Reprimand
2019-10-03, 12:42 PM
So in my current campaign i'm the most experienced player in 3.5 which isn't saying much since i mainly play oneshots and theorycraft. This is only my 2nd major campaign with any group.
I may have made a small mistake (forgetting to have an evil cleric last undetectable alignment before entering a town that was hosting a group of paladins I wasn't aware that clerics aura scaled so quickly T_T) that resulted in the proverbial hornets nest bearing down in me in the next few sessions and while I'm confident in my ability (and my groups) to escape I'd kind of like to draft up a character just in case.
As it stands most the group is either NE, CE or CN. We have plenty of spellcasters and our orignal party warrior stopped showing up to sessions so we're team squish.
My current characters is a rogue 4 / wizard 1 / unseen seer 2 that basically is the party sage and face massive investment in social skills and knowledges
The DM is generally against the revolving door of new characters and making a character will generally bring you in at your current level -2 so my new character would be 5th level
I'm basically looking to fill the niche as sage again but focus on utility magic to fill a void without outshining the newer players with anything too showy. I'd rather be a toolbox and take a backseat on most party decisions this time around.
As such I basically wanted to make a pretty vanilla human wizard generalist (or domain wizard because why not) and get some advice for all the spells that are just never BAD to have my current feat layout looks like this:
Human: Extend Spell
Flaw: Improved Counterspell (obviously not optimal but allows me to help in fights without stealing spotlight)
Flaw: Sculpt Spell
1: Cooperative spell (mage of the arcane order)
W1: Scribe Scroll
3: Craft wondrous Item
W5: Craft Wand
So I'll be able to make wondrous items and wands and eternal wands for the group and making use of the transference spell to help offset xp costs
Things I need are advice on spells choices and maybe feats / prcs minor changes I can make to improve this character without going around deleting encoutners
Also I know about the treantmonk handbook to being god but the links to his spell reviews aren't working for me does anyone have a working set of links to his spell guides?
I may have made a small mistake (forgetting to have an evil cleric last undetectable alignment before entering a town that was hosting a group of paladins I wasn't aware that clerics aura scaled so quickly T_T) that resulted in the proverbial hornets nest bearing down in me in the next few sessions and while I'm confident in my ability (and my groups) to escape I'd kind of like to draft up a character just in case.
As it stands most the group is either NE, CE or CN. We have plenty of spellcasters and our orignal party warrior stopped showing up to sessions so we're team squish.
My current characters is a rogue 4 / wizard 1 / unseen seer 2 that basically is the party sage and face massive investment in social skills and knowledges
The DM is generally against the revolving door of new characters and making a character will generally bring you in at your current level -2 so my new character would be 5th level
I'm basically looking to fill the niche as sage again but focus on utility magic to fill a void without outshining the newer players with anything too showy. I'd rather be a toolbox and take a backseat on most party decisions this time around.
As such I basically wanted to make a pretty vanilla human wizard generalist (or domain wizard because why not) and get some advice for all the spells that are just never BAD to have my current feat layout looks like this:
Human: Extend Spell
Flaw: Improved Counterspell (obviously not optimal but allows me to help in fights without stealing spotlight)
Flaw: Sculpt Spell
1: Cooperative spell (mage of the arcane order)
W1: Scribe Scroll
3: Craft wondrous Item
W5: Craft Wand
So I'll be able to make wondrous items and wands and eternal wands for the group and making use of the transference spell to help offset xp costs
Things I need are advice on spells choices and maybe feats / prcs minor changes I can make to improve this character without going around deleting encoutners
Also I know about the treantmonk handbook to being god but the links to his spell reviews aren't working for me does anyone have a working set of links to his spell guides?