| Hoffen |
Hey guys
Im building a Transmuter which I want to focus on shapechangeing, debuffing, and buffing. We're allowed 3.5E stuff, but I want to primarily use PF-stuff (dont have APG!), unless something is really really good. That said, I picked up the variant class feature (I think it was, Im at work right now and dont have my books with me)from UA which allowes you to substitute Scribe scrolls and feats/5th level for fighter bonus feats.
As I said everything 3.5E and PF is allowed, and I badly need some advice. I want to be adaptable and able to (almost) always be able to assume a suitable form for the encounter.
These are the stats I rolled: 18, 17, 16, 15, 14, 10. Hot numbers!
So I figured they should be assigned something like this (assuming Im human)
Str: 16, Dex 15, con 17, Int 18+2, Wiz 14, Cha 10
My feats are where I really need some help. This is what I have so far:
Level
1 Feat, Human Bonus feat, Fighter Bonus Feat
2
3 Feat
4
5 Feat, Fighter Bonus Feat
6
7 Feat
8
9 Feat
10 Fighter Bonus Feat
11 Feat
12
13 Feat
14
15 Feat, Fighter Bonus Feat
16
17 Feat
18
19 Feat
20 Fighter Bonus Feat
Not much I know hehe. I could put in some extend spell, quicken spell, and some basic combat feats, but Im really after suggestions for a full build :0)
Also, Would there be anything stopping me from casting Form of the Dragon I followed by Transformation a round later (unless its quickend)?
Cheers!
| Helic |
Hey guys
Im building a Transmuter which I want to focus on shapechangeing, debuffing, and buffing.
These are the stats I rolled: 18, 17, 16, 15, 14, 10. Hot numbers!
So I figured they should be assigned something like this (assuming Im human)
Str: 16, Dex 15, con 17, Int 18+2, Wiz 14, Cha 10
I'd move that 18 to STR, along with your human bonus feat. Switch the 17 to INT and keep the CON at 16. This will allow you to hit and do much more damage on a regular basis, and 2/3 of the spells you're using (buffs and transforms) don't require saving throws. So:
Str20 Dex15 Con16 Int17 Wis14 Cha10
Feats you want: Power Attack, Improved Initiative, Weapon Focus (leading to Weapon Specialization, probably with a Falchion), Still Spell, Arcane Armor Training, Arcane Armor Mastery, Arcane Strike
| Serisan |
Hoffen wrote:Hey guys
Im building a Transmuter which I want to focus on shapechangeing, debuffing, and buffing.
These are the stats I rolled: 18, 17, 16, 15, 14, 10. Hot numbers!
So I figured they should be assigned something like this (assuming Im human)
Str: 16, Dex 15, con 17, Int 18+2, Wiz 14, Cha 10
I'd move that 18 to STR, along with your human bonus feat. Switch the 17 to INT and keep the CON at 16. This will allow you to hit and do much more damage on a regular basis, and 2/3 of the spells you're using (buffs and transforms) don't require saving throws. So:
Str20 Dex15 Con16 Int17 Wis14 Cha10
Feats you want: Power Attack, Improved Initiative, Weapon Focus (leading to Weapon Specialization, probably with a Falchion), Still Spell, Arcane Armor Training, Arcane Armor Mastery, Arcane Strike
More or less, I agree.
The biggest thing to consider is that you want your Int to be as low as possible. Realistically, there's not a whole lot of reason to want much out of 9th level spells. Basically, all you'll ever use out of there is Time Stop and Energy Drain. 8th level spells are really your max out, where you get Form of the Dragon 3, the mainstay of the combat spells for transmuters that intend to melee.
At lower levels (more or less, until 5), you will be primarily using a weapon, but that will change RAPIDLY. Once you hit 5, you get Beast Shape 1, which will introduce you to the ever-popular Claw/Claw/Bite routine. Cheetah is generally your first choice animal to morph into (it has C/C/B and is medium). Note that Natural Attacks are your primary attacks from 5th level on. This means that there are a few very important feats:
Weapon Focus: Natural Weapons, Power Attack (because all of your attacks will either be at your top BAB or -5), Combat Expertise/Improved Trip/Greater Trip (a lot of bite attacks also trip).
In a strange twist, I recommend Half-Orc over Human for this type of Wizard. The main reason is for 2 feats that are available to you through the APG: Razortusk and Eldritch Claws. Razortusk gives you a bite attack, but you have to be Orc or Half-Orc to take it. Eldritch claws has the requirement of a natural weapon and gives you Silver and Magic as tack on to ALL your natural attacks for DR purposes.
Beyond that, I feel that the build is very self-evident.
| Fractal |
Thanks for responding guys.
I believe you're right about the Int and Str swap-around, I didnt see that coming. I like your build-ideas - they kinda illuminated me :0)
What about Form of the dragon + transformation - whould that be allowed?
I would recommend maxing INT and DEX, being an Elf and using an Elven Curved Blade to power attack your enemies to death using Weapon Finesse. This is because casting in heavy armour will cost you your swift action and that means no Quickened spells!
The classic build, if 3.5E stuff is allowed is Fighter 1/Wizard 6/Spellsword 1 (CA)/Abjurant Champion 5 (CM)/Eldritch Knight 7. It costs you 2 levels of spellcasting over the 20 levels and nets you BAB +17.
With this build you can either wear a Mithril Chain Shirt, which you can cast in with a 0% arcane spell failure chance or you can just cast Mage Armour. The first option is better, especially if you have a friendly Cleric who can cast Magic Vestment on it for you. At the start of combat, Abjurant Champion lets you Quicken your low level abjurations netting you +9 AC from Shield.
If you're happy to be a bit cheesy you could throw in 3 Incantatrix (PGtF) levels and Persistant Spell to make all your really cool buffs last for 24 hours.
Something else to consider is your prohibited schools. Focused Specialist (CM) is an option for you. I would recommend dropping Evocation and Necromancy if you are a normal specialist - Evocation being the standard first school to go and Necromancy because it tends to be quite heavily DC based. Enchantment, a candidate for the drop, you have to keep because Heroism and Greater Heroism are fantastic and you'll cast them as much as you can. If you go for Focused Specialist and need to drop a third school, i'd pick Illusion (with a very heavy heart because that loss hurts).
Spells to look at from 3.5 could include Elemental Body, Energy Immunity, Greater Blink and Superior Resistance (Spell Compendium), all are fantastic.
Anything you can extend to keep up a all day, you should. You're not going to ever want to be without an Overland Flight or a Greater Magic Weapon, for example. Also, your party is probably going to love you because you'll likely start every encounter by casting Haste!
Finally, i'd recommend strongly against casting Transformation. The BAB it gets you should add almost nothing if you build your character well, the enhancement bonuses are useless by the time you get them and it stops you casting spells. If things go wrong, you are going to want the option to Teleport or Dimension Door the hell out!