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AesirsChampion

First Post
Alright, last gaming session, in a random turn of events where everyone forgot their job except me (Our wizard, instead of unleashing his useful spells, pulled out his longbow and could not hit the broad side of a barn...) my Crusader became a puddle of goo underneath a Hill Giant's club. Sooo, instead of having my character resurrected at level 4, I've decided to play another type of character, basically aimed at teaching our current wizard how to be a f***ing wizard. We already have a barbarian and paladin in the party, so our martial meat shields won't be lacking with me going this different direction. Alright down to the point:

The stats I rolled (Yes we use 4d6, drop lowest, reroll 1s):

STR 13
CON 16
DEX 15
INT 17 (+1 to 18 at lvl 4)
WIS 15
CHA 16

Yes, I know, I rolled pretty darn good.

House rules to be aware of:

If I specialize my wizard side, the ban on schools still applies to my spontaneous side (So, a Transmuter with a ban on enchantment and illusion with beguiler as my spontaneous side is pretty much useless in our game.)

Regardless of how many classes rate it, I will only get 1 familiar (Though it was never stated that I could not take a familiar for my wizard side AND take the Rapid Metamagic alternate class feature for sorcerer, hehe.)

Build Ideas:

I was thinking about Sorc 1,Wiz 4,Ultimate Magus 10,Archmage (Or MotAO) 5

Practiced spellcaster taken at level one for sorcerer to up my Wizard level at UM 1.

And, I'll probably get some flak for this, but first level of Archmage will up my sorc, so I'll end up with a caster level of 18(1+4+4+8+1) and the ability to cast 5th level spells as a sorcerer, but still reach 9th level spells at level 20 with my wizard side and maintain a caster level of 21 (17+4).

Feats (other than Practiced Spellcaster) are at a loss for me, except the definite Extend Spell and Persist Spell (Burn a 6th level wiz spell to persist my shield spell with Augmented Casting? Yes please!)

I'm also having trouble with picking out my race. Lesser Aasimar (+0 LA from Player's Guide to Faerun) will boost my CHA up to 18 and the energy resistance 5 to acid, cold and electricity will help ensure my survival for the next couple of levels. However, I don't know if it is worth losing the bonus feat for humans, because as I've only really ever played a divine caster before, I don't know how feat starved this build will be.

I haven't yet picked my spells for my wizard side (my PC will be starting at Sorc 1,Wiz 4), but my sorc side has Shield and Magic Missile. I definitely DON'T want a heavy reliance on Evocation spells (Friends don't let friends specialize in Evocation) but I'm not closed to the idea of having a few damage dealing Evoc spells. Assistance in this area will be MUCH appreciated.

Anyone, please feel free help me out, and let me know if I'm on the right track.

Also, as a sidenote, I am what I call a believer in what I call Optimized Fluff. Meaning I want my character to be as strong as possible, but I'm not willing to pick up one level of Barbarian just because I want Pounce. I would like my character to be "real" and believable in the realm of fantasy. As in, it's not hard to believe that an Ultimate Magus, whose sole purpose is to learn as much about magic as possible, would become an Archmage as well.
 
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Dozen

First Post
Also, as a sidenote, I am what I call a believer in what I call Optimized Fluff. Meaning I want my character to be as strong as possible, but I'm not willing to pick up one level of Barbarian just because I want Pounce. I would like my character to be "real" and believable in the realm of fantasy. As in, it's not hard to believe that an Ultimate Magus, whose sole purpose is to learn as much about magic as possible, would become an Archmage as well.

Hey now, my favourite build is a Barbarian gish. With an extensive and sensible backstory, I might add. Still, you use swear words and your views on Evocation are as they should be. I for one welcome you to the Arcane caster club.
The first lesson you should remember is, you're not a cleric, nor a gish, but a d4 swordbait. You have no business within 30 feet of anything hostile and noncaster, not even with a positive Con modifier, which you probably already know. But it also means you need a selection of spells to neutralize(you may realize I didn't say kill) anything your party members(who are henceforth regarded to be utterly unreliable by definition for safety purposes) let get close you. And you may need either Enchantment or Illusion for that.
The best Will debuffs are crammed into those two schools. You should choose one or the other, so long you don't want to become a caster-on-a-stick. One one hand, your Charisma is handy to a few yet very useful Enchantments which use it regardless of you base stat and doesn't explicitly need feats to function reliably like Illusions do. On the other, as sh*tty and unclearly described as most Figments and Glamers are, Shadows and Phantasms beat every other school to Will-save-or-lose any day of the week. If you absolutely feel the need to ban schools, ban Evocation and one of the above. There are plenty Conjuration, Illusion, Necromancy and Transmutation Direct Damage spells, some of which bypass SR. Magic Missile is good, but doesn't worth your trouble.

Now onto your... Spell Selection! I'm going out on a limb and assume you're Good aligned.

Abjuration
This one is tricky, as it depends heavily on what you're up against, and if all else fails, the DM can still dump City damage, Neutronium, Kobold caster squads, Truenamers or some other unpredictable silliness on you. Yet, banning it is essentially a suicide attempt. I wouldn't say what to pick from this school until you tell us more, lest I'd sound stupid. There are a few universal picks though.
Alarm: Very, very practical when you have the hit point total of a commoner and spend one third of a day in one place. May work out with an item instead of a spellslot?
Banishment: Unless your Divine takes care of it.
(Greater) Dispel Magic: I don't think I have to tell you why.
Disobedience: Good spell for gishes. For you, not so much. Against a main antagonist, maybe. Or if you somehow managed to have a bad will save with four caster classes and a good Wisdom score.
Mage Armor: Complements Shield and stacks with Enchantment bonuses. Full casters love Mage Armor. Don't waste items on Armor bonus.
Maw of Chaos: What is this doing in the Abjuration school? Pure, chaotic murder. Warning, 3.5 is in the SpC.
Ray Deflection: Scroll down to the Necromancy spells to see why you absolutely need Ray Deflection. You'll beg your DM for this thing.
Reverse Arrows: Archers? What archers? Same level as Wind Wall, and not Evocation.
Reaving Dispel: Steal spells, without Spellthief levels.
Spiderskin: It's a Barkskin ripoff for sure. There is a point when style ceases to matter.

Conjuration
A whole bunch of reliable spells. Don't ban it unless you know what you're doing, or are a good illusionist.
Dimension Door: Combine with Illusions for max efficiency.
Glitterdust: At early levels, not a lot better than throwing sand around. Later, it wins you an encounter per casting. Just make sure your friends are out of range.
Orb of (insert energy type here): These? These are the reason you don't need Evocation. At all. No SR, no save.
Phantom Steed: Top speed, and flies. Better to cast with Shadow Conjuration instead of actually learning it.
Secret Chest: For those of you poor schmucks who do not own a Bag of Holding.
Summon Monster: You are familiar with Summons, I believe.
Web: A guaranteed entangle, possibly more.

Divination
A party can't survive without Divinations, but broadening it bites you in the ass. Either focus on it or leave most of it to your Divine caster, they are better at it anyway.
Detect Thoughts: I always have it on an item. You should, too.
Listening Lorecall: For Gishes, mostly, as it synergizes with your ranks in Listen.
Path of The Exalted: Talk to your patron Deity.
Telepathic Bond: Since your Divine Caster can't, you must. A shame to miss out on.
True Seeing: Fantastic spell blah blah Utility blah. I personally consider it cheap. Poor Glamers can't get a break.


Enchantment
Getting your enemies to work for you shifts the tide of battle more often than not, and the buffs are okay too, I guess. The debuffs are not as good as Necromancy's, and the boosts are far behind Transmutations, you don't need a lot of these. Most of the best are also Cleric spells, so don't expect new faces.
Charm Monster: One failed save, and now you're best buds!
Confusion: Really messes your enemies up. Worth preparing twice over.
Dominate Monster: Hollywood Mind Control. Proceed.
Elation: Extra speed and a small stat boost to the whole party. Not bad.
Feeblemind: Reverse Russian rulette. Other casters will hate you for using Feeblemind. Mind-Affecting, obviously, and much to our dismay.
Geas: More of a roleplaying choice. Helps convert some villains in the long term, if you're careful.
Mind Fog: Unless you lived under a rock, you know this all too well. Best debuff in the school.
Suggestion: Depending on how creative you are, this spell can win you a roleplaying campaign. Yours isn't one, however, and dominate is far more superior in combat. Still, worthy of a mention.


Illusion
Half the school is useless in comparison, but No creature with bad Will saves can take you on if you cherry pick, and should you sacrifice some feats, it's a reliable specialization, while far from the best.
Illusory Script: Against a single target, it's the Poor Man's Suggestion, but hoo boy, put it in the right place, and suddenly every second mook in the dungeon is on your string for at least half an hour. Good to protect your spellbook, as well.
Legion of Sentinels: 'Legion' is a bit of an exaggeration. It correlates with how awesome it is however.
Nightmare Terrain: If any of your party members has Tremorsense, Blindsight or Blindsense, this is a must-have. If you have a good Hide check, double must-have. At worst it still entangles, and the best mist spell there is. No wind or True Seeing ruins this baby.
Shadow Binding: Good when the opponents are trying to be funny, and unlike most entanglers, it's a Will save. Why would a caster chase you in the first place?
Shadow Conjuration: The more powerful your Book Mastery, the more useful it becomes.
Shadow Evocation: Good backup in case you don't have the right Orb.
Phantasmal Strangler: May be a Fear spell, but on the occassions it works, you'll love it.
Phantasmal Messenger: Talk without opening your mouth for a 0th level spellslot. Short range, but fair trade until you get Telepathic Bond.
Vision of Entropy: A low level fear spell actually worth preparing without optimizing the Lower Planes out of the descriptor. Hell, it knocks the target out cold. What else do you need?

Necromancy
You may or may not like Undead, but Negative Energy spells and curses are always welcome against anything but the aforementioned creature type. A fine spec all around.
Affliction: The Good-Aligned Contagion. Debuffs like you've never seen.
Bonefiddle: Casterbane. Gross, but in a good way.
Bestow Curse: Possibly your Butter. The straightforward uses are more than okay, get creative for real drawbacks.
Energy Drain/Enervation: Tasty, tasty life essence.
Negative Energy Ray: Normally good, but not for you unless you animate some dead. Skip.
Ray of Enfeeblement/Clumsiness: Deal Strenght and Dexterity penalty, respectively, and don't allow for a save. Get a Maximizing Rod, and you pretty much beat a Dragon in two rounds, just make sure it doesn't have Dispel on hand by flinging something else first, if you have the time.
Ray of Exhaustion: I'd cast a spell just to Fatigue someone when I'm pushed. Our Ray here does that at it's worst.
Ray of Stupidity: This deals Int damage. Yes, damage. No save.
Touch of Idiocy: Wrecks all mental stats, no save. Problematic, but once you've done it, Casters become easy kills to your buds, and a dumped Fighter can easily fall unconscious, too.
Spectral Hand: Your familiar will thank you for casting this instead of sending him around from time to time.

Transmutation
Good gods, you're gonna love this. If you have any doubt on what school you should rely on the most, roll Spot checks no more, this has a +200 size penalty to Hide.
(Insert Animal Name here)'s (Insert positive trait here): Kinda given, though at higher levels some replacements are hidden here and there, to be fair, usually with material costs.
Alter Self: The only spell from the Polymorph subschool you can use with good conscience. Don't miss the opporturnity!
Bestow Wound: When you're low on cash, and your healer can't do his job, a Bestow Wound prepared can save your life. Target a caster and steal some sweet hit points. Better yet, use it on a plant or a bug. No need otherwise.
Celerity: Breaks Initiative rules into tiny, painful pieces. Don't even touch it unless you hate your DM with a passion.
Enlarge Person: Helps your party's overall damage output more than any Evocation of it's level. Low ceilings hurt badly.
Expeditous Retreat: Not only to retreat.
Fly or Overland Flight: Saves you a lot of trouble, this one does.
Grease: Almost broken. Use with care if your DM has a temper.
Halt: Gives a one-turn timeout for a target. You can cast it on anyone's turn.
Mnemonic Enhancer: Free spell slots. Why are you still standing here?
Move Earth: Campaign-dependent goodness.
Shatter: And you'd get away with every melee fight if not for those meddling Monks! Umm... Sorry, I just had to. My bad.
Slow: Classic and practical.
Spell Matrix: The name is self-explanatory.
Time Stop: Stops time.

These are, of course, mostly combat spells. Utility spells are yours to pick, depending on what you really need.
 
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AesirsChampion

First Post
Wow, dude, thanks for the info on spells. Personally, if I do specialize, it will be in Transmutation, and yes, I will be a polymorph shenanigan caster regardless. Now if only I can develop a "Protection from thrown Dungeon Master Guides" spell. To be a bit more specific in the role I want to play, as casters have a very broad capability, I want to control the battlefield. Shut down enemies and keep them from doing their jobs, make them helpless and therefore susceptible to coup de graces from my friendly yet not so intelligent barbarian, capable in direct damage when the need arises, but by no means a specialist in it, etc. He'll be a very subtle character, who dislikes the flashy spells such as fireball or meteor swarm. "Why bring the heavens down upon a city, when a few well placed simple spells, some simple suggestions, and a little discretion can do the same job just as well?" That's not to say he refuses to use such spells, he would just rather use his own methods first and foremost. Oh, and yes, he will have a 30 foot personal space issue as well, even (and perhaps especially) with his party members. "By the Gods, boy, do you have to be looking over my shoulder all the time? Away with you! Shoo! You have not the intellect to know what it is I am doing!"

As for my party, as you rightly put, who are unreliable for safety reasons (My crusader AND warblade can attest to that), here's the rundown:

1 Cleric run by the DM who incidentally forgets him in the Initiative Order more than half the time
1 Barbarian played by an 11 year old who likes to smash and stomp important items, enemies and whatnot, but for some reason forgets how to Rage when he needs to.
1 Rogue who actually for the most part knows what he's doing, but he has no problems screwing over the party to achieve his own ends
1 Warlock who just has to Eldritch Blast everything in sight. Not a problem by any means, just... kind of a one-trick pony.
1 Wizard who thinks he's a ranger. Apparently he has Precise shot as a feat. I know, the shock and horror!
1 Ranger who skypes in every so often. He's a veteran player and he does what he's supposed to do, but as a ranger, that's not much at this level.
1 Paladin who is not using his spells at all, and leaves a brother hanging against a hill giant and two dire wolves.
1 Monk played by our back-up DM who has to underplay his character because he knows what's coming. But still a capable player.
1 Bard who... well... sings.... and accidentally shoots PC's in the buttocks with her crossbow on a critical fumble. This has happened twice now. And the two of us this has happened to now feel like Forest Gump.

So yeah, I'm playing with a few good players, but alot of inexperienced players too. And in a module designed to fit four to five players, we've had nine character deaths. So I definitely need to be able to look after myself when my party can't, and keep enemies from harming us. The damage capability of the party definitely exists and doesn't need any more enhancing, but we definitely need a "Sh*t, these guys can hurt us, we need to shut them down fast" type character.

Anyways, any suggestions on the feats that I should take? And races. So far I've narrowed it down to human and Lesser Aasimar, the latter of which at a middle age can boost my Charisma and Wisdom to 19 and 18 respectively, and the age alone puts my Intelligence at 18 before the +1 at level 4. But is it worth the human bonus feat?
 

Dozen

First Post
He'll be a very subtle character, who dislikes the flashy spells such as fireball or meteor swarm.
Just say, 'Wizard'. It's in our job description.

1 Cleric run by the DM who incidentally forgets him in the Initiative Order more than half the time
Bestow Wound it is.

1 Wizard who thinks he's a ranger. Apparently he has Precise shot as a feat. I know, the shock and horror!
Not the worst I've seen. Actually, I'm fairly certain the build is salvagable. Could make a decent Raycaster or Ranged Gish. Can you ask him to send his sheet over, see what I can do?

1 Bard who... well... sings.... and accidentally shoots PC's in the buttocks with her crossbow on a critical fumble. This has happened twice now. And the two of us this has happened to now feel like Forest Gump.
Same as the above. Maybe she should fill in for the Cleric?

1 Warlock who just has to Eldritch Blast everything in sight. Not a problem by any means, just... kind of a one-trick pony.
You have a Warlock? Do yourself a favor and team up with him. From now on he's officially your best friend after the Barbarian. Shame to waste the Invocations. Make sure he picks the right ones. Anything both of you can do, he does better. You don't need Shatter if he has Baleful Utterance, for one. Point him to the Warlock's Handbook, learn what build he likes best and what you, as the caster, don't have to take. Protect him in return, you'll get along.

1 Monk played by our back-up DM who has to underplay his character because he knows what's coming. But still a capable player.
Sweet merciful Lastai, when a Monk holds himself back for any reason, you can just feel the party wipe in the air.

But is it worth the human bonus feat?

Probably. Humans are better for Skill Monkey multiclass wizards like the ones I play. You won't be very feat starved as a Transmuter. Go for the Aasimar.
 
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Herzog

Adventurer
If you are not afraid to loose some hp and invest a feat, the web enhancement for races of the dragon has a greater ritual of passage that gives a bonus sorcerer level. You'd have to play a kobold though...
 

AesirsChampion

First Post
If you are not afraid to loose some hp and invest a feat, the web enhancement for races of the dragon has a greater ritual of passage that gives a bonus sorcerer level. You'd have to play a kobold though...

Uh... No thanks. I really don't like Kobolds... at all... But I do thank you for the tip.

Anyways, I have decided to play a Lesser Aasimar, boosting my Wisdom and Charisma up to 17 and 18 respectively, as well as making him middle aged, boosting all mental stats by 1 for the cost of a -1 penalty to my physical stats. So they now look like this:

STR 12 (-1 Age)
CON 15 (-1 Age)
DEX 14 (-1 Age)
INT 19 (+1 Age, +1 Level 4)
WIS 18 (+2 Race, +1 Age)
CHA 19 (+2 Race, +1 Age)

In addition, I have also picked out my spells that I get for free from leveling. If I want anymore Wizard spells, I have to pay using my starting gold (150 gp for 1st level, 300 gp for 2nd level). The spells I have thus far without dipping into my starting gold are:

1st Level- (9) Alarm (PHB3.5 pg. 197), Enlarge Person (PHB3.5 pg. 226) Expeditious Retreat (PHB3.5 pg. 228), Feather Fall (PHB3.5 pg. 229), Grease (PHB3.5 pg. 237), Mage Armor (PHB3.5 pg. 249), Ray of Enfeeblement (PHB3.5 pg. 269) Reduce Person (PHB3.5 pg. 269), True Strike (PHB3.5 pg. 296)

2nd Level- (4) Invisibility (PHB3.5 pg. 245), Seeking Ray (PHBII pg. 124)*, Glitterdust (PHB3.5 pg. 236), Alter Self (PHB3.5 pg. 197)

Sorcerer Spells Known:
Orizons- (4) Mage Hand (PHB3.5 pg. 249), Detect Magic (PHB3.5 pg. 219), Read Magic (PHB3.5 pg. 269), Message (PHB3.5 pg. 253)
1st Level- (2) Shield (PHB3.5 pg. 278), Magic Missile (PHB3.5 pg. 251)

*I wanted Seeking Ray mainly for setting up my Necro ray(s), but I'm beginning to think it may be better off in a wand. I'll have better ways of boosting my chances to hit (like a Quickened True Strike) by higher levels, and by level 10 or so, it'll just be taking up space in my spellbook.
 

A great 3rd level spell is Shivering Touch, assuming the DM lets it slide of course. It's capable of reducing a creature's Dex to 0, and at 0 Dex a creature is helpless as per that entry. A helpless creature can be given a coup de grace.

If you're worried about the touch range, that's what Spectral Hand is for of course. And you can maximize or empower it quite nicely.

Any other spell that damages or drains abilities will work to that purpose too.
 

Dozen

First Post
1st Level- (9) Alarm (PHB3.5 pg. 197), Enlarge Person (PHB3.5 pg. 226) Expeditious Retreat (PHB3.5 pg. 228), Feather Fall (PHB3.5 pg. 229), Grease (PHB3.5 pg. 237), Mage Armor (PHB3.5 pg. 249), Ray of Enfeeblement (PHB3.5 pg. 269) Reduce Person (PHB3.5 pg. 269), True Strike (PHB3.5 pg. 296)

Feather Fall I can get, but why True Strike? You don't exactly use weapons, and you don't need the bonus for touch attacks.

A great 3rd level spell is Shivering Touch, assuming the DM lets it slide of course. It's capable of reducing a creature's Dex to 0, and at 0 Dex a creature is helpless as per that entry. A helpless creature can be given a coup de grace.

If you're worried about the touch range, that's what Spectral Hand is for of course. And you can maximize or empower it quite nicely.

Any other spell that damages or drains abilities will work to that purpose too.

Don't. Don't. That spell doesn't exist. It's dead to us. Dead, you hear me?
 



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