| Mr Zhun |
OK so going along with the Sorcerer debate in the other thread I have a practical problem.
Our group just finished a campaign. I played a Human Celestial Sorcerer 7/Malconvoker 2 who focused on summons, and creative use of the Benign/Baleful Transposition spells. Stats were rolled Str 10 Con 12 Dex 12 Wis 16 Int 14 Cha 20
Enter the problem. I'm going to be bringing this character back as an 19th level...problem...he needs to be able to create demi-planes, and seal them from outside influence. He'll be building himself a dungeon, and a plane to trap his summons on. Really, he's become a lot more conniving, long ranged, and Wizard-like than any Sorcerer build should be.
The biggest challenge is my spell list - what do I take, and how do I mitigate the giant holes that are going to pop up by trying to do a job fit for Batman?
ps. Please don't let this degenerate into another Wizard vs. Sorcerer thread. I understand that I'm starting from a flawed premise, no need to rub it in.
| wraithstrike |
OK so going along with the Sorcerer debate in the other thread I have a practical problem.
Our group just finished a campaign. I played a Human Celestial Sorcerer 7/Malconvoker 2 who focused on summons, and creative use of the Benign/Baleful Transposition spells. Stats were rolled Str 10 Con 12 Dex 12 Wis 16 Int 14 Cha 20
Enter the problem. I'm going to be bringing this character back as an 19th level...problem...he needs to be able to create demi-planes, and seal them from outside influence. He'll be building himself a dungeon, and a plane to trap his summons on. Really, he's become a lot more conniving, long ranged, and Wizard-like than any Sorcerer build should be.
The biggest challenge is my spell list - what do I take, and how do I mitigate the giant holes that are going to pop up by trying to do a job fit for Batman?
ps. Please don't let this degenerate into another Wizard vs. Sorcerer thread. I understand that I'm starting from a flawed premise, no need to rub it in.
There was a 3.5 spell that allowed you to have your own demiplane. The problem is that "summoned" creatures automatically returned to their home plane when the spell expires. You would have to call a creature, and then plane shift it to your newly created demiplane. Be sure to use ones that can't plane shift. You might also want to do research to make sure the outsider you call does not work for/know someone important. If you started harassing outsiders in my game I would roll percentage dice to see if he had an important boss. If the Ice Devil you kidnapped worked for some super powerful pit fiend it could cause issues.
After some checking the demi-plane is coterminous which means people can just go there if they want too. You may want to work with the DM so ignore my above idea about trapping them.
[b]SRD:Coterminous Planes
Planes that touch at specific points are coterminous. Where they touch, a connection exists, and travelers can leave one reality behind and enter the other. ]/b]
As for playing the sorcerer like a wizard I would suggest spells that are versatile like shadow conjuration, and shadow evocation. I would also take feats that allow spells to be versatile. You don't need a lot of blasting spells as an example. The feat that allows you to switch energy types is nice also. Check Treanmonk's handbook for wizards, but be careful about what you choose. A spell may be better for a sorcerer or a wizard since they don't play the same way.
Edit: If your DM is allowing the APG the option to select spells when you level up if you sacrifice skills points is not a bad to look at.
Lyrax
|
If your DM will allow you to make an intelligent spell, a single intelligent planar binding spell, placed in your demi-plane, will ensure that it is always populated.
Please note that this strategy is pretty much 100% guaranteed to backfire. Rampantly trapping extraplanar creatures in a dungeon, while loosing an incredibly dangerous creature (the intelligent spell itself) is basically a recipe for disaster. Serves the entire party. If your DM can't capitalize on that kind of an opening, then I don't know what to tell you.
An intelligent summoning spell or three, however, would be much less likely to backfire. Summoned creatures are much less powerful, and since you're not actually trapping real creatures anywhere, they won't take this as a serious threat. It'll be an annoyance, but not something they can't overcome.
Since the duration on a summoning spell is not very long, you might have to make lots of these intelligent summoning spells.
I don't know what exactly is involved in making an intelligent spell, however, because there aren't any rules for it in the Pathfinder books. Perhaps your DM will allow you to "research" your own spell that grants some kind of autonomy to another spell? It should be something like Permanency or Contingency, only a level or two higher.
| Mr Zhun |
Oh my...intelligent spells...this is going to be a lot of fun! Thank you guy's, that's perfect.
Does an intelligent spell die at the end of it's duration? Does anyone know where the rules for them are?
As for the play like a Wizard thing, I should clarify: I don't need him to fight like a Wizard, I need him to be able to use utility spells like Permanence and Genesis, Prying Eyes, Clairvoyance, and Abjurations of all kinds - and the spell list is seriously limited for something like that. Are there any rules for getting wands for spell levels higher than third? Custom Staffs?
There was something on these boards about being able to make magic items without knowing the spell first...what is this limited to? I imagine scrolls are out.