| Post/Author/DateTime | Post |
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| #1Vitarri_WhitemaneOct 05, 2008 21:52:48 | I've been trying to make an ultimate arcanist using these two PRCs for sometime now and I think I finally cracked it using the feat practiced spellcaster. now the exploit is as follows you begin with the basic Ultimate Magus (UM) build Wiz4/Sor1. I like to use Human for the early game feats in Complete Arcana Collegiate Wizard and Precocious Apprentice so that leaves lvl 3 for any metamagic meaning that lvl 1 UM defaults to Sor. However at level 6 you can take Practiced Caster (Sor) which makes you a CL 6 Sor and by the spell casting entry it specifically says it pings off your CL and since Wiz 4 is lower than Sor 6 the level 4 and 7 UM levels add to Wiz allowing you to cast the necessary lvl.7 spells as a Wiz 13 allowing acsess to Archmage (Arc). You also have 9,12,and 15 to dedicating to skill focus (spellcraft) as well as the two spell focus feats while stilll having two bonus feats to dedicate to metamagic. Plus once your in Arc you can make your first level dip into Sor making Expanded knowledge 5 worth it as you'd be a Sor 10 capable of 5th lvl casting and then go back to Wiz for the last 4 making you a Wiz 17 capable of 9th lvl casting. You could even take Practiced spell caster (Wiz) to make up for the level loss. In the end is this legal? |
| #2natenateOct 05, 2008 23:00:58 | Make an Illumian with the Krau sigil (RoD), Beguiler (PH2) 1/ Wizard 4/ Ultimate Magus 10, taking Practiced Spellcaster: Beguiler at level 3. You can add all ten UM levels to your Wizard spellcasting, so by level 20 you'll be casting as a 19th level Wizard and an 8th level Beguiler. Take the feat Versatile Spellcaster (RotD) and you'll be able to access 5th level Beguiler spells. You'll be able to spend Beguiler spell slots to use metamagic feats like Quicken, Twin, Repeat, and Chain Spell on your Wizard spells. Plus Beguiler will give you a lot of class skills and Trapfinding, plus you won't need anything but Int to cast your spells from both classes. |
| #3kobold_esqOct 06, 2008 1:20:13 | A kobold sorcerer with that +1 sorcerer level ritual works too. |
| #4pithicaOct 06, 2008 9:53:37 | Wouldn't it be easier to go.. Wiz 1/Sor 1/Wiz +3/UlM 10/Archmage 5 There's no reason (that I can see, correct me if I'm missing something) to take precocious apprentice for this build, as it's not like you need it to qualify for either PRC or for the extra spell slot (you have plenty of 2nds, and if you need more, a Ring of Wizardry II gives you 10 more). So that leaves Collegiate Wiz + 'metamagic Feat' at 1, Practiced Spellcaster-Sor at 3, and whatever the heck else you want to qualify you for Archmage by 15. That gives you CL 19(23) as a Wiz and CL 8(16) as a Sorceror. You gain spell levels at the same character level as a sorceror, so you aren't really behind, and you get to blow the sorceror spells as metamagic boosts to your wizard spells (so, all you really lose is 1 8th and 1 9th compared to Wiz 15/Arch 5, and in exchange you get a bunch of 1sts/2nds/3rds/4ths that can likewise be used to blow on adding metamagic 'for free' to all your 5th and lower spells (I like chaining Spell Theft, but I'm heartless)). I also like... Wiz 1/Beg 1/Wiz +3/UlM 10/Incantatrix 4/Archmage 1 but that's just me... |
| #5Vitarri_WhitemaneOct 06, 2008 18:26:41 | Well I took precocious apprentice because I'm assuming I'll be going from 1-20 so early on when I'm at 5hp (middle-aged Human 12 Con) and I'm very squishy a quick Invisibility spell could mean the difference between life or death but I see why you would question it. Also the extra spell slot makes me feel a bit better about not having 3rd level casting until lvl 7. The idea of Sor/Wiz is mostly a flavor choice. I want the strange effects of a budding sorcerer to be happening around him until he unlocks his power at level 5. I just thought character wise it's a nice touch. |
| #6Vitarri_WhitemaneOct 06, 2008 18:37:58 | Back to the point I see no one saying my logic is flawed as far as exploit legality so working under the assumption that this is legal what would be the 3 best metamagic feats for the character. Take into account that high arcana mimics some of the metamagic feats namely E.Substitution, Sculpt Spell, and Reach Spell so those are right out but given those abilities I'm thinking of going blaster if that helps peoples decisions. |
| #7pithicaOct 07, 2008 7:53:32 | If you mean, "Is practiced spellcaster a legal way to switch which class is 'higher' in regards to Ultimate Magus progression?" the answer is, yes. There is a question specifically about this in the 3.5 FAQ and that is how they ruled. At extremely low levels, there is nothing that can save your character from a bad day. Even a max con barbarian w/ toughness is only one or two good hits or a single spell away from death at 1-3rd level. In most 'real life' campaigns, unless the DM is INTENDING for you to stay in that range, he or she is going to rocket you through it as quickly and 'easily' as possible. Precocious Apprentice is a nice 'trick' to have up your sleeve, but it isn't something you're really going to be able to rely on (especially since you can fail that spellcraft check you need to role prior to casting). You'll very much regret the choice even at level 10, when you already have 13 -16 2nd level spells without it, and almost nothing to spend them on other than metamagic. You'll really hate it when you roll that Ring of Wizardry 2 and you have an extra 10 slots at that level. If you go my route, taking Practiced Spellcaster at 3, you'll have 3rd level spells at 6th, the same level a Sorceror will get them at. You'll be behind the other wizards you 'know', but not by much, and creativity and luck (and leniency on the part of the DM that's all too common in that level range) is going to keep you in the game well enough to figure things out. (I was wrong on my math though, my route gets you Wiz 18(22)/Sor 9(17) @ 20.) I don't normally play blaster's so you'll have to forgive me if my choices seem ignorant to you, but I generally like: Chain Spell (Spell Theft level 5 Complete Scoundrel for free is awesome) Retributive Spell (not great for blasting, but great to have as a last line of defense should people make it past the BSF, specially since it's free) Empower Spell (Maximize isn't worth it) Quicken Spell (Since it's free anyway, an extra blast per round can be just what you need) Even though you get 'energy substitution' free from Archmage, you may also consider taking the feat and adding Energy Admixture. Cone of Cold becomes Cone of Cold-Fire. Or, if you like the energy spells, There are a couple non-metamagic feats in Frostburn/Sandstorm that can make Cold/Fire spells effect even creatures immune to that energy type. You'll probably not have enough room for that what with the two spell focus and skill focus requirements, but if you can work it in and it fits, that's something to consider. Also, a reserve feat may be a nice idea. Minor Shapeshift is effectively 20 free points of healing per round as a swift action. If you like a single energy type, some of the other reserve feats can give you effectively unlimited ammo to throw around. Another good non-metamagic choice will be craft contingent spell. Having the 'right' 21 contingencies up is going to be teh awesome, assuming you can afford it. |
| #8Vitarri_WhitemaneNov 01, 2008 9:08:33 | Alright I made a bit of an overhaul of the character and decided to optimze the concept. Rather than Human Wiz4/Sor1/UM10/Arc5 I've decided that Dragonborn Grey Elf Beg2/Wiz(Elf)3/UM10/Arc5 (Starting as Elf and becoming Dragonborn at level 6 or so since my GM is letting me keep Elf Wizard if I do it that way) could make a more streamlined character. His stats at lvl 20 are as follows Str 10, Dex 14, Con 14, Int 22, Wis 10, Cha 14 without magic items. Keeping in mind that he is no longer starting as a Wizard Collegiate Wizard is tossed as is Precocious Apprentice since he no longer has a feat to spare since he needs a metamagic at 1 and practiced spellcaster at 3 so he doesn't loose wizard casting and can jump on to Ultimate Magus quickly. Given that he has beguiler as part of the build I've decided to grant the focus feats to enchant/illusion since generalist wizard doesn't help with the decision any. Also the one free feat the character does have ends up in practical metamagic due to the focus UM has on it freeing up my higher slots for actual casting. Since I can't take able learner to bring up my bluff checks I've decided to keep a snake familiar and using natural link it grants me a +6 bluff coupled with Insightful feint (spontaneous at lvl 7) I can usually get a fairly high bonus of about +23. As for skills I picked up Search through Beguiler and Elf Wizard, UMD through Beguiler and UM, Decipher Script, Knowledge(Arcana), Spellcraft, Concentration through all of them, Diplomacy, Bluff, Sense Motive through Beguiler, and Knowledge (Nobility) and Craft (Alchemy) To pump into when I gain more Int modifiers. Making him a well rounded mage and gentlemen who knows how to find what people would hide from him. As for the three metamagic feats I'm still not solid on what I would need considering the shift of focus. |
| #9krusherNov 09, 2008 22:54:52 | You might want to take a look here. A lot of helpful info there. |
| #10pithicaNov 10, 2008 6:45:08 | You may want to consider taking Wizard 1/Elf Paragon 3 rather than Wizard 4. It costs you one CL in Beguiler, which amounts to 1 4th level spell, but it gives you a bonus feat (which, admitedly you won't want late in the game, but may help out early on, Weapon Focus), and +2 Int. It also boosts your reflex saves and saves v enchantment. The +2 Int alone may make up for the lost 4th level spell in addition to giving you more lower/higher level spells. I usually use Human Paragon for my UlM builds for the same reasons. Elf Paragon isn't as good as HP, but it's still better than 3 dead wizard levels. |
| #11ah_khendonJan 18, 2009 22:09:42 | Actually if you are going with the original built as a human. You can save yourself a feat by being a specialist wizard. So prior to UA, you can progress as: 1) Spontaneous Spellcaster (I am rather taken by Beguiler as it reduces MAD) 2) Specialist Wizard 3) Specialist Wizard 4) Specialist Wizard 5) Master Specialist PRC [CM 70] 6 ~ 15) Ultimate Magus 16~20) Archmage Master Specialist requirements overlaps over with Archmage in terms of skill ranks and Spell Focus required. In addition, it provides Skill Focus (Spellcraft) in the first level which is another requirement for Archmage. Personally, I would take a second level of Master Specialist over Archmage as there is no fifth arcana which i particularly like. The expanded spellbook provides an additional spell known of the school you specialise in and is only limited to the spell level in which you can learn. |
| #12PauperJan 19, 2009 14:38:22 | Back to the point I see no one saying my logic is flawed as far as exploit legality so working under the assumption that this is legal what would be the 3 best metamagic feats for the character. Take into account that high arcana mimics some of the metamagic feats namely E.Substitution, Sculpt Spell, and Reach Spell so those are right out but given those abilities I'm thinking of going blaster if that helps peoples decisions. The Practised Spellcaster 'trick' is perfectly legal -- no problem there. I was planning an Ultimate Magus using the same trick, then I died. Keep in mind I was playing with a particularly lenient DM, who uses a house rule that when you reach -10 hp, you don't die immediately but have another 1d4 rounds in which the party can still drop a healing potion down your throat, make a Heal check to stabilize you, etc. Having just one 'escape hatch' spell doesn't always help, because you're going to be in multiple combats per day before the rest of the party is willing to stop to rest. As for your original question regarding feats -- my replacement mage is a blaster mage, and here are the feats I've been using (and for the most part, enjoying): - Empower Spell No-brainer for a blaster mage; gives you more bang for the buck than Maximize Spell. - Fiery Burst At low-level, the reserve feats from Complete Mage are amazing -- a damaging effect as a supernatural ability (so no attacks of opportunity) that doesn't consume your spell resources. Also, the boost to caster level helps both before you reach the damage cap for the relevant spells (by increasing your damage) and even afterward (by increasing your caster level for Spell Resistance checks). Fiery Burst is my favorite despite having the small drawback that, because it allows a Reflex save, creatures with Evasion have a chance to completely avoid the damage. (Another drawback is that fire resistance/immunity is more common than other energy types.) This seems minor compared to the drawbacks of other such feats: - Acidic Splatter: can only target one opponent; range limitation of 5 feet per spell level reserved means that you don't get significant range at low level - Clap of Thunder: touch range means you're already too close to danger; can't take until lvl 6 - Invisible Needle: requires ranged attack (not ranged touch attack), so highly inaccurate except for specific builds (i.e: elf ranged gish builds with Precise Shot) - Storm Bolt: line effect is much more difficult to target while keeping allies out of the area of effect than burst effect, otherwise solid option; also can't take before lvl 6 - Winter's Blast: same Reflex problem as Fiery Burst, does less damage (1d4/spell level rather than 1d6/level), and like Storm Bolt, cone effect is difficult to target while keeping allies out of area of effect As you go up in level, you'll likely rely less and less on the reserve feat, but it'll still be a fine option to have in your bag of tricks. - Residual Magic/Arcane Thesis If you plan to be a 'single spell specialist'; i.e.: a Sorc or Wiz who tends to cast the same spell over and over, these two feats are amazing together. Arcane Thesis gives you +2 caster level with your thesis spell, and lets you put on metamagic for one level bump less. Residual Magic lets you, if you cast a spell modified by metamagic in one round, to apply one of the metamagic feats on that spell to an identical spell cast in the following round. As a high level example, consider taking Arcane Thesis (disintegrate) at 15th level, already having taken Residual Magic earlier: - Your 7th level spell slots can now contain Empowered disintegrates, dealing 51d6** damage on a failed save, and 7.5d6 on a successful save. - Any disintegrate you've prepared in a 6th level slot can be cast in the round following an Empowered disintegrate as an Empowered disintegrate. **Caster level 15 +2 for thesis = 17, which is 34d6, then add half of that (17) for the Empowered metamagic. As an Ultimate Magus, you may actually have an effective Wizard caster level higher than your actual character level, depending on build, in which case increase the damage accordingly. Even if you don't plan to exploit a single spell, I'd still recommend Residual Magic for any caster who plans to make heavy use of metamagic; a cleric with Residual Magic and Empower Spell can put out a truly impressive amount of healing. -- Pauper |
| #13SIKBUZJan 21, 2009 20:48:12 | What 2 school focuses are best? |
| #14pithicaJan 22, 2009 8:47:21 | That depends entirely on what 'type' of wizard you're playing. I personally like Conjuration (pretty much no matter what), and then either Necromancy (sniper/debuffers), Abjuration (Spell theft/debuff/counterspell specialists), Transmutation (Cheesmongers), or Illusion (Shadocraft Mage Cheesemongers). Wait, do you mean Spell Focus, or Metamagic School Focus? I just realized this discussion was about Archmage so you probably meant Spell Focus. The above was what I pick for the Metamagic School Focus. For Spell Focus, I almost always (unless I'm playing a Transmuter or Diviner/Master Specialist), pick Conjuration, Necromancy, or Illusion, depending on whether I had to drop Necromancy as my third lost school for any reason. If I have both Ill and Nec, those are probably the two I take. Divination has like 1 spell that causes a save, so it's pointless. Most of the spells I tend to use in Trans are either buffs or don't offer a save. My favorite Conj spells are BC's and usually end up being Suck or Suck, since they often work well even if you save. I tend to drop Ench and/or Evocation if given the opportunity. That's just my 2cp, though. You're best bet is to look over your spell list (and projected spell list), and figure out how many of each you have that you'll likely cast that have a save and pick the two best for you. If you're going Beguiler/Gen Wiz/UlM/Archmage Enchant and Ill aren't 'bad' options, since it covers almost all of your Beguiler spells, and probably at least some of your Wiz spells. Conj and Ill is another solid way to go. |