punkassjoe |
I'm pretty sure I want to play a Domain Wizard for this optimized 12th level Dragon Slaying game. I'll be taking on a White Dragon and Frost Giants for the first bit but later more variability will be key. Still, of the domains I'm leaning towards Fire, Evocation (eh), and Transmutation. Still, I'm posting because I'm open to suggestion...like say Conjuration may be a better choice than I'm giving it credit.
What IS/ARE the best Domain(s) for a Domain Wizard to take...especially if they are going up against CR 9 creatures, solo.
I'm also posting this thread simply because this question isn't really answered anywhere else- even where it was asked (confusedly elsewhere in reference to a Cleric Domain, but nobody answered the question in correcting). And a recommended domain isn't in any of the optimization guides I've looked through (that I've noticed), just recommending Domain Wizard.
Domain Wizard from Unearthed Arcana, the domains are online too.
Just having trouble picking one for my Tiefling wizard 10/paragnostic apostle 2(And while Divination might make sense RP wise, I'm trying to optimize, when I'm no longer solo I'll definitely consider using more Divination spells in my per day). I'm sitting at about 28 int with a headband right now so my per days aren't bad but one more slot per day would be great and I'm trying to decide if I want that 3rd level bonus spell to be haste or fireball and the former (Transmutation Domain vs. Fire) would put me with a Disintegrate at a +1 caster level. Before anyone asks, yes my DM is cool with something that has no inherent disadvantages...this is an optimized game. I'm disappointing already by not going for 30+ int with a Grey Elf/Half Dragon Template Class Lvl 1 build (which hell, I might still do so feel free to advise me there).
Thank you for your consideration.
And for those who would like immediate access to the variant info and domains: http://www.dandwiki.com/wiki/UA:Wizard_Variant:_Domain_Wizard
Dragonchess Player |
If you're soloing, then you probably want to improve the wizard's survivability. Since you're starting at 12th level, wizard (Battle Domain, trade Scribe Scroll and bonus item creation/metamagic feats for combat feats) 6/fighter 1/spellsword 1/eldritch knight 4 is an option; you miss the worst levels of multi-classing, are sitting at +9 BAB, can ignore up to 10% arcane spell failure from armor (mithral chain shirt or feycraft mithral breastplate), and only lose two levels of spell progression (no 6th level spells). This will make the wizard more resilient; taking a level in ranger (you'll have to use feats to gain Medium and Heavy Armor Proficiency) instead of fighter allows you to use wands of cure light wounds without UMD checks, greatly improving your solo staying power (since you can heal up after fights).
Because a domain wizard doesn't have opposition schools, you can take whatever spell choices suit the rest of your needs. Take Quicken Spell as one of your feats and fill your 5th level bonus slot with a Quickened true strike (useful for both weapon attacks and missile/ray spells) instead of interposing hand.
If you want a domain wizard more focused on spells, then a wizard (Storm Domain) 6/elemental savant (Air) 6 with the Born of the Three Thunders (from Complete Arcane) feat is also a possibility. Electricity resistance/immunity is somewhat less common than cold and fire, while sonic resistance is rare; this combination gives a decent chance for the wizard to use damaging spells more often.
punkassjoe |
If you're soloing, then you probably want to improve the wizard's survivability. Since you're starting at 12th level, wizard (Battle Domain, trade Scribe Scroll and bonus item creation/metamagic feats for combat feats) 6/fighter 1/spellsword 1/eldritch knight 4 is an option; you miss the worst levels of multi-classing, are sitting at +9 BAB, can ignore up to 10% arcane spell failure from armor (mithral chain shirt or feycraft mithral breastplate), and only lose two levels of spell progression (no 6th level spells). This will make the wizard more resilient; taking a level in ranger (you'll have to use feats to gain Medium and Heavy Armor Proficiency) instead of fighter allows you to use wands of cure light wounds without UMD checks, greatly improving your solo staying power (since you can heal up after fights).
Because a domain wizard doesn't have opposition schools, you can take whatever spell choices suit the rest of your needs. Take Quicken Spell as one of your feats and fill your 5th level bonus slot with a Quickened true strike (useful for both weapon attacks and missile/ray spells) instead of interposing hand.
If you want a domain wizard more focused on spells, then a wizard (Storm Domain) 6/elemental savant (Air) 6 with the Born of the Three Thunders (from Complete Arcane) feat is also a possibility. Electricity resistance/immunity is somewhat less common than cold and fire, while sonic resistance is rare; this combination gives a decent chance for the wizard to use damaging spells more often.
Thank you. Naw, I'm going more for caster levels than straight survivability at least via gish. I don't think I can afford the build suggested in GP with 88,000 alone. I have to go either caster or well, something else...It'll be tough, but all the opponents are vulnerable to fire at least. I will consider the wand idea. I'll take a second look at the storm domain as you've suggested.
As it is, taking Flaws for extra feats (which include improved toughness and maybe improved initiative).
I actually found my answer here: http://brilliantgameologists.com/boards/index.php?topic=8888.940
And will probably be going Transmutation- though I'm taking a second look at Conjuration as per the poster's suggestion to the question posted there.
Tactics I'm considering are things like Magic Jar or Friend to Foe to deal with at least one or two of the Giants (3 all together), perhaps saving a couple of will spells for the weaker winter wolves. Hitting them hard and fast while invisible would be advisable in any case. Transmutation might come in handy there since haste will give me that extra action I need to get the upper hand in combat, invisible surprise or no. I think even if I plan this well I don't stand too much of a chance. Which is okay. Not great but okay.
The dragon will be the hardest to take with its saves...but some ranged touch spells mixed with Disintegrates might be the best there. Not sure in honesty as I'm ill-prepared as it is. I do have a metamagic rod of Quicken and some sudden maximize & empower usages. Might stick with the rod of extend as well.