Dhoule
2023-02-16, 11:56 AM
Hello there.
I'm playing in a campaign as a conjurer wizard with another three people and, due to a fifth person finally leaving the group (the tank), I've decided to change my PC to a Favored Soul. I've been having a lot of fun crippling the enemies with my spells, but that won't help if the team lacks muscle, and it clearly does right now. The other PCs are:
- A Fighter 4/Wizard 3, going towards a Bladesinger from Races of Faerun. Very unoptimized, he could pack much more punch than he does, but it is what it is.
- A Rogue 7, currently sneak attacking almost exclusively from distance.
- A Ranger 7, focused on attacking with his bow. The worst part comes from the DM interpretation of full attacks working only on melee so, even though the Ranger could already deliver 2 or more arrows each round, he won't, unless he uses his feat Rapid shot, which grants him only one extra attack.
I've tried to make the DM understand how underpowered this will end up making the ranger, but even my fellow players agree with him, so there's not much I can scratch from there.
With my wizard, I've been trying to stall/hinder the enemies, with mild success so far. I knew my PC was much more optimized than the others, but so long as I wasn't "stealing the show" with the kills, I didn't mind that too much. Now it worries me a bit that with an optimized Favored Soul focused on self-buffing and close combat, I will outshine the others, something I wouldn't want to do. But we *need* to pack more punch, or we'll die as soon as DR starts coming into play.
So I've got most of the PC set. A Human Favored Soul of Torm, using a greatsword.
Stats:
STR: 15
DEX: 10
CON: 12
INT: 10
WIS: 10
CHA: 14
Feats:
- Improved initiative
- Power attack
- ???
- ???
* Considering Leap Attack (without Pounce, though, and a base bonus of -1 to Jump, unless I invest heavy on that skill), Extra Spell (because six is not enough!), Augment Healing, Blooded, Improved Toughness, and probably Force of Personality later on. Nymph's Kiss was banned, so there's that. I don't want to go down the DMM route (I know I'll already outshine the rest of the cast, I don't want to humiliate them). I don't want to go Cleric. I know it's a stronger class, but thinking about which spells to prepare was one of the few bothersome things I had to deal with the wizard, and I wanted a smaller spell pool. Spontaneous cleric is also banned.
Spells:
1 - Protection from Evil, Sign, Spider Hand, Updraft, Magic Missile (through Gloves of the Starry Sky). Considering Lesser Vigor (DM isn't a fan of wands), Resurgence, Divine Favor (its bonuses overlap with the ones given by spells from higher levels), Shield of Faith (its bonuses still overlap with Protection from Evil), Conviction and maybe even Comprehend Languages for roleplaying.
2 - Tykhe's Touch, Close Wounds, Bull's Strength. Considering Silence (not 100% sure about Saving Throws with Illusion and my DM...), Spider Legs, Spiritual Weapon (probably better from level 8 onwards), Elation and Divine Insight.
3 - Dispel Magic, Prayer, maybe Fireball (again, through equipment... Even if the Reflex save is really low, 14, it's still some damage in a big area, which we're lacking right now). Considering Magic Circle against Evil, Mass Resist Energy, Holy Storm (remember how I talked about area damage?), Blindsight; Knight's Move and Magic Vestment will be more useful from level 8 onwards.
No Complete Champion, Mage or Scoundrel allowed; no Races of Destiny, Stone, Dragon or Wild; no Champions of Valor or Ruin, no Dragon Magic, Drow of the Underdark, Dungeonscape, Forstburn, Sandstorm, Stormwrack, Lords of Madness, Heroes of Horror, and any Dragon magazine allowed.
And that's all. As you see, it's pretty much fleshed out. I just wanted some advise on what feats and spells would you recommend, if you had any other suggestions and such. Thanks!
I'm playing in a campaign as a conjurer wizard with another three people and, due to a fifth person finally leaving the group (the tank), I've decided to change my PC to a Favored Soul. I've been having a lot of fun crippling the enemies with my spells, but that won't help if the team lacks muscle, and it clearly does right now. The other PCs are:
- A Fighter 4/Wizard 3, going towards a Bladesinger from Races of Faerun. Very unoptimized, he could pack much more punch than he does, but it is what it is.
- A Rogue 7, currently sneak attacking almost exclusively from distance.
- A Ranger 7, focused on attacking with his bow. The worst part comes from the DM interpretation of full attacks working only on melee so, even though the Ranger could already deliver 2 or more arrows each round, he won't, unless he uses his feat Rapid shot, which grants him only one extra attack.
I've tried to make the DM understand how underpowered this will end up making the ranger, but even my fellow players agree with him, so there's not much I can scratch from there.
With my wizard, I've been trying to stall/hinder the enemies, with mild success so far. I knew my PC was much more optimized than the others, but so long as I wasn't "stealing the show" with the kills, I didn't mind that too much. Now it worries me a bit that with an optimized Favored Soul focused on self-buffing and close combat, I will outshine the others, something I wouldn't want to do. But we *need* to pack more punch, or we'll die as soon as DR starts coming into play.
So I've got most of the PC set. A Human Favored Soul of Torm, using a greatsword.
Stats:
STR: 15
DEX: 10
CON: 12
INT: 10
WIS: 10
CHA: 14
Feats:
- Improved initiative
- Power attack
- ???
- ???
* Considering Leap Attack (without Pounce, though, and a base bonus of -1 to Jump, unless I invest heavy on that skill), Extra Spell (because six is not enough!), Augment Healing, Blooded, Improved Toughness, and probably Force of Personality later on. Nymph's Kiss was banned, so there's that. I don't want to go down the DMM route (I know I'll already outshine the rest of the cast, I don't want to humiliate them). I don't want to go Cleric. I know it's a stronger class, but thinking about which spells to prepare was one of the few bothersome things I had to deal with the wizard, and I wanted a smaller spell pool. Spontaneous cleric is also banned.
Spells:
1 - Protection from Evil, Sign, Spider Hand, Updraft, Magic Missile (through Gloves of the Starry Sky). Considering Lesser Vigor (DM isn't a fan of wands), Resurgence, Divine Favor (its bonuses overlap with the ones given by spells from higher levels), Shield of Faith (its bonuses still overlap with Protection from Evil), Conviction and maybe even Comprehend Languages for roleplaying.
2 - Tykhe's Touch, Close Wounds, Bull's Strength. Considering Silence (not 100% sure about Saving Throws with Illusion and my DM...), Spider Legs, Spiritual Weapon (probably better from level 8 onwards), Elation and Divine Insight.
3 - Dispel Magic, Prayer, maybe Fireball (again, through equipment... Even if the Reflex save is really low, 14, it's still some damage in a big area, which we're lacking right now). Considering Magic Circle against Evil, Mass Resist Energy, Holy Storm (remember how I talked about area damage?), Blindsight; Knight's Move and Magic Vestment will be more useful from level 8 onwards.
No Complete Champion, Mage or Scoundrel allowed; no Races of Destiny, Stone, Dragon or Wild; no Champions of Valor or Ruin, no Dragon Magic, Drow of the Underdark, Dungeonscape, Forstburn, Sandstorm, Stormwrack, Lords of Madness, Heroes of Horror, and any Dragon magazine allowed.
And that's all. As you see, it's pretty much fleshed out. I just wanted some advise on what feats and spells would you recommend, if you had any other suggestions and such. Thanks!