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| Rerednaw02-27-07, 04:18 PM | Hi folks. I wanted to tap into the LG Collective and get some tips on improving my wizard. He's already level 5 so please factor in retraining if you want to switch his earlier stuff. Also I'm doing him from memory so I'm probably off in a couple areas. Milo CG Human Wiz 5 Str 8 Dex 12 Con 14 Int 19 Wis 10 Cha 8 Hp 26 Feats: Spell Focus (Conj) Augment Summoning Rapid Spell Sculpt Spell Staple Spells Cantrips: dancing lights, detect magic, read magic, resistance L1: Grease, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Summon Monster I L2: Glitterdust, Web sculpted Grease, sculpted Burning Hands, Rope Trick, Summon Swarm, Summon Monster II L3: Summon Monster III, Rapid Summon Monster II Panic Buttons (scroll/potion) False Life, Fly, Invisibility, Scorching Ray, See Invisible, Water Breathing, Lesser Restoration (Clr) Typical combat routine: Open with Web/Glitterdust or Grease depending on combat conditions. Follow up with Summon Spell. Magic Items: tons of scrolls, H^3, Wand of Magic Missile, Lesser Extend 1/day. NONC access: Alienist (no way), Wild Mage (maybe), mithril, adamantine, blessed, merciful, fiery burst, oathbow, decanter of endless water, vest of resistance (as cloak but chest slot), elemental gem. Forget what else. Just got access to HHH...2 days before it became core, LOL. Short term plans: Pearl of Power (no access) Wand of Ray of Enfeeblement (no access) Mithril buckler. Mithril chain shirt. (not sure about 10% ASF) He's only one AR from level 6. Options: ======= 1) He could retrain out of Augment Summoning, pick up Magical Aptitude and Practiced Spellcaster and go Wild Mage for a level (he already had the skills just in case he decided to go for it). He'd have to wait until 9th to get Augment Summoning back. Or alternatively, he could wait until 9th to take Wild Mage, but he'd get more bang for his buck if he did it now. +1 to +3 CL on every spell is better at level 6 then level 9. 2) Stay a true-blue wiz. I'm leaning to this one. 3) Other options? Thanks in advance... |
| kegdrainer02-27-07, 04:47 PM | If you have your heart set on Wild Mage, you might want to retrain Rapid Spell and keep summoning as an option. Take CWI at 6th and PC at 9. CWI should pay off at this stage and you can start crafting POP's when you get access, giving you more bang for the buck (Gold Piece) |
| Lomiat02-27-07, 04:58 PM | Your wizard's a summoner, so stay Wizard unless you can get Alienist access; then go Alienist. As for feats, your next feat should be Metamagic Focus (conjuration). One of the new feats from the PHBII or Complete Mage (this is all off the top of my head, here), it allows you to prepare up to 3 spells from your favored school with the cost of a metamagic feat reduced by 1 level. In other words, you can prepare a Rapid Summon Monster I as a 3rd level spell, then another, then a Sculted Glitterdust as a 2nd level spell. Later, you should consider getting the Imbued Summoning feat from PHBII. It allows you to cast a spell on your summoned creatures **as you summon them**. At the point (9th level) when you get the feat, you could cast Greater Invisibility on your summoned creatures (with Rapid Spell!). Other than that, as some point you might want to pick up Craft Wondrous Item. But with the new Open item access, you'll get everything you need as a wizard. |
| Rerednaw02-27-07, 05:49 PM | Thanks for the tips so far. Oh just in case in makes any difference, my wizard is not a specialist. Metamagic School Focus really looks interesting, I'll check it out. Imbued Summoning also looks very neat. I didn't take it before because of the +1 spell level, but if it works with MSF then it is definitely a good idea. I'm kinda half and half on crafting feats. Most of what I wanted to make I have lost access to (with 597). I'm thinking I'll take a feat know I can use rather than one that I may be able to use. I can always retrain into a craft feat. I have access to Alienist. I didn't like the concept. Is the pseudo-natural template that powerful? Keep em coming! |
| Lupo02-27-07, 06:02 PM | Thanks for the tips so far. Oh just in case in makes any difference, my wizard is not a specialist. Metamagic School Focus really looks interesting, I'll check it out. Imbued Summoning also looks very neat. I didn't take it before because of the +1 spell level, but if it works with MSF then it is definitely a good idea. I'm kinda half and half on crafting feats. Most of what I wanted to make I have lost access to (with 597). I'm thinking I'll take a feat know I can use rather than one that I may be able to use. I can always retrain into a craft feat. I have access to Alienist. I didn't like the concept. Is the pseudo-natural template that powerful? Keep em coming! you already have the prerequisite for "metamagic school focus" so take it:) yes i think it is worth it, i also think it is ripe to be banned soon, as it basically does nearly the same as "divine metamagic" just cheaper and more for the arcanists than for the clerics. get your highest summoning running as a rapid spell is soooooooo nice, getting your glitterdust sculpted for free is nice too, and getting any orb you can cast "empowered" for only one slot up - once you take the feat - is not to look down at either. the "true strike" ability is one sure hit of your critter, always, compare this to the "smite" that might hit or not and work or not. ciao martin m. |
| Alpha_Nerd02-27-07, 06:19 PM | I hate to burst your sculpted burning hands bubble, but even though you change the shape of the effect, the max range is the same. Burning hands has a max range of 15ft, so the furthest away it can effect is 15ft even if you sculpt it into a 20ft ball. |
| Jay_Ibero_91102-27-07, 06:29 PM | Your wizard's a summoner, so stay Wizard unless you can get Alienist access; then go Alienist. As for feats, your next feat should be Metamagic Focus (conjuration). One of the new feats from the PHBII or Complete Mage (this is all off the top of my head, here), it allows you to prepare up to 3 spells from your favored school with the cost of a metamagic feat reduced by 1 level. In other words, you can prepare a Rapid Summon Monster I as a 3rd level spell, then another, then a Sculted Glitterdust as a 2nd level spell. Later, you should consider getting the Imbued Summoning feat from PHBII. It allows you to cast a spell on your summoned creatures **as you summon them**. At the point (9th level) when you get the feat, you could cast Greater Invisibility on your summoned creatures (with Rapid Spell!). Other than that, as some point you might want to pick up Craft Wondrous Item. But with the new Open item access, you'll get everything you need as a wizard. Sorry, no greater invis with Imbued Summoning, it's limited the 3rd levels spells and below. |
| Lupo02-27-07, 06:59 PM | I hate to burst your sculpted burning hands bubble, but even though you change the shape of the effect, the max range is the same. Burning hands has a max range of 15ft, so the furthest away it can effect is 15ft even if you sculpt it into a 20ft ball. yea, this limitation hurts a little bit, but you still can sculpt it to four 10-ft radius bursts and hit nearly all squares around you in a 15-ft radius. but it quickly looses vs. any other spell. so it is mostly an option for the low levels and when you just can't get or want to pay for spells like "fire burst" (this has an even lower range of 10-ft but yields 1d8/lvl damage vs. the 1d4 level/damage of burning hands) ciao martin m. |
| magebeast02-27-07, 07:17 PM | I hate to burst your sculpted burning hands bubble, but even though you change the shape of the effect, the max range is the same. Burning hands has a max range of 15ft, so the furthest away it can effect is 15ft even if you sculpt it into a 20ft ball. I'm pretty sure there's nothing stopping him from turning it into the bigger cone described in sculpt. |
| Lomiat02-27-07, 07:50 PM | Jay, thanks for the catch. Yes, Alienist is good. The pseudonatural template gives True Strike to all your summoned creatures, meaning they should all hit at least once. Combine it with the smite, and you stand to significantly improve your summoned creatures' damage output. |
| Timlagor02-27-07, 09:03 PM | I'm pretty sure there's nothing stopping him from turning it into the bigger cone described in sculpt. The Range entry stops this cold. |
| Lupo02-28-07, 01:16 AM | Jay, thanks for the catch. Yes, Alienist is good. The pseudonatural template gives True Strike to all your summoned creatures, meaning they should all hit at least once. Combine it with the smite, and you stand to significantly improve your summoned creatures' damage output. one gets the "true strike" instead of the "smite" ability. so no combination, but the "true strike" is much more sure to score at least one hit. ciao martin m. |
| Rerednaw02-28-07, 12:03 PM | I hate to burst your sculpted burning hands bubble, but even though you change the shape of the effect, the max range is the same. Burning hands has a max range of 15ft, so the furthest away it can effect is 15ft even if you sculpt it into a 20ft ball. You didn't. :) I am aware of the range limitation. I sculpt short range spells into 4x 10 foot cubes. That way: 1) I can cast and NOT be in the front line. 2) Leave gaps so I don't hit friendlies. |
| Rerednaw02-28-07, 12:21 PM | Jay, thanks for the catch. Yes, Alienist is good. The pseudonatural template gives True Strike to all your summoned creatures, meaning they should all hit at least once. Combine it with the smite, and you stand to significantly improve your summoned creatures' damage output. Thanks for all the advice folks. I re-read the Alienist class and the pseudo-natural template. I weighed the options and it looks like I'll stick with wizard for now. I definitely will pick up Metamagic school focus at 6th and Imbued Summoning at 9th. Looks like CWI will have to wait until 10. That's when I'll really start to have cash and (hopefully) access anyway. Thanks again for the help! |
| trollbill02-28-07, 12:42 PM | I don't consider False Life a 'panic button' spell. I consider it a everyday spell. With a Metamagic Rod of Lesser Extend it will last for 10 hours. That's your entire travel time in a day, a entire trip through the dungeon, or an entire wandering around the city. False Life has saved my sorcerer's bacon more times than I can count. It also saves the party healer a spell or two. I think of it as a pre-emptive Cure Moderate Wounds. |
| Rerednaw02-28-07, 02:24 PM | I don't consider False Life a 'panic button' spell. I consider it a everyday spell. With a Metamagic Rod of Lesser Extend it will last for 10 hours. That's your entire travel time in a day, a entire trip through the dungeon, or an entire wandering around the city. False Life has saved my sorcerer's bacon more times than I can count. It also saves the party healer a spell or two. I think of it as a pre-emptive Cure Moderate Wounds. Really? I had to prioritize and False Life didn't make the cut. I'll re-examine that. 1) So far I've found that even when he had the spell up, it only took a single hit to drop my wiz anyway. 2) I roll horribly, which is why I avoid spells with high variable results. (From the past 5 ARs, when he obtained the spell, the most hp I've gotten so far is 10). With that in mind I decided I'd rather be throwing Glitterdust, Web, sculpted Grease, etc. than take the hit points. Now if I could get a rod of maximize... :D |
| trollbill02-28-07, 04:30 PM | [/SIZE] Really? I had to prioritize and False Life didn't make the cut. I'll re-examine that. 1) So far I've found that even when he had the spell up, it only took a single hit to drop my wiz anyway. 2) I roll horribly, which is why I avoid spells with high variable results. (From the past 5 ARs, when he obtained the spell, the most hp I've gotten so far is 10). With that in mind I decided I'd rather be throwing Glitterdust, Web, sculpted Grease, etc. than take the hit points. Now if I could get a rod of maximize... :D Yeah, I am saving up for a Lesser Metamagic Rod of Empower to help that along. I may be mistaken, but the way the example for Magic Missile works in the feat description, it should add 50% to my level bonus as well, which at 10th level would net me 16-30 temp. hp. So far False Life has kept my character in the action or just plain alive when: I had 5 monks gang up on me in one round. I got breathed on by a Black Dragon and then pummeled by his minions I got sneak attacked by a 13+ level assassin in a BI when by character was only 5th level. After the assasin sneak attacked me and I failed my DC 21 Fort save and took 8 Con damage from his poison, I cast false life again and ended up with more temp HP than real ones after being healed because of the severe Con loss. Which was good, since the battle wasn't over yet. When I took the full attack routine of an advanced Minotaur with fighter levels because I was the only one in the party still capable of surviving it. False Life for a wizard or sorcerer often means the difference between being dropped in one blow and being killed in one blow. Of course, my Sorcerer's primary damage method is his breath weapon, so he does have to get more up front and personal than your caster might be used to. |
| trollbill02-28-07, 04:45 PM | P.S. if you really don't think you roll well, I would advise against the Mithral Shirt. 10% spell failure can really bite you on the butt at the worst possible moments. I'd rather spend a spell slot on Mage Armor. Sure, right now you are worried about running out of spells, but a few levels from now that won't be a problem. Especially if you get access to Pearls of Power (you must not be from the Principality of Ulek, I swear those things wash up on the beach like shells) you should be fine. |
| Rerednaw02-28-07, 05:45 PM | P.S. if you really don't think you roll well, I would advise against the Mithral Shirt. 10% spell failure can really bite you on the butt at the worst possible moments. I'd rather spend a spell slot on Mage Armor. Sure, right now you are worried about running out of spells, but a few levels from now that won't be a problem. Especially if you get access to Pearls of Power (you must not be from the Principality of Ulek, I swear those things wash up on the beach like shells) you should be fine. Yeah I am really debating on the while mithril shirt deal. I guess I can compromise and stick with a buckler for the time being. (My access is regional) I'm from the Pale and we do have access to Pearls of Power. Continuing the really bad luck vein, I played 20 mods with my wiz and then once took a break and rolled up a barbarian for a change of pace. Guess what he has access to from that 1 AR? :D No not the mithril, adamantine, or tons of weapons enchantments. Yup, pearls. :D |
| Timlagor03-01-07, 09:01 AM | I would absolutely not take anything that gives any ASF with a Wizard. Look for Thistledown padded but Mage Armour is where you get your Armour Bonus False Life is absolutely excellent but I wouldn't cast it at 5th level. Defeinitly someoneg that comes on line after you have 3rd level spells imo. |
| Rerednaw03-01-07, 10:30 AM | I would absolutely not take anything that gives any ASF with a Wizard. Look for Thistledown padded but Mage Armour is where you get your Armour Bonus False Life is absolutely excellent but I wouldn't cast it at 5th level. Defeinitly someoneg that comes on line after you have 3rd level spells imo. Thistledown padded? NONC? Or does it fall under the 'open mundane <= 750 gp' category since it is 405gp? |
| Timlagor03-01-07, 10:39 AM | it's unlisted. |
| trollbill03-01-07, 12:51 PM | [/size] Thistledown padded? NONC? Or does it fall under the 'open mundane <= 750 gp' category since it is 405gp? It's NONC. My sorcerer has a +1 suit for being a member of the Claws of Retribution. When I get a spare 16,000 gp...after I buy my +4 Cloak of Charisma...and maybe that Ring of Theurgy at a 20% discount...and maybe those Winged Boots...I plan on upgrading it to +1 Moderate Fortified thistledown padded armor, since I do have access. But that's probably a bit away right now. |
| Rerednaw03-06-07, 12:30 PM | It's NONC. My sorcerer has a +1 suit for being a member of the Claws of Retribution. When I get a spare 16,000 gp...after I buy my +4 Cloak of Charisma...and maybe that Ring of Theurgy at a 20% discount...and maybe those Winged Boots...I plan on upgrading it to +1 Moderate Fortified thistledown padded armor, since I do have access. But that's probably a bit away right now. Okay thanks. Skin it is for now. Well maybe a mithril buckler if I can afford it... |
| JamesMaissen03-06-07, 11:22 PM | Staple Spells Cantrips: dancing lights, detect magic, read magic, resistance L1: Grease, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Summon Monster I L2: Glitterdust, Web sculpted Grease, sculpted Burning Hands, Rope Trick, Summon Swarm, Summon Monster II L3: Summon Monster III, Rapid Summon Monster II I would list what you look to summon and then consider a few levels of Alienist again. Spot as a class skill is very nice. But you can delay that a level as 6th level gives you a little bit of everything as a wizard. I would drop the sculpted burning hands from your list, but scribe one as a scroll and think of it as a web clearer (in case your 1st level burning hands scroll can't adequately cover everyone.. say for example yourself). I would add in a sculpted web to your list of fun spells. A few rapid summon scrolls might also make the items to make list. From the suggestions I think your 6th level feat is a lock and rightfully so. The levels of Alienist would buy you a quicker metamagic bonus feat, but that's just me tempting you to the darkside. I think wildmage while nice for the ref save is pricy at a feat and pressure to take a second feat. I think you just don't have the feat flexibility to handle it. I would take a look at 'limited' PrCs out there and find those that would apeal to you. See how responsive your triad might be to a special mission to gain access. Ruathar if nothing else will do you well for levels 7-9. -James |
| Rerednaw03-07-07, 09:39 AM | I would list what you look to summon and then consider a few levels of Alienist again. Spot as a class skill is very nice. But you can delay that a level as 6th level gives you a little bit of everything as a wizard. I would drop the sculpted burning hands from your list, but scribe one as a scroll and think of it as a web clearer (in case your 1st level burning hands scroll can't adequately cover everyone.. say for example yourself). I would add in a sculpted web to your list of fun spells. A few rapid summon scrolls might also make the items to make list. From the suggestions I think your 6th level feat is a lock and rightfully so. The levels of Alienist would buy you a quicker metamagic bonus feat, but that's just me tempting you to the darkside. I think wildmage while nice for the ref save is pricy at a feat and pressure to take a second feat. I think you just don't have the feat flexibility to handle it. I would take a look at 'limited' PrCs out there and find those that would apeal to you. See how responsive your triad might be to a special mission to gain access. Ruathar if nothing else will do you well for levels 7-9. -James Thanks for all the advice. I took Metamagic School Focus and it is fantastic. My staple spells have been adjusted to include: 1st: Scuplted Grease 2nd: Sculpted Glitterdust 3rd: Rapid Summon Monster III I thought about Sculpted Web but I keep running into 'no anchor' point encounters and my main use of the spell (mob control, defeat in detail) defaults to the 20 foot radius spread. Plus I only get free metamagic on 3 spells per day. :( Now if I know we are playing in a city (love alleyways) I may swap it out. My spell choices were Haste (party buff spell) and Tongues (so I can communicate with elementals I summon). I also blew the bank and picked up some others like water breathing, fly, etc...I so need a Blessed Book. |
| LachlarlanIII03-07-07, 10:08 AM | Jay, thanks for the catch. Yes, Alienist is good. The pseudonatural template gives True Strike to all your summoned creatures, meaning they should all hit at least once. Combine it with the smite, and you stand to significantly improve your summoned creatures' damage output. One thing to note about the Psuedonatural creature's "True Strike" ability is that it functions as True Strike. It doesn't take an action to cast the ability, it just adds 20 to whichever attack roll you apply it to. Summon pseudonatural creatures with poisonous attacks (monstrous scorpions are always fun) add 20 to the tail sting attack and force a Fort save. One thing to also note (from what I can tell anyway) the Pseudonatural template replaces the Celestial/Fiendish templates, therefore when you summon a Psuedonatural creature it is neither a Good nor Evil action. (If this isn't the case, then I've been playing it wrong and should be summoning Celestial/Fiendish Pseudonatural creatures with Smite and True Strike.) And for the record, I play an Alienist. |