Help me Level up my 12-Wizard

ethandrew

First Post
Bad news. I'm at work for the next hour and I have to level up my current 11th Conjurer | Master Specialist (3|8) before I head to my gaming session.

I have to choose:
-Feat
-2 6th level spells

Current Feats:
-Spell Focus Conjuration
-Greater Spell Focus Conjuration
-Skill Focus Spellcraft
-Alacritous Cogitation
-Dimensional Reach
-Augment Summoning

He is a summoner who in the campaign has been in a non-summoning zone for quite some time and for the forseeable future.

Current 6th Level Spells:
-Acid Storm
-Disintegration

Suggestions?
 

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ethandrew said:
He is a summoner who in the campaign has been in a non-summoning zone for quite some time and for the forseeable future.

I'd be having words about this with the GM. Nerfing a player's character long term is not good form.

For feat choice, Brew Potion, Craft Staff, or Craft Wand are good as long as the GM will give you the time and you're OK with the XP hit. If you've access to the buffing spells then Brew Potion is a must: brew your potions and hand them round before the adventure. If crafting isn't for you, then how about Spell Mastery? Just in case you lose your spellbook.

For spells, the obvious ones are Legend Lore and True Seeing. Beyond that, we'd need to know what schools you can and cannot take.
 

Quartz said:
I'd be having words about this with the GM. Nerfing a player's character long term is not good form.

This really isn't too much of an issue, it's only been for a couple sessions, and my character has a healthy spell selection. We're just in a "dimensional block", ie. no teleporting in and out of the current plane, can't summon things in, etc.

Banned schools: Evocation, Illusion
 

Here are a few feat suggestions:
Arcane Mastery (CArc) lets you take 10 on caster level checks. Multi-purpose awesome.
Acidic Splatter (CMage) gives you a reserve at-will ranged touch attack and +1 CL on acid spells.
 

Quartz said:
I'd be having words about this with the GM. Nerfing a player's character long term is not good form.

For feat choice, Brew Potion, Craft Staff, or Craft Wand are good as long as the GM will give you the time and you're OK with the XP hit. If you've access to the buffing spells then Brew Potion is a must: brew your potions and hand them round before the adventure. If crafting isn't for you, then how about Spell Mastery? Just in case you lose your spellbook.

For spells, the obvious ones are Legend Lore and True Seeing. Beyond that, we'd need to know what schools you can and cannot take.
I'd recommend not taking brew potion. The level cap makes it all but useless later on. Craft wand or craft staff, on the other hand, are quite good.
 


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