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View Full Version : Incantrix in a ray wizard build



leegi0n
2011-11-02, 08:15 AM
I'm confused about the Incantrix PrC...

Do they have to stick to the school of Abjuration? I wanted to build a ray wizard, and was thinking about taking a level of Incantrix for the bonus metamagic feat they get at first level...but will it translate well with a Spellwarp Sniper, for example?

Working build: rogue1/wizard7/incantrix1/spellwarp sniper 5

thoughts?

leegi0n
2011-11-02, 09:27 AM
Bueller.....


Bueller....


...Anyone....

Malachei
2011-11-02, 09:41 AM
Incantatrix ( not Incantrix) is an excellent choice for most arcane builds, but not because of a bonus feat, but for the ability to persist spells. Various threads detail the matter.

leegi0n
2011-11-02, 09:50 AM
Incantatrix ( not Incantrix) is an excellent choice for most arcane builds, but not because of a bonus feat, but for the ability to persist spells. Various threads detail the matter.



OOPS, English fundamentals got in the way of the spelling. Incantatrix.

What do you mean by "persist" spells?

Biffoniacus_Furiou
2011-11-02, 09:58 AM
You can use Cooperative Metamagic and Metamagic Effect to add Persistent Spell to personal/fixed range buffs you cast without increasing the spell slot it takes to cast them. Cooperative Metamagic works with your own spells because round/actions don't exist outside of combat. Also note that you can always take ten on those Spellcraft checks, so get you bonus high enough to always succeed.

Use Spellthief instead of Rogue, and take the Master Spellthief feat.

Never use Wizard 7, always put more prestige classes in there. Wizard 3/ Master Specialist 4 is a good alternative, or Wizard 5/ Master Specialist 2, or even Wizard 6/ Master Specialist 1 since the sixth level of any class gives you +1 BAB and +1 to all three base saves. That gets you Skill Focus: Spellcraft for free, which is useful with the above abilities. A level of Paragnostic Apostle for Backhanded Attack isn't a bad idea, either.

tyckspoon
2011-11-02, 09:59 AM
Ignore the fluff; Incantatrix has basically nothing to do with Abjuration or taking care of dangerous outsiders or planar portals or any of the stuff it talks about. It's all about metamagic, and it's the best class for it in the game.

That said, if you're only going to take 1 level, no, it's not really worth doing; the prereqs are poor, you have to ban another spell school, it's got no BAB and no save progression at first level. All you're getting is a bonus feat and spellcasting progression. If you're going to take Incantatrix, commit to it- level 3 is the minimum, and you ideally want to take all 10.


rogue1/wizard7/incantrix1/spellwarp sniper 5

Too much Wizard. Get some Unseen Seer/Daggerspell Mage/Arcane Trickster in this thing (Unseen Seer preferred, but you might need extra Rogue levels to easily get its skill requirements done.)

leegi0n
2011-11-02, 10:27 AM
You can use Cooperative Metamagic and Metamagic Effect to add Persistent Spell to personal/fixed range buffs you cast without increasing the spell slot it takes to cast them. Cooperative Metamagic works with your own spells because round/actions don't exist outside of combat. Also note that you can always take ten on those Spellcraft checks, so get you bonus high enough to always succeed.

Use Spellthief instead of Rogue, and take the Master Spellthief feat.

Never use Wizard 7, always put more prestige classes in there. Wizard 3/ Master Specialist 4 is a good alternative, or Wizard 5/ Master Specialist 2, or even Wizard 6/ Master Specialist 1 since the sixth level of any class gives you +1 BAB and +1 to all three base saves. That gets you Skill Focus: Spellcraft for free, which is useful with the above abilities. A level of Paragnostic Apostle for Backhanded Attack isn't a bad idea, either.



thank you.

leegi0n
2011-11-02, 10:46 AM
Ignore the fluff; Incantatrix has basically nothing to do with Abjuration or taking care of dangerous outsiders or planar portals or any of the stuff it talks about. It's all about metamagic, and it's the best class for it in the game.

That said, if you're only going to take 1 level, no, it's not really worth doing; the prereqs are poor, you have to ban another spell school, it's got no BAB and no save progression at first level. All you're getting is a bonus feat and spellcasting progression. If you're going to take Incantatrix, commit to it- level 3 is the minimum, and you ideally want to take all 10.



Too much Wizard. Get some Unseen Seer/Daggerspell Mage/Arcane Trickster in this thing (Unseen Seer preferred, but you might need extra Rogue levels to easily get its skill requirements done.)


Where would I find the specs on Unseen Seer? What sets it apart from the others you mentioned?

leegi0n
2011-11-02, 10:48 AM
I guess I'm gonna scrap the Incantatrix level, in light of these discussions.

leegi0n
2011-11-02, 10:49 AM
You can use Cooperative Metamagic and Metamagic Effect to add Persistent Spell to personal/fixed range buffs you cast without increasing the spell slot it takes to cast them. Cooperative Metamagic works with your own spells because round/actions don't exist outside of combat. Also note that you can always take ten on those Spellcraft checks, so get you bonus high enough to always succeed.

Use Spellthief instead of Rogue, and take the Master Spellthief feat.

Never use Wizard 7, always put more prestige classes in there. Wizard 3/ Master Specialist 4 is a good alternative, or Wizard 5/ Master Specialist 2, or even Wizard 6/ Master Specialist 1 since the sixth level of any class gives you +1 BAB and +1 to all three base saves. That gets you Skill Focus: Spellcraft for free, which is useful with the above abilities. A level of Paragnostic Apostle for Backhanded Attack isn't a bad idea, either.


Were I a "Master Specialist", what book would I be in? What's the big deal about this class? I've seen a lot of people mention it.

Biffoniacus_Furiou
2011-11-02, 10:50 AM
Complete Mage, and don't lose this (http://www.wizards.com/default.asp?x=dnd/arch/lists).

leegi0n
2011-11-02, 11:09 AM
Nice! Bookmarked It.

leegi0n
2011-11-02, 11:25 AM
Would any of you be so kind as to build a basic setup and post it for me, based on this? Using PrCs that you think would be ideal for ultimately, a spellwarp sniper finale?

If not, no biggie, I will do it when I have more time. I'm business traveling now and stinkin' corporate meetings are taking all the time away. :smallfurious: I've got a game to run when I get back home in a few days and wanted to have him ready.

Thanks thanks.

GoodbyeSoberDay
2011-11-02, 12:10 PM
Are you set on Wizard? Because whenever I see Spellwarp Sniper, I think of Wings of Flurry, a sorcerer only spell in Races of the Dragon. Uncapped CLd6 force damage and daze, reflex halves/negates. SWS removes the reflex save.

If you are indeed set on Wizard, a good spell to look at is Frost Breath from Spell Compendium. Piddly base damage, so it might not be your main thing, but like Wings of Flurry it dazes on a failed reflex save.

leegi0n
2011-11-02, 12:36 PM
Are you set on Wizard? Because whenever I see Spellwarp Sniper, I think of Wings of Flurry, a sorcerer only spell in Races of the Dragon. Uncapped CLd6 force damage and daze, reflex halves/negates. SWS removes the reflex save.

If you are indeed set on Wizard, a good spell to look at is Frost Breath from Spell Compendium. Piddly base damage, so it might not be your main thing, but like Wings of Flurry it dazes on a failed reflex save.



yeah, Frost Breath is a spell I've made note of for him. Seems rather potent. My only question on that is, are they 4e spells? I think not, but if they are, no go. We're playing a 3.x hybrid.

I guess I'm not opposed to a Sorcerer build, but how would it look on paper? I've never had much luck with Sorcerers, but by the same token, never played many of them. Most of my magic user experience revolves around necromancy and wizards.

GoodbyeSoberDay
2011-11-02, 02:03 PM
4e? No, this is all 3e... You're playing a hybrid? Huh? Next up you'll be playing a hybrid of AD&D 1e and 7th Sea...

Ignoring that, and onto the Sorcerer stuff: Spells known is the biggest limitation. You will not, I repeat, will not be as versatile as a wizard. The two great things about sorcerer, though, is that it's a lot easier to spam your "trick" (for example, Twin Split Ray Invisible Spellwarped Wings of Flurry), and you get sole access to particular ridiculous spells (Wings of Flurry, Wings of Cover, Arcane Fusion) and better use of others (Arcane Spellsurge, arguably Celerity).

The nice thing about Wizard is that if the DM starts having his villains metagame to hard counter you, you can just prepare some other trick. But no one trick is going to be as silly-powerful.

leegi0n
2011-11-02, 02:20 PM
4e? No, this is all 3e... You're playing a hybrid? Huh? Next up you'll be playing a hybrid of AD&D 1e and 7th Sea...



I guess I should've called it a homebrew world with loose 3.5 rules.

Sounds interestingly intriguing, though. AD&D in the Dark Horse Comics world, possibly.