half-orc wizard suggestions

Patryn of Elvenshae said:
Well, your familiar is certainly going to have more HPs than most; have you considered picking up the Improve Familiar feat and, potentially, some familiar-boosting spells?

I like it! Can you point me to some familiar-boosting spells, then?
 

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Gnome said:
I like it! Can you point me to some familiar-boosting spells, then?

Sure! Sorry for the delay! Most of these have been reprinted in the Spell Compendium, but ...

There's Augment Familiar in CompWar (improved physical stats, dr, and saves)

From Complete Arcane:

Enhancce Familiar (improved attacks, damage, AC, etc.)

Fortify Familiar (hit points, AC, percent chance to ignore sneak attacks / crits)

Imbue Familiar with Spell Ability (familiar can cast spells)

Then, of course, there's the general wizard ability to cast any "You" range spell on your familiar, like, say ...

SRD said:
Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You become a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

Material Component: A potion of bull’s strength, which you drink (and whose effects are subsumed by the spell effects).
 

There is a feat which makes your familiar ethereal :P it is just called ethereal familiar I think. Tell me if you want the whole description.
 

If you're only looking for a wizard-esque class, you might consider the PHB2 beguiler which can cast in light armor, and thus might make you an interesting melee helper.

Of course, that's only an option if you intend to follow the beguiler flavor (being illusion and enchantment spells) and not if you have something else in mind.


Otherwise you could go duskblade/wizard, the duskblade gives you the ability to cast arcane spells without spell failure and includes +1 BAB. Later you could then take a prestige class such as Eldritch Knight (DMG), or Abjurant Champion (Complete Mage).

Something like: Duskblade(1)/Wizard(5)/Eldritch Knight(2)/Abjurant Champion(5)/Eldritch Knight(etc...)

would work nicely, were it not for the fact that neither Duskblade nor Wizard are Half-Orc favored classes. If you can convince your DM to allow it, you're fine (and it's not like this is somehow abusive since a human could do the same with 2 more INT). Further, the Abjurant Champion has a few nice abilities which help you - and any spell you cast on an enemy will be one in which your -2 Int is extra painful because of the Saving throw DC. This build would result in you losing no more than 3 Bab, which is nice.

In any case, definitely look at the Beguiler and Duskblade (PHB2) and their Armored casting abilities, and the Eldritch Knight (DMG) for it's full-BAB and almost full casting progression, and the Abjurant Champion, for it's full BAB and full casting progression.
 

I belive it is in the complete mage, but there is a feat that allows you to create small bone fetishes that add up to 3D6 damage to your spells. The fluff sounds good for a half-orc barbarian (shaman), and the crunch give bonus damage. I would also second that if you are only ever going to give up one or two caster levels, practised spell caster could be replaced.

Transmutation may be the way to go. Polymorphs, body of stone, tenser's transformation, etc. The complete arcane has some suggestions on a frontline wizard. Remember familiars can share spells, so improved familliar is a good way to go.

As far as weapons go, go two handed, preferably with reach. A great axe or mecurial greatsword would put in a good damage range, while a long spear would help you keep foes at some distance. Being able to set vs. charge is also a good option. Whatever you pick, don't forget to get spell storing on it, and drop in vamperic touch. False life, blink, mirror image, and greater mage armor are must haves, as well.
 

Some things to have fun with your Half Orc Wizard (not mutually exclusive):

1) Take the Alternative Class Feature: Focused Specialist. This will get your spells/day up to around where Sorcerers reside. I think a Half-Orc would naturally gravitate towards Evoker or Transmuter. Diviners are more flexible and get True Strike.

2) Take the Arcane Strike feat to let your spells enhance your melee attacks.

3) Take proficiency in a large Slashing weapon and make sure to take the spell "Whirling Blade.*" This will be a good mook-sweeper combo for you. Personally, I prefer the ones with Reach, myself- the Exotic Weapon: LongAxe has reach and can be used against adjacent targets, does 1d12, and counts as a Greataxe for many of the weapon feats (according to the Complete Adventurer).

*Depending upon your DM's interpretation of the spell, it either can or cannot be used with the Sculpt Spell Feat. SS greatly improves the utility of the spell, so its worth asking.

4) Enlarge Person is a good spell for you, especially if you opt for taking a reach weapon like the LongAxe. There is nothing like dropping your foes before they can close. If you take Brew Potion, Enlarge Person is a pretty cheap buff.

5) Take a look at the myriad PrCls out there that combine spellcasting and martial prowess for consideration down the road. Eldrich Knight gets you a bonus feat and spells every level. Spellsword lets you cast in armor and channel spells through your weapon (similar to Arcane Strike). I don't know the details of Rage Mage, but as I understand it, it IS a PrCl specifically designed for Brb/Wiz combos.
 
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Speaking of alternate class abilities, whirling frenzy instead of normal rage gives you a bonus attack and a REF save bonus, and iirc an AC bonus. Of course the Con bonus would be missed.
 


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