| Ryze Kuja |
I'm playing a PbP game starting at level 1 and I'm playing an Elf Wizard. I asked for some advice about a week or so ago and I've made some tweaks and I'm looking for advice one last time before we begin the campaign.
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Arcane School: Divination, Opp: Ench/Necro
Arcane Bond: Ring
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| HP: 7/7 | AC: 14 (13 Tch, 11 Fl) | CMB: -2, CMD: 11 | F: +1, R: +3, W: +2
20pt buy:
Str 7
Dex 16 (14 +2 elf)
Con 12 (14 -2 elf)
Int 20 (18 +2 elf)
Wis 11
Cha 7
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Traits:
Warrior of Old (Elf): +2 Initiative
Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
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Feats:
Spell Focus (Conjuration) (Free instead of Scribe Scroll)
Spell Focus (Illusion) (Overwhelming Magic Elf alternate racial trait)
Improved Initiative (level 1 feat)
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Spellbook: All 0-level spells except Ench/Necro
Magic Missile
Grease
Color Spray
Shield
Heightened Awareness
Feather Fall
Mage Armor
Comprehend Languages
Enlarge Person (gained with Scroll)
Alarm (gained with Scroll)
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Default Prepared Spells (I'll swap spells out based on what I think we might face, plus I have Arcane Bond so I can do one unprepared spell per day):
0 - detect magic, ghost sound (DC: 15), prestidigitation (DC: 15)
1 - magic missile, grease (DC:17), color spray (DC:17), heightened awareness
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Important Caster Stats:
Spell Pen: +1
Concentration: +7 (or +10 grapple/pinned/weather/entangle)
Initiative: +10 (3dex + 1Forewarned +4ImpInit +2WarrOfOld)
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Planned Build:
Lvl1 Improved Initiative, Spell Focus (Conjuration), Spell Focus (Illusion)
Lvl2
Lvl3 Toughness
Lvl4
Lvl5 Reach Spell, AD: Creative Destruction
Lvl6
Lvl7 Dazing Spell
Lvl8
Lvl9 Quicken Spell
Lvl10 AD: Time Stutter
Lvl11 Spell Penetration
Lvl12
Lvl13 Extend Spell
Lvl14
Lvl15 Spell Perfection (Disintegrate), Heighten Spell; (Retrain SF:Illusion to SF:Transmutation)
Lvl16
Lvl17 Greater Spell Focus (Transmutation)
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality
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Reach Spell is for turning Touch debuffs like Touch of Gracelessness and Touch of Idiocy into close or medium range spells. Creative Destruction is for if I get hit, I can use an Evoc spell to "pseudo-heal" some HP on the fly in a fight. Dazing Spell is for dazing 4-5 creatures with Magic Missile for 1 round with a 4th lvl slot and also for once I'm lvl 15 and have Spell Perfection on Disintegrate (daze for 6 rounds even on save!) for a 6th level slot. Quicken is for many things, but specifically Quickened True Strikes for landing Touch Debuffs and Rays, like Disintegrate, Enervate, and Ray of Exhaustion. Extend Spell is for doubling any duration I want, and Heighten Spell is just to up the DC for Save or Die spells like Flesh to Stone. Immortality is just for flavor :D
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Item Wishlist:
Cracked Dusty Rose Prism 500g +1 Initiative
Headband of Vast Intelligence 4,000g +2 Int
Cestus with Dueling Enchant 16,305gp +4 Initiative
Orange Prism Ioun Stone 30,000gp +1 Caster Level
Pearls of Power 1,000gp Extra use of Prep Spell/day
Ring of Wizardry 20,000gp x2 Spells per/day at 1 level
Dweomer's Essence 500gp +5CL for Spell Pen
Mithral Buckler 1,305gp for shield with no ACP or Spell Failure, and shield enchants (like Spell Resistance)
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Anywho, I'm essentially trying to make a Crowd Control, Buff/Debuff, Never Surprised/Always Go First, Wizard with "not-the-best-but-respectable" blasting capability and can solve or alleviate the burden of any problem for the group. Any thoughts on how I can tweak things to make this better? Thanks in advance.
| avr |
At 1st level preparing an ordinary magic missile is a bad idea. Grab another color spray or something.
Two different spell focus feats without anything much building on either seems odd. Replacing one with spell specialization, or grabbing heighten spell earlier and shuffling feats around so you can get preferred spell would be better IMO.
Many things would be better than a ring of wizardry and it costs the Earth. Get a few consumable items and put the money saved into the big 6, or whatever else might appeal.
Edit: also, remember your racial abilities, as an elf you get +2 on spell penetration for a start.
| Ryze Kuja |
At 1st level preparing an ordinary magic missile is a bad idea. Grab another color spray or something.
Two different spell focus feats without anything much building on either seems odd. Replacing one with spell specialization, or grabbing heighten spell earlier and shuffling feats around so you can get preferred spell would be better IMO.
Many things would be better than a ring of wizardry and it costs the Earth. Get a few consumable items and put the money saved into the big 6, or whatever else might appeal.
Edit: also, remember your racial abilities, as an elf you get +2 on spell penetration for a start.
K sounds good, I’ll switch some things around. If I go Heighten at 3 and Pref Spell at 5, what spell do you think would be best?
| HedwickTheWorldly |
Spell Spec is neat because it can change every other level. At 1, Snowball and Burning Hands are good candidates.
Also, I *highly* recommend the Foresight sub-school, and if possible, snag a Scorpion/Compy familiar so you can skip Improved Init. At level 1 you could keep that +10 Init and have your feat slot open for Spell Specialization
You can also consider Greater Spell Focus (Illusion) to make Color Spray brutal and later get into Shadow Conjuration/Evocation, which become even better with Spell Perfection and Varisian Tattoo, if you want ultimate versatility/flexibility.
| Ryze Kuja |
Spell Spec is neat because it can change every other level. At 1, Snowball and Burning Hands are good candidates.
Also, I *highly* recommend the Foresight sub-school, and if possible, snag a Scorpion/Compy familiar so you can skip Improved Init. At level 1 you could keep that +10 Init and have your feat slot open for Spell Specialization
You can also consider Greater Spell Focus (Illusion) to make Color Spray brutal and later get into Shadow Conjuration/Evocation, which become even better with Spell Perfection and Varisian Tattoo, if you want ultimate versatility/flexibility.
Probably either glitterdust or an evocation spell that you might want to use with creative destruction and/or dazing spell later on. Fireball would be useful at level 5, battering blast wouldn't be useful then but should be when you get caster level 10.
Okay what about this:
Lvl1 Spell Specialization: Snowball, Spell Focus (Conjuration), Spell Focus (Illusion)
Lvl2 (Switch Spell Spec to something else if necessary)
Lvl3 Heighten Spell
Lvl4 (Switch Spell Spec to ?)
Lvl5 Preferred Spell: Glitterdust, Greater Spell Focus (Conjuration)
Lvl6 (Switch Spell Spec to Fireball)
Lvl7 Greater Spell Focus (Illusion)
Lvl8 (Switch Spell Spec to ?)
Lvl9 Dazing Spell (Dazing Glitterdusts and Magic Missiles...)
Lvl10 Quicken Spell (Switch Spell Spec to Shadow Evocation)
Lvl11 Persistent Spell (for Fireball and Glitterdust) (Dazing Fireballs...)
Lvl12
Lvl13 Spell Penetration
Lvl14
Lvl15 Spell Perfection (Shadow Evocation), Varisian Tattoo (Illusion); (Retrain Preferred Spell to Shadow Evocation)
Lvl16
Lvl17 Empower Spell
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality
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As for starting at level 1:
Spellbook: All 0-level spells except Ench/Necro
Snowball
Grease
Color Spray
Shield
Heightened Awareness
Feather Fall
Mage Armor
Comprehend Languages
Enlarge Person (gained with Scroll)
Alarm (gained with Scroll)
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Default Prepared Spells:
0 - detect magic, ghost sound (DC: 15), prestidigitation (DC: 15)
1 - snowball 3d6 (DC:16), grease (DC:17), color spray (DC:17), heightened awareness
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What do you think?
| Ryze Kuja |
Actually, scratch that build above. This is pretty solid I think:
Lvl1 Spell Specialization: Snowball, Spell Focus (Illusion) I dropped the 2nd SF to get back +2 conc and +2 spell pen/spellcraft to identify
Lvl2 (Switch Spell Spec to something else if necessary)
Lvl3 Greater Spell Focus (Illusion)
Lvl4 (Switch Spell Spec to ?)
Lvl5 Heighten Spell, Varisian Tattoo (Illusion)
Lvl6 (Switch Spell Spec to Fireball)
Lvl7 Preferred Spell: Shadow Conjuration (use this to cast Glitterdust, Summon Monster, and Spiked Pit spells)
Lvl8 (Switch Spell Spec to Shadow Conjuration)
Lvl9 Dazing Spell (Dazing Glitterdusts and Magic Missiles...)
Lvl10 Quicken Spell (Switch Spell Spec to Shadow Evocation)
Lvl11 Preferred Spell: Shadow Evocation
Lvl12
Lvl13 Spell Penetration
Lvl14
Lvl15 Spell Perfection (Shadow Evocation), Persistent Spell
Lvl16
Lvl17 Solid Shadows (Metamagic) (for 80% dmg on Greater Shadow Conj/Evoc and 40% dmg on Shadow Conj/Evoc when resisted)
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality
| HedwickTheWorldly |
I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.
Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)
| MageHunter |
The stat array should be fine, but I would add to consider dropping Intelligence to a 19. This will give you four more points to shop with, so if you drop wisdom to 10 you can raise constitution to 14. Just a touch more durability there, and at 4th level you'll be back to an even number.
Even better if the campaign ends around 12th level, because then it's even again, rather than a 23 or something.
| Ryze Kuja |
I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.
Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)
Maybe I'll drop quicken spell for Intensify spell... I can get a MM rod of Quickening. Flexible Wizardry is probably too much, there's nothing I want to drop! lol
Also, great advice on taking Foresight. I was actually going to go with Scrying for Send Senses for lots of eavesdropping. Rolling a d20 before I do anything is actually too good to pass up, especially considering Elven FCB is "Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power." So I'll have 3 + Int + 1/2level Prescience uses per day :D At level 20, that should be about 20-23ish 1d20's per day
The stat array should be fine, but I would add to consider dropping Intelligence to a 19. This will give you four more points to shop with, so if you drop wisdom to 10 you can raise constitution to 14. Just a touch more durability there, and at 4th level you'll be back to an even number.
Even better if the campaign ends around 12th level, because then it's even again, rather than a 23 or something.
This is a PbP campaign, so it's theoretically forever :P I would have to raise Con to 16 to bring it to a 14 though, that's expensive. And I really want to start with 20 int for the 2 extra spells per day starting at level 1, and hopefully I can get 4,000g for the Headband of Intellect by level 3 so I can have 22 Int and start level 3 off with 2 extra 2nd level spells per day as well.
| HedwickTheWorldly |
HedwickTheWorldly wrote:I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.
Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)
Maybe I'll drop quicken spell for Intensify spell... I can get a MM rod of Quickening. Flexible Wizardry is probably too much, there's nothing I want to drop! lol
Also, great advice on taking Foresight. I was actually going to go with Scrying for Send Senses for lots of eavesdropping. Rolling a d20 before I do anything is actually too good to pass up, especially considering Elven FCB is "Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power." So I'll have 3 + Int + 1/2level Prescience uses per day :D At level 20, that should be about 20-23ish 1d20's per day
MageHunter wrote:The stat array should be fine, but I would add to consider dropping Intelligence to a 19. This will give you four more points to shop with, so if you drop wisdom to 10 you can raise constitution to 14. Just a touch more durability there, and at 4th level you'll be back to an even number.
Even better if the campaign ends around 12th level, because then it's even again, rather than a 23 or something.
This is a PbP campaign, so it's theoretically forever :P I would have to raise Con to 16 to bring it to a 14 though, that's expensive. And I really want to start with 20 int for the 2 extra spells per day starting at level 1, and hopefully I can get 4,000g for the Headband of Intellect by level 3 so I can have 22 Int and start level 3 off with 2 extra 2nd level spells per day as well.
It may be the case at high levels that you want 20/day, but in my experience the 7-8/day I’m getting have been sufficient, and hit points or skills have both been starved. I’d suggest using the standard FCB at least for a little bit. Additionally, I would not cut Quicken. If anything, keep Quicken and get a rod of Intensify (or 3 of them). Much, much, much cheaper that way.
I think Spell Mastery -> Flexible Wizardry is essentially the inverse of Heighten -> Preferred, so going for both is hard, I agree.
| Ryze Kuja |
Alright, this is what I've got now.
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Arcane School: Divination, Opp: Ench/Necro
Divination
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Foresight
Associated School: Divination.
Replacement Powers: The following school powers replace the diviner’s fortune and scrying adept powers of the divination school.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Arcane Bond: Ring
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| HP: 7/7 | AC: 14 (13 Tch, 11 Fl) | CMB: -2, CMD: 11 | F: +1, R: +3, W: +2
20pt buy:
Str 7
Dex 16 (14 +2 elf)
Con 12 (14 -2 elf)
Int 20 (18 +2 elf)
Wis 11
Cha 7
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Traits:
Warrior of Old (Elf): +2 Initiative
Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
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Feats:
Spell Focus (Illusion) (Free instead of Scribe Scroll)
Spell Specialization (level 1 feat)
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Spellbook: All 0-level spells except Ench/Necro
Snowball
Grease
Color Spray
Shield
Heightened Awareness
Feather Fall
Mage Armor
Comprehend Languages
Enlarge Person (gained with Scroll)
Alarm (gained with Scroll)
.
Default Prepared Spells (I'll swap spells out based on what I think we might face, plus I have Arcane Bond so I can do one unprepared spell per day):
0 - detect magic, ghost sound (DC: 15), prestidigitation (DC: 15)
1 - snowball (DC:16), grease (DC:16), color spray (DC:17), heightened awareness
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Important Caster Stats:
Spell Pen: +3 (1CL + 2Elven Magic)
Concentration: +9 (or +12 grapple/pinned/weather/entangle) (1CL + 5Int +2ArcaneFocus[elven alt racial trait, replaces elven weap prof] + 1-4DesperateResolve)
Initiative: +6 (3dex + 1Forewarned +2WarrOfOld)
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Planned Build:
Lvl1 Spell Specialization: Snowball, Spell Focus (Illusion)
Lvl2 (Switch Spell Spec to something else if necessary)
Lvl3 Greater Spell Focus (Illusion)
Lvl4 (Switch Spell Spec to ?)
Lvl5 Heighten Spell, Varisian Tattoo (Illusion)
Lvl6 (Switch Spell Spec to Fireball)
Lvl7 Preferred Spell: Shadow Conjuration (use this to cast Glitterdust, Summon Monster, and Spiked Pit spells)
Lvl8 (Switch Spell Spec to Shadow Conjuration)
Lvl9 Dazing Spell (Dazing Glitterdusts and Magic Missiles...)
Lvl10 Quicken Spell (Switch Spell Spec to Shadow Evocation)
Lvl11 Preferred Spell: Shadow Evocation
Lvl12
Lvl13 Spell Penetration
Lvl14
Lvl15 Spell Perfection (Shadow Evocation), Solid Shadows (Metamagic) (for 80% dmg on Greater Shadow Conj/Evoc and 40% dmg on Shadow Conj/Evoc when resisted)
Lvl16
Lvl17 Piercing Spell
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality
| Ryze Kuja |
Ryze Kuja wrote:...HedwickTheWorldly wrote:I dig the new setup! Spell Specialization and Varisian Tattoo will give your Perfection Spell +6 CL, so you may consider Intensify.
Also, not gonna lie, I’m a little in love with my Diviner’s Flexible Wizardry feat. Gives me so much more versatility out of combat. Just a thing to look at/consider, especially to split the Specialization skits for different divinations (Scrying and Named Bullet, for example)
Maybe I'll drop quicken spell for Intensify spell... I can get a MM rod of Quickening. Flexible Wizardry is probably too much, there's nothing I want to drop! lol
Also, great advice on taking Foresight. I was actually going to go with Scrying for Send Senses for lots of eavesdropping. Rolling a d20 before I do anything is actually too good to pass up, especially considering Elven FCB is "Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power." So I'll have 3 + Int + 1/2level Prescience uses per day :D At level 20, that should be about 20-23ish 1d20's per day
MageHunter wrote:This is a PbP campaign, so it's theoretically forever :P I would have to raise Con to 16 to bring it to a 14 though, that's expensive. And I really want to start with 20 int for the 2 extra spells per day starting at level 1, and hopefully I can get 4,000g for the Headband of Intellect by level 3 so I can have 22 Int and start level 3 off with 2 extra 2nd level spells perThe stat array should be fine, but I would add to consider dropping Intelligence to a 19. This will give you four more points to shop with, so if you drop wisdom to 10 you can raise constitution to 14. Just a touch more durability there, and at 4th level you'll be back to an even number.
Even better if the campaign ends around 12th level, because then it's even again, rather than a 23 or something.
Btw, one problem I'm going to run into is getting Spellcrafted when I cast Shadow Conj/Evoc, are there any feats/items that can help prevent this? Make it harder to spellcraft my spells? I know the Illusion Arcane School gets something like that.
| avr |
PbP games may run forever, but they can also take forever. I have a 3rd level wizard in a steady game that's been running for over a year.
Stylized spell (& further supporting feats) can make identifying your spells via spellcraft harder, or the veiled illusionist prestige class can do so. Or you can try to cast spells when out of line of sight and send the 'summoned' monsters around the corner. Do you really expect this to be a problem though?
| Ryze Kuja |
PbP games may run forever, but they can also take forever. I have a 3rd level wizard in a steady game that's been running for over a year.
Stylized spell (& further supporting feats) can make identifying your spells via spellcraft harder, or the veiled illusionist prestige class can do so. Do you really expect this to be a problem though?
Only at high levels vs casters who can spellcraft a level 5 spell with a roll of 5-8ish and higher. But no, I'm not especially worried about it at the low levels.
Edit: I suppose at the higher levels I can just heighten it to make it harder to spellcraft too. And now that I think about it, I'm probably going to be casting spells other than Shadow Conj/Evoc to deal with an enemy spellcaster :P haha. Speaking of which, I wonder if I can fit Preferred Spell: Dispel Magic (and retrain it to Greater Dispel Magic later) for counterspelling somewhere in this build. I'm almost thinking Varisian Tattoo isn't super required, especially once Spell Perfection takes Spell Spec to +4... I would probably have an Orange Prism Ioun Stone with +1CL by then anyway.
Edit again: I would probably use heightened Shadow Conj vs an enemy spellcaster for Glitterdust to blind though....
| Ryze Kuja |
... snag a Scorpion/Compy familiar so you can skip Improved Init. At level 1 you could keep that +10 Init and have your feat slot open for Spell Specialization
I really want to keep Arcane Bond on a ring just for the "save my butt" once per day to cast an unprepared spell. I can keep Heightened Awareness on myself during a dungeon crawl for 10min/lvl and expend it for a +4 to Initiative as well. Plus I'll be spending 500g asap on a +1 Initiative ioun stone, and my Forewarned ability will constantly increase. I won't be lacking in the Initiative department enough to warrant "needing" a familiar.
Actually, this brings up a good question, can I use Prescience for a 1d20 as a free action prior to rolling Initiative? Would I have to use Prescience 6 seconds prior to combat for this to count?
| Meirril |
For Spell Specialization you don't need to choose a spell from a school targeted by Spell Focus? I see Fireball being selected, and at no point is this character selecting Spell Focus(evocation). Also with the last planned build the only spell focus is (illusion) and the first spell absolutely MUST be from the school you have focus on. Earlier builds were fine for Snowball because the character had spell focus (conjuration). The last build isn't fine.
| Ryze Kuja |
For Spell Specialization you don't need to choose a spell from a school targeted by Spell Focus? I see Fireball being selected, and at no point is this character selecting Spell Focus(evocation). Also with the last planned build the only spell focus is (illusion) and the first spell absolutely MUST be from the school you have focus on. Earlier builds were fine for Snowball because the character had spell focus (conjuration). The last build isn't fine.
Good catch. Maybe I should go back to two spell focus at level 1 and drop the Elf racials Elven Magic (+2 spellcraft to identify & +2 spell pen) and drop Arcane Focus (+2 conc checks) to get the Elven alt racial Overwhelming Magic for the 2nd Spell Focus (Evocation) and get Spell Spec: Snowball at level 1 and Fireball at lvl 6?
Or -
Should I keep those and get Spell Spec in a spell within the Illusion school instead of Snowball?
| Ryze Kuja |
Tbh, the +2CL to Snowball or Fireball spells are not integral to the build... So, I'm thinking Spell Spec should be used on something in the Illusion school...
but which spell should I choose at lvl 1 in lieu of Snowball? and lvl 6 in lieu of Fireball?
Maybe I should go with the 2nd spell focus in Evocation..? Or no?
| Ryze Kuja |
I don’t know if you’ve seen it, but there’s a Greater Spell Specialization, which is better than Preferred Spell because you can change it and because it doesn’t require Heighten.
Preferred Spell is better because it doesn't increase the casting time and it can be Heightened to an increased spell level, while Greater Spell Spec cannot be heightened and the spell casting time increases. I was planning on getting Heighten spell anyway so it doesn't hurt my build. Getting it early is actually a good thing because it gives me a lot of flexibility for having higher DC's on low level spells that need some extra umph to land, and it will be available the whole campaign. I'm pretty happy with using Preferred Spell for this build.
I need to figure out an Illusion spell I can use with Spell Spec at level 1 though, otherwise I'll have to drop Elven Magic/Arcane Focus to get Spell Focus (Evocation).
| Ryze Kuja |
Alright, so question about retraining:
I get one spell focus automatically from PbP rules for Wizards. Crafting feats aren't allowed, so Wizards get a free Spell Focus in lieu of Scribe Scroll. I basically have to take this first spell focus in Illusions or else the build doesn't work; I would have to rearrange too much and it won't be nearly as effective. But here's what I CAN do, I can use the Elf alternate racial trait "Overwhelming Magic" to get a 2nd spell focus (Evocation), which replaces my Elven Magic and Elven Weap Proficiencies. So, is it possible within the rules to retrain this feat at level 7 back to giving me those Elven racial traits back, or am I stuck with Spell Focus for the rest of the game?
Edit: Alternatively, I can just take the free Spell Focus (Illusion), and take my lvl 1 feat as Greater Spell Focus (Illusion), with Varisian Tattoo (Illusion) at level 3 feat, and then take Spell Specialization at level 5, but it wouldn't do anything until level 7 (Shadow Conjuration).
| HedwickTheWorldly |
Alright, so question about retraining:
I get one spell focus automatically from PbP rules for Wizards. Crafting feats aren't allowed, so Wizards get a free Spell Focus in lieu of Scribe Scroll. I basically have to take this first spell focus in Illusions or else the build doesn't work; I would have to rearrange too much and it won't be nearly as effective. But here's what I CAN do, I can use the Elf alternate racial trait "Overwhelming Magic" to get a 2nd spell focus (Evocation), which replaces my Elven Magic and Elven Weap Proficiencies. So, is it possible within the rules to retrain this feat at level 7 back to giving me those Elven racial traits back, or am I stuck with Spell Focus for the rest of the game?
Edit: Alternatively, I can just take the free Spell Focus (Illusion), and take my lvl 1 feat as Greater Spell Focus (Illusion), with Varisian Tattoo (Illusion) at level 3 feat, and then take Spell Specialization at level 5, but it wouldn't do anything until level 7 (Shadow Conjuration).
GSF (Color Spray) will do WORK at levels 1-3ish. Fascinate, Shadow Trap, Mad Hallucination, Jitterbugs can all sort of help pick up slack for those mid-levels. You’ll be more of a debuffer until Shadow Conj/Evoc come online.
| Ryze Kuja |
Ryze Kuja wrote:GSF (Color Spray) will do WORK at levels 1-3ish. Fascinate, Shadow Trap, Mad Hallucination, Jitterbugs can all sort of help pick up slack for those mid-levels. You’ll be more of a debuffer until Shadow Conj/Evoc come online.Alright, so question about retraining:
I get one spell focus automatically from PbP rules for Wizards. Crafting feats aren't allowed, so Wizards get a free Spell Focus in lieu of Scribe Scroll. I basically have to take this first spell focus in Illusions or else the build doesn't work; I would have to rearrange too much and it won't be nearly as effective. But here's what I CAN do, I can use the Elf alternate racial trait "Overwhelming Magic" to get a 2nd spell focus (Evocation), which replaces my Elven Magic and Elven Weap Proficiencies. So, is it possible within the rules to retrain this feat at level 7 back to giving me those Elven racial traits back, or am I stuck with Spell Focus for the rest of the game?
Edit: Alternatively, I can just take the free Spell Focus (Illusion), and take my lvl 1 feat as Greater Spell Focus (Illusion), with Varisian Tattoo (Illusion) at level 3 feat, and then take Spell Specialization at level 5, but it wouldn't do anything until level 7 (Shadow Conjuration).
Yes exactly. But when should I get Spell Spec?
I'm currently considering this:
Lvl1 Greater Spell Focus (Illusion), Spell Focus (Illusion)
Lvl2
Lvl3 Varisian Tattoo (Illusion)
Lvl4
Lvl5 Spell Specialization: ?, Heighten Spell
Lvl6
Lvl7 Preferred Spell: Shadow Conjuration
Lvl8
Lvl9 Dazing Spell
Lvl10 Quicken Spell
Lvl11 Preferred Spell: Shadow Evocation
Lvl12
Lvl13 Spell Penetration
Lvl14
Lvl15 Spell Perfection (Shadow Evocation), Solid Shadows
Lvl16
Lvl17 Greater Spell Penetration
Lvl18
Lvl19 Piercing Spell
Lvl20 AD: Immortality
| Ryze Kuja |
Ok! This is what I've got now. Hopefully this finalizes everything :D
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Arcane School: Divination, Opp: Ench/Necro
Divination
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Foresight
Associated School: Divination.
Replacement Powers: The following school powers replace the diviner’s fortune and scrying adept powers of the divination school.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Arcane Bond: Ring
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| HP: 7/7 | AC: 14 (13 Tch, 11 Fl) | CMB: -2, CMD: 11 | F: +1, R: +3, W: +2
20pt buy:
Str 7
Dex 16 (14 +2 elf)
Con 12 (14 -2 elf)
Int 20 (18 +2 elf)
Wis 11
Cha 7
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Traits:
Warrior of Old (Elf): +2 Initiative
Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
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Feats:
Spell Focus (Illusion) (Free instead of Scribe Scroll)
Spell Specialization (level 1 feat)
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Spellbook: All 0-level spells except Ench/Necro
Vanish
Grease
Color Spray
Shield
Heightened Awareness
Feather Fall
Mage Armor
Comprehend Languages
Enlarge Person (gained with Scroll)
Alarm (gained with Scroll)
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Default Prepared Spells:
0 - detect magic, ghost sound (DC: 15), prestidigitation (DC: 15)
1 - vanish, grease (DC:16), color spray (DC:17), heightened awareness
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Important Caster Stats:
Spell Pen: +3 (1CL + 2Elven Magic)
Concentration: +9 (or +12 grapple/pinned/weather/entangle) (1CL + 5Int +2ArcaneFocus[elven alt racial trait, replaces elven weap prof] + 1-4DesperateResolve)
Initiative: +6 (3dex + 1Forewarned +2WarrOfOld)
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Planned Build:
Lvl1 Spell Specialization: Vanish, Spell Focus (Illusion)
Lvl2 (Switch Spell Spec to something else if necessary)
Lvl3 Greater Spell Focus (Illusion)
Lvl4 (Switch Spell Spec to Mirror Image)
Lvl5 Heighten Spell, Varisian Tattoo (Illusion)
Lvl6 (Switch Spell Spec to ?)
Lvl7 Preferred Spell: Shadow Conjuration (use this to cast Glitterdust, Summon Monster, and Spiked Pit spells)
Lvl8 (Switch Spell Spec to Shadow Conjuration)
Lvl9 Dazing Spell (Dazing Glitterdusts and Magic Missiles...)
Lvl10 Quicken Spell (Switch Spell Spec to Shadow Evocation)
Lvl11 Preferred Spell: Shadow Evocation
Lvl12
Lvl13 Spell Penetration
Lvl14
Lvl15 Spell Perfection (Shadow Evocation), Solid Shadows (Metamagic) (for 80% dmg on Greater Shadow Conj/Evoc and 40% dmg on Shadow Conj/Evoc when resisted)
Lvl16
Lvl17 Piercing Spell
Lvl18
Lvl19 Greater Spell Penetration
Lvl20 AD: Immortality
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I think this is absolutely solid.