Bhrymm
|
So my friend is running the Savage Tide campaign. It is only a 3 person party.We just finished the first session and reached level 2 and while I came really close to dying(-7 hp at one point) I thought it went well.
There is a Human Fighter(Two Hander), Human Rogue(Two weapon), and I the Human Wizard.
The rules were start with PHB only but we can level using most other books as long as we ask. 4d6 drop the lowest, roll 2 sets of 6 and pick 1.
I rolled:
16
16
13
13
13
11
So that became:
Str 11
Dex 16
Con 13
Int 16
Wis 13
Cha 13
For feats I took
Magical Aptitude(base)
Spell Focus (Enchantment) (Human bonus feat)
Academy Graduate (Noble District) (Savage Tide Campaign bonus feat he allowed.)
I am going for a controller type. I figure my job is to hold back and delay the enemies while the other two do the killing.
I took spells like Grease, Sleep, Daze, and Obscuring mist. I figure a focus on enchantment and conjuration.
Any suggestions that will keep the party from dying horrible deaths?
| Chris P |
It's going to be a tough go of it with only three of you. The adventure paths are hard for a party of four. I would think that you might want to take Leadership at 6th level to swell your ranks a bit, with maybe a healing cohort and some fighter followers. Conjurations are nice but th full round casting time can be a pain. Extend Spell will be nice for your conjurations since combats are likely to take a while for your small party. Augment summoning is nice too, but requires Spell Focus (Conjuration). Reserve feats from The Complete Mage help you to have something to do every round so you don't burn through all your spells quickly. Really it's going to depend some on what direction the rest of the group goes and how you standardly operate.
| Steven Tindall |
my first suggestion would be to see if your DM would allow you to do a quick charecter rebuild and switch your dex and you con score around. The 16 will really be of more help to you as HP and con saves over all rather than 2 points of ac which can be gained back by just going defensive all the time.
I might also suggest the feat improved toughness as a way to augment your hp. With no cleric your really going to need it. Also in the short term go to the Magic Item compendium and spend the first 1500 you get on a healing belt. Since your going to be hanging back, rightfully so, then you may be the one to save the others with a quick touch and charge to heal them for 2d8 points of damage when they really need it.
the only other spell suggestion I can think of at this low a level is color spray, yes it is useless at 5th or 6th level but as a 1st-4th it is indespensible.
You've got a good summoning build but also remember that the mages greatest strength is their versalility even as a summoner a quick buff here and there or a debuff can turn the tide of any battle. Leave direct damage to the psions they took that crown from the mages awhile ago.
as far as low level suggestions to help you right now, buy a guard dog and make sure he has the tricks attack and guard and remember he is expendable he is not a familiar nor an animal companion he's just 25 gold that can make AoO and be able to give you the time you need to complete your spells.
Also TAKE COVER!! at all times look for terrain and cover bonuses to your AC. Your monsters do the fighting not you, if you really want to be all martial use your crossbow and your high dex. a d8 fronm a bolt is better than a d4 from a magic missle.
I hope this helps and I hope you have a great game.