Arcane Crafter Wizard Help.


Advice


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Hello. I am playing with a group that is starting Kingmaker. I am interesting in doing an Item Creation Wizard. Starting off I am thinking about using the Universal School with the Arcane Crafter Sub because of the Metacharge ability

Metacharge Ability:

Metacharge (Ex)

As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

I am also looking to go with a Valet Familiar Archetype due to the Cooperative Crafting ability, and the other bonuses it receives. I really wish there was a Familiar that gave a bonus to Spellcraft. Going with a Thrush for my Familiar.

Cooperative Crafting:
Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

I was wondering if anyone has had experience playing an Item Creation Wizard, and if these options are worth it. I am looking to play a dwarf (I know unleash the hate for no +INT) and its 25 point buy, so I am not sweating the no plus to INT.

25 Point Stat Block w/Dwarf:

Str: 8
Dex: 16
Con: 14
Int: 18
Wis: 10
Cha: 7

If you have any advice for a Item Creation Wizard let me know.


I'd pick another school. It doesn't add much to crafting and you'll still need to do other things than crafting.
I'm guessing you're after the Dwarven Wizard FCB; you could also make it a Human with Racial Heritage (Dwarf). Though since it's a Kingmaker game, you're not as limited as others are when it comes to time, so you won't really have to go all-in.
Otherwise, if you're prepared to not get a +2 to Int, don't bother with a starting Int of 18 either. A Higher Con would be better (again, since you'll be doing other things than crafting as well).


Rub-Eta wrote:
I'd pick another school. It doesn't add much to crafting and you'll still need to do other things than crafting.

I agree that I'll still need to do other things. I wasn't sure how much effect the "Banned Schools" will have on my Item Creation feature. I know that casting those spells would cause them to be at a higher caster level, I wouldn't want to need a spell to make an item but not have access to that higher spell level.

"Rub-Eta" wrote:


I'm guessing you're after the Dwarven Wizard FCB; you could also make it a Human with Racial Heritage (Dwarf).

The Dwarven favorite class feature is nice, but not as important because Kingmaker does span some time.

Thank you for the reply, anyother advice is welcomed. I will also be looking at the difference between buying in at an 18 int vs having some higher stats elsewhere.
Thanks again!


I second the suggestion to pick another school. Opposition spells merely require 2 slots to cast and add 5 to the Spellcraft dc of crafting magic items.

Stick with 18 Int. Extra spells, higher dc on attack spells, extra skill points all add up.

In Kingmaker, I think you will have plenty of time for crafting so gold will be the limiting factor. Which means you don't have to take a valet familiar, if you fancied something else.

Is your GM happy with you doing crafting?


The go-to opposition schools for me are Enchantment and Necromancy, very few spells that are generelly good in those.
I've played a Wizard with the Forsight sub-school to Divination. It really is great and it's a shame that almost only Wizards have those powers avialable.


All you need to be a good crafter as a wizard is max ranks in spellcraft, Craft Wondrous Item, and Craft Magic Arms and Armor. Make yourself gloves of elvenkind and you will have as much bonus as you need.


Take the dwarf favored class bonus for wizards lets you craft stuff much faster an extra 1000g worth a day by Lvl 5 2000g extra at Lvl 10 and so on


Gilarius wrote:

I second the suggestion to pick another school. Opposition spells merely require 2 slots to cast and add 5 to the Spellcraft dc of crafting magic items.

Stick with 18 Int. Extra spells, higher dc on attack spells, extra skill points all add up.

In Kingmaker, I think you will have plenty of time for crafting so gold will be the limiting factor. Which means you don't have to take a valet familiar, if you fancied something else.

Is your GM happy with you doing crafting?

I will be taking a look at the other school options. I am not 100% sure on what I will do, I usually play a melee character. I will have a little bit of time to do some research.

I really like the option to buy a 18, its really nice. I had decided to keep it.

The valet familiar is really cool, I like it. But you know I will eventually take improved familiar.

As far as things go with my GM liking it or not, he is totally cool with it. He said a crafter will fit well, even into once the kingdom is being developed...


Take Leadership? Make a crafter, you don't need to waste feats anymore?
I mean, that's the more reasonable solution for Kingmaker.
Time is not really an issue on that campaign afaik, why not have a servant do these things for you?


Keep in mind, that in kingmaker, your subjects will be crafting items on a regular basis that will be available, and if your GM is using the Ultimate Rulership book (which I highly recommend), there are Commission Edicts that can be used to order a specific item.


Letric wrote:

Take Leadership? Make a crafter, you don't need to waste feats anymore?

I mean, that's the more reasonable solution for Kingmaker.
Time is not really an issue on that campaign afaik, why not have a servant do these things for you?

This is a great idea, fully within the rules. The biggest mechanical drawback is how much longer it would take to get there.

But to me, IMO, it is a little heavy on the cheese factor. I like the ability of MY character being the crafter. I think that it will be fun in the role playing factor within the world/group.

If I were do go with the leadership feat idea I would be a different class. I would play some kind of martial class, and have my cohort build me my equipment. But as I previously said, I want to play the crafter.


RelicBlackOUT wrote:
Letric wrote:

Take Leadership? Make a crafter, you don't need to waste feats anymore?

I mean, that's the more reasonable solution for Kingmaker.
Time is not really an issue on that campaign afaik, why not have a servant do these things for you?

This is a great idea, fully within the rules. The biggest mechanical drawback is how much longer it would take to get there.

But to me, IMO, it is a little heavy on the cheese factor. I like the ability of MY character being the crafter. I think that it will be fun in the role playing factor within the world/group.

If I were do go with the leadership feat idea I would be a different class. I would play some kind of martial class, and have my cohort build me my equipment. But as I previously said, I want to play the crafter.

Thing about playing the crafter is that cuts your ability to have feats on other things.

You need
CWI > that's the only real feat you actually need, the rest is just bonus IMO
Armos/Weapons> Nice to have, but eventually weapons will take +10 days to be crafted, and this is considering you can
- accelerate crafting for 8 hours, which nets you 4k gold in 1 day
- are not disturbed while crafting. If your GM throws a lot of randoms encounters and the such, you might need to save spell slots for Teleport, Tiny Hut and the such to secure your crafting

I'm playing a a Wizard with Valet CWI and Craft Wands eventually. It's nice, but takes time and effort.


Letric wrote:


Thing about playing the crafter is that cuts your ability to have feats on other things.
You need
CWI > that's the only real feat you actually need, the rest is just bonus IMO
Armos/Weapons> Nice to have, but eventually weapons will take +10 days to be crafted, and this is considering you can
- accelerate crafting for 8 hours, which nets you 4k gold in 1 day
- are not disturbed while crafting. If your GM throws a lot of randoms encounters and the such, you might need to save spell slots for Teleport, Tiny Hut and the such to secure your crafting

I'm playing a a Wizard with Valet CWI and Craft Wands eventually. It's nice, but takes time and effort.

Completely understand. I do know that kingmaker does allow for built in time. Also I figured I would check, but GM said no go on leadership/crafter.

But he did inform me on the ability of having two traits. You being a crafter what traits should I take a look at?

Thanks for all the insight and advice.

Grand Lodge

Best Craft Feats are:

Craft Wondrous Item
Scribe Scroll
Craft Rod

Anything else would be purely up to you. But I agree too many craft feats make you weaker on a whole. It takes from your ability to grab other feats like spell focus and greater, Spell Pen, Spell perfection.

I recommend picking any Specialist school and skipping universal. Losing 1 extra spell a day per spell level hurts.

I tend to try and build my Wizard shell like this:

Arcane Bond: Ring (Basically free Forge Ring only for yourself and 1 ring)

1:Scribe Scroll
3 or 5: Craft Wondrous Item
10 or 11: Craft Rod (If I take this...rarely do I.)

The issue with crafting feats is that you are limited to the amount of Gold and days you have. Taking every crafting feat means little since you can only craft 1 item at a time. So really having 5 craft feats hardly means anything since some items can take an upward of a month at a time to craft. You could do better by teleporting to a major city and buying the few pieces you can't craft. But with Craft Wondrous you can craft like 80% of your items you would ever need.


Fruian Thistlefoot wrote:

Best Craft Feats are:

Craft Wondrous Item
Scribe Scroll
Craft Rod

These are the main three I am looking at. I really like the option of craft rod because even without the metamagic feat its only a +5 bump to the DC, which at that point I should already be rocking a great check.

Fruian Thistlefoot wrote:

Arcane Bond: Ring (Basically free Forge Ring only for yourself and 1 ring)

I really like the idea of having a familiar, especially a Thrust. Being from the a mountain he is kind of like a miners canary. Plus because he can talk he makes a decent scout.

I have never thought about a ring as a bonded item. I will need to do a little digging. Fun role playing familiar, and helps me craft. Or the option of something like a ring.

Fruian Thistlefoot wrote:
But with Craft Wondrous you can craft like 80% of your items you would ever need.

Because of this I have decided to do the wizard dwarf favorite class feature using CWI.

Thanks for the insight and help.

Grand Lodge

RelicBlackOUT wrote:
Fruian Thistlefoot wrote:

Best Craft Feats are:

Craft Wondrous Item
Scribe Scroll
Craft Rod

These are the main three I am looking at. I really like the option of craft rod because even without the metamagic feat its only a +5 bump to the DC, which at that point I should already be rocking a great check.

Fruian Thistlefoot wrote:

Arcane Bond: Ring (Basically free Forge Ring only for yourself and 1 ring)

I really like the idea of having a familiar, especially a Thrust. Being from the a mountain he is kind of like a miners canary. Plus because he can talk he makes a decent scout.

I have never thought about a ring as a bonded item. I will need to do a little digging. Fun role playing familiar, and helps me craft. Or the option of something like a ring.

Fruian Thistlefoot wrote:
But with Craft Wondrous you can craft like 80% of your items you would ever need.

Because of this I have decided to do the wizard dwarf favorite class feature using CWI.

Thanks for the insight and help.

Not a Problem I play a lot of Wizards and speak a lot from experience.

I use to ride the Familiar Train. The increased Action economy is great. But I now only take familiars for 2 reasons. 1 it is part of the Class Like shaman or Witch. Nothing I can really do about it. 2 is when I can access 3rd party Familiars. The Small elemental can get very crazy when you can pick up a positive or Negative energy elemental. Maxmizing spells & SLAs that revolve around the 2 familiars is amazing. Nothing like throwing out Maxmized Enervations at level 7. Or maximizing all channel energies and cure spells by 5th level with the right builds.

I recently started going to the Bonded Object. I really like the 1 Free spell from your books on the fly. That can be another 9th level spell late game. 1 more than a Familiar will ever provide. True the familiar is stronger early on but the deep late game the arcane bond seems to just jump the power scale for Versatility and Extra High level spell a Day. Early levels are not that bad either. I usually use it for Feather fall in emergencies early till I can afford to prepare it. And a cheap 10,000gp Ring of Invisibility is phenomenal. The Amulet is not bad either giving you option of a Amulet of Spell craft for super cheap add more spells you can cast in a day. The familiar is really limited based on Gold you can invest for the UMD and Crafting it helps with.

I'm just glad I could help ya.


I am looking at traits. My GM allowed us any 2 traits. Here is what I am looking at so far.

Eldritch Smith(Dwarf):
Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

Hedge Magician:
Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Would these two traits stack? If so, is it 5% off then 5% off or 10%


RelicBlackOUT wrote:

I am looking at traits. My GM allowed us any 2 traits. Here is what I am looking at so far.

Eldritch Smith(Dwarf)
Hedge Magician
Would these two traits stack? If so, is it 5% off then 5% off or 10%

As both are Magic traits, you can have one or the other, not both.

/cevah


Cevah wrote:
RelicBlackOUT wrote:

I am looking at traits. My GM allowed us any 2 traits. Here is what I am looking at so far.

Eldritch Smith(Dwarf)
Hedge Magician
Would these two traits stack? If so, is it 5% off then 5% off or 10%

As both are Magic traits, you can have one or the other, not both.

/cevah

After doing a little more research I realized that. I will be going Hedge Magician over Eldritch Smith. Thanks for the insight.

Grand Lodge

RelicBlackOUT wrote:
Cevah wrote:
RelicBlackOUT wrote:

I am looking at traits. My GM allowed us any 2 traits. Here is what I am looking at so far.

Eldritch Smith(Dwarf)
Hedge Magician
Would these two traits stack? If so, is it 5% off then 5% off or 10%

As both are Magic traits, you can have one or the other, not both.

/cevah

After doing a little more research I realized that. I will be going Hedge Magician over Eldritch Smith. Thanks for the insight.

Yeah hedge Magician is far superior due to it working on all crafted items.

For the Familiar. Always ask your DM about Approximating Familiars. Maybe you don't like the ones offered. I myself have done it a few times. I recommend a Familiar with hands Like a monkey. Then if you have skills in UMD it will have skill points in UMD and when it is not crafting it can serve in combat with 1st-2nd level wands. Wand of Ill Omen can help you land so many more SoS/SoD. I know the speaking a language is cool and all...But it is unnecessary most the times. Also remember Improved familiars don't get archetypes...so explain to the DM you desire to design a good base familiar. Its why I mentioned Approximating.

What other Feats, Traits you taking? I personally plan out my characters so Leveling is easier and quicker. It also helps me stay on track.

What spells are you going to be using on a regular?


Fruian Thistlefoot wrote:

Stuff

How do you go around the Command Word needed to activate Wands?

And why can't Improved Familiars takes Archetypes? The only thing that they lose is the ability Speak with Animals of the same, all the other things are preserved, and they can potentially be replaced.
Only a few archetypes should be not allowed.

Grand Lodge

Letric wrote:
Fruian Thistlefoot wrote:

Stuff

How do you go around the Command Word needed to activate Wands?

And why can't Improved Familiars takes Archetypes? The only thing that they lose is the ability Speak with Animals of the same, all the other things are preserved, and they can potentially be replaced.
Only a few archetypes should be not allowed.

UMD Skill wrote:
You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it.

A monkey using UMD can Hold and wave the wand to get it to activate.

Quote:

Improved familiar says the following.

Improved Familiar wrote:
improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Familiar Archtypes says

familiar Archetypes wrote:
Animal archetypes modify familiars' standard abilities, similar to how class archetypes modify player characters' class features. These archetypes function by swapping out certain abilities that are common to standard familiars and replacing them with new abilities tailored to a particular theme. Where levels are referenced in archetype descriptions, they refer to the class level of the PC master in whichever class grants the familiar as a class feature.
Selecting Archetypes says

selecting Archetypes wrote:
When an archetype includes multiple alternate class features, a character must take all of them—often blocking the character from ever gaining certain standard class features, but replacing them with other options.

As I read them, the emissary and sage are the only 2 archetypes that can be used on improved familiars.


Fruian Thistlefoot wrote:

More Stuff

Sage is great if you want to run an UMD Familiar. You don't need to invest on UMD on your Wizard, though you lose some Natural Armor.

If you take Improved Familiar, coupled with an Azata, you got a great UMD check.

Personally I prefer A. Animal, that way Base Familiars can activate Wands using Command Word, and the spell last 1 hour/lvl, though it does limit it's Speed to Land Speed only


Fruian Thistlefoot wrote:


Yeah hedge Magician is far superior due to it working on all crafted items.

For the Familiar. Always ask your DM about Approximating Familiars. Maybe you don't like the ones offered. I myself have done it a few times. I recommend a Familiar with hands Like a monkey. Then if you have skills in UMD it will have skill points in UMD and when it is not crafting it can serve in combat with 1st-2nd level wands. Wand of Ill Omen can help you land so many more SoS/SoD. I know the speaking a language is cool and all...But it is unnecessary most the times. Also remember Improved familiars don't get archetypes...so explain to the DM you desire to design a good base familiar. Its why I mentioned Approximating.

What other Feats, Traits you taking? I personally plan out my characters so Leveling is easier and quicker. It also helps me stay on track.

What spells are you going to be using on a regular?

I'm still working on feats, level one i am not exactly sure, I was thinking about skill focus spellcraft for when I get to use it for when I get item creation feats. I am looking to get craft wonderous items for sure. I am also looking to get arms and armor, and craft rod. That would get me me 3rd, 5th, and 9th level feat.

Spells: I've never done a caster, so I'm looking for some fun/flavor/usefulness as far as spells go.

As far as the familiar goes, I'm interested in the monkey approach, but I do really like the Thrush for RP factor. Then get Improved later for something like a faerie dragon, or lyrakien azata. Whichever works our within the game.


Crafting feats break WBL, thats why theyre Great.
But you need time to craft them, and early lvl you might need rope trick.
If you eeally wanna craft that much check Valet Familiar, doubles your GP crafting.
Skill focus not really needed, Just MW tools +2, valet familiar +2 and +5 spellcraft item should be enough


RelicBlackOUT wrote:

I'm still working on feats, level one i am not exactly sure, I was thinking about skill focus spellcraft for when I get to use it for when I get item creation feats. I am looking to get craft wonderous items for sure. I am also looking to get arms and armor, and craft rod. That would get me me 3rd, 5th, and 9th level feat.

Spells: I've never done a caster, so I'm looking for some fun/flavor/usefulness as far as spells go.

As far as the familiar goes, I'm interested in the monkey approach, but I do really like the Thrush for RP factor. Then get Improved later for something like a faerie dragon, or lyrakien azata. Whichever works our within the game.

Don't.

That spellcraft check is easy.
You are a wizard, so you have a good Int modifier. [18 -> +4]
You are a wizard, it is a class skill. [+3]
You are a wizard, you need it to learn spells. [@3rd, have 3 ranks]
When crafting, you are not distracted. [You can Take 10]

So, at 3rd level you always can hit 4+3+3+10 = 20.

Standard DC = 5 + CL. That means you can easily make a CL 15 item at 3rd level. Miss a component or do it fast, and that becomes CL 10 items.

Later, for that Imp. Familiar, note that the lyrakien azata has an alignment restriction. You must be CG.

/cevah


You should check out the impossible sorcerer bloodline from champions of balance. It's on pfsrd. if you really want a familiar you could cross blood with arcane because the impossible first level power isn't that great.
It's got crafting feats in the bonus feats and you get craft wonderous items for free with the bonus of being able to negate the increased DC for not having some of the spells


Cevah wrote:

Don't.

That spellcraft check is easy.
You are a wizard, so you have a good Int modifier. [18 -> +4]
You are a wizard, it is a class skill. [+3]
You are a wizard, you need it to learn spells. [@3rd, have 3 ranks]
When crafting, you are not distracted. [You can Take 10]

So, at 3rd level you always can hit 4+3+3+10 = 20.

Standard DC = 5 + CL. That means you can easily make a CL 15 item at 3rd level. Miss a component or do it fast, and that becomes CL 10 items.

When I did this initial build I did not take into consideration what level I will be when I am actually making the items. I was not adding the extra ranks per lvl. I also did not add in the +2 MW Tools, or the +2 from the Valet Familiar helping me. I am going to opt out of that feat and will go with Improved Initiative. That is always good, plus it stacks well with the Forewarned Supernatural Ability from the Divination school.

Forewarned (Su):

You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Cevah wrote:

Later, for that Imp. Familiar, note that the lyrakien azata has an alignment restriction. You must be CG.

/cevah

With everything that Fruian Thistlefoot said, I will more than likely stick with a Monkey Familiar and not bother with the Improved Familiar.

Side question. If someone were to go with something like the Faerie Dragon would it lost its sorcerer levels when take as an Improved Familiar?

Thanks for the continued help everyone!


Might I suggest a slightly different route? Spell sage archtype. It gives you access to pretty much every spell in the game which will allow you to forgo a lot of those spell craft increases. Remember its +5 for every requirement you miss. This lets you create things that might normally be out of your ken. Not to mention being able to brew healing potions and the like for emergencies. Plus Blood Money combined with access to Heal at high levels is just ridiculous.

Regards,
DRS


DRS3 wrote:

Might I suggest a slightly different route? Spell sage archtype. It gives you access to pretty much every spell in the game which will allow you to forgo a lot of those spell craft increases. Remember its +5 for every requirement you miss. This lets you create things that might normally be out of your ken. Not to mention being able to brew healing potions and the like for emergencies. Plus Blood Money combined with access to Heal at high levels is just ridiculous.

Regards,
DRS

I did look at this archetype, but I was not exactly sold on it.

I lose my familiar, which adds +2 against those missed requirement

I also lose my arcane school. I was really looking forward to the divination school abilities. I see how good it is having the ability to cast all spells, but I don't know about it.

Is this an archetype you have played before? I would like to know how it worked for you as you leveled, and the ups/downs you had with it.

Thanks!


I really don't get a chance to play characters as I am generally (over 90% of the time) the game master for my group(s). I have seen it in play and while it certainly has some negatives that you pointed out. It gains in that you can actually prepare all combat spells you will need and if you truly need a utility spell to solve a problem you more than likely can nab something off the cleric druid or bard list to solve said problem.

There is also the trick where you use the preferred spell feat to be able to spontaneously cast any one spell you want off the druid cleric or bard list you truly want access to all the time.

I look at the archtype as the ultimate generalist wizard, and you aren't entirely screwed if you lose access to your spellbook. Furthermore if you want a familiar there isn't really anything stopping you from dipping say sorcerer and snagging a bloodline familiar or doing the whole animal ally thing and getting an animal companion instead. In addition to all this if you walk on the darker side of the alignment spectrum you have access to desecrate so your undead will be stronger than the average necromancer and you have the distinction of being able to start making undead as early as level 3 (using lesser animate dead off the cleric list) meaning with enough downtime and a small monetary investment (or none if you use false focus as a feat) you can have a compliment of 12 skeletons or zombies to fight for you which pretty much wins any scenario you might face at those levels.

The once per day +4 CL boost is excellent for augmenting summons spells which are a little weak on duration early on. Or for turning that burning hands spell into a save or die at level 1. Or making mage armor last for 33%-50% of your adventuring day. Finally as early as possible I would craft or find someone to craft a Staff of Entwined Serpents which gives you something to replace cantrip spam early on.

Regards,
DRS


DRS3 wrote:


DRS3 Said:
I really don't get a chance to play characters as I am generally (over 90% of the time) the game master for my group(s). I have seen it in play and while it certainly has some negatives that you pointed out. It gains in that you can actually prepare all combat spells you will need and if you truly need a utility spell to solve a problem you more than likely can nab something off the cleric druid or bard list to solve said problem.

There is also the trick where you use the preferred spell feat to be able to spontaneously cast any one spell you want off the druid cleric or bard list you truly want access to all the time.

I look at the archtype as the ultimate generalist wizard, and you aren't entirely screwed if you lose access to your spellbook. Furthermore if you want a familiar there isn't really anything stopping you from dipping say sorcerer and snagging a bloodline familiar or doing the whole animal ally thing and getting an animal companion instead. In addition to all this if you walk on the darker side of the alignment spectrum you have access to desecrate so your undead will be stronger than the average necromancer and you have the distinction of being able to start making undead as early as level 3 (using lesser animate dead off the cleric list) meaning with enough downtime and a small monetary investment (or none if you use false focus as a feat) you can have a compliment of 12 skeletons or zombies to fight for you which pretty much wins any scenario you might face at those levels.

The once per day +4 CL boost is excellent for augmenting summons spells which are a little weak on duration early on. Or for turning that burning hands spell into a save or die at level 1. Or making mage armor last for 33%-50% of your adventuring day. Finally as early as possible I would craft or find someone to craft a Staff of Entwined Serpents which gives you something to replace cantrip spam early on.

Regards,
DRS

Both sides of it have ups and downs. Its a really cool idea to have all the spells. I will need to look it over and think how I want to RP this character.

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