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  1. - Top - End - #1
    Pixie in the Playground
     
    NinjaGuy

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    Question Magic Specialization (3.5 version)

    I'm trying to create a few characters that are all specialist wizards. The idea is that they're each one of the available non-human races (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling). I'm just having trouble with some deciding which branch they should specialize in. So far, I've got the dwarf as an Abjurer, and gnome Illusionist (of course), and I've thought of the elf focusing on Enchantment, but I'm not sure about the others.
    "Sooner or later the CIA is going to uncover Walt Disney's secret camp in the dark recesses of the African jungle where unsmiling Disney executives armed with cattle prods are trying to teach hamsters how to play golf and cats how to synchronize-swim."
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    Firbolg in the Playground
     
    Planetar

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    Default Re: Magic Specialization (3.5 version)

    Gnome would be Illusionist, obviously.
    Dwarf fits fairly well as Abjurer.
    Elf makes sense as Enchantment.
    Half-Orc should probably be an Evoker (most direct and aggressive school).
    Half-Elf could take Transmutation (mixing stuff together . . . eh, sort of works).
    Halfling can get Divination (they're natural scouts, and it would fit with classes like Unseen Seer).
    And that leaves humans for Conjuration.

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    Barbarian in the Playground
     
    Everyman's Avatar

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    Default Re: Magic Specialization (3.5 version)

    I think Saph's got it just about right, but we need a necromancy race.
    ...
    Kobolds? 'Cause they die a lot?
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    Default Re: Magic Specialization (3.5 version)

    Necropolitan. Duh.

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    Ettin in the Playground
     
    Sstoopidtallkid's Avatar

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    Default Re: Magic Specialization (3.5 version)

    Quote Originally Posted by Everyman View Post
    Kobolds? 'Cause they die a lot?
    ...You need better Kobolds. And they're Conj anyways, since that's the Battlefield Control school.
    [/sarcasm]
    FAQ is not RAW!
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    I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.

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    Default Re: Magic Specialization (3.5 version)

    Quote Originally Posted by Pharaoh's Fist View Post
    Necropolitan. Duh.
    Dragonborn Necromancer. Take that, flavor!

  7. - Top - End - #7
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: Magic Specialization (3.5 version)

    While I like Saph's response, I'm going to throw out a different one for the sake of contrast.

    Dwarf => evoker. This fits with the direct dwarf mentality, their sometimes volatile temper, and their usage of explosives.
    Elf => diviner. They're long-lived sapient know-it-alls, and it fits with the second sight ability they often get in fiction.
    Halfing => abjurer. They're very resilient to corruption, enchantment, and general evil, and enjoy a protected society. Well, Tolkien halflings, at least; this doesn't fit with Kender well.
    Half-Orc => transmuter. They're the most physical-oriented race, and their totemic background fits well with the Bear's Endurance line of spells.
    Gnome => illusionist. No argument there.
    Half-elf => enchantment. As the quintessential in-between race, this fits well with their penchant for diplomacy.
    Human => necromancer. They're the only race curious enough to dabble in the forbidden arts.

    Conjuration => I'm short of races now, but it fits with any natural race (beastmen, etc) or anything extraplanar (aasimar).
    Guide to the Magus, the Pathfinder Gish class.

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  8. - Top - End - #8
    Halfling in the Playground
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    Default Re: Magic Specialization (3.5 version)

    I would probably dedicate the half orc to either transmutation or conjuration, somewhere that he isn't missing that 1 dc. Though neither option much fits flavor-wise. I believe orcs tend to go after evocation spells in the mm.

    Also, I would have the elf be the abjurer, as elves tend to have an affinity for magic and it is the "magic over magic" school.

    then the dwarf could be either an evoker for what galain said, or a transmuter(or conjurer) for the dwarven tendencies towards craft and architecture.
    Last edited by Bob; 2009-12-22 at 11:14 AM.

  9. - Top - End - #9
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Magic Specialization (3.5 version)

    What about a drow necromancer?

  10. - Top - End - #10
    Banned
     
    Optimystik's Avatar

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    Default Re: Magic Specialization (3.5 version)

    Half-Orcs and/or Humans tend towards necromancy the most, because they have the shortest life spans of the "base" races, and are therefore the most interested in death.

    Divination should really be for everyone - who doesn't have a soothsayer or crystal baller in their wizard school?

    Transmutation should be Warforged.

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