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Preferred loadout for a fire-themed evoker?
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<blockquote data-quote="Morrus" data-source="post: 5913821" data-attributes="member: 1"><p>Our campaign has reached 7th level (8th is a week or two away), and I'm enjoying my fire-themed evoker.</p><p> </p><p>I've gone for a simple concept: quick off the draw, make things burn. Thrown in Elemental Spell so that I can take a lot of fire spells, but swtich 'em over to another energy type if I really need to (and have a day's warning - eyeing up that 3000gp rod; I'll probably retrain that feat once I have the rod!)</p><p> </p><p>This setup also lets him deal out 10d6+3 fireballs, which is kinda his signature move, using Intense Spells, Spell Specializaton, Spellgifted, and Spell Focus: Evocation.</p><p> </p><p>So what would you do next?</p><p> </p><p><strong>EZREN III CR 6</strong></p><p>Male Human Wizard 7</p><p>NG Medium Humanoid (Human)</p><p><strong>Hero Points </strong>1</p><p><strong>Init </strong>+10; <strong>Senses </strong>Perception +7</p><p> </p><p><strong>Wizard Spells Known </strong>(CL 7, 3 melee touch, 7 ranged touch):</p><p>4 (2/day) <em>Stoneskin (DC 18), Ice Storm, Wall of Fire</em></p><p>3 (3/day) <em>Fireball (DC 18), Fireball (DC 18), Dispel Magic, Fly (DC 17)</em></p><p>2 (4/day) <em>Web (DC 16), Scorching Ray, Scorching Ray, Veil of Ash (DC 17), Fire Breath (DC 17)</em></p><p>1 (5/day) <em>Burning Hands (DC 16), Burning Hands (DC 16), Burning Hands (DC 16), Magic Missile, Magic Missile, Expeditious Retreat (DC 15)</em></p><p>0 (at will) <em>Light, Prestidigitation (DC 14), Detect Magic, Spark (DC 15)</em></p><p>--------------------</p><p><strong>Feats </strong>Elemental Spell: Fire, Fleet, Fleet, Improved Initiative, Scribe Scroll, Spell Focus: Evocation, Spell Specialization, Wizard Weapon Proficiencies</p><p> </p><p><strong>Traits </strong>Reactionary, Spellgifted: Evocation</p><p> </p><p><strong>SQ </strong>Bonded Object: Brooch of Shielding (1/day) (Sp), Evocation, Force Missile (7/day) (Sp), Hero Points (1), Illusion, Intense Spells +3 (Su), Necromancy</p><p> </p><p><strong>Combat Gear </strong>Cane, Masterwork Crossbow, Light; <strong>Other Gear </strong>Belt of Incredible Dexterity, +2, Brooch of Shielding, Cloak of Resistance, +1, Wand of Mage Armor, Wand of Magic Missile, Wand of Shield</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Bonded Object: Brooch of Shielding (1/day) (Sp)</strong> DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.</p><p><strong>Elemental Spell: Fire</strong> You can cast a spell with half or all its damage type replaced with this feat's damage type.</p><p><strong>Evocation</strong> Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.</p><p><strong>Force Missile (7/day) (Sp)</strong> Magic Missile hits for 1d4+3</p><p><strong>Hero Points (1)</strong> Hero Points can be spent at any time to grant a variety of bonuses.</p><p><strong>Illusion</strong> You must spend 2 slots to cast spells from the Illusion school.</p><p><strong>Intense Spells +3 (Su)</strong> + 1/2 wizard level to spell damage (minimum +1).</p><p><strong>Necromancy</strong> You must spend 2 slots to cast spells from the Necromancy school.</p><p><strong>Spell Focus: Evocation</strong> Spells from one school of magic have +1 to their save DC.</p><p><strong>Spell Specialization</strong> Pick one spell and cast it as if you were higher level</p><p><strong>Spellgifted: Evocation</strong> You are at +1 caster level with spells of your chosen school, but -1 caster level with spells of other schools.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5913821, member: 1"] Our campaign has reached 7th level (8th is a week or two away), and I'm enjoying my fire-themed evoker. I've gone for a simple concept: quick off the draw, make things burn. Thrown in Elemental Spell so that I can take a lot of fire spells, but swtich 'em over to another energy type if I really need to (and have a day's warning - eyeing up that 3000gp rod; I'll probably retrain that feat once I have the rod!) This setup also lets him deal out 10d6+3 fireballs, which is kinda his signature move, using Intense Spells, Spell Specializaton, Spellgifted, and Spell Focus: Evocation. So what would you do next? [B]EZREN III CR 6[/B] Male Human Wizard 7 NG Medium Humanoid (Human) [B]Hero Points [/B]1 [B]Init [/B]+10; [B]Senses [/B]Perception +7 [B]Wizard Spells Known [/B](CL 7, 3 melee touch, 7 ranged touch): 4 (2/day) [I]Stoneskin (DC 18), Ice Storm, Wall of Fire[/I] 3 (3/day) [I]Fireball (DC 18), Fireball (DC 18), Dispel Magic, Fly (DC 17)[/I] 2 (4/day) [I]Web (DC 16), Scorching Ray, Scorching Ray, Veil of Ash (DC 17), Fire Breath (DC 17)[/I] 1 (5/day) [I]Burning Hands (DC 16), Burning Hands (DC 16), Burning Hands (DC 16), Magic Missile, Magic Missile, Expeditious Retreat (DC 15)[/I] 0 (at will) [I]Light, Prestidigitation (DC 14), Detect Magic, Spark (DC 15)[/I] -------------------- [B]Feats [/B]Elemental Spell: Fire, Fleet, Fleet, Improved Initiative, Scribe Scroll, Spell Focus: Evocation, Spell Specialization, Wizard Weapon Proficiencies [B]Traits [/B]Reactionary, Spellgifted: Evocation [B]SQ [/B]Bonded Object: Brooch of Shielding (1/day) (Sp), Evocation, Force Missile (7/day) (Sp), Hero Points (1), Illusion, Intense Spells +3 (Su), Necromancy [B]Combat Gear [/B]Cane, Masterwork Crossbow, Light; [B]Other Gear [/B]Belt of Incredible Dexterity, +2, Brooch of Shielding, Cloak of Resistance, +1, Wand of Mage Armor, Wand of Magic Missile, Wand of Shield -------------------- [B]SPECIAL ABILITIES[/B] -------------------- [B]Bonded Object: Brooch of Shielding (1/day) (Sp)[/B] DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. [B]Elemental Spell: Fire[/B] You can cast a spell with half or all its damage type replaced with this feat's damage type. [B]Evocation[/B] Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. [B]Force Missile (7/day) (Sp)[/B] Magic Missile hits for 1d4+3 [B]Hero Points (1)[/B] Hero Points can be spent at any time to grant a variety of bonuses. [B]Illusion[/B] You must spend 2 slots to cast spells from the Illusion school. [B]Intense Spells +3 (Su)[/B] + 1/2 wizard level to spell damage (minimum +1). [B]Necromancy[/B] You must spend 2 slots to cast spells from the Necromancy school. [B]Spell Focus: Evocation[/B] Spells from one school of magic have +1 to their save DC. [B]Spell Specialization[/B] Pick one spell and cast it as if you were higher level [B]Spellgifted: Evocation[/B] You are at +1 caster level with spells of your chosen school, but -1 caster level with spells of other schools. [/QUOTE]
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Preferred loadout for a fire-themed evoker?
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