Wizard is a class in Pathfinder: Wrath of the RighteousWizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school.

 

"Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire."

  

 

Wizard Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +4
  • Skill Points per Level: 2
  • Level 1 Base Attack Bonus: +0

Skills

 

Wizard Features

  • Arcane bond
  • Cantrips
  • Wizard Bonus Feat
  • Specialist School
  • Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

 

Spellcasting

  • The Wizard can cast up to 9th level spells. Wizards cast spells drawn from the Wizard spell list.
  • The Wizard must prepare their spells ahead of time. They know a limited number of spells, but can scribe additional spells into their spellbook using scrolls.
  • The Wizard is an arcane spellcaster, and is subject to a chance to have their spells fail when wearing armor.
  • The Wizard uses their Intelligence score to determine their bonus spell slots and spell save DCs.
  • The Wizard can gain additional spells from their Specialist School.

 

Wizard Video Guide

 

 
 
 
 
 
 
 
 
 

 

 
 
 
 
 
 
 
 
 

 

Wizard Archetypes

 

Arcane Bomber

Bonus: Spellblast Bombs

Penalty: More opposition schools, No Arcane Bond

Thassilonian Specialist

Bonus: Additional Spell Slots

Penalty: Less choice in opposition school, Remove opposition school spells from wizard spell list

 

Exploiter Wizard

Bonus: Arcanist Exploits, Arcane Reservoir, Greater Exploits

Penalty: No Specialist School, No Arcane Bond

Elemental Specialist

Bonus: Focused Element, Specialist School - Evocation

Penalty: No Specialist School choices, Opposition School

Spell Master

Bonus: Arcane Bond - Object, Focused Spells, Specialist School - Universalist, Item Bond Specialization

Penalty: No Arcane Bond choices, Less Wizard Bonus Feat

 

Cruoromancer

Bonus: Blood Infusion, Commanding Infusion, Specialist School - Necromancy

Penalty: No Arcane Bond, No Specialist School choices

 

 

 

 

 

 

Wizard Familiar

Name Bonus
Cat Familiar +3 Stealth checks, +2 Perception checks
Centipede Familiar +2 Will saves, +2 Perception checks
Chicken Familiar +3 hit points, +2 Perception checks
Dog Familiar +3 bonus on Lore(Nature), +2 Perception checks
Duck Familiar +3 bonus on Knowledge(World), +2 Perception checks
Hare Familiar +4 Initiative checks, +2 Perception checks
Jerboa Familiar +3 Athletics checks, +2 Perception checks
Lizard Familiar +1 natural armor bonus to AC, +2 Perception checks
Monkey Familiar +3 Mobility checks, +2 Perception checks
Rabbit Familiar +2 Reflex saves, +2 Perception checks
Rat Familiar +2 Fortitude saves, +2 Perception checks
Tarantula Familiar +3 Athletics checks, +2 Perception checks
Viper Familiar +3 Persuasion checks, +2 Perception checks

 

Wizard Progression

 

 

Level

 

Base Attack Bonus

 

Fort

 

Ref

 

Will

 

Special

Spell slots

 

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level 1 +0 0 0 +2 Arcane bond, cantrips, Wizard Bonus Feat, Specialist School, Wizard Proficiencies  1  - - - - - - - -
Level 2 +0 0 0 +3    2  - - - - - - - -
Level 3  +1 +1 +1 +3    2  1  - - - - - - -
Level 4  +1 +1 +1 +3    3  2 - - - - - - -
Level 5  +2 +1 +1 +4 Wizard Bonus Feat  3  2 1 - - - - - -
Level 6  +2 +2 +2 +5    3  3 2 - - - - - -
Level 7  +3 +2 +2 +5    4  3 2 1 - - - - -
Level 8  +3 +2 +2 +6    4  3 3 2 - - - - -
Level 9  +4 +3 +3 +6    4  4  3 2 1 - - - -
Level 10  +4 +3 +3 +7 Wizard Bonus Feat  4  4  3 3 2 - - - -
Level 11  +5 +3 +3 +7    4  4  4  3  2  1 - - -
Level 12  +5 +4 +4 +8    4  4  4  3  3 2  - - -
Level 13  +6/+1 +4 +4 +8    4  4  4  4  3 2 1 - -
Level 14  +6/+1 +4 +4 +9    4  4  4  4  3 3 2 - -
Level 15  +7/+2 +5 +5 +9 Wizard Bonus Feat  4  4  4  4  4  3 2 1 -
Level 16  +7/+2 +5 +5 +10    4  4  4  4  4  3 3 2 -
Level 17  +8/+3 +5 +5 +10    4  4  4  4  4  4 3 2 1
Level 18  +8/+3 +6 +6 +11    4  4  4  4  4  4  3 3 2
Level 19  +9/+4 +6 +6 +11    4  4  4  4  4  4  4 3 3
Level 20  +9/+4 +6 +6 +12 Wizard Bonus Feat  4  4  4  4  4  4  4 4 4

 

Wizard Abilities

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Arcane Bond

At 1st level, Wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses, while a bonded object is an item a wizard can use to cast additional Spells.

wizard_bonus_feat_icon_pathfinder_kingmaker_wiki_guide_80px
Wizard Bonus Feat

At 1st, 5th, 10th, 15th, and 20th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

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Wizard Proficiencies

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Scribe Scrolls

Allows you to craft scrolls during camping.

 

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Cantrips

Wizards can cast a number of Cantrips, or 0-level spells. These Spells are cast like any other spell, but they are not extended when cast and may be used again.

Specialist School

A wizard that chooses to specialize in one school of magic, gaining additional Spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Wizard that does not select a school receives the universalist school instead.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional Spell slot of each spell level he can cast, from 1st on up. Each day, a Wizard can prepare a spell from this specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. 

 

Classes
Alchemist  ♦  Aldori Swordlord  ♦  Arcane Trickster  ♦  Arcanist  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Bloodrager  ♦  Cavalier  ♦  Cleric  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Eldritch Knight  ♦  Fighter  ♦  Hellknight  ♦  Hellknight Signifer  ♦  Hunter  ♦  Inquisitor  ♦  Kineticist  ♦  Loremaster  ♦  Magus  ♦  Monk  ♦  Mystic Theurge  ♦  Oracle  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Shaman  ♦  Skald  ♦  Slayer  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Student of War  ♦  Warpriest  ♦  Winter Witch  ♦  Witch

 




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