Dalek
2014-10-08, 11:03 AM
I could use a little assistance from the Playground, long time lurker, first time poster :smallbiggrin:
Here’s the background:
1.) 4 Player’s, 1 DM. Playing on a large grid map (4 feet by 8 feet).
2.) Each player is in charge of one group/guild. We will be using the lower level guild members as our party - each Player will run their own party for each adventure.
3.) Each group/guild is led by a level 15 character.
This character will likely never see actual play but only be background.
4.) Each player is trying to help retake a kingdom and try to further guild/group goals (goals are not revealed yet).
5.) Enemies seem to be strongly leaning towards giants (giants are the main antagonist) and the like (I’m thinking ogres, orcs and other monstrous humanoids).
6.) I am playing the wizard guild. No sorcerers and nothing that is not a wizard as the base chassis.
7.) I am only using wizards for my PCs – nothing that isn’t at base a wizard. Dread Necro, Warmage etc I think could be used but for the most part I want to stick with wizards/specialists.
8.) The Player’s aren’t against each other (we are all trying to restore the kingdom) but some of the guild/group goals may conflict.
9.) Not looking for any assist with the level 15, but more for some help making optimized wizards level 1 through 6 who could work very well in this sort of campaign.
10.) This is my first time playing a wizard in this group – we have played together before and I was a Charisma focused Fighter (yep, straight fighter with high charisma…Int was his second highest stat, it was a pure RP choice and a ton of fun to play) who ended up being the most effective of all characters (including a Wizard, Cleric and Rogue, they really wanted the “Classic D&D Party” for that campaign) so now I’m looking to showcase what a wizard/group of wizards could really be capable of. The DM is good but definitely not an optimizer and I’m pretty sure he doesn’t know what I’m about to bring down on this world. He is the type of guy/DM who appreciates a really good tactic though so I'm not worried about "breaking" his campaign.
A few things I have gotten clarified with the DM:
1.) We will be making lower level characters (1-6 seems to be the level) who will be sent on a mission. Usually from 1-6 characters. For instance I’m told the first mission will likely involve 2 level 6 characters, 1 level 3 and 2 level 1. Missions will not have downtime to restock on spells.
2.) There are a limited number of lower level characters we can use – so if we only have 2 level 6 guys once we make our level 6 guys then they are set forever, I don't know what these limits are yet. Likely not increasing level, no xp awards.
3.) Leadership is banned.
4.) The following classes are absolutely prohibited for any of my characters: Sorcerer, Druid, Monk and Barbarian.
5.) Using my level 15 Arcane Reach Archmage to Chain buff the living sh*t out of my low level guys has been nixed. Basically using my level 15 character to supercharge the others sounds out of bounds.
As a side effect of this I am about 99% sure any attempts to abuse Planar Binding spells will probably not work…but I am going to try hehe.
6.) We will use WBL for every character, however each group/guild gets a discount on certain types of magic items. The Wizard Guild discounted items are (95% sure, GM is still thinking a bit) wands and scrolls, discount is sounding like 50% of base cost.
- I will be asking if that discount also applied to created magic items…if so I may use my level 15 as a pure crafter.
7.) I asked about which books to use, ACF, spells, items etc and the GM response is “This is an ancient Wizard Guild. Use it all.” :smallcool:
8.) We will know the scenario in advance each time – we will have a mission and then choose or make the characters we will send.
9.) Precocious apprentice can be used for early entry tricks (such as for Master Specialist) so I'm pretty sure I can get other early entry tricks approved by the DM.
DM Description of What the Campaign Is:
"Each chapter will be divided into several encounters and each encounter will be played on a full 4’ x 8’ battle board with different objectives for each player and each encounter. I’m hoping I can wrap up each encounter in 1 or 2 sessions so there won’t be much to carry over on a continual basis. In addition each session you will also be given a sheet with series of dilemmas, setbacks and opportunities that your organization faces that month. You can manage these items with a few sentences describing what you wish done and what resources you are committing. These will help, in addition to your performance on the battle board, shape the future of your group in the Liberation of Geoff."
The other Players have chosen a Bard group, a Barbarian group and it is sounding like a Cleric group (maybe Paladins) and I know these players well – the optimization of them is low to medium at best. I want to get optimized to the point of almost ridiculousness. Not TO (no Pun-Pun) but very High Optimization. I could do this on my own but I’m really not having the time to make a ton of characters right now so I’m hoping to get a few optimized level 1-6 builds for different wizard builds. I want to optimize wizards and use only wizards.
First mission from what I am hearing and putting together from the DM is basically a Giant in a village (Fog Giant or somesuch made up thing) that defends that village…but we are there to kill/remove/whatever the giant. Limited visibility due to Fog effects from the giant. After giant is gone we will have to defend against the orcs/goblins who will attack when the defending giant is gone. Other missions will likely be fairly similar – an obstacle to overcome plus combat utility.
- Diplomacy is just as valid as combat for “removing” the giant. I do not want to go this route, I would like to kill and animate the corpse for the follow up defense.
I’m good at wizards but I could use some ideas for lower level characters, maximizing their effectiveness as a Wizard Guild – I will not have fighters/martial classes or rogues or clerics or anyone else in my crew. I want to avoid using any class that doesn’t advance wizard spellcasting.
As an ancient Wizard Guild I will basically have access to all written spells in all books – no need for each low level guy to take Collegiate Wizard to trade spells for instance. Suggestions for solid spells not really necessary, I’ve got a good handle on the spells and can easily read up on the excellent spell choice guides that are out there, but it’s the feats and any cool tricks that would pass a sane DM that I’m looking for, and optimizing the characters for their level and not for future levels (these guys will never level up). If you have a preferred spell list then by all means include it.
I’m hoping for a good build for each school of magic – a necromancer, diviner etc etc etc. I need guys who can deal the damage at low levels as well. Level 1 Diviner specialists who focus on True Strike? Level 6 Necromancers using scrolls of Animate Dead?
Effective level 1 builds, level 2 etc all the way up to level 6. Which specialists should I keep at a lower level and which ones should be higher?
Familiar ideas and shenanigans?
Must have magic items? I am going to buy 1 candle of invocation and use it at the end of the campaign. Dust of Sneezing and Choking as well perhaps…
Wands of great utility spells that I should send with each group (Tongues is one I’m thinking of wanding up for sure)?
Best Races?
Feat and skill choices?
Any other cool tricks/abilities/combos I should try?
Thanks to all for any assistance you can provide!
Here’s the background:
1.) 4 Player’s, 1 DM. Playing on a large grid map (4 feet by 8 feet).
2.) Each player is in charge of one group/guild. We will be using the lower level guild members as our party - each Player will run their own party for each adventure.
3.) Each group/guild is led by a level 15 character.
This character will likely never see actual play but only be background.
4.) Each player is trying to help retake a kingdom and try to further guild/group goals (goals are not revealed yet).
5.) Enemies seem to be strongly leaning towards giants (giants are the main antagonist) and the like (I’m thinking ogres, orcs and other monstrous humanoids).
6.) I am playing the wizard guild. No sorcerers and nothing that is not a wizard as the base chassis.
7.) I am only using wizards for my PCs – nothing that isn’t at base a wizard. Dread Necro, Warmage etc I think could be used but for the most part I want to stick with wizards/specialists.
8.) The Player’s aren’t against each other (we are all trying to restore the kingdom) but some of the guild/group goals may conflict.
9.) Not looking for any assist with the level 15, but more for some help making optimized wizards level 1 through 6 who could work very well in this sort of campaign.
10.) This is my first time playing a wizard in this group – we have played together before and I was a Charisma focused Fighter (yep, straight fighter with high charisma…Int was his second highest stat, it was a pure RP choice and a ton of fun to play) who ended up being the most effective of all characters (including a Wizard, Cleric and Rogue, they really wanted the “Classic D&D Party” for that campaign) so now I’m looking to showcase what a wizard/group of wizards could really be capable of. The DM is good but definitely not an optimizer and I’m pretty sure he doesn’t know what I’m about to bring down on this world. He is the type of guy/DM who appreciates a really good tactic though so I'm not worried about "breaking" his campaign.
A few things I have gotten clarified with the DM:
1.) We will be making lower level characters (1-6 seems to be the level) who will be sent on a mission. Usually from 1-6 characters. For instance I’m told the first mission will likely involve 2 level 6 characters, 1 level 3 and 2 level 1. Missions will not have downtime to restock on spells.
2.) There are a limited number of lower level characters we can use – so if we only have 2 level 6 guys once we make our level 6 guys then they are set forever, I don't know what these limits are yet. Likely not increasing level, no xp awards.
3.) Leadership is banned.
4.) The following classes are absolutely prohibited for any of my characters: Sorcerer, Druid, Monk and Barbarian.
5.) Using my level 15 Arcane Reach Archmage to Chain buff the living sh*t out of my low level guys has been nixed. Basically using my level 15 character to supercharge the others sounds out of bounds.
As a side effect of this I am about 99% sure any attempts to abuse Planar Binding spells will probably not work…but I am going to try hehe.
6.) We will use WBL for every character, however each group/guild gets a discount on certain types of magic items. The Wizard Guild discounted items are (95% sure, GM is still thinking a bit) wands and scrolls, discount is sounding like 50% of base cost.
- I will be asking if that discount also applied to created magic items…if so I may use my level 15 as a pure crafter.
7.) I asked about which books to use, ACF, spells, items etc and the GM response is “This is an ancient Wizard Guild. Use it all.” :smallcool:
8.) We will know the scenario in advance each time – we will have a mission and then choose or make the characters we will send.
9.) Precocious apprentice can be used for early entry tricks (such as for Master Specialist) so I'm pretty sure I can get other early entry tricks approved by the DM.
DM Description of What the Campaign Is:
"Each chapter will be divided into several encounters and each encounter will be played on a full 4’ x 8’ battle board with different objectives for each player and each encounter. I’m hoping I can wrap up each encounter in 1 or 2 sessions so there won’t be much to carry over on a continual basis. In addition each session you will also be given a sheet with series of dilemmas, setbacks and opportunities that your organization faces that month. You can manage these items with a few sentences describing what you wish done and what resources you are committing. These will help, in addition to your performance on the battle board, shape the future of your group in the Liberation of Geoff."
The other Players have chosen a Bard group, a Barbarian group and it is sounding like a Cleric group (maybe Paladins) and I know these players well – the optimization of them is low to medium at best. I want to get optimized to the point of almost ridiculousness. Not TO (no Pun-Pun) but very High Optimization. I could do this on my own but I’m really not having the time to make a ton of characters right now so I’m hoping to get a few optimized level 1-6 builds for different wizard builds. I want to optimize wizards and use only wizards.
First mission from what I am hearing and putting together from the DM is basically a Giant in a village (Fog Giant or somesuch made up thing) that defends that village…but we are there to kill/remove/whatever the giant. Limited visibility due to Fog effects from the giant. After giant is gone we will have to defend against the orcs/goblins who will attack when the defending giant is gone. Other missions will likely be fairly similar – an obstacle to overcome plus combat utility.
- Diplomacy is just as valid as combat for “removing” the giant. I do not want to go this route, I would like to kill and animate the corpse for the follow up defense.
I’m good at wizards but I could use some ideas for lower level characters, maximizing their effectiveness as a Wizard Guild – I will not have fighters/martial classes or rogues or clerics or anyone else in my crew. I want to avoid using any class that doesn’t advance wizard spellcasting.
As an ancient Wizard Guild I will basically have access to all written spells in all books – no need for each low level guy to take Collegiate Wizard to trade spells for instance. Suggestions for solid spells not really necessary, I’ve got a good handle on the spells and can easily read up on the excellent spell choice guides that are out there, but it’s the feats and any cool tricks that would pass a sane DM that I’m looking for, and optimizing the characters for their level and not for future levels (these guys will never level up). If you have a preferred spell list then by all means include it.
I’m hoping for a good build for each school of magic – a necromancer, diviner etc etc etc. I need guys who can deal the damage at low levels as well. Level 1 Diviner specialists who focus on True Strike? Level 6 Necromancers using scrolls of Animate Dead?
Effective level 1 builds, level 2 etc all the way up to level 6. Which specialists should I keep at a lower level and which ones should be higher?
Familiar ideas and shenanigans?
Must have magic items? I am going to buy 1 candle of invocation and use it at the end of the campaign. Dust of Sneezing and Choking as well perhaps…
Wands of great utility spells that I should send with each group (Tongues is one I’m thinking of wanding up for sure)?
Best Races?
Feat and skill choices?
Any other cool tricks/abilities/combos I should try?
Thanks to all for any assistance you can provide!