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Kjat
2011-12-08, 08:27 AM
Hello Playgrounders:smallbiggrin:

I am playing a wizard for the first time and need some advice...

What I have have read:
Logic Ninja's Guide to Wizards (http://www.giantitp.com/forums/showthread.php?t=104002)
Treantmonk's guide to Wizards: Being a God (http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guide_to_Wizards:_Being_a_God)
Dictum Mortuum's Handbooks (http://dictummortuum.blogspot.com/)

While there is a wealth of information in those guides I find myself unsure of how to build my Wizard...

My party members are all low OP (if any) a few are first time players and I have only played once or twice.

The DM hands out piddly loot and no magic items! (Those I will have to make myself using craft "magic items" skill with high DC checks involved...)

I will be starting at lvl 10 and looking at specialising in Divination dropping Enchantment

Do you think aiming at a buff debuff build is the way to go?

Stats

STR 8
DEX 13
CON 14
INT 20
WIS 10
CHA 8

What i would like help with Feats, Prestige Class's and spells if you feel up to it:smalltongue:

Thanks in advance

Kjat

Yora
2011-12-08, 08:32 AM
Even though it doesn't answer your question, I think your DM should really reconsider starting the campaign at 10th level, when lots of players have only very few or none experience at all. It's not an easy game to learn to burrying the new players with all the complex stuff of almost high-level play seems way too much.

Kjat
2011-12-08, 08:43 AM
He started everyone at lvl 1 or close enough I had to leave the game due to studies and am now re-joining

Sorry if I should have made that clear in the beginning

dextercorvia
2011-12-08, 11:57 AM
In a lo-op low magic campaign buffs will rule. Personally, I would go Focused Specialist Transmuter, but your choice is not an awful way to do this.

Book Restrictions? Are those Rolled stats, or a 29 pt. buy? What race are you thinking, or is that open to discussion?

I will build you something.

Urpriest
2011-12-08, 12:49 PM
What is your DM doing to replace magic items though? Do you guys get something like Vow of Poverty? Basically, how is he bringing the numbers back up to what the game expects?

dextercorvia
2011-12-08, 01:04 PM
What is your DM doing to replace magic items though? Do you guys get something like Vow of Poverty? Basically, how is he bringing the numbers back up to what the game expects?

He probably doesn't -- but it is likely that he sends dragons at them on the ground that never fly or use spells either.

Kjat
2011-12-08, 05:48 PM
In a lo-op low magic campaign buffs will rule. Personally, I would go Focused Specialist Transmuter, but your choice is not an awful way to do this.

Book Restrictions? Are those Rolled stats, or a 29 pt. buy? What race are you thinking, or is that open to discussion?

I will build you something.

Human

Stats where point buy

Pretty much all books are available so long as the DM has access to the material. I have given him just about all the PDF's

There is not much combat at all... The last two sessions have gone by with a half heated street fight as the only combat:smallconfused: I will have a chat with him about this...

Focused transmuter sounds like an option, I just need to know what spells to pick :p



Urpriest I don't think he knows about Vow of Poverty. one thing he said to me about magic items was the he didn't want us getting too powerful (me in particular) I think that this is rubbish as everyone has to roll like over 16/17 to hit any of the stuff he sends at us (when he does)

Aegis013
2011-12-08, 06:33 PM
Human
Diviner 5/Master Specialist 5 (Complete Mage)

Definitely with Spontaneous Divination ACF (forget what book) at 5th level

Possibly with Focused Specialist variant (Complete Mage) if you really want to crank out the divination (you'd have to ban another school, probably necromancy or evocation)

If item creation feats aren't necessary due to the homebrew skill, use the ACF from Unearthed Arcana to trade Scribe Scroll for a fighter bonus feat (Improved Initiative is always a solid choice)

As far as feats go,
Sculpt Spell is great if you do any level of blasting or battlefield control.

Improved Familiar - grab yourself a small air elemental if it's your 6th level feat or a Coure Eladrin or Musteval Guardinal [BoED] if it's your 9th.

Spell Focus (specialized school) is a requirement for Master Specialist.

Edit: If you'd prefer transmuter, simply change to:
Transmuter 3/Master Specialist 7 with the same ACF's other than Spontaneous Divination.

Arbane
2011-12-08, 06:39 PM
one thing he said to me about magic items was the he didn't want us getting too powerful

He may want to consider playing some other game. Or possibly the E6 D&D variant

A high-level D&D character is _supposed_ to be 'powerful'..

Kjat
2011-12-09, 12:10 AM
I just had a chat with the DM, and he said that monsters wouldn't realistically carry loot to which I replied is D&D realistic... What I eventually got out of him was that to get better loot/items one has to be a member of a guild and take on quests that offer rewards which I think suits our group.

Some more house rules: Teleport has been reduced to 1/10th its range and greater teleport is basically non existent... I will be flying everywhere :smallbiggrin:

I may find myself in single combat at some point will the following build suffice?

Focused transmuter

Wizard 5/6 Master specialist 10 archmage 5/4

EDIT:

Wizard 5/6 Master specialist 6 fate spinner 4 archmage 5/4?

Sudain
2011-12-09, 11:13 AM
What do you want to DO with your wizard? Based upon stats and baning enchantment I get you don't want to be the party face or dominating everyone. But knowing what you want to do will help us build you a better tuned build. Sorry if you stated it already; but I didn't see it.

Regardless of your build, you will want this chained Magic Weapon, Greater. Weapon enhancement that scales? That should save the party some $$$.

Another tactic that may pay off very well is the symbol of Line of spells. Permanency (Symbol of Spells - put them on your armor & weapons) - expensive but you may be able to pull of some crazy funwith them..

D20SRD: Embasis mine

Symbol of Death
Necromancy [Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

Material Component
Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Notes on the Emphasis: if the symbol is attached to a moving target(a fleeing wizard) then them chasing you would trigger it again and force a second save. Alternatively move to 65 feet away from the baddies, and then have the fighters fall back to inside the range if they need a 2nd save. :)

Canvas and sheaths will block the runes - allowing you to not go off in the middle of town.

Can't be used on a weapon as part of a striking mechanism; so the fighters will have to use an action to make people look at it. :(

Password and Attunement means it's party friendly! :D

When it is exhausted it becomes inactive and then recharges. One cost, and you get to abuse this over and over and over. This is the only thing that makes this worth considering(Otherwise it's a giant xp and gold sink for a 1 shot).

Permanency Symbol of Pain: Debuff(-4 attck, save, skill, checks) everyone in 60 feet. Symbol of Weakness: Everyone takes 3d6 strength damage(3-18; average of 11). Symbol of Death: kills people outright. Enchantment also has several of their own symbols but you are opting to ban that school. :)

It's not perfect, but you may be able to make it work.
Caution from Permanency: Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

Kjat
2011-12-09, 07:39 PM
Well I'm not really sure what I want my wizard to do exactly but I'll throw some ideas out.

The DM has said I can play with my build but I still have to be a specialist of some description banning either enchantment and or evocation

I don't want to be the party face we already have 2 players that try out compete each other for that job...

I would much rather be in the shadows scheming/manipulating

Some ideas for combat

1. Buff the party
2. Debuff the enemy/Battlefield control

I like the look of those symbol spells:smallwink:

Any other ideas would be appreciated :smallsmile:

Aegis013
2011-12-09, 08:18 PM
If you find yourself stuck in melee with something on a wizard, cast polymorph on your familiar and on your self, a good polymorph form (like Hydra) can go a long way in managing to keep you alive should you get separated.

Gavinfoxx
2011-12-09, 08:35 PM
One of the best reasons to not ever pick up any divination spell is the spontaneous divination ACF. And presuming you don't at all ever get any treasure or money ever, and can't ever buy wizard scrolls...

Then it sounds like you need a character that is completely gear and purchase independent.

Here's a quote of a wizard that can do that:

"Easy Bake No "Worries" Wizard

Elf, preferably Gray

Elf Wizard Racial Sub - Races of the Wild
Eidetic Spellcaster ACF - Dragon Magazine #357
Spontaneous Divination ACF - Complete Champion - Optional but great at higher levels
Collegiate Wizard feat - Complete Arcane

1st Level - 7+ Int mod 1st level spells known, all cantrips, 1 extra spell per day of highest level
No Familiar, No Scribe Scroll, No Spellbook

If flaws are available
Precocious Apprentice: Melf's Acid Arrow, Ice Knife, or Combust - Complete Arcane
Acidic Splatter, Winter's Blast, or Fiery Burst - Complete Mage
Sacred Vow + Vow of Poverty - Book of Exalted Deeds - depending on the campaign, this may work

Note: Every level after 1st that advances wizard spellcasting gets you 5 spells known for free instead of the usual 2
Edit: If you're playing in Eberron, the feat Aerenal Arcanist (Player's Guide to Eberron) will net you an additional spell known per level netting you 8+Int spells at 1st level and 6 additional spells known every level after that."



Note, that is a quote, and here is how I would make it:

Grey Elf Generalist Wizard 5/Some prestige class that has full casting X (never lose a caster level!)

Level 1 Feat: Collegiate Wizard
Trait: Aggressive
Flaw1: Murky Eyed
Flaw Feat #1: Aerenal Arcanist
Flaw2: Vulnerable
Flaw Feat #2: Eschew Materials (If DM REALLY doesn't like you having equipment...) OR Spell Focus Conjuration
ACF #1: Eidetic Spellcaster
ACF #2: Elven Generalist Wizard
ACF #3: Domain Wizard: Conjuration Domain
ACF #4: Spontaneous Divination (never ever ever 'learn' any divination spells, this gets you all of them --even non wizard ones-- without having to put a single one in your 'spellbook')
Level 3 Feat: Fiery Burst (so you have an all day blast after you do the control)
Level 6 Feat: Cloudy Conjuration (if Eschew Materials is not needed in this campaign, else Spell Focus Conjuration)

dextercorvia
2011-12-09, 09:34 PM
Spontaneous Divination was errata'd. It only works on Divinations you know, now.

Gavinfoxx
2011-12-09, 09:39 PM
Eh? Lemme go check...

Page 52 – Spontaneous Divination - Benefit [Revision]
The first sentence should instead read, “You can spontaneously cast any spell you know from the divination school by sacrificing a prepared spell of equal or greater level.”



...
Well. I guess that means you SHOULD get the divinations that are important, then...