| Post/Author/DateTime | Post |
|---|---|
| #1aleucardSep 11, 2010 6:17:49 | Alright. I'm going to be playing a wizard with a prefered focus on crowd control and buffs, with secondary focus being damage (though NOT at the expense of the ones listed above). I have the stats rolled (16 15 15 14 12 7), and I'm getting a few various house rule bonuses. The rules are here, but the main things right now are 1) free item packages, with the two I'm deciding on being a 250 gp stash or a spell component pouch, a spellbook, and an 18-charge Charm Person wand (keep in mind we get max starting gold too, so that means 120 gp off the bat for gravy), and 2) a free bonus feat chosen from Skill Focus (any knowledge), Stealthy, Toughness, Dodge, Silent Spell, and Persuasive. I'd personally prefer to stay away from any prestige classes, and just multiclassing in general, but I'm willing to make that concession if you feel it's a good idea. Also keep in mind that since I haven't chosen anything besides the stuff I already mentioned (including race), everything's basically on the table. There's going to be very little for distance damage in the group, by the way, and BSFs are probably at a premium. Thanks for any help! |
| #2waazraathSep 11, 2010 7:04:41 | Did you read the wizard handbooks already? They are here, here and here. It should give you plenty of information, definitely for a wizard focussing on crowd control and buffing. Prestige classes can make a build (a lot) stronger. You could consider focussing on 1 prestige class that advances 1 aspect of your wizard you want to specialize in, like the war weaver (buffing) or malconvocer (summoning). Then again, a wizard is powerful enough on it's own, isn't it? So wizard 20 should be perfectly fine. If you go for conjuration specialization, I'd consider the alternative class feature abrupt jaunt (instead of familiar), since you start at level 1. At the high levels, a familiair is more powerful, but at the low levels abrupt jaunt increases survivalability enormously. |
| #3phaedrusxySep 11, 2010 12:18:52 | Uncanny Forethought will let you cast any spell in your spellbook spontaneously. Planar Touchstone (Catalogues of Enlightenment) will let you add any spell from any cleric domain to your spell book. Take both, and your versatility will go through the roof. Get a Boccob's Blessed Book to cut down on scribing costs so you can make the most out of it. |
| #4aleucardSep 11, 2010 18:32:05 | Prestige classes can make a build (a lot) stronger. You could consider focussing on 1 prestige class that advances 1 aspect of your wizard you want to specialize in, like the war weaver (buffing) or malconvocer (summoning). Alright. Keep in mind that I don't really have much experience in making characters for games directly (I know the rules, but that's pretty much it). As such, I don't know where all the random things that you might suggest are. Sorry if this sounds condescending, but could you give the book (no abbreviations) and (less importantly) the page number for anything you suggest? This will help me out a LOT. Uncanny Forethought will let you cast any spell in your spellbook spontaneously. Planar Touchstone (Catalogues of Enlightenment) will let you add any spell from any cleric domain to your spell book. Take both, and your versatility will go through the roof. Get a Boccob's Blessed Book to cut down on scribing costs so you can make the most out of it. Same as above, and remember that I'm starting at level 1, so money's going to be a bit slim. Suggestions for later are welcome, but I need some help with character creation right now. |
| #5waazraathSep 11, 2010 18:41:05 | ah, ok ![]() Abrupt jaunt is in players handbook 2, under 'immediate magic', page 68-70 Malconvoker is a prestige class from complete scoundrel, page 48, if you would decide to go that route, there's a malconvoker handbook here somewhere Warweaver is in heroes of battle, page 112. You may be surprised, but, if you go this way... it has it's own handbook! Good luck ![]() |
| #6aleucardSep 11, 2010 21:55:32 | Alright. Here's what I'm working on right now. First, which race should I be? Second, which specialization should I be (and if it should be focused or not)? Lastly, which variants do I want to use (all are on the table as of right now) (on a side-note, can I mix and match variants for different schools if they don't overlap the trade-offs? For example, taking (from Unearthed Arcana) the evoker's energy affinity and the transmuter's spell versatility?). If you can help me decide this, it'll be much appreciated. Right now, the options I can think of for each are 1) elf or halfling for race, 2) evocation, conjuration, or transmutation for specialization (evocation has a lot of crowd control AND damage, both of which I'll need), and 3) (from UnArc, again) the diviner's bonus feat list, conjurer's enhanced summoning, evoker's energy affinity, the domain spells (not sure on which, but yeah), maybe bloodlines, and PHB2's immediate magic's abrupt jaunt, counterfire, and sudden shift. Remember, I'm wanting a primary focus on battlefield control/debuffs and a secondary one on damage. Besides POSSIBLY the party sorcerer, I'm probably going to be the one farthest away from the action proper, and also the squishiest. |
| #7steelblueSep 11, 2010 22:11:58 | Resisting the urge to go overboard on optimization... the one thing I would suggest is the Focused Specialist variant wizard. If you're new, you'll hate how fast you run out of spell slots without it, and those conjuration slots will be handy for your best crowd control and debuffing spells. (Please don't go evocation specialist... the crowd control is awful.) And the conjuration immediate magic is the only good one, and helps a LOT with your squishiness. "He shoots you with his bow of +87 Wizardslaying (also known as a basic shortbow)!" "He misses because I'm not there any more!" |
| #8aleucardSep 12, 2010 0:33:06 | Right now, I'm considering solving the tactical focus problem (how do I do both of those at once?) at later levels by using Arcane Thesis for my damage (perhaps Magic Missile?) and everything else going into a pure BC/debuff school. One thing I thought up; with Arcane Thesis, in the RAW, you knock off one level of the spell for each metamagic you put on it, right? Why not put enough 0-level adjustment metamagic on something and have it go to a level 0 spell? Sure, this is cheesy as all Hell, but it's a possibility. Evocation does pretty good from crowd control and general buffs, as far as I can see. I mean, almost every wall is in there, as are the Bigby's hand spells, seeking ray (self buff, makes all rays a bunch easier to hit with on top of damage), Howling Chain, and a whole mess of other illicit nuttiness. Damage is just gravy. And considering that I'm expecting to walk in on this team with them having mediocre offensive capacities, well, that's going to help. Besides, what better debuff is there than "dead"? And for future reference, no this doesn't mean I'm going to definitely use this as my chosen school. Conjuration, Transmutation, and now that I think on it Necromancy have more than enough random things for me to drool over to be split between them. |
| #9steelblueSep 12, 2010 2:52:41 | Ooooookay then. Either you're honestly new and need to go read the handbooks linked earlier, since everything you just mentioned has been worked out years ago, or you're trolling. At the moment I'm leaning towards troll, since you apparently know enough CO board language to know what "RAW" is and know about 0-level metamagic, but are trying to claim that you came up with the Arcane Thesis trick yourself. (For the record: it's DM interpretation whether Arcane Thesis functions on the spell as a whole or on each metamagic feat applied.) In case you honestly are new... well, read the handbooks. Seriously. They're a terrific resource. Beyond that... Evocation is typically tied with Enchantment for the "Crummiest School" award. A wizard who's worried mostly about dealing damage is doing it wrong, as you'll see when you read the handbooks... monster hit points exponentially outscale spell damage as you level up, and there are better damage options in other schools anyway. Crowd control and debuffing of some sort is far more effective at minimizing risk during a fight than any kind of straight-up blasting, especially for wizards. Now go read, and return filled with understanding of the power of God which is the rightful inheritance of wizards. ![]() |
| #10aleucardSep 12, 2010 3:44:38 | I know those terms because I have decent memory, read every book I could find/download on 3.5 basically cover to cover, and have experience with other tabletop game boards (I am Aleucard on Pen and Paper Games, by the way). Besides knowing the rules themselves, I don't have much experience in applying them. I've only really done 2 sessions, and both at low level too (with a ranger, no less). I just randomly thought of the Arcane Thesis trick when I saw it mentioned in the above links, and thought I might throw it out there in leiu of a better solution (I do NOT like the idea of focusing on a single spell, but it's what my newbie hypercaffeinated brain can come up with). I'm aware of the benefits of playing a God-style caster (don't like that term very much, though I will give treant credit for coming up with it), and am probably going to focus on that primarily. However, I'm fully expecting to have minimal capabilities from the other party members on the tank role. If memory serves, my party consists of a kobold sorcerer, a rogue, and a monk (who might be MIA). See the problem? It's kinda hard to use the other party guys to keep from being targeted if most of the other guys on the team are squishy too. Summon Monster can only go so far, especially when you're starting at level 1. Sorry if I seem like I'm trolling. Yes, I really am this much of a newbie when it comes to actually designing characters. If I say something overly stupid, PLEASE let me know before I cause a party wipe for using it! EDIT: Also, and as a little side-note, for some reason a couple (read: a lot) of the links people post redirect me to a home page for the wizards forums. Is this because of some sort of glitch, or what? I THINK all the ones I saw came from a gleemax.com or something like that. |
| #11steelblueSep 12, 2010 4:05:49 | Alrighty then. Keep reading - for instance, all of the info I provided regarding evocation is summed up in the third post of Dictum's Wizard's Handbook. As far as the tanking goes, go for crowd control/debuffing from conjuration, and nobody needs to get hit... if the bad guys can't see you, shoot at you, reach you, move to you, hit you, or otherwise have any hope of dealing damage, your party can beat on them quit happily without needing someone to eat damage. That's the power of GOD. I realize you aren't fond of the term, and it's not my favorite either - that honor probably goes to BSF - but it's an accurate description of the evolution of wizard play. Initially, wizards were here for magical damage. Then, wizards evolved into Batman - a spell for every purpose, meaning they're good in any situation. Then, wizards realized that they can do what I was just talking about... and the only good description for the role played in a fight by the guy who can keep everybody from getting hit without ever getting hit himself is GOD or a blink tank, and you're not dodging. (Well, unless you're incorporeal. )Mmm... yes, the old gleemax links are often worthless. Gleemax was the old WOTC forums, mostly destroyed/lost during the transition to new forums. A lot of the data was salvaged to brilliantgameologists.com, so if you see a link that you think would be tremendously useful that doesn't work any more, you might check there. When browsing these boards, remember that they date back nearly a decade and have contained thousands of threads and probably millions of posts, so some of the material that is referenced in threads that are three and four years old is long gone. |
| #12waazraathSep 12, 2010 4:28:11 | Steelblue, I'm aware of the discussions about which schools to drop (and hell, my current specialist dropped evocation and enchantment ), but weren't there still some hardcore optimizers that defended evocation as a school, like the dude who wrote the consolidated binder handbook? Don't want to redo that discussion, but there's something to say for some of those spells. On terms, I always liked the Batman better as well. GOD is rathter presumptions on the low levels (mhh, maybe not only at the low levels ;)), considering you can cast a few spells/day that will neither change the battlefield (ok, grease and stuff, but not too much) or prevent your buddies from getting hit. Even at higher levels, it's imho largely a question whether the DM is experienced enough to challenge a party. Some practical stuff: - Race suggestions: strongheart halfling, whisper gnome, lesser planetouched (the last one is from PGtF, the other I need to look up as well, so I guess you can google them ). The first two are always great, a lesser planetouched is worth it if you want to do polymorph tricks into outsiders. Then again, I'd stay away from the whole polymorph line, since the spells are blatantly broken, unless there's some heavy powergaming going on (and I doubt that with a monk in the party). - you can't mix UA's abilities from different specialization as I recall, I thought they were meant to give a specialist more special abilities. - Second conjurer. One practical thing: with this party, you might actually want to go the conjurer/summoner route, since you lack a big stupid fighter. With rapid summoning (UA), you should be able to do some instant battlefieldcontrol and keep the enemy busy. |
| #13aleucardSep 12, 2010 5:18:29 | Alright. I posted the basic rules earlier for what I can use (with POTENTIAL approval by the DM on case-by-case), but I'll post them proper here. The races I'm allowed to use are (PHB) Human, Elf, Dwarf, Gnome, Half-Elf, Half-Orc, Halfling,(everything from here on is maybe, depending on the DM/City, I'm in Achive by the way if you want to look at the ITOH rules) (Une Arc) Desert variants, (Races of Destiny) Sea Kin, (Mon Man) Kobold, (MM/Races of Destiny) Aasimar, Tiefling, (Sandstorm) Asheranti, Bhuka, (Races of Wild) Centaur, (Exp Psi) Thri-keen, and 2 homebrew races called Mage Bred (basically Warforged with no stat modifiers) and Wyld Elf (illiterate without spending 2 skill points, and an int penalty), both detailed in the download I posted earlier. If you want me to look something up I will, but something like which feats are available or even spells (both of which are listed individually, though sorted by book then alphabetically) is a bit much. Anything specific though (doesn't say which type each thing is, so its name and preferably book will be needed) will be answered. Hope this helps! EDIT: Also, the books we're allowed to pull stuff from are Player’s Handbook, Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Complete Psionic, Expanded Psionics Handbook, Races of Destiny, Races of Stone, Races of the Wild, Sandstorm, Frostburn, Source Reference Document, Unearthed Arcana, Players Handbook II, Draconomicon, and Spell Compendium. Hope that helps narrow it down. EDIT 2: Also, can you think of any way for me to add more useful stuff to my skill list at level 1 than what I already got? Sure, Spellcraft, Concentration, and (for my character, whose going to be inventing mundane problem solving items) Craft (alchemy) are given, but I got 2 skill points I still need to work with, and not a whole lot besides Knowledge (which has little benefit that I can see) and Languages I can put them in. Remember, no Complete Scoundrel, so no skill tricks. |
| #14GavinfoxSep 12, 2010 6:17:07 | Are you sure you can't use RACES from those list of books you mentioned?? Are the LESSER versions of those planetouched (without the LA) available? |
| #15aleucardSep 12, 2010 6:50:56 | I'm fairly sure that I can only use the races I mentioned already, though I can ask the DM. Which ones are you suggesting? EDIT: Alright, I think I found one solution to my skill points problem. Able Learner's allowed for me to take, and there's not much else for races I got access to from this vantage point regardless. Mix that with Heroic Destiny (the link in the original post gives feats I can take) and I'm set for feats AND race. Unless, of course, if you guys can come up with something better. |
| #16aelryinthSep 12, 2010 10:48:58 | I would like to point out that building an effective direct damage build doesn't really take away from any of your crowd control abilities. Most of the crowd control/buff stuff is awesome because of the spell. Direct dmg builds only rock when feats are applied. Thus, Batman can't play with direct dmg...he's got more effective things to do. The Blaster can deal out an ass whupping...and be Batman when he doesn't want to. Thing is, as he gets better at direct dmg, being Batman becomes less and less useful. A good magic missile build can pretty much kill anything in 2 rds short of Epic monsters, and most creatures in 1 round. That's considerably better then save or die, when your enemies are going to save. ===Aelryinth |
| #17aleucardSep 12, 2010 18:58:34 | Aelryinth, keep in mind that I want to play this campaign more than 2 sessions. I whip out an "I Win" button like that, and my ass is gone. Something strong? Sure. Something game-breakingly powerful? Not so much. I want to play in a team, not be a one-man army. (summoning notwithstanding, you get my point ;) ) |
| #18lycanthrope0Sep 12, 2010 19:11:49 | well with knowledge comes power so taking ranks in a knowledge and the knowledge devotion feat gives you a bonus to hit. not a bad thing if you ask me. |
| #19aleucardSep 12, 2010 19:37:45 | Where is that feat? Also, what exactly does it do? A + to hit isn't extremely useful for a crowd control wizard (and even some blaster types, depending on the spell used), unless if it comes with some serious benefits on the side. A full copy of the feat would be best, though unless if that's not the exact name of it, it's probably not allowed in this game. I can ask the DM specifically, but still; they're running by some house rules, and my interpretation of them is that if it isn't in there, it's probably off-bounds. |
| #20aelryinthSep 12, 2010 20:36:22 | Building a Master Blaster requires substantial feat investment. All you have to do is not invest so much, and you restrict your own power. That's really not too hard to do if you want, say, Item Creation feats! ==Aerlyinth |
| #21aleucardSep 12, 2010 22:07:16 | Alright. I'll repost the stuff that I currently have down that I'm thinking. This is a direct copypaste of the notepad containing it, so bear with me on formatting. Wizard level 1 (Human, Elf, Halfling) Attributes: Int 16 (+3) Wis 14(+2) Cha 12(+1) Str 7(-) Dex 15 (+2) Con 15 (+2) 16 15 15 14 12 7 School Specialization: Conjuration Banned Schools: Enchantment, Illusion Starting Package: Spell Component Pouch, Spellbook (34/100 pages taken), Wand of Charm Person (18 charges), 120 gp 5 Skill Points (+1 if human) Spellcraft, Craft (Alchemy), Concentration, Knowledge (Arcana), Craft (Weaponsmithing)(If Human: Use Magic Device) Feats (bonus feats available: Skill Focus (any knowledge), Stealthy, Toughness, Dodge, Silent Spell, Persuasive PICK ONE!) (If human: Able Learner, Heroic Destiny) (If not human: Bonded Weapon quarterstaff) (if using fighter bonus feat variant, Improved Initiative in place of Scribe Scroll) Scribe Scroll Variants Wanted: Domain Wizard (Unearthed Arcana page 57) (Transmutation, Evocation), replaces School Specialization Switch Scribe Scroll and wizard bonus feats for Fighter bonus feats (Unearthed Arcana) Immediate Magic (PHB2 page 68) (Conjuration) (Replaces Familiar, incompatible with Domain Wizard (removes specialization, which disallows this)) Spells Prepared 0 level (3 + 1 school spell): Light, Mage Hand, Message, Caltrops (Spell Compendium) 1 level (1 + 1 school spell): Grease, Nerveskitter Spells In Spellbook: 0 level (16 PHB (minus Read Magic) + 8 Spell Compendium): All but Illusion & Enchantment 1 level (3 + 7 from int score): Grease, Mage Armor, Summon Monster 1, Benign Transposition, Nerveskitter, Enlarge Person, Ray of Enfeeblement, Magic Missile, Protection From Evil/Good/Chaos/Law, Persistant Blade Yes, I know that banning Illusion will be painful. However, I think that I'd suffer more from banning Evocation (especially until I can get the shadow evocation spell and its relatives), so I compromised. Enchantment's the least beneficial for me out of those, seeing as it's almost exclusively what amounts to save-or-lose/suck on will. I got more than enough from other schools, thanks. Everything else is up to suggestion. Remember, the link I posted in the original post is wide open. |
| #22lycanthrope0Sep 12, 2010 22:09:46 | Where is that feat? Also, what exactly does it do? A + to hit isn't extremely useful for a crowd control wizard (and even some blaster types, depending on the spell used), unless if it comes with some serious benefits on the side. A full copy of the feat would be best, though unless if that's not the exact name of it, it's probably not allowed in this game. I can ask the DM specifically, but still; they're running by some house rules, and my interpretation of them is that if it isn't in there, it's probably off-bounds. complete champion is were its found. if you are doing a god that can blast (they can be fun) its a great feat. i like it more for an archivist but a wizard would still do well by it. |
| #23lycanthrope0Sep 12, 2010 22:17:48 | and banning illusion isnt that bad. my last wizard banned it. he was a focused specialist in abjuration |
| #24aleucardSep 12, 2010 23:42:26 | I'm pretty sure I can't use anything from complete champion (not on the list, which is why I'm picking enough skills to take up all my points as compared to doing skill tricks), so that's not on the table unless the DM specifically allows it. I'll take a look, though, and ask about it when I send in my character sheet for review. |
| #25phaedrusxySep 13, 2010 13:20:11 | I'd rather ban necromancy than illusion. Silent Image and (Greater) Mirror Image are just too good to give up. The things I miss mostly from Necromancy are Animate Dead, Magic Jar, and False Life, all of which I can live without if they just don't fit the flavor of the character and/or campaign. |
| #26aleucardSep 13, 2010 23:10:02 | Phaed, I'm wanting a dual focus on crowd control and debuffs. NOTHING comes close to Necromancy on debuffs. Hence, I'll keep Necromancy. I'm willing to do without neat little tricks like Silent Image, Mirror Image, and all the relatives, but with some very specific exceptions, they don't really do too well outside the realm of will save-or-suck/lose. I'd like stuff that WILL do stuff if I can land the hit, thanks. Sorry if this seemed snarky, but it's just how it sounds. I kinda suck at saying things without pissing people off. ^_^;; |
| #27lormadorSep 16, 2010 1:52:31 | You could ban Abjuration depending on the party makeup. If you've a cleric and a sorcerer to handle Dispel Magic, in particular. None of the other abjurations are really worth it. Protection from Evil and Mind Blank come to mind, but Pro Evil is a cleric spell (he'll have a wand of it) and the game may or may not reach Mind Blank levels. Illusion is a better defensive school than Abjuration anyway. Compare Protection from Arrows with Invisibility. Mirror Image foils even high-powered attackers. And watch out for Domain Wizard- if you take that variant you're not going to get Abrupt Jaunt. |
| #28phaedrusxySep 16, 2010 8:39:31 | Was he planning on entering Incantatrix later, though? I don't think you can if you've banned Abjuration, can you? |
| #29lycanthrope0Sep 16, 2010 16:38:58 | Was he planning on entering Incantatrix later, though? I don't think you can if you've banned Abjuration, can you? no you cant you have to ban a school other than abjuration upon entering |
| #30steelblueSep 16, 2010 23:06:06 | Was he planning on entering Incantatrix later, though? I don't think you can if you've banned Abjuration, can you? I know there is one of those, but I think it's IotSV. Incantatrix is just "Ban another school" and since you've usually banned a couple already, it's a tough choice. (Worth it for the smell of cheddar every morning when you wake up, but still tough.) |
| #31aleucardSep 17, 2010 1:46:02 | Alright. I got a reply back from my DM. Basically, anything not in the aforementioned books (if I didn't post them, they're in the pdf in the first post) OR isn't in the pdf proper is out. Also, prestige classes are done absolutely at the discretion of the DM; meaning, if the option for it isn't presented by the DM, it's off the table. I'll edit the character sheet thing here in a moment. |
| #32GavinfoxSep 17, 2010 2:51:28 | *Checks those rules* Okayy... Looks like you'll be focusing on Wizard. Go with the free Silent Spell. From the feats... you've got access to Complete Arcane and PHB II, and you have the Orb spells. Go Arcane Thesis, focus on Metamagic. Maybe be a Conjurer. Apparently, you have to "Ask your Fate" which prestige classes are available in your city, and what things from the books listed in the guide are available in your city. Please Do This! |
| #33aleucardSep 17, 2010 19:32:53 | Alright. This is what I have down officially. itoh.acalltoduty.com/oracle/view.php?id=... Hopefully, you guys will be able to see it. Any further suggestions, and perhaps things to do down the road? |
| #34GavinfoxSep 17, 2010 20:08:58 | Where's Color Spray? |
| #35aleucardSep 18, 2010 0:59:55 | It has a time limit on its use. That's where it is. ;) Also, take a look at the range. |
| #36GavinfoxSep 18, 2010 1:17:36 | Color Spray is still one of the most powerful spells in the game.... |
| #37aleucardSep 19, 2010 21:38:58 | Also, remember that it's illusion. I banned that school. |