View Full Version : 3.5 Loredelver build thoughts wanted

2010-09-07, 03:07 PM
So I'm considering building a Loredelver as a backup character (always dangerous, I know) and I'm looking for general thoughts on a build. I'd like to make the character an explorer-type, but with support/general wizard spellcasting and good support skills (mainly knowledge, search, etc.) I like the flavor of the Loredelver class and the Illumian race also, so I'm not going for a super-optimized build, but something balanced, fun, and flavorful.

My thoughts as to the pre-PrC build so far are:
- Rogue 1 (for the trapfinding) and Wizard 6 (for all the other prereqs)
- Illumian sigils Naen and Krau, to prop up caster level and up Int-based skills
- speaking of skills, max out several knowledges, Spellcraft, Concentration, Disable Device and Search. several languages, have a broad base of useful skills, aiming for synergy bonuses whenever possible
- broad base of generally useful adventuring/exploration spells (enlarge person, invisibility, identify, haste, magic missile, fireball, charm X, true seeing, disintegrate, dimension door, teleport, dispel magic, Evard's Black tentacles, and so forth)
- It probably won't get that far, but if I do max out Loredelver, I was thinking Loremaster would fit in thematically for a second prestige class.
- Attribute-wise, prioritize Int and Dex, probably Con and Wis after that.

I know people will recommend Beguiler for built in trapfinding and hence full casting, but the party already has one and I'd rather have the broader base of wizard spells. The latter reason is why I'm also not going with bard.

Some stuff I'm looking for input on
- Feats: I'll get the free metamagic from being a wizard, and some others might be useful, but nothing is springing to mind except perhaps Heighten.
- Equpiment: I'm thinking pretty standard wizard fare (headband of intellect, bracers of armor, gloves of dexterity) but I don't know if there is anything out there particularly nice for this particular build.
- I know this goes against the generalist idea, but the thought of being a specialist wizard (divination or abjuration perhaps) has crossed my mind. I'd probably give up necromancy, but anything else seems to dip into my generalist approach too much (maybe enchantment or illusion?)

My DM is not big on alternate/variant rules, so most anything out of Unearthed Arcana is not available, nor is anything setting-specific. Also, the character would be starting out somewhere around level 9 or 10.

Thanks for any thoughts or ideas!

2010-09-07, 03:27 PM
Any particular reason for picking rogue over spellthief (http://www.wizards.com/default.asp?x=dnd/ex/20050107a&page=1)(Complete Adventurer, available at wotc online if you don't have it)? It's another option if you want a trapfinding spellcaster but don't want to be a beguiler.

2010-09-07, 04:11 PM
Well, I didn't pick Spellthief for two reasons. One, Rogue seemed to fit in with the build concept (dungeon delver/explorer) and two, I forgot that Spellthief got trapfinding. :)

That's definitely something to consider, though; Spellthief would give me another fun little ability to play around with. I've never played one, though, or even been in a party with one, so I'm not sure how effective they are.

Now that I think about it, I guess I could also go with Scout, Factotum or Ninja (they all get trapfinding too, right?) Those are starting to get a little far from my concept, though, particularly Ninja. Factotum would take a little more advantage of a high Int, though.

2010-09-07, 05:30 PM
If you take Spellthief, consider taking the master spellthief feat from complete scoundrel to add your wizard and spellthief level together for calculating caster level (not spell slots, however) and steal spell ability. I'm no specialist for the spell thief though..

2010-09-07, 06:25 PM
Here's an idea : 5th level substitution for the metamagic feat - Domain Power. Take Kobold Domain for Trapfinding. Unbroken caster level progression! Or, if you don't mind permanently tying it to a certain domain, Planar Touchstone (Catalogs of Enlightenment) for the Kobold Domain (power and all). I'd prefer the former, as then you can swap out the domain each day after scribing the spells into your spellbook.