Critique my character

Post/Author/DateTimePost
#1

cloer

Feb 19, 2009 19:05:27
This is the build i have come up whit for my caster, the role in the party is going to be battlefield control, but being that my DM is rather fond of placing us in positions that we are cut off from one on other and alone (hidden flor traps or colapsing tunnels) ineed someone who can figth alone, so i have also added the summoner role for my wizard. I'll be starting at 1st level.

"Manolo the MAD" (still working on the title)
Strongheart halfling
(using 32 point buy, im havent been able to roll yet but if i roll better ill use those)
STR 6
DEX 16
CON 14
WIZ 10
INT 18
CHA 10

*FEATURES
Focused Specialist - CM
Rapid summoning - UA
Enhanced summoning - UA
Traits - UA: Spellgifted(conj)
Flaws - UA: Noncombatant, shaky


*FEATS
1st: AUgmented summons, Metamagic school focus(conj), Cloudy conjuration, Spell focus(conj), Sculpt spell
3rd: practiced spellcater (for lvl 1 of malconvoker and spellgifted trait)
6th: Alacritous cogitation
9th: extend spell
12th: Acidic splatter OR summon elemental (reserve feat)
15th:XXXX
18th:XXXX

XXXX: (feats i may want to take but i dont know in what order)
-energy abjuration
-improved inititive
-reach spell
-rapid spell
-deamon master
-if you can think of another one!

*LEVELS
1 Conjuror
2 Conjuror
3 Conjuror
4 Master specialist
5 Master specialist
6 Master specialist
7 Master specialist
8 Malconvoker
9 Malconvoker
10 Malconvoker
11 Malconvoker
12 Malconvoker
13 Paragnostic Apostle (call of the worlds)
14 Paragnostic Apostle (mind over matter)
15 $$$$
16 $$$$
17 $$$$
18 $$$$
19 $$$$
20 $$$$

$$$$: i dont know what to trake for the se levels, i was thinking maybe finishing out master specialist, malconvoker or maybe going into the archmage Prc.

Any feedback, comentary or sugestions welcome!

Thx
#2

jenos

Feb 24, 2009 22:38:55
You don't meet the requirements for Sculpt Spell at level 1(Need another metamagic feat). I'd probably push Spell Focus(Conj) to level 3, place extend at level 1. An extended grease is more dangerous, imo, at level 1 than a grease with 2 to its DC. Practiced Spellcaster isn't really needed until level 6.

Why alacritious cogitiation? Its a meh feat, because you can only use it once per day.

Don't go all the way in master specialist - do Focused Conjurer 3/Master Specialist 2/Malconvoker 5 for your first 10 levels - if you are going malconvoker, you want that 5th level ability ASAP.

Other than that, it looks pretty good. Its a fairly solid build, with plenty of summoning goodies.

For later feats, don't bother with Rapid Spell, because Rapid Summoning makes it useless. Improved Initative is always good. I'm sure you've probably read it, but Mastering the Malconvoker
#3

cloer

Feb 26, 2009 21:49:43
Thx for the advice definitly will do.

alacritious cogitiation just seems so usefull, you never know what spell you might need, seems like it gives you much versatility.
#4

jenos

Feb 26, 2009 22:10:01
Except at one use per day, it kills a lot of the flexibility.
#5

Wyvernhand

Feb 27, 2009 1:35:11
Do note that you are exactly 1 feat away from qualifying for Archmage. AM has a few useful features, among which would allow you to get a spell as a SLA (TIME STOP! SUMMON TIME!) and the CL bump is actually pretty handy for a summoner. Arcane Reach would give you other tricks than just "I summon more stuff"

Otherwise, you are also 1 feat away from qualifying for Loremaster, which nets you UMD as a class skill, among other things (learn Druidic and talk back to those nature summoners and let em know who's boss!). The feat pays for itself by the 3rd level of LM at the latest, and the +saves are rather nice, especially fort. The other abilities are kinda meh. If you do take LM, make sure that the Skill Focus: Knowledge you pick is Religion, because that also qualifies you to take levels in Divine Oracle. DO gets a slightly larger HD than most wizarding classes, gets you some neato divinations on your spell list (Commune!!!!!) and gives you something akin to Evasion. A few more levels also nets you Uncanny Dodge, for whatever thats worth.

Fatespinner is also fairly easy to get into at that high of a level. Requires some bogus skills, but the reroll ability is very handy and throwing 4 points of spin on a Freezing Fog (amazing level 6 Conjouration!) will pretty much autowin against any foe who doesn't have an amazing reflex save, Freedom of Movement, or the ability to teleport. Its a nasty one, and even if it doesn't kill, it'll buy you 2-3 rounds to summon something really nasty. Kudos if whatever you summon is capable of bullrushing the hapless foe back into the cloud!

Just some PrC options open for you.
#6

cloer

Feb 27, 2009 10:10:06
Thx guys solid advice,

loremaster doest seem that great is there something im not seeing, UMD worth it?

the thing is im really not that sure about malconvoker, the loss of a casting level has me worried, and it seems like a big commitment, is it worth it??

the only reason im going summoner is that i might find myself alone, are there other options for a wizard going solo?? i was thinking specialising in transmutation so i can turn myself into a combat machine or illusion so y can make it seem there are more targets that just myself.
#7

keyes2k4

Feb 27, 2009 10:33:33
*FEATURES
Focused Specialist - CM
Rapid summoning - UA
Enhanced summoning - UA
Traits - UA: Spellgifted(conj)
Flaws - UA: Noncombatant, shaky

I reccomend taking "fighter feats" variant from UA to nab yourself improved initiative (at the low low cost of scribe scroll). This would also make your feat selection should you take 2 more levels of wizard later on fighter oriented, which I would suggest improved toughness (+1 hp/lvl, con prereq)

*FEATS
1st: AUgmented summons, Metamagic school focus(conj), Cloudy conjuration, Spell focus(conj), Sculpt spell
3rd: practiced spellcater (for lvl 1 of malconvoker and spellgifted trait)
6th: Alacritous cogitation
9th: extend spell
12th: Acidic splatter OR summon elemental (reserve feat)
15th:XXXX
18th:XXXX

XXXX: (feats i may want to take but i dont know in what order)
-energy abjuration
-improved inititive
-reach spell
-rapid spell
-deamon master
-if you can think of another one!

1st: Extend Spell, Metamagic school focus(conj), Cloudy conjuration, Spell focus(conj)
3rd: Sculpt Spell
6th: Augment Summoning
9th: Dimensional Jaunt (CM reserve feat)
12th: Acidic splatter
15th: ~free~
18th: ~free~

Justifications:
Lvl 1: one MM feat is prereq for sculpt spell. Extend spell was already on your list, I just re-arranged them.
Lvl 6: Augment summoning is nice, but if you're not starting at level 1, then its probably already on your list when you start playing.
Lvl 9: Dimensional jaunt is awesome. You never need to worry about grapples again, as you will usually be out of them as soon as its your turn. Just keep a D-Door or a Teleport spell ready (they're both good spells) and you'll be free from anything which pins.
12: you were the one who suggested acidic splatter, and I concur with that decision. I am playing a focused specialist conjuration GOD in a campaign and the only problem I have is that people constantly expect me to "blast". Its annoying, and having a splatter on reserve would solve it.
#8

jenos

Feb 27, 2009 10:46:51
I reccomend taking "fighter feats" variant from UA to nab yourself improved initiative (at the low low cost of scribe scroll). This would also make your feat selection should you take 2 more levels of wizard later on fighter oriented, which I would suggest improved toughness (+1 hp/lvl, con prereq)


1st: Extend Spell, Metamagic school focus(conj), Cloudy conjuration, Spell focus(conj)
3rd: Sculpt Spell
6th: Augment Summoning
9th: Dimensional Jaunt (CM reserve feat)
12th: Acidic splatter
15th: ~free~
18th: ~free~

Justifications:
Lvl 1: one MM feat is prereq for sculpt spell. Extend spell was already on your list, I just re-arranged them.
Lvl 6: Augment summoning is nice, but if you're not starting at level 1, then its probably already on your list when you start playing.
Lvl 9: Dimensional jaunt is awesome. You never need to worry about grapples again, as you will usually be out of them as soon as its your turn. Just keep a D-Door or a Teleport spell ready (they're both good spells) and you'll be free from anything which pins.
12: you were the one who suggested acidic splatter, and I concur with that decision. I am playing a focused specialist conjuration GOD in a campaign and the only problem I have is that people constantly expect me to "blast". Its annoying, and having a splatter on reserve would solve it.

I'd have to disagree with some of that advice. First off, don't take the fighter feat variant. There are far better uses of that level 5 feat, and enhanced summoning lets you swap out Scribe Scroll for Augment Summoning at level 1. Spontaneous Divination or Domain Granted Power are much better than Improved Initiative(The best fighter feat to pick up).

That means that build has an open level 6 feat. I'd go with the following.

Level 1: Metamagic School Focus[Conjuration](Level 1), Extend Spell(Strongheart), Sculpt Spell(Flaw), Cloudy Conjuration(Flaw 2), Augment Summoning(Wizard Bonus)
Level 3: Spell Focus[Conjuration](Level 3), Skill Focus[Spellcraft](MS 1)
Level 6: Skill Focus[Bluff](Mal 1), Practiced Spellcaster[Wizard](Level 6)
Level 9: Dimensional Jaunt OR Summon Elemental OR Demonic Mastery
Level 12: Acidic Splatter OR Summon Elemental OR Demonic Mastery

Dimensional Jaunt is also not that great depending on what spells you have access to - some campaigns its amazing, some it'll never be used.