WIzard question

11 posts / 0 new
Last post
Is it possible to play a Wizard who's gimmick is filling every slot up on his list with ALter Self/Polymorph/Polymorph Other as sort of a Blue Mage/Beast Boy type of build?

I know a Druid with Wild Shape and natural spell would be better, but is this still possible? Mostly for the "I become my enemy and fight them using only their own skills." type of wizard.

Also, never played 3.5e before, but I'll look up terms/feats/spells I don't understand on the SRD or something.

Yes it is, but its generally not a new guy friendly build. What books do you have access to and what level are you starting at? Any important house rules you know?


Int > Con >Str> Dex > Wis > Cha. Someone with racial weapon familiarity is nice, although a quarterstaff can work. Don't be tempted to multiclass, your caster level is even more important than normal.


Prestige class as much as possible, but don't lose caster levels. Level 1 - Carry a crossbow, shoot at people and prep sleep. Life is cheap at level 1. If anyone sees you and thinks "Wizard lol I will fight him in melee" go ahead and club them with the staff. Most things have 6~ hp and a quarterstaff +1.5str on a str 14 wizard does 1d6 + 3 damage. Kills on average. 


Level 3 you can do some more fun stuff. Spells have a decent duration, and so you can prep stuff like enlarge person, mage armor, alter self, and mirror image. 


Level 5 - Haste is nice, and displacement isn't bad. I'd probably just prep straight haste for my level 3 spells.


Level 7 - Stoneskin or polymorph. Polymorph is better but more complicated. Now you don't worry about the qwuarter staff and start prepping low level 1/hr per level buffs over enlarge person. During fights polymorph into somthing tough. Also consider grabbing some lower level touch attacks and possibly invisability. 


Level 9 - Nothing jumps out at me really. Overland flight is nice to get airborn if you can't some other way. Just snag some save or dies.


Level 11 - Greater Heroism, true seeing are great. Tensers transformation is a trap to avoid. Don't give up casting. 


Level 13 - This is my utility level. I like force cage, and some form of teleportation or planeshift. Forcecage keeps my opponents from leaving or moving around until I get over to kill and the others are just handy.


Level 15 - Iron Body is nice. Polymorph any object can be perminate, and you can probably find something sweet to turn into as a new base form. 


Level 17 - Shapechange. 



Totally dooable. Level 1 is still shoot with crossbow probably, level 3-8 or so can be buff self and hit with stick. Level 9+ is turn into monsters.

"In a way, you are worse than Krusk"                               " As usual, Krusk comments with assuredness, but lacks the clarity and awareness of what he's talking about"

"Can't say enough how much I agree with Krusk"        "Wow, thank you very much"

"Your advice is the worst"

Well, never played 3.5 and have n o material access unless I can find an online builder, but if I do, I'll kepe it in mind. I just asked because it was an idea that popped into ym head and I wanted to jot it down here before I forgot.
The D&D 3.5 wizard gives you an excellent immersion into your character's persona, since your power and effectiveness in-game are directly related to your out-of-game mastery of arcane lore derived from tomes containing the secrets of the universe.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Arcane Strike feat from the Complete Warrior is a great feat if you know when to use it. It allows you to burn a spell to get +X spell level to hit for X rounds equal to spell level. Also gives some bonus damage dice per spell level.
The various polymorphing spells can be very powerful (even overpowered) if used well. This is largely due to the fact that their power is based upon the monsters available to transform into, which means that they get stronger with every book of published monsters (it's like publishing more spells gives spellcasters more options, only even books which don't intend to make polymorph more powerful do).

There are threads with lists of useful forms for various things incidentally.

So yeah, it's perfectly possible, though with only the SRD it's basically a case of being a Troglodyte (high NA bonus) until you get beyond Alter Self (unless you play an Elan or Tiefling or somesuch).
Arcane Strike feat from the Complete Warrior is a great feat if you know when to use it. It allows you to burn a spell to get +X spell level to hit for X rounds equal to spell level. Also gives some bonus damage dice per spell level.

Not quite.

You burn a spell slot X and get +X attack and +Xd4 damage on all your attacks with ONE weapon for ONE round.  This feat is good for one round only.  If its use lasted multiple rounds the spell you give up would increase the feats power exponentially.  You can argue the power of melee all you want but if a 9th-level spell could have the effect last for 9 rounds that's some odd 324d4 in potential bonus damage (four attacks a round for nine rounds) I think that's pretty good of an unprepared spell.


Still a great feat.

Eh, a level 9 spell is still better. Its an enchantment bonus, so the + to hit doesn't help, and you probably won't get all the damage either. Some, but not all. 


Its nice, but nothing to write home about. Definatley not worth burning your spells for. If you've got a feat to spare go ahead and take it, because its an option and you never know. Overall, I'd say pass though.

"In a way, you are worse than Krusk"                               " As usual, Krusk comments with assuredness, but lacks the clarity and awareness of what he's talking about"

"Can't say enough how much I agree with Krusk"        "Wow, thank you very much"

"Your advice is the worst"


Eh, a level 9 spell is still better. Its an enchantment bonus, so the + to hit doesn't help, and you probably won't get all the damage either. Some, but not all. 


Its nice, but nothing to write home about. Definatley not worth burning your spells for. If you've got a feat to spare go ahead and take it, because its an option and you never know. Overall, I'd say pass though.



It isn't an enhancement bonus; it's untyped. Importantly, it also isn't an action to use it (unlike all related abilities to be published after they created the swift action; the only other feat like this that actually sees use is Divine Might). This makes it surprisingly useful if you're, say, playing a duskblade (oodles of spell slots but poor spell selection, full base attack bonus and other no-action buffs to their attack). 

There's also an argument - which I find convincing on logical grounds but disagree with on power level concerns - that the feat can actually be used over and over again on the same attack; the attack bonus won't stack but the way it's worded, the damage does. This makes the feat much, much better than it seems, particularly if you have access to ways of getting multiple attacks in the same round. (I mean, I know it's hard to get any appreciable spellcasting, heavy natural attack routines, and Time Stands Still in the same build, but it's possible.)

Of course, it's not as good as a high-level spell (a great example of the disparity came up in a build I was working on not long ago, when I noticed Earthstrike Quake (push targets back a few feet if they fail a save) is the same level as Earthquake...). Then again, most characters who would be interested in taking it probably don't have super-high-level spells, don't have the caster level to take advantage of them, belong to a class with sub-par high-level spell access, and/or have a strong enough melee focus to actually consider melee attacking rather than casting spells on a given round. This is a surprisingly large fraction of your adventuring possibilities, and for them, it's not a bad feat.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Then again, most characters who would be interested in taking it probably don't have super-high-level spells, don't have the caster level to take advantage of them, belong to a class with sub-par high-level spell access, and/or have a strong enough melee focus to actually consider melee attacking rather than casting spells on a given round. This is a surprisingly large fraction of your adventuring possibilities, and for them, it's not a bad feat.


OP is talking of doing it as a wizard. 


Didn't check books. If its untyped thats a lot better. I can see burning a pile of level 1 spells for a bunch of extra damage. Provided your DM lets it stack, let me know how that conversation with your DM goes... (I honeslty think it should stack due to wording) 

"In a way, you are worse than Krusk"                               " As usual, Krusk comments with assuredness, but lacks the clarity and awareness of what he's talking about"

"Can't say enough how much I agree with Krusk"        "Wow, thank you very much"

"Your advice is the worst"