ECL 8 Transmutation Wizard

Post/Author/DateTimePost
#1

trickz

Jul 08, 2009 0:07:27
Ok, I am looking to make a solid Transmuter for my campaign to do some Buffing/Debuffing and overall be of great help to my party because many of them are inexperienced players. We are starting at Level 8 and the DM hasn't restricted too much, but no Domain Wizards or Domain Granted Ability sort of things. The DM isn't terribly experienced either so he might end up banning things once I bring them up if he's never heard of them and feels they are imbalanced.
Anyways, my idea so far is:

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Grey Elf Transmuter 3 / Master Specialist 3 / Fatespinner 2
ECL 8

Attributes (28 Point Buy)
--
STR 6 (-2) [8 -2 Racial]
DEX 16 (+3) [14 +2 Racial]
CON 12 (+1) [14 -2 Racial]
INT 22 (+6) [18 +2 Racial +2 Levels]
WIS 8 (-1)
CHA 8 (-1)

VARIANTS
--
Fighter Feats for Wizard:
May pick feats from the fighter bonus feat list rather than from the wizard bonus feat list.

Focused Specialist:
One extra forbidden school for additional spells per day of the specialised school.
Forbidden Schools: Evocation, Enchantment, Abjuration


PROGRESSION
01: Focused Transmuter 1: Spell Focus: Transmutation, Improved Initiative [Bonus]
02: Transmuter 2:
03: Transmuter 3: Spell Penetration
04: Master Specialist 1: Skill Focus: Spellcraft [Bonus]
05: Master Specialist 2:
06: Master Specialist 3: Toughening Transmutation, Greater Spell Focus: Transmutation [Bonus]
07: Fatespinner 1:
08: Fatespinner 2:

SPELLS PER DAY
Level 0: 3 +3
Level 1: 5 +3
Level 2: 4 +3
Level 3: 3 +3
Level 4: 2 +3
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I think it gives decent spells per day and save DCs for debuffing, but I am sure better things can be done, I just don't know what yet :P
Also, if anyone can help me build a spellbook that would be most excellent! There are certain spells I'm definitely gonna use like Haste, Slow, Fly, Polymorph (just in case) and such, but I've never really played a character like this so I don't know what might be useful in practice but doesn't seem to be on paper.
#2

CantripN

Jul 08, 2009 4:30:25
Don't have nearly as much time as I'd like but this thread of mine is sure to help: Guide to Transmutation.

Look here, too:
Wizard's Handbook
Guide to being GOD
Tyrian, Bringer of Change
#3

pithica

Jul 08, 2009 4:34:57
Personally, as an FS Transmuter, I'd get rid of Necromancy before Abjuration. Necromancy and Transmutation's few 'attack' spells are both mostly Fort based, so there's a lot more overlap there. There are certainly a few spells that hurt to lose from Necromancy (Enervation comes to mind), but many of them can be duplicated or at least faked (like Fell Drain for helping to remove levels). Plus, Abjuration has some of the best caster buffs in it, and Dispels/Dismissals may be situational, but in my experience those situations come up a lot, so for me at least, it's a tough pill to swallow.

I'd also recommend going human over grey elf, for the extra feat, but that's me. This is especially true if you guys are considering Pathfinder at all, since Pathfinder humans get a +2 to any one stat of their choice, so you wouldn't even lose the Int. Even in 3.5 you're skill points/lvl would be the same (comparing human and grey elf), DCs would only be one lower, and before items, you'd only lose 1 2nd level slot (though, you'd also lose a 6th, when you get that high, but by then you should have equipment). The extra feat could get you Collegiate Wizard, which is, effectively 1000s upon 1000s of gold in free gear for a wizard (it basically doubles free spells/lvl added to your spellbook).

For help on the spellbook...

#4

trickz

Jul 08, 2009 23:03:25
Thank you very much for the help!!
I don't know why I've never looked into collegiate wizard, I think I'm gonna end up going human and taking that as you said.
And I have looked at some of those links, including the God's Tools ones, but thanks there's some I haven't seen before ^.^

And I wasn't sure about Abjuration vs Necromancy, but I'll definitely look over some of the spells to see if I can get similar effects from Trans spells.
#5

Endarire

Jul 10, 2009 2:00:54
Having experienced an Incantatrix with a super high Spellcraft, being able to Persist party buffs is wonderful. Suddenly alter self, mage armor, and shield last all day for 15+ AC. Vigor spells can restore your party to full out of combat quite quickly. The main downer is that a focused specialist is greatly hurt by losing a fourth school from entering Incantatrix.

If you intend to go Ix, a normal specialist does well. You can even start Persisting at level 8. Spend most your starting cash on Spellcraft boosting items and you're set!