| Post/Author/DateTime | Post |
|---|---|
| Oriktheflint04-29-08, 10:37 PM | I am making a wizard for my next character and am trying to decide what direction to work him. My original idea was Spellwarp sniper so I could use some of my most powerful spells at long range or without the chance of killing the party (Fireball in the hole!) I also looked at the Elemental Savant as an interesting prestige. Anyone have some suggestions and tips like what spells and feats I should get? |
| Redfist04-30-08, 03:42 PM | There is a huge variety of PrCs that are fun for flavor. BTW: Elemental Savant requires access if I remember correctly. Personally, I chose Fatespinner (cheesy, but I *also* like the gambling aspect), Loremaster (all about collecting knowledge, more important than successful conclusions), Divine Oracle (cheesy, but who can complain about evasion - I do like having Commune though, Boccob and I are *tight*) and Mindbender (requires access, but being able to use my mind for more than just exceptional thinking is simply cool - I like telepathy). I considered Alienist (requires access), but decided I haven't really been terribly into summoning and didn't want to take it just for the cheese factor. I initially toyed with the idea of Geometer but passed on it. I also considered Mage of the Arcane Order (requires access), but opted not to for roleplaying reasons. My mage is chaotic, arrogant and mildly selfish. Why would he want to share spell knowledge with people unless he can see their delight face-to-face (goes to ego). Fundamentally, there are a ton of types of wizards out there. What do you want to be? Blaster? Controller? Generalist? etc. |
| Oriktheflint04-30-08, 04:07 PM | I like the Idea of being a blaster also makes me lean toward spellwarp sniper. I looked into Mage of the arcane Order and it sounded like something interesting. I might ask my DM to keep an eye out for an AR that opens it. The only thing I am not sure of is how the spell pool thing work dose that mean I can use any spell that a wizard of my level can cast or what? |
| Redfist04-30-08, 04:14 PM | Keep in mind that technically, you aren't supposed to know what access you'll receive before playing a mod. That way you can be sure that your fighter gets Alienist access and that your wizard gets access to a Adamantine Dwarven Waraxe. :D |
| Oriktheflint04-30-08, 05:12 PM | I think I am going to do spellwarp now because of a 3 metamagic combo that is somewhat dirty. Split ray+twin cast+sudden max= major damage. Combined this with a snipers proficiency for rays and you will make the fighter cry because he isn't getting to kill anything. :devil: (Insert evi*cough* Chaotic neutral laughter) |
| Redfist04-30-08, 05:26 PM | I wish I had access to sudden max. :( |
| Oriktheflint04-30-08, 05:39 PM | Rats forgot to check if that was open. Now I have and its not o well being able to it 2 targets hard or 4 targets normal is cool still. |
| magebeast04-30-08, 11:38 PM | I wish I had access to sudden max. :( Sudden Max is a feat I've had for five or so levels now and I'm still really getting a handle on it. It's hard to use properly, because the once per day makes me want to save it till its really useful. I've gone whole mods without using it. When I do use it, it's always pretty cool. I ate up 2/3 of a final encounter with a well places sudden maximized fireball (54 points of damage). |
| Hariman05-03-08, 08:47 AM | Sudden Max is a feat I've had for five or so levels now and I'm still really getting a handle on it. It's hard to use properly, because the once per day makes me want to save it till its really useful. I've gone whole mods without using it. When I do use it, it's always pretty cool. I ate up 2/3 of a final encounter with a well places sudden maximized fireball (54 points of damage). And anything that survives the 54 points of damage needs to make a massive damage save. If I had access my sorcerer would take it in a heartbeat. I'd also squeeze in Sculpt Spell for additional fun. |
| magebeast05-03-08, 10:54 AM | And anything that survives the 54 points of damage needs to make a massive damage save. If I had access my sorcerer would take it in a heartbeat. I'd also squeeze in Sculpt Spell for additional fun. Yeah, sculpt is pretty good. Nothing fails a DC 15 fort save though. Nothing. |
| UMiskatonic05-03-08, 10:59 AM | And anything that survives the 54 points of damage needs to make a massive damage save. Unless of course, it's bigger than you are. The massive damage threshold scales with size as you go up. ------------------------------------ As for being an evoker, I've got a fire savant, and it's rare when the whole party is in the way of my being effective. However, if it's a worry for you, there are a few ways around.... spellguard rings - if you see these, snap them up. Whoever wears the other ring (fighter) is immune to your spells. spellsink scarab - allows someone up front to sink area effect damage resist/protect energy - you know you want to fireball someone. Help a brother out before you open the door. evasion - chances are, your rogue and monk friends have this. Ask them if they mind being included. My rogue always says no, I can generally make the save if I roll a 2 or better. Extraordinary Spell Aim feat - It's handy, although I think sculpt is ultimately more useful. |
| Mattastrophic05-03-08, 11:37 AM | In all reality, between Fireball, Lightning Bolt, Arc Lightning, and ranged touch spells, you'll really have next-to-zero trouble with other PCs getting hit by your spells. As for PrC selection, with the end of the campaign looming, keep the build simple and don't sacrifice any caster levels. It'd be a shame to end the campaign at 9th and not get to use any 5th-level spells. Wizard5/DivineOracle2/LoremasterX is a very easy build to shoot for, for example. -Matt |
| magebeast05-03-08, 12:18 PM | Speaking of massive damage...where is it listed that LG uses massive damage rules? Was it in the LGCS? Because if so...I don't think LG uses it anymore. It's not in the LGCS 7.5 as far as I can tell. |
| copperwyrmling05-03-08, 04:40 PM | Speaking of massive damage...where is it listed that LG uses massive damage rules? Was it in the LGCS? Because if so...I don't think LG uses it anymore. It's not in the LGCS 7.5 as far as I can tell. Massive damage is a Core rule, p.145 of the PHB. It's not a variant. Why wouldn't LG use it? The increase in the massive damage threshold with size is a variant rule, on the other hand, and LG does not use it as far as I know. And when you're throwing enough massive damage saves around, there are always nat 1's ;) A nalfeshnee rolled a 1 on its massive damage save against the fighter's first attack in the last game I ran, and my sorcerer is still proud of killing a Huge CR13ish devil-squid-monster in a single shot ;) (empowered orb of force, 52 damage, nat 1 on save - it had about 300 HP iirc) |
| Lightblade05-04-08, 01:52 PM | Unless of course, it's bigger than you are. The massive damage threshold scales with size as you go up. That's a variant rule not used in LG, massive damage is always 50 HP for creatures vulnerable to death by massive damage. |
| JamesMaissen05-04-08, 02:37 PM | And when you're throwing enough massive damage saves around, there are always nat 1's ;) A nalfeshnee rolled a 1 on its massive damage save against the fighter's first attack in the last game I ran, and my sorcerer is still proud of killing a Huge CR13ish devil-squid-monster in a single shot ;) (empowered orb of force, 52 damage, nat 1 on save - it had about 300 HP iirc) That's the problem with the rule imho.. the combining of it with nat 1s autofailing. When I judge I tend to say to players that I 'tend to forget the rule' and let them remind me. If they have fun with it then fine.. but in general I find it unsatisfying on either end of the table... especially when it's only going to happen because of a nat 1 on a save. As a player I find it most unsatisfying to have a 300hp monster drop from 50hps of damage. -James |
| Hariman05-05-08, 09:47 AM | Yeah, sculpt is pretty good. Nothing fails a DC 15 fort save though. Nothing. Tell that to the Hydra that died to a glaive crit/massive damage save. (Natural 1 and it had over +14.) That thing would have TPK'd the party without the failed massive damage save. That's an active mod I'm referencing, so don't spoil it. Massive damage is either cheered wildly, viewed as anticlimactic or excoriated as an awful rule. It is cheered when the enemy was on the way to TPKing the party, anticlimactic when the party had the situation well in hand and excoriated when it kills a PC. |
| Reylance05-06-08, 02:11 PM | Massive damage wouldn't be an issue if there were an alternate rule, like natural 1s are treated as a roll of -5 or -10, thus making extremely powerful PCs and monsters properly immune to trivial effects. |
| copperwyrmling05-06-08, 11:01 PM | That's the problem with the rule imho.. the combining of it with nat 1s autofailing. When I judge I tend to say to players that I 'tend to forget the rule' and let them remind me. If they have fun with it then fine.. but in general I find it unsatisfying on either end of the table... especially when it's only going to happen because of a nat 1 on a save. As a player I find it most unsatisfying to have a 300hp monster drop from 50hps of damage. -James In general I agree with you: I don't like the rule (or save-or-die effects in general, for that matter). Since we have to live with it, I enjoy the moments when it benefits the party rather than working against them. The devil-squid in question had just swallowed our party rogue and was one of five or six (I think) monsters in the fight (all Huge with improved grab, although most of the others were lower CR), so it was nice to kill it quickly ;) |