Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Need advice on making a Transmuter Wizard...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Taren Seeker" data-source="post: 386770" data-attributes="member: 615"><p>If you want an excellent support/buffer, go 2 fighter (for archery feats) and transmuter with conjuration banned. Really, conj is the school you'll miss the least in every day adventuring. Let the cleric summon the celestial dogs, you've got better things to do. You'll want to keep illusion cause of all the great defensive spells like blur, invis, imp invis and mirror image. Make your dex and Int your primary focuses, and pick up PBS, precise and rapid first. Spellcasting prodigy is also a good choice.</p><p></p><p>The archery is great because it lets you use most of your spells for utility and buffing, while you can still be very valuable in direct combat. Also, you can do it from far away, preferably overhead due to a fly spell. Since you're hanging back you can also be the rescue man, with a dimension door ready to bail out a party member who gets into trouble. Also get Boots of Speed if you can, and use your hasted action for counterspelling duty.</p><p></p><p>One of the best spells for you will be Tirumvurel's Energy Spheres when you hit 8th caster level. Being able to deliver an extra 10d4 damage every round with your hasted action is definitely a must. Earlier on, look at using Battering Ram. Not only can you mess up opponents by driving them into hazards, you also will give your buddies the chance to deliver AoO's. Save a Blindness for the enemy wizard, and always pack a slow spell to kill enemy haste or to neuter the big multi attack monster with a crappy Will save.</p><p></p><p>After that, you can either pick up focus in your bow and go for 4 fighter for specialization, or stay the transmuter track. If you're looking for a pure power PrC? After you hit 9th level Tra. try Sacred Exorcist. Cleric BAB and HPs along with full spell casting make this worth it to supplement your archery, but you also get the handy Det evil ability and favored foe. The favored enemy must be outsiders or undead, and you'll get +1 to SR checks against these critters, which is handy due to your reduced caster level. </p><p></p><p>As far as feats, as soon as you hit 4th level spells take Empower to up your (few) damage spells and your stat buffs. Next you should look at extend, since you'll be casting a lot of 1 hr/level spells. At high levels (12th caster) look at chain if you have high DC's. The chain GMW can be worth it alone depending on your campaign's magic level and your party makeup. If not, spell girding can be decent since it helps all those buffs stay up under the storm of dispels your DM is likely to throw at you. Also look closely at craft wonderous. Remember that every stat enhancer you make for your group is one less 2 level spell you have to memorize. You'll want a Headband for yourself ASAP as well. If you want to look more at counterspelling, improved counterspell can be really effective, followed by reactive counterspell.</p><p></p><p>Finally, Scribe scrolls like a fiend. You're the utility guy, so always make sure you've got some extra flys, knocks or det thoughts for those special occasions.</p></blockquote><p></p>
[QUOTE="Taren Seeker, post: 386770, member: 615"] If you want an excellent support/buffer, go 2 fighter (for archery feats) and transmuter with conjuration banned. Really, conj is the school you'll miss the least in every day adventuring. Let the cleric summon the celestial dogs, you've got better things to do. You'll want to keep illusion cause of all the great defensive spells like blur, invis, imp invis and mirror image. Make your dex and Int your primary focuses, and pick up PBS, precise and rapid first. Spellcasting prodigy is also a good choice. The archery is great because it lets you use most of your spells for utility and buffing, while you can still be very valuable in direct combat. Also, you can do it from far away, preferably overhead due to a fly spell. Since you're hanging back you can also be the rescue man, with a dimension door ready to bail out a party member who gets into trouble. Also get Boots of Speed if you can, and use your hasted action for counterspelling duty. One of the best spells for you will be Tirumvurel's Energy Spheres when you hit 8th caster level. Being able to deliver an extra 10d4 damage every round with your hasted action is definitely a must. Earlier on, look at using Battering Ram. Not only can you mess up opponents by driving them into hazards, you also will give your buddies the chance to deliver AoO's. Save a Blindness for the enemy wizard, and always pack a slow spell to kill enemy haste or to neuter the big multi attack monster with a crappy Will save. After that, you can either pick up focus in your bow and go for 4 fighter for specialization, or stay the transmuter track. If you're looking for a pure power PrC? After you hit 9th level Tra. try Sacred Exorcist. Cleric BAB and HPs along with full spell casting make this worth it to supplement your archery, but you also get the handy Det evil ability and favored foe. The favored enemy must be outsiders or undead, and you'll get +1 to SR checks against these critters, which is handy due to your reduced caster level. As far as feats, as soon as you hit 4th level spells take Empower to up your (few) damage spells and your stat buffs. Next you should look at extend, since you'll be casting a lot of 1 hr/level spells. At high levels (12th caster) look at chain if you have high DC's. The chain GMW can be worth it alone depending on your campaign's magic level and your party makeup. If not, spell girding can be decent since it helps all those buffs stay up under the storm of dispels your DM is likely to throw at you. Also look closely at craft wonderous. Remember that every stat enhancer you make for your group is one less 2 level spell you have to memorize. You'll want a Headband for yourself ASAP as well. If you want to look more at counterspelling, improved counterspell can be really effective, followed by reactive counterspell. Finally, Scribe scrolls like a fiend. You're the utility guy, so always make sure you've got some extra flys, knocks or det thoughts for those special occasions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Need advice on making a Transmuter Wizard...
Top