| Tangaroa |
| 1 person marked this as a favorite. |
Playing a ratfolk wizard in RotR (familiar (rat) option) with the arcanamirium archetype
20 Int, all points to Int
Already Have:
1 - improved initiative
1 - scribe scroll
1 - scholar
1 - eldritch researcher (story feat)
Considering
3-Craft Wondrous (from archetype)
3 -Bouncing Spell
5-Craft Wand
5-Spell Penetration
7-Spell Focus (Conjuration)
9-Greater Spell Penetration
10-Persistent Spell
11-Craft Staff
13-Staff Like Wand
15-Quicken Spell
15-Spell Focus(Necromancy)
Staff like wand seems very good!
It is tempting to switch out a feat for Craft Weapons and Armor, for my fellow adventurers
Items to make:
Kimono of the Stars
+6 headband of vast int (or mental prowess int/wis)
Scarab of Protection
Spellguard Bracers
Tunic of Careful Casting
Boots of Getaway
Elemental Earth Belt
Staff of Abjuration
Lenses of Figment Piercing
Magician's Hat
Many, Many wands
Cloak of Displacement
Thoughts? Comments? Not familiar with AP, but no spoilers please.
Tomos
|
Your group will love you for taking Craft Magic Arms and Armor. Cheap repairs and 1/2 price weapons/armor can't be beat long-term.
It will also be useful for Golem construction if that's your thing.
Craft Staff is thought to be a bit of a waste of a feat, since they're so expensive; you only ever end up crafting one (usually).
Staff Like Wand is very cool, but I don't recommend the investment. By the time our group got to the end of RotR, there were not many opportunities to benefit from wands. Other than the odd Cure X use after combat, they stayed in storage. You will probably get too busy to use them.
Suggested feat revision:
3-Craft Wondrous (from archetype)
3-Bouncing Spell
5-Opposition Research (X)
5-Spell Penetration
7-Craft Magic Arms and Armor
9-Spell Focus(Conjuration)
10-Heighten Spell
11-Augment Summoning
13-Greater Spell Penetration
15-Quicken Spell
15-Spell Perfection (Enervation)
Two castings of Enervation per round using 4th level slots will be amazing. Seriously.
Substitute for your favorite spell if that doesn't suit you.
Augment Summoning is nice, especially at higher levels when you get the good stuff from the Summon Monster line. You will really enjoy the ability to conjure up tough summons to at least act as meat shield / speed bump at high levels.
Heighten is cool for keeping your favorite SOS relevant, but can be exchanged for any metamagic feat, really. Dazing Spell and Reach Spell are interesting. Our Wizard got a lot of mileage out of Intensified Fireballs during high level play.
RotR is awesome. We had a blast.
Tomos
|
Oh yeah, an intensified wand of Fireball would be very useful. Dazing might be even more nasty.
Didn't see the Universalist track, so yeah Opposition Research is useless to you.
If you're concerned about managing limited spell slots, consider Preferred Spell. You could swap SF(Conjuration) and Augment Summoning for it, giving you the ability to spontaneously cast your two favorite spells from prepared utility slots.