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2 years ago ::
Jul 07, 2007 - 11:06AM
#1
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Note: This is under construction. Help me out with links, builds, strategies and anything you can think of that would prove useful. [SBLOCK=Changelog] 12-16 September 2007:[LIST] [*]Worked on Prestige Classes. [/LIST] 31 August 2007:[LIST] [*]Added Schools of Magic. [/LIST] 23 August 2007:[LIST] [*]Updated feats section. [/LIST] 17 August 2007:[LIST] [*]Updated equipment section. [/LIST] 16 August 2007:[LIST] [*]Updated equipment section. [/LIST] 13 August 2007:[LIST] [*]Updated class abilities section. [*]Updated prestige classes section. [/LIST] 11 August 2007:[LIST] [*]Updated spells section. [*]Updated class abilities section. [*]Updated prestige classes section. [*]Huge code cleanup and restructure. [/LIST] 31 July 2007:[LIST] [*]Created Tactics section. Added Counterspelling and Dispelling. [/LIST] 27 July 2007:[LIST] [*]Updated the spells section. [*]Updated the classes section. [/LIST] 26 July 2007:[LIST] [*]Updated the attributes/races section. [*]Updated the equipment section. [*]Created the comparisons section. [*]Created the spells section. [/LIST] 25 July 2007:[LIST] [*]Updated the attributes/races section. [/LIST] 23 July 2007:[LIST] [*]Created equipment section. [*]Updated the classes section. [/LIST] 22 July 2007:[LIST] [*]Updated feats section. [*]Archetypes section changed due to popular demand. [*]Created skills section. [*]Created races/classes section. [/LIST] 8 July 2007:[LIST] [*]Updated class abilities section. [*]Created feats section. [/LIST] 7 July 2007:[LIST] [*]Thread created. [*]Created archetypes section. [*]Created class abilities section. [/LIST] [/SBLOCK]
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2 years ago ::
Jul 07, 2007 - 11:07AM
#2
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Wizards are a vast class. Two wizards may differ in so many areas, even if their builds are similar. The main reason for that is of course, spell selection. But what attributes are required to wizards? This is a very difficult answer, that highly depends on the spells you use regularly. [LIST] [*] Strength: This is a dump stat for wizards. It only applies to touch attacks, but since they are touch anyway, you won't have much of a problem with this. [*] Dexterity: Not a dump stat, but not primary either. Helps in many ways. First of all wizards with high initiative, using a key spell can disable multiple or a particular enemy and win half the battle for their teammates. Second, helps reflex saves which are bad and last but not least it helps targeted ray spells, which require a ranged touch attack. [*] Constitution: This needs to be really high. A close second to intelligence, constitution boosts your fortitude saves and your hit points. Wizards lack in both. A minor note is that it also boosts your familiar's hit point total, too. Also the concentration skill, which all wizards should max out, is keyed off constitution. [*] Intelligence: This is your primary statistic and should always be high. Determines your save DCs and bonus spells. Also many of the wizard's skills are keyed off intelligence. Starting wizards require a 15 minimum score in this attribute to acquire 9th level spells in time. [*] Wisdom: Dump stat. Only helps will saves, which are already high. Arcane disciple feat however, needs this score. [*] Charisma: Dump stat, but there are exceptions. Helps some enchantment spells which require charisma rolls. [/LIST] Not all races are suitable for wizards. This are some points to take into consideration hen choosing a race for your wizard: [LIST] [*] Feats: While wizards receive a fair amount of bonus feats, most builds are feat intensive. Also if you are going to prestige, your feat selection will be a lot more strict. For example consider an archmage, a usual choice as a prestige for wizards, which requires 3 feats that aren't exactly helpful. So if your new class doesn't provide bonus feats, consider to offset your strict selection a bit by selecting a race that helps. [*] Attributes: Be extremely careful here. Choose races that don't give penalties to your key attributes: intelligence and constitution. A wizard can survive a hit in nearly every other attribute, but not make the mistake of reducing those two, because you may regret it, even from the start of the campaign. On the other side, when looking for races that provide bonuses to your attributes, choose those that boost constitution and intelligence. Bonuses to dexterity are always nice and wizards can benefit from some charisma. [*] Type: This is important to wizards more than one may think. This is because of two powerful spells, alter self and polymorph. Not the first priority, but types other than humanoid (such as construct, dragon or outsider) are welcome. [*] Level Adjustment: Even if these races seem attractive, don't ever, ever take level adjustment beyond one or two points and that's the case only if you are allowed to buy it off. Wizards are powerful because of their spells. If they don't have access or get late access to them, it won't make you happy. The penalties will be vast late game and because you actually will be very fragile , early in the campaign you will be a nuisance and viability to your team. Taking level adjustment will make you BAB, skills, spellcasting, saves bad. [*] Skills: Not important to wizards. Bonuses to skills are respected, but don't choose races based on that. You'll already have a nice amount of skills per level from your main casting stat, more than enough to cover your needs. [*] Favored Class: There are many races that list wizard as their favored class. Don't let that fool you. A race with favored class (wizard) means that traditionally, members of this race are involved with the certain class. However that doesn't actually mean that they are good for it. For example, elves as presented in the PHB are a bad option for wizards. [*] Size: A small wizard is actually better in several aspects from medium ones. Being small gets you a mild AC and attack bonus, which is great for touch attacks. Also they receive some bonus to the hide skill and generally small races receive bonuses to move silently, too. However, note, that you become more vulnerable to grapple/pin attempts, trip attacks, disarm bull rush, overrun attempts and your speed generally is lower than that of medium sized default speed (30ft). [*] Languages: You are going to have a whole lot starting languages. Standard wizard languages are elven and draconic, as a lot of arcane-related texts are written in these. Choose carefully your rest and make sure that you and your party share a common obscure language if you need to communicate without others understanding. [*] Movement Modes: Speed is not all that important to wizards, because they do have speed boosters or spells that allow tactical movement. So it shouldn't matter a lot in your selection. However alternate movement modes are respected, such as a climb or fly speed. Never get a particular race for the bonus alternative modes though. They are easily duplicated with low level spells. [*] Weapon Proficiencies: Wizards have a very strict selection of weapon proficiencies. Races that expand this are welcome, but shouldn't be the main reason you chose it. Weapon proficiencies are not above attributes for example. Choose wisely. [/LIST] This is a list with most of the no or low level adjustment races that are often used for wizards. Also here is a nice little guide by AZNsupermarket that was unfortunately archived. [LIST] [*] Humans [SUP]PHB[/SUP]: Bonus feat, skill points and any favored class. As with everything else, humans make for very good wizards. [*] Dwarfs [SUP]PHB[/SUP]: Not the best wizards out there, but it does boost your defensive skills. Especially nice is the stability and constitution bonus. Also darkvision and the other various abilities are respected. Note that dwarfs are sub-optimal for wizards, but they are referenced here because some prestige classes are race specific. [*] Elves [SUP]PHB[/SUP]: Elves as presented in the player's handbook are a viability to wizards. The only real bonus is the weapon proficiencies, for which you shouldn't really care about. Constitution loss is a pain, considering that you will start with 5 or so hit points. However, it must be noted that elves have access to elf paragon [SUP] UA[/SUP] which boosts your intelligence by +2. Since most elves gain weapon proficiencies, are able to qualify eventually for the abjurant champion [SUP] CM[/SUP] prestige class at the expense of just a feat. [*] Gnomes [SUP]PHB[/SUP]: Bonus to constitution and spell power with illusion spells. Small size and even some spell-like abilities. [*] Halflings [SUP]PHB[/SUP]: Small size, bonus to dexterity and some great saving throw bonuses. [*] Gray Elves [SUP]MM[/SUP]: They get the same bonuses as normal elves, but take also a strength hit and a intelligence bonus. If you make them dragonborn you'll be having -2 strength +2 intelligence. [*] Artic Elves [SUP]UA[/SUP]: Penalty to strength instead of constitution and bonus to dexterity. Not the best, but handy if you want to fulfill race requirements. [*] Desert Elves [SUP]UA[/SUP]: As above. [*] Fire Elves [SUP]UA[/SUP]: Making this into a dragonborn, you make the stats modifiers +2 intelligence -2 charisma. Also removes the penalties/bonuses for being of fire heritage. [*] Illumians [SUP]RoD[/SUP]: The illumian race favors basicaly multiclass characters. The obvious reason to get this race is for the sigils it offers. The best luminous sigils for wizards are probably Naen and Krau. Krau is only useful in the case you acquire a prestige class that sacrifices one or two levels from your casting progression. That way you get back you lost caster levels, without having to spend feats on practiced spellcaster [SUP] CA[/SUP] for example. Naen is pretty straightforward, as most of your skills will be keyed off intelligence. An interesting possibility is Hoon, which helps both constitution (concentration) and wisdom (listen, spot) checks and skill checks. Also they are considered human, so that may help with some feats and classes. [*] Sharakim [SUP]RoD[/SUP]: This receives a bonus to intelligence and a worthless bonus to strength. It hurts dexterity, which isn't that nice and charisma, which may be useful occasionally. The rest of his abilities are too crappy to deserve a +1 level adjustment, and they are easily duplicated with spells. [*] Tieflings [SUP]RoD[/SUP]: This is very nice and features a lot of the bonuses a wizard can acquire due to his race selection. The only problem is the +1 level adjustment, but if retraining is allowed in your campaign, this problem can easily be waived. The attribute bonuses are ok, but lesser charisma may be problematic sometimes. One of the greatest bonuses of this race is its type. Outsider (native) means that even though you need to eat and sleep, you are not affected by a wide range of spells that target humanoids and that alter self and polymorph spells provide more benefits to you. [*] Chaos Gnome [SUP]RoS[/SUP]: The attribute bonuses are great, to nearly every stat you'll need in your career. It has some nice bonuses, included the thematically synergistic spell power and luck of chaos. The level adjustment can be a problem though. Last but not least, being a gnome opens up entry to one of the greatest wizard prestige classes, Swadowcraft Mage. [*] Dream Dwarfs [SUP]RoS[/SUP]: The penalty to dexterity can hurt certain builds, but the tradeoff is ok. This gets the standard dwarf bonuses ( stability, constitution bonus) but also possess the Dream Sight ability, which is not that great, and spell power with divination spells and earth descriptor spells, only when in contact with the ground. All of these bonuses come at no level adjustment. [*] Whisper Gnomes [SUP]RoS[/SUP]: This is a great race. The attributes are ok, base land is 30ft even though they are small and receives huge bonuses to move silently/hide checks, making them ideal for sneaky wizard builds ( Unseen Seer [SUP] CM[/SUP], Arcane Trickster [SUP] DMG[/SUP]). Also opens up gnome specific prestige classes. [*] Dragonborn of Bahamut [SUP]RotD[/SUP]: Dragonborn is a template that can be added to other races. What is good about this one is that it raises your constitution, while reducing your dexterity. This is a great template, since many races that give bonuses to intelligence (such as sun elves) incur a penalty to constitution. This will help offset the differences, while getting some cool dragon features. You can select between a constitution based breath weapon (which is great feature because it doesn't require attack roll and it can be augmented by metabreath spells), sharpened senses or wings. Your type changes to humanoid (dragonborn), but it states that "For all effects related to race, a dragonborn is considered a dragon and a member of her original race". [*] Kobold [SUP]RotD[/SUP]: What makes kobolds great wizards, despite the huge penalties in their attributes, is a single feat: Dragonwrought [SUP]RotD[/SUP]. This effectively changes their type to dragon. Dragonwrought kobolds have been used to abuse various mechanics, from early epic feats acquisition to ability bonuses due to age. Since dragonwrought kobolds are true dragons, they can use great alter self forms, too. [*] Snow Elves [SUP]Frostburn[/SUP]: They get bonus to dexterity but incur a penalty in charisma, which is better than constitution. Not the best race for wizards out there, but they are playable. [*] Aventi [SUP]Stormwrack[/SUP]: Aventis are amphibious humans that are haven't got anything important. They are just mentioned because of the water spell power they possess. [*] Amphibious Creature [SUP]Stormwrack[/SUP]: The amphibious template gives you a swim speed and the ability to breathe air equally well as air. All these come only at the cost of reduced dexterity. This may prove useful to campaigns close to large bodies of water, or underwater ones. [*] Sun Elves [SUP]FRCS[/SUP]: Bonus to intelligence, but penalty to constitution. This is a common choice for wizards, and while it is better than the PHB elves, the constitution penalty hurts. I wouldn't recommend these at all. There are so many ways to raise your difficulty class and gain extra spells, that at higher levels, the intelligence bonus won't even matter. A nice thought is using dragonborn [SUP] RotD[/SUP] so that you move the constitution penalty to your dexterity, while retaining your intelligence bonus. The elven benefits are not that great to wizards and you are still considered an elf for various effects. [*] Strongheart Halflings [SUP]FRCS[/SUP]: Small size, bonus feats and all the standard halfling bonuses, except for the bonus to all saves. This rivals humans [SUP] PHB[/SUP] for the best wizard race. [*] Ghostwise Halflings [SUP]FRCS[/SUP]: Their ability to communicate telepathically is a great way for enchanters to give orders to their minions. Again they retain all the standard halfling bonuses, but lose the +1 bonus to all saves. [*] Air Genasi [SUP]FRCS[/SUP]: As with tieflings[SUP] RoD[/SUP] they are outsiders, which helps alter self and similar spells, they get bonuses to stats that help wizards (although they lose 2 points of wisdom compared to tieflings). An interesting ability is breathless, but i don't think it will come into play much, not to mention that you have a lot of spells that duplicate it. Overall they are a nice race, but unfortunately tieflings overshadow them. The +1 level adjustment makes them less attracting. [*] Fire Genasi [SUP]FRCS[/SUP]: As above, but the stats aren't that bad. The scaling +1 saves/5 levels for fire effects will come probably more into play. However, overall they are less powerful than their air counterparts. [*] Lesser Planetouched [SUP]PGtF[/SUP]: Located at page 191 of the book, you can choose to be a "lesser" version of a planetouched. Effectively you become humanoid with the planetouched subtype. This means that you are affected by spells that target outsiders or humanoids. Also since you are no longer an outsider, you can't take some cool alter self forms. That said, this is ok, but level adjustment buyoff is strictly better. The main advantage tieflings [SUP] RoD[/SUP] for example besides some cool attribute modifiers, is their outsider type. [*] Deep Imaskari [SUP]Und[/SUP]: An underdark race that gives a bonus to intelligence and a penalty to strength. Also it has an ability that lets you recall a 1st level spell, which is great for low level characters. Unfortunately it's no elf to benefit from the various features they provide. [*] Krinth [SUP]CoR[/SUP]: Bonuses to constitution, darkvision, bonuses to saves and you cannot be shaken, blocking most fear stacking effects. [*] Changelings [SUP]ECS[/SUP]: Not actually a great race for wizards, but they open up access to powerful substitution levels and the recaster [SUP] RoE[/SUP] prestige class. Do not underestimate their minor change shape ability, as it can save lives at low levels and help disguises later. [*] Warforged [SUP]ECS[/SUP]: This is a great race for wizards. Makes you immune to lots of things, boosts your constitution and the penalties are to attributes you don't need. You also gain light fortification. The most important part is that you can heal yourself with the repair damage series of spells. The downside is that you have a 5% arcane spell failure from your composite plating and that you are vulnerable to effects that target both living creatures and constructs. However since you can enhance your armor, that is not much of a problem. [/LIST]
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2 years ago ::
Jul 07, 2007 - 11:08AM
#3
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Wizard Features:[LIST] [*]Low base attack bonus. [*]Good will save progression. [*]2+intelligence modifier skill points. [*]Proficient with the club, dagger, heavy crossbow, light crossbow and the quarterstaff. [*]Not proficient with any kind of armor or shield. [/LIST] Class Features:[LIST] [*] Summon Familiar: Familiars can be a huge boon to their masters. A handbook on familiars is located here, written by me. [*] Scribe Scroll [SUP]PHB[/SUP]: Wizards get scribe scroll as a bonus feat. Scribe scroll can be handy creating scrolls with spells that are not regularly used but still are important to carry around. Also many prestige classes have an item creation feat listed as a requirement. [*] Bonus Feats: Wizards get some bonus feats at 5th and every five levels thereafter. The feat must be a metamagic, item creation feat or spell mastery. [*] Spells: Wizard's greatest asset is their spells. They will be discussed extensively in a later section. [/LIST] Schools of Magic:An interesting wizard feature is the ability to specialize in a certain school of magic by giving up access to others. By doing so you gain a mild bonus to spellcraft checks to learn a spell from his speciality and an extra spell per spell level, but they can only be used to store spells of your chosen school. So, is this worth it or no? Consider that by specializing you gain an extra 45 spell levels, which is a significant amount. The main problem to this however, is which schools to give up. The best choice if your spell selection isn't limited (as in, you have access to spells outside the SRD, like spell compendium) is to be a diviner. What is great about diviners, is that they only give up one school to specialize, while all other specialties require to give up two. [LIST] [*] Abjuration: This school is all about protect, block and banish. Some of the most useful spells are contained in this school. It is considered a poor choice to give it up, because you lose the extremely useful Dispel Magic spell. [*] Conjuration: Another useful school that contains spells you cannot give up. Dimension Door, Teleport, Summon Monster and Gate spells are considered top quality. [*] Divination: This is the only school you are not allowed to give up. [*] Enchantment: This is the first option of your potential banned schools. It has a series of spells that are useful and probably irreplaceable, like Dominate and Charm spells. However, other spells in this school, which include mainly buffs and disabling spells, are easily replaced by other schools. [*] Evocation: This school includes mainly direct damage spells. Although it isn't worth it, it is generally popular to new players. Even if you need evocation spells, Shadow Evocation/Greater can help emulating them. The most useful spell of this school is probably Contingency and while it has other good spells, this is the best choice of a prohibited school probably. [*] Illusion: This is usually suggested as a prohibited school, but you lose great spells like Invisibility/Greater and Shadow Evocation. I think it's a poor choice to give that up. [*] Necromancy: This is a school, that although it has spells that are useful, providing you with a variety of tactics ( fear, enervation, ray of exhaustion), buffing you ( false life), outright killing people ( finger of death, wail of the banshee) or being the base of some potentially broken stuff ( clone, magic jar), you can actually drop. Be sure however that as you gain levels, it will be obvious that dropping this [*] Transmutation: There is absolute no way to substitute this school's spells. It contains a wide selection of utility, combat and social spells you just can't pass: Enlarge Person, Alter Self, Spider Climb, Blink/Greater, Fly, Haste, Polymorph, Polymorph any Object and Shapechange. [/LIST] Thus your best choices to dump are enchantment and evocation. The best speciality is probably diviner who drops only one school ( evocation is the best choice). Other great specialities are the transmuter and the conjurer. Alternative Class Features:[LIST] [*] Immediate Magic [SUP]PHB II[/SUP]: I am reluctant to this alternative feature. Familiars have much more applications. However the conjuration ability is probably worth it. [*] Focused Specialist [SUP]CM[/SUP]: This has its applications, but isn't generally worth it. Having three schools banned and three of your specialist school per day, may be handy. [*] Drakken Familiar [SUP]DM[/SUP]: Your familiar gains the dragonblood subtype and a breath weapon instead of the ability to deliver touch spells. Pretty much equal, depending on your ability scores. [*] Wizard of Sun and Moon [SUP]Dungeonscape[/SUP]: This is a bad feature. You trade your familiar for the ability to cast different spells per day depending on your surroundings. [*] Domain Granted Power [SUP]CC[/SUP]: This is an interesting ability. Some domain powers are really powerful and some even grant feats outside the metamagic/item creation types. This is a really interesting ability that expands a wizard's potencial. [*] Spontaneous Divination [SUP]CC[/SUP]: I'd always pick this unless i can't fulfill requirements. Powerful ability that gives you sorcerer-like power for divination spells. Moreover it waives the need of spending money or picking divination spells. [/LIST] Substitution Levels:[LIST] [*] Gnome Illusionist [SUP]RoS[/SUP]: While nothing important changes from class skills, bonus skill points or hit die point of view, these levels really provide nice abilities and it's a great base for shadowcraft illusionists [SUP]RoS[/SUP]. Remember that you must be a specialist wizard in order to pick these substitution levels. [LIST] [*] 1st level: You get silent image as a 0 level spell, which is great for shadowcraft illusionists [SUP]RoS[/SUP]. Combined with earth spell [SUP]RoS[/SUP] and heighten spell [SUP]PHB[/SUP] you get a caster level boost. On top of that you also get other illusion spells at a lower than normal level. [*] 5th level: The ability to double the duration of illusions. As an added bonus, if the spell has duration concentration, you get a 1d4 bonus to its duration after you stop concentrating on it. The tradeoff is the 5th level wizard feat and the two free spells known at that level. [*] 10th level: Nice ability, but not anything to die for. Also this halts you from acquiring prestige classes. [/LIST] [*] Elven Wizard [SUP]RotW[/SUP]: There are two points to this. First you cannot specialize, which is not automatically a problem, but it does limit you. Second you need to be an elf. These substitution levels are probably the best out there for specialist wizards, especially the first one, to which you lose virtually nothing. As an added bonus you get search as a bonus class skill. [LIST] [*] 1st level: You get a bonus spell known at each level and a spell slot at the highest you can cast, making you unable to specialize. [*] 3rd level: Double your familiar's granted bonus, but your familiar loses the ability to deliver touch spells and the ability to speak with animals of its type. Generally this significantly reduces your familiar to a more passive role, but the bonuses are great and variable. [*] 5th level: What makes this level great is that even if you don't pick it, it gives you extra versatility. It may come handy to choose a different feat than your wizard ones, to fulfill requirements or get in a prestige class earlier. [/LIST] [*] Planar Wizard [SUP]PlH[/SUP]: These substitution levels have two main problems. One, you need to travel regularly through the planes for them to be effective. Two, most of the levels come in mid and late levels, forcing you to take many levels in the class. [LIST] [*] 6th level: Nice ability if you are plane traveling a lot, and the trade isn't that great. [*] 10th level: This is a pretty strange ability. You give your two boinus spells known for the level and your wizard feat in exchange for extra magical ability against targets of the opposite alignment than the one you choose to imbue your spells with. The added descriptor to your normal spells can also help. [*] 14th level: This has potential for really broken effects, but you really have to take fourteen whole levels as a wizard. Another point is that you lose a 7th level spell slot to this, which is not that hot. Lastly, it takes a standard action to channel the planar essence, making it not very helpful in combat (unless you are using quickened spells or swift/immediate/free action spells). [/LIST] [*] Changeling Wizard [SUP]RoE[/SUP]: Changeling wizard substitution levels give extra skill points, extra class skills (bluff, disguise and sleight of hand) and interesting abilities. [LIST] [*] 1st level: The important ability in this level is dual specialization. If this means that you must absolutely specialize, then it isn't that hot. However if you can choose if you want to specialize or no, like normal wizards, this level is of top quality. Actually since it states that: This substitution feature replaces the standard wizard's specialization option. you can discard it if it doesn't suit you. As a note, dual specialization may be interesting in conjunction with focused specialist [SUP]CM[/SUP], according to how your DM interprets it. Bottom line, if you are a changeling, this is of top quality. [*] 5th level: Limited Spell Knowledge does limit your selection, but it nets you a bonus spell, of schools that are important. However the important ability this substitution level provides is morphic familiar with which you literally acquire every familiar in the book. The selection can be really huge with the improved familiar feat. The main problem to this though, is that it doesn't mention which abilities are acquired by your familiar's new form. Still, you do gain the granted benefit, which can prove great based on the situation you face, as your familiar can alter its form as a full-round action. [*] 10th level: If you are going for this, you are going to be taking quite a few levels in the wizard class. Moreover its a nice ability, but i don't think its worth the feat nor the levels to get it. [/LIST] [*] Dukar [SUP]CoV[/SUP]: Dukars are a nice idea, but in fact they suck. They give you a bonus class skill, swim, and various abilities that are either useless or require to many levels in the wizard class to be effective. [LIST] [*] 5th level: Lose your standard spells known gained. You get two bonus spells but only from two selected schools, chosen when your first dukar level is gained. Also gain a claw that can be extended and retracted as a swift action by giving up your bonus feat. [*] 10th level: Again gain the special bonus spells the dukar get and a coral power. All the powers from the list seem useless, none are worth the exchange of a feat. [*] 15th level: Ditto. [/LIST] [*] High-One Warrior Wizard [SUP]CoV[/SUP]: These substitution levels are from the Champions of Valor Web Enhancement, located here. This is actually a multiclass substitution levels, since you need at least two paladin levels to acquire them. They offer diplomacy, handle animal, heal and ride as bonus class skills. With the cityscape web enhancement, located here, you can trade ride and handle animal for gather information and tumble. [LIST] [*] 2nd level: You get to stack your wizard and paladin levels to determine only how many times per day you can use your smite evil ability. Even though this only costs a 1st level spell, remember that you don't get your wizard level as a bonus to damage and your charisma bonus isn't going to be high enough to help your attack roll. Also note that smite evil requires a melee attack. [*] 4th level: Give a second level spell to reduce arcane spell failure by 20%. This combined with other arcane spell failure reducers, can make you able to wear even heavy armor. [*] 5th level: Interesting for alternative supermount builds, however it is bad for two reasons: Your wizard and paladin levels don't stack for the abilities of your pets and you need to progress your paladin levels to five to get a special mount. [/LIST][/LIST] Wizard Variants:[LIST] [*] Combat Wizard [SUP]UA[/SUP]: Lose your scribe scroll [SUP]PHB[/SUP] and bonus wizard feats, and gain fighter bonus feats at 1st and every five levels as wizards do. Great for fulfilling requirements and to the gish types. [*] Domain Wizard [SUP]UA[/SUP]: By giving away your ability to specialize, you can be a domain wizard. You gain an extra spell per level and add a domain spell to spells known when you are able to cast it. Apparently you don't give up anything and there are domains with really good spells. In addition spells casted from your domain slots get a +1 bonus to their caster level. [/LIST] Specialist Wizard Variants [SUP]UA[/SUP]:[LIST] [*] Abjurer Variants:[LIST] [*] Resistance to Energy [SUP](Su)[/SUP]: Once per day, by giving up your familiar, you gain resistance to a selected energy type equal to 5 plus 1/2 of your abjurer class level. It lasts for one hour. I don't think that this is worth the trade. [*] Aura of Protection [SUP](Ex)[/SUP]: Raise a protective barrier against the first attack or spell that will target you. You gain a deflection bonus to your armor class and a resistance bonus to all saving throws equal to your intelligence modifier. To gain this ability you give away your bonus feats. Whenever you gain a bonus feat, you get an additional use of this ability. [*] Spontaneous Dispelling [SUP](Ex)[/SUP]: By giving away your bonus spells normally gained by being a specialist, you gain the ability to lose prepared spell energy to cast dispel magic or its greater counterpart. The downside to this is that you spend one more spell level to cast it spontaneously, but you can use a readied action to counterspell. [/LIST] [*] Conjurer Variants:[LIST] [*] Rapid Summoning [SUP](Ex)[/SUP]: Trade your familiar to reduce the casting time of summon monster spells to just a standard action. This is actually a very nice ability, despite the fact that you are losing your familiar [*] Enhanced Summoning [SUP](Ex)[/SUP]: This is a good trade. You give your bonus feats away, but you get augment summoning [SUP] PHB[/SUP] as a bonus feat at first level. At later levels your summons get harder at being dispelled and additional bonuses to their strength and constitution. Especially if you plan dipping wizard, augment summoning seems a lot better than scribe scroll. [*] Spontaneous Summoning [SUP](Ex)[/SUP]: Lose a spell to cast any summon monster spell of lower level. You trade this for the extra spells normally gained for being a specialist wizard. Unless you want to fulfill a requirement for a certain feat or prestige class, you can't normally access due to lack of summoning spontaneously, this is ok but otherwise below average. [/LIST] [*] Diviner Variants:[LIST] [*] Enhanced Awareness [SUP](Ex)[/SUP]: By giving up your familiar you gain a number of small bonuses, none of which are important. [*] Bonus Feat List: This does give you additional options, but i can't see how you could use it if you don't want to fulfill requirements. The best feat provided is probably improved initiative and blind fight, which is listed as a requirement usually. [*] Prescience [SUP](Ex)[/SUP]: Add an insight bonus to any attack roll, saving throw, skill check or level check you make once per day plus one for each five class levels. This is a special immediate action, a free action that can be taken out of turn effectively. As a trade, you lose your additional spells for being a specialist wizard. While this is a nice ability, the trade off is questionable. [/LIST] [*] Enchanter Variants:[LIST] [*] Cohort: Give up your familiar and gain a cohort plus additional bonuses if you select the Leadership [SUP] DMG[/SUP] feat. Nice alternative to your familiar, but note that you will gain it at 6th level. [*] Social Proficiency [SUP](Ex)[/SUP]: By giving up your bonus feats you add many skills to your class skill list and a +2 competence bonus on checks involving one of these skills ( bluff, diplomacy, gather information, intimidate and sense motive). Every five levels thereafter you gain an additional bonus to a different skill. Great if you plan to have less than five levels as wizard and want to get an expanded skill list. [*] Extended Enchantment [SUP](Su)[/SUP]: Usually enchantment spells have nice durations and losing your additional specialist spells is a bad trade to just extend enchantment spells. [/LIST] [*] Evoker Variants:[LIST] [*] Energy Affinity [SUP](Ex)[/SUP]: +1 caster level with a chosen energy type for the price of your familiar. Not worth it at all, since there are even feats that do the same job a lot cheaper. [*] Energy Substitution [SUP](Ex)[/SUP]: A free action that can be used once per day for each five levels attained, lets you change the energy descriptor and the effects of a spell to that of a different type. [*] Overcome Resistance [SUP](Ex)[/SUP]: Lose your extra spells as a specialist wizard for the ability to lower a target's resistance to energy as a free action. The times per day that this can be used are enough, but the downside is that it only applies to a single target. In any way i don't think that it's worthy of the trade. [/LIST] [*] Illusionist Variants:[LIST] [*] Chains of Disbelief [SUP](Ex)[/SUP]: Opponent's can't help other creatures disbelief your illusions. You have to give up your familiar to this, and while it is a nice ability i doubt that it is competent. [*] Shadow Shaper: This feature offers some interesting abilities at later levels, but only a few bonuses in the start. The hide class skill can help fulfilling requirements. The 5th level ability isn't worth the trade of a wizard feat however, and the rest abilities are a pretty much equal trade. [*] Illusion Mastery [SUP](Ex)[/SUP]: This is actually nice. Not only you gain two bonus spells known when you unlock a new spell level, but you also master them as if having spell mastery [SUP] PHB[/SUP] with them. That nets you 18 spells known and mastered for your 45 total spell levels (your bonus spell slots for being a specialist). Some builds may even benefit more from the mastered spells (such as magelord [SUP] LEoF[/SUP] builds). [/LIST] [*] Necromancer Variants:[LIST] [*] Skeletal Minion: This is worth the trade. The skeleton can use weapons since it was a warrior in its previous life and has the normal undead qualities. The important part is that " The skeleton has a number of Hit Dice equal to the necromancer's class level", which is perfect, since it will gain actual hit dice and advance its saves (but not skills or feats). The minion also gains some extra bonuses based on your level. The two abilities are pretty much equal, but note that you don't lose anything for losing your minion. Also note that it can probably be awakened, but that's a DM's call. [*] Undead Apotheosis [SUP](Ex)[/SUP]: This is a bad trade. Sure in the end you wind up with light fortification [SUP] DMG[/SUP], but you do have to take twenty levels of wizard and lose all your feats to abilities that only add bonuses to saving throws. The 10th level ability is nice in some situations though. [*] Enhanced Undead [SUP](Ex)[/SUP]: Nice ability which buffs up your undead even more. Keep in mind that the bonuses to attributes are enhancement, which don't stack with others. As a trade you give up your specialist bonus spell slots. [/LIST] [*] Transmuter Variants:[LIST] [*] Enhance Attribute [SUP](Ex)[/SUP]: Give up your feats for an ability that can give a +2 enhancement bonus to one of your attributes "on-the-fly". It would be considerably stronger if the type of the bonus was unnamed. Definitely not worth the familiar trade. [*] Spell Versatility [SUP](Ex)[/SUP]: Not only you can make a certain spell available to you by choosing a spell from a prohibited school, you also make it transmutation, probably gaining additional bonuses (such as caster level). Worth the trade and makes specialization easier. [*] Transmutable Memory [SUP](Ex)[/SUP]: So you can load up rings of wizardry [SUP] DMG[/SUP] and pearls of power [SUP] DMG[/SUP] of low spell levels (which are definitely cheaper) and prepare higher level spells? I would definitely trade nine 1st level spells for a 9th level one. The loss of additional spells isn't worth it though, although you do get to memorize spells from other schools. [/LIST] [/LIST]
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2 years ago ::
Jul 07, 2007 - 11:08AM
#4
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General: [LIST] [*]Combat Casting [SUP]PHB[/SUP]: Don't take it! It's a trap! Skill focus (concentration) is going to be useful on any roll and not only when casting defensively. [*]Combat Expertise [SUP]PHB[/SUP]: When using the attack function you can trade some BAB for AC. Not actually great, but can have its applications. [*]Improved Initiative [SUP]PHB[/SUP]: Nice if you want to act early in the sequence to blast opponents and not worrying damaging allies. Also this reduced MAD as dexterity is less needed. [*]Toughness [SUP]PHB[/SUP]: Every wizard starting at first level should pick this and retrain it later if he is allowed. [*]Improved Toughness [SUP]CW[/SUP]: Bonus HP which are much needed for wizards and will also help your familiar, if you have one. [*]Knowledge Devotion [SUP]CC[/SUP]: Gain bonuses to attack rolls and damage rolls against specific creatures. Since wizards have a thing for knowledge skills anyway, this is somewhat synergistic, but only if the bonus damage applies to your spells. [*]Flyby Attack [SUP]MM[/SUP]: Available to you if you can fly, this is greater than mobile spellcasting [SUP]CV[/SUP] because it does not require a skill check. With this you can take cover behind an item and employ hit-and-run tactics. [*]Dragonwrought [SUP]RotD[/SUP]: Only for kobolds, this makes you a true dragon which really helps alter self and the like spells. Retain all your kobold racial traits and some dragon bonuses. Also you get a bonus on a skill related to your dragon heritage (platinum heritage lists concentration as a related skill, which seems to be the best choice generally). [*]Able Learner [SUP]RoD[/SUP]: Useful to roguish wizards, this will make you able to continue advancing skills that were previously class skills. [*]Enduring Life [SUP]LM[/SUP]: Gaining negative levels is a very bad thing. If you are in a campaign filled with undead horrors that constantly bestow negative levels, consider this option. [*]Bloodline of Fire [SUP]PGtF, [Regional][/SUP]: You get +4 bonus on saving throws against fire effects. Moreover you get a +2 bonus to your caster level for spells with the [fire] descriptor. Great starting feat, but you may want to retrain it at higher levels. [*]Bullheaded [SUP]PGtF, [Regional][/SUP]: Receive a bonus on will saves and you cannot be shaken. Fear effects really reduce nearly every roll, and this puts a stop to stacking those effects. [*]Dauntless [SUP]PGtF, [Regional][/SUP]: If feat retraining is allowed, this is a must 1st level feat for wizards. Nearly doubles your hit points and you can discard it later. [*]Fearless [SUP]PGtF, [Regional][/SUP]: This ability is very nice, but it can be easily emulated. Anyhow, this will increase your defensive capabilities. [*]Luck of Heroes [SUP]PGtF, [Regional][/SUP]: Gain +1 luck bonus on saving throws and +1 luck bonus on armor class. Nothing special, but it's going to help at low levels. [*]Mind Over Body [SUP]PGtF, [Regional][/SUP]: This is great like dauntless if you choose a race that further increases your intelligence. It also boosts your armor class and gain extra hit points whenever you choose a metamagic feat. You are most probably going to retrain it later, so consult your DM if those hit points stay around or disappear. [*]Otherworldly [SUP]PGtF, [Regional][/SUP]: This feat is top quality. Being an outsider means that you can benefit a lot more by alter self and polymorph spells, you gain darkvision and bonuses to diplomacy checks. There are some bad qualities to this, as some spells are not going to raise you from the dead, but they are proficient with all simple and martial weapons. [*]Tireless [SUP]PGtF[/SUP]: As Fearless. [*]Craven [SUP]CoR[/SUP]: Deal extra sneak attack damage equal to your hit dice. Nice feat if you are going to be sniping with your spells. [/LIST] Spells, General: [LIST] [*]Eschew Materials [SUP]PHB[/SUP]: Cast spells without material components. Unfortunately most of the times won't come into play and doesn't take care of the expensive components. Generally it is used when you don't have free hands to use or as a contingency when you don't have access to your component pouch. [*]Spell Mastery [SUP]PHB[/SUP]: Nice if you become separated from your spellbook. [*]Spell Focus/Greater [SUP]PHB[/SUP]: Not particularly good feats as they only pump difficulty class. They are regularly listed as requirements though. [*]Arcane Thesis [SUP]PHB II[/SUP]: Great bonuses with the selected spell. This spell's wording is actually a problem and a lot of dirty tricks are based on that. [*]Arcane Toughness [SUP]PHB II[/SUP]: First of all requires toughness. Second you heal only 1 HP per spell level. That's a terrible trade, even if you are dying. [*]Arcane Consumption [SUP]PHB II[/SUP]: This is actually good. If it didn't require two worthless feats, this would be great. The difficulty class bonus is once per day only, but +4 almost ensures your spell will land. The constitution and fatigue problems can be overcome easily (such as the necropolitan template) [*]Spell Penetration/Greater [SUP]PHB[/SUP]: If your archetype requires making SR checks regularly, this is worth it. [*]Elven Spell Lore [SUP]PHB II[/SUP]: Gives both unnamed bonuses to caster level checks for dispelling and being able to change the spell's energy type. [*]Vatic Gaze [SUP]PHB II[/SUP]: Use detect magic at will and use a swift action to determine a spellcaster's highest level spells. [*]Arcane Mastery [SUP]CA[/SUP]: Able to take 10 in caster level checks. This will probably benefit higher level spellcasters more. Nice ability though. [*]Extra Slot [SUP]CA[/SUP]: This feat is used many times in theoretical optimization for really broken stuff, but to the average wizard i don't think it's all that useful. [*]Extra Spell [SUP]CA[/SUP]: This entirely depends on your DM. If you can select a spell from any spell list, this is top quality. Otherwise it is junk. [*]Innate Spell [SUP]CA[/SUP]: Steep requirements and [*]Practiced Spellcaster [SUP]CA[/SUP]: Nice for multiclass wizards. This makes up for your lost caster levels. [*]Ranged Spell / Touch Spell Specialization [SUP]CA[/SUP]: Gives you +2 bonus on damage rolls. Very nice if that means any damage (such as strength or dexterity damage). [*]Extraordinary Concentration [SUP]CV[/SUP]: This is a great feat. Although there is a skill trick that pretty much duplicates it, you can use both if needed. [*]Extraordinary Spell Aim [SUP]CV[/SUP]: The obvious application is to blast enemies while protecting your ally. However there is more to this, like oppening holes to the antimagic field so that your magic items or defenses are not affected. [*]Mobile Spellcasting [SUP]CV[/SUP]: This is like spring attack for spells, but it requires a concentration check, which is pretty high. A far better alternative to this is Flyby Attack [SUP]MM[/SUP] which is perfectly safe and you don't risk loosing your spells. Of course it requires you to fly, but that's just a 3rd level spell. [*]Alacritous Cogitation [SUP]CM[/SUP]: Provides some versatility by leaving a spell slot open to fill later. However, because the casting of the spell becomes a full-round action, this doesn't stop there. That's actually a bad thing for standard and lower action spells, but that's not the case for spells that have a large casting time. So you can reduce high casting time spells to just a full-round action. [*]Cloudy Conjuration [SUP]CM[/SUP]: This is a great debuff lite every time you cast a conjuration spell. Essentially this provides you with a +2 DC bonus against targets who can be sickened. This is because the sickened condition bestows a -2 penalty to the target's saves. The best part is that it doesn't require a saving throw. [*]Dazzling Illusion [SUP]CM[/SUP]: Not to great. The dazzled condition only bestows a -1 penalty to attack, spot and search rolls, which is nothing to die for. [*]Energy Abjuration [SUP]CM[/SUP]: It's just a one shot ability, but the granted resistance is huge. Even if you spend a 0-level spell, you get energy resistance 5 to the first energy damage you will be exposed to. [*]Favored Magic Foe [SUP]CM[/SUP]: Choose a creature type and gain spellcasting related favored enemy bonuses to overcome damage reduction and bestow penalties against your spells to them. Nice if you are in a campaign heavy against your favored magic foe. [*]Fearsome Necromancy [SUP]CM[/SUP]: Again, this is a quick debuff that doesn't allow a save. However a lot creatures are immune to fear effects, so choose wisely. [*]Insightful Divination [SUP]CM[/SUP]: Nice bonuses that last long, but i can't see why someone would choose spell focus (divination). With the spontaneous divination alternative class feature, this becomes more appealing to diviners. [*]Master of Undeath [SUP]CM[/SUP]: Control an undead creature for some days, beyond your normal limit of controlled undead creatures. It's great and after the duration ends you can employ spells like control undead. Nice addition to a necromancer build. [*]Metamagic School Focus [SUP]CM[/SUP]: Reduce the metamagic cost of spells that belong to a particular school of magic. Unfortunately it's too specific to be good. It requires both a specific school to which it can be applied and it is usable only 3 times per day. [*]Piercing Evocation [SUP]CM[/SUP]: It's an ok ability, but the amount of energy you can convert will always be just 10 points. [*]Somatic Weaponry [SUP]CM[/SUP]: Since it is a free action to remove a hand from your weapon, this is actually not needed, unless you plan on casting while carrying stuff you cannot hold in one arm. [*]Toughening Transmutation [SUP]CM[/SUP]: This is junk to my opinion. The damage reduction can easily be overcome and the effect lasts for only 1 round. This is effective only if you find a way to cast a low level transmutation effect on the target you want to affect. [*]Unsettling Enchantment [SUP]CM[/SUP]: Again this is weak compared to the feats related to necromancy and conjuration from this cycle. Better choose on of those, to benefit more both from the spell focus and the ability. [*]Master Spellthief [SUP]CS[/SUP]: In case of roguish wizards this feat helps a great deal. First of all your arcane caster level for all arcane spells is equal to your spellthief and all your arcane spellcasting levels. In addition you do not incur arcane spell failure from arcane spells, but only if you are wearing light armor. The most controversial ability this feat stacks is steal spell. Although your arcane casting classes stack with spellthief levels to determine the spells you can steal with this ability, your ability to store them remains equal to your spellthief levels. [*]Earth Spell [SUP]RoS[/SUP]: A bonus to heightened spells when touching the ground. This is an important ingredient to killer gnome builds. Outside that it's power is reduced significantly. [*]Cold Focus/Greater [SUP]Frostburn[/SUP]: It's the same deal with spell focus [SUP]PHB[/SUP], but occasionally better. This is because of snowcasting [SUP]Frostburn[/SUP], a feat that makes you able to add the [cold] descriptor to a spell. [*]Primitive Caster [SUP]Frostburn[/SUP]: Add additional components to a spell to raise its effective caster level. Nice way to boost a spell, but keep in mind that you can't add a component the spell already has. [*]Snowcasting [SUP]Frostburn[/SUP]: A way to add the [cold] descriptor to your spells, this has applications, but in my opinion the snow it requires is limiting. Also opens up other feats. [*]Frozen Magic [SUP]Frostburn[/SUP]: Unless you are constantly adventuring in cold areas, getting a situational bonus to your [cold] spells for two feats is obviously a bad trade. [*]Cold Spell Specialization [SUP]Frostburn[/SUP]: As above, but this affects your [cold] spells' damage. Requires three feats, making it even less appealing. [*]Frostfell Prodigy [SUP]Frostburn[/SUP]: Get a bonus to your attribute to determine your bonus spells only. The fact that it requires four feats to get this ability and it works only in certain areas, makes this trash. [*]Storm Magic [SUP]Frostburn[/SUP]: Cast spells at +1 caster level during storms. Even though creating magical storms may be easy, there are better ways to boost your caster level. [*]Spell Focus (Good) [SUP]BoED[/SUP]: Not only this is better than normal spell focus since it is easier to add a descriptor to your spells, the bonus is +2 to the DC instead of +1. [*]Vow of Nonviolence [SUP]BoED[/SUP]: You get a +4 bonus on save DCs of nondamaging spells against humanoids or monstrous humanoids, but you must not cause harm to humanoid or monstrous humanoid opponents. Huge bonus to save difficulty classes, but has a great drawback, too. [*]Elemental Spellcasting [SUP]PlH[/SUP]: Choose a specific element and cast the spells with the chosen descriptor at +1 caster level. Useful with feats like snowcasting, but otherwise limited. [*]Mother Cyst [SUP]LM[/SUP]: This is too specific to be useful, but one particular spell, necrotic empowerment is too powerful to ignore. Huge bonuses and defensive abilities. Also can be persistent. [*]Aberration Banemagic [SUP]LoM[/SUP]: Your spells are more efficient on aberrations. This is useful if you are going to deal with aberrations a lot, but otherwise it's not worth it. [*]Aquatic Spellcasting [SUP]LoM[/SUP]: Again this is campaign specific. If you are going to adventure in areas in or near seas, get this. [*]Poison Spell [SUP]DotU[/SUP]: Add a contact or injury poison as a material component to a melee touch attack spell you are casting. You do however risk injuring yourself with poison, which is easily overcome by acquiring the use poison ability somehow. Since drow rogues can swap their trapfinding ability for poison use at first level, this feat can help sneaky wizards. [*]Bane Magic [SUP]HoH[/SUP]: Choose a creature type and deal more damage against those creatures. If you are in a campaign that features a certain creature type, you can choose this. However it is not that great, the damage isn't enough to make it useful. [*]Corrupt Spell Focus/Greater [SUP]HoH[/SUP]: Useful if you get all your spells to be corrupt. [*]Spell Thematics [SUP]PGtF[/SUP]: Your spells have a signature theme, a manifestation. This makes them more difficult to identify with spellcraft, fortifying them against counterspelling. Moreover you select one signature spell per spell level and you cast it at +1 caster level. Not the best out there to raise caster level, but adds flavor points. [*]Spellcasting Prodigy [SUP]PGtF[/SUP]: This version of this feat is bad. It's like spending a feat for wearing a headband of intellect +2 that only helps your bonus spells. [*]Arcane Manipulation [SUP]LEoF[/SUP]: This doesn't seem like much, but it has some great applications. The most obvious trick is using rings of wizardy of a certain level and breaking some higher level spells to that level. For example you can break three 2nd level slots to six 1st level ones and use a ring of wizardy I to double the spell levels. [*]Cormarythian Moon Magic [SUP]LEoF[/SUP]: If you are going to play at night and on the surface this is great, as +2 bonus to your caster level is nothing to scoff at. It has no drawbacks during the day. [*]Spell Reprieve [SUP]LEoF[/SUP]: Not actually that good, since it only affects only a single spell. You can use it to gain an important evocation spell, like contingency or wind wall. It has many applications in other schools as well. [*]Arcane Transfiguration [SUP]LEoF[/SUP]: This is not worth it. If you want to cast spells from a prohibited school, then don't be a specialist wizard and lose three feats. [*]Familiar Spell [SUP]Und[/SUP]: Hold one mastered spell of any level? This means that you have to keep your familiar, but that's not a bad thing in general. [/LIST] Weapon-like Spells: [LIST] [*]Improved Critical [SUP]PHB[/SUP]: Improving the critical range of your spells isn't much and you will get it pretty late in the game. [*]Point Blank Shot [SUP]PHB[/SUP]: While you get awfully close to your enemies, this helps both your attack rolls and damage. Also it's required for other feats. [*]Precise Shot [SUP]PHB[/SUP]: Great if you regularly snipe targets in melee with a party member. [*]Improved Precise Shot [SUP]PHB[/SUP]: Great, but the base attack requirement is steep. Most wizards won't be able to acquire this. [*]Weapon Focus [SUP]PHB[/SUP]: This is just bad. Better choose point blank shot and get bonuses with every ranged weapon and to damage. [*]Ranged Recall [SUP]CM[/SUP]: Reroll the attack with a penalty, but after all it's a touch attack, so it won't matter much. It's nice to have second chances, even if it is true for only 3 times per day. [*]Sickening Strike [SUP]DotU[/SUP]: This ambush feat has a small sneak attack requirement and makes targets sickened. What is great about this feat is that it targets living targets (who probably are subject to sneak attack), which if used with a swift action weapon-like spell, can provide you a quick save-less debuff for your next spell, giving you effectively a +2 to its difficulty class. [*]Terrifying Strike [SUP]DotU[/SUP]: As above, but just two notes. First it can be used to stack fear effects, but it is a mind-affecting effect, which more creatures may be immune to than the sickened condition. [*]Aleval School [SUP]DotU[/SUP]: This is the same with the two feats above, but as written it can bestow the penalty to saving throws to anyone that is subject to sneak attack. The drawback is that it requires the feat weapon finesse, which isn't that great, and can be a pain acquiring it, due to roleplaying reasons. [/LIST] Polymorph: [LIST] [*]Arcane Strike [SUP]CW[/SUP]: Unless you know what you are doing, don't get this. However it states that it is applied to all natural weapons so if combined with specific polymorph forms can give very nice attack power. [/LIST] Summoning: [LIST] [*]Augment Summoning [SUP]PHB[/SUP]: Nice feat but requires spell focus (conjuration), which is pretty much worthless. Boosts to summoned creatures are good though. [*]Beckon of the Frozen [SUP]Frostburn[/SUP]: Summoned creatures gain the cold subtype and deal extra damage. [*]Icy Calling [SUP]Frostburn[/SUP]: Only useful in cold environments. If you call cold creatures they get increased benefits. Unfortunately, this feat gets even worse since the attribute bonuses are enhancement. [*]Celestial Summoning Specialist [SUP]PlH[/SUP]: Add one good-aligned creature to the list of creatures for each summon monster spell that you can cast. Unfortunately since it states that you can normally add a different creature on the list by removing an existing one, this is feat isn't necessary. [*]Fiendish Summoning Specialist [SUP]PlH[/SUP]: Ditto. [*]Corpsecrafter [SUP]LM[/SUP]: Give enhancement bonuses to strength and hit points to undead you create. It's a feat that opens up a series of crafting feats, but it's actually good. [*]Bolster Resistance [SUP]LM[/SUP]: Undead you create gain a +4 turn resistance. [*]Deadly Chill [SUP]LM[/SUP]: Give undead you create a +1d6 cold damage with their natural weapons. This isn't worth it as the bonus damage is elemental and small. [*]Destruction Retribution [SUP]LM[/SUP]: Not only if your undead die do spread damage, they also heal other undead creatures. This has interesting possibilities with expendable undead. [*]Necromantic Presence [SUP]LM[/SUP]: Undead creatures you control get a +4 bonus on their turn resistance. You can just grab the bolster resistance feat and fortify your undead without being within 60ft of you. However this does opens up a nice little feat. [*]Necromantic Might [SUP]LM[/SUP]: Undead you control within 60ft of you get a +2 enhancement bonus on their attack rolls and saving throws. [*]Nimble Bones [SUP]LM[/SUP]: Give bonuses to initiative and land speed of undead you create. [/LIST] Counterspelling: [LIST] [*]Improved Counterspell [SUP]PHB[/SUP]: Unfortunately this isn't good for wizards. Spontaneous spellcasters are better at counterspelling. [*]Dampen Spell [SUP]PHB II[/SUP]: This is similar to granting yourself bonuses to saving throws (or to all your allies saving throws in case of area spells). To really become effective you'll have to expend spell slots of 2 or 3 probably. The bad thing is that this feat is completely useless on spells that don't require saving throws. [/LIST]
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2 years ago ::
Jul 07, 2007 - 11:09AM
#5
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Wizards receive a low amount of skill points per level. However if you consider that most wizards have a starting intelligence of 15-16 they easily get 5+ skill points when they level up. They aren't exactly skill monkeys, but they can max out several useful skills. Class Skills: [LIST] [*] Concentration: This is very useful. Of course, theoretically, it would be best that you wouldn't have to make concentration rolls in the first place. This skill makes you able to avoid losing spells to stressful situations. [*] Craft: While crafting is for lowly peasants, there are quite a few prestige classes that list it as a requirement. Crafting alchemical items can be quite efficient at low to mid levels. [*] Decipher Script: Nice skill, but you can always use your spells to duplicate it. No need to spend skill points in this one. [*] Knowledge: Now this is something important. Intelligence will be one of your highest attributes and knowledges provide useful information on your opponents. The best course of action is for the party to split the various knowledges that creature types are related to. However since you have the skill points to spend, you can take quite a few. Consult the chart below for creature types and areas of knowledge relation: [LIST] [*] Arcana: Constructs, Dragons, Magical Beasts. [*] Dungeoneering: Aberrations, Oozes. [*] Local: Humanoids (Native local humanoids probably) [*] Nature: Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin. [*] Religion: Undead. [*] Planes: Outsiders, Elementals. [/LIST] As you can see, the nature area of knowledge provides tremendous amount of information on creatures. A close second is Arcana, which every wizard should have, since it's the area related to his own profession. Knowledge on the planes offers quite a few information, since outsiders are a pretty large category. Knowledge on religion area is quited limited, but no one can neglect undead. [*] Profession: I'd dump this. You can gain a lot more by selling your spells or crafting stuff. Also wisdom isn't actually important to you. [*] Spellcraft: This is one of the skills you would like to max out. Its applications are many and help identifying opponent's magical defenses, counterspelling, following tracks, learning new spells, identify potions and generally understand magical effects. Every wizard should possess this. [/LIST] Cross Class Skills: [LIST] [*] Appraise: Not exactly needed to wizards, but some times it's required for fulfilling requirements. Also thematically fits to the wizard figure. [*] Balance: 5 ranks in this will ensure that you won't be flat-footed when balancing. A rogue can easily disable with high sneak attack damage at low to mid levels. Of course this is not the way to deal with such threats directly, but every little bit helps. [*] Disable Device/Search: They're intelligence based and you can gain trapfinding by dipping to roguish classes. You can fill in the trapfinder role this way relatively easily and by not making a huge sacrifice. [*] Disguise: Wizards are crafty individuals. Appearing as the cliche wizard with the big hat and the robe, is probably going to draw enemy fire. This skill helps you survive this. The best part is that spells like disguise self, alter self and shapechange grant you huge bonuses to creating disguises. [*] Escape Artist: The grapple check is base attack bonus + strength modifier + size bonus, not particularly the wizards' forte. You can escape from a grapple by giving up an attack, while making an escape artist check to escape is a standard action. Since your base attack bonus is bad anyway, you will have as many as two attacks, so these two are pretty much the same. Using escape artist is superior, since you benefit from dexterity a lot more than strength and spending skill points in it are not that required, since custom magic items and spells help boost the check. [*] Forgery: It can have some serious roleplaying hit and it's intelligence based. Stealing the seal of the local lord and forging documents can boost your wealth, but it entirely depends on the choices you make in game and on your DM. [*] Hide/Move Silently: Hide is a skill that you can easily pump e.g. by being small and wearing magic items. Also enemies that cannot see you cannot actively harm you, which is great considering how fragile wizards are. Note that you should use these to stay away from danger, not to scout around. [*] Listen/Spot: Although the general wizard figure is usually aloof and doesn't pay much attention to his surroundings, spending some ranks in these two can help against surprising situations. Wizards are all about preparation. [*] Tumble: Great skill. The ability to get into a better position without provoking attacks of opportunity and casting your spell safe from harm is probably better than casting on the defensive. [*] Autohypnosis: Wow, this has great uses, even if it is keyed off wisdom. The DCs are relatively low, so it's worth it to spend some cross class skill points into this. [*] Use Magic Device: Many uses have a fixed DC, which you can hit easily with a few ranks and some items. Also your familiar benefits from this greatly if it can speak. [*] Use Psionic Device: As above. [/LIST] Skill Tricks: [LIST] [*] Collector of Stories [SUP]CS, Mental[/SUP]: Great bonus to identifying creatures, a role that wizards usually fulfill. Requires Knowledge (any) 5 ranks.[*] Conceal Spellcasting [SUP]CS, Manipulation[/SUP]: Not that good since it is based on your sleight of hand check, which can't get really high since it's not on your class skill list. It's an interesting trick though. Requires Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank.[*] Easy Escape [SUP]CS, Manipulation[/SUP]: This actually offsets the bonus your opponent gains from his size to the grapple roll (well at least if you are medium sized). That said you can easily escape and cast a spell to somewhere safe. Requires Esacpe Artist 8 ranks.[*] False Theurgy [SUP]CS, Manipulation[/SUP]: Trick opponents into thinking you are casting a different spell. Nice if you are dealing with counterspellers a lot and want to get an important spell through. Requires Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks.[*] Magical Appraisal [SUP]CS, Mental[/SUP]: This is great, because identify's material component is expensive. Also it has a casting time of 1 hour. Essentially you spend 2 skill points for a spell-like ability. Requires Appraise 5 ranks, Knowledge (Arcana) 5 ranks, Spellcraft 12 ranks.[*] Swift Concentration [SUP]CS, Mental[/SUP]: One of the greatest skill tricks for wizards, this will enable you concentrate on powerful spells while being able to employ spells to deal with other threats. Requires Concentration 12 ranks.[/LIST]
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2 years ago ::
Jul 07, 2007 - 11:10AM
#6
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Prestige Classes: Most consider the wizard class only 5-6 levels long. This is because after those levels the bonuses gained through prestige levels are most of the times a lot more powerful than 3 wizard feats. However prestige class aren't always as helpful as they seem to be. When looking to prestige consider the following: [LIST] [*] Spellcasting Levels: Not all wizard prestige classes continue spellcasting at each level. Wizards are all about spells and high caster levels. It's like reducing the fighter's BAB or the rogue's skill list. You can take a mild hit in favor of a great ability, but not more than one or on rare cases two levels. Greatly consider this before taking the level. [*] Feats: Since you are already loosing the wizard bonus feats, you are actively optimizing if you prestige in a class that offers bonus wizard feats. Be careful on the requirements though. [*] Saves: There are classes that give you bonuses to saving throws different than those of the standard wizard. Remember that if you are multiclassing in a class with strong will and its rest saves are bad, you may take a hit in your fortitude and reflex on the long end. [*] BAB: While not important, some prestige classes out there may provide you with average BAB. If you use regularly rays, try to prestige out of wizard at a level that can be divided by 2 (e.g. 6, 8, 10..). The main reason for this is that wizards receive their bonus BAB at that point. So a 5 wizard / 5 prestige will have 4 BAB if they both have a bad BAB progression, but a 6 wizard / 4 prestige will have a BAB rating of 5. [*] Skills: Wizards are good with skills on average, so it isn't bad looking for prestige classes that expand their skill lists. The amount of skill points received is of course not that much important. [*] Weapon Proficiencies: This shouldn't be the main reason of prestige class acquisition, but as an icing on the cake. [/LIST] Prestige Classes:[LIST] [*] Core[*] Complete[*] Other sourcebooks[*] Faerun[*] Eberron[/LIST]
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2 years ago ::
Jul 07, 2007 - 11:10AM
#7
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This section isn't dedicated only on listing the best spells out there for wizards, but also to present information that will make you able to identify if a certain spell is good or bad. [SBLOCK=Save-Based Spells:]Unless you are a fairly experienced player you will probably have a problem selecting the right spells at each level. There are spells that deal with specific creature types, but what if someone wants to be prepared no matter what? What spells should he memorize for the day when he reaches a certain level? Even worse what saving throws should his spells allow? A way to cover this problem is to consult the graph below: This actually presents the creatures' (of a certain challenge rating) average scores (in saves and SR). Data come from CubeKnight's creature filter and as you can see there are records from lots of different source books. Fortitude saves are almost always the best saving throws. Even though after mid levels they sometimes are equal to will saves, they never fall below that limit. On the other hand, will saves are the worst saves at early levels, but they get significantly boosted at mid and late levels. Reflex saves are probably the worst saves there are. At low levels they are better than fortitude saves, but at mid and higher levels will saves are superior. Reflex saves are significantly lesser at high levels, not the difference between fortitude (23 on average) and reflex (16 on average). So to wrap it up: Low to Mid Levels (1-10 CR):[LIST] [*]Fortitude > Will [*]Fortitude >= Reflex [*]Reflex >= Will [/LIST] Mid to High Levels (11-20 CR):[LIST] [*]Fortitude >= Will [*]Fortitude >> Reflex [*]Reflex <= Will [/LIST] So now selecting your spells should be relatively easier. If you study the graph, from low to mid levels your will-based spells are less likely to be resisted. The same goes for reflex-based spells and high levels. Mind you, i am not suggesting that fortitude-based spells are bad, just that they are less likely to be effective (that is actually correct, since most save or die spells fall into this category). [/SBLOCK][SBLOCK=Difficulty Class:]Simply put, for your spell to be effective you want your opponent to score on his d20 saving throw check a number less than your DC minus his save bonus: 1d20 check < Your DC - His Save For example, a 1st level wizard with 18 intelligence casts sleep. Thus, his difficulty class is 15 (10 + spell level + int modifier). His target is a 1st level fighter with a fortitude saving throw of 5 (2 base + 3 con modifier). Using the above formula we have: 1d20 check < 15 (DC) - 5 (Save) = 10. So for the wizard's spell to be effective, the fighter must score a number between 1 and 9. Since a 20 is a critical success however, this is too, factored in. Now what is the chances of the spell to land? We have nine numbers between 1 and 9. That's 9 times out of 20, so the chances that the spell succeeds are 45%. The best chance you will ever get is 95% for your spell to be effective. That's because a natural 20 is always a success. To raise the effectiveness of your spells, you can either a) reduce your opponent's saving throw b) increase your save DC. That said, pumping up your intelligence isn't always the optimal way to go, but the mainstream one. There are lots of effects that reduce your opponents' saving throws, cheap and efficiently. Now assume a wizard with 18 intelligence in a party of 4. Let's see what his chances are when facing creatures of a challenge rating equal to his party members' average level. Note that we assume that he is using his best spell available: [SBLOCK=Early/Mid chances for spells:] CR 1[LIST] [*] Fort: 60% [*] Reflex: 70% [*] Will: 70% [/LIST] CR 3[LIST] [*] Fort: 60% [*] Reflex: 65% [*] Will: 65% [/LIST] CR 5[LIST] [*] Fort: 50% [*] Reflex: 55% [*] Will: 60% [/LIST] CR 7[LIST] [*] Fort: 45% [*] Reflex: 55% [*] Will: 60% [/LIST] CR 9[LIST] [*] Fort: 40% [*] Reflex: 55% [*] Will: 60% [/LIST][/SBLOCK] After studying the results, we come to the following conclusions: [LIST] [*]If the result of DC - Save is less than or equal to 0, you always fail to affect your target, except for a critical miss. Results in 5% chance of success. [*]If the result of DC - Save is higher than or equal to 20, you can only lose to a natural 20. That gives you a 95% chance of success. [*]If the result is 0 < DC - Save < 20, then your chance of success is calculated by dividing the result by 20 and multiplying by 100 %. For example i have a result of 10. That divided by 20 results in 0,5. We now multiply it by 100% and get: 50% chance of success. [*]Of course, all wizards should try to maximize their DCs to their full potential. That means the biggest chance of success, 95%. Every point of penalty you apply to your opponents' saves results in a 5% raise in your chance of success, but it is capped at 95%. Every point of bonus DC you get, again, is a 5% raise to your chance, with the same limitation. [/LIST] If we use again the iconic 18 starting intelligence wizard, his intelligence is going to be (after using tomes and powerful magic items): 18 (starting) + 5 (tome) +5 (levels) +6 ( headband of intellect) = 34. This is a +12 modifier, meaning that your DC for x level spells is: 12 + x. Assuming a y saving throw bonus we have: 1d20 < 12 + x - y As you can see above, to reach the maximum chance of success, we need to have: 12 + x - y >= 20 => x - y >= 8 Remember that x is the level of the spell. Spell levels belong to: [1, 9]. So we have: D = { (x,y) belong to Z : 1 <= x <= 9 and y <= 8-x }. If a pair of (x,y) fulfills this requirement, then you'll have maximum chance of success with a starting intelligence of 18 and all the normal benefits you can acquire (items, not including classes and racial mods). Seems pretty limited, since if we use a 1st level spell for example (x=1) then your opponent's saving throw bonus can't be greater than 1 (y<=1). [/SBLOCK][SBLOCK=Spell Resistance:]Enter spell resistance. Many creatures possess this ability and can prove quite the nuisance, since a creature will be protected even more by your spells. The main formula is: 1d20 >= His SR - Your CL As you can see now you are making the check, so the higher you score, the better. You calculate your chance of success by: Calculate: 21 + your CL - his SR. Divide the result by 20 and multiply it by 100%, and you have your chance of success. e.g. A wizard with caster level 10 targets a SR 19 opponent. 21 - 10 + 19 = 12. 12/20 * 100% = 60%. So the wizard's chance of success will be 60%. Which actually means that if you score anything greater than or equal to a 9, you succeed. A tricky part worth noting is: what if a spell requires both SR and saving throw check? What are my chances of success then? Well simply multiply the success chances between them and you'll have the new one. e.g. A wizard with CL 10 and intelligence 18 targets an SR 19 and 1 saving throw bonus opponent. What is his chance of 1st level spell that requires both checks to succeed? [LIST] [*] Saving throw part chances: 15 - 1 = 14. That is the equivalent of a 70% chance of success. [*] Spell Resistance part chances: 21 - 19 + 10 = 12. That's 60% chance of success. [/LIST] Final calculation: (60/100)*(70/100) = (4200/10000) = (42/100) = 42% chance of success. Even though the numbers will vary, this is an example of high chance rolls. When you have to make both checks however, as you can see, the chances to succeed are a lot less. [/SBLOCK][SBLOCK=Touch Attacks:]There are spells that require ranged or melee touch attacks to hit their targets. Failure to do so means your spell is lost. Let's study the touch attacks by challenge rating chart: As you can see, touch ACs are high in low challenge ratings and they gradually fall even more. This is not the case with normal AC ratings, which are constantly rising. We assume a wizard with no other bonuses to his attack roll than his BAB. Wizards have bad BAB progression, but since touch AC scores get worse as you will be gaining levels, it will be easier for you to get touch spells through. So at first level they get a 45% chance of success, while at twentieth level you get a 95% chance. To calculate the chances of your success, use the following formula: 1d20 >= His Touch AC - Your Attack Bonus Calculate 21- (AC - attack bonus) and divide that by 20. Multiply by 100% and then you get your chances. Again, as with spell resistance, there are spells that require both a touch attack and a spell resistance check. There are even those who require all three of these rolls. To calculate your overall success, multiply all your separate chances together. For example, you have a 50% chance of beating SR and a 60% of beating touch AC. Your opponent has a 40% chance of saving against your spell. That means that you get: (50/100)*(60/100)*(40/100) = (50*40*60/1000000) = 12% barely. A special note, even if you got 95% separate chances of success (which is the higher chance you will ever get) for each roll, you get: (95/100)*(95/100)*(95/100) ~= 85,7%. That said, spells that require many rolls to succeed are naturally inferior to those that require just one. So to maximize your chances of success you don't only need high DCs for spells, but spells with a small number of required rolls, too. [/SBLOCK][SBLOCK=Concentration Checks:]Concentration is a skill that generally wizards need to max out and this is because many effects linked to spells require concentration checks. Should you fail to concentrate on your spell, you are most likely going to lose it. The player's handbook provides detailed information on page 170 on concentration checks, that will cover almost all cases. Most notably: [LIST] [*] Injury while casting a spell: In case of continuous damage, you should be able to succeed. The problem here is if damaged by attacks or, even worse, enemy spells. Since opponents can ready an action to "when the enemy starts casting a spell", they will be able to affect even those spells that require a standard or move action to cast. Miss chance, invisibility and damage reduction can help lessen the inflicted damage, thus making your concentration check easier. [*] Distraction by spell: Mundane attacks only get 1/2 of the inflicted damage dealt to the concentration check's DC. Note that this is not the case with spells that deal damage. They actually add all the inflicted damage to the check. Thus, even a lowly magic missile [SUP]PHB[/SUP] spell (which if of 9th and higher caster level has a damage of 10-25, resulting in an average damage of 17,5) will boost your concentration check to 27,5 + level of the spell you're casting, nothing to scoff at. This graph shows how the damage of a spell, which deals 1d6 points of damage per caster level, scales compared to your concentration check with no modifiers. [/LIST][/SBLOCK]
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2 years ago ::
Jul 07, 2007 - 11:11AM
#8
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[SBLOCK=Armor:]People generally don't get armor on wizards. The main reason for this, is of course non proficiency. But what is the penalties of non proficiency?
A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields. That means that the only thing that is a problem with armor worn is bonus penalty from the armor check penalty and arcane spell failure. So try to get armor that have low arcane spell failure and armor check penalty. Special material can help here, to reduce it even more:
Special Materials: [LIST] [*]Darkwood [SUP]DMG[/SUP]: Shields made out of darkwood have their armor check penalty lessened by two points. [*]Mithral [SUP]DMG[/SUP]: A great material for armor and shields, but is more expensive. It lessens armor check penalty by 3 points, arcane spell failure by 10% and increase maximum dexterity bonus by 2. [*]Leafweave [SUP]RoW[/SUP]: Reduces arcane spell failure by 5%, armor check penalty is lessened by 2 and maximum dexterity bonus is increased by 1. Leafweave applies on padded, leather, studded leathe r and hide armor. [*]Wildwood [SUP]RoW[/SUP]: Lessens arcane spell failure by 5%, but reduces armor bonus by 1 and increases max dexterity bonus by 1. [*]Thistledown Suit [SUP]RoW[/SUP]: Reduces arcane spell failure chance by 5% and increases the armor's check penalty by 1. [*]Feycraft [SUP]DMG II[/SUP]: Not exactly material, this template can be added on any suit of armor. It gains the following: 10% less weight, -1 hardness, -5 hit points, -5% arcane spell failure. Also grants +1 bonus to bluff checks made to deceive others. The cost is 500 gp more. [*]Githcraft [SUP]DMG II[/SUP]: Similar to feycraft, this is a template that can be added on a suit of armor. The armor's arcane spell failure is reduced by 5%. Also the bearer of a githcraft shield or armor gets a +1 unnamed bonus on concentration checks. The cost is 600 gp. Note that if you carry both a githcraft armor and shield, you probably stack the concentration bonuses, since they come from different sources. [/LIST] Armor/Shields: [LIST] [*]Leafweave Padded: +1 AC / +9 Dex / 0 ACP / 5% ASF, 745 gp [*]Thistledown Padded: +1 AC / +10 Dex / 0 ACP / 0% ASF, 405 gp [*]Wildwood Chain Shirt: +3 AC / +5 Dex / -1 ACP / 15% ASF, 500 gp [*]Leafweave Leather: +2 AC / +7 Dex / 0 ACP / 5% ASF, 750 gp [*]Leafweave Studded Leather: +3 AC / +6 Dex / 0 ACP / 10% ASF, 765 gp [*]Mithral Chain Shirt: +4 AC / +6 Dex / 0 ACP / 10% ASF, 1.100 gp [*]Mithral Light Shield/Buckler: +1 AC / 0 ACP / 0% ASF, ~1.015 gp [*]Darkwood Light Shield/Buckler: +1 AC / 0 ACP / 5% ASF, 257/205 gp [*]Mithral Heavy Shield: +2 AC / 0 ACP / 5% ASF, 1.020 gp Note: Interferes with spellcasting. [*]Githcraft Darkwood Light Shield/Buckler: +1 AC / 0 ACP / 0% ASF, +1 bonus on concentration checks 857/805 gp [*]Feycraft Darkwood Light Shield/Buckler: +1 AC / 0 ACP / 0% ASF, 757/705 gp [/LIST] Consider the armor enhancement twilight [SUP]MIC[/SUP] which reduces arcane spell failure chance by 10% more. So a wizard wearing a +1 Twilight Mithral Chain Shirt and a Mithral Buckler receives no penalties for wearing armor, for a total cost of 6.115 gp, while giving you +6 AC and +6 dex capacity.
Armor/Shield Enhancements: [LIST] [*]Animated [SUP]DMG[/SUP]: This can be used with a shield to free your arms to be able to cast with somatic components. A mithral heavy shield can be used for the job with only a mild chance of spell failure. [*]Fortification [SUP]DMG[/SUP]: Your hit point total won't be able to endure the heavy damaged dealed by sneak attack or critical hits. This is handy to have in the case you deal with a lucky dm or being targeted by sneak attackers much. [*]Glamered [SUP]DMG[/SUP]: The ability to mess with people's minds is great. The price is extremely low and you can change your armor to something more fitting to wizards. Or you can make it appear as a full plate to confuse opponents. [*]Shadow [SUP]DMG[/SUP]: Boosts your hide checks. This is interesting for sneaky wizards such as halflings. [*]Silent Moves [SUP]DMG[/SUP]: As above. [*]Slick [SUP]DMG[/SUP]: Grant you bonuses to escape artist checks. Great if you are facing a lot of grapplers. [*]Agility [SUP]MIC[/SUP]: Bonus to one of your low saves. Sure vests or cloaks of resistance can do better, but they do reserve the body slot. [*]Anchoring/Greater [SUP]MIC[/SUP]: You are vulnerable to these attacks. This enhancement provides you with some bonuses to resist the occasional fighter who tries to employ dirty tactics against you. [*]Greater Blurring [SUP]MIC[/SUP]: A blur effect that can be activated at will. Great ability that can even block sneak attack at certain situations. [*]Death Ward [SUP]MIC[/SUP]: Low price and it effectively prevents you from dying once per day. You already have low fortitude saves. [*]Freedom [SUP]MIC[/SUP]: Freedom of Movement is a great ability, especially for wizards who can easily be distracted into losing their spells. This is expensive, but it is worth it. [*]Healing [SUP]MIC[/SUP]: Great enhancement that saves actions for your party's healer. Also keeps you alive to go somewhere safe from harm, probably by using a spell. Also stabilizes you in the rare case you don't stay conscious. [*]Nimbleness [SUP]MIC[/SUP]: Reduces ACP and increases maximum dexterity bonus. This may open up even greater armor for you, although arcane spell failure can be a problem. [*]Stamina [SUP]MIC[/SUP]: As with agility. [*]Twilight [SUP]MIC[/SUP]: Reduce the arcane spell failure of your armor by 10%. [/LIST] Armor/Shield Augment Crystals: [LIST] [*]Crystal of Aquatic Action [SUP]MIC[/SUP]: Spells function normally underwater, except from those that require ranged attack rolls and spells of the fire descriptor. This is handy in underwater campaigns or in cases of emergency. If you are adventuring in areas by large bodies of water, be sure to have one of these ready. [*]Crystal of Arrow Deflection [SUP]MIC[/SUP]: Provides huge bonuses to your AC against ranged weapons only. That means that it doesn't affect spells. The deflect arrows [SUP]PHB[/SUP] feat comes free with this and is very nice, since it doesn't require a roll. [*]Crystal of Glancing Blows [SUP]MIC[/SUP]: Great for countering grapplers. Not that this is a bonus to grapple checks, not escape artist checks, so it may stack with the slick [SUP]DMG[/SUP] armor enhancement. [*]Crystal of Lifekeeping [SUP]MIC[/SUP]: It grants competence bonus to saving throws that are usually related to fortitude. This is worth it, since most of these effects are a huge pain to spellcasters or they outright kill them: energy drain, death spells and death effects. [*]Iron Ward Diamond [SUP]MIC[/SUP]: It's like a stoneskin-lite effect, without the costly material component and rechargeable each day. Heck you can even buy a few if they are not enough for you. [*]Restful Crystal [SUP]MIC[/SUP]: Great for adventurers who always want to be ready. Cheap also. [/LIST][/SBLOCK][SBLOCK=Weapons:] Wizards have a very limited amount of weapon proficiencies. Of course wizards don't use weapons for offense except on rare occasions. However there are some weapon enhancements that can be handy to wizards. All of the weapons the wizard is proficient in are simple: [LIST] [*]Club: Nothing great here. Deals bludgeoning damage, which is important for damage reduction. Note however that this can be thrown. [*]Dagger: As above. The important part is that it deals piercing damage. [*]Heavy Crossbow: This is bad. Not only it requires both of your hands to shoot, it requires a full-round action to reload, which means that if you are using one of these you will be disabled for 1 whole round. [*]Light Crossbow: This does slightly less damage than its heavy counterpart, but requires just a move action to reload. This is handy at early levels, when you won't have many spells to spend at all enemies, to try to damage your targets. [*]Quarterstaff: What is great about this, is that it's a double weapon. Each head can be enhanced differently so you can stack your favorite enhancements or have different ones. Also it is nice supporting your old wizard back (:D). [/LIST] Also consider this for non-proficiency:
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.[/quote] Note: If you have a familiar that is able to use weapons (such as an outsider) always get the sizing [SUP]MIC[/SUP] weapon property on your weapons. That way it will also be able to use them by sizing them appropriately. Also its weapons can have the same property to be used if something bad happens to it.
Weapon Enhancements: [LIST] [*]Defending [SUP]DMG[/SUP]: It allows you to transfer some of the weapon's enhancement bonus to your AC as a free action. It's very nice and you don't even need an expensive weapon once you acquire the magic weapon, greater spell. [*]Spell Storing [SUP]DMG[/SUP]: Great enhancement at all levels. First of all you can give the weapon with the spell prior casted inside to a teammate and he can use it. That effectively quickens the spell for you, since in all aspects is a spell casted by you, but don't spend an action to do so. Another great effect is that you don't declare that you are using this ability and then roll your attack. You have the option to release the spell if your weapon hits your target. The bad part is that it is only usable on 3rd level or lower spells. [*]Disarming [SUP]MIC[/SUP]: Opponents cannot disarm you of your weapon and you receive a bonus on disarm attempts. [*]Dispelling, Greater [SUP]MIC[/SUP]: This is like Extra Slot [SUP]CA[/SUP] x 3 for 6th level spells at 15 caster level. It even works on ranged weapons, so you don't have to get in melee. [*]Eager [SUP]MIC[/SUP]: A bonus on initiative checks and some bonus on damage rolls made during the surprise round and first round of combat. The initiative bonus is pretty straightforward, but it doesn't state that the bonus on damage rolls are only for the eager weapon. If it affects your spells too, it's top quality. [*]Illuminating [SUP]MIC[/SUP]: It's a free source of light for 500 gp. [*]Precise [SUP]MIC[/SUP]: Great for your crossbow at all levels. The -4 penalty if you don't have precise shot [SUP]PHB[/SUP] will be really painful. [*]Quick Loading [SUP]MIC[/SUP]: Great for the light crossbow, which reduces the reload time to a free action. This way you can move, cast quickened spell, attack and reload all in the same round. [*]Shattermantle [SUP]MIC[/SUP]: Not on your weapons, but rather on your teammates'. Each successful hit is like having a stackable spell penetration [SUP]PHB[/SUP] effect against the affected opponent, which will make SR checks a lot easier. [*]Sizing [SUP]MIC[/SUP]: Its possibilities are great. From transforming your staff in a gargantuan one to use as a bridge to reducing it to give it to your outsider familiar. Great enhancement, which even duplicates other enhancements. You can even make it tiny or smaller to pass it from guards. [*]Spellstrike [SUP]MIC[/SUP]: As defending, but for spells and spell-like abilities. You can have them both on a quarterstaff and use magic weapon, greater to really pump yourself up. [*]Warning [SUP]MIC[/SUP]: Gives you a +5 insight bonus on initiative checks. It's better than improved initiative [SUP]PHB[/SUP]. Combined with the eager [SUP]MIC[/SUP] enhancement you can get +7 to your initiative check. [*]Skillful [SUP]CA[/SUP]: You get a proficiency with the weapon without penalty, but it only applies to melee weapons. Also you get the base attack bonus only when attacking with the skillful weapon. It has its applications, but it's not generally a good idea of engaging in melee. [*]Spellblade [SUP]PGtF[/SUP]: This is a great enhancement. Not only you get to be immune to a targeted spell, nut you can also redirect it to a new target as a free action. It is also very cheap. [/LIST] A +1 Eager Spellstrike / +1 Warning Defending quarterstaff costs 36.600 gp and gives you a huge amount of bonuses (assuming magic weapon, greater is casted on both heads, with a rod of lesser chain for example). [LIST] [*]+5 bonus to AC which stacks with all others. [*]+5 bonus on saving throws against spells and spell-like abilities (it has no type, so assume that it stacks with all others). [*]+7 bonus to initiative checks. (actually +5 insight and +2 unnamed). [/LIST] Other weapons you should consider that you aren't proficient with are: Armor spikes and Shield spikes. Although shield spikes would be more difficult to use without the animated [SUP]DMG[/SUP] shield enhancement, cause of the problem you will have with somatic components. Armor spikes give penalties to grapple checks when you try to use them. Shield spikes count as martial weapons, too. If you get the penalty to attack rolls only when you are using the weapon you are not proficient with, it's ok. In the case you get penalties to all attack rolls when wielding a weapon you are not proficient with however, it's not worth it. Since you are able to enhance these weapons, you can use those that are stackable and cheap. Consider the following: [LIST] [*]+1 defending weapon [*]Armor with +1 defending armor spikes [*]shield with +1 defending shield spikes [/LIST] With a magic weapon, greater and a rod of lesser chaining you can have a bonus to your AC of:
Armor bonus + Shield bonus + (magic weapon bonus x 3)
for the price of 24.000 gp. That AC bonus minimum is that of armor + shield bonus + 3 and the maximum is armor + shield bonus + 15. This makes you able to attain AC scores close to 30, making it decent at least.
Weapon Augment Crystals: [LIST] [*]Lesser Crystal of Return [SUP]MIC[/SUP]: Essentially you buy the quick draw [SUP]PHB[/SUP] feat for just 300 gp. [*]Crystal of Security [SUP]MIC[/SUP]: Bonuses to keep your weapon in hand (such as from disarm attempts, etc). It's not much, but it helps. If you can't afford the disarming [SUP]MIC[/SUP] enhancement, this is a nice alternative. [/LIST][/SBLOCK][SBLOCK=Rings:] [LIST] [*]Counterspells [SUP]DMG[/SUP]: This is a nice item, with only 4.000 gp cost, but it's overshadowed by the spellblade [SUP]PGtF[/SUP] weapon enhancement. It will help you most notably against dispel magic and dispel magic, greater. [*]Freedom of Movement [SUP]DMG[/SUP]: This is a great item. It means that you can't be grappled. Disablers can't hurt you. [*]Protection [SUP]DMG[/SUP]: A defending [SUP]DMG[/SUP] weapon costs 8.000 gp and provides you with a dodge bonus which stacks with all other dodge bonuses. Both deflection and dodge bonuses are applied to AC against touch attacks, but deflection bonuses don't stack as dodge bonuses do. Assuming that you are starting at 5th level (when magic weapon, greater becomes available), the defending weapon becomes increasingly cheaper than the ring of protection, because of its fixed price, even though a ring of protection of +1 or +2 bonus costs less than to the defending weapon. In the comparisons section i have included detailed information using graphs for these items and defending weapons. [*]Spell Storing [SUP]DMG[/SUP]: Since you will be using spells on your allies at a certain point (buffing them for example), you can instead put some in one of these rings to be used on emergency. This not only gets you more actions per day (since you are not actually casting the spell) but you can also put inside the ring spells with a range of personal, thus sharing with him more potent buffs (tenser's transformation on a rogue for example). [*]Sustenance [SUP]DMG[/SUP]: This will not let you sleep for 2 hours and then be able to memorize spells. A wizard needs to sleep for 8 hours before he starts memorizing. [*]Wizardry [SUP]DMG[/SUP]: Doubles your spells at a specific level. Even ring of wizardry level 1 helps your most utility spells. [*]Ring of Arcane Might [SUP]MIC, Ring, 20.000[/SUP]: Get a +1 bonus to your arcane caster level for spell penetration, caster level checks and level-based variables. [*]Ring of Greater Counterspells [SUP]MIC, Ring, 16.000[/SUP]: Much like a ring of counterspells, but you can store any spell from one to six level. In addition, once per day you can counter a spell as an immediate action, much like a greater dispel magic, but with a +20 maximum caster level and the ability to counter a spell of any level. [*]Ring of Negative Protection [SUP]MIC, Ring, 36.000[/SUP]: Protects you when traveling to negative-dominant planes. The important ability this ring offers however, is that you can't gain negative levels. [*]Ring of Silent Spells [SUP]MIC, Ring, 2.000[/SUP]: Activate the ring to cast three spells up to 3rd level as if affected by the Silent Spell metamagic feat. [*]Ring of Spell-Battle [SUP]MIC, Ring, 12.000[/SUP]: Great if facing other spellcasters. Let's you identify all spells being cast, even if you can't see the casting. Once per day, after identifying the spell, you can either counterspell it as if with dispel magic or change the target of the spell to any target within 60ft of you. [/LIST][/SBLOCK][SBLOCK=Throat:] [LIST] [*]Amulet of Emergency Healing [SUP]MIC, Throat, 6.000[/SUP]: Three times per day heal a target for 1d4+5 hit points, or save him from dying. It's an immediate action and you can give it to your familiar, too. [*]Amulet of Teamwork [SUP]MIC, Throat, 2.000[/SUP]: Again great for your familiar, since it has your skills it can use the aid another action to grant you a +2 bonus. With this it is like boosting by 1 all your skills with scores above ten. [*]Amulet of Tears [SUP]MIC, Throat, 2.300[/SUP]: A swift action that grants you 12 to 24 temporary hit points, based on the charges spent. It's cheap and the hit points last for 10 minutes, more than the average battle will last. Compare this to the false life spell, which gives 1d10 + 1/CL (max +10) temporary hp. [*]Empowered Spellshard [SUP]MIC, Throat, 1.500-6.000[/SUP]: Each of these are keyed to a specific low level spell. Three times per day you can use it to empower the said spell for free. [*]Hand of Glory [SUP]DMG, 8.000[/SUP]: Wear a third ring and gain use of daylight and see invisibility once per day. [/LIST][/SBLOCK][SBLOCK=Feet:] [LIST] [*]Boots of Big Stepping [SUP]MIC, Feet, 6.000[/SUP]: Increase the caster level of all teleportation spells by 2. Also three times per day teleport 60ft as if using greater teleport, as a standard action. [/LIST][/SBLOCK][SBLOCK=Arms:] [LIST] [*]Armband of Elusive Action [SUP]MIC, Arms, 800[/SUP]: Avoid a single attack of opportunity that your actions would otherwise incur. Helps get a spell through or move away from danger. [*]Bracers of Accuracy [SUP]MIC, Arms, 4.000[/SUP]: Make ranged attacks with greater accuracy, depending on the charges you spend. Helps spells that require ranged touch attacks. [*]Bracers of Arcane Freedom [SUP]MIC, Arms, 2.300[/SUP]: Pretty much like metamagic rod, still, this omits the somatic component on your next arcane spell, two times per day. The main problem with this, is that it has to be worn. Probably you will need to cast without somatic components when you won't be able to move, which means that you must wear them, holding the item space. [*]Bracers of the Blast Barrier [SUP]MIC, Arms, 3.200[/SUP]: Create a wall of magical energy using a spell or spell-like ability, three times per day. Has many tactical applications and it doesn't limit you to elemental damage. [*]Bracers of the Entangling Blast [SUP]MIC, Arms, 2.000[/SUP]: Three times per day modify a damage dealing spell, entangling targets and dealing more damage to your opponents. Your spell deals half normal damage, but any creature it damages is entangled automatically for 1d3 rounds and takes one extra point of damage per level of the spell. What is important about this ability is that it probably can be used spells that do ability damage. Their cheap price make it a worthy addition to any wizard's gadgets (note that the entangled condition this ability automatically bestows, impedes movement of the target, who is taking -2 penalty on attack rolls and -4 penalty to dexterity. Also he must make a concentration check against a DC of 15+spell level or lose the spell). [*]Deathguardian Bracers [SUP]MIC, Arms, 6.000[/SUP]: As an immediate action, lose a prepared spell and gain twice the spell level as damage reduction for one round. Great for protecting you against lots of attacks that deal small amounts of damage (e.g. spending a 2nd level spell gives you DR 4/-). [*]Spellmight Bracers [SUP]MIC, Arms, 3.300[/SUP]: When casting spells that deal hit point damage, take a -5 penalty on your attack roll and deal an extra 1d6 points of damage. [*]Wand Bracelet [SUP]MIC, Arms, 12.000[/SUP]: You can store four items to this bracelet, which appear as charms. It's a swift action to grab one of the items to your hand and a move action to store them back to the bracelet, or to swap a stored with a held item. Despite its name it can store any item that weights less than or equal to three pounds and can be held in one hand. Useful if you want to hide an item to pass it from guards or similar cases. The price is pretty steep though. [/LIST][/SBLOCK][SBLOCK=Hands:] [LIST] [*]Arcanist's Gloves [SUP]MIC, Hands, 500[/SUP]: Two times per day, boost the caster level of the next 1st level arcane spell you cast by 2. It's not much, but the price is really low, making all the difference at low levels. [*]Casting Glove [SUP]MIC, Hands, 20.000[/SUP]: The same with a glove of storing, except that you can activate magic items stored inside it. This feature is nice, but since gloves of storing retrieve and store items as a free action, you can retrieve the magic item, use it and then store it back with an ordinary glove of storing. [*]Gloves of Fortunate Striking [SUP]MIC, Hands, 2.000[/SUP]: The ability to reroll ranged attack rolls, this can mean the difference between losing a spell that requires a ranged touch attack or not. [*]Gloves of the Uldra Savant [SUP]MIC, Hands, 3.100[/SUP]: The ability to cast ray of frost at will, this is particularly useful to wizards with sneak attack or similar abilities. [*]Mesmerist's Gloves [SUP]MIC, Hands, 8.000[/SUP]: Affect an extra target with your enchantment spells two times per day. [/LIST][/SBLOCK][SBLOCK=Body:] [LIST] [*]Robe of the Archmagi [SUP]DMG, 75.000[/SUP]: This is a great item. The prices of the abilities provided for a single body slot is more than worth it. [*]Robe of Arcane Might [SUP]MIC, Body, 21.000[/SUP]: Provides you with a +4 armor bonus to your AC and a +1 competence bonus to your caster level for a specific school, chosen at creation. [*]Robe of Mysterious Conjuration [SUP]MIC, Body, 10.000[/SUP]: Three times per day you can sacrifice an arcane spell to spontaneously cast a summon monster spell of the same level. A hidden bonus is that the activation is a standard action, when summon spells are usually full-round. [*]Robe of Retaliation [SUP]MIC, Body, 6.500[/SUP]: React to a natural or melee attack by sacrificing an arcane spell slot. You deal damage to your attacker equal to 1d6 per level of the spell sacrificed. It's a free attack to someone, but the spell level to damage trade isn't worth it, and if you are in melee with someone you shouldn't be standing there. [/LIST][/SBLOCK][SBLOCK=Head:] [LIST] [*]Ioun Stones [SUP]DMG, variable[/SUP]: These are actually worn above your head, so they don't occupy a body slot. The problem is that you can wear a limited amount of ioun stones at a time. The most useful stones are pale green prism and orange prism, as they offer +1 bonus to nearly any roll and +1 caster level respectively. There are other useful ioun stones, like iridescent spindle and clear spindle. The attribute enhancers are good, if you need a little boost and the body part associated with the said attribute is already taken. [*]Circlet of Mages [SUP]MIC, Head, 5.000[/SUP]: Not only this item gives you the ability to retain three spell levels per day, but it boosts your concentration checks a little, too. You can even have lots of these and change them. Compare this to a pearl of power III [SUP]DMG[/SUP], which costs 9.000. [*]Circlet of Rapid Casting [SUP]MIC, Head, 15.000[/SUP]: Sort of rod of quicken, but with some modifications and nearly half the price. [*]Headband of Conscious Effort [SUP]MIC, Head, 2.000[/SUP]: This gives you the ability to make a concentration check instead of a fortitude save once per day. Since this is low price and you are going to be maxing out concentration anyway, it's worth it. [*]Lore Gem [SUP]MIC, Head, 7.500[/SUP]: Get a situational bonus on knowledge checks and you can use the gem as a spellbook, which is able to hold thirty spells of any spell level. Nice if you get separated of your spellbook somehow. [*]Scout's Headband [SUP]MIC, Head, 3.400[/SUP]: Get a +2 bonus to to spot checks. In addition this item has a number of charges that are renewed each day. Using those charges you can gain darkvision, see invisible creatures or gain true seeing for variable, but great durations. [/LIST][/SBLOCK][SBLOCK=Waist:] [LIST] [*]Belt of Battle [SUP]MIC, Waist, 12.000[/SUP]: Wow, this has great applications! It will help you cast a full-round action spell and move, or quicken a spell, or even cast two full-round action spells in a single round. As an icing on the cake you get a +2 competence bonus to your initiative checks, which is great for wizards anyway. [*]Belt of Hidden Pouches [SUP]MIC, Waist, 5.000[/SUP]: A move action that doesn't provoke attacks of opportunity is required to store or retrieve an item from this belt. It can store items that are not exceeding 6 inches and wands are from 6 to 12 inches. [*]Belt of Ultimate Athleticism [SUP]MIC, Waist, 3.800[/SUP]: You get skill mastery in five skills outside your class skills and the ability once per day to treat your next check as if you have rolled twenty. Top quality. [*]Desperation Chain [SUP]MIC, Waist, 15.000[/SUP]: Cast a spell without spending an action if you are rendered helpless or dropped at negative hit points. [*]Healing Belt [SUP]MIC, Waist, 750[/SUP]: Costs the same with a consumable potion of cure serious wounds, but not only it heals more, but is auto-recharged each day. You can even give it to your familiar to heal you while you are busy doing your job. As an icing on the cake you get a +2 bonus on heal checks. [*]Silkslick Belt [SUP]MIC, Waist, 2.000[/SUP]: Attempt an escape artist check to escape from a grapple or pin as a move action. Once per day as a swift action gain a +10 competence bonus to escape artist checks. Nice if you are facing a lot of grapplers. [/LIST][/SBLOCK][SBLOCK=Face:] [LIST] [*]Mask of Silent Trickery [SUP]MIC, Face, 5.000[/SUP]: Omit the verbal component of the next illusion spell you'll cast, two times per day. Too limited to be useful. [*]Third Eye Penetrate [SUP]MIC, Face, 8.000[/SUP]: It's like buying a spell penetration [SUP]PHB[/SUP] feat for 8.000. [/LIST][/SBLOCK][SBLOCK=Torso:] [LIST] [*]Dispelling Cord [SUP]MIC, Torso, 1.000[/SUP]: Five times per day gain a +2 competence bonus to your dispel checks for your turn. Nice if you are dispelling a lot and because of its cheap price. [*]Rogue's Vest [SUP]MIC, Torso, 18.000[/SUP]: Gain minor bonuses to move silently and hide and a competence bonus to reflex saves. Additionally boost your sneak attack or similar ability by 1d6. [*]Vest of the Archmagi [SUP]MIC, Torso, 200.000[/SUP]: The equivalent of bracers of armor [SUP]DMG, Arms, 64.000[/SUP] and cloak of resistance [SUP]DMG, Shoulders, 25.000[/SUP], all in one place. Also you get a spell penetration [SUP]PHB[/SUP]-like ability and allows him to recall three arcane spells up to ninth level as a swift action. As an extra ability you get to sacrifice a spell to heal yourself five times the sacrificed spell, as often as you like. [*]Vest of the Master Evoker [SUP]MIC, Torso, 10.000[/SUP]: Three times per day enhance evocation spells to deal extra damage twice their spell level (useful for those spells that deal ability damage) and increase the save DC by two. In addition you can apply the effect of any sudden metamagic feat you cast from a wand or staff as if you were casting it yourself. [*]Vest of Resistance [SUP]MIC, Torso, 1.000-25.000[/SUP]: Two bad saves are going to make this items a necessity. [/LIST][/SBLOCK][SBLOCK=Shoulders:] [LIST] [*]Mantle of Second Chances [SUP]MIC, Shoulders, 12.000[/SUP]: Rerolls are always nice and if you use the DMG II version, it will cost you nearly half as much. [*]Transposer Cloak [SUP]MIC, Shoulders, 6.000[/SUP]: Three times per day change positions with a target that's of your size and space. Doesn't seem like much, but you can give it to your familiar, teleporting you 30ft. Tactical swapping is also possible, such as your familiar (preferably an outsider with some sort of polymorph ability, like imps) swapping places with your party's fighter (or even better your shadow-pouncing rogue) after delivering your touch attack. [*]War Wizard Cloak [SUP]MIC, Shoulders, 16.000[/SUP]: Keeps an endure elements effect on you and activates a feather fall effect if you fall more than 5ft. Additionally you get the following spells once per day each: dimension door, mage armor, protection from arrows and sending. For its price two 4th level spell slots that have many uses is great. Protection from arrows is kinda useless and mage armor average when you will be able to afford this item. [/LIST][/SBLOCK][SBLOCK=Held:] [LIST] [*]Arcane Thieves' Tools [SUP]MIC, 1.400[/SUP]: They are the same with normal tools, with an extra ability to boost your check by spending an arcane spell of 1st level and higher. The problem is that they are too expensive for just tools. [*]Bag of Endless Caltrops [SUP]MIC, 800[/SUP]: Five times per day reach into the bag as a move action and pull a handful of caltrops. To fill a square with them you have to spent a standard action. Your familiar can make use of the bag, strategically placing them to protect your party members from chargers and similar enemies. [*]Banner of the Storm's Eye [SUP]MIC, 15.000[/SUP]: Suppresses all fear effects within 20ft. Also prevents any creature from becoming confused or stunned between 20ft. It's costly, but the benefits are going to affect the whole party. Moreover these conditions are bad for wizards, as they will keep you from fulfilling your role in the party. Once again, your familiar is able to carry it for you. [*]Dragondoom Scepter [SUP]MIC, 18.000[/SUP]: Gives you a spell penetration [SUP]PHB[/SUP] effect that works only on dragons and free empower three times per day to your damaging spells, but only on dragons. It's too specific to be useful. [*]Eternal Wand [SUP]MIC, 460-10.900[/SUP]: These wands hold a specific spell of 3rd level or lower. Unlike reqular wands these do not have charges, but you can use it twice per day. As an added bonus, anyone who can cast arcane spells can activate them, which means that you can have spells from the bard or beguiler spell lists. [*]Incense of Concentration [SUP]MIC, 250[/SUP]: Prepare an extra 1st level spell. I'm sure scrolls are cheaper. [*]Infinite Scrollcase [SUP]MIC, 2.800[/SUP]: Holds fifty scrolls and has wonderful abilities. First, whenever you activate the case the desired scroll pops out, ready to cast. If you cast a spell from a scroll from the case, you gain +4 competence bonus on concentration checks made to cast defensively. Moreover if you have a +1 base attack bonus you can retrieve a scroll from the case as part of a move action. [*]Orb of Mental Renewal [SUP]MIC, 3.100[/SUP]: You can heal damage to your intelligence with this. Intelligence damage is a bad thing, as it will interfere with your spellcasting a great deal. Can heal twelve intelligence damage per day. [*]Rod of Transposition [SUP]MIC, 6.000[/SUP]: Swap positions with another creature. It's the same deal as with transposer cloak [SUP]MIC[/SUP]. [*]Rod of Undead Mastery [SUP]MIC, 10.000[/SUP]: While holding this rod you can control twice as many hit dice of undead as you normally could. Helpful to necromancers and at an ok price. [*]Runestaffs [SUP]MIC, variable[/SUP]: While these items are useful to characters with limited spell lists, such as sorcerers, they may give you some extra versatility if they contain spells that are too situational. [*]Tomebound Eye of Boccob [SUP]MIC, 7.000[/SUP]: This item affixes to a wizard's spellbook. When you prepare spells, you can spent charges to grant some of your prepared spells a competence bonus to overcome spell resistance. This is nice when enhancing spells that have a lot of required rolls, so you can have a greater chance of getting your spell through. It's expensive though. [*]Metamagic Rods: Especially for key metamagic feats, like empower and extend, these rods are a necessity. Effectively they buy you a metamagic feat for a variable price, depending on the spell level they can apply to and the number they increase the spell level. There are some rods however, that have really low costs and are still useful. [/LIST][/SBLOCK]
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2 years ago ::
Jul 07, 2007 - 11:11AM
#9
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[SBLOCK=Wizard 6/Incantatrix 10/Olin Gisir 4:] [code]Wizard 1 Otherworldly Wizard 2 Wizard 3 Iron Will Wizard 4 Wizard 5 Extend Spell Wizard 6 Flyby Attack Incant 1 Sculpt Spell Incant 2 Incant 3 Craft Wand/Staff Incant 4 Chain Spell Incant 5 Incant 6 Quicken Spell Incant 7 Persistent Spell Incant 8 Incant 9 Extraordinary Concentration Incant 10 Repeat Spell Olin G 1 Craft Wand/Staff Olin G 2 Spell Mastery/Arcane Thesis/Extraordinary Spell Aim Olin G 3 Olin G 4 Metamagic Feat[/code] [LIST] [*]Dragonborn of Bahamut Fire Elf [*]BAB +10 [*]Saves 6/6/16 [*]Uses the elven wizard substitution levels on 1st and 3rd. [*]Assumes you enter the Olin Gisir with +6 intelligence modifier. [/LIST] [/SBLOCK]
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2 years ago ::
Jul 07, 2007 - 11:12AM
#10
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[SBLOCK=Items that grant bonus to AC vs defending weapons:] And by items that grant bonuses to AC, i am referring, of course, to ring of protection [SUP] DMG[/SUP], amulet of natural armor [SUP] DMG[/SUP], and all those that cost bonus squared * 2000 gp. The main idea is to use a defending [SUP] DMG[/SUP], and by pumping its enhancement bonus via magic weapon, greater. Then you will be able to transform the weapon's enhancement bonus to dodge AC and benefit. Some DMs may have a problem with this however. Ask your DM if he is ok with this. See these graphs below for detailed information: This shows how price scales between the two items. The defending weapon has a fixed price, but requires the expenditure of a spell each day. Ring of protection on the other hand, requires nothing to be spent on a daily basis, but its price becomes very expensive when reaching higher AC bonuses. If the spell per day is a problem, buy a pearl of power [SUP] DMG[/SUP] for the lowly price of 9000 gp. The idea of item levels is introduced in the MIC. This shows the level you will be able to afford the item and the bonus it will probably offer. As you can see at early levels ring of protection can be acquired easier, but at mid levels you will receive more benefits from the defending weapon. At high levels the ring of protection can be acquired earlier, but the cost will be too high. [/SBLOCK]
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