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Maximum Magecraft: corndog's Wizardry Workshop, ep. 1
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<blockquote data-quote="Al" data-source="post: 44761" data-attributes="member: 2486"><p>Corndog: The level of rogue is an interesting concept, but I found that one character played Monk1/WizardX to incredible effect. Concentration is a class skill, so you don't have to get messy at 2nd level. Wisdom bonus to AC is a godsend: at higher levels, when you can get a Periapt +5 for instance, then your bonus can be very high indeed. Place Wisdom as second stat- higher than Dex, as Wis can deal with the Dex for AC purposes, and I'd say in the long-run Will save is going to be more useful than Ref (Feeblemind anyone?) And of course your saves take a nice step-up. Rogue is a good alternative though, and sneak attack damage is particularly poignant for the T&B orbs spells: Greater X orb fires off 15, so add 15d6 sneak attack damage. One might even want a few more levels in rogue, one level in loremaster* and take the arcane trickster prestige class- full advancement in spells, a good solid set of skills and continued sneak attack can make you deadly.</p><p></p><p>*1 level in loremaster is required to achieve 7 ranks in Decipher Script without taking at least 4 levels in rogue. That way, you can achieve 9th level spells. The entry requirements are pretty slack really: any self-respecting wizard has 3 MM/IC feats, the Skill Focus is bought back immediately by the trick (assuming min.Int24, not hard with Empowered Fox's Cunning)</p><p></p><p>Quicken Spell or Improved Familiar? Are you joking? For one, Quicken Spell isn't useful until AT LEAST 9th level wizard, when you can Quicken 1st level spells, and even then I'd hold it off for a few levels. Improved Familiar is unavailable until character level 5. So what would I recommend for your first feats. And Skill Focus (UMD)? Is this REALLY worth it?</p><p>Try to following:</p><p>Spellcasting Prodigy (FR). If your DM allows this, he's stupid, but then again, if you can argue the point, so be it.</p><p>Improved Initiatve. Definitely. At low-levels, the wizard needs to work his stuff before the fighters can charge. At high-levels, if you get out your Feeblemind/Polymorph/Disintegrate before your wizardly opponent, then you're fine. Otherwise, you're in trouble. At ultra-level, we needn't discuss the point: if you win Initiative, one Time Stop and the battle is won.</p><p>Failing SCP, try Spell Focus (if planning to specialise in Enchantment).</p><p></p><p>Human I agree with.</p><p></p><p>Specialisation: Yes. Take either Enchantment with opposites Illusion or Transmutation with opposites Conjuration. Illusion provides you with around three good spells (Mirror Image/Invis/ImpInvis) and can be partially supplemented with Blink and magic items. Conjuration provides you with the Summon Monsters and the Power Words. You'll miss the Power Words, but the Transmutation school is IMO the best one there is. Necromancy with opposite Divination is also good: you miss True Strike and the cleric can do all the info-gathering.</p><p></p><p>Those are my hints. Hope they help</p></blockquote><p></p>
[QUOTE="Al, post: 44761, member: 2486"] Corndog: The level of rogue is an interesting concept, but I found that one character played Monk1/WizardX to incredible effect. Concentration is a class skill, so you don't have to get messy at 2nd level. Wisdom bonus to AC is a godsend: at higher levels, when you can get a Periapt +5 for instance, then your bonus can be very high indeed. Place Wisdom as second stat- higher than Dex, as Wis can deal with the Dex for AC purposes, and I'd say in the long-run Will save is going to be more useful than Ref (Feeblemind anyone?) And of course your saves take a nice step-up. Rogue is a good alternative though, and sneak attack damage is particularly poignant for the T&B orbs spells: Greater X orb fires off 15, so add 15d6 sneak attack damage. One might even want a few more levels in rogue, one level in loremaster* and take the arcane trickster prestige class- full advancement in spells, a good solid set of skills and continued sneak attack can make you deadly. *1 level in loremaster is required to achieve 7 ranks in Decipher Script without taking at least 4 levels in rogue. That way, you can achieve 9th level spells. The entry requirements are pretty slack really: any self-respecting wizard has 3 MM/IC feats, the Skill Focus is bought back immediately by the trick (assuming min.Int24, not hard with Empowered Fox's Cunning) Quicken Spell or Improved Familiar? Are you joking? For one, Quicken Spell isn't useful until AT LEAST 9th level wizard, when you can Quicken 1st level spells, and even then I'd hold it off for a few levels. Improved Familiar is unavailable until character level 5. So what would I recommend for your first feats. And Skill Focus (UMD)? Is this REALLY worth it? Try to following: Spellcasting Prodigy (FR). If your DM allows this, he's stupid, but then again, if you can argue the point, so be it. Improved Initiatve. Definitely. At low-levels, the wizard needs to work his stuff before the fighters can charge. At high-levels, if you get out your Feeblemind/Polymorph/Disintegrate before your wizardly opponent, then you're fine. Otherwise, you're in trouble. At ultra-level, we needn't discuss the point: if you win Initiative, one Time Stop and the battle is won. Failing SCP, try Spell Focus (if planning to specialise in Enchantment). Human I agree with. Specialisation: Yes. Take either Enchantment with opposites Illusion or Transmutation with opposites Conjuration. Illusion provides you with around three good spells (Mirror Image/Invis/ImpInvis) and can be partially supplemented with Blink and magic items. Conjuration provides you with the Summon Monsters and the Power Words. You'll miss the Power Words, but the Transmutation school is IMO the best one there is. Necromancy with opposite Divination is also good: you miss True Strike and the cleric can do all the info-gathering. Those are my hints. Hope they help [/QUOTE]
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