prismaticsoul |
This is my idea for a generalist Wizard that exemplifies what I think First King Xin (the founder of Thassilon) would be like; the idea was to make the caster as versatile as possible without crushing its ability to do anything too badly. It should be noted that this design is probably flawed (hence me posting it on here for feedback) and that it is a blend of 3/3.5/pathfinder. It is NOT meant for PFS, and is meant for my groups typical throw it all in a blender and let's see what happens play style. At this point, the group as a whole has only banned Divine Metamagic and Vow of Poverty.
The biggest concern with the build is at 1st level; I REALLY want this caster to be able to use Eidetic Spellcaster and Wheel of the Sun and Moon as well as the Exploiter archetype (I know it’s a case of wanting too much), however, it's really flavorful to me (Xin is this BIG BAD master magi after all), and I'm hoping most DMs would find the huge feat tax up front to be a trade they could be ok with.
Xin Steelleaf
Neutral male elf (or human if DM ok's humans being able to be trained as Elven Generalists) wizard – Fleet-footed alternate race power, Warrior of Old trait, Elven Generalist Wizard (Races of the Wild – gain a bonus spell slot at your highest spell level as well as 2 bonus spells known per level.) 1st level alternate race class, then taking normal Exploiter Wizard to 20.
Archetype/Alternate Class features: Exploiter archetype (Advanced Class Guide – lose the ability to specialize and wizards arcane school to gain an arcanist's exploits), Domain Wizard ACF (Unearthed Arcana – give up the ability to specialize and gain a domain [can be preset or homebrewed with DM] like a cleric [no domain powers per se, but gain a spell slot of each spell level you know with a fixed spell in that slot].), Wizard of Sun & Moon ACF (Dungeonscape – gain the ability to designate a slot of each spell level as Sun and Moon; splits the slot to allow 2 prepared spells in the slot, one that can be cast outside/during daytime [Sun slot], and one that can be cast at night/underground [Moon slot]; casting one consumes the other.), Eidetic Spellcaster ACF (Dragon #357 – learn new spells as normal, but your brain is your spellbook.), Spontaneous Divination ACF (Complete Champion)
1st – Colligate Wizard (Complete Arcane – requires 13 Int. Start with 6 1st level spells known + 1 per point of INT mod, gain 4 additional spells known per wizard level gained & +2 untyped bonus to know: arcana checks), Iron Will [flaw], Familiar Bond (Familiar Folio – requires Iron Will [used as tax for Wizard of the Sun & Moon - Dungeonscape]) [flaw], Arcane Exploit – Bloodline development (Arcane – Familiar [used as tax for Eidetic Spellcaster – Dragon #357 page 89]). If human is allowed to take Elven Generalist then take Alacritous Cogitation (Complete Mage) as well.
3rd – Nexus Method (Dragon #319 – requires ability to cast arcane spells. Adds several options to wizard bonus feat selection and sac a prepared non-conjuration spell to spontaneously cast a Summon Monster spell of equal level or lower – follows the spontaneous casting rules)
5th – Alacritous Cogitation (if elf) OR Versatile Spellcaster (Races of the Dragon – requires ability to spontaneously cast spells [both Nexus Method and Spontaneous Divination should allow qualification) if human, Spontaneous Divination (Complete Champion – requires 5th level wizard bonus feat. Sac a prepared spell to spontaneously cast any divination spell of equal or lesser level [pre errata, this meant ANY Divination regardless of list or knowing the spell in question, post errata, this meant any divination on the Wiz/Sorc list that the caster actually had in their spellbook – follows the spontaneous casting rules), Arcane Exploit – Familiar (Greensting Scorpion)
7th – Miser with Magic (Kingdoms of Kalamar – requires caster level of 7 or greater. Allows to make Spellcraft checks after casting spells to retain the spell instead of losing it; can only be used on a number of spell levels equal to your INT mod per day, though in any combination. Interestingly counts as a metamagic feat.)
9th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Dazing & Maximize), Arcane Exploit – Dimensional Slide
10th – Wizard bonus feat – Planned Spontaneity (Pathfinder Society Primer – requires 4th level spells & know: arcana 9. Prep up to 3 spells slots of different spell levels that are lower than your highest spell level with 2 different spells instead of 1; when either is cast, the whole slot is spent.)
11th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Echoing & Piercing)
13th – Leadership, Arcane Exploit – Potent Magic
15th – Residual Magic (Complete Mage – requires Spellcraft 12 & 1 metamagic feat [Miser with Magic is marked as metamagic and should allow qualification. Adds 2 tactical options when casting spells; important one is lingering metamagic, which lets you cast a spell with the same name as a spell cast the round prior affected with metamagic, and allows you to choose one of those metamagic effects and apply it to the current casting with no increased casting time or higher spell slot being consumed.], Wizard bonus feat – Spell Mastery
17th – Sacred Geometry (Occult Mysteries – requires 13 INT and know: engineering. Roll d6s based off know: engineering to full round cast spells with free metamagic) (Selective & Quicken), Arcane Exploit – Quick Study
19th – Uncanny Forethought (Exemplars of Evil – requires Spell Mastery & INT 17. Allows you to choose a number of spell slots up to your INT mod to leave empty, which can then be used to cast spells of that slots level [or you can use a higher level slot for a lower level spell] you have marked with Spell Mastery on the fly, or cast ANY spell of that slots level [or you can use a higher level slot for a lower level spell] you know as a full round action @ -2 caster levels)
20th – Wizard Bonus Feat – Discovery: Immortality
About the only things I couldn't shove in that I REALLY wanted on this guy was Craft Contingent Spell (Complete Arcane – spend gold and xp to make any spell you know a contingent spell – should stack with Contingency and similar spell based triggered protections), and Inscribe Rune, as I couldn't find much else that would exemplify Xin's access to Rune Magic.
Any thoughts/comments/critiques, or changes you would make to form the ultimate generalist wizard?