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<blockquote data-quote="Empirate" data-source="post: 6171834" data-attributes="member: 78958"><p>For Metamagic, I strongly recommend Intensified Spell, as your 7th level feat sounds about right. That way, your Shocking Grasp will stay relevant for a long, long time. 10d6 bonus damage for a 2nd level spell slot? Sign me up.</p><p></p><p>Also, at higher levels, Dazing Spell absolutely owns the game. It's slightly weak on Shocking Grasp, though, so consider putting it on a 2nd level spell. 2 rounds of daze are usually enough to finish any combat against the now nigh-on defenseless monster. That's a high level plan, though. But you were talking about Quicken Spell yourself, so you clearly expect this game to go a long while.</p><p></p><p>Should you encounter many electricity-resistant monsters, Elemental Spell might be nice - I don't consider it a strong feat per se, but depending on your DM and campaign environment, it could come in handy.</p><p></p><p></p><p></p><p>I'd try and get Greater Magic Weapon spells from your trusty Wizard/Cleric every morning. That way, your weapon will always be +2 or higher in base enchantment, without you spending arcane pool points. If your party mates aren't into buffing much, offer to buy them a Pearl of Power III to make up for the spell slot spent on buffing you. Well worth it, especially at higher levels!</p><p></p><p>The Mithril Breastplate is obviously your best armor choice. Don't spend too much on armor alone, though. It's always cheaper to tack an Amulet of NA, Ring of Protection and Animated Shield onto just OK armor, than enchanting the armor itself to similar levels of protection. In fact, the Animated Shield is probably the biggest AC boost you can get on top of armor. Then there's Gloves of Dexterity, but Str items should come first IMO. Hitting more often and harder means you yourself don't get hit as often.</p></blockquote><p></p>
[QUOTE="Empirate, post: 6171834, member: 78958"] For Metamagic, I strongly recommend Intensified Spell, as your 7th level feat sounds about right. That way, your Shocking Grasp will stay relevant for a long, long time. 10d6 bonus damage for a 2nd level spell slot? Sign me up. Also, at higher levels, Dazing Spell absolutely owns the game. It's slightly weak on Shocking Grasp, though, so consider putting it on a 2nd level spell. 2 rounds of daze are usually enough to finish any combat against the now nigh-on defenseless monster. That's a high level plan, though. But you were talking about Quicken Spell yourself, so you clearly expect this game to go a long while. Should you encounter many electricity-resistant monsters, Elemental Spell might be nice - I don't consider it a strong feat per se, but depending on your DM and campaign environment, it could come in handy. I'd try and get Greater Magic Weapon spells from your trusty Wizard/Cleric every morning. That way, your weapon will always be +2 or higher in base enchantment, without you spending arcane pool points. If your party mates aren't into buffing much, offer to buy them a Pearl of Power III to make up for the spell slot spent on buffing you. Well worth it, especially at higher levels! The Mithril Breastplate is obviously your best armor choice. Don't spend too much on armor alone, though. It's always cheaper to tack an Amulet of NA, Ring of Protection and Animated Shield onto just OK armor, than enchanting the armor itself to similar levels of protection. In fact, the Animated Shield is probably the biggest AC boost you can get on top of armor. Then there's Gloves of Dexterity, but Str items should come first IMO. Hitting more often and harder means you yourself don't get hit as often. [/QUOTE]
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