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MesiDoomstalker
2011-08-30, 02:12 PM
Is there a PrC that a Specialist Wizard could qualify for before 8th level that gives good Fortitude saves AND spell casting progression at first level? I need to boost my Wiz's Fortitude saves and quickly with the least loss in spell casting ability.

Tyndmyr
2011-08-30, 02:14 PM
Sure, Mindbender.

It's a bit hard on skills, though.

tyckspoon
2011-08-30, 02:38 PM
Also Blood Magus, also found in Complete Arcane. Blood Magus requires you to burn feats, Mindbender burns skill points; pick your poison (they also both have alignment restrictions, which are generally kinda pointless; if that would restrict you from taking one of these classes, ask your DM about it.) Thankfully they're both decent 1-level dips as well, although they don't really justify the resources spent getting in.

Most other good Fort caster PrCs are Gishy, and have a BAB and/or weapon/armor proficiency requirement that you would have to dip other classes to meet efficiently.

hmm.. Got curious, dug around. Sea Witch out of Stormwrack is also +fort, +1 level spellcasting that can be entered relatively easily at 6th.

Tyndmyr
2011-08-30, 02:58 PM
Dunno, Mindbender is pretty worthwhile...with Mindsight, you pretty much never get ambushed or surprised again.

MesiDoomstalker
2011-08-30, 03:01 PM
Sure, Mindbender.

It's a bit hard on skills, though.

Actually, that'll work perfectly (though not completely flavorful). Human Wizard with 18 starting Int would have 56 skill points by 5th level. So I'm going to break down my skill needs for the various Prestige Classes I taking (for reference and in order, Mindbender, Master Specialist, Urpriest, and Mystic Theruge). So by 6th I need Bluff, Diplomacy, Intimidate, and Sense Motive at 4. By 7th, I need K: Arcana and Spellcraft at 5. By 8th, I need Bluff at 6, K: Arcana, Planes at 5, K: Religion at 8 and Spellcraft at 8. The skill reqs for Mystic Theruge is less than early reqs so no need to bother with them.

So 56 at 5th:


8 into Bluff for 4 ranks--48 left
8 into Diplomacy for 4 ranks--40 left
8 into Intimidate for 4 ranks--32 left
8 into Sense Motive for 4 ranks--24 left (Mindbender Reqs met)
6 into K: Arcana for 5 ranks--18 left (Mystic Theruge Reqs met)
5 into Spellcraft for 6 ranks--13 left (Mast Specialist Reqs met)
5 into K: Planes for 5 ranks--8 left
8 into K: Religion for 8 ranks--0 left


At 6th, I take a 1 level dip in Mindbender and gain 7 more skill points.


2 into Bluff for 6 ranks--5 left
3 into Spellcraft for 8 ranks--2 left (Urpriest Reqs met)
2 into Concentration 5 ranks--0 left


So by 6th level I would of made all the skill reqs for my prestige classes, if I take Able Learner, I can get those cross-class skills for half (and a lot more points to go around). Now feats. By 6th I need Spell Focus (Transmutation, Evil, ), and Iron will. So that leaves me with a free feat and a metamagic/item creation feat.

So the build looks like this


Focused Transmuter 1 - Scribe Scroll, Spell Focus (Transmutation), Collegiate Wizard
Transmuter 2
Transmuter 3 -Spell Focus (Evil)
Transmuter 4 - +1 Int/Wis
Transmuter 5 - Craft Magical Arms (I get a xp crafting reserve)
Mindbender 1 - Iron Will
Master Specialist 1 -Greater Spell Focus (Transmutation)
Urpriest 1 - +1 Int/Wis
Urpriest 2 - Item Familiar (Still deciding on what exactly)
Mystic Theruge 1
Mystic Theruge 2
Mystic Theruge 3 - Feat?, +1 Int/Wis
Mystic Theruge 4
Mystic Theruge 5
Mystic Theruge 6 - Feat?
Mystic Theruge 7 - +1 Int/Wis
Mystic Theruge 8
Master Specialist 2 - Feat?
Master Specialist 3 - Greater Spell Focus (Transmutation)
Master Specialist 4? - +1 Int/Wis


Ok now that the build was just gushed and explained somewhat I should explain. Its for an upcoming campaign and we are starting at 10th (thus the urgency for quick boost to Fort for Urpriest). I haven't done anything to the build after 10th. But at 10th level, I have 9th level Wizard casting and 3rd level Cleric casting, or 5th Arcane and 3rd Divine. Progressing Mystic Theruge will have Cleric casting pass up Wizard eventually but he is still a Wizard "born" and raised.

I'm wondering on what equipment I should get, feats and any good alternatives for familiars. I'm like V, I'll forget about it and won't use it much. Any suggestions?

Flickerdart
2011-08-30, 03:03 PM
Dunno, Mindbender is pretty worthwhile...with Mindsight, you pretty much never get ambushed or surprised again.
Until your adventures take you into the Land of the Devastation Vermin, that is. :smalltongue:

Edit: Why Mystic Theurge 9 and 10? Those levels do nothing for you, since you already max out Ur-Priest with Mystic Theurge 8.

MesiDoomstalker
2011-08-30, 03:06 PM
Until your adventures take you into the Land of the Devastation Vermin, that is. :smalltongue:

Edit: Why Mystic Theurge 9 and 10? Those levels do nothing for you, since you already max out Ur-Priest with Mystic Theurge 8.

Like I said, I didn't think past ECL 10. So drop 9 and 10 and snag Master Specialist 2 and 3 and maybe 4. Minor School Esoterica is an odd Capstone isn't it? :smalltongue:

Tyndmyr
2011-08-30, 03:06 PM
Until your adventures take you into the Land of the Devastation Vermin, that is. :smalltongue:

Edit: Why Mystic Theurge 9 and 10? Those levels do nothing for you, since you already max out Ur-Priest with Mystic Theurge 8.

Good point!

Yeah, Able Learner is how I solved the skill point problem on my last character with it. It was, incidentally, for the exact same goal. Ur Priest is fantastic.

If you don't really need the crafting feat yet, more Master Specialist is another option as well. Tough trade, though. I can see justifying it either way, depending on how precious feats are.

Grab a handy haversack for starters.

subject42
2011-08-30, 03:07 PM
If you're looking to trade out your familiar, the "sudden shift" ability isn't awful. It's an immediate action SLA that grants you an alternate movement mode for one round.

faceroll
2011-08-30, 03:09 PM
Until your adventures take you into the Land of the Devastation Vermin, that is. :smalltongue:

Edit: Why Mystic Theurge 9 and 10? Those levels do nothing for you, since you already max out Ur-Priest with Mystic Theurge 8.

Don't they do cool things with your Ur Priest CL?

MesiDoomstalker
2011-08-30, 03:09 PM
Good point!

Yeah, Able Learner is how I solved the skill point problem on my last character with it. It was, incidentally, for the exact same goal. Ur Priest is fantastic.

If you don't really need the crafting feat yet, more Master Specialist is another option as well. Tough trade, though. I can see justifying it either way, depending on how precious feats are.

Grab a handy haversack for starters.

My DM ruled that the bonus XP from Item Familiar is solely for item crafting in my case. So I was like "I can break WBL and NOT spend (a lot of) XP? HECK YA!"

MesiDoomstalker
2011-08-30, 03:10 PM
If you're looking to trade out your familiar, the "sudden shift" ability isn't awful. It's an immediate action SLA that grants you an alternate movement mode for one round.

Pretty sure that's for Conjuration Specialists. I'm a Transmuter (this is not changeable).

Tyndmyr
2011-08-30, 03:14 PM
Don't they do cool things with your Ur Priest CL?

Sort of. But this is mostly unnecessary. By this point, you've already got enough Ur Priest CL to do whatever you really need to do since it gets half progression off your other class. Interactions with Gestalt are....funky.

If feats aren't tight, I'd shove the desired levels of master specialist in early, and look to start an entirely new Prestige class after finishing eight levels of MT.

That said, bonus xp for crafting is pretty awesome. Craft wonderous item is my go-to feat for that, but arms and armor is good too. The whole party will appreciate it.

subject42
2011-08-30, 03:14 PM
Pretty sure that's for Conjuration Specialists. I'm a Transmuter (this is not changeable).

Sudden shift is transmutation.

Abrupt Jaunt is conjuration.

People talk about Abrupt Jaunt so much that they forget other options exist.

tyckspoon
2011-08-30, 03:14 PM
Pretty sure that's for Conjuration Specialists. I'm a Transmuter (this is not changeable).

You're thinking Abrupt Jaunt. Sudden Shift is indeed the Transmuter version of the same Immediate Magic ACF (it's also the only other one worth taking, which further cements the fact that, optimization wise, there's very little reason to be anything other than a Conjurer or a Transmuter.) Immediate action, gain a climb/fly/swim speed for your current turn.

MesiDoomstalker
2011-08-30, 03:18 PM
Sort of. But this is mostly unnecessary. By this point, you've already got enough Ur Priest CL to do whatever you really need to do since it gets half progression off your other class. Interactions with Gestalt are....funky.

If feats aren't tight, I'd shove the desired levels of master specialist in early, and look to start an entirely new Prestige class after finishing eight levels of MT.

:smallbiggrin::smallamused::smallbiggrin::smallamu sed:

What would you suggest? And I may be looking at it wrong but when could I first enter Master Specialist? I mainly want CWI before we start as my DM will let me spend WBL and my XP pool on crafting pre-game start which will stretch that 49k that much further. Plus this DM is notorious for having random spurts of non-stop adventuring and in-game weeks, months, and years of downtime so I can't craft reasonably often or if absolutely necessary.

Flickerdart
2011-08-30, 03:21 PM
:smallbiggrin::smallamused::smallbiggrin::smallamu sed:

What would you suggest? And I may be looking at it wrong but when could I first enter Master Specialist? I mainly want CWI before we start as my DM will let me spend WBL and my XP pool on crafting pre-game start which will stretch that 49k that much further. Plus this DM is notorious for having random spurts of non-stop adventuring and in-game weeks, months, and years of downtime so I can't craft reasonably often or if absolutely necessary.
Dedicated Wright - Eberron Campaign Setting, pg. 285

Keep it in a Bag of Holding and periodically take awesome magic items out of it.

MesiDoomstalker
2011-08-30, 03:22 PM
You're thinking Abrupt Jaunt. Sudden Shift is indeed the Transmuter version of the same Immediate Magic ACF (it's also the only other one worth taking, which further cements the fact that, optimization wise, there's very little reason to be anything other than a Conjurer or a Transmuter.) Immediate action, gain a climb/fly/swim speed for your current turn.

Hmmmm, reactive teleport vs. swift action short *insert type* speed. The Transmuter version would be almost solely for an underwater adventure or when my Overland Flight spell has been dispelled or duration runs out (HA! Thats funny! :smallbiggrin:)

MesiDoomstalker
2011-08-30, 03:23 PM
Dedicated Wright - Eberron Campaign Setting, pg. 285

Keep it in a Bag of Holding and periodically take awesome magic items out of it.

I don't have Eberron Campaign Setting but I know somebody in my group does (he's obsessed with Warforges). Could you sum it up?

Flickerdart
2011-08-30, 03:24 PM
It's essentially a pet that crafts for you, using your feats, XP and whatnot. Meanwhile, you can be lopping heads off enemies. It makes downtime unnecessary for crafting.

MesiDoomstalker
2011-08-30, 03:25 PM
It's essentially a pet that crafts for you, using your feats, XP and whatnot. Meanwhile, you can be lopping heads off enemies. It makes downtime unnecessary for crafting.

OOO nifty! Is it a feat or a PrC?

faceroll
2011-08-30, 03:26 PM
I don't have Eberron Campaign Setting but I know somebody in my group does (he's obsessed with Warforges). Could you sum it up?

It's a construct that builds magic items for you. You now have a machine shop in your pocket.

[edit]
You can build one with a feat. You may also be able to purchase one, though I am uncertain about that.

Flickerdart
2011-08-30, 03:27 PM
OOO nifty! Is it a feat or a PrC?
It's a monster, crafted with 2100gp, 160xp and a DC14 Craft (pottery) check.

Edit: Dedicated Wrights are listed as "never sold". So you cannot buy one.

Tyndmyr
2011-08-30, 03:29 PM
:smallbiggrin::smallamused::smallbiggrin::smallamu sed:

What would you suggest? And I may be looking at it wrong but when could I first enter Master Specialist? I mainly want CWI before we start as my DM will let me spend WBL and my XP pool on crafting pre-game start which will stretch that 49k that much further. Plus this DM is notorious for having random spurts of non-stop adventuring and in-game weeks, months, and years of downtime so I can't craft reasonably often or if absolutely necessary.

3rd is earliest, IIRC, with a feat to gain early entry that you can later retrain away(preferably before the campaign actually begins). I see someone already beat me to Dedicated Wright. That's good advice there.

I mean, you could theoretically do second with heavy cheese, but it's beyond what most people are comfortable with.

I'm a big fan of Initiate of the Sevenfold Veils, myself, but there's a lot of good caster options out there. You're only going to get so deep before you hit twenty, but it's fun to toss in something unique.

subject42
2011-08-30, 03:32 PM
Hmmmm, reactive teleport vs. swift action short *insert type* speed. The Transmuter version would be almost solely for an underwater adventure or when my Overland Flight spell has been dispelled or duration runs out (HA! Thats funny! :smallbiggrin:)

It's technically an immediate action, so while not awesome, it does free up a ring slot/spell page that would otherwise be used for feather fall.

MesiDoomstalker
2011-08-30, 03:34 PM
Wonderful suggestions everybody. Know I'm stuck on banning schools. I'll list why I wouldn't want to ban a given school below and then someone convince me why I should keep/ban one.


Transmutation - My speacialty, Keeping
Enchantment - Needed for Mindbender unless someone can show me an easy way to get Charm Person SLA, Keeping
Abjuration - I like Dispel Magic. A lot! but beyond that, I'm somewhat underwhelmed by the school. Someone convince me otherwise?
Evocation - I'm making this as proof that a non-blaster Wizard is better than blaster. BUT! I like the ForceX spells and Lord of the Skies (Dragon Magic, Evoc/Trans combo spell).
Conjuration - I like the cloud spells and teleport spells. Really, highly doubtful I'll ban this.
Divination - Probably won't use much but I can't ban :smallannoyed:
Illusion - Invisibility. I like it. I know that the image line is very useful but I'm afraid I can't be that creative on the spot. I'd be like Elan for this in most regards
Necromancy - I can create an undead army (or have my Urpriest spells do that) but thats not my style. That leaves me with single target debuff rays and save or dies. Also not my style. Most likely to ban.


So, I need 2 more to ban. Any Suggestions?

Flickerdart
2011-08-30, 03:38 PM
Abjuration and Necromancy are both schools that your Ur-Priest side can handle much better than your Wizard side. Evocation sucks more than either.

There's a nifty Transmuter ACF in UA that trades out your crummy Wizard bonus feats for the ability to declare a handful of spells as Transmutation instead of whatever school they were. If all you want is Dispel, then extract that and leave the rest by the wayside.

MesiDoomstalker
2011-08-30, 03:38 PM
It's a monster, crafted with 2100gp, 160xp and a DC14 Craft (pottery) check.

Edit: Dedicated Wrights are listed as "never sold". So you cannot buy one.

With my Int, a single point (does any of my classes give craft? I never pay attention to that) I can just take 10 and have one pre-game.


3rd is earliest, IIRC, with a feat to gain early entry that you can later retrain away(preferably before the campaign actually begins). I see someone already beat me to Dedicated Wright. That's good advice there.

I mean, you could theoretically do second with heavy cheese, but it's beyond what most people are comfortable with.

I'm a big fan of Initiate of the Sevenfold Veils, myself, but there's a lot of good caster options out there. You're only going to get so deep before you hit twenty, but it's fun to toss in something unique.

So how do I get in at 3rd? I'm so used to 6th level entry, I never bother to look for early entry. And I've heard of Sevenfold Veils, where is it? What would it get me in the first 2-3 levels?

MesiDoomstalker
2011-08-30, 03:40 PM
Abjuration and Necromancy are both schools that your Ur-Priest side can handle much better than your Wizard side. Evocation sucks more than either.

There's a nifty Transmuter ACF in UA that trades out your crummy Wizard bonus feats for the ability to declare a handful of spells as Transmutation instead of whatever school they were. If all you want is Dispel, then extract that and leave the rest by the wayside.

I saw that and was going to use it initially BUT that means I'll only get Dispel Magic (not greater) and I'll have to wait till 12th to snag my first Craft feat which means no pre-game crafting. Plus Urpriest gets (Greater) Dispel magic right? That'll cover it nicely.

Piggy Knowles
2011-08-30, 03:44 PM
You can pick up Dispel Magic and other useful Abjuration spells (Magic Circle comes to mind, especially for its use in Planar Binding) from Ur-Priest. I'd ditch Necromancy and Abjuration, unless you can easily get Charm Person as an SLA. (I'm away from my books right now, but maybe one of the Fey Heritage feats from Complete Mage? But this build seems pretty feat-starved...)

EDIT: Ninja'd, but I still stand by Abjuration/Necro/Evocation.

MesiDoomstalker
2011-08-30, 03:52 PM
You can pick up Dispel Magic and other useful Abjuration spells (Magic Circle comes to mind, especially for its use in Planar Binding) from Ur-Priest. I'd ditch Necromancy and Abjuration, unless you can easily get Charm Person as an SLA. (I'm away from my books right now, but maybe one of the Fey Heritage feats from Complete Mage? But this build seems pretty feat-starved...)

EDIT: Ninja'd, but I still stand by Abjuration/Necro/Evocation.

I can drop Collegiate Wizard but I'd rather not, free spells and what not. And Fey Presence gives Charm Monster which I can convince my DM to work but I need Fey Heritage on top of that. So something somewhere would lag behind so that won't work unfortunatly :smallfrown: but thanks for the suggestion. Otherwise I'd ban Enchantment in a heartbeat.

Tyndmyr
2011-08-30, 04:04 PM
So how do I get in at 3rd? I'm so used to 6th level entry, I never bother to look for early entry. And I've heard of Sevenfold Veils, where is it? What would it get me in the first 2-3 levels?

Well, without any shenanigans at all, you can get into it fairly early. It only requires second level spells, IIRC, and the skill requirements aren't bad. It's not designed as a 6th level entry class. Im not at the book atm, but the standard early entry tricks are sanctum spell or other level modifier and/or dusk giant cheese if you want it ridiculously early.

But even without any cheese, you can get in before 6.


Iot7v is...complete mage or arcane. I forget which. Some nifty veils that block certain things and give you some nice defensive boosts.

MesiDoomstalker
2011-08-30, 04:11 PM
Well, without any shenanigans at all, you can get into it fairly early. It only requires second level spells, IIRC, and the skill requirements aren't bad. It's not designed as a 6th level entry class. Im not at the book atm, but the standard early entry tricks are sanctum spell or other level modifier and/or dusk giant cheese if you want it ridiculously early.

But even without any cheese, you can get in before 6.


Iot7v is...complete mage or arcane. I forget which. Some nifty veils that block certain things and give you some nice defensive boosts.

If I ban Abjuration, I might have issues getting my DM to allow me to use it. I wouldn't take it till after MT is done and I'll certainly have enough Abjurations of sufficient level from Urpriest but those are Divine. Strictly by RAW, the abjuration spells don't need to be arcane but it is an arcane class for arcane casters. Plus a bunch of mostly worthless feats. Greater/Spell Focus Abjuration and Skill Focus (Spellcraft). Though the last one can be gained via Master Specialist.

EDIT: Took a look at Fatespinner from Complete Arcane. Fairly useful small dip. 2 or 3 levels post MT when my DC's become overcome more easily.

Tyndmyr
2011-08-30, 04:26 PM
If I ban Abjuration, I might have issues getting my DM to allow me to use it. I wouldn't take it till after MT is done and I'll certainly have enough Abjurations of sufficient level from Urpriest but those are Divine. Strictly by RAW, the abjuration spells don't need to be arcane but it is an arcane class for arcane casters. Plus a bunch of mostly worthless feats. Greater/Spell Focus Abjuration and Skill Focus (Spellcraft). Though the last one can be gained via Master Specialist.

EDIT: Took a look at Fatespinner from Complete Arcane. Fairly useful small dip. 2 or 3 levels post MT when my DC's become overcome more easily.

Fatespinner is also a good dip. Long as you don't take the last level, you're pretty much good to go.

My ban reccomendations are Necro(seriously, no loss on a MT), illusion(you're high level, most of this gets negated anyhow. If you care, get a wand of insivibility or w/e), and evocation(there are a few fun spells on the list. Eh, scrolls)

MesiDoomstalker
2011-08-30, 04:30 PM
Fatespinner is also a good dip. Long as you don't take the last level, you're pretty much good to go.

My ban reccomendations are Necro(seriously, no loss on a MT), illusion(you're high level, most of this gets negated anyhow. If you care, get a wand of insivibility or w/e), and evocation(there are a few fun spells on the list. Eh, scrolls)

Unless Urpriest's get the spells, I couldn't use scrolls/wands of a banned school. I could if its a non-domain Cleric Spell. I'm seriously hesitant of Evocation because of Forcecage/wall. Plus I can snag a few blasty spells to tease my group at the beginning before I whip out the big Transmutation spells. Is there any gems in Abjuration that Cleric's don't cover well?

faceroll
2011-08-30, 04:33 PM
The real gem spells in evocation are gust of wind and wind wall. HOWEVER, just pick up a level of loremaster and use UMD to get those guys from scrolls/wands.

Forcecage is expensive and by the time you get it, there's not too much you can use it on that either won't fit, or has an ability to escape/attack through the bars.

MesiDoomstalker
2011-08-30, 04:36 PM
The real gem spells in evocation are gust of wind and wind wall. HOWEVER, just pick up a level of loremaster and use UMD to get those guys from scrolls/wands.

Forcecage is expensive and by the time you get it, there's not too much you can use it on that either won't fit, or has an ability to escape/attack through the bars.

So Illusion, Necromany, and Evocation then?

Kallisti
2011-08-30, 04:36 PM
With my Int, a single point (does any of my classes give craft? I never pay attention to that) I can just take 10 and have one pre-game.

If all you need is one point, you could buy masterwork pottery tools instead of spending the skill point. I'm not sure how much difference the one skill point would make to your build, though.

MesiDoomstalker
2011-08-30, 04:39 PM
If all you need is one point, you could buy masterwork pottery tools instead of spending the skill point. I'm not sure how much difference the one skill point would make to your build, though.

Unless I'm mistaken, I need a rank as its "trained only" skill. And a single rank would mean nothing post 6th level as all those ranks go to would be Concentration, Spellcraft, and various Knowledges.

Piggy Knowles
2011-08-30, 04:44 PM
Is there any gems in Abjuration that Cleric's don't cover well?

There are a few cool Abjuration spells that don't appear on the cleric list, like Refusal and the Dispelling Screen spells. But honestly, you could easily play a character without ever noticing that they're gone.

I think that there are way more hard-to-replicate spells on the Evocation list: Gust of Wind, Wind Wall, Blacklight, CONTINGENCY (OK, this one is easy to replicate via a feat, but still - nothing stopping you from using both), Howling Chain. Honestly, these spells are even more compelling to me than the main reasons people suggest not dropping Evocation (Wall of Force/Forcecage).

MesiDoomstalker
2011-08-30, 04:50 PM
There are a few cool Abjuration spells that don't appear on the cleric list, like Refusal and the Dispelling Screen spells. But honestly, you could easily play a character without ever noticing that they're gone.

I think that there are way more hard-to-replicate spells on the Evocation list: Gust of Wind, Wind Wall, Blacklight, CONTINGENCY (OK, this one is easy to replicate via a feat, but still - nothing stopping you from using both), Howling Chain. Honestly, these spells are even more compelling to me than the main reasons people suggest not dropping Evocation (Wall of Force/Forcecage).

I'm thinking


EDIT: Ninja'd, but I still stand by Abjuration/Necro/Evocation.

as I'll get more use out of Invisibility and possibly Image line than most of those spells until the Force spells come into play which someone already pointed out as expensive (which I forgot).

EDIT: The only thing I'm missing out on (really) from Wizard Abjuration is Mind Blank which I can get from an item. If I recall correctly, the Cleric list has a disturbing lack of Illusion spells which means I'd have few if any illusion spells prepared. I'm considering taking Improved Counterspell so still having access to all schools between two lists is good.

faceroll
2011-08-30, 05:00 PM
Superior Invisibility is hard to beat (literally). I would drop evocation, abjuration, and necromancy, since you can replicate a fair bit of it with the cleric list.

Unfortunately, you won't be able to use gust of wind or wind wall (great vs. swarms, masses of archers, and enemy casters!) until quite late.

Alternatively, lost empires of faerun has a feat that lets you use items from banned schools. You could pick that feat up for the early game so you can scroll away dangerous, harmful things, then chaos shuffle it out if you ever get serious about loremaster.

MesiDoomstalker
2011-08-30, 05:12 PM
Superior Invisibility is hard to beat (literally). I would drop evocation, abjuration, and necromancy, since you can replicate a fair bit of it with the cleric list.

Unfortunately, you won't be able to use gust of wind or wind wall (great vs. swarms, masses of archers, and enemy casters!) until quite late.

Alternatively, lost empires of faerun has a feat that lets you use items from banned schools. You could pick that feat up for the early game so you can scroll away dangerous, harmful things, then chaos shuffle it out if you ever get serious about loremaster.

How do those work against enemy casters? :smallconfused: Besides Acid Arrow, I can't think of how it prevents them.

And I was considering Loremaster? :confused:

faceroll
2011-08-30, 05:14 PM
How do those work against enemy casters? :smallconfused: Besides Acid Arrow, I can't think of how it prevents them.

All the badass fog spells are defeated by a second level spell. There are some pretty nasty ones out there, too, like Freezing Fog.


And I was considering Loremaster? :confused:

If you wanted to pick up in-class UMD to get access to banned spells, then you may considerate it.

MesiDoomstalker
2011-08-30, 05:19 PM
All the badass fog spells are defeated by a second level spell. There are some pretty nasty ones out there, too, like Freezing Fog.



If you wanted to pick up in-class UMD to get access to banned spells, then you may considerate it.

Ah, but heres the beauty of it. My group worships blasters. The only way to fight is dealing damage according to my group. Which is why I'm a Transmuter. So I doubt I'll be running into a fog spell often besides my own and then I'd just carry around that fan from DMG to blow them away if need be.

faceroll
2011-08-30, 05:22 PM
Ah, but heres the beauty of it. My group worships blasters. The only way to fight is dealing damage according to my group. Which is why I'm a Transmuter. So I doubt I'll be running into a fog spell often besides my own and then I'd just carry around that fan from DMG to blow them away if need be.

Your DM doesn't use control? Don't ban Abjuration! Load up on protection from energy!

MesiDoomstalker
2011-08-30, 05:25 PM
Your DM doesn't use control? Don't ban Abjuration! Load up on protection from energy!

Cleric spell list has spells that grant energy resistance/immunity.

faceroll
2011-08-30, 05:33 PM
Cleric spell list has spells that grant energy resistance/immunity.

But twice the spells!

MesiDoomstalker
2011-08-30, 05:35 PM
But twice the spells!

Well Urpriest doesn't get a whole lot of spells per level, just full 9 levels. Its a small group though so the I'll be able to resist them all. Just trust me, I know how my DM operates.

Piggy Knowles
2011-08-30, 05:40 PM
Actually, there is one pretty cool non-Cleric Abjuration spell that I forgot to mention - Energy Absorption (Complete Mage). I've never really used it, because 7th level just seemed high to me, but it does pretty much shut down most enemy blasters.

MesiDoomstalker
2011-08-30, 07:39 PM
Ok another question, Urpriest's Rebuke Undead. I'm a bit confused on the wording. I think it works functionally identical to an Evil cleric in all respects with Urpriest being the class to determine level. Is this true? If so, does that mean it can fuel divine feats? Cause thats a new aspect I can explore.

EDIT: Should I create a new thread asking for build tips or just rename the thread and edit the first post.