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Level 6 Wizard (Necromancer): Where to go from here?
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<blockquote data-quote="Pinwheel" data-source="post: 6766759" data-attributes="member: 6804815"><p>:ccs </p><p>My group and I don't really think that mechanics and fluff need to be so intertwined. It'd be fine for a disadvantaged savant to become a skilled wizard with enough research on his own. Likewise, it'd be fine for a wizard, not pleased with his ability to stay afloat in combat, to decide to be taught by a mercenary to learn how to use armor and weapons, and how to "give it their all" (aka: action surge), or for a wizard to feel like he's "reached his potential" in the class (aka: doesn't want the level 14th feature). </p><p></p><p>That being said, I appreciate your advice. There's definitely some great ways to strengthen the necromancy aspect of the character, as pointed out by the other posters, and I'm in no way worried that continuing straight up the wizard tree would make me a weak or incompetent character! </p><p></p><p>:Hemlock</p><p>Thanks for the feedback. Last session I got an excellent chance to play fire support necro, using Melf's Minute Meteors coupled with Scorching Ray and 4 archer skeletons. Felt like a WWII flak battery, shooting down a group of attacking manticores! I'm overall more interested in being a Necromancer more than a Wizard. </p><p></p><p>Necromancy, as you pointed out, has tremendous potential. Unfortunately, I don't think my table mates would appreciate me pushing those spells to their limit and having an entire undead legion at my command. I have a bit of a reputation for making "OP" characters at my table, and don't want to make something that feels like it's smurfing the action economy (For the record, I don't think my builds are OP. I just like to take a concept and push it to the limit!) </p><p></p><p>I've played a warlock in the past and Eldritch Blasting away can be a super fun time, might be worth looking into having ease-of-blasting, and save my precious slots for skeletons and control spells. </p><p></p><p>In regards to multiclassing spells, perhaps I wasn't clear. I know slots are completely interchangeable, but if I'm not mistaken, spells from a given class must be cast with that class's attributes, correct? Ex: if I got scorching ray from sorcerer, I'd cast it with charisma, not intelligence. </p><p></p><p>Those are some awesomely creative ideas to enhance your pets without just stacking 30 of them, and the idea of a demiplane full of skeleton fun is amazing. Thanks a ton for the suggestions.</p></blockquote><p></p>
[QUOTE="Pinwheel, post: 6766759, member: 6804815"] :ccs My group and I don't really think that mechanics and fluff need to be so intertwined. It'd be fine for a disadvantaged savant to become a skilled wizard with enough research on his own. Likewise, it'd be fine for a wizard, not pleased with his ability to stay afloat in combat, to decide to be taught by a mercenary to learn how to use armor and weapons, and how to "give it their all" (aka: action surge), or for a wizard to feel like he's "reached his potential" in the class (aka: doesn't want the level 14th feature). That being said, I appreciate your advice. There's definitely some great ways to strengthen the necromancy aspect of the character, as pointed out by the other posters, and I'm in no way worried that continuing straight up the wizard tree would make me a weak or incompetent character! :Hemlock Thanks for the feedback. Last session I got an excellent chance to play fire support necro, using Melf's Minute Meteors coupled with Scorching Ray and 4 archer skeletons. Felt like a WWII flak battery, shooting down a group of attacking manticores! I'm overall more interested in being a Necromancer more than a Wizard. Necromancy, as you pointed out, has tremendous potential. Unfortunately, I don't think my table mates would appreciate me pushing those spells to their limit and having an entire undead legion at my command. I have a bit of a reputation for making "OP" characters at my table, and don't want to make something that feels like it's smurfing the action economy (For the record, I don't think my builds are OP. I just like to take a concept and push it to the limit!) I've played a warlock in the past and Eldritch Blasting away can be a super fun time, might be worth looking into having ease-of-blasting, and save my precious slots for skeletons and control spells. In regards to multiclassing spells, perhaps I wasn't clear. I know slots are completely interchangeable, but if I'm not mistaken, spells from a given class must be cast with that class's attributes, correct? Ex: if I got scorching ray from sorcerer, I'd cast it with charisma, not intelligence. Those are some awesomely creative ideas to enhance your pets without just stacking 30 of them, and the idea of a demiplane full of skeleton fun is amazing. Thanks a ton for the suggestions. [/QUOTE]
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Level 6 Wizard (Necromancer): Where to go from here?
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