PDA

View Full Version : Help me finish/equip my build. Please?



MesiDoomstalker
2011-09-05, 01:15 AM
Some may recognize this from a previous thread. (http://www.giantitp.com/forums/showthread.php?t=213540) You may also notice I dropped off Master Specialist. Too crowded for my opinion and lets Urpriest come online earlier and I can start with 3rd level divine spells.

To summerize, I am starting a 10th level campaign and I have the first 10 levels figured out (mostly, some advice to enhance it would be nice) and I need help with the last few levels and equiping him. I start with WBL for 10th levels (49,000 GP) and a crafting reserve equal to 10% of my total exp (4500). I can technically craft more than that but then I cut into my starting exp and thus start at 9th (or less! :smalleek:) For reference, I'm using human, fractional saves, and assuming 18 starting Int (haven't heard of stat generation method yet, but probably a high point buy so 18 is plausible). Build explanation, party role, and focus will follow after table.

{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Focused Transmuter 1|
+0|
+0|
+0|
+2|4 Bluff, 4 Diplomancy, 4 Intimidate, 4 K: Arcana, 4 K: The Planes, 4 Sense Motive, 4 Spellcraft|Colliegiate Wizard, Open Feat, Scribe Scroll|Summon Familiar (would like to replace)
2nd|Transmuter 2|
+1|
+0|
+0|
+3|1 Bluff, 1 Diplomancy, 1 Intimidate, 1 K: Arcana, 1 K: The Planes, 1 Sense Motive, 1 Spellcraft|-|-
3rd|Transmuter 3|
+1|
+1|
+1|
+3|1 Bluff, 1 Diplomancy, 1 Intimidate, 1 K: Arcana, 1 K: Religion, 1 Sense Motive, 1 Spellcraft|Spell Focus (Evil)|-
4th|Transmuter 4|
+2|
+1|
+1|
+4|1 Bluff, 1 Diplomancy, 1 Intimidate, 1 K: Religion, 1 Sense Motive, 1 Spellcraft|-|Stat Boost
5th|Transmuter 5|
+2|
+1|
+1|
+4|1 Bluff, 1 Diplomancy, 1 Intimidate, 1 K: Religion, 1 Sense Motive, 1 Spellcraft|Craft Wonderous Items|-
6th|Mindbender 1|
+3|
+4|
+2|
+7|2 Bluff, 5 K:Religion|Iron Will|Telepathy (100ft.)
7th|Urpriest 1|
+3|
+4|
+2|
+9|7 Concentration|-|-
8th|Urpriest 2|
+4|
+4|
+2|
+10|5 Concentration, 2 Spellcraft|-|Rebuke Undead, Stat Boost
9th|Mystic Theruge 1|
+4|
+5|
+3|
+12|1 Concentration, 4 K: Religion, 2 Spellcraft|Item Familiar|-
10th|Mystic Theruge 2|
+5|
+5|
+3|
+13|1 Concentration, 4 K: Arcana 1 K: Religion, 1 Spellcraft|-|-
11th|Mystic Theruge 3|
+5|
+5|
+3|
+13|???|-|-
12th|Mystic Theruge 4|
+6/+1|
+6|
+4|
+14|???|New Feats|Stat Boost
13th|Mystic Theruge 5|
+6/+1|
+6|
+4|
+14|???|-|-
14th|Mystic Theruge 6|
+7/+2|
+6|
+4|
+15|???|-|-
15th|Mystic Theruge 7|
+7/+2|
+7|
+5|
+15|???|New Feats|-
16th|Mystic Theruge 8|
+8/+3|
+7|
+5|
+16|???|-|Stat Boost
17th|???|
+8/+3|
+???|
+???|
+???|???|-|???
18th|???|
+9/+4|
+???|
+???|
+???|???|New Feats|???
19th|???|
+9/+4|
+???|
+???|
+???|???|-|???
20th|???|
+10/+5|
+???|
+???|
+???|???|-|???, Stat Boost[/table]

NOTE: Spells will be presented in a X/Y/Z format where X is general Wizard slots, Y is Transmutation-only Wizard slots, and Z is Urpriest slots. Also, bonus spells are not included as stats aren't set.

Spells per day
{table=head]0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
3/3/5|3/3/3|2/3/1|2/3/0|1/3/-|-|-|-|-|-|-[/table]

Spell List (so far):
Banned Schools: Abjuration, Evocation, Necromancy. All spells are gained automatically from level up. Anything beyond this will cost 100 gp per spell level (Blessed Book, see below). Because of Collegiate Wizard, I get 6+Int mod 1st levels, and 4 every level beyond that (DM ruled that anything that progressed Wizard casting counted).

1st Level

Enlarge Person
Ray of Clumsiness (SpC)
Expeditious Retreat
Hoard Gullet (DrM)
Charm Person
Benign Transposition (SpC)
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty

2nd Level

Alter Self
Jaws of the Moray (Storm)
Rope Trick (Maybe)
Heroics (SpC)
Fox's Cunning
Owl's Wisdom
Glitterdust
Empty

3rd Level

Haste
Slow
Fly
Halt (PHII)
Celestial Aspect (BoED)
Greater Magic Weapon
Greater Mighty Wallop (RotD)
Dimension Step (PHII)

4th Level

Polymorph
Celerity (PHII)
Displacer Form (SpC)
Perfect Summons (BoED)
Trollshape (PHII)
Baleful Blink
Heart of the Earth (CM)
Dimension Door

Pages: 76/1000

You may notice that all spells I've selected so far are (almost) exlcusivly Transmutation. Theres a reason. I'm in the school of thought that a specialist, esepcially a focused ones, would be casting 80%-90% of their chosen school. I'm willing to incorporate non-Transmutations but through my book dives, I only focused on Transmutation spells as thats what I liked. I left at least one free spell open per level for non-Transmutation spells. EDIT: Stumbled upon a few Conjuration spells I like, so upper levels are do not have a free spell anymore but at 400 GP max for a new spell, it won't hurt too bad.


Obviously some holes. Particularly 17-20 classes, 11-20 skills and feats. Stat boosts are dependent on stats so that will be played by ear. What I need advice on is those holes, what to buy vs. what to craft pre-game (and during the game), familiar replacement, spreads for common point-buys, and spell selection. I now I'll have a Blessed Book and an Infinite Scrollcase. Thats stock for Wizards IMHO. One note, I'm debating going to Grey Elf as a +2 Int does more than 1 skill point/level and I have an open feat from human right now. So suggestions on a good feat to compensate for +2 Int would be apprieciated. I'm playing a buffer first, debuffer second, and battlefield control tertiary. I especially don't want to be the star and upstaging everybody. I'm content to make my allies absolute beasts, only pulling out major debuffs or Save or Die/Sucks when its dire. So, any suggestions? Any help will be much apprieciated.