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oloknotwise
2007-06-26, 02:34 PM
A friend of mine is starting a new aquatic campaign tomorrow, and I plan to play an Aquatic Halfling Wizard. However, my first idea of being an evoker (little guy, big firepower) may clash with the idea of the bard that is also in the group. The bard wants to create a character that has some real firepower or offensive spells, and he plans to do so by using the Lyrist Thaumataturge (or the similar PrC from Complete Mage, which I currently do not have because one other person is borrowing it) and taking some high powered offensive spells (he is an Aventi by the way).

So, to be fair, I decided that I can let him have the spotlight with the the offensive spells rather than the two of us competing for the fire power (or really, he demanded that I think of something else because he wants to be an offensive spellcaster).

Therefore, I need to think of other ideas for my Aquatic Halfling Wizard. Any ideas?

Or in other words, how can a maximize my wizard's potential in this campaign?

The Campaign information:
Aquatic campaign, mostly underwater. 32 Point-buy and we are starting at 4th level with 5,000 gp.

My stats:
CG Aquatic Halfling Wizard
Str: 6
Dex: 16
Con: 14
Int: 18 (19 after the level four adjustment)
Wis: 12
Cha: 8
Familiar: undecided

Other players:
Hadozzee (spelling?) Scout
Aventi Bard (as mentioned)
Possible Aquatic Elf Cleric
Some sort of melee fighter (barbarian most likely)

There also might be another player coming as well, but that is up in the air.

Generally speaking, battles might go awry in terms of establishing a good strategy. Some of these characters don't enjoy strategy and play by the seat of their pants.

Source Books:
Stormwrack
Complete Mage
Complete Divine
Complete Warrior
Complete Psionic (never used btw)
Complete Adventurer
Spell Compendium
Magic Item Compendium
Cores+EPH
PHB II
Dragon Magic

Dark_Wind
2007-06-26, 08:42 PM
My first piece of advice for Wizard players is "Avoid damage like the plague". It's useful, sometimes, but as a general rule you'r better off doing something else. Buffs/debuffs and battlefield control are a Wizards real source of power. Spells like grease and web can save your neck if you place them well. The 2nd level ability buffs are pretty good, at least until you all start getting items that boost your abilities. The Cleric has some of those, too, though. Invisibility is a lifesaver; being able to vanish from sight is never a bad trick to have up your sleeve (when you get greater invisibility, the Rogue will thank you for it). Ray of enfeeblement is a sick debuff, and can seriously reduce the threat an enemy poses the party, though its range is rather short. Oh, take mirror image, ASAP. You do not have the HP to soak damage as a Wizard, and your AC is meh, so anything that lets you avoid attacks in other ways is good to have. On that note, pick up fly once you hit 5th level. Haste, too. It's probably the best 3rd level spell in the game, or one of 'em. Trust me, your party will be grateful for it.

That's just me spouting off the top of my head in typical unorganized fashion, of course. Just stick along those lines. Focus on boosting your allies and hindering, rather than damaging, your enemies. Everyone in your party can deal damage, and they're probably better at it than you and don't have to waste spells to do it to boot, but you have access to abilities that no one else can use. Take advantage of that.

MeklorIlavator
2007-06-26, 08:51 PM
Here's The Logic Ninja's Guide to Wizards: Being Batman, , which should give you alot of options.

Glyphic
2007-06-26, 08:54 PM
While I have trouble picturing an aquatic campaign.. think about how some spells will function underwater. Oil is heavier than water..So unless theres some aquatic version of it, it just floats down. Web usually is flimsy in water.

-lesson: Know what your spells do, and where they'll be effective. Ask for DM for some advice, or for a little more information about how/where combat will be resolved.

Burrito
2007-06-26, 09:08 PM
Well, you could go for some kind of Underwater Summoner. having great whites, Whales, barracuda, just for the normal starters at your disposal would be good. Remember too, if you are underwater, you have to think battles are going to have the x, y and z axis. Lots more movement above and below your oponent. Shapechange will really assist you in this. Talk to your DM and see what you can get as far as special equipment goes. Wands, rings, especially for underwater. A wizard is more than just a spellbook. There are lots and lots of magic items at your disposal.

Quietus
2007-06-26, 09:17 PM
Well, you could go for some kind of Underwater Summoner. having great whites, Whales, barracuda, just for the normal starters at your disposal would be good. Remember too, if you are underwater, you have to think battles are going to have the x, y and z axis. Lots more movement above and below your oponent. Shapechange will really assist you in this. Talk to your DM and see what you can get as far as special equipment goes. Wands, rings, especially for underwater. A wizard is more than just a spellbook. There are lots and lots of magic items at your disposal.

The one nice advantage of this is that you're starting at low levels, where that Spell Focus (Conjuration) - a prerequisite for Augment Summoning - will come in handy, as things like Grease have saves. At high levels, the spell focus will be used less, but what'cha gonna do.

oloknotwise
2007-06-26, 11:47 PM
Well, I have decided on just becoming a transmuter, while giving up the Evocation and Enchantment schools. This will leave room for the bard to become something short of an evoker (I really don't understand the logic, and he will be kind of weak) while still retaining some of his Bard spells (enchantment and illusion based). I will take the Master Specialist PrC from Complete Mage (really good abilities), then finalize myself with the Archmage PrC. Sound good?

Now, why would any bard in his right mind deviate from his best abilities to try to outdo a wizard or sorcerer in terms of powerful offensive spells? I think our group will be lacking the support that the usual bard provides. We will have to see how it goes.

Damionte
2007-06-26, 11:49 PM
Warlocks and Dragon Aspirants are very good classes for an aquatic campaign.

ShneekeyTheLost
2007-06-27, 01:07 AM
Well, I have decided on just becoming a transmuter, while giving up the Evocation and Enchantment schools. This will leave room for the bard to become something short of an evoker (I really don't understand the logic, and he will be kind of weak) while still retaining some of his Bard spells (enchantment and illusion based). I will take the Master Specialist PrC from Complete Mage (really good abilities), then finalize myself with the Archmage PrC. Sound good?

Now, why would any bard in his right mind deviate from his best abilities to try to outdo a wizard or sorcerer in terms of powerful offensive spells? I think our group will be lacking the support that the usual bard provides. We will have to see how it goes.

Sounds like you've done a good job. Evocation and Enchantment are good ones to forego when you've got a Bard who can make up for the lack of Enchantment spells. After all, you can cover elemental damaage (on the few rare occasions where it is necessary) with Conjuration if necessary.

May I suggest Initiate of the Sevenfold Veil? The requirements are nearly identical to the ones for Archmage, so you won't be loosing too many feats, and it is, bar none, one of the nastiest PrC's around. It's almost the ultimate 'bugger off' classes with near invincibility at higher levels.

TheOOB
2007-06-27, 01:11 AM
The first four levels of fate spinner are also pretty nice, greatly increases your chance of making that BBEG failing his save agienst your temporal stasis spell.

Seffbasilisk
2007-06-27, 02:04 AM
I made a Aquatic Halfling Water Wu Jen/Fatespinner for a game, so perhaps you could go in a similar venue?


Try Control Water to create whirlpools, Summon Monster III and higher to summon Water elementals (or a fire elemental on the deck of an opposing ship), etc. Try to reserve feat 'Summon Elemental' to get a +1 to CL for summoning and as long as you hold the slot open, be able to have a small elemental with you, basically forever, resummoning at no cost when the duration of the previous expires.

Focus on battlefield control, and let him work direct damage. Something flying? Instead of shooting it, keep it from flying. Or blind it.

Something swimming? Mess with the water it's in. If it can't breathe underwater? Hold it under.

Someone sailing? Summon your small elemental on the deck of thier ship. Make it a fire elemental. And have it go buck wild. Easily killed, yes, but you can just resummon, and everything it touches is lighting.....

Just create chaos for your opponents and let the blaster-caster snipe at them. It's infinitly more fun.

"I burned him for 39 points of damage!"
"I sunk the ship he captained."
"My fireball roasted thier crows nest!"
"My fire elemental set the entire ship on fire."
"My lightning bolt took 1/3 of the pteradactyl's health away!"
"I made it faw down. Into the drink, where my water elemental held it under until it expired."
"I HAVE BOOMIES!"
"The ocean is my plaything."