| Post/Author/DateTime | Post |
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| occultslayer03-08-08, 10:20 PM | so we started a new campaign at lvl 3 and just lvled. I was wondering what spells I should be thinking about picking, as I am a transmuter. While I want to pick spells that help now I do not want to give up future useful spells so I definately do not want to look over boosters. I was also looking into familiars and wondered where a more complete list was and what I could potentially get/which ones are the best/most fun. third I am wondering which feats to pick, which would be good and since my dm is a crafty and fun dm I was thinking about getting spell mastery considering more then likely i will find myself without a spellbook in a jail at some point. the last thing is i was wondering if you still take the -4 penalty for firing into combat with a ray spell. thanks! |
| dman1123503-08-08, 10:37 PM | Well, first off, what do you plan on doing with this transmuter? I'm not all that familiar with wizards myself, so I can't really help much with the spell list, but the others I can take a whack at if you tell me the sort of battle plan you aim for. 2) Find a variant that gets rid of your familiar. They aren't worth it. If anything trade it for an animal companion (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWiza rd). I'm not really sure where the best variant would be, but I'm sure someone will be more help with that. Try CMage or CChamp though, they seem promising. 3) Spell Mastery is probably worth it if you know you will need it, but I'd shy away from it. Spell Focus (Transmutation) would be a better bet, since it is a prereq for Master Specialist (CMage). Granted, MS (transmuter) isn't the best by far, but it is by no means the worst (abjuration is probably the best). Metamagic feats are always a good buy. Though really, your future PrCs seem to be what will determine feats. 4) Yes. Precise Shot eliminates this penalty though, but you probably won't meet the prereqs, like, ever, at least until you no longer need it. Hope I helped some. Like I said, not a big wizard player, but I do know some things. |
| occultslayer03-09-08, 08:22 PM | Well, first off, what do you plan on doing with this transmuter? I'm not all that familiar with wizards myself, so I can't really help much with the spell list, but the others I can take a whack at if you tell me the sort of battle plan you aim for. 2) Find a variant that gets rid of your familiar. They aren't worth it. If anything trade it for an animal companion (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWiza rd). I'm not really sure where the best variant would be, but I'm sure someone will be more help with that. Try CMage or CChamp though, they seem promising. 3) Spell Mastery is probably worth it if you know you will need it, but I'd shy away from it. Spell Focus (Transmutation) would be a better bet, since it is a prereq for Master Specialist (CMage). Granted, MS (transmuter) isn't the best by far, but it is by no means the worst (abjuration is probably the best). Metamagic feats are always a good buy. Though really, your future PrCs seem to be what will determine feats. 4) Yes. Precise Shot eliminates this penalty though, but you probably won't meet the prereqs, like, ever, at least until you no longer need it. Hope I helped some. Like I said, not a big wizard player, but I do know some things. thanks for the insight, well my battle plan is kinda like using my spells to buff the party and with a couple extras do damage but after that i pull out my masterwork bow. |
| Staple03-09-08, 09:29 PM | At 2nd level, if you want to buff, Bull's Strength and Bear's Endurance are both great options--your fighters will love you for it. Spell Mastery is...well, rather underwhelming. I'd recommend a Sudden Metamagic feat (as found in Complete Arcane) or a Reserve Feat (Complete Mage). Sudden Metamagic (Sudden Still and Sudden Maximize are both wonderful) is usable once per day, but doesn't increase the spell level, so it's metamagic you can start using right away instead of having to wait a few levels (and when you're up a few levels, it's still relevant). Sudden Still is good for a crafty DM--I've used it on Clerics to cast Freedom of Movement while grappled more than once. The Reserve feat will give you something to do without burning spell slots, and can be relevant in surprising situations. I'd recommend Fiery Burst (provided you have a spell with the [Fire] descriptor), as it will make it nearly impossible for you to run out of gas in combat, as well letting you do things you might not be able to ordinarily (set a thatch roof on fire as a distraction, for example). The secondary benefit isn't bad, either--+1 CL on Fire spells means you'll be shooting 2 Scorching Rays at level 3 instead of 1. |
| occultslayer03-17-08, 03:13 AM | At 2nd level, if you want to buff, Bull's Strength and Bear's Endurance are both great options--your fighters will love you for it. Spell Mastery is...well, rather underwhelming. I'd recommend a Sudden Metamagic feat (as found in Complete Arcane) or a Reserve Feat (Complete Mage). Sudden Metamagic (Sudden Still and Sudden Maximize are both wonderful) is usable once per day, but doesn't increase the spell level, so it's metamagic you can start using right away instead of having to wait a few levels (and when you're up a few levels, it's still relevant). Sudden Still is good for a crafty DM--I've used it on Clerics to cast Freedom of Movement while grappled more than once. The Reserve feat will give you something to do without burning spell slots, and can be relevant in surprising situations. I'd recommend Fiery Burst (provided you have a spell with the [Fire] descriptor), as it will make it nearly impossible for you to run out of gas in combat, as well letting you do things you might not be able to ordinarily (set a thatch roof on fire as a distraction, for example). The secondary benefit isn't bad, either--+1 CL on Fire spells means you'll be shooting 2 Scorching Rays at level 3 instead of 1. which is a better first meta feat, sudden still or silent? |
| unundindur03-17-08, 04:40 AM | For a transmuter I would think still spell. The only reason you need a silent spell is for subterfuge or something that makes you mute, which is rare. A still spell on the other hand is a lifesaver against grapple etc. |
| dman1123503-17-08, 09:49 AM | And not sudden still. Regular still. Sudden is only 1/day. |
| DerelictDroid03-17-08, 11:05 AM | Not sure if you're looking for specific Transmutation spells or not, but Resist Energy I found to be a great 2nd level spell that scales with your level. Someday I'll tell you how this 2nd level spell helped to slay the Tarrasque. If you're looking for specific Transmutation spells, Fox's Cunning, with its +4 int bonus, translates to higher savings throw DC of your spells. One last suggestion is True Strike. At high wizard level, I'll sometimes prepare a Quickened True Strike to use for setting up Disintigrate. This works well against foes with high touch AC (and thus typically low Fort saves), or concealed opponents. |
| LSMFT03-17-08, 11:59 AM | Spell Mastery is really not as good a feat as so many others, unless you lose your spellbook. Then, it is essential. A key thing though is "when" you think he might do this. You can't master spells you don't know, so, if you take it now, you'll be limited to mastering first and a couple second-level spells. If you wait to take it later, you can master something like Drawmij's Instant Summons to get your spellbook back. (That would be much later.) Second level is really a great level for transmuters: You’ve got all the ability-enhancing spells, Owl’s, Fox’s, Bear’ s etc. Plus Alter Self, which, is nice for disguise and depending on what sources you have access to (for access to the forms therein) it can be very powerful. Rope Trick means you almost always have a place to hide, rest, recover. What schools are barred to you? Sudden Still v. Still: Sudden Still can be used on your top-tier of spells. Regular Cannot. Sudden can be applied to any spell you want, when you want it. Regular, you have to decide which spell(s) is going to get it at the beginning of the day, and use a higher-level slot. The advantage of regular Still Spell though is that you can prepare as many stilled spells as you think you’ll need. Sometimes you’re grappled more than once. Third-level is actually when I consider taking Craft Wondrous Items, if the campaign seems to support some occasional crafting. |