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atemu1234
2014-12-01, 10:53 PM
I need four T1 wizard builds, interesting ones, for a party of wizards. We need a healer, a melee person, a primary spellcaster and a crafter. All need access to ninth level spells by lvl 20. All 3e/3.5 materials allowed, including variants and drag mag.

heavyfuel
2014-12-01, 11:02 PM
Fighter one is easy: Martial Transmuter 6/Swiftblade 9/Abjurant Champion 5. Can be made as a Conjurer with Abrupt Jaunt and Alacritous Cogitation to qualify for Swiftblade.

Primary Caster: Straight up Conjurer God.

I don't feel like building the other two right now... It's very late herzzzz

(Un)Inspired
2014-12-02, 01:15 AM
How about a Scout 1/Wizard 5/Unseen Seer 10/ Abjurant Champion 5

Based on This (http://community.wizards.com/forum/previous-editions-character-optimization/threads/4165926) build.

Use Giant's wrath, Hunter's eye, Skirmish and telekinesis, celerity, twin spell and quicken spell to blast the clothes off of anyone you run into.

Sian
2014-12-02, 01:53 AM
make everyone play Warforged, and you can heal with "Repair X Damage" Line, ideally with a transmuter of some kind

NeoPhoenix0
2014-12-02, 02:10 AM
Do you want to heal without making everyone a construct? Is so how healy are we talking. If you just need sick out of combat healing, take arcane disciple (healing), get a wand of cure light, never add one of the spells to you spell book and call the doctor in the mourning. Or you could just invest in UMD to the point where you can use any magic item ever. which is probably easier.

If on the other hand you want healbot wizard, that is slightly more involved, but may still end up starting with arcane disciple.

Sith_Happens
2014-12-02, 02:41 AM
If on the other hand you want healbot wizard, that is slightly more involved, but may still end up starting with arcane disciple.

Nah, Prestige Bard is where it's at. Adds all the touch Cures and most of the Mass Cures to your list, and you can trade Fascinate for Healing Hymn to add your Perform rank to all your healing rolls. From there, I highly recommend War Weaver so you can heal the whole party with the same spell and let off multiple Cures with a single move action.

Aegis013
2014-12-02, 03:17 AM
Healer Wizard could be done with Rainbow Servant (text over table) netting some cleric domains and the ability to prepare/cast cleric spells.

This also gives access to some pretty nice encounter stoppers, so it's certainly not permanently delegating the role of party band-aid onto the person.
Though sufficient ranks in UMD and some wands of Lesser Vigor would probably allow most of the healing Wizard. Combine with a dip in Sacred Exorcist and some DMM shenaniganry and you probably have a pretty crazy healer. I'd look at DMM: Chain spell with Ocular or Reach spell and various metamagic reducers for mass heals/buffs from Heal-bot. Chain Ocular Heal could be pretty crazy (though at that level with four wizards, you'd expect to be able to put the enemy down before it was needed). Plus, you get some panic buttons from the domains, like Control Winds from the Air Domain.

Kraken
2014-12-02, 04:04 AM
I wouldn't bother with a dedicated crafter. Shapechanging into a midgard dwarf gets you craft wondrous item, arms and armor, and ring. If you want to make any additional items beyond that, I'd either just take the feat separately, or have one of the builds use 2 levels of chameleon use its floating feat for on demand crafting.

Druid2/wizard1/druid+1/theurge4/arcane hierphant10/mindbender1/theurge+1 can be melee, healing, and a scout (mindsight and listen/spot as class skills)

Wizard5/mindbender1/ur-priest2/theurge8/incantatrix4 can be your primary supportive caster and buffer

Factotum1/wizard5/chameleon2/unseen seer10/mindbender1/whatever1 can be a skill monkey, second scout, and crafter

Wizard5/mindbender1/shadowcrafter9/shadowcraft mage5 is combination support casting and melee (by summoning) - note that because you'll be using shadow conjuration spells to summon monsters with this build, summoning with this build will only be standard action. Abuse shadowcasting in other ways (over 100% real shadows, shadow miracles, etc.) if you'd like, I'll just leave this here (http://brilliantgameologists.com/boards/index.php?topic=5638.0).

NeoPhoenix0
2014-12-02, 07:48 AM
Nah, Prestige Bard is where it's at. Adds all the touch Cures and most of the Mass Cures to your list, and you can trade Fascinate for Healing Hymn to add your Perform rank to all your healing rolls. From there, I highly recommend War Weaver so you can heal the whole party with the same spell and let off multiple Cures with a single move action.

well, obviously wizard is FAR from my first choice for healing arcanist, but i thought he asked for a wizard.

My first choice for a T1+ arcane healer is a beguiler(or warmage)/rainbow servant

Edit: then again i like anything that makes prepared casters call hax, especially optimizing uses for the basic adventuring equipment with a couple low level spells to make 1/3+ of the spellbook seem completely useless 19 out of 20 times. although there is always that 20th time, and throwing enough nukes doesn't always fix the problem.

heavyfuel
2014-12-02, 07:56 AM
Nah, Prestige Bard is where it's at. Adds all the touch Cures and most of the Mass Cures to your list, and you can trade Fascinate for Healing Hymn to add your Perform rank to all your healing rolls. From there, I highly recommend War Weaver so you can heal the whole party with the same spell and let off multiple Cures with a single move action.

I used to think that Prestige Classes gave all the spells at first level, but it was pointed out that that's not the case. You only get the spells at the same level the regular would get them, so PrC Bard 1 doesn't give you anything, and at lv 2 you only get CLW. So I don't think this works



The bard, paladin, and ranger spell lists contain a number of spells that don't appear on other classes' spell lists. In general, any character who enters one of these prestige classes should gain access to spells unique to that class's spell list, at the same levels indicated for the standard class.

atemu1234
2014-12-02, 04:27 PM
Nah, Prestige Bard is where it's at. Adds all the touch Cures and most of the Mass Cures to your list, and you can trade Fascinate for Healing Hymn to add your Perform rank to all your healing rolls. From there, I highly recommend War Weaver so you can heal the whole party with the same spell and let off multiple Cures with a single move action.


I used to think that Prestige Classes gave all the spells at first level, but it was pointed out that that's not the case. You only get the spells at the same level the regular would get them, so PrC Bard 1 doesn't give you anything, and at lv 2 you only get CLW. So I don't think this works

I think that that refers to the same level of spell, which is hilariously and deliciously abusable.

nedz
2014-12-02, 06:06 PM
Glimmerskin Halfling Wizard 5 / Combat Medic 5 / X+10 solves the healbot issue.
Glimmerskin Halfling for Heal as a class skill.
You just need Arcane Disciple to pick up CLW, plus Combat Casting and Dodge — OK, so you need a flaw or Wizard 6 then.

Extra Anchovies
2014-12-02, 06:14 PM
I wouldn't bother with a dedicated crafter. Shapechanging into a midgard dwarf gets you craft wondrous item, arms and armor, and ring.

Have fun crafting the item in the 10 min/level duration. Also, not having a dedicated crafter until level 17 is 80% of the way towards not having a dedicated crafter. Not every game starts at level 20 :smalltongue:

Arael666
2014-12-02, 06:30 PM
I wouldn't bother with a dedicated crafter. Shapechanging into a midgard dwarf gets you craft wondrous item, arms and armor, and ring. If you want to make any additional items beyond that, I'd either just take the feat separately, or have one of the builds use 2 levels of chameleon use its floating feat for on demand crafting.

Aside from the fact that this option only becomes available at lvl 17, the spell would last 2 hours and 50 minutes, at lvl 17, or 3 hours and 20 minutes, at level 20. Even if the caster uses a rod of extend we're still only talking 5 hours and 40 minutes and 6 hours and 40 minutes respectively.

So, unless the build involves spelldancer (for persistant spell abuse), or another way to make the spell last for at least 8 hours, your cra obfting time will be seriously dampened.

and I've been swordsaged. All because my obsession of calculating every single variable.

Kraken
2014-12-02, 06:52 PM
All day shapechange is elementary with an incantatrix in the party, which I did include. Regardless, one of the builds I posted has the aforementioned 2 chameleon levels, making the whole thing moot.

Extra Anchovies
2014-12-02, 07:56 PM
All day shapechange is elementary with an incantatrix in the party, which I did include. Regardless, one of the builds I posted has the aforementioned 2 chameleon levels, making the whole thing moot.

Not really; one bonus feat is enough for a crafter, but not a dedicated crafter. A dedicated crafter would take, say, Extraordinary Artisan, Magical Artisan, Bind Elemental, Legendary Artisan, and maybe even Apprentice (Craftsman). Crafting at 20.25% market price (before applying the cost reduction from restricting it to certain classes, alignments, etc) is better than the default 50% market price you'd get from just having the item creation feat. A lot better. Multiplying your party WBL by 5 instead of by 2 is very good.

Kraken
2014-12-03, 01:22 AM
See expanded reply below

Forrestfire
2014-12-03, 01:47 AM
Since you asked for Wizard specifically, for the healer, I propose:

Draconic (bought-off) Human Focused Specialist Conjurer 20.

Draconic and Spontaneous Divination ACF at level 5 let you qualify for Practical Metamagic.

Feats

1st: Chain Spell
Human bonus: Reach Spell
Flaw bonus: Easy Metamagic (Chain Spell)
Flaw bonus: Least Dragonmark
3rd: Mark of the Dauntless
6th: Practical Metamagic (Chain Spell)
9th: Extra Spell (Adept list Heal)
Wizard 10: Easy Metamagic (Reach Spell)
12th: Arcane Thesis (Heal)
15th: Reserves of Strength
18th: Extra Spell (Healer List Mass Heal)


Basically, at level 12, you can toss out Reach, Chain Heals with 5th-level slots. With Celerity, you can do it as an immediate action, and because of Mark of the Dauntless, you won't be dazed. Reserves of Strength lets you burn some HP to uncap the spell, letting you heal more than you would normally be maxed at, and you can just poke yourself with one of the chained Heals you've cast to recover the damage. Seems like a pretty decent combat healer, although it comes online a bit late.

Kraken
2014-12-03, 04:16 AM
Eh, the OP doesn't specify a "dedicated" crafter, and frankly I question whether it's really worthwhile to throw more feats and levels at it than I did (assuming the chaos shuffle is out of the question, otherwise number of feats is no longer an issue). With four wizards and the level of optimization that seems to be present, combined with the fact that DMs who act like the IRS with regards to regulating WBL are pretty rare in my experience, wealth doesn't seem like it'll be a limitation. So I wouldn't bother with cost reduction feats. I'd consider taking craft staff and recharge staff (Dragon 338, also requires you to take an ACF that gives up your familiar for a personal staff, requires craft staff), the best approach probably being to taking craft staff as your level 9 or 12 feat, and then going into loremaster that same level and using your loremaster feat on recharge staff. Recharge staff basically gives you the ability to dump all your unused spells into your staff at the end of the day, which should mean you never run out of charges unless you're very trigger happy. Legendary artisan might also be worth it depending on a DM's tolerance for EXP shenanigans. Otherwise, I think the rest of the feats are better spent on things that are useful outside of crafting. Here's a sample feat allocation for the crafting character, with some more thought put into its level ordering:

Factotum1/wizard5/chameleon2/mindbender1/unseen seer2/loremaster1/unseen seer+8

Frog God's fane: skill focus (pick one that qualifies for loremaster)
Forge of Thautam (wondrous item): craft magic arms and armor
Human: legendary artisan
1: able learner
3: darkstalker
6: spontaneous divination (from wizard5)
6: practiced spellcaster
8: floating craft feat (chameleon)
9: mindsight
12: craft staff (increase CL with the create magic tattoo spell to qualify)
12: recharge staff (loremaster)

If via items and the create magic tattoo spell you can get your CL high enough at level 9 to qualify for craft staff (here's a good list of ways to raise CL (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1054346)), you can instead take your loremaster level at level 9 to be able to make and recharge a staff earlier. This kicks mindsight back to level 12.

I believe that's sufficient to be able to do all crafting except for binding elementals and crafting constructs, neither of which I'd bother with, though you can either take craft wondrous item at level 15 (making them eligible for the chameleon's floating feat), push some other feat to level 15 to take craft wondrous item earlier, or drop a feat entirely. Most importantly, though, regardless of the build used, remember that whoever ultimately plays the character will probably appreciate that it's actually got a decent ability to do things other than crafting, as crafting tends to take up very little roleplay time at the table.