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We know that treantmonk has magnified the quality of summon spells in his superb guide to the wizard. The problem is: a wiz with augm summoning is effective if he face a monster with damage resistence. For example a wiz 6 lvl that face with a leopard a cr 7 or 8 monster with DR 10. it seems quite uneffective because the leopard has damage 1d6 + 5.
Any toughts?


Thank you very much! Thread solved!


Hi. The movement of a flaming sphere requires a move action. But can this movement be' defined as a real movement? So is possible to do the 5 foot step when moving the flaming sphere? (remembering that is forbidden to do a movement and a 5 foot step) The point of this question is that i do not move my character but only the sphere.
Thanks


Darkwing Duck wrote:

I've yet to see a god wizard that didn't make at least one of the following errors

1.) Provide NO backup or protection for his spell book(s) in case they get stolen/damaged

2.) Misinterpret the crafting rules to give significantly more wealth to the character than his WBL

3.) Assume perfect information, but no real way to make that information achievable.

4.) Have a crappy Cha, but assume that he's going to find a wizard who will show him every spell he'll ever want at the cheapest price possible

5.) Fail to include the cost of his spellbook in his WBL (not including the cost for the two spells he gets for free at each level).

Yes, but... is the feat progression in my last post correct?


Charender wrote:

So anyway, here is my stab at a wizard(Diviner(Forsight)).

Starting stats
Str 8 (-2)
Dex 14 (+5)
Con 14 (+5)
Int 18 (+17)
Wis 10 (0)
Cha 10 (0)

Class abilities
Arcane Bond Ring - allows you to forge ring on it without the feat.

Forewarned (Su): +1 /2 levels to init, alwasy act in surprise round.

Prescience (Su): Useful for saves and making sure that touch attacks hit. If you roll badly you don't have to use it.

Foretell (Su) +2 luck bonus to all allies or a -2 luck penalty to all enemies(no save)

Opposition schools
Enchantment and Necromancy - a lot of the spells in this school are mind effecting/single target spells. I really don't like single target SoD/SoS especially when they allow a save every round to recover. If you really want a spell from these schools get a wand/scroll.

Pick human with +2 int, and put all stat gains into int.

Feats
1 - Scribe Scroll(Free), Spell Focus(Conjuration), Improved Init(Human)
3 - Craft Wonderous Items
5 - Augment Summoning, Greater Spell Focus(Conjuration)
7 - Spell Focus(Transmutation)
9 - Greater Spell Focus(Transmutation)
10 - Bouncing Spell
11 - Spell Penetration
13 - Quicken Spell
15 - Greater Spell Penetration, Persistant Spell

Gear by level
1 - Arcane bond ring(I picked ring to allow me to enchant my ring without needing forge ring)
3 - Craft ring of protection +1 and cloak of resist +1, 1.5k gold left.
4 - Buy Headband of int +2, 500 gold left.
6 - Upgrade ring and cloak to +2, Craft amulet of natural armor +2, 3k gold left.
8 - Upgrade Headband of int to +6, 4k gold left.
9 - Craft a handy haversack, upgrade ring, and cloak to +3, 8.5k gold left.
10 - Craft Belt of dex/con +2, upgrade amulet to +3, 14.5k gold left
12 - Upgrade ring, cloak, and amulet to +4, 43k gold left.
13 - Craft Belt of dex/con +4, 60k gold left.
15 - Upgrade ring, cloak, and amulet to +5, 152.5k gold left

After level 5, start dumping any extra gold goes into buying necessary spells, crafting useful wands/staves/rods,...

Is this build feats progression correct?

Can Augment summoning and GSF Conjuration be taken at lvl 5? I think it's not possible because one of them must be a metamagic or item creation feat. Augment summoning and GSF conjuration are both not metamagic. I am correct?

Anyways very good build.