Elder-Basilisk
First Post
Corwin, your new draft looks better but it still has a problem: you don't have any summoning spells and consequently aren't qualified for Elemental Savant.
As far as peaceful contact with an outsider goes, don't bother with buying a scroll of summon monster X. Instead, wait until 10th level and use the spell pool to pull up a Lesser Planar Binding spell. Call the creature, have a nice chat and pay them well so they're not too ticked off. Heck, you might do it twice--on the first day, call a flunky of the creature you want to talk to and tell it to ask if the creature would be amenable to summoning and compacting. On the second day--now that you have permission--call it up.
Feat Choice: 1st level Quicken spell--talk about long term planning! You won't use it until 10th level. Still, it's a metamagic feat and if you think it'll be more useful than extend spell go for it.
Spell Choice:
1st level: I'd drop Flare for Dancing Lights. Flare doesn't do a whole lot--enemies get a small penalty to attack if they fail an easy save. Dancing Lights, on the other hand, is a torchbearer extraordinaire. If your camp is attacked at night, dancing lights can illuminate your enemies (100ft./round movement). If you open a door into an unilluminated cavern, dancing lights can go explore the other end--allowing you to see the ambush before it's sprung. Etc.
5th level: Ice Knife--I wouldn't bother with this one--it's not really a very good spell. In general, you'll do more damage with magic missile and two points of dexterity damage isn't much. As an area effect, it pales next to glitterdust and sculpted burning hands. It looks like you've got it because it's a cold spell and it's a fort save. The problem is that, if you elemental substitute it to something else, it still doesn't do much damage. And if the opponent blows the fort save it's still no big deal. I'd pick up See Invisibility instead. That way, you don't have to guess where to put the glitterdust.
7th level: Negative Energy Ray, Flaming Sphere: Neither of these are much good at this level.
Negative energy ray has one advantage over lesser electric orb--it's not elemental. But you already have Magic Missile for when you need non-elemental damage. It also has one advantage over magic missile--it's not blocked by Shield but you already have Lesser Electric Orb for non-elemental damage. I'd pick up Summon Monster I (sure it sucks but you need a summon spell to qualify for Elemental Savant), Mage Armor, Feather Fall (if you need it, you won't have time to prepare it), or Grease (no spell resistance, good for disarming fighters and clerics, etc).
Instead of Flaming Sphere--at 7th level, 2d6 isn't much damage and the reflex save avoids all of it--I'd pick Web, Mirror Image, or Blindness/Deafness (you wanted a fort save. . .)
9th level: Fireball is a bit redundant when you already have lightning bolt which can be changed to lightning ball with sculpt spell (if necessary) and sonic bolt/ball with elemental substitution. I'd pick up Fly, Stinking Cloud, Displacement, Blink (cheap transport--lets you walk through thin walls, etc--also a good defensive spell), suggestion, or hold person instead.
As far as peaceful contact with an outsider goes, don't bother with buying a scroll of summon monster X. Instead, wait until 10th level and use the spell pool to pull up a Lesser Planar Binding spell. Call the creature, have a nice chat and pay them well so they're not too ticked off. Heck, you might do it twice--on the first day, call a flunky of the creature you want to talk to and tell it to ask if the creature would be amenable to summoning and compacting. On the second day--now that you have permission--call it up.
Feat Choice: 1st level Quicken spell--talk about long term planning! You won't use it until 10th level. Still, it's a metamagic feat and if you think it'll be more useful than extend spell go for it.
Spell Choice:
1st level: I'd drop Flare for Dancing Lights. Flare doesn't do a whole lot--enemies get a small penalty to attack if they fail an easy save. Dancing Lights, on the other hand, is a torchbearer extraordinaire. If your camp is attacked at night, dancing lights can illuminate your enemies (100ft./round movement). If you open a door into an unilluminated cavern, dancing lights can go explore the other end--allowing you to see the ambush before it's sprung. Etc.
5th level: Ice Knife--I wouldn't bother with this one--it's not really a very good spell. In general, you'll do more damage with magic missile and two points of dexterity damage isn't much. As an area effect, it pales next to glitterdust and sculpted burning hands. It looks like you've got it because it's a cold spell and it's a fort save. The problem is that, if you elemental substitute it to something else, it still doesn't do much damage. And if the opponent blows the fort save it's still no big deal. I'd pick up See Invisibility instead. That way, you don't have to guess where to put the glitterdust.
7th level: Negative Energy Ray, Flaming Sphere: Neither of these are much good at this level.
Negative energy ray has one advantage over lesser electric orb--it's not elemental. But you already have Magic Missile for when you need non-elemental damage. It also has one advantage over magic missile--it's not blocked by Shield but you already have Lesser Electric Orb for non-elemental damage. I'd pick up Summon Monster I (sure it sucks but you need a summon spell to qualify for Elemental Savant), Mage Armor, Feather Fall (if you need it, you won't have time to prepare it), or Grease (no spell resistance, good for disarming fighters and clerics, etc).
Instead of Flaming Sphere--at 7th level, 2d6 isn't much damage and the reflex save avoids all of it--I'd pick Web, Mirror Image, or Blindness/Deafness (you wanted a fort save. . .)
9th level: Fireball is a bit redundant when you already have lightning bolt which can be changed to lightning ball with sculpt spell (if necessary) and sonic bolt/ball with elemental substitution. I'd pick up Fly, Stinking Cloud, Displacement, Blink (cheap transport--lets you walk through thin walls, etc--also a good defensive spell), suggestion, or hold person instead.