GoodbyeSoberDay
2010-10-06, 02:31 AM
Greetings playground,
I have a wizard in a D&D 3.5 FR game who might be reaching 6th level sooner than I thought he would. I need feat/spell advice given the following information:
- The best replies *just* give me advice on good feats and spells to take at 6th level, instead of bashing my DM's style (he's great) or my build (there's no retraining; believe me, I regret a couple things, no need to remind me)
- I've read the wizard guides of TLN, DM and Treantmonk, so no need to link me to them.
- Acceptable cheese is in the Abrupt Jaunt level, not in the Incantatrix level or higher.
- For story reasons, magic items are both illiquid and hard to obtain at the moment, but that will probably change after this story arc (don't ask me how long that will take, as I don't know); for your purposes items are random endowments from the DM, so no fretting about them
- Many encounters are event-based, which mostly nixes the 15 minute work day
- Combats tend to run longer (in rounds) than I'm used to. For instance, I used 10 spells in one long, epic encounter a couple sessions ago, and I was essentially crossbow-bound for the rest of the day. Because of this, endurance-related abilities get a boost.
Anyway, here's the character as is:
Human Wizard 3/Master Specialist 2, focused specialist conjurer barring Evoc/Ench/Abj (we *had* a cleric in the party)
Str 7, Dex 14, Con 14, Int 18, Wis 13, Cha 10
Abrupt Jaunt ACF
Feats: Improved Initiative, Collegiate Wizard, Spell Focus: Conjuration, Alacritous Cogitation, Sculpt Spell, Metamagic School Focus: Conjuration, Skill Focus: Spellcraft
Flaws: Noncombatant, Vulnerable
Skills: Spellcraft, Concentration, various Knowledges
Items of note: Standard adventuring gear, alchemical stuff, Ring of Prot +2, Tome of Clear Thought +1, Crossbow +3
Once again note the items are all illiquid at the moment, so I'm just reading the tome and holding on to the crossbow until we can sell it.
Spellbook:
1st: Mage Armor, Ray of Enfeeblement, Ray of Clumsiness, Enlarge Person, Grease, Nerveskitter, Silent Image, Benign Transposition, Identify, True Strike, True Casting, Disguise Self, Magic Aura
2nd: Web, Glitterdust, Cloud of Bewilderment, Alter Self, Spymaster's Coin, False Life, Invisibility, Mirror Image, Rope Trick
3rd: Sleet Storm, Summon Monster III, Melf’s Unicorn Arrow, Haste
The rest of the party looks like this:
Druid 5, I get the feeling he holds back on Wildshape unless the feces hits the wind blowing unit
PsyWar2/Warblade 3, our primary damage dealer
Bard 5, mostly social with some good support spells
Halfling Rogue 8, he's been playing this character way longer than any of us have been in the game, and it's not hurting party balance or group fun, so it's not a big deal; anyway, think 2e thief
And finally, what I'm thinking of doing...
Spellbook additions: Fly, Heart of Water, Acid Breath (see feats), Unluck
Other spells I was thinking of: Tongues, Arcane Sight, Slow, Shrink Item, Halt, Ray of Exhaustion
Feat: Acidic Splatter (remember my endurance problem)
Other feats I was thinking of: Spell Focus: Transmutation, Cloudy Conjuration, Split Ray
Also, I was going to go Master Specialist all the way to 10, but you can try to talk me out of that as long as you remember I can't retrain. I also do not want to lose caster levels.
So, what do you think? Have I forgotten some key information? Thanks for all your help.
I have a wizard in a D&D 3.5 FR game who might be reaching 6th level sooner than I thought he would. I need feat/spell advice given the following information:
- The best replies *just* give me advice on good feats and spells to take at 6th level, instead of bashing my DM's style (he's great) or my build (there's no retraining; believe me, I regret a couple things, no need to remind me)
- I've read the wizard guides of TLN, DM and Treantmonk, so no need to link me to them.
- Acceptable cheese is in the Abrupt Jaunt level, not in the Incantatrix level or higher.
- For story reasons, magic items are both illiquid and hard to obtain at the moment, but that will probably change after this story arc (don't ask me how long that will take, as I don't know); for your purposes items are random endowments from the DM, so no fretting about them
- Many encounters are event-based, which mostly nixes the 15 minute work day
- Combats tend to run longer (in rounds) than I'm used to. For instance, I used 10 spells in one long, epic encounter a couple sessions ago, and I was essentially crossbow-bound for the rest of the day. Because of this, endurance-related abilities get a boost.
Anyway, here's the character as is:
Human Wizard 3/Master Specialist 2, focused specialist conjurer barring Evoc/Ench/Abj (we *had* a cleric in the party)
Str 7, Dex 14, Con 14, Int 18, Wis 13, Cha 10
Abrupt Jaunt ACF
Feats: Improved Initiative, Collegiate Wizard, Spell Focus: Conjuration, Alacritous Cogitation, Sculpt Spell, Metamagic School Focus: Conjuration, Skill Focus: Spellcraft
Flaws: Noncombatant, Vulnerable
Skills: Spellcraft, Concentration, various Knowledges
Items of note: Standard adventuring gear, alchemical stuff, Ring of Prot +2, Tome of Clear Thought +1, Crossbow +3
Once again note the items are all illiquid at the moment, so I'm just reading the tome and holding on to the crossbow until we can sell it.
Spellbook:
1st: Mage Armor, Ray of Enfeeblement, Ray of Clumsiness, Enlarge Person, Grease, Nerveskitter, Silent Image, Benign Transposition, Identify, True Strike, True Casting, Disguise Self, Magic Aura
2nd: Web, Glitterdust, Cloud of Bewilderment, Alter Self, Spymaster's Coin, False Life, Invisibility, Mirror Image, Rope Trick
3rd: Sleet Storm, Summon Monster III, Melf’s Unicorn Arrow, Haste
The rest of the party looks like this:
Druid 5, I get the feeling he holds back on Wildshape unless the feces hits the wind blowing unit
PsyWar2/Warblade 3, our primary damage dealer
Bard 5, mostly social with some good support spells
Halfling Rogue 8, he's been playing this character way longer than any of us have been in the game, and it's not hurting party balance or group fun, so it's not a big deal; anyway, think 2e thief
And finally, what I'm thinking of doing...
Spellbook additions: Fly, Heart of Water, Acid Breath (see feats), Unluck
Other spells I was thinking of: Tongues, Arcane Sight, Slow, Shrink Item, Halt, Ray of Exhaustion
Feat: Acidic Splatter (remember my endurance problem)
Other feats I was thinking of: Spell Focus: Transmutation, Cloudy Conjuration, Split Ray
Also, I was going to go Master Specialist all the way to 10, but you can try to talk me out of that as long as you remember I can't retrain. I also do not want to lose caster levels.
So, what do you think? Have I forgotten some key information? Thanks for all your help.