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Anton1991
2009-07-11, 08:51 AM
Hey every1:smallsmile:

My friend is planning a evil-bizzare-gestalt adventure and I took the role of the 10 lvled Wizard (Human Race with a few Abberation feats and thw "Spellwarped" template) for the first time thats why i have a few question about it:
1) What extra class will work with the wizard?
2) What magic schools should i band?
3) What feats should I take (3 of them) for the Wizard?

SilveryCord
2009-07-11, 09:11 AM
options for gestalt classes:
1. Factotum: Lets you do everything a rogue can do as a backup, and eventually gives you extra standard actions (casting a quickened spell and two standard action speed spells in the same round = combat is over)
2. Monk, while normally an underpowered class on its own, will give you three good saves, good HD, and AC. it's an ok choice.
3. Cleric, if you want both arcane and divine casting?
4. Anything from Magic of Incarnum, although that might get complicated.
Factotum, from Dungeonscape, is the best option, IMO.

http://forums.gleemax.com/showthread.php?t=881457 <-this is a more comprehensive guide to playing a wizard than anything a single post in this thread will be able to give. Feat suggestions, which schools most people ban, etc.

Assassin89
2009-07-11, 09:15 AM
I think some good questions for you to answer are:
What books are allowed?

As for banned schools, evocation, illusion or enhancement might be some good ideas.

Sliver
2009-07-11, 09:24 AM
I think some good questions for you to answer are:
What books are allowed?

Pretty much everything..

Jack_Simth
2009-07-11, 09:26 AM
Well, as a Wizard, you've got a nice offensive and utility package already. You also already know what you want to do primarily (Wizarding), so your decision is what support class to use.

Well, that depends on:
1) Do you prefer enhanced offensive abilities, or enhanced Defensive abilities?
2) What sources are available for use?
3) What are the rules on multiclassing?

For instance, Monk with Kung-Fu-Genius (http://realmshelps.dandello.net/cgi-bin/feats.pl?Kung_Fu_Genius,all) makes for a hardened target - Int to AC, d8 hit dice, all good saves, Evasion, and so on, plus the normal Wizard defensive spells. It makes for quite the defensive package ... especially if you splash some of the other classes that grant Int to AC in there as well, such as the Duelist (Answers: Defense, Dragon Compendium, no multiclassing).

Dhavaer
2009-07-11, 09:33 AM
Warblade is an option. d12 hit die, good Fort, Int to Ref and access to Diamond Mind maneuvers, which is nice when you're going to be pumping Concentration anyway.

mistformsquirrl
2009-07-11, 09:36 AM
I just had a very *odd* thought - but this is going to be one of those things I'm not entirely sure works.

However...

What about Scout?

The reason being:

Move 10ft, use a "Weaponlike Spell" (Ie: Rays, Touch attacks) - gain bonus damage.

Suddenly... SCORCHING RAY OF DEATH!

... At least in theory. I don't know if that actually works by the rules; though my brain is telling me it does.

(Of course keeping firmly in mind that I, personally, am the type of highly inefficient caster who enjoys tossing Fireballs around. It's my calling in life >.>)

It'd also get you more skill points, more HP, an improved Reflex save, and faster movement (not always relevant, but sometimes).

--

Cleric is another good one - improves your fortitude save; an entire additional spell list, the ability to Turn/Rebuke (mostly useful for powering other feats) etc...

Theoretically, Warblade (Or Crusader) could also work well. D12 hit die, skill points, several abilities + Martial maneuvers, full BAB, save improvements...

Just random ideas though; really depends on how you want the character to 'feel'.

Eldariel
2009-07-11, 10:00 AM
I think some good questions for you to answer are:
What books are allowed?

As for banned schools, evocation, illusion or enhancement might be some good ideas.

Out of those, I totally agree with Evocation and Enchantment, but unless it's absolutely against your character concept, keep Illusion around as it has the best defensive abilities in the game along with a bunch of wide-open spells, some proxies to act through and abilities to replace the few good Evocations-spells you miss out few levels later.

The other two bannable schools are Necromancy & Abjuration, although Necromancy costs you a bunch of awesome debuffs (in Core, you don't want to ban both, Necro & Evo) and Abjuration costs you Dispel Magic-line, which is huge, but if you have other spellcasters in the party, you can afford to lose it. Generally Illusion, Conjuration and Transmutation just have too varied and useful effects for banning (and Divination is not an option).

Talic
2009-07-11, 10:01 AM
I just had a very *odd* thought - but this is going to be one of those things I'm not entirely sure works.

However...

What about Scout?

The reason being:

Move 10ft, use a "Weaponlike Spell" (Ie: Rays, Touch attacks) - gain bonus damage.

Suddenly... SCORCHING RAY OF DEATH!

... At least in theory. I don't know if that actually works by the rules; though my brain is telling me it does.

(Of course keeping firmly in mind that I, personally, am the type of highly inefficient caster who enjoys tossing Fireballs around. It's my calling in life >.>)

It'd also get you more skill points, more HP, an improved Reflex save, and faster movement (not always relevant, but sometimes).

--

Cleric is another good one - improves your fortitude save; an entire additional spell list, the ability to Turn/Rebuke (mostly useful for powering other feats) etc...

Theoretically, Warblade (Or Crusader) could also work well. D12 hit die, skill points, several abilities + Martial maneuvers, full BAB, save improvements...

Just random ideas though; really depends on how you want the character to 'feel'.

Yes, Skirmish/Sneak Attack/Sudden Strike can all be used with spell attacks that deal actual damage (not ability damage). The additional damage is of the same type as the spell, and is precision based, just as the base ability is. This means that your disintegrate will not get bonus skirmish damage on undead (who are immune to sneak attacks, and precision based damage).

only1doug
2009-07-11, 10:36 AM
Duskblade.

Full BAB, D10 Hitpoints, Int based spellcasting.

Mr.Moron
2009-07-11, 10:59 AM
1) What extra class will work with the wizard?

Archivist is a pretty awesome option. Learn nearly every spell in the game!

Without the normal drawbacks of dual-casting. Use one side of your spells for long term buffs & other boosts or utility, and the other for in-combat spells. So you don't run afoul of the action economy.



2) What magic schools should i band?

Enchantment, Evocation and Necromancy. In that order.

NEVER ban Conjuration, Transmutation or Illusion if at all possible.

Abjuration is a fence school, but still very nice.

Focused Conjurer is probably your strongest option. But anything works fine.



3) What feats should I take (3 of them) for the Wizard?

Replace Scribe scroll /w Improved Initiative via Martial Wizard.

Sculpt Spell, Extend Spell, Metamagic School Specialist, Spell Focus, Easy Metamagic (paired with + 2level adjustment). These are all good choices. Take your pick.

Drop your familiar for another feature if at all possible.

PairO'Dice Lost
2009-07-11, 11:20 AM
In general, Int synergy is probably the primary consideration; the best option would probably be "Wizard, Psion, Warblade, Factotum, Archivist, pick 2."

Talic
2009-07-11, 11:32 AM
Warblade.

Good HP, Good Fort Save.
Better Skills than Wiz
Great BAB

Int to reflex saves, and a lot of other things.
Uncanny Dodge/Improved Uncanny dodge.

Competitive maneuvers (healing, movement, AoO prevention, Saves, Rerolling saves, Ally buffing, Iron Heart Surge, etc).

If you need armor? Splash a few levels of Fighter in there, and take Comp Mage's Armored Caster Variant.

For Level 10?

Wizard 10 // Fighter 4 / Warblade 6

Level 11/12 should be: Wizard / Fighter
Level 13/14 should be Wizard / Warblade
Level 15/16 should be Wizard / Fighter
Level 17-20 should be Wizard Warblade

End as a 16th level initiator, 20th level wizard, able to wear light armor and cast any spell from level 0-9.

Feats: 7 Bonus Fighter Feats, 4 Bonus Wizard Feats (Likely give up a few wizard feats for Archmage/Other Prestige class).

If desired, can give up 2 levels of wizard for fighter, allowing 2 more Warblade levels, allowing 18th level wizard/17th level initiator, for 9th level abilities all around. I don't recommend this: You don't gain much from 9th level maneuvers. You gain a lot from Level 7 and 8, though.

Saph
2009-07-11, 11:44 AM
End as a 16th level initiator, 20th level wizard, able to wear light armor and cast any spell from level 0-9.

18th-level initiator, actually. So you get your 9th-level maneuvers without any trouble.

- Saph

Gralamin
2009-07-11, 12:17 PM
18th-level initiator, actually. So you get your 9th-level maneuvers without any trouble.

- Saph

That build is Fighter 8 / Warblade 12 On the right side. Fighter gives half, so 12+4 = 16.