| Post/Author/DateTime | Post |
|---|---|
| Telgias03-27-05, 06:02 PM | My gaming group is starting a new campaign and we are all making new characters. Iv always been a fighter or someone in the heat of the battle but now i want to try out a mage. I need some advise on making this human mage (also im open to suggestions in changing the class or race) |
| Steel Dragon03-27-05, 06:24 PM | What kind of mage are you looking for? What books are being used in the campaign? How strict is the DM on Material Components and outside sources? What level is the game starting at? |
| Mirikon03-27-05, 07:00 PM | Well, going by the core classes only, the three mage-ish classes would be Wizard, Sorcerer, and Bard. If Complete Arcane is allowed, that also adds in Wu Jen, Warlock, and Warmage. Wizard-- The big bad of the arcane classes. Ask anyone what the three most powerful core classes are in the game, and the Wizard is pretty much guaranteed to be in there somewhere. He has the biggest spell list of the arcane caster classes, and he can know every spell on his list, though it costs him. The drawback? You are the weakest at melee. Period. d4 HD, not even proficient in all simple weapons, no armor. Get yourself a crossbow, and stay way the hell back from the fight. If people break through the lines and you're out of spells, turn and run. You don't want to be in melee. Trust me on this. On the plus side? Did I mention that you can have pretty much any arcane spell, and even make some up? If you have the gold, always add any spells you can to your book. Use your bonus feats for Item crafting. Twin spell or Quicken spell are also nice, as are Maximize and Empower. The others are personal preference, really. For day to day travelling, pick a wide variety of spells. Pick different spells when you know what is ahead of you. If you can find one, grab yourself a Ring of Invisibility, or make it yourself. You'll thank it profusely for the times it will save your ass. Sorcerer-- Second of the Core arcane classes, this class is simpler on the playing side than the Wizard. You still suck at melee, but you have more spell slots, and can cast spontaneously. Downside is that you have a short list of spells. Selecting the spells you get becomes key. Magic Missile is always your friend, remember that. Disrupt Undead is also good. Sleep is good for the beginning. Switch it out the first chance you get, though, as the 4HD cap makes it useless later on. Spells like Burning hands, Scorching Ray, and Fireball are damn good. For feats, load up on metamagic. Energy Substitution and Energy Admixture are a must. With so few spells, it helps to be able to change up your spells as you cast. Forget about crafting feats, leave that to the wizard. Bard-- The much maligned bard. Actually this class really isn't that bad, though it tends more to a support role. You get to wear armor, which is a good thing, though. You are ok at many things, good at none, bad at none. This is especially good for a party of one fewer people than the normal 4, or greater than the normal 4, as you get some melee ability, lots of skills, as well as both arcane spells and healing magic. Always keep your Use Magic Device skill maxed out. Being able to use scrolls made by the party wizard will save your ass sometimes. Those who say different tell hateful lies, as they have never seen the power of what two five die fireballs cast simultaneously can do to a large goblin warband (complete with wargs). That encounter never got to initiatives. Bardic music is also good. Just remember, you're a support character in combat, but in towns you should probably step forward as the leader, as you most likely have the highest charisma of the group. The bard is not the recipe for ubermage builds, but it can be very fun to play. Wu Jen-- Basically a more complicated wizard, with an oriental feel. I don't recommend it for people unfamiliar with arcane casting classes, as some of its mechanics can be strange. Warmage-- This is the class for anyone who's ever seen a fireball, and wanted to cast them over and over and over. You are the howitzer of the D&D world. Field artillery. THat's pretty much all I can say about it. Warlock-- My favorite of the new classes. You have the smallest 'spell' list. However most of them work 24 hours at a time, and all are useable at will, as a standard action. Eldritch Blast is the main trick here, and the good thing is that it works on the opponent's Touch AC. This is a good thing, since it doesn't exactly have great BAB. On the plus side, you get to wear armor, and you never run dry. I recommend skipping most of the Eldritch Essence and Blast Shape invocations. The other ones are just to good (Fly at will, invisibility at will, at will true seeing...). There are a couple must have Essence and blast invocations, though. Hideous Blow lets you channel a blast through a melee strike. Very cool. Vitrolic Blast deals acid damage, ignores spell resistance, and does 2d6 extra acid damage on the round you hit the creature, and for 1 additional round for every 5 caster levels. And those effects stack. Utterdark Blast is also another good one. Negative levels on an eldritch blast can help, a lot. This class is probably the easiest for someone unused to arcane casters to play. No extensive spell lists to go over, not much you gotta consider. Point and shoot. |
| Telgias03-27-05, 07:02 PM | i see also we are starting at level 1 |
| Manyfist03-27-05, 07:07 PM | You need, a Maenad Psion. Or may I say.... Maenad Wilder! |
| Mirikon03-27-05, 07:07 PM | I'm going to suggest that you try either a Wizard, Warlock, or Sorcerer, then. All three are good for beginning mages, in their own way. I recommend that, for the Wizard or Sorcerer, Eschew materials be one of your first feats. Getting rid of pesky components helps. For the warlock, start yourself off with Point Blank Shot and Precise Shot. |
| Votan03-28-05, 02:06 AM | The bard is not the recipe for ubermage builds, but it can be very fun to play. If the Sublime Chord is allowed as a prestige class, the Bard can be competitive with the sorcerer as an arcane caster plus have bardic music, knowledge, skill points, some armor, better hit points, better BAB and better saves. While it is possible that a sorcerer could pull ahead of this with the right prestige class, it would be one heckuva PrC. So the bard can hold their own as a pure mage if the right material is allowed. |
| Rulebook03-28-05, 02:07 AM | oooh, take a Wu Jen... they're -nasty- |
| PhaedrusXY03-28-05, 05:03 AM | Here's a useful link (http://boards1.wizards.com/showpost.php?p=2947302). Make sure to check out the "Wizard's Handbook", which can be found by following the link at the bottom of the page, also. |
| Lina_Inverse03-28-05, 05:59 AM | race-dwarf build level 1cleric level 2cleric etc. thats the best "mage" build i can think of.except perhaps the nearly as good. race-human level 1druid level 2druid etc. but for actual wizards. race-gnome stats-18int,decent con,nothing else matters. specilize in divination.drop evocation. nab a PrC at lvl5-6.fill last few levels with archmage. |