PDA

View Full Version : Abjurer help?



fishyfishyfishy
2013-07-18, 08:50 PM
I’m building a character who’s motivation is to protect people from harmful magic and evil spellcasters. A quick basic run down of his background is that he witnessed firsthand what horrors supernatural creatures and magic can cause and has made it his life goal to protect people and destroy the wicked. I have most of the build down, there’s a few minor things that need to be ironed out.

Sources allowed: All WotC printed sources except setting specific material. :smallannoyed:
Dragon Magazine and homebrew on a case by case basis (but not likely).

I would like to do this without using UA flaws for bonus feats. They're so cheap they almost feel like cheating.

Build:
Lawful Good Human Abjuration Specialist Wizard
(Banned Schools Necromancy and Enchantment)

Abjurer 3/Master Specialist 6/Initiate of the Sevenfold Veil 7/Master Specialist+1/Archmage3

Feats:
1: Spell Focus (Abjuration)
Human: Collegiate Wizard
3: Extend Spell
MS 1: Skill Focus (Spellcraft)
6: Spell Mastery
MS 3: Greater Spell Focus (Abjuration)
9: Uncanny Forethought
12: Quicken Spell
15: Spell Focus (Illusion) / Spell Focus (Transmutation)
18: Chain Spell / Persistent Spell

Collegiate Wizard is cause I'm unsure about being able to expand my spell book outside of the free spells each level. This should be plenty to get me by, and if it turns out I was wrong it'll still save me tons of cash.

Any idea what spells to select with Spell Mastery? I’m definitely going with Dispel Magic and Benign Transposition. What else? Gaseous Form as a just-in-case escape plan?

Is taking Persistent Spell worth it without Metamagic reduction? Chain Spell will let me lay a powerful buff like Stoneskin on several party members at once, but some of those buffs would be nice to have all day.

Not sure if I’ll take Spell Focus (Illusion) or (Transmutation) to qualify for Archmage. Illusion seems like the better choice since so many of those spells offer a save but Transmutation could also be worthwhile.

I didn't list ability scores because I'm not sure on the method we'll be using yet. Probably point buy. Obviously going to go with something like Int>Dex/Con>Wis/Cha>Str

Archmage is for Mastery of Shaping, Arcane Reach, Spell-Like Ability and Spell Power. Not sure which three of these four to choose. I briefly considered taking 4 levels of Archmage and leaving Master Specialist 7 out, but that Moderate School Esoterica ability is pretty damn good. Especially if I’m targeted by spells like Finger of Death or Disintegrate. What three High Arcana would you suggest?

Any ideas on alternate class features? I considered trading away the familiar for something, but nothing scales with level really well for Abjuration. I can always use my familiar for Benign Transposition shenanigans. I was considering a Raven, but a boost to Fortitude saves might be nice…

For my banned schools, Necromancy and Enchantment are thematically appropriate and won’t be missed at all. I could get rid of Evocation in place of Necromancy but Wind Wall and Force Cage would be missed. I don’t need False Life if I’m doing my job right.

I know you people probably see a lot of this particular type of build but any insight on the subject would be greatly appreciated. Thanks. :smallbiggrin:

Valwyn
2013-07-18, 10:06 PM
I'd suggest going for Transmutation rather than Illusion since Illusions get screwed by True Seeing and the like.

Arcane Reach is good for handing out touch spells without getting into melee. The Spell-Like Ability could be nice if there's a particular spell you use a lot. I think Mastery of Shaping is usually used for blasting, but it could be fun with things like Antimagic Field.

You could trade your familiar for Urgent Shield (PHB II) to get a +2 shield AC as an immediate (Ex) action. You could also trade it for an Animal Compaion (Unearthed Arcana 58) if you want something stronger. You could also then trade the Animal Companion for a Urban Companion (http://www.wizards.com/default.asp?x=dnd/we/20070228a) or Distracting Attack (PHB II). Here's a list of ACFs (http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Class_Features_III?pg=1) you may find useful.

Hope this helps. :smallsmile:

Keld Denar
2013-07-18, 11:19 PM
Necromancy tends to have more saves, although Transmutation does have PAO and Reverse Gravity on the high end, which is good.

I'd almost be tempted to tell you to take Master Spec all the way to completion instead of Archmage. MS10 can cast personal buffs on others. That's kinda...silly.

fishyfishyfishy
2013-07-18, 11:36 PM
I'd suggest going for Transmutation rather than Illusion since Illusions get screwed by True Seeing and the like.

Arcane Reach is good for handing out touch spells without getting into melee. The Spell-Like Ability could be nice if there's a particular spell you use a lot. I think Mastery of Shaping is usually used for blasting, but it could be fun with things like Antimagic Field.

You could trade your familiar for Urgent Shield (PHB II) to get a +2 shield AC as an immediate (Ex) action. You could also trade it for an Animal Compaion (Unearthed Arcana 58) if you want something stronger. You could also then trade the Animal Companion for a Urban Companion (http://www.wizards.com/default.asp?x=dnd/we/20070228a) or Distracting Attack (PHB II). Here's a list of ACFs (http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Class_Features_III?pg=1) you may find useful.

Hope this helps. :smallsmile:

I checked out Urgent Shield. It would be useful at low levels but it won't stack with Shield (the spell) and the bonus is rather measly. It doesn't scale well either, since I won't be sticking to Wizard for long. That's the downside to most of the ACF's I found. Thanks for that link though, I'll give those options a thorough read. I can't imagine the DM would allow me to trade it away for an Animal Companion and then trade that away for another ACF. That trick might be just a little too cheesy. :smallwink: Thanks for the input.



Necromancy tends to have more saves, although Transmutation does have PAO and Reverse Gravity on the high end, which is good.

I'd almost be tempted to tell you to take Master Spec all the way to completion instead of Archmage. MS10 can cast personal buffs on others. That's kinda...silly.

I banned Necromancy.

As for completing Master Specialist, I figured the High Arcana abilities were generally more powerful. If I were to do that, what personal spells do you think I could get the most benefit out of casting them on allies?

It's not like I won't have the time to think about it.