Dr. Weasel
2007-09-20, 05:01 PM
Hello everybody.
I am trying to figure a means of creating a Wizard (Transmuter, probably banning Necromancy and Enchantment)/Spellthief which can at least pretend keep up with straight Wizards up to level 10* (I don't know if the campaign is going this long, but I might as well plan on it). I'm looking at a 20 level build because that puts some descisions into perspective (taking a mediocre feat to meet later prerequisites and such).
There are other primary arcanists so I probably won't have to worry about being Batman, just being marginally effective.
Wizard has to show up as a class within the first two levels and neither the Wizard class nor the Transmuter specialization are negotiable.
Sources Available:
All Core including the PHB II and DMG II, The Complete Arcane, The Complete Adventurer, The Complete Warrior, Unearthed Arcana.
The Master Spellthief feat has been Okay-ed.
Statistics are:8,15,15,17,10,14
At the moment, this is the best (legal) option I've come up with:
1:Spellthief 1-Eschew Materials (Something nasty's going to happen with material components and I like this more than bottomless component pouches anyway), Point Blank Shot
2:Wizard 1
3:Wizard 2-Precise Shot
4:Spellthief 2
5:Wizard 3
6:Spellthief 3-Master Spellthief
7:Wizard 4
8:Spellthief 4
9:Wizard 5-Deadeye Shot, Craft Wand
10:Spellthief 5
11:Arcane Trickster 1
12:Spellthief 6-Sharp Shooting
13:Arcane Trickster 2
14:Spellthief 7
15:Arcane Trickster 3-Improved Initiative
16:Spellthief 8
17:Arcane Trickster 4
18:Spellthief 9-Quicken Spell
19:Arcane Trickster 5
20:Arcane Trickster 6
Any advice on more efficient builds or on general play would be appreciated.
*I doubt there's going to be too much optimization, but I'll probably be the skill-guy anyway so I'll have a use no-matter-what.
I am trying to figure a means of creating a Wizard (Transmuter, probably banning Necromancy and Enchantment)/Spellthief which can at least pretend keep up with straight Wizards up to level 10* (I don't know if the campaign is going this long, but I might as well plan on it). I'm looking at a 20 level build because that puts some descisions into perspective (taking a mediocre feat to meet later prerequisites and such).
There are other primary arcanists so I probably won't have to worry about being Batman, just being marginally effective.
Wizard has to show up as a class within the first two levels and neither the Wizard class nor the Transmuter specialization are negotiable.
Sources Available:
All Core including the PHB II and DMG II, The Complete Arcane, The Complete Adventurer, The Complete Warrior, Unearthed Arcana.
The Master Spellthief feat has been Okay-ed.
Statistics are:8,15,15,17,10,14
At the moment, this is the best (legal) option I've come up with:
1:Spellthief 1-Eschew Materials (Something nasty's going to happen with material components and I like this more than bottomless component pouches anyway), Point Blank Shot
2:Wizard 1
3:Wizard 2-Precise Shot
4:Spellthief 2
5:Wizard 3
6:Spellthief 3-Master Spellthief
7:Wizard 4
8:Spellthief 4
9:Wizard 5-Deadeye Shot, Craft Wand
10:Spellthief 5
11:Arcane Trickster 1
12:Spellthief 6-Sharp Shooting
13:Arcane Trickster 2
14:Spellthief 7
15:Arcane Trickster 3-Improved Initiative
16:Spellthief 8
17:Arcane Trickster 4
18:Spellthief 9-Quicken Spell
19:Arcane Trickster 5
20:Arcane Trickster 6
Any advice on more efficient builds or on general play would be appreciated.
*I doubt there's going to be too much optimization, but I'll probably be the skill-guy anyway so I'll have a use no-matter-what.