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Brew Potion or Craft Wondrous Item?
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<blockquote data-quote="Hatchling Dragon" data-source="post: 245878" data-attributes="member: 580"><p>Firstly you'd have to have (access to) <strong>Tome & Blood</strong>, which I'd seriously recomend to any aspiring Wizard. Doubly so if you're into Alchemy and carrying around lots 'o scrolls or wands (ie: Bandoliers).</p><p></p><p><strong>Healing Salve</strong> (T&B p. 72) is DC 25, with +2 to Alchemy Checks if you have 5 ranks (not total bonus) of Profession (Herbalist). 1d8 per dose, 25gp to make (50gp base)</p><p></p><p>If you have, or just have access to, <strong>Forgotten Realms Campaign Setting</strong> then I might suggest <em>Magical Artificer </em>(p.36) for a feat, perhaps linked to <em>Scribe Scroll</em>. Those higher level scrolls really start to add up in costs, wouldn't it be great to have them and only pay 75% cost in gp and Exp? Almost as good as having that many more 'slots' to memorize. Not to mention doing wonders for the rep you'd have of "The Wizard that's always prepared for anything!", always important when you're negotiating for a bigger cut 'o the loot <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>If you don't have those books and/or just aren't interested in either Feat I'd like to suggest getting <em>Craft Wand</em> at 5th and something else at 6th. Having the ability to craft those <em>Cure Light Wounds</em> Wands will greatly improve your odds of making it to the higher levels. Not to mention it'd let you, if you so choose, to take <em>Magical Artificer</em> for Wands, thus cutting back on the cost for the CLW (among others) wands.</p><p></p><p>Hatchling Dragon</p></blockquote><p></p>
[QUOTE="Hatchling Dragon, post: 245878, member: 580"] Firstly you'd have to have (access to) [b]Tome & Blood[/b], which I'd seriously recomend to any aspiring Wizard. Doubly so if you're into Alchemy and carrying around lots 'o scrolls or wands (ie: Bandoliers). [b]Healing Salve[/b] (T&B p. 72) is DC 25, with +2 to Alchemy Checks if you have 5 ranks (not total bonus) of Profession (Herbalist). 1d8 per dose, 25gp to make (50gp base) If you have, or just have access to, [b]Forgotten Realms Campaign Setting[/b] then I might suggest [i]Magical Artificer [/i](p.36) for a feat, perhaps linked to [i]Scribe Scroll[/i]. Those higher level scrolls really start to add up in costs, wouldn't it be great to have them and only pay 75% cost in gp and Exp? Almost as good as having that many more 'slots' to memorize. Not to mention doing wonders for the rep you'd have of "The Wizard that's always prepared for anything!", always important when you're negotiating for a bigger cut 'o the loot ;) If you don't have those books and/or just aren't interested in either Feat I'd like to suggest getting [i]Craft Wand[/i] at 5th and something else at 6th. Having the ability to craft those [i]Cure Light Wounds[/i] Wands will greatly improve your odds of making it to the higher levels. Not to mention it'd let you, if you so choose, to take [i]Magical Artificer[/i] for Wands, thus cutting back on the cost for the CLW (among others) wands. Hatchling Dragon [/QUOTE]
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