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Help with wizard5/war weaver2
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<blockquote data-quote="pressedcat" data-source="post: 3500333" data-attributes="member: 40736"><p>Last week the regular group i play with suffered tpk, mostly due to poor party composition. So we all rolled our stats and agreed to create a working mercenary group. We'll all be starting at lvl 7 (half way to level eight so will have 3500XP to play with). The rest of the group will consist of a goliath fighter going down the combat brute/shock trooper route, a human two-weapon fighter, a spellthief and a cleric (probably going into radiant servant of pelor). I volunteered to be the group's wizard, but not having played one before, am struggling with some of the spell selection choices/feats. So far i have:</p><p></p><p>Grey elf wizard 5/war weaver 2, lawful neutral. (The 1st level of warweaver has no spell progression, so lvl 6 caster)</p><p></p><p>Stats(with racial bonuses inc., but not lvl 4 increase)</p><p>Str 10</p><p>Dex 18</p><p>Con 13</p><p>Int 18</p><p>Wis 13</p><p>Cha 10</p><p></p><p>Bab: +3, Fort +1 (+2 inc stat bonus), Ref +1 (+5), Will +7 (+8)</p><p></p><p>Feats: Scribe scroll, Meta. Enlarge (war weav. pre req) + 3 others, one of which is a wizard bonus spell</p><p></p><p>Skills: Knowledge arcane (6), Craft weaving (6) +48 to distribute, obviously with good range of knowledges, concentration, spell craft etc.</p><p></p><p>Spells per day (inc int bonus): 0 lvl (4); 1st (4); 2nd (4); 3rd (3)</p><p>Free spells in book: 1st (9); 2nd (4); 3rd (4)</p><p></p><p>Special: The warweaver can create a web between members in the group so that a single casting of any spell with harmless or target willing in spell description effects all members in the weave (with normal range restrictions), up to maximum level of class level.</p><p></p><p><strong>The questions</strong></p><p></p><p><strong>1.Specialist vs elven non specialist</strong></p><p>As well as useful party buff/enablers (some of these spells i can be carrying in scrolls), i will be the main ranged blaster, so would appreciate having as many spell slots as possible. To boost my spell slots, i could either be a specialist mage or go for the elven non-specialist substitution level (Races of wild, gives one extra slot at highest spell level, bonus spell for book each level).</p><p>If i went specialist in either conj. or evoc., i would probably drop ench. and necro. However never having played or seen a high level character, i dont know how much i would miss spells from these spells, especially since a lot of the save or die spell seem to be in these schools.</p><p>So the question is, is it worth sacrificing ench/necro spells, or would i be better off going for the elven specialist.</p><p></p><p><strong>2. What feats to take</strong></p><p>I have to take enlarge spell, but what other ones should i consider (have three more to take)?</p><p>I’ve considered metamagic empower and metamagic school focus if I go the specialist route (decreases level adjustment of metamagic on specialist spells by 1), but I really don’t have much of a clue for feats.</p><p></p><p><strong>3. Any must have spells I should consider</strong></p><p>Have got hold of the spell compendium, but feeling a bit swamped. Any really good new ones level 1 to 3.</p><p></p><p><strong> What items should I spend my 19000gp on?</strong></p><p></p><p>The books I currently have access to are core 3, phb2, complete- arcane, adventurer, divine, warrior, mage, heroes of battle, races of wild, spell compendium, magic item compendium.</p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="pressedcat, post: 3500333, member: 40736"] Last week the regular group i play with suffered tpk, mostly due to poor party composition. So we all rolled our stats and agreed to create a working mercenary group. We'll all be starting at lvl 7 (half way to level eight so will have 3500XP to play with). The rest of the group will consist of a goliath fighter going down the combat brute/shock trooper route, a human two-weapon fighter, a spellthief and a cleric (probably going into radiant servant of pelor). I volunteered to be the group's wizard, but not having played one before, am struggling with some of the spell selection choices/feats. So far i have: Grey elf wizard 5/war weaver 2, lawful neutral. (The 1st level of warweaver has no spell progression, so lvl 6 caster) Stats(with racial bonuses inc., but not lvl 4 increase) Str 10 Dex 18 Con 13 Int 18 Wis 13 Cha 10 Bab: +3, Fort +1 (+2 inc stat bonus), Ref +1 (+5), Will +7 (+8) Feats: Scribe scroll, Meta. Enlarge (war weav. pre req) + 3 others, one of which is a wizard bonus spell Skills: Knowledge arcane (6), Craft weaving (6) +48 to distribute, obviously with good range of knowledges, concentration, spell craft etc. Spells per day (inc int bonus): 0 lvl (4); 1st (4); 2nd (4); 3rd (3) Free spells in book: 1st (9); 2nd (4); 3rd (4) Special: The warweaver can create a web between members in the group so that a single casting of any spell with harmless or target willing in spell description effects all members in the weave (with normal range restrictions), up to maximum level of class level. [B]The questions[/B] [B]1.Specialist vs elven non specialist[/B] As well as useful party buff/enablers (some of these spells i can be carrying in scrolls), i will be the main ranged blaster, so would appreciate having as many spell slots as possible. To boost my spell slots, i could either be a specialist mage or go for the elven non-specialist substitution level (Races of wild, gives one extra slot at highest spell level, bonus spell for book each level). If i went specialist in either conj. or evoc., i would probably drop ench. and necro. However never having played or seen a high level character, i dont know how much i would miss spells from these spells, especially since a lot of the save or die spell seem to be in these schools. So the question is, is it worth sacrificing ench/necro spells, or would i be better off going for the elven specialist. [B]2. What feats to take[/B] I have to take enlarge spell, but what other ones should i consider (have three more to take)? I’ve considered metamagic empower and metamagic school focus if I go the specialist route (decreases level adjustment of metamagic on specialist spells by 1), but I really don’t have much of a clue for feats. [B]3. Any must have spells I should consider[/B] Have got hold of the spell compendium, but feeling a bit swamped. Any really good new ones level 1 to 3. [B] What items should I spend my 19000gp on?[/B] The books I currently have access to are core 3, phb2, complete- arcane, adventurer, divine, warrior, mage, heroes of battle, races of wild, spell compendium, magic item compendium. Thanks in advance. [/QUOTE]
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