire hazard

\*\*\*16th: can’t be sundered, which is nice

\*\*\*\*20th: use with caution, but very strong

\*\*\*Vitreulic: great action economy boosts

\*\*\*2nd: neat set of bonuses, act fast in initiative

\*\*\*\*4th: very useful, take \*\*\*\*Swift Spell

\*\*\*\*8th: disengage, hide, move, aid, medicine, lots of options

\*\*12th: bad, and animals can take your stuff

\*\*\*16th: at this level, should come in handy

\*\*\*20th: bizarre, but potentially great, design your little Apt.

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\*\*\*Bonus Feats:

Cool, feats to help your magic go magicyer

\*\*\*Arcane Mastery:

Alright, I won’t look a gift limited spontaneity in the proverbial mouth

## Species

\*\*\*\*Human: +2 to both your casting stats and a feat, always nice

\*\*\*Dwarf: No int bonus is lame, but the rest is decent enough to work just fine

\*\*\*\*Elf: A good set of abilities, and bonuses for casting, you’ll be squishy as hell

\*\*\*\*Half-Elf: best of both honestly, highest potential Int and no V penalty, good traits too

\*\*Half-Orc: Even without an Int penalty there’s not a lot of what you need. Ok for survival or kineticist.

\*\*\*Halfling: decent stats for sneaky mage, no int bonus

\*\*\*\*\*Gnome: int bonus, ego bonus, Vitality bonus, magic bonuses, too good!

\*\*\*Goblin: not int bonus, but the rest is workable

##### Easy Build:

Species: Elf

Ability Scores: I > A > V > G > F > R > S > E > P > C

Feats:Tough, Improved Initiative, Resistor, Spell Focus Focus, Spell Focus Focus Focus, Ray Focus, Spell Specialization, Improved Spell Specialization, Extra Spell Aspect, Defensive Training

Traits: Reactionary, Spell Aspect Initiate, Practiced, Rugged, Techie, Retreat

Arcane Discipline: Viridian.

Magician’s Assistant: Staff (Lignant)

Bonus feats: Memorized Spell, Efficient Construction, Empower Spell, Extra Spell Aspects, Combat Casting,