Best cohorts for a wizard? [Archive] - Wizards Community

Post/Author/DateTimePost
nnnnn

12-31-06, 04:48 PM
Assuming the DM will let you choose classes, feats and alignment for your cohort, what would be the best kind of cohort for a wizard who is an enchanter specialist? The wizard has necromancy and evocation as his banned schools. He has very poor initiative but high con and high charisma.

His feats are all spell focus and spell penetration.

ok, give it to me. what is the best cohort for this guy? I'm thinking an abjurer with improved initiative so he can fire off some protections right away giving me a safety cushion to fire off my spells. any better ideas?

nnnnn
Fallenangel359

12-31-06, 05:04 PM
artificer?
Then the artificer can get its own minicohorts (homuculi?)
iconoplast

12-31-06, 05:28 PM
A tome of battle crusader/cleric/ruby knight.

Wields a spiked chain for some battlefield control stuff.
Removes dazed as an immediate action when you cast celerity.
Pulls you up through initiative so you can act again after he does.
Juggle things to get the Diamond Mind thing that improves his initiative count by 20 if you need to.
Also, he can heal you.
PhaedrusXY

12-31-06, 06:32 PM
The Knight class from the PHB2 can be the basis for a great bodyguard. Definitely use a reach weapon of some kind. I'd suggest Psywarrior and/or Warmind levels, also. I don't know anything much about the ToB stuff, but you could probably mix it in with some of the stuff I'm suggesting, also.
ascensionblade

12-31-06, 07:44 PM
A wizard (sorceror may be better.) that focuses on necromancy and abjuration. Not necessarily a specialist, but one that has Incantantrix, Arcane Thesis, and Metamagic School Focus with enervations to set up your future slaves to easily become so. ;)

The abjurations are definitely for some counterspelling and protecting goodness.

Think unstoppable combination.
PhaedrusXY

12-31-06, 08:07 PM
If the main wizard goes into the Red Wizard PrC, then I think another specialist Wizard as a cohort could be great. Circle Magic can be incredibly powerful. Make all of your followers low level wizards headed into Red Wizard, also. :D

An Incantatrix would work mechanically, but I don't remember if the flavor would go together well.
JaronK

12-31-06, 08:19 PM
Artificer. Wizards have to spend a lot on gear, and Artificers make it cheap. Plus, he can give you any spell you want for your book, so you don't have to seek out the good ones.

JaronK
Alten_Freehands

01-01-07, 01:52 AM
Artificer gets my vote too. Can't beat any spell in the game at cost.
jstorrie

01-01-07, 04:53 AM
A marshal/paladin with Sacred Healing is a dual-purpose bodyguard / combat medic who also gives you +Cha to initiative and another wizard-relevant ability of your choosing.
divide_by_zero

01-01-07, 05:49 AM
How does one gain a cohort, what game mechanic? Or is this simply a question of best side-kick?
FriendlyFrog

01-01-07, 05:54 AM
How does one gain a cohort, what game mechanic? Or is this simply a question of best side-kick?
Leadership feat.
Jolly Josh

01-01-07, 09:19 AM
dwarven defender and or knight protector
boombrakh

01-01-07, 09:22 AM
Leadership feat.

Or "Dragon Cohort" Feat ;)
Ocom

01-01-07, 09:50 AM
You could get undead followers too.

I personally would like a half-orc "Invader" with around 2600 followers for my lvl 20 wizard
Beat that meatshield
:P
FnordBear

01-01-07, 09:54 AM
Gotta go with artificer as well for the items stuff (also with wands and scrolls can be your wizard's personal healer in a pinch)

Also remember depending on your leadership score and how xp is doled out in your game, cohorts can "loose" xp if they are at the point they would level up but your leadership score doesnt allow it. This is where Artificers make great cohorts because they can just take that XP they would normally loose and create items.
Fallenangel359

01-01-07, 12:29 PM
undead leadership works too, but not necessarily the best idea.
Fortunently, the bonecreature and corpse creature templates in vile darkness don't have LA :)
Fallenangel359

01-01-07, 12:33 PM
Artificers are really good at making money...

In my game, I don't know if this is normal rules, but xp cost is 1/25th of the cost you have to pay to make it. We get the artificer to take the reduced xp cost feat, and the reduced gold cost feat, and it now costs 3/8th market price to make. We also rule that reduced gold cost reduces time, due to the 1000 gp per day thing. Add the reduced time feat in, and a dedicated wight, and its really fast to make items.