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<blockquote data-quote="Spatzimaus" data-source="post: 692444" data-attributes="member: 3051"><p>I'm going to have to answer several people at once here, so apologies if it seems confused. Some will be repeats of later posters' comments, I'm sure.</p><p></p><p>Merlion: it's not munchkin in the classical sense, but it's a class that's better than the original core class in every way. It's a no-brainer choice. Practically every Wizard I know will have several Divinations by the time they're level 7 (See Invisibility, for example, is practically always taken in my experience, with Detect Thoughts running a close second), and the "one of which must be level 3" doesn't mean much when you notice Scry and Clairvoyance meet that. Admittedly it's a bit tougher if you stick to the PHB (Detect Undead? Yawn). Getting seven is easy once you add splatbooks (Aura Sight!) and custom/researched spells, and level 1 spells just don't cost that much to scribe.</p><p></p><p>No matter what type of Wizard you want to play, unless you've picked Divination as a prohibited school, you're better off taking Loremaster than going core Wizard. That, to me, is bad.</p><p></p><p>Gez: Eventually, you get reimbursed, but notice that two of the three "lost" Feats are "opportunity costs", Feats you WOULD have gained had you remained a Wizard. The only true Feat cost is the Skill Focus.</p><p></p><p>Bret: you don't use up "a lot of your lower-level Feats" to get in. At levels 1 and 5 a Wizard gets bonus Feats, which must be metamagic or item creation. No matter what you pick, these satisfy the Loremaster's requirements.</p><p>That means, for Wizards, the Feat cost is Skill Focus and one item/metamagic Feat. Since metamagic Feats grow MORE useful as you gain levels, it's not really harmful to take an extra one early on. You could just wait for level 10, of course.</p><p>Example: Human Wizard.</p><p>Level 1: Spellcasting Prodigy, Improved Initiative</p><p>Level 1 (Wizard): Scribe Scroll</p><p>Level 3: Craft Wondrous Items</p><p>Level 5 (Wizard): Empower Spell</p><p>Level 6: Skill Focus (Knowledge: Arcana)</p><p>At level 7 you finish up the Knowledge requirement, and at level 8 you go Wiz 7/Lor 1.</p><p></p><p>Note that if you have an INT of 20 you can pick "Free Feat" with your Lor3 Secret (character level 10), otherwise you wait to Lor5 (character level 12); this Feat offsets the Skill Focus at level 6.</p><p></p><p>Other than that level 6 Feat, the rest is a progression people would normally take anyway! Well, they might take Spell Focus or something instead of II, but that's a flavor thing. In fact, the only real decision here before that was taking a metamagic/item Feat at level 3 instead of, say, Spell Focus, and that's not a difficult decision when you look at the utility of Craft Wondrous Item.</p><p></p><p>10 ranks in two skills isn't that bad. I've had to do it with a INT 14 Sorcerer, so believe me, Wizards have it easy.</p><p>Wizards get 2+INT per level, so they could max out 2+INT skills if they didn't spread out. Assuming the Wizard has an INT of 16, that's only 2 out of every 5 points. You could still maximize Spellcraft and Concentration, with enough points left over to buy things like Scry. And remember, Knowledge (Arcana) is something you would have raised anyway. Maybe not maxxed out, but it's something.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 692444, member: 3051"] I'm going to have to answer several people at once here, so apologies if it seems confused. Some will be repeats of later posters' comments, I'm sure. Merlion: it's not munchkin in the classical sense, but it's a class that's better than the original core class in every way. It's a no-brainer choice. Practically every Wizard I know will have several Divinations by the time they're level 7 (See Invisibility, for example, is practically always taken in my experience, with Detect Thoughts running a close second), and the "one of which must be level 3" doesn't mean much when you notice Scry and Clairvoyance meet that. Admittedly it's a bit tougher if you stick to the PHB (Detect Undead? Yawn). Getting seven is easy once you add splatbooks (Aura Sight!) and custom/researched spells, and level 1 spells just don't cost that much to scribe. No matter what type of Wizard you want to play, unless you've picked Divination as a prohibited school, you're better off taking Loremaster than going core Wizard. That, to me, is bad. Gez: Eventually, you get reimbursed, but notice that two of the three "lost" Feats are "opportunity costs", Feats you WOULD have gained had you remained a Wizard. The only true Feat cost is the Skill Focus. Bret: you don't use up "a lot of your lower-level Feats" to get in. At levels 1 and 5 a Wizard gets bonus Feats, which must be metamagic or item creation. No matter what you pick, these satisfy the Loremaster's requirements. That means, for Wizards, the Feat cost is Skill Focus and one item/metamagic Feat. Since metamagic Feats grow MORE useful as you gain levels, it's not really harmful to take an extra one early on. You could just wait for level 10, of course. Example: Human Wizard. Level 1: Spellcasting Prodigy, Improved Initiative Level 1 (Wizard): Scribe Scroll Level 3: Craft Wondrous Items Level 5 (Wizard): Empower Spell Level 6: Skill Focus (Knowledge: Arcana) At level 7 you finish up the Knowledge requirement, and at level 8 you go Wiz 7/Lor 1. Note that if you have an INT of 20 you can pick "Free Feat" with your Lor3 Secret (character level 10), otherwise you wait to Lor5 (character level 12); this Feat offsets the Skill Focus at level 6. Other than that level 6 Feat, the rest is a progression people would normally take anyway! Well, they might take Spell Focus or something instead of II, but that's a flavor thing. In fact, the only real decision here before that was taking a metamagic/item Feat at level 3 instead of, say, Spell Focus, and that's not a difficult decision when you look at the utility of Craft Wondrous Item. 10 ranks in two skills isn't that bad. I've had to do it with a INT 14 Sorcerer, so believe me, Wizards have it easy. Wizards get 2+INT per level, so they could max out 2+INT skills if they didn't spread out. Assuming the Wizard has an INT of 16, that's only 2 out of every 5 points. You could still maximize Spellcraft and Concentration, with enough points left over to buy things like Scry. And remember, Knowledge (Arcana) is something you would have raised anyway. Maybe not maxxed out, but it's something. [/QUOTE]
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