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Shenanigans
2012-09-20, 01:05 PM
So I find, to my chagrin, that trying to search for "E6" on these forums doesn't quite work, so I apologize if this has been covered elsewhere. Also, I apologize for including this link, but just to make sure people know what I'm talking about.

http://www.enworld.org/forum/general-rpg-discussion/206323-e6-game-inside-d-d.html

The campaign is Forgotten Realms, set around the Time of Troubles.

So I'll be playing some type of Specialist Wizard, probably a Conjurer or Transmuter, probably a Focused Specialist. I've read through the guides from TLN, Dictuum Mortum, Treantmonk, and EchoDork, and am a big fan, having incorporated the suggestions into my most recent Wizard (Focused Specialist Conjurer/Master Specialist Strongheart Halfling with Abrupt Jaunt and lots of Battlefield Control and Rays)

So I'm considering making a similar character, or something else in the Focused Specialist vein, but I'm looking for more E6 specific tips. As far as what's allowed, so far it's pretty much all the 3.5 books, including complete series, splatbooks, races books, complete series, PHB II, Unearthed Arcana, Forgotten Realms materials. (DM says availability may be revised as we run stuff by him) We're starting at lvl 1, rolling <sigh> for attributes (4d6, drop lowest, arrange as see fit, reroll set if bonuses add up to +2 or less).

Here are my immediate thoughts that would make me reconsider/change my basic build
- Abrupt Jaunt is amazing, but the +2 on a save or +3 on a skill from a familiar becomes all the better when level-capped at 6.
- Low-level Battlefield control spells are probably more effective over the long term in E6.
- Most metamagic feats probably aren't worth it, with the possible exception of Sculpt Spell (and Metamagic School Focus for Conjuration) What to take as a prereq for Sculpt though? Does MSF count as a metamagic feat?
- Metamagic might be viable with Sudden variants?
- Focused Specialist is almost required, given the low number of spell slots I'll have available.
- Regional feats seem like they'd be even stronger in E6. For a Human or Strongheart wizard, what would seem best? Off the top of my head (I'm AWB currently) Blooded and Luck of Heroes seem pretty sharp., but am I overlooking some great Wizardy feat?

Thanks for any thoughts or comments!

Talionis
2012-09-20, 01:20 PM
Just to get you thinking... Wizards gets his 3rd level spells at level 5, so the 6th level of Wizard doesn't net you much.

My suggestion for more spells would be to take Chameleon Prestige Class. It allows you to get some more spells on your list you might not otherwise have access to since it can cast all Arcane and Divine Spells. The sheer number of additional spells even if they are Arcane is a big help.

Biffoniacus_Furiou
2012-09-20, 02:03 PM
On Abrupt Jaunt: In E6, after 6th level, the only thing you'll have in abundance is feats. You can spend a feat on Obtain Familiar (CA) if you want one of those, but you can't spend a feat to gain Abrupt Jaunt.

On low level battlefield control: Definitely keep Illusion for Color Spray, and Wall of Smoke cast across occupied squares is like a Stinking Cloud Lite. Grease is also strong, especially considering that capped at 6th level opponents can't have 5 ranks in Balance unless it's a class skill. That's all three save types covered with just 1st level spells!

You only need Wizard 5 to get 3rd level spells, so you can dip one level of anything else and still be fine. For example, you can go Beguiler 1/ Wizard 5 and be awesome with skills for your entire career, especially with Able Learner though it's not really necessary. Take the feat Versatile Spellcaster (RotD) and you can spend two Beguiler spell slots to cast any spell you know of one level higher, even Wizard spells you've learned. With that as soon as you learn a 2nd level Wizard spell you'll also gain knowledge of every 2nd level Beguiler spell, and be able to cast those as well via Versatile Spellcaster. Note that spells cast using Beguiler slots will be at your Beguiler caster level, so consider picking up Practiced Spellcaster. Beguiler gives you pretty much every Enchantment and Illusion, so it really makes Focused Specialist easier to take.

E6 has the Swift Metamagic feat, check the spoilers in the link you posted. It's pretty good with Split Ray, Twin Spell, and even Ocular Spell (LoM) could be useful with that. Quicken Spell would actually be worth taking if you get Craft Wondrous Item, just to be able to craft your own Circlet of Rapid Casting if you can't purchase one. An item's default caster level is not a prerequisite for crafting it. (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#casterLevel) Metamagic School Focus doesn't have the [metamagic] tag, so it won't count for qualifying for other metamagic feats. Definitely consider picking up a reserve feat (CM), Fiery Burst is pretty good, especially with Beguiler + Versatile Spellcaster since you'll only need two 1st level Beguiler slots open and knowledge of a 2nd level fire spell to enable it.

Incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm), definitely use incantations for anything you expect to be casting outside of combat. Any 10 min/level or longer buff, any Conjuration [Calling] spell, and even spells that are higher than 3rd level (Restoration, Stone to Flesh, Raise Dead, Divinations) can be available via Incantations in E6. Also remember that creatures with spell-like abilities can use that caster level to take item creation feats, so you could use an Incantation to call an Outsider with an item creation feat like Craft Rod and cooperatively create metamagic rods and other items.

I'd say Mercantile Background is probably the best long-term choice for a regional feat, and it's always my first choice. Starting at 1st level, you should definitely keep your bonus equipment in mind when selecting a region as well. Waterdeep grants the biggest list of regional feats, including Mercantile Background, and you can start with two 2nd level scrolls. You could even make those scrolls of Create Magic Tattoo and just sell them for 375 gp. Also remember that you only need one party member with Mercantile Background. However, if your party would sell loot for 50% value, you could buy it for that price and get a portion back when that cash is split, and then you can sell it for 75% of its full value.

Shenanigans
2012-09-23, 10:10 AM
Thanks for the replies.

That's a very good point about Abrupt Jaunt. I have to admit that Obtain Familiar is one of those feats I just glossed over, but that's a great example of the kind of different perspective I need for E6.

The Beguiler and Chameleon suggestions are excellent, and seem like excellent ways to ease the blow of Focused Specialist.

As far as Versatile Spellcaster, how does that get me 2nd level Beguiler spells if I go Beguiler1/Wizard5?

Mercantile Background is a great feat, and very party useful as well, but it sometimes seems too easy.

A reserve feat seems almost like a must just to have something to do at all times. I'll tinker with Swift Metamagic in my build to see how I can fit it in best.

Madara
2012-09-23, 01:13 PM
You could always try ending with Mindbender for telepathy and mindsight. Its really good in E6

gorfnab
2012-09-23, 05:20 PM
Wizard 5/ Mage of the Arcane Order 1 is decent in E6 mainly because of the spellpool ability. Pick up one the reserve feats that deal damage, like Acidic Splatter, if possible so that you always have an attack spell-like option available.

Biffoniacus_Furiou
2012-09-23, 07:10 PM
As far as Versatile Spellcaster, how does that get me 2nd level Beguiler spells if I go Beguiler1/Wizard5?

With VS you can spend two 1st level Beguiler slots to cast a 2nd level Wizard spell you know. Since you can cast 2nd level spells via Beguiler, you'll automatically know all of the 2nd level Beguiler spell list. You can then cast those spells via VS, so you'll have a huge volume of utility.

Alienist
2012-09-23, 07:56 PM
With VS you can spend two 1st level Beguiler slots to cast a 2nd level Wizard spell you know. Since you can cast 2nd level spells via Beguiler, you'll automatically know all of the 2nd level Beguiler spell list. You can then cast those spells via VS, so you'll have a huge volume of utility.

(emphasis added)

There are multiple pieces of RAW that directly contradict this. Including, but not limited to the actual text of the Beguiler class, and every single piece of RAW ever written on what it means to know a spell.

Apart from the parts of the combo which are strictly RAW-illegal, the rest of it is based around assumptions based on what the text doesn't say.

Still, it's a popular(!!) interpretation, but not really being dialled up to maximum here. If the combo worked as stated above, Beguiler 1/Wizard 5 could also sac two Wizard lvl 2 slots to cast lvl 3 Beguiler spells! But wait, there's more! You could also sac two of your lvl 3 wizard slots in order to cast a lvl 4 Beguiler spell.

Whether spending two wizard 3 slots to cast a Beguiler 4 slot is actually worthwhile is left as an exercise for the reader.

Also note thata in E6 many DMs simply rule 0 out level 4 and up effects (or reserve them for baddies) as lack of access to world shattering magic is pretty much one of the defining features of E6...