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General Tabletop Discussion
*Pathfinder & Starfinder
"Metadesign Principles of D&D"
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<blockquote data-quote="DarkKestral" data-source="post: 2939642" data-attributes="member: 40100"><p>Eschew Materials and Spell Mastery, if a wizard, is almost always worth 2 feats anyway, if you know your DM is gonna be a "steal the spellbooks and shatter the spell component pouches!" type, as they allow characters to ensure that they can get away if possible (there may be some situations where getting away isn't possible, for those, you'll have spells... There are certain spells which it pays to ALWAYS know, if it's within reason for the character to have. I would take Freedom of Movement, Dimension Door, Mind Blank, Magic Missile, Shapechange, Mage Armor/Greater Mage Armor/Shield, Fireball, and a few other assorted spells, (possibly Mage's Sword) should I have them in my spellbook. This way, I have a lot of different ways out of combat and a few ways to deal damage/kill, should I need to. Assuming RAW, and an intelligence score of approximately 26 at level 20, (where I'd take this feat in a straight to 20 build, assuming it was going for a game rather than a straight up PvP match) I would go for these 7 spells or replace Fireball or Mage Armor/Shield with Dispel Magic. This way, if need be, you can combo spells to pretty much pick your battleground, while using Mage Armor/Greater Mage Armor to ensure that you've still got slightly enhanced armor beyond what is normal.</p><p></p><p>I'd feel perfectly OK with cutting out a metamagic or two here; the versatility and non-screwability of myself w/o spellbook will probably help ensure my spellbook's survival. After all, now, I don't worry about my spellbook getting destroyed/stolen too much. I could instead just go back and get a copy from my sanctum. It's not like he can find me on the way there...</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 2939642, member: 40100"] Eschew Materials and Spell Mastery, if a wizard, is almost always worth 2 feats anyway, if you know your DM is gonna be a "steal the spellbooks and shatter the spell component pouches!" type, as they allow characters to ensure that they can get away if possible (there may be some situations where getting away isn't possible, for those, you'll have spells... There are certain spells which it pays to ALWAYS know, if it's within reason for the character to have. I would take Freedom of Movement, Dimension Door, Mind Blank, Magic Missile, Shapechange, Mage Armor/Greater Mage Armor/Shield, Fireball, and a few other assorted spells, (possibly Mage's Sword) should I have them in my spellbook. This way, I have a lot of different ways out of combat and a few ways to deal damage/kill, should I need to. Assuming RAW, and an intelligence score of approximately 26 at level 20, (where I'd take this feat in a straight to 20 build, assuming it was going for a game rather than a straight up PvP match) I would go for these 7 spells or replace Fireball or Mage Armor/Shield with Dispel Magic. This way, if need be, you can combo spells to pretty much pick your battleground, while using Mage Armor/Greater Mage Armor to ensure that you've still got slightly enhanced armor beyond what is normal. I'd feel perfectly OK with cutting out a metamagic or two here; the versatility and non-screwability of myself w/o spellbook will probably help ensure my spellbook's survival. After all, now, I don't worry about my spellbook getting destroyed/stolen too much. I could instead just go back and get a copy from my sanctum. It's not like he can find me on the way there... [/QUOTE]
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