| leo1925 |
We will (hopefully) soon start playing the curse of the crimson throne AP, and we will start at first level.
The party consists of an elf wizard (me), an elf rogue (dex-based TWF), a dwarf cleric (who wants to be moonlighting as tank) and a (most likely) half-elf summoner.
Now my character:
Male. Laetri Ellesmira (elf) Wizard 1
Conjurer (teleportation subschool), prohibited schools:Necromancy, Enchntment.
STR 12
DEX 18(16->18)
CON 12(14->12)
INT 20(18->20)
WIS 13
CHA 12
Traits:Warrior of Old(APG), Focused mind(APG) and the Dropout(AP guide).
(our GM told us to pick 3 traits as long as one of them was one from the AP guide).
Languages: Elven, Common, Celestial, Draconic, Gnome, Sylvan, Orc
I am thinking of having maxed out the following skills:knowledge(arcana), knowledg(religion), knowledge(the planes), knowledge(nature), spellcraft.
And giving the other 2 per level to the following skills: linguist, fly, kai perception(yes i know one has to be left out but i plan to cycle them).
Now about the order of feats i have to alternatives:
Feats(1st option):
1st improved initiative
3rd craft wondrous items
5th extend spell (wizard feat)
5th toughness
7th spell focus conjuration
9th Augment Summoning
10th quicken spell (wizard feat)
11th Spell Penetration
13th Defensive combat training
15th Craft Staff (wizard feat)
15th greater spell focus conjuration
OR
Feats(2nd option):
1st improved initiative
3rd toughness
5th craft wondrous items (wizard feat)
5th spell focus conjuration
7th Augment Summoning
9th Spell Penetration
10th Extend spell (wizard feat)
11th Defensive combat training
13th greater spell focus conjuration
15th quicken spell (wizard feat)
15th Craft Staff
So what do you think? Any suggestions?
| Lord Zeb |
I am playing an elven conjurer in Kingmaker that just hit 8th level. This is what I've done, and plan to do through level 15 (levels 9-15 still tentative).
Your stats and skills look good btw.
Feats:
1 Defensive Combat Training (more likely to be grappled at lower levels, higher levels can dimension door or dimension step out)
3 Craft Wondrous Items
5 Extend Spell (Wizard bonus)
5 Martial Weapon (Ranseur) (found magical Ranseur, will make into Staff per GM approval a la a Runelord @ 11th level)
7 Leadership
9 Improved Initiative
10 Selective Spell (Wizard bonus)
11 Craft Staff
13 Quicken Spell
15 Great Fortitude
15 Intensified Spell (Wizard Bonus)
I've been able to avoid melee range for the most part, whacking at folks with my 10' reach ranseur when they get close, then backing up and going back to spellcasting. I love the Runelord imagery of having a polearm wielding wizard - not optimal, just flavor :).
I've swung the thing a handful of times max by the way, haha.
So advice, I like your first set better and would replace Defensive Combat Training with Selective Spell at 13th level.
Good gaming!
| amorangias |
I'm not sure about your Ability score allotment. If my calculations don't fail me, dropping Str and Cha to 10 and Wis to 12 should give you enough points to raise Con to 16 before racial adjustments. Since you're not planning to take any Skills based off those Abilities anyway, there's little point in wasting points on them. I get that you don't want to dump them, but the difference between 10 and 12 score is minimal, both fluff- and crunch-wise.
With 18 Dex, 14 Con after racial adjustment, you could safely drop Toughness in favor of feats that are more fun. Or you could take Toughness anyway and give up hp from favored class in favor of additional uses of your school power (an additional daily use of Quickened Dimension Door per two class levels? Yes Other than possible Toughness drop, both your feat progressions look reasonable. If you're not dropping Toughness, take it ASAP, so I'd advise using your second progression.
Before taking any Crafting feats, make sure with the DM if they'll actually be useful - the easier it is to get magical items in the campaign, the less useful crafting is.
| leo1925 |
Or you could take Toughness anyway and give up hp from favored class in favor of additional uses of your school power (an additional daily use of Quickened Dimension Door per two class levels? Yes Other than possible Toughness drop, both your feat progressions look reasonable. If you're not dropping Toughness, take it ASAP, so I'd advise using your second progression.
amorangias the abilities were rolled (all the others have rolled higher).
And yes the crafting feats will be usefull (stupid random magic items at city). Also the cleric will be taking craft magic arms and armor.Also are you talking about the altarnative favored class thing as an elf?
| amorangias |
amorangias the abilities were rolled (all the others have rolled higher).
In that case maybe switch Dex with Con for 16 Dex, 14 Con after adjustments? I agree with Treantmonk's opinion that Dex is better than Con for casters, but I'd be leery to leave Con at just 12.
Also are you talking about the altarnative favored class thing as an elf?
Yeah, from APG. An elf wizard can add +1/2 use per day to a school power that can normally be used 3+ Int mod times per day. In most cases I wouldn't choose it over +1 hp, but for a Teleportation subschool conjurer, it seems almost too good. A swift action dimension door can save your bacon more reliably than extra hp.
| leo1925 |
leo1925 wrote:amorangias the abilities were rolled (all the others have rolled higher).In that case maybe switch Dex with Con for 16 Dex, 14 Con after adjustments? I agree with Treantmonk's opinion that Dex is better than Con for casters, but I'd be leery to leave Con at just 12.
Oh i thought about it believe me, but i came to the fact that i prefer a +1 AC than +1hp per level. Also it's kinda nice image for an elf.
leo1925 wrote:Also are you talking about the altarnative favored class thing as an elf?Yeah, from APG. An elf wizard can add +1/2 use per day to a school power that can normally be used 3+ Int mod times per day. In most cases I wouldn't choose it over +1 hp, but for a Teleportation subschool conjurer, it seems almost too good. A swift action dimension door can save your bacon more reliably than extra hp.
I know about it and i will see how it goes during the game, if i see that i am going to be needing it i will forfeit my +1hp 2 or 4 times because i think that 8 times are enough for the begining of the game.