Wizard help for a one-shot

dyx said:
I have always found the Spell Path System very useful for that. I've used the original 2E version by Kuntz/Baur from Dragon 216 quite a bit. A revised excerpt can be seen here: http://hep-www.colorado.edu/~jladue/path.html

Sean K Reynolds adapted the basic system to 3E: http://www.seankreynolds.com/rpgfil.../pathmagic.html
And Green Ronin did an even better version in their Advanced Player's Manual, for their Eldritch Weaver class. See some additions and examples on this site: http://home.gwi.net/~rdorman/frilond/rul/dm/weaver.htm

So (referecing the first link above) the Trickster would pick spells from the Trickster's Road
and the Lephrecaun's Path, while the Bladesinger-to-be picks the Archer's Road, Knight's Road, Road of Swords and perhaps the King's Road later.

A quick and easy way to get differently themed spell lists.

You, sir, are a man after my own heart! I've loved spell paths since WAY back in Dragon, but have never found a group of players who shared my love of themed spell lists. I've not seen the SKR version, but I do own the Green Ronin book. Shame on me for not thinking of using it as a reference before!

Thanks, dyx!
 

log in or register to remove this ad


It's a one shot game. So in the end what he aims for and if it is weak is insignificant.


As for the Master Specialist, so it is down to Abjurer, Diviner, Enchanter, Evoker, Transmuter, right? For which one are the class features of the Master Specialist most interesting?
 
Last edited:

dyx said:
As for the Master Specialist, so it is down to Abjurer, Diviner, Enchanter, Evoker, Transmuter, right? For which one are the class features of the Master Specialist most interesting?

I say Enchanter. It removes saving throw bonus for Charm spells. This makes Charm Person as an actually useful combat spell.
 

dyx said:
It's a one shot game. So in the end what he aims for and if it is weak is insignificant.

Well, how about "Armored Mage" alternative fighter class feature in Complete Mage?

Then use Wizard 3/Fighter 2 or Wizard 4/Fighter 1 instead of Wizard 2/Swashbuckler 3.

Now this character can wear light armor and light shield without suffering arcane spell failure (up to spell level = fighter class level +1).

Also, if you are planning a game themed around Elven wizards, I suggest you to include at least 1 character with Elf Wizard racial substitution levels in Races of the Wild.
 

Shin Okada said:
Also, if you are planning a game themed around Elven wizards, I suggest you to include at least 1 character with Elf Wizard racial substitution levels in Races of the Wild.
That's a great idea for a game with one wizard, but for a game with more, I'd suggest instead making every character a specialist, so each one has a niche, and so none of them have identical spell lists.

- - -

Let's start them at 6th level, so they can actually get some "payoff" from their builds in terms of Prestige Class...

Scout 2 / Diviner 3 / Unseen Seer 1 -- This is the "rogue" guy. He enjoys Archery. He has the Focused Specialist class feature; barred schools are Necromancy and Evocation. Uses Transmutation self-buffs, and is the party's defense against Invisible foes, for which he keeps a scroll of glitterdust handy. He also likes to move + acid arrow for extra Skirmish damage; or move + lesser orb if you're using those spells.

Enchanter 3 / Master Specialist 3 -- This is the "wizard" guy. His barred schools are Transmutation and Necromancy. Aside from throwing Enchantments around, he also enjoys casting fireball and dispel magic.

Swashbuckler 3 / Abjurer 2 / Abjurant Champion 1 -- Waive the pesky BAB prereq just this one time. Another focused specialist, his barred schools are Enchantment, Evocation and Conjuration. He uses Abjurations (duh), defensive Illusions, and Necromancy for buffing himself and de-buffing his opponents.

Cheers, -- N
 


You know instead of the Wizard/Swashbuckler you could try just a pure Warmage. And instead of Wizard/Rogue you could go with Beguiler.

This could help you narrow your specialist since your Warmage would be your Evoker, your Beguiler would be your Illusionist/Enchanter. Leaving you Necromancer, Abjurer, Conjurer, or Transmuter for your Specialist.
 


Shin Okada said:
Well, how about "Armored Mage" alternative fighter class feature in Complete Mage?

Then use Wizard 3/Fighter 2 or Wizard 4/Fighter 1 instead of Wizard 2/Swashbuckler 3.

A viable option. But I like Swashbuckler for two reasons:

1) it makes good use of the elves' DEX bonus (with Weapon Finesse); and
2) it capitalizes on the Wizard's spellcasting stat to add damage to melee attacks

Also, if you are planning a game themed around Elven wizards, I suggest you to include at least 1 character with Elf Wizard racial substitution levels in Races of the Wild.

Good thought and one that I'm ashamed to say I completely overlooked. Thanks for the suggestion.
 

Remove ads

Top