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View Full Version : Let's optimize Mage-Wright too.



Kelb_Panthera
2012-07-30, 04:01 PM
Inspired by Khatoblepas' thread on optimizing the adept. Let's hear some ideas on how to pimp out a mage-wright.

avr
2012-07-30, 06:54 PM
They can cast phantom steed if they choose, so the Knight Phantom PrC is possible for them. Kicks in a bit late tho'.

Khatoblepas
2012-07-30, 07:32 PM
Do you think the wording on the Magewright's Spell Mastery ability could be abused a bit?

"Every time he gains access to a new spell level... ...he learns a number of new spells equal to his current intelligence modifier, plus one 0-level spell."

This isn't "At X level", this is "When he becomes able to cast a new spell level". So at fourth level, he could potentially gain access to a 3rd level spell slot (via cheese), and gain Phantom Steed early. It's murky.

eggs
2012-07-30, 08:31 PM
That spell list is much worse than what the Adept is working with (unless we're, y'know, using the class as intended... but who does that?).

So just rolling some ideas around:

On expanding the list:

Corrupt and Sanctified spells are freebies, but in this case, without the high-level slots of the healer or divine crusader, they probably won't be enough.
With Magical Training (Wizard) for a spellbook and Uncanny Forethought, the Magewright can spontaneously cast from the Wizard list (albeit at reduced CL, and only Int/day); that's probably worth it.
Sand Shaper/Fiend-blooded can help with spells known.
The Magewright is probably unique in how horribly it uses added domains (the limited uses of a prepared caster, the limited spells known of a spontaneous caster), but they're an option.
Magical Training shenanigans might allow Runestaff use of Wizard spells. I'd need to dig up MIC to find the specific phrasing, though.
Drake Helms are cheesy, but they can give a few of whatever spells are needed. They're not too expensive for low-level spells (all the Magewright really has).

On non-Magewright specific optimization directions:

Having a caster level and spell slots can be exploited to a certain degree. Arcane Disciple (Summoner) + Summon Elemental is more utility than most mundane classes can touch.
Crafting shenanigans don't worry too much about details beyond CL, so mini-Artificing or something like an Effigy Master could work out (unfortunately, EM requires Magical Training).
I've seen internet discussions vouching or Handle Animal-based builds; I don't think that's normally practical, but YMMV.
Animate Dead doesn't kick in until ECL 12, but it's the one spell on the Magewright's list that you could really build a character around. It can be like carrying an extra fighter or two around with the party; maybe worth some investment.

As far as using the class's features themselves, rather than fighting against them:

The obvious unique feature to exploit is Spell Mastery. Unfortunately, the class feature implicitly differentiates itself from the SM feat, which is problematic for RAW-based Magelord or Uncanny Forethought combos (not that the synergies wouldn't be acceptable in any game I've ever played, whatever that's worth).
Uncanny Forethought + long-casting-time spells could be exploited to a certain degree (Full-Round Minor creations, etc.), but the only thing Magewright contributes that other casters don't is slightly easier qualification.