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[FR]Against the Storm
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<blockquote data-quote="Thanee" data-source="post: 1163046" data-attributes="member: 478"><p>@Calim: Could it be, that you miscalculated your stats? I noticed we have almost identical stats, but you are missing out 2 points (20, 13, 13, 12, 10, 8 compared to 20, 14, 14, 12, 10, 8). Maybe I did the error, but surely one of us must have something wrong there!</p><p></p><p>After checking back, you seem to still have 4 points left over (13->14 costs 2 points, because of the tax).</p><p></p><p>You don't seem to have chosen your 5th level bonus feat for the wizard!</p><p></p><p>You obviously spend A LOT of money on more spells (no Identify, tho?). Ever heard of Boccob's Blessed Book? <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>Also, I think your character still carries some 3.0 remains!</p><p></p><p>What I noticed...</p><p></p><p>Shield only grants +4 AC now, so - since you don't have any bracers of armor - you could prepare Mage Armor instead, which does the same for you with much higher duration.</p><p></p><p>Haste, while still a good spell, is completely different now!</p><p></p><p>Flame Arrow isn't what you probably want it to be in 3.5 anymore. The replacement for this one is the 2nd level Scorching Ray (which is kinda nasty, as it has no save)!</p><p></p><p>Ball Lightning has been updated in (I think it was) Savage Species (don't have that book myself). Might want to check that one out, if you can! I think it's back closer to the original from MoF now, compared to the errata.</p><p></p><p>Elemental Focus. Not sure how Matt wants to handle this. The similar abilities (Spell Power) from Archmage and Red Wizard have been changed in 3.5 to not provide a plus to DC, but rather a plus to Caster Level (which isn't all that bad either, as it allows to throw higher damage Firebrands, for example). However, the Spell Power ability includes Spell Penetration as well, whereas these are split for the Elemental Savant (Focus and Penetration).</p><p></p><p>So there are basically two options in my books.</p><p></p><p>1) Simply leave as is. Focus adding to the DC, Penetration to the Spell Penetration rolls.</p><p></p><p>2) Change Elemental Focus to add to Caster Level for all but Spell Penetration rolls, which is what Elemental Penetration does.</p><p></p><p>With the nerf of Spell Focus and Greater Spell Focus in 3.5, it's probably better to use 1), tho. That's also more convenient. <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>Finally, one thing about spell preparation. I found that highly useful for my higher level wizards.</p><p></p><p>You can leave some slots open during preparation. Later during the day, you can fill them as needed, which only requires 15 minutes of rest, without the 8h needed to refresh the spell slots. Some spells really don't need to be available immediately (i.e. Mordenkainen's Private Sanctum) and this grants wizards a lot more flexibility. Only one or two slots left open offer a myriad of possibilities, since you can now access all spells you know this way (with some preparation, granted, but only 15 minutes is a lot better than several hours of rest).</p><p></p><p>Hope you don't mind this little analysis. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1163046, member: 478"] @Calim: Could it be, that you miscalculated your stats? I noticed we have almost identical stats, but you are missing out 2 points (20, 13, 13, 12, 10, 8 compared to 20, 14, 14, 12, 10, 8). Maybe I did the error, but surely one of us must have something wrong there! After checking back, you seem to still have 4 points left over (13->14 costs 2 points, because of the tax). You don't seem to have chosen your 5th level bonus feat for the wizard! You obviously spend A LOT of money on more spells (no Identify, tho?). Ever heard of Boccob's Blessed Book? ;) Also, I think your character still carries some 3.0 remains! What I noticed... Shield only grants +4 AC now, so - since you don't have any bracers of armor - you could prepare Mage Armor instead, which does the same for you with much higher duration. Haste, while still a good spell, is completely different now! Flame Arrow isn't what you probably want it to be in 3.5 anymore. The replacement for this one is the 2nd level Scorching Ray (which is kinda nasty, as it has no save)! Ball Lightning has been updated in (I think it was) Savage Species (don't have that book myself). Might want to check that one out, if you can! I think it's back closer to the original from MoF now, compared to the errata. Elemental Focus. Not sure how Matt wants to handle this. The similar abilities (Spell Power) from Archmage and Red Wizard have been changed in 3.5 to not provide a plus to DC, but rather a plus to Caster Level (which isn't all that bad either, as it allows to throw higher damage Firebrands, for example). However, the Spell Power ability includes Spell Penetration as well, whereas these are split for the Elemental Savant (Focus and Penetration). So there are basically two options in my books. 1) Simply leave as is. Focus adding to the DC, Penetration to the Spell Penetration rolls. 2) Change Elemental Focus to add to Caster Level for all but Spell Penetration rolls, which is what Elemental Penetration does. With the nerf of Spell Focus and Greater Spell Focus in 3.5, it's probably better to use 1), tho. That's also more convenient. ;) Finally, one thing about spell preparation. I found that highly useful for my higher level wizards. You can leave some slots open during preparation. Later during the day, you can fill them as needed, which only requires 15 minutes of rest, without the 8h needed to refresh the spell slots. Some spells really don't need to be available immediately (i.e. Mordenkainen's Private Sanctum) and this grants wizards a lot more flexibility. Only one or two slots left open offer a myriad of possibilities, since you can now access all spells you know this way (with some preparation, granted, but only 15 minutes is a lot better than several hours of rest). Hope you don't mind this little analysis. :) Bye Thanee [/QUOTE]
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