In this thread:
http://www.enworld.org/showthread.php?t=167190
I was getting all jazzed about the prospect of playing one of the non-Core classes for the first time since...well since 3.0 got released. Then the DM felt my joy and crushed it, telling me (among other things):
(more on that later)
and
Of course, its not all bad news- we're starting off at 3rd Lvl.
I know the concept & background I have in mind is still workable, but I'm going to need some help- the DM has borrowed my entire Complete series. I still want to be as "Warmage-ey" as possible.
The PC in question will be a CG Elf or half-elf with a strong affinity for electrical type spells. I won't be using Sleep or Magic Missile for ANY reason- I don't like them, and at least one was absent from the Warmage list.
There is a 2nd level Warmage spell that lets the caster throw a slashing weapon with which he is proficient and have it do an attack & damage to all targets within a certain area of effect (using his Cha modifiers intsead of Str). I was planning to optimize by having taking levels in a class that got the PC a martial weapon proficiency in Greataxe or 2hd sword- that would have doubled the damage/casting. Would its area be affected by Sculpt Spell? Is that spell also on the Sorc/Wiz list? If not, I might not multiclass this PC.
The feats under consideration this time:
1) Reach Spell (makes touch spells into ranged touch spells)
2) Split Ray (doubles # of rays from a ray spell)
3) Weapon Focus: Ranged Touch Spells
4) Point Blank Shot (improve utility of his archery & ranged touch spells)
5) Precise Shot (improve utility of his archery & ranged touch spells)
6) Empower Spell (50% increase in variables related to a spell, inc. damage)
7) Sculpt Spell (change spell's area of effect)
8) Ranged Spell Specialization (further improve accuracy with ranged touch spells)
9) Arcane Strike (channel spell energy into melee strikes- based on spell level)*
10) Arcane Disciple (Air domain)
11) Energy Substitution (bump number of electrical spells)
12) Weapon Finesse (its in my notes- how does it interact with weaponlike spells again?)
13) Practiced Spellcaster (down the road)
14) Combat Casting (utility)
15) Energy Admixture (a little jolt in EVERY attack spell)
16) Battle Caster (pending ruling on how he thinks it will work with Sorcerer)
17) Consecrate Spell (a little goodness in every attack spell)
* The campaign info includes a background that says that flashy magic might get you in trouble with "EEEEEVIL POWERS", so Arcane Strike has even MORE reason to be used.
http://www.enworld.org/showthread.php?t=167190
I was getting all jazzed about the prospect of playing one of the non-Core classes for the first time since...well since 3.0 got released. Then the DM felt my joy and crushed it, telling me (among other things):
...the war mage is not really appropriate to the world I have
in mind. I will allow a sorcerer that instead of being able to summon a
familar may have two extra feats (presumably Battle Caster and Armor
Proficiency (light).)
(more on that later)
and
1.We will just be using the standard creation method found in the PHB.
2.We will just be using the standard classes in the PHB.
...
4.Feats may be taken from Complete Arcane, Complete Divine, Complete Warrior, Complete Adventurer and the PHB.
5.No prestige classes will be used.
Any ability you feel you must have will be constructed from feats.
Of course, its not all bad news- we're starting off at 3rd Lvl.
I know the concept & background I have in mind is still workable, but I'm going to need some help- the DM has borrowed my entire Complete series. I still want to be as "Warmage-ey" as possible.
The PC in question will be a CG Elf or half-elf with a strong affinity for electrical type spells. I won't be using Sleep or Magic Missile for ANY reason- I don't like them, and at least one was absent from the Warmage list.
There is a 2nd level Warmage spell that lets the caster throw a slashing weapon with which he is proficient and have it do an attack & damage to all targets within a certain area of effect (using his Cha modifiers intsead of Str). I was planning to optimize by having taking levels in a class that got the PC a martial weapon proficiency in Greataxe or 2hd sword- that would have doubled the damage/casting. Would its area be affected by Sculpt Spell? Is that spell also on the Sorc/Wiz list? If not, I might not multiclass this PC.
The feats under consideration this time:
1) Reach Spell (makes touch spells into ranged touch spells)
2) Split Ray (doubles # of rays from a ray spell)
3) Weapon Focus: Ranged Touch Spells
4) Point Blank Shot (improve utility of his archery & ranged touch spells)
5) Precise Shot (improve utility of his archery & ranged touch spells)
6) Empower Spell (50% increase in variables related to a spell, inc. damage)
7) Sculpt Spell (change spell's area of effect)
8) Ranged Spell Specialization (further improve accuracy with ranged touch spells)
9) Arcane Strike (channel spell energy into melee strikes- based on spell level)*
10) Arcane Disciple (Air domain)
11) Energy Substitution (bump number of electrical spells)
12) Weapon Finesse (its in my notes- how does it interact with weaponlike spells again?)
13) Practiced Spellcaster (down the road)
14) Combat Casting (utility)
15) Energy Admixture (a little jolt in EVERY attack spell)
16) Battle Caster (pending ruling on how he thinks it will work with Sorcerer)
17) Consecrate Spell (a little goodness in every attack spell)
* The campaign info includes a background that says that flashy magic might get you in trouble with "EEEEEVIL POWERS", so Arcane Strike has even MORE reason to be used.