Darth_Versity
2012-05-14, 02:28 AM
So one of my players wants to run a game set in the forgotten realms. I suggested that he restrict material to keep it easier on himself but he insisted that all material is available and I could make whatever I wanted.
Now this puts me in atricky situation as I have a real need to optimise whatever I make but no one else does. Normally with restrictions I cant go overboard but with everything available I could make something absolutely ridiculous. So I decided that my best option was to make something that makes everyone else better. Thus the War Weaver.
Starting lvl 5, 28 pt buy.
Kathar, Female Sun Elf, Wizard 3/War Weaver 2
HP: 22, AC 13, T 12, FF 11, Initiative +10
STR 8
DEX 14
CON 12
INT 19 (with lvl 4 increase)
WIS 10
CHA 12
Feats:
Scribe Scrolls
Enlarge Spell (Flaw, non combatant)
Spellcasting Prodigy (3.0 version)
Sanctum Spell
Variants:
Elven Generalist at 1 and 3
Domain Wizard: Healing (using the Healing Domain from PHB, DM approved)
Hummingbird Familiar (Giving +8 intitiative when within arms reach)
Skills:
Concentraion 8
Craft (Weaving) 6
Decipher Script 6
Arcana 6
Religion 4
Search 6
Spellcraft 5
All other Knowledge skills 1 rank
Spells:
1 Level:
Cure Light Wounds
Nerveskitter
Protection from Evil
Mage Armor
Shield
Magic Missle
Grease
Enlarge Person
Feather Fall
Backbiter
Endure Elements
Tensers Floating Disk
2nd Level:
Cure Moderate Wounds
Invisibility
Blur
Snakes Swiftness
Rope Trick
Glitterdust
Heroics
Fireburst
Equipment:
Thistledown Padded Armor
Headband of Int +2
Eternal Wand (Identify)
Lesser Rod of Extend
Msk Longbow (region benefit)
Along with my additional lvl 2 spell that gives 475gp for other mundane equipment.
So with that build I was wondering if you think the spell selection is any good. I've got mostly support with a couple of panic buttons. The addition of the Cure line with War Weaver should make healing a reasonably viable option, right?
What about the Feats. With the 3.0 version is spellcasting prodigy worth it? I know I could swap Scribe Scrolls with improved initiative, but im not sure its needed. And do you have any suggestions with changing or adding equipment.
Im planning to take Combat Casting at 6 and enter Spellguard of silverymoon at 9. I'll then go into Abjurant Champion, and if we go all the way to 20 finish with either Swiftblade or Elf Paragon.
Im just looking for general suggestions on anything you would change or add. Thanks.
Now this puts me in atricky situation as I have a real need to optimise whatever I make but no one else does. Normally with restrictions I cant go overboard but with everything available I could make something absolutely ridiculous. So I decided that my best option was to make something that makes everyone else better. Thus the War Weaver.
Starting lvl 5, 28 pt buy.
Kathar, Female Sun Elf, Wizard 3/War Weaver 2
HP: 22, AC 13, T 12, FF 11, Initiative +10
STR 8
DEX 14
CON 12
INT 19 (with lvl 4 increase)
WIS 10
CHA 12
Feats:
Scribe Scrolls
Enlarge Spell (Flaw, non combatant)
Spellcasting Prodigy (3.0 version)
Sanctum Spell
Variants:
Elven Generalist at 1 and 3
Domain Wizard: Healing (using the Healing Domain from PHB, DM approved)
Hummingbird Familiar (Giving +8 intitiative when within arms reach)
Skills:
Concentraion 8
Craft (Weaving) 6
Decipher Script 6
Arcana 6
Religion 4
Search 6
Spellcraft 5
All other Knowledge skills 1 rank
Spells:
1 Level:
Cure Light Wounds
Nerveskitter
Protection from Evil
Mage Armor
Shield
Magic Missle
Grease
Enlarge Person
Feather Fall
Backbiter
Endure Elements
Tensers Floating Disk
2nd Level:
Cure Moderate Wounds
Invisibility
Blur
Snakes Swiftness
Rope Trick
Glitterdust
Heroics
Fireburst
Equipment:
Thistledown Padded Armor
Headband of Int +2
Eternal Wand (Identify)
Lesser Rod of Extend
Msk Longbow (region benefit)
Along with my additional lvl 2 spell that gives 475gp for other mundane equipment.
So with that build I was wondering if you think the spell selection is any good. I've got mostly support with a couple of panic buttons. The addition of the Cure line with War Weaver should make healing a reasonably viable option, right?
What about the Feats. With the 3.0 version is spellcasting prodigy worth it? I know I could swap Scribe Scrolls with improved initiative, but im not sure its needed. And do you have any suggestions with changing or adding equipment.
Im planning to take Combat Casting at 6 and enter Spellguard of silverymoon at 9. I'll then go into Abjurant Champion, and if we go all the way to 20 finish with either Swiftblade or Elf Paragon.
Im just looking for general suggestions on anything you would change or add. Thanks.