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Gorgondantess
2011-07-19, 07:05 PM
So, I've run into something of a problem in the world of practical optimization. Keyword Practical. Playing a solo caster is hard.
I've read all the guides, and I can make a batman wizard worthy of the title "tier 1". Put all the enemies like ducks in a row, prone, and with their stats hitting the tank, while your allies go around and take them out.
But what about when you don't have allies... and what about when you don't have access to good killing spells like polymorph? Casting bands of iron on someone is great and all... but when you have to then run up to them and smack them with a quarterstaff 5 times, cast bands of iron again, cast it again because they made the save, then smack them with the quarterstaff another several times... well, it makes you kindof wish you were playing a- *gulp*- evoker.
Alter Self is dandy and all, but when you've dumped strength... well, it loses just a little appeal.
Summon Monster is good, but I'd hate to, as a wizard,

So, in a nutshell- I'm asking for practical optimization tips for both the wizard and sorcerer to grant practical ways of killing (or otherwise permanently neutralizing) enemies at low to mid levels (I'm talking 3-9, with a focus on 4-6), without the aid of a beefstick and a cleric and a striker type character. None of the above.
I know how to kill people at high levels. That's not a problem. I don't want to see any 20 level builds here, except maybe as an afterthought. I'm looking for spell lists, feats, ACFs, the first few levels of PrCs accessible by level 6... that kindof stuff.

Thrice Dead Cat
2011-07-19, 07:09 PM
I would recommend you to the Malconvoker's guide to generate your own minions to clean the board of enemies.

Retech
2011-07-19, 07:11 PM
Just suck it up and summon monster already. :smallredface:

Flickerdart
2011-07-19, 07:14 PM
If you want to play a solo arcanist, I recomment Beguiler over Wizard, or at least the Illusionist ACF. Picking your battles is an important thing to do early on.

Eldariel
2011-07-19, 07:17 PM
I use mundane tools on those levels. For levels 1-6 (level 7 has the Polymorph you already mentioned and is thus irrelevant; Polymorph = kill everything in an encounter, shared with Familiar as necessary), my Wizard's Killing Kit involves:
- Alchemist's Fire (effective 2d6 + splash as a ranged touch attack is very efficient against anything fire can damage)
- Longbow/Light Crossbow (depending on if you are an Elf or not and how hard you dumped Str; Str under 10 obviously means Crossbow)
- Scythe (for Coup de Graces)

If you somehow find yourself needing more, you can always:
- Buy hirelings. Low-level Warriors are like 3 silver a day.
- Buy animals. Riding Dog is 150gp. Guard Dog is 25gp. Mules are 8 gp.
- Acquire some beef. Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) is more than capable, for example.

Xtomjames
2011-07-19, 07:20 PM
Warlock all the way. You have access to both Dragon and Warlock invocations (except those that apply to breath weapon unless your character is a half-dragon with a breath weapon) and you have Eldritch blast which can hit most any creature at range or many with eldrtich essences. No prepping spells, all spells are spell-like abilities, and at 12th level you gain the imbue ability.

Flickerdart
2011-07-19, 07:35 PM
Warlock all the way. You have access to both Dragon and Warlock invocations (except those that apply to breath weapon unless your character is a half-dragon with a breath weapon) and you have Eldritch blast which can hit most any creature at range or many with eldrtich essences. No prepping spells, all spells are spell-like abilities, and at 12th level you gain the imbue ability.
Warlock can't really solo anything though, and isn't a caster.

Zaq
2011-07-19, 07:36 PM
Let's see. Just how early can we get a Planar Binding-style effect?

Also, if you're into that sort of thing, the various tricks Enchantment has to offer are great for getting other people to do your dirty work for you, both on a short-term and a long-term basis.

Kojiro
2011-07-19, 07:43 PM
Bard to Sublime Chord, perhaps? More survivability at lower levels, moving into powerful spells as you get further and such. Or perhaps something like... I don't know, Warmage? They're theoretically harder to kill, at any rate.

Soranar
2011-07-19, 07:43 PM
A Beguiler gnome shadowcraft mage, using the shadow conjuration trick to recreate the effects of the evocation and conjuration schools.

You get 6 skillpoints per level, trapfinding, sneaking ability, spontaneous INT based spellcasting and you can cast in light armor. You also have UMD so you can heal yourself with wands once your skill is high enough.

Eldariel
2011-07-19, 07:44 PM
Let's see. Just how early can we get a Planar Binding-style effect?

Level 9 the earliest without tricks that probably fall outside this little problem. I'm guessing this is part the reason why the cutoff level was 9.

Oh, forgot to mention reserve feats. While they're relatively inefficient (the cost of a feat is rather high; I can rarely fit any into my build though if I can make use of the CL boost it's better), if you feel the need for a repeatable boom you could pick up Fiery Burst or Acidic Splatter (Acidic Splatter has better type but Fiery Burst is better in most other measurable ways; either should work for finishing most types of opponents). Basically gives you Warlock's Eldritch Blast, more or less.

Zaq
2011-07-19, 07:49 PM
Level 9 the earliest without tricks that probably fall outside this little problem. I'm guessing this is part the reason why the cutoff level was 9.

Oh, forgot to mention reserve feats. While they're relatively inefficient (the cost of a feat is rather high; I can rarely fit any into my build though if I can make use of the CL boost it's better), if you feel the need for a repeatable boom you could pick up Fiery Burst or Acidic Splatter (Acidic Splatter has better type but Fiery Burst is better in most other measurable ways; either should work for finishing most types of opponents). Basically gives you Warlock's Eldritch Blast, more or less.

For what it's worth, Wu Jen get Lesser Spirit Ally as a level 4 spell (so ECL 7). Still a little high, of course.

Zonugal
2011-07-19, 07:59 PM
So, in a nutshell- I'm asking for practical optimization tips for both the wizard and sorcerer to grant practical ways of killing (or otherwise permanently neutralizing) enemies at low to mid levels (I'm talking 3-9, with a focus on 4-6), without the aid of a beefstick and a cleric and a striker type character. None of the above.
I know how to kill people at high levels. That's not a problem. I don't want to see any 20 level builds here, except maybe as an afterthought. I'm looking for spell lists, feats, ACFs, the first few levels of PrCs accessible by level 6... that kindof stuff.

The first thing I would do is ask what you find to the difference between high-end optimization and practical, this might help us in gearing advice to you.

But off the top of my head how about something like that?

Take your standard human wizard and give him the Otherworldly feat from Player's Guide to Faerun. Okay now you have some options open up regarding Alter Self but we already have our eye on a specific beauty, Dwarven Ancestor (http://www.wizards.com/default.asp?x=dnd/ex/20060704a&page=3) from Monster Manual 4. Okay stats but a major improvement over anything you'll have going on. Large & a +18 natural armor bonus means you can now tank. Actually with a some planning your ac should look something like 32 (10 -1 size +1 dex +18 natural armor bonus +4 mage armor) and this is going to last you a very long duration.

Now moving past that we have to figure out how to deal with resources for our Wizard (we'll assume he is sixth level). I have an option, and you should take it. The first (taken at third level) is fiery burst which will provide sufficient blasting all day long for anywhere from +2d6 to +3d6 fire damage (so 8-12 damage on average) to anyone within a 5-foot-radius burst of fire at a range of 30 feet.

Past that you have to delve into proper spell selection (with the only requirements being mage armor & a 3rd-level fire spell being on the list).

Psyren
2011-07-19, 07:59 PM
Warlock can't really solo anything though, and isn't a caster.

He can fly, turn invisible and has unlimited ammo. That setup can solo tons of things.

Not to mention the whole "I can craft any item in the game and take 10 on using them in combat" thing.

Flickerdart
2011-07-19, 08:03 PM
He can fly, turn invisible and has unlimited ammo. That setup can solo tons of things.

Not to mention the whole "I can craft any item in the game and take 10 on using them in combat" thing.
He doesn't ever get Greater Invisibility until Dark Invocations, and his damage output will be mediocre most of the time. He might be able to take down some weakling things, but anything with a ranged weapon, flight or a lick of sense will be more than a match.

Xtomjames
2011-07-19, 08:06 PM
Warlock can't really solo anything though, and isn't a caster.

Wrong on both accounts, a caster is any magic user that learns or gains a new magical ability and can be affected by anti-magic field, dispel, and counter spell. Invocations can be countered (though eldritch blast can't be). More importantly is I have used warlocks to solo a dozen things over. Do not give me they can't. They can be extremely powerful if done correctly.

Psyren
2011-07-19, 08:10 PM
He doesn't ever get Greater Invisibility, and his damage output will be mediocre most of the time. He might be able to take down some weakling things, but anything with a ranged weapon, flight or a lick of sense will be more than a match.

1) Plenty of monsters lack all three. Even against the ones that have a ranged weapon, he can use Flyby Attack to stay out of range on their turn, or simply blast them from 250 feet away.
2) Mediocre lethal damage can still kill.
3) You haven't addressed being able to make and use any magic item in the game yet.

Locks can solo just fine. Other classes are better but they're hardly useless.

Tvtyrant
2011-07-19, 08:14 PM
Divine casters are better at the levels involved, however I think it should be possible. Use Melf's Acid Arrow when they are bound by the Iron Bands to do damage over time.

Flickerdart
2011-07-19, 08:16 PM
1) Plenty of monsters lack all three. Even against the ones that have a ranged weapon, he can use Flyby Attack to stay out of range on their turn, or simply blast them from 250 feet away.
2) Mediocre lethal damage can still kill.
3) You haven't addressed being able to make and use any magic item in the game yet.

Locks can solo just fine. Other classes are better but they're hardly useless.
Warlock does not qualify for Flyby Attack - he does not have a fly speed. The items thing is an asset, but not a huge one unless level-appropriate wealth is not assumed.


Wrong on both accounts, a caster is any magic user that learns or gains a new magical ability and can be affected by anti-magic field, dispel, and counter spell. Invocations can be countered (though eldritch blast can't be). More importantly is I have used warlocks to solo a dozen things over. Do not give me they can't. They can be extremely powerful if done correctly.
Occam has a razor you should take a look at. A caster "casts" spells. Warlocks do not cast spells, nor indeed do they cast anything at all. Therefore they are not casters.

vampire2948
2011-07-19, 08:16 PM
Play an Artificer instead? Has access to the entire arcane spell list [though doesn't really fit the definition of arcane caster] and can make Homonculi from level 4, and stronger constructs from then on.

Or, since that's not what you asked for.

Undead work for a Wizard/Sorceror who's in need of some friends to do the killing. Fairly easy to optimize. Corpsecrafting, Spell Stitching, and hunting around for interesting creatures to turn into undead [e.g. Dragons] ought to provide good results.

Could take a dive into more supporty PrCs, e.g. Prestige Bard, one of the Bard Themed PrCs, War Weaver or similar, to further improve the power of your minions. Whether they're constructs, summoned, or undead.

Dusk Eclipse
2011-07-19, 08:20 PM
He doesn't ever get Greater Invisibility until Dark Invocations, and his damage output will be mediocre most of the time. He might be able to take down some weakling things, but anything with a ranged weapon, flight or a lick of sense will be more than a match.

A Hellfire Warlock has a good Damage output, so don't discard warlocks so easily.

Psyren
2011-07-19, 08:22 PM
Warlock does not qualify for Flyby Attack - he does not have a fly speed.

Fell Flight explicitly grants a fly speed equal to your land speed.

I'd say being able to make candles of invocation out of duct tape and chewing gum is a pretty big asset, personally. And appropriate WBL makes his crafting better, not wors.

Gorgondantess
2011-07-19, 10:09 PM
I did specifically ask for wizard/sorcerer. Anything else is quite irrelevant: I already know plenty about warlock optimization, and I don't use artificer, period (I've always :smallyuk:'d at the idea of using trinkets to do your dirty work rather than it stemming from raw power), so any advice thereof is rather useless to me. As is anything like "use beguiler". I've been around, I love the beguiler, but it's simply not what I'm looking for right now. I also know how to use a bard very well, and how to optimize them for melee combat. Again, not what I'm looking for.

@Eldariel: as the person who posted the Batman Wizard thread here (I'm not sure if you actually wrote it or not), I'd say you're certainly qualified to give advice... and I'd certainly say that's rather grim stuff there. I'd really rather not spend my class levels on a casting class and then not actually have it being the thing that does the killing.


The first thing I would do is ask what you find to the difference between high-end optimization and practical, this might help us in gearing advice to you.

Practical vs. theoretical: stuff that'll actually work in an actual game. Also, stuff that's not going to get a DMG thrown at me is nice too.:smallredface:

Now, anyone know any good 3rd level fire/acid spells to keep on my list?

Flickerdart
2011-07-19, 10:15 PM
More specifically, this page (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm) is the one with the Illusionist variant that gives you nice Hide-related stuff.

gorfnab
2011-07-19, 10:33 PM
For levels 1-10, a Wildshape Arcane Hunter Trapfinding Mystic Ranger with the feats Sword of the Arcane Order and Wild Cohort (and potentially Track if you really miss it) makes a fairly decent solo caster type character.

Gorgondantess
2011-07-19, 10:34 PM
For levels 1-10, a Wildshape Arcane Hunter Trapfinding Mystic Ranger with the feats Sword of the Arcane Order and Wild Cohort (and potentially Track if you really miss it) makes a fairly decent solo caster type character.

Not what I'm looking for.

Eldariel
2011-07-19, 10:35 PM
@Eldariel: as the person who posted the Batman Wizard thread here (I'm not sure if you actually wrote it or not), I'd say you're certainly qualified to give advice... and I'd certainly say that's rather grim stuff there. I'd really rather not spend my class levels on a casting class and then not actually have it being the thing that does the killing.

The thing is, there's a reason blasting spells are generally avoided. They're not very good for anything but clearing out large amounts of mooks. Same really applies to most low level means of dealing damage as a Wizard outside extreme Caster Level Optimization (http://community.wizards.com/go/thread/view/75882/19872350/Raising_Caster_Level) and even then, using spells still means you're limited by spell slots which again brings it down to whether it's the disabling or the damaging spells that are the most efficient and due to the considerations like AoEs, effective probable value per target hit (that is, how likely the spell is to do how much to the target). Reserve feats don't scale by Caster Level, only actual spell levels so you need to pull rather amazing stuff to get them to impressive levels in due time.

Still, using the non-magical implements to clean up is...fair in my opinion. Wasteful to both, force an opponent to fall asleep and slit their throat with a spell when you could just slit the throat with a mundane knife after making them fall asleep (though I guess SoDs still count as killing with magic so I guess the problem zone for you is relying on Save-or-Sucks and mopping up). Higher level Wizards can afford to be wasteful but on low levels, your spell slots are your most important resource and as such you have to ensure you maximize the gains out of each slot you spend and that's rarely killing a single opponent with a Scorching Ray (hell, even 12d6 only averages 42 so it's not a surefire kill or anything); generally you get more out of a Color Spray knocking them all out or a Web disabling them long enough to finish them off the oldfashioned way.

On higher levels (level 9 would probably already count as "higher" for these purposes) you can get Arcane Thesis and some decent seed spells in place to enable efficient killing of single or even multiple targets if wielding something like Chain Spell but that's again not an option especially 1-3.


Now, it is possible to recur your spellslots via. Echoing Spell [Secrets of Xen'Drik] or Lucubration/Mnemonic Enhancer (though you basically need to have them low enough level to cast them and recur themselves and something else; Sanctum Spell and Twin/Repeating Spell can accomplish this for example). Now, if you do have some kind of battery in place (at the very least, Lucubration/Mnemonic Enhancer Scrolls/Wand), you can afford to use more offensive magic but generally, the paradigm is that the every-day all-day trivialities are handled through mundane means perhaps under long duration magical buffs; but Clerics and Druids likewise tend to deal with such issues physically. Then again, you could just be Spock (http://community.wizards.com/go/thread/view/75882/19870986/In_Search_of_Spock:_RAW_New_Spells) and like, be able to cast every spell ever and have infinite slots but that may be a tad strong for most tables. Then again, since it's made by DocRoc that is to be expected; the man has an eye.

Psyren
2011-07-19, 10:40 PM
Summon Monster is good, but I'd hate to, as a wizard,


1) Hate to what?
2) Why?

mootoall
2011-07-19, 10:46 PM
The easiest way to actually kill things once you've debuffed the carps out of them is probably just the (lesser) Orb spells. I mean, low enough level that they're easily metamagickable, all-purpose use, and just generally good for getting lots of HP damage done.

Gorgondantess
2011-07-19, 10:59 PM
1) Hate to what?
2) Why?

Hate to have to prepare the same spell multiple times. Let's say I'm at level 6. Then, I'd want to be using SMIII for combat. So then, I'd likely be using it every combat... and what if it's not enough to do the job? Assuming two combats per day (a conservative estimate), I'd likely have to prepare it 3+ times. Not very good use of a spellbook.

Crow
2011-07-19, 10:59 PM
In Unearthed Arcana / SRD, a wizard or sorcerer can trade in their familiar for an animal companion.

Zonugal
2011-07-19, 11:00 PM
Hate to have to prepare the same spell multiple times. Let's say I'm at level 6. Then, I'd want to be using SMIII for combat. So then, I'd likely be using it every combat... and what if it's not enough to do the job? Assuming two combats per day (a conservative estimate), I'd likely have to prepare it 3+ times. Not very good use of a spellbook.

Summon Monster has a lot of versatility, its uses are not locked down exclusively in combat.

Gorgondantess
2011-07-19, 11:03 PM
Summon Monster has a lot of versatility, its uses are not locked down exclusively in combat.

Okay then, I'd be preparing it 4+ times. Even worse.

mootoall
2011-07-19, 11:07 PM
If the spell grants you so much versatility, then preparing it multiple times is, by definition, making you more versatile. It's even more worth it on a Sorcerer chassis, since you only have to have it known.

But at any rate, it seems you want direct damage, so Wings of Flurry (Sorcerer) or the Orb spells (Wizard) are really the best ways to go to solve this problem. It's even better, if you want debuffing and cleaning up at the same time to be your thing, to go Rogue 1/Sorcerer X/Spellwarp Sniper Y/Incantatrix Z (because I don't have my books with me to give you the exact levels) so you can make WoF a multi-targetted no-save-just-daze spell with tons and tons of metamagic.

Piggy Knowles
2011-07-19, 11:08 PM
"Standard" Wizard:

Levels 1 & 2: Cloudy Conjuration makes your cantrips fairly useful. As mentioned, an 8gp mule is pretty rockin' offense. Snipe with a crossbow, and toss off Acid Splash and Caltrops spells, which are pretty decent when combined with Cloudy Conjuration. For actual offensive spells, Power Word Pain is about as good as you can get in a solo campaign. (If you were with a group, I'd suggest Enlarge Person.) Also, Tanglefoot Bags are your friend.

Level 3 & 4: Well, Glitterdust can end whole encounters all by itself, but relying solely on Save or Dies is rough. Alter Self is your other key spell, and can give you fly or burrow speeds, or crazy defenses. Power Word Pain stays useful, and Grease becomes more useful at these levels.

Levels 5+: Eh, at this point, you should be pretty solid on your own. Look for spells that can have multiple effects. SMIII can double as Stinking Cloud or Scare if you call a Dretch, for instance, or call 1d3 medium fiendish spiders and all have them use web.

Low-Level Wizard Tricks (just off the top of my head):

As mentioned, Alter Self can get pretty ridiculous if you can nab Outsider, thanks to Dwarven Ancestor (the Otherworldly feat, or starting as a Neraph, will help you here). Honestly, there's very little that can even TOUCH you at low levels if you Alter Self into a Dwarven Ancestor.

Fell Animate plus metamagic reducers (Arcane Thesis, Metamagic School Focus, Easy Metamagic, etc.) can ensure you have double your hit die in mooks at any given point in time, which will make your life as a solo wizard much easier. You can easily have Fell Animated cantrips by level 3, or level 1 with flaws.

If flaws are allowed, Versatile Spellcaster + Precocious Apprentice + reserve feats can allow for some silliness at level 1.

I'm sure there's lots and lots more, but those are just off the top of my head...

mootoall
2011-07-19, 11:11 PM
Oh, right, post above me got the other thing that I was forgetting: There are plenty of forms accessible through Alter Self that have good enough natural weapons to be useful, depending on your Type.

Midnight_v
2011-07-19, 11:48 PM
Practical vs. theoretical: stuff that'll actually work in an actual game. Also, stuff that's not going to get a DMG thrown at me is nice too.
All the stuff, across the optimization spectrum gets used in actual games. (thats stops just shy of pun-pun v pun-pun but yeah)

So we have no way of knowing what you're describing when you say things like that. "Actually work in an actual game doesn't mean anything..."

Also... it seems you're refusing to be a summoner? Is that right? Well thats kind of one of the better options for solo play, honestly. In someway shape or form you're going to have minions. As mentioned above I personally like the fell animate bit, and have used that in an actual game as a Level 5 solo wizard. I did spend a portion of my WBL on a scroll of Animate dead. The first ogres I cam across I cast "Deep Slumber" and Coup de Graced one (with a scythe, and then fell animated it with acid splash) used it to kill the other and then animated it with the scroll and just walke along behind my undead making sure they won every encounter.
In a real game.

I really think if thats not the way you want to go you'll need to get a reserve feat so you can save or suck then finish with reserve magic.
You can tailor that to your specific tastes.

Psyren
2011-07-19, 11:57 PM
Even if your stuck as a lowly humanoid, Troglodyte gets you some b****in' AC.

Gorgondantess
2011-07-20, 12:08 AM
All the stuff, across the optimization spectrum gets used in actual games. (thats stops just shy of pun-pun v pun-pun but yeah)
Yes, it is subjective. But I'm not going to bite your head off if you suggest something slightly out of league of what I'm going for. Suggest something like bard, or warlock, or a build that doesn't take off until level 15 or so...:smallamused:


Also... it seems you're refusing to be a summoner? Is that right? Well thats kind of one of the better options for solo play, honestly. In someway shape or form you're going to have minions. As mentioned above I personally like the fell animate bit, and have used that in an actual game as a Level 5 solo wizard. I did spend a portion of my WBL on a scroll of Animate dead. The first ogres I cam across I cast "Deep Slumber" and Coup de Graced one (with a scythe, and then fell animated it with acid splash) used it to kill the other and then animated it with the scroll and just walke along behind my undead making sure they won every encounter.
In a real game.

No, that's a good idea. I was just saying that if I have 5 level 3 spell slots per day, I don't want to be spending every single one on SMIII. That's all.


I really think if thats not the way you want to go you'll need to get a reserve feat so you can save or suck then finish with reserve magic.
You can tailor that to your specific tastes.

Good idea. I never really looked into reserve feats.
Now, any good 3rd or so level fire/acid spells to use thereof?

Midnight_v
2011-07-20, 12:39 AM
Scorching ray is well liked. :smallfrown:

You could get pretty firey.

Human Wizard 1st

1st: Bloodline of fire +2 fire CL
Human: Blistering Spell
3: Fiery Burst reserve feat (spell like fire attack and a +1 Cl to fire spells)

So at level 3 you have some interesting fire abilites.
You're probbably still a focused something or rather, maybe you can still abrupt jaunt and didn't ban evocation... yay for you.

At level 5 you fire 2 X 4d6+6 rays of fire, per standard action and you can have a bonus metamagic feat...

If you start at level 5 you might want to move fiery burst to the 5th level and take Mortal bane, or Fell animate.
Ymmv.