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Help with a wizard
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<blockquote data-quote="'o Skoteinos" data-source="post: 126738" data-attributes="member: 422"><p>Right, since someone said the necro 5 / red 2 was too advanced (which was a very well defined, versitale and most of all, a very powerful character), all I can do now is give some general strategy advices:</p><p></p><p>Option 1: Mass Damage</p><p></p><p>Evoker / Sorcerer.</p><p>Spells: Fireball, Lightning Bolt, Acid Arrow, Magic Missile.</p><p>Feats: Greater Spell Focus, Bloodline of Fire (as sorcerer), Improved Initiative (to get a free fireball when your fighter isn't close yet).</p><p>Tactic: Keep on throwing fireballs and lightning bolts. Personally, I think this is rather boring and limited.</p><p></p><p></p><p>Option 2: Insta kill</p><p></p><p>Transmuter.</p><p>Spells: Polymorph Other, Desintegrate (lvl 6)</p><p>Feats: Greater Focus, Tattoo Focus, Spellcasting Prodigy (you need high DC's)</p><p>Tactic: Polymorph people into Dolphins and other fishes for maximum result.</p><p></p><p>Option 3: The Assassin</p><p></p><p>Necromancer / Enchanter / Illusionist</p><p>Spells: Charm Person, Improved Invisibility, Enervation, Ghould Touch, Hold Person, Blindsight, Fly.</p><p>Feats: Shadow Weave Magic, Silent Spell, Spellcasting Prodigy, Spell Focus (either Enchantment or Necromancy).</p><p>Tactic: Blindsight at the beginning of each day, Improved Invisibility if you can surprise your enemy, and then Hold or Paralyse him. Finish with CDG. I think this is a very good wizard (though can be played as a sorcerer too, but trust me, that's far harder), especially in city campaigns or when you are facing a lot of humanoids.</p><p></p><p>Option 4: The Crafter</p><p></p><p>Transmuter</p><p>Spells: Bull's strenght, Cat's grace etc, any other spells that are required to make items.</p><p>Feats: Craft Wonderous Items, Craft Arms and Armor, and very important, Magical Artisan.</p><p>Tactic: You will win due to the sheer overequipment you have: when you whole party is carrying +2 weapons, you have a +3 weapon and a +3 armor, some stat boosting items etc.</p><p></p><p>Option 5: The Cleric ( I know, it's not a Wizard, but you might give it a try)</p><p></p><p>Cleric</p><p>Spells, Deeper Darkness, Blindsight, </p><p>Feats: Craft Magical Arms and Armor, Magical Artisan</p><p>Domains: Metal, another one (choose Gond as your patron deity!)</p><p>Tactic: Get yourself a nice "Exotic Weapon Proficiency (Heavy Warhammer)" Good for 2d6 damage one handed, without penalties. Cast Deeper Darkness and Blindsight and you're pretty much invincible against everything except Dispel Magic...(and a Bard (party member) who throws "Confusion" >:-( )</p><p></p><p>Good spells for just about every wizard / sorcerer:</p><p></p><p>Fly, Haste, Dispel Magic, Lightning Bolt, Polymorph Self / Other, Improved Invisibility.</p><p></p><p>Good tactics for just about every wizard / sorcerer:</p><p></p><p>Get those DC's up! Use Paneaolo (it's a drug from LoD). It raises your DC's by 2. Take classes with spellpower (Shadow Adept or Red Wizard), take feats that up your DC's (tattoo focus, spellcasting prodigy, spell focus).</p><p></p><p>Good Luck...</p></blockquote><p></p>
[QUOTE="'o Skoteinos, post: 126738, member: 422"] Right, since someone said the necro 5 / red 2 was too advanced (which was a very well defined, versitale and most of all, a very powerful character), all I can do now is give some general strategy advices: Option 1: Mass Damage Evoker / Sorcerer. Spells: Fireball, Lightning Bolt, Acid Arrow, Magic Missile. Feats: Greater Spell Focus, Bloodline of Fire (as sorcerer), Improved Initiative (to get a free fireball when your fighter isn't close yet). Tactic: Keep on throwing fireballs and lightning bolts. Personally, I think this is rather boring and limited. Option 2: Insta kill Transmuter. Spells: Polymorph Other, Desintegrate (lvl 6) Feats: Greater Focus, Tattoo Focus, Spellcasting Prodigy (you need high DC's) Tactic: Polymorph people into Dolphins and other fishes for maximum result. Option 3: The Assassin Necromancer / Enchanter / Illusionist Spells: Charm Person, Improved Invisibility, Enervation, Ghould Touch, Hold Person, Blindsight, Fly. Feats: Shadow Weave Magic, Silent Spell, Spellcasting Prodigy, Spell Focus (either Enchantment or Necromancy). Tactic: Blindsight at the beginning of each day, Improved Invisibility if you can surprise your enemy, and then Hold or Paralyse him. Finish with CDG. I think this is a very good wizard (though can be played as a sorcerer too, but trust me, that's far harder), especially in city campaigns or when you are facing a lot of humanoids. Option 4: The Crafter Transmuter Spells: Bull's strenght, Cat's grace etc, any other spells that are required to make items. Feats: Craft Wonderous Items, Craft Arms and Armor, and very important, Magical Artisan. Tactic: You will win due to the sheer overequipment you have: when you whole party is carrying +2 weapons, you have a +3 weapon and a +3 armor, some stat boosting items etc. Option 5: The Cleric ( I know, it's not a Wizard, but you might give it a try) Cleric Spells, Deeper Darkness, Blindsight, Feats: Craft Magical Arms and Armor, Magical Artisan Domains: Metal, another one (choose Gond as your patron deity!) Tactic: Get yourself a nice "Exotic Weapon Proficiency (Heavy Warhammer)" Good for 2d6 damage one handed, without penalties. Cast Deeper Darkness and Blindsight and you're pretty much invincible against everything except Dispel Magic...(and a Bard (party member) who throws "Confusion" >:-( ) Good spells for just about every wizard / sorcerer: Fly, Haste, Dispel Magic, Lightning Bolt, Polymorph Self / Other, Improved Invisibility. Good tactics for just about every wizard / sorcerer: Get those DC's up! Use Paneaolo (it's a drug from LoD). It raises your DC's by 2. Take classes with spellpower (Shadow Adept or Red Wizard), take feats that up your DC's (tattoo focus, spellcasting prodigy, spell focus). Good Luck... [/QUOTE]
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