| Bitter Thorn |
Can I make a +2 INT headband for 2,000 gold in materials or will I need to just buy one for 4k instead?
From what I can tell in the beta book on pg 378 under the description for Headband of Vast Intelligence you need to be CL 8 to make it, so I would need to get a couple more levels under my belt I think.
You're right; I never noticed the CL8 part before. I would ask your DM if you can get some leeway on making one preferably a +1 headband. I have no idea why the stat enhancers have a straight CL8 prerequisite regardless of their bonus.
Gene 95
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Here's a copy/paste of the entry from d20srd.org:
Robe of Bones
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
* Small goblin skeleton
* Medium human commoner skeleton
* Medium wolf skeleton
* Small goblin zombie
* Medium human commoner zombie
* Medium wolf zombieModerate necromancy [evil]; CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.
| daddystabz |
For some reason when I print this character out from PCGen it does not include a nice list of all my spells I can memorize and cast. On my cleric character it gives me a handy list of all my lvl 0 and lvl 1 spells I can cast at lvl 2 overall for my character.
Does anyone know how to get PCGen to print out a list of all the spells I can memorize and cast?
| Fergie |
Never used PCGen, but I use these with good results:
http://www.militaryfocus.com/dnd/index.htm
Any idea what the other characters in the group will be? That may change your priorities a little. For example, if it is a small group, you might really benefit from summoning, but if it is a big party full of druids, there won't bee room to summon more stuff.
| Turin the Mad |
As always, play what you want to play. As far as the advice about "don't bother with a longbow" ... well, I've seen and run plenty of fights that open up at 100 yards or so. When that happens and you're out of fireballs, guess what that means?
At a paltry 5 or 6 pounds' encumbrace, a longbow and a quiver of arrows for any one proficient in them is never a bad investment. As you pointed out previously, with a combination of ranged attack feats, spells (true strike, guidance as examples) and your trusty longbow, you retain the option to dictate the range of engagement.
Naturally, your wizard does not want to end up in a shooting match with bona-fide archers. But packing a long ranged attack weapon is rarely a fatal flaw - not packing one far more often is.
| Argothe |
As always, play what you want to play. As far as the advice about "don't bother with a longbow" ... well, I've seen and run plenty of fights that open up at 100 yards or so. When that happens and you're out of fireballs, guess what that means?
At a paltry 5 or 6 pounds' encumbrace, a longbow and a quiver of arrows for any one proficient in them is never a bad investment. As you pointed out previously, with a combination of ranged attack feats, spells (true strike, guidance as examples) and your trusty longbow, you retain the option to dictate the range of engagement.
Naturally, your wizard does not want to end up in a shooting match with bona-fide archers. But packing a long ranged attack weapon is rarely a fatal flaw - not packing one far more often is.
Having a longbow isn't a bad idea. Spending feats on using said longbow probably is.
| Turin the Mad |
Turin the Mad wrote:Having a longbow isn't a bad idea. Spending feats on using said longbow probably is.As always, play what you want to play. As far as the advice about "don't bother with a longbow" ... well, I've seen and run plenty of fights that open up at 100 yards or so. When that happens and you're out of fireballs, guess what that means?
At a paltry 5 or 6 pounds' encumbrace, a longbow and a quiver of arrows for any one proficient in them is never a bad investment. As you pointed out previously, with a combination of ranged attack feats, spells (true strike, guidance as examples) and your trusty longbow, you retain the option to dictate the range of engagement.
Naturally, your wizard does not want to end up in a shooting match with bona-fide archers. But packing a long ranged attack weapon is rarely a fatal flaw - not packing one far more often is.
Agreed - spending feats on Martial Weapon Proficiency (unless an elf or human), Weapon Focus or Improved Critical would be a bad investment for a Wizard. Point Blank Shot, Precise Shot and Improved Precise Shot dovetail nicely with acid splash, acid arrow, flame arrow, ray of enfeeblement, enervation, disintegrate, finger of death and polar ray just from the PF Beta. There are numerous nasty Conjuration spells that greatly benefit from these feats if you access them from such supplements as the Spell Compendium.
LazarX
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For some reason when I print this character out from PCGen it does not include a nice list of all my spells I can memorize and cast. On my cleric character it gives me a handy list of all my lvl 0 and lvl 1 spells I can cast at lvl 2 overall for my character.
Does anyone know how to get PCGen to print out a list of all the spells I can memorize and cast?
You need to put a spellbook in your inventory and then add your known spells to it in the spells section.
| daddystabz |
daddystabz wrote:You need to put a spellbook in your inventory and then add your known spells to it in the spells section.For some reason when I print this character out from PCGen it does not include a nice list of all my spells I can memorize and cast. On my cleric character it gives me a handy list of all my lvl 0 and lvl 1 spells I can cast at lvl 2 overall for my character.
Does anyone know how to get PCGen to print out a list of all the spells I can memorize and cast?
That is correct. I figured it was something like this. I figured out how to do this last night after tinkering a bit.
| Frostflame |
I noticed you want to make Transmutation a prohibited school in my opinion bad idea. The school of transmutation has way too many utility spells that are too useful to give up. Spells like message, mage hand, Feather fall, Bear endurance, owls wisdom etc...Rope trick fly and haste are just too invaluable to give up. If you are going human conjurer you might want to take Extend Spell. Your conjured creatures will have their times doubled, in addition mage armor will be doubled so wont have to worry every so often about recasting it and expending precious energy. If you have rope trick an extended rope trick can pretty much guarntee a restful night for the party.
| Argothe |
I noticed you want to make Transmutation a prohibited school in my opinion bad idea. The school of transmutation has way too many utility spells that are too useful to give up. Spells like message, mage hand, Feather fall, Bear endurance, owls wisdom etc...Rope trick fly and haste are just too invaluable to give up. If you are going human conjurer you might want to take Extend Spell. Your conjured creatures will have their times doubled, in addition mage armor will be doubled so wont have to worry every so often about recasting it and expending precious energy. If you have rope trick an extended rope trick can pretty much guarntee a restful night for the party.
Mage Armor doesn't stack with his Conjurer Armor bonus. At level 6 he only gets an extra +1 to AC for Mage Armor, at level 10 he'll get no benefit at all.
| Frostflame |
Cool I like a constructive thread. I also wanted to add if your going conjurer you might want to give up Evocation school. Although the conjuration school doesnt have a big selection of damaging spells the few it has though are effective with crowd control and individual monsters See cloudkill acid fog and incediary cloud. Even at lower levels you have spells like Glitterdust and Stinking cloud which are good at incapacitating a crowd.In addtion alot of conjuration spells dont allow SR so you can probably get by without taking the spell penetration at least till a higher level. The evocation school although flashy with its fireballs and lightening bolts and its cone of colds and other really cool damaging effects is limited in the sense that the targets will get Sr checks and saves. More often than not you will be doing half damage. In addition evocation spells for the most part are effective when the creatures are grouped together which rarely happens. A conjurer with his summoned creatures and if the dm allows certain spells from the spell compendium can take out individual creatures as well as deal with a large crowd effectively with more chances of success than an Evoker.
Now feats can be a little tricky here. If your going conjurer I would say do something like this:
1st level:Spell Focus Conuration and Skill Focus Spell craft (more for the +3 bonus to Concentration than anythig else)
3Rd level:Augment Summoning that +4 to strength and Constitution to a summoned monster is valuable especially if you have some sort of dire animal at a higher level.
5th level bonus feat:Extend Spell effective in doubling summoned time and doubling alot of cool buffs and utility spells. One little tactic which I found effective was having an extended Endure elements in effect at all times on my character. In effect you saved a spell slot day after day and at the same time protected your character from adverse weather conditions for 48 hours.
6th level:Up to you of course but Greater Spell Focus Conjuration would be a good choice you want your DCs to be as high as possible on any offensive spell you might have for example assuming you conjurer has an Int of 21 by then a stinking clouds DC would be 10+3+5+2=20 The average monsters you will be fighting at this point usually has about a +5 fortitude save.
Of course you might want to have Improved iniative in their somewhere so you can have the advantage of reacting quickly in an encounter.
Lets see what you have got from all of our input here.
| Goblin Witchlord |
If you want to be a kick-the-door-in, blast-'em-&-ask-questions-later evoker (which can be a ton of fun), then you should take Point Black Shot, Precise Shot, and either Acid Arrow or probably Scorching Ray.
2nd-level spells are bread and butter: either fantastic utility spells, or reasonable control/attack spells that you'll have plenty of when you burn through your fireballs. You need Precise Shot and PBS to make it work.
Summoning also takes 1 full round, which doesn't have the immediate payoff of blasting someone in the face with a scorching ray.
Save or suck really doesn't help when you're rushed by a dozen orcs or two. That's when you need a fireball, or at least a web/black tentacles...
Bonuses to spell penetration start to become really important as you go up in level. Nothing is more frustrating for a high mid-level caster than the spells bouncing off the baddie.
I've always liked Small casters myself, for +2 Con/Dex and +1 to attack and AC.
Transmutation is the most powerful school, if more subtle, although Conjuration was bulked up a lot in 3.5e.
| Kirth Gersen |
Now feats can be a little tricky here. If you[']r[e] going conjurer I would say do something like this:
1st level:Spell Focus Conuration and Skill Focus Spell craft (more for the +3 bonus to Concentration than anythi[n]g else)
The cleric preview suggested that, in the final rules, Spellcraft will no longer be tied to casting defensively. So you might substitute Combat Casting instead -- or Improved Initiative, which is incredibly valuable to try and nail targets before they threaten you.
| Frostflame |
Well just got done reading the cleric preview and I noticed how concentration checks are going to be resolved. Combat Casting is now a valuable feat for the spellcaster. Back in the day of 3.5 it ws useful at lower levels but once you hit mid level it became redunant quite fast especially if you had max ranks in concentration and a good Con score. Now I noticed the Concentration checks are a level check plus the appropiate modifier Int for wizards, Cha for Sorcerer, wis clerics etc...And Casting on the defensive is 15+level of spell times 2 where in 3.5 it was 15+spell level. So a first level spell cast on the defensive has a DC of 17 a third level spell is 21. You being a 6th level wizard with a 21 Int which grants +5 would have to get a 10 or higher on the die roll so its fifty fifty chance you get that spell off if caufght in a situation where you are casting on the defensive. So I advise take it at first level to give you that extra bonus which will be useful even in the higher up level. (And if your abit reckless which is my kind of game play and decide not to take it you better make it a no.1 priority to stay well of a monsters range.)
| Maveric28 |
You're character sounds fine as written... if you have fun playing it, then more power to you. Now having said that... evocation-specialist for a Wizard is generally a bad idea on so many levels. If you wanna play the old school, blow-down-the-door-n'-blast-your-foes-into-smithereens, play a sorcerer instead. They don't need innovation or subtlety, they need magic missiles, fireballs, icestorm, n' all those other direct damage spells. Well, that's a broad generalization, but often the player-type that enjoys playing a walking arcane bazooka as a spellcaster is better suited to the sorcerer class.
Look at it this way... Wizards get less spell slots, only a few of their highest level spells per day to cast. Do you want to spend those few precious slots doing direct damage (ala Lightning, or Fireball, or Cone of Cold, etc.)for just a few rounds each day? If so, why? A fighter or barbarian can do the same thing, tons of damage every round, and they don't run out of slots. A ranger can do the same thing at range (assuming archery specialized) as can a Fighter with the appropriate feats. And without the Metamagic feats to alter the damage, your precious Fireball/Lightning Bolt spell will max out... when you are 10th level, your spell will do 10d6 dmg, averaging 35 points. Which means if your target makes its saving throw (which a level appropriate foe can probably do about 60% of the time) it will only take about 17 points of damage, assuming it's not immune or resistant to that energy type. And at that level, your foes will have about 130 to 160 hit points each, on average. So you expend one of your valuable spell slots to cause wounds on your foe that amounts to about 15-20% of their total hit points. Of course, now they see you as a threat, and you have to weather their retaliation, in whatever manner they choose to deliver it.
Wizards are the best at what they do... and what they do is NOT direct damage. What Wizards do best is doing what no one else can POSSIBLY do. Wizards can potentially learn every arcane spell there is to know, and carefully pick n' choose what to have available to release at a given moment. They can disorient and confuse large groups, bewitch n' enchant opponents, blind them, dazzle them, entangle them, or even cause them to sink into the earth or float helplessly into the air. Face it, a Web spell, Glitterdust, Solid Fog or Black Tentacles is far more efficient at hampering your mid-to-high level foes than a Fireball ever can be. And other utilities... they can turn themselves or their allies invisible, open locked or magically barred portals, pass through solid walls n' objects, find missing people or items, fly through the air at great speed, or even travel instantaneously almost anywhere they want on this plane or any other. No other class has the sheer versatility of a Wizard. Choosing to use that versatility to just blow things up is seriously limiting the true power of the Wizard.
If you absolutely need to "blow things up" I recommend learning the Craft Wands feat by 5th level... it's a MUST. Don't limit your precious daily spell slots to Scorching Ray, Magic Missile, Ray of Enfeeblement, etc... instead, build a wand for only half what it would cost to buy one. Helpful tip #47: Since wands have inherently low DCs for saving throws, they are particularly useful for frequently cast spells that do not allow saves, i.e. ranged touch spells or helpful utility spells. Wands are generally more useful than your crossbow or longbow, and come in an astounding array of designer colors and materials. Essentially, your party Fighter or Rogue is much better at using a bow than you... let them have their projectile weapons. You've got a wide arsenal of magical effects stored in those half-dozen or so wands at your belt!
Just saying....
| Frostflame |
What I think we are all trying to say here it would be better to give up evocation than transmutation school if you decide to go conjurer. My personal style of play would be to go universalist they have some really cool school powers, but have a conjuration focus. That way you can keep the flavor you like and not give up any school. You dont want to be caught without that fireball when the pack of trolls hit...Its happened to my party on one or two occasions...