Sugarbear007
2013-12-09, 08:47 PM
Howdy all :P
So I have been playing a little while now, still very new to the game. I’ve got a wizard who will hit level 5 if I kill a mouse. Since our game allows retraining I think now is the time to ask this question. I’ve found a few guides that make me fairly happy with what I’ve got so far, however I’ve never seen anyone mention the Tattoo focus feat. I’m not sure if it’s because it’s no good or if its situational since you have to be from Thay in the Forgotten Realms.
On a side note I’ll have to hit up a tavern and call a cleric if I retrain because I’m not sure medieval style tattoo removal will be particularly safe or pleasant.
My build thus far.
Human Focused specialized conjurer
ACF: Rapid and Enhanced summoning
Banned schools: evocation, enCHANTment (dragon age dwarf savant pronunciation), and Illusion (that third school was a hard decision) Necromancy is on everyone’s list but it fits better thematically with my guy, think necromancer from Diablo II, minions and curses for justice.
Levels,Feats, & Powers
Lvl1 Wizard Feats= Improved Initiative Lvl1 (human) Tattoo Focus Lvl1 (flaw) Spell focus (conjuration)
Lvl2 More Wizard
Lvl3 more Wizardness Feat= Cloudy Conjuration
Lvl4 Master Specialist Bonus Feat = Skill focus (spellcraft)
Lvl5 (will be) Master Specialist Bonus= Extended Spellbook
In case anyone wanted/needed more information.
Base classes are limited to whats shown in PHBII.
Prestige, feats and ACF can be from anything official.
We're using the XP penalty rules for multi-classing like in the PHB however its 2 classes for free, three if one of them is a favored class to prevent what our DM likes to call "frivolous dipping"
I’ve a secondary question to pose as well. I recently found out about a prestige class called the Malconvoker. It is mind blowingly perfect thematically for my guy. I plan on taking it on either level 6 (the earliest I can qualify for it with its need of Bluff 4) or 7. My second question is Which do you think is more beneficial? Master Specialist 3 for a free greater spell focus? The other option is Malconvoker 1 for Deceptive Summons & unrestricted conjuration so I can start using fiendish things without the chance of alignment change.
Using the fiendish things will work awesomely with the Character thematically becoming darker as he becomes more powerful. I could put it off for a level though if it helps out though. I mean he'd be level six he's not THAT powerful.
So I have been playing a little while now, still very new to the game. I’ve got a wizard who will hit level 5 if I kill a mouse. Since our game allows retraining I think now is the time to ask this question. I’ve found a few guides that make me fairly happy with what I’ve got so far, however I’ve never seen anyone mention the Tattoo focus feat. I’m not sure if it’s because it’s no good or if its situational since you have to be from Thay in the Forgotten Realms.
On a side note I’ll have to hit up a tavern and call a cleric if I retrain because I’m not sure medieval style tattoo removal will be particularly safe or pleasant.
My build thus far.
Human Focused specialized conjurer
ACF: Rapid and Enhanced summoning
Banned schools: evocation, enCHANTment (dragon age dwarf savant pronunciation), and Illusion (that third school was a hard decision) Necromancy is on everyone’s list but it fits better thematically with my guy, think necromancer from Diablo II, minions and curses for justice.
Levels,Feats, & Powers
Lvl1 Wizard Feats= Improved Initiative Lvl1 (human) Tattoo Focus Lvl1 (flaw) Spell focus (conjuration)
Lvl2 More Wizard
Lvl3 more Wizardness Feat= Cloudy Conjuration
Lvl4 Master Specialist Bonus Feat = Skill focus (spellcraft)
Lvl5 (will be) Master Specialist Bonus= Extended Spellbook
In case anyone wanted/needed more information.
Base classes are limited to whats shown in PHBII.
Prestige, feats and ACF can be from anything official.
We're using the XP penalty rules for multi-classing like in the PHB however its 2 classes for free, three if one of them is a favored class to prevent what our DM likes to call "frivolous dipping"
I’ve a secondary question to pose as well. I recently found out about a prestige class called the Malconvoker. It is mind blowingly perfect thematically for my guy. I plan on taking it on either level 6 (the earliest I can qualify for it with its need of Bluff 4) or 7. My second question is Which do you think is more beneficial? Master Specialist 3 for a free greater spell focus? The other option is Malconvoker 1 for Deceptive Summons & unrestricted conjuration so I can start using fiendish things without the chance of alignment change.
Using the fiendish things will work awesomely with the Character thematically becoming darker as he becomes more powerful. I could put it off for a level though if it helps out though. I mean he'd be level six he's not THAT powerful.