Friday, April 29, 2016

Wizard (Admixture school); Elf



Self-Interested Preface: This build was mostly following Brewer's Guide To The Blockbuster Wizard  (hopefully that link continues to work), a character with a class and playstyle I have no experience playing.  Honestly, as of the posting of this entry (4.29.16) I've only played four campaigns, one of which (Legacy Of Fire) lasted a single session before everyone left (I played a rogue Knife Master as Disney's Aladdin), another of which petered out when we all took a break (Skulls & Shackles, I played an unoptimized gunslinger who died and then an unoptimized summoner), a third which fell apart after everyone who wasn't me originally playing ended up being replaced by other people (Serpent Skull, I was an semi-optimized War Drummer skald), and the game I'm currently in (played as my optimized Synthesist, then swapped it out for an optimized Monster Tactician Heretic inquisitor).  This makes it kind of hard to make decisions regarding automatically learned spells and projected playstyle with classes I've never used.  This character'd still be fun to play, though, despite being an aloof asshole (elves are always aloof assholes; you can deny it if you want but you'd be wrong).  I'm pretty sure this character's even pretty close to Pathfinder legal if you're into that kind of thing (I don't think I am, it sounds lame), but it was more of an exercise because Brewer's guide was written so well and evocatively.

The concept of the build, as laid out in the guide, is FIREBALL.  Fireball every day, all day, unless you need a different spell, in which case you're wasting time.  Spell Specialization, Intensified Spell, Heighten Spell, Dazing Spell and Quicken Spell (what the fuck is up with the inconsistency between verbs and adverbs in the metamagic names?) all come into play often, as well as the Admixture school ability to switch out elemental damage types.  Preferred Spell (an amazing feat that seems often overlooked to me) allows for the absence of Fireball from the spellbook, making this character into a Wizard who casts Fireball like a Sorcerer who isn't slowed down by applying metamagic to it.  That's the most versatile capability this character has- they can memorize and prepare every useful spell they can think of and if there's no call for passwall or whatever then it's suddenly a 5th-level Dazing Fireball.

Heighten Spell is not covered in the guide and is actually sort of warned against by Brewer, but the point of Heighten Spell is not to increase the spell level of a spell to boost its DC, but to bring the spell's DC up to match its spell level.  With an Empowered Dazing Fireball, an adjusted-level 7 spell, assuming no magic items and level 13, the save DC against the damage and the daze effect is 10+3(spell level)+1(Spell Focus)+1(Spell Focus)+6(INT)=21.  According to a chart I'm looking at right now, a CR 13 monster with a bad Reflex save would have an average of +12 Reflex, which means it'd only have to roll a 9 or higher to take half damage and negate the daze effect, which would only daze it for three rounds if it hit anyway.  A Heightened Empowered Dazing Fireball would have a save DC of 25 instead, using the adjusted spell level to calculate DC, and daze for seven rounds on a failed save.  It also allows the fireball to get past a lesser globe of invulnerability which would otherwise completely ruin the efficacy of this build (now it'd take Spell Immunity instead!  also I'm kidding, fuck you, this build's great).

Tenebrous Spell is obtained at level 17- with Preferred Spell, it can be added to Fireball on the fly, effectively negating its only weakness (difficult to cast and weaker in areas of bright light).  A free +1 DC and +1 CL in dim light or darker is the type of weird ability a shitty thematic darkness-casting prestige class would give you.  If it looks like the entire campaign's gonna be in a dark place, Tenebrous Spell might be a good thing to obtain earlier.  It's DM ruling if Spell Perfection doubles the +1 bonus or not (I would think so, since it's a feat).

This build was created in November of 2015.

Wizard (Admixture), Level 20

Race: Elf +2 DEX, +2 INT, -2 CON [+1 Hit Point/+1 Skill Point/+1/2 uses of a first-level arcane power]

Racial Traits
Elven Immunities (Immune to magical sleep effects, +2 to saving throws against Enchantment)
Elven Magic (+2 to caster level checks to overcome spell resistance)
Fleet-Footed (+2 to Initiative, bonus Run feat)
Sensitivity To Light (dazzled in areas of bright light)
Darkvision 60'

Character Traits/Drawbacks
Drawback: (Detriment, Circumstance)
Combat: Reactionary (+2 to Initiative)
Regional: Wayang Spellhunter: Fireball (Metamagic applied to Fireball adjusts its final spell level by -1.)
Religion: Affinity For The Elements: Fire (Spells cast with the Fire descriptor are cast at +1 DC)

Point Buy 20               Racial               Lvl. 4               Lvl. 8               Lvl. 12             Lvl. 16             Lvl. 20
STR     8                                                                                                                                              9
DEX    12                    14
CON   14                    12
INT      18                    20                    21                    22                    23                    24
WIS     10                   
CHA    7

Class Skills: Appraise, Craft (Any), Fly, Knowledge (Any), Linguistics, Profession (Any), and Spellcraft.

Languages: Common, Elven, Draconic, Sylvan, +3

1: Wizard 1, +1 Hit Point
            BAB: +0
            Saves: +1/+2/+2
Feats: Simple Weapon Proficiency, Run, Arcane Bond: Familiar, Arcane School: Evocation (Admixture), Intense Spells, Versatile Evocation, Scribe Scroll, [1st Level Feat] Spell Focus: Evocation, [Anti-Hero] Spell Specialization (Burning Hands)
Skills(7): Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Planes), Perception, Spellcraft
Opposition Schools: Enchantment and Necromancy
New Spells:    0th Level- (All Wizard cantrips)
1st Level- Burning Hands, Color Spray, Enlarge Person, Floating Disk, Mage Armor, Magic Missile, Mount, Protection From Evil, Reduce Person
Base Spells Per Day: 3 Lvl. 0, 3 Lvl. 1
            +1 spell per level above 0th, which must be an evocation spell.
Familiar: Compsognathus

2: Wizard 2, +1 Hit Point
            BAB: +1
            Saves: +1/+2/+3
Feats: (none)
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others (round out Knowledge)
New Spells:    1st Level- Blood Money, Windy Escape
Base Spells Per Day: 4 Lvl. 0, 4 Lvl. 1
            +1 spell per level above 0th, which must be an evocation spell.


3: Wizard 3, +1 Hit Point
            BAB: +1
            Saves: +2/+3/+3
Feats: [3rd Level Feat] Intensify Spell
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others
New Spells:    2nd Level- Darkness, Flaming Sphere
Base Spells Per Day: 4 Lvl. 0, 4 Lvl. 1, 2 Lvl. 2
            +1 spell per level above 0th, which must be an evocation spell.

4: Wizard 4, +1 Hit Point
            BAB: +2
            Ability Score Increase: INT +1 (21)
            Saves: +2/+3/+4
Feats: (none)
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others
New Spells:    2nd Level- Glitterdust, Levitate
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2
            +1 spell per level above 0th, which must be an evocation spell.

5: Wizard 5, +1 Hit Point
            BAB: +2
            Saves: +2/+3/+4
Feats: [Wizard 5th] Heighten Spell, [5th Level Feat] Preferred Spell (Fireball)
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others
New Spells:    3rd Level- Fireball, Haste
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2, 2 Lvl. 3
            +1 spell per level above 0th, which must be an evocation spell.

6: Wizard 6, +1 Hit Point
            BAB: +3
            Saves: +3/+4/+5
Feats: [Respecialize] Spell Specialization (Fireball)
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others
New Spells:    3rd Level- Fly, Dispel Magic
Base Spells Per Day: 4 Lvl. 0, 5 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3
            +1 spell per level above 0th, which must be an evocation spell.

7: Wizard 7, +1 Hit Point
            BAB: +3
            Saves: +3/+4/+5
Feats: [7th Level Feat] Greater Spell Focus: Evocation
Skills(7): Knowledge (Arcana), Perception, Spellcraft, +4 others
New Spells:    4th Level- Ball Lightning, Emergency Force Sphere
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3, 2 Lvl. 4
            +1 spell per level above 0th, which must be an evocation spell.


8: Wizard 8, +1 Hit Point
            BAB: +4
Ability Score Increase: INT +1 (22)
            Saves: +3/+4/+6
Feats: Elemental Manipulation
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    4th Level- Dragon’s Breath, Touch Of Slime
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 3 Lvl. 4
            +1 spell per level above 0th, which must be an evocation spell.

9: Wizard 9, +1 Hit Point
            BAB: +4
            Saves: +4/+5/+6
Feats: [9th Level Feat] Dazing Spell
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    5th Level- Overland Flight, Permanency
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 4 Lvl. 3, 3 Lvl. 4, 2 Lvl. 5
            +1 spell per level above 0th, which must be an evocation spell.

10: Wizard 10, +1 Hit Point
            BAB: +5
            Saves: +4/+5/+7
Feats: [Wizard 10th] Quicken Spell
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    5th Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 4 Lvl. 3, 4 Lvl. 4, 3 Lvl. 5
            +1 spell per level above 0th, which must be an evocation spell.

11: Wizard 11, +1 Hit Point
            BAB: +5
            Saves: +4/+5/+7
Feats: [11th Level Feat] Spell Penetration
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    6th Level- Contingency, True Seeing
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 3 Lvl. 5, 2 Lvl. 6
            +1 spell per level above 0th, which must be an evocation spell.

12: Wizard 12, +1 Hit Point
            BAB: +6/+1
Ability Score Increase: INT +1 (23)
            Saves: +5/+6/+8
Feats: (none)
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    6th Level- Elemental Assessor/Hellfire Ray, Greater Dispel Magic
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 4 Lvl. 5, 3 Lvl. 6
            +1 spell per level above 0th, which must be an evocation spell.


13: Wizard 13, +1 Hit Point
            BAB: +6/+1
            Saves: +5/+6/+8
Feats: [13th Level Feat] Greater Spell Penetration
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    7th Level- Limited Wish, (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 3 Lvl. 6, 1 Lvl. 7
            +1 spell per level above 0th, which must be an evocation spell.

14: Wizard 14, +1 Hit Point
            BAB: +7/+2
            Saves: +5/+6/+9
Feats: (none)
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    7th Level- (as desired)  
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7
            +1 spell per level above 0th, which must be an evocation spell.

15: Wizard 15, +1 Hit Point
            BAB: +7/+2
            Saves: +6/+7/+9
Feats: [Wizard 15th] Empower Spell, [15th Level Feat] Spell Perfection (Fireball)
Skills(8): Knowledge (Arcana), Perception, Spellcraft, +5 others
New Spells:    8th Level- (as desired)   
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7, 1 Lvl. 8
            +1 spell per level above 0th, which must be an evocation spell.

16: Wizard 16, +1 Hit Point
            BAB: +8/+3
Ability Score Increase: INT +1 (24)
            Saves: +6/+7/+10
Feats: (none), (can respecialize if desired- fireball should be able to penetrate most SR)
Skills(9): Knowledge (Arcana), Perception, Spellcraft, +6 others
New Spells:    8th Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 4 Lvl. 7, 2 Lvl. 8
            +1 spell per level above 0th, which must be an evocation spell.

17: Wizard 17, +1 Hit Point
            BAB: +8/+3
            Saves: +6/+7/+10
Feats: [17th Level Feat] Tenebrous Spell
Skills(9): Knowledge (Arcana), Perception, Spellcraft, +6 others
New Spells:    9th Level- Time Stop, Wish
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 2 Lvl. 8, 1 Lvl. 9
            +1 spell per level above 0th, which must be an evocation spell.


18: Wizard 18, +1 Hit Point
            BAB: +9/+4
            Saves: +7/+8/+11
Feats: (none)
Skills(9): Knowledge (Arcana), Perception, Spellcraft, +6 others
New Spells:    9th Level- Mage's Disjunction, (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 3 Lvl. 8, 2 Lvl. 9
            +1 spell per level above 0th, which must be an evocation spell.

19: Wizard 19, +1 Hit Point
            BAB: +9/+4
            Saves: +7/+8/+11
Feats: [19th Level Feat] Improved Initiative
Skills(9): Knowledge (Arcana), Perception, Spellcraft, +6 others
New Spells:    9th Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 3 Lvl. 8, 3 Lvl. 9
            +1 spell per level above 0th, which must be an evocation spell.

20: Wizard 20, +1 Hit Point
            BAB: +10/+5
Ability Score Increase: STR +1 (9)
            Saves: +7/+8/+12
Feats: [Wizard 20th] Immortality
Skills(9): Knowledge (Arcana), Perception, Spellcraft, +6 others
New Spells:    9th Level- (as desired)
Base Spells Per Day: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 4 Lvl. 8, 4 Lvl. 9
            +1 spell per level above 0th, which must be an evocation spell.


Base Fireball Caster Level, Damage, and Variables by Level

Lvl.
*SR>
**DC
Base Damage
New Online Feats
Activatable Feats
5
+7
21
5d6+2 fire
Affinity For The Elements, Intense Spells, Spell Focus: Evocation, Preferred Spell (castable spontaneously)
Versatile Evocation
6
+10
22
8d6+3 fire
Spell Specialization
Intensify Spell
7
+11
22
9d6+3 fire
Greater Spell Focus: Evocation
Heighten Spell***
8
+12
23
10d6+4 fire

Elemental Manipulation
9
+13
23
10d6+4 fire

Dazing Spell
10
+16
23
10d6+5 fire


11
+19
23
10d6+5 fire
Spell Penetration
Quicken Spell
12
+20
23
10d6+6 fire


13
+25
23
10d6+6 fire
Greater Spell Penetration
Intensify Spell caps out here at 15d6
14
+26
23
10d6+7 fire


15
+29
25
10d6+7 fire
Spell Perfection
           Empower Spell
16
+30
26
10d6+8 fire


17
+31
26
10d6+8 fire

Tenebrous Spell
18
+32
26
10d6+9 fire


19
+33
26
10d6+9 fire


20
+34
26
10d6+10 fire



*SR> - Spell Resistance piercing bonus, added to d20 roll to overcome spell resistance
            +Caster Level
Elven Magic: +2
Spell Specialization: +2 (+4 after 15 from spell perfection)
Spell Penetration: +2 (+4 after 15 from spell perfection)
Greater Spell Penetration: +2 (+4 after 15 from spell perfection) 
Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows)
(Material Component) Dweomer’s Essence: +5
(Metamagic Rod) Piercing Spell: +5
(Spell) Sure Casting: +5

**DC – Difficulty Class, non-20 total reflex save needed to half or avoid damage
            Base DC: 10
+Spell Level (3 until Heighten Spell)
            +INT modifier (Level 1-7: +5; Level 8-15: +6; Level 16: +7)
            Affinity For The Elements: +1 if spell has not been modified by Versatile Evocation
            Spell Focus: +1 (+2 after 15 from spell perfection)
            Greater Spell Focus: +1 (+2 after 15 from spell perfection)
            Tenebrous Spell: +1 (in areas of dim light or darker; +2 if DM allows) 

***Heighten Spell – If Fireball is cast as a 4th-level or higher spell, its DC is as the level of the spell slot used.

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