Arcane Road Warriors (Deadly Duo) [Archive] - Wizards Community

Post/Author/DateTimePost
necrosnoop110

02-03-04, 01:11 PM
3.5 Core, 3.0 splatbooks, basically anything WotC

Okay, I am looking for a two-man arcane tag team duo. Two wizards that are to be part of a 5-6 member party. These two wizards will obviously be the primary arcane casters for the group but I am looking to optimize their specialties and coordination between them.

One wizard will focus on defense, summoning, battlefield control & reconnaissance, and buffing & utility - basically an Arcane Swiss army knife.
[Focusing on in NO particular order: Abjuration, Conjuration, Divination, Transmutation]

The other wizard will focus on offense, domination, battle field subterfuge, and concentrated power drains.
[Focusing on in NO particular order: Enchantment, Evocation, Illusion, Necromancy]

Synergy Stratagem:
• Maintain Telepathic connection for coordination
• Cooperative Spell Feat (Boost DCs/Spell Penetration)
• Share in spell catalogue
• Share in magical item construction
• Allows full focus on offense and defense by each wizard respectively without letting the party lose out on arcane givens. (Never again hear “You only have scorching rays memorized – why didn’t you memorize any Knock spells you selfish son of a Lemure!")
• Defense wizard sets em up Offense wizard knocks em down

The two best builds I could come up with are:

Defense & Utility Wizard:
Human
Diviner 5/ Mage of the Arcane Order 10/ Divine Oracle 2/ Alienist 3

*Improved Initiative
1) Extend Spell
3) Cooperative Spell
6) Craft Wondrous Item
9) Magical Artisan (CWI)
12) Quicken Spell
15) Spell Focus (Divination)
18) Persistent Spell

Offensive & Destruction Wizard:
Human
Evoker 5 / Elemental Savant (Air) 10 / Archmage 5

*Skill Focus (Spellcraft)
1) Spell Focus (Evocation)
3) Cooperative Spell
6) Craft Wand
9) Magical Artisan (CW)
12) Quicken Spell
15) Spell Focus (Necromancy)
18) Spell Penetration

Let me know:
1) What you think about this concept of tag-team wizardry in general
2) And about these two builds in particular

Thanks,
Necrosnoop
Vipren

02-03-04, 01:14 PM
For the blaster you could do

Wizard5/Incantatrix10/WarWizard of Cormyr5


or the good ole Incantatrix10/Archmage5
necrosnoop110

02-03-04, 01:29 PM
For the blaster you could do

Wizard5/Incantatrix10/WarWizard of Cormyr5

or the good ole Incantatrix10/Archmage5

Vipren those are good builds but I really to want play up and draw the line between the defensive wizard and the blaster wizard. I hope what I say doesn’t hijack my own thread but I optimize from a Theme first and then min/max the details to fit that theme. The Incantatrix if you actually read the flavor text is highly focused on dismissal, metamagics, abjuration, to quote: “spells that affect other spells”, “magic that thwarts extraplanar beings”, “they have little offensive combat magic against normal creatures, they prefer to avoid combat or travel with companions who balance their shortcomings.” To me the Incantatrix mechanically is the ultimate in metamagic amplification (which would help any build really) but thematically they are primarily a defensive PrC. And yes I am aware that there are always exceptions to the stereotypes.

So, what about Evoker 5/ Elemental Savant (Air) 10 / WarWizard of Cormyr5
Ridir

02-03-04, 01:39 PM
What about for your nuker Evoker 5/Red Wizard(evo)10/Archmage 5, of any neutral non good alignment.
necrosnoop110

02-03-04, 01:43 PM
What about for your nuker Evoker 5/Red Wizard(evo)10/Archmage 5, of any neutral non good alignment.

Ridir now that's what I'm looking for the DC's would be through the roof and the Red Wizard is all about offense and synergy.

Keep em coming :drool:
Ridir

02-03-04, 02:01 PM
*Tatto Spell Focus
1. Spell Focus Evocation
3. Cooperative spell
Bonus 5. Craft Wand
6. Greater Spell Focus Evocation
9. Spell Focus Transmutation, much! more useful than necromancy
12. Skill Focus Spellcraft
15. Sudden Empower
18. Sudden Maxamize

:devil:
Ridir

02-03-04, 02:06 PM
Abjurer 5/Guild Mage of Waterdeep 10/ Archmage 5

This is a good defensive mage with spellpool access, and with some different choices for archmage abilities very potent as well.
necrosnoop110

02-03-04, 02:31 PM
Do you think that the Guild Wizard of Waterdeep (MoF) with its 1,000gp + 25gp/month membership dues, 10% experience penalty, and service requirements are worth it over the less expensive Mage of the Arcane Order (TaB)?
Ridir

02-03-04, 02:36 PM
maybe not, I dont have my books infront of me and I forgot about that most annoying fact. Also consider the Harper Mage and the Nar Demon Binder.
Snow Savant

02-03-04, 02:42 PM
What level are these guys starting at, Necro?

If they are both to have the Cooperative Spell feats, I strongly suggest they each take 2, 4, or 7 levels of MotAO in each of their builds. Each departure point I mentioned has its benefits (Spell Pool I, II, or III ... with I ended at MotAO-2 for the bonus feat). Do not take more than MotAO-7! Use those extra levels for PrC's where they grant you more goodies.

I would avoid MotAO's similar PrC, Guild Mage of Waterdeep, due to its horrible GP sacrifice it has to make.

I made a similar high-level NPC duo once (again, connected by Rary's Telepathic Bond) that were both Arcane Tricksters. One was the Sneak Attacking Ray Specialist. The other was the Summoner and Battlefield Control Specialist. Both were invisible, maxed out Hide skills, flying, & stealthy, using Contingency/Chain Contingency spells, & casting Silent Spell metamagicks ... and they decimated an entire party of 6 high-level PC's. Thank goodness I was not one of them. The NPC's were for a DM friend of mine.

The Trickster Team was set-up to initially flood the playing field with stalling, divisive, and hazard spells, then the Duo would team-up and attack each individual party member (2-against-1). Eliminating them 1-by-1. Classic "divide & conquer" strategy.

XO,
Snow :cloud9:
necrosnoop110

02-03-04, 03:02 PM
We are starting at 12th level, 36 point buy, full access to WotC books.

Oh, and I will be using the Defensive Wizard and a friend will be using the offensive wizard so the two builds need to different in significant ways.
necrosnoop110

02-03-04, 09:23 PM
How about these builds?

Defense & Utility Wizard:
Human
Abjurer 5 / Mage of the Arcane Order 7 [With plans to continue with Incantatrix]

*Improved Initiative
1) Extend Spell
3) Iron Will
* (Wiz 5): Cooperative Spell
6) Craft Wondrous Item
* (Mage of Arcane Order 2): Persistent Spell
9) Magical Artisan (CWI)
12) Quicken Spell
15) ?
18) ?

Offensive & Destruction Wizard:
Human
Evoker 5 / Red Wizard (Evocation) 7

* (Human): Tattoo Spell Focus
1) Spell Focus [Evocation]
3) Cooperative spell
* (Wiz 5): Craft Wand
6) Magical Artisan (CW)
9) Greater Spell Focus [Evocation]
12) Spell Penetration
* (Red Wizard of Thay 5): Quicken Spell
15) ?
18) ?

Having both the wizards gain levels in MotAO is effective but won't work for thematic reasons.
LordShade

02-04-04, 03:29 AM
A level of mindbender in one of the builds (probably the defense one) would be useful for telepathy.