Help with 3.5e Conjuration wizard optimization.

Post/Author/DateTimePost
#1

Rasaro

Sep 16, 2012 18:05:10
Hello, new to the boards! Had something i was hoping you guys could help me out with.

My group is running a single campaign for lv 20 characters, and the DM wants everyone to make the strongest they can. I have a hunch he is planning on making these characters enemies in future campaigns when we use our main PC's, but not sure as of yet.

Anyway, i wanted to do a Conjuration wizard. I havnt made it to 20 yet as any class, as im still somewhat new-ish to dnd. Could you guys help me out with this? Wanted to specialize in summoning related feats/skills but im not sure the best way to go about it.


Thanks in advance to anyone who can give me some help here.
#2

Maat_Mons

Sep 16, 2012 19:16:04

What books are available to you?


Unearthed Arcana has some variants conjurers can take. They're also freely available online.


You should poke around the Summoning Handbook for ideas on feats and prestige classes.

#3

Rasaro

Sep 16, 2012 19:29:41
DM is letting us pull from all 3.5e books, as between him and another member of the group they have nearly all of them.

I'll look into that summoning handbook, thanks for the link. Some good reading for downtime at work Smile
#4

Tempest_Stormwind

Sep 16, 2012 21:17:38
Hello, new to the boards! Had something i was hoping you guys could help me out with.

My group is running a single campaign for lv 20 characters, and the DM wants everyone to make the strongest they can. I have a hunch he is planning on making these characters enemies in future campaigns when we use our main PC's, but not sure as of yet.

Anyway, i wanted to do a Conjuration wizard. I havnt made it to 20 yet as any class, as im still somewhat new-ish to dnd. Could you guys help me out with this? Wanted to specialize in summoning related feats/skills but im not sure the best way to go about it.


Thanks in advance to anyone who can give me some help here.


Just a fair warning: It's pretty easy to get two out of three bold points. Getting all three? That's a problem.

Strongest wizard? That's what a lot of the reading will help you accomplish, but the character will not be easy to build or to run.
New-player-friendly wizard? Doable, but tends to balk against high-CR challenges.
Strongest but newbie-friendly? Other spellcasters might work, but see point 1.

Here's an example of what level 20 wizard combat looks like before you get into spatbooks. I'd like to emphasize that the guy running the wizard, while not new to D&D, was not at all familiar with wizards, and just threw that together from what looked good in the core books.



With that out of the way, generally speaking, summoning takes two forms: "summoning" (using Conjuration (Summoning) spells, plus a few one-shot non-"summoning" effects like Gate), and "binding" (using the Planar Binding style spells to get long-term powerful allies). They build totally differently (the former tends to rely on augmentation effects while the latter works well with prepared, cautious, ritual-based caster level boosts), and work differently in combat (the former is very slow to set up but builds momentum quickly once it gets going, and can tailor its summons to the battle at hand, but requires a lot of prep from you (the player) to run smoothly, while the latter basically gives you powerful allies to fight by proxy). 

There are new-player-favored alternatives to wizard in both cases - for instance, I'm a huge fan of the shaper (basically, the psionic conjurer), since everything you need for summoning can be found in one place - but to work within the wizard paradigm, be prepared to do a lot of reading yourself.
#5

Rasaro

Sep 17, 2012 4:57:20
Thanks for the input, i wanted to go the more summon heavy feats. Im going to read the summoner handbook at work today, and i dont mind reading a ton to pull this character off. I just need to know what usefull thinga to read. I dont need to be SRRONGEST by any means but i want to optimize a fair bit rather then make a weakling character by picking terrible feats and skills
#6

radicaltaoist

Sep 17, 2012 9:29:27
I still say Lycanthromancer went easy on him. No Shrink Item + Explosive Runes + Telekinesis cruise missiles? Pah.

Rasaro: If you're going to be a summoner,  you will need action advantage, as summoning is a slow process.  Pick up spells that slow and halt the opposition; Cloudkill, Black Tentacles, Sleet Storm, Stinking Cloud, (PHB2 now) Vertigo Field, Legion of Sentinels, and so on. If you're specializing in the Conjuration school, then I would suggest you ditch Evocation and Enchantment. You can get Forcecage from the Greater Shadow Evocation spell, and aside from that Evocation doesn't offer you much. Enchantment will be hard to let go, but I think you can summon/bind some critters with SLAs (or fantastic diplomacy checks) that can get around that.
#7

Krusk

Sep 17, 2012 15:01:50

I happen to be playing a conjuration focused wizard right now. I'll post my snapshot of level 20 goals for you. He is specced out for standard WBL and 32 PB. In real play we have way less money than standard, we rolled stats, and are level 4. I won't bore you with skills I picked, but you will have a lot. 


I chose grey elf, but a solid case can be made for human. Levels 1-4 have been brutal and I've mostly been a crappy archer with 10AC and just got my 15th hit point. You get the benefit of skipping all that which will make all the difference. You can probably pick a better familiar, but I know the DM has a softspot for dragons, and expect that to have hidden benefits. You can probably also find better items than what I picked, I'm bad at that aspect. Also, technically a focused specialist is less powerful than a normal specialist, and a non-specialist is more powerful than a specialist. I didn't care and can still bend most encounters over my knee.


I strongly recomend writing down full stat blocks for common summons. Nothing bogs the game down more than you deciding to summon something, but first needing to write its stats down. 


I would strongly not recomend a conjuration wizard 20 to a new player. Its very powerful, but very complicated. 


Books uses: Unearthed Arcana, Monster Manual, Dungeon Masters Guide, Players Handbook, Complete Mage, Complete Scoundrel, Draconomicon. 


Show
 
Level 20 Gray Elf Wizard 3/ Master Specialist 2/Malconvoker 9/Master Spec 6

 


HP – 114


AC – 10 + 4 Armor + 6 Shield + 5 Deflection + 5 Natural = 30


 


Fort -     +6 + 4 Con + 5 Resist       =             15


Ref -      +6 + 0 Dex + 5 Resist       =             11


Will -      +14 + 0 Wis + 5 Resist     =             19


Immune: Sleep, “All spells that detect, influence, or read emotions or thoughts”, Mind affecting spells, as well as divination, and Scrying.


Save Bonuses: +2 vs. Enchantment


BAB - +8


 


Str          - 10         = 10 + 0


Dex        - 10         = 10 + 0


Con        - 12 + 6 = 18 +4


Int          - 24 +6   = 30 + 10


Wis         - 10         = 10 + 0


Cha        - 16 + 6 = 22 + 6


Abilities


Rapid Summoning – Summon Monster Spells are a standard Action. No familiar. variant.


Enhanced Summoning – No Scribe Scroll, instead Augmented Summoning. variant.


focused specialist - variant.extra spells give up a school.


Deceptive Summons – When summoning an evil aligned creature, make a bluff check free action. If successful, the duration is doubled. If I fail by 5 or more it breaks free. They also gain +2 bonus to weapon damage, +2 HP per HD, +2 Will, and my effective CL for dispelling is +2.


Fiendish Legion – Summon Monster summons an additional evil creature.


Deceitful Bargaining – when I planar bind something, I get a bluff check. If I win, it takes -5 to charisma checks. If I fail it gets a new save vs. my spell to break free.


Improved Calling – HD limit for planar binding is increased by +2


Safe Summoning – Can dismiss any summoned creature as an immediate action instead of standard.


Conjuration Esoterica – Creatures I summon have +CL in HP.


-          I get +5 CL when resisting dispels on my conjurations


Summon Elemental – As long as I have a 4th level summon spell available, can summon a small air/earth/fire/water elemental within 30ft (can’t go further). duration is 1 round per level of highest level spell I have. Only get 1 at a time. If I have a 6th level it is medium elemental. If I have 8th, it is large.


Spell Linked Familiar – I can give my familiar 4 level 0, 3 level 1, and 2 level 2 spells to cast each morning. It has ½ My caster level as its CL. It doesn’t need somatic, material or verbal components. It can’t do spells with GP or XP costs.


 


Feats


1 – Spell Focus Conjuration


W1 – Augment Summoning


SPEC 1 – Skill Focus Spellcraft


3 – Obtain Familiar


6 – Spell Penetration


M3 – Skill Focus Bluff


9- Summon Elemental


12 - Dragon Familiar – Wyrmling Silver Dragon Familiar


15 - Spell Linked Familiar


SPEC3 – Greater Spell Focus


18 – G spell Penetration


Also get alertness from the familiar.


 


Spells (Forbidden – Enchantment, Evocation, Necromancy,


CL 19, 20 for conjuration


+4 CL to overcome SR


+1 CL for Conjuration (summoning) spells


Summon Monster III – Mandatory Take


 


Spells                    DC +2 for Conjuration    Prepared             Always On           3 Per level must be Conj


Level 0                  20 (7/day 3 are conj)


                Acid splash X3


                Detect Magic


                Open Close


                Mage Hand


                Mending


Ghost Sound


Detect Poison


Read Magic


                Arcane Mark


                Prestidigitation


                Message


                Open/Close


Level 1                  21 (10/day 3 are conj)


                Alarm


                Grease


                Mage Armor


                Mount


                Obscuring Mist X3


                Unseen Servant


                Identify


                Feather Fall


                Disguise Self


                Reduce Person


Level 2                  22 (10/day 3 are conj)


                Summon Monster II X 3


                Alter Self X3


                Rope Trick


                Resist Energy X3


Level 3                  23 (9/day 3 are conj)


                Dispel Magic X3


                Magic Circle


                Summon Monster III


                Magic Weapon Greater X3


                Stinking Cloud X3


Level 4                  24 (9/day 3 are conj)


                Dimensional Anchor


                Dimension Door X3


                Invis Greater X 3


                Stone Shape X3


Level 5                  25 (9/day 3 are conj)


Lesser Planar Binding


Dismissal


Summon Monster V


Teleport X3


Wall of Stone  X3


Level 6                  26 (9/day 3 are conj)


                Dispel Magic Greater X 2              


Planar Binding


                Acid Fog X3


                Mages Lucubration X4


Level 7                  27 (8/day 3 are conj)


                Plane Shift


                Heal


                Scrying Greater


                Summon Monster VII X5


                Statue


Level 8                  28 (7/day 3 are conj)


                Greater Planar Binding


                Shadow Evocation, Greater X3


                Polymorph Any Object


                Summon Monster VIIIX2


                Mind Blank


                Discern Location


Level 9                  29 (7/day 3 are conj)


                Gate


                Summon Monster IX X3


                Time Stop X2


                Wish


                Shapechange


 


Wyrmling Silver Dragon


HP - 77


AC – 10 + 10 Natural + 1Size +4 armor = 25


Speed 40ft, fly 100. Cloudwalking


 


Fort -     6 + 1 = 7


Ref -      6 + 0 = 6


Will -      14 + 2 = 16


BAB-      +8 + 1 Size on attacks


SR 25 against all but me.


Improved Evasion


Immune to Acid, Cold, Sleep, Paralysis, “All spells that detect, influence, or read emotions or thoughts”, Mind affecting spells, as well as divination, and Scrying.


Darkvision, Low Light Vision


Vulnerable  to Fire


 


Bite, 2 Claws


+10 to hit for 1d6+1 Bite


+5 2 claws for 1d4


 


Stats


Str - 13


Dex - 10


Con - 13


Int - 15


Wis - 15


Cha - 14


Abilities


Breath Weapon- DC 14 Reflex for 2d8 cold damage or Fort save DC 14 or paralyzed 1 round.


Alternate Form 3x day – Animal or humanoid of medium size.


 


Feats


1 – Flyby Attack (Move and attack as the same action)


3 – Hover (Can Hover)


 


 


Gear (37.000)



Int, Cha, Con +4 (275000)


Int, Cha, Con +6 (108.000)


Amulet Natural Armor +5 (50k)


Ring of Protection +5 (50k)


+5 Mithril Buckler – (26k)


+5 Cloak of Resistance (25K)


Freedom of Movement Ring (40k)


Major Spell Storing Ring (200K) Holds 10 levels of spells (time-stop and feather fall)

#8

Rasaro

Sep 17, 2012 19:01:55
Wow, thanks for the incredibly detailed post krusk!  If i may ask, what do you mean when in your sheet you break down "abilities" and feats? And under feats, what is the number designation? (1, m1, w3 ect.)

Thanks again for any additional info, feel like im on the right track for this :D still have a couple weeks to figure everything out and read more.

-RadicalTaoist: Every scrap of info on wizards i can find is to give up enchantment/evo/necro for the most part, thanks for making that even more firm in my mind.
#9

radicaltaoist

Sep 17, 2012 20:12:43
Don't give up necromancy. Wail of the Banshee, Clone, Magic Jar, Energy Drain, too many of the spells that cheat enemies or just outright end things are on it.
#10

Tempest_Stormwind

Sep 17, 2012 21:11:01
Wow, thanks for the incredibly detailed post krusk!  If i may ask, what do you mean when in your sheet you break down "abilities" and feats? And under feats, what is the number designation? (1, m1, w3 ect.)


As far as I can tell, he's splitting up feat abilities from non-feat abilities (i.e. class features and etc. effects) to track them separately. They retrain differently, for instance (you can swap feats around, but not class features).

The numerics on the feat list are clear, though: They're timing points, just with an abbreviation code. The numbers alone are character level; if there's a letter it looks like class level (all of his classes grant bonus feats at specific points). W for Wizard, SPEC for Master Specialist, M for Malconvoker.
-RadicalTaoist: Every scrap of info on wizards i can find is to give up enchantment/evo/necro for the most part, thanks for making that even more firm in my mind.


I have no idea why they're saying give up necromancy. It is awesome - just not in the "army of the undead" sense that the word usually evokes. Arcane necromancers don't bother with zombies - they curse you into oblivion and gift-wrap your soul.
#11

Andarious-Rosethorn

Sep 17, 2012 21:32:11
Heh, Necro has some really nice spells aside from those mentioned as well, Look at Waves of Exhaustion. That spell shuts down a lot of characters. Half speed, -6 Str and Dex, Cannot run or charge. This hits a 60' cone shaped burst, and allows no save. SR's allowed but you aught to be able to make that check if you're straight caster.
#12

Tempest_Stormwind

Sep 17, 2012 21:49:53
Heh, Necro has some really nice spells aside from those mentioned as well, Look at Waves of Exhaustion. That spell shuts down a lot of characters. Half speed, -6 Str and Dex, Cannot run or charge. This hits a 60' cone shaped burst, and allows no save. SR's allowed but you aught to be able to make that check if you're straight caster.


Exhaustion, fatigue, fear, negative levels, ability damage/drain, assorted huge penalties to every d20 roll people make, and a load of other conditions, all thanks to necromancy. This can get particularly fearsome if you summon the right monsters to exploit these penalties.

Speaking of exhausting, Andarious: Pre-reboot, Elerosse had Dessicating Burst on both ends of his double scimitar. Imagine if anything that survived him was slapped with Exhausted. I think that was one of the reasons DisposableHero agreed to convert that blade into a legacy weapon during the reboot: it's easier to control what effects are hooked up on those. (To the overwhelming majority of readers: Elerosse is the TWF revenant-blade critical hit specialist in one of our games. It's not uncommon for him to dish out hundreds of points of damage with reasonable reliability, averaging just over a critical hit every full attack now (and with assorted methods of full attacking more or less on demand, such as Sudden Leap). Add MIC's Dessicating Burst on top of that? OW.)
#13

radicaltaoist

Sep 18, 2012 6:15:27
I just realized that Ras might want to look into more Will-save-or-f@*k-you spells if he drops Enchantment. Fortunately, a conjurer can pull of the Dimension Shuffle (PHB2) + Greater Anticipate Teleport (SPC) combo, which is awesome for a summoner or really any mage who can set up kill zones.

Any room for a few levels of Archmage? A level or two into Arcane Reach can turn Greater Plane Shift into one of the game's best spells. 
#14

Krusk

Sep 18, 2012 15:16:02

Tempest explains my numbering next to the feats, and yes that is how I differentiate feats and abilities. 


Giving up necromancy was really hard. Its my favorite school, and I ended up doing it because I always take it and wanted to try something new. I do think its a solid 3rd choice for most people though. Every school has some awesome game changers you need, but if you've got to drop a third school I think necro is it. Divination? No scry and die and a lot of utility. Illusion or transmutation? no way. By proxy that means necro.


Save or screwed spells - Yeah, I probably out to focus on DC spells. I'm still pumping DCs as best I can. The idea being that I summon 1 or 2 things a fight, and then sort of "hide" during the rest of combat throwing a save or die if things look dire. Unfortunatley, there are two other PCs remotely optimized, and the rest sort of suck. My wifes barbarian (who I totally didn't help with) and my buddies warlock, which is a warlock. The other PCs are a monk, healbot cleric, rogue (not optimized), and a warmage. I don't want to outshine them, so I'm holding back a lot, even at this level. I also don't want to rely on the save or die spells because the DM isn't the most rules savvy, and has been known to give monsters a bump so they pass that sort of thing. If I'm throwing them out every fight, I expect they would start to save a lot more than they should. 


The last few levels of master specialist aren't "locked in" or anything. I might drop a few for archmage, I always do like that. 


I try to stay core-ish with my spells to reduce books carried and sources I need to reference, there are definatley a few non-core spells I should grab.

#15

Andarious-Rosethorn

Sep 18, 2012 15:22:07
Yep, giving up schools sucks. This is one of the reasons I really like Diviner. It forces you to prep one spell per level per day that's a "what if" spell, but that's actually a good thing, and you give up only a single school.
#16

radicaltaoist

Sep 18, 2012 16:39:50
...going Diviner and giving up Evocation really gives you something for nothing. The Shadow Evocation line of spells gives you everything you'll want from the school, and an extra diviner slot gives you another spell per level per day to figure out what you're going to face that day. The hell didn't I think of that before?
#17

Andarious-Rosethorn

Sep 18, 2012 17:10:44
Cause... you're not me?
 
#18

radicaltaoist

Sep 18, 2012 20:00:47
This is clearly a serious issue and I'm not sure how to remedy it.
#19

Andarious-Rosethorn

Sep 18, 2012 20:11:48
LOL Please don't seriously. I'm happy we each see things differently and end up often catching things one another miss.
#20

radicaltaoist

Sep 18, 2012 20:28:22
Heh, I'm just being a wise guy. Optimization is one of those mental exercises that is far more interesting when you have different people with different perspectives bouncing ideas off of each other.