Author Topic: [3.5] Core Wizard in the Iron Kingdoms  (Read 4595 times)

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CaptainKarzak

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[3.5] Core Wizard in the Iron Kingdoms
« on: March 03, 2011, 12:20:27 AM »
Hi guys. I've never played a 3.5 Wizard so I could use a hand.

I will soon be running a Wizard in an Iron Kingdoms game [a 3.5 Steampunk-genre setting by Privateer Press]. The only books that are allowed for sure are the PHB, and the Iron Kingdoms Character Guide. I'm going to post my build and also list some of the major restrictions on spell selection and magic that are imposed by this setting. Please give me your build advice, even if you are not too familiar with the setting.

Wizard 1: Transmutation Specialist [Prohibited Schools = Enchantment & Evocation]
Race = Thurian (a human nationality: Ability adjustments +2 Int, -2 Wis)

Ability Scores: [32 PB]; #'s in () are before racial adj

Strength       8
Dexterity     14
Constitution 16
Intelligence  20 (18)
Wisdom         6   (8)
Charisma       8

Saves & Defenses
HP: 7
AC: 12
Fortitude: +7 (Great Fort, Rat Familiar)
Reflex:     +2
Will:        +0

Feats
Great Fortitude
Greylord (a setting feat - grants me membership in a military order: Provides Ar Prof Light, Ex WP Rifles, Mrt WP in 1 weapon of choice, Leadership upon reaching C.level 10, gain one extra spell for my spellbook each level)
Scribe Scroll

Spellbook (9 known: 3 + 5 INT +1 Greylord bonus)
Color Spray
Comprehend Languages
Enlarge Person
Grease
Mage Armor
Obscuring Mist
Protection from Evil
Ray of Enfeeblement
Silent Image

Level 1 Spells Memorized (4: 1 + 2 INT + 1 Transmutation)
Color Spray x 2
Enlarge Person
Grease

Skills [(2+1 Human + 5 INT)x4 = 32 skill points]
Concentration +7
Craft Alchemy +9
Craft Mechanica +9 (req's craft alchemy to be useful)
Knowledge Arcana +9
Knowledge Dungeoneering +7
Knowledge History +6
Knowledge Local +6
Knowledge Nature +9
Knowledge Planar +7
Knowledge Religion +7
Spellcraft +11 (inc +2 nationality bonus)

Intended build path: Assuming we even get to level 7, I'd like to enter the Loremaster Prestige class. Scribe Scroll, Craft Wonderous Item, Skill Focus Knowledge Planes, Maximize Spell to meet prestige class prereqs)

Relevant setting rules:
All necromancy spells drain energy from their caster. Caster must make DC 15+ Spell level Fort save or take non-lethal damage = 2*spell level
All spells in the Conjuration Sub-schools of calling, summoning, and teleportation have a spell level x5% chance of drawing the attention of a powerful evil outsider.
Creation of any permanent magic item with an XP cost > 200 has a flat 20% chance of draining (as in permanent loss) your HP total by (XP Cost/200, rounded up)
All magic items have 150% the market cost listed in the DMG. This also explicitly inflates the XP cost to craft.
Most spells > 4th level that draw from or move through other planes of existence are not available: No shadow conj/evoc, no plane shift or teleport, etc.

juton

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #1 on: March 03, 2011, 12:41:01 AM »
It's been a while since I played in this setting, but what I remember off the bat is the 'greatcoats' available. One give you a +1 AC that should stack with other armour worn, you can argue that to include mage armour, for like 15 gold it's pretty cheap. There is another greatcoat that also grants DR 3/Bludgeoning, but it may have ASF, still it's nice to have.

Your spells look good, nothing to really suggest there. I'd swap out Great Fortitude, for some other feat, feats that give a static +2 bonus generally aren't that good. This may be tough to do, but you may want to pick up some interaction skills like bluff or diplomacy, if I remember correctly parts of the setting really hate arcane casters and will try to burn them at the stake. Other than that your Wizard looks good to go!

CaptainKarzak

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #2 on: March 03, 2011, 01:23:18 AM »
Thanks for the Greatcloak suggestion. I was planning on going with the armored greatcloak (+2 AC, 5% ASF, DR 5/bludgeoning)

My choice of nationality allows me to take bluff as a class skill, but my CHA is ass. But if someone else takes craft alchemy, I'll gladly redistribute those skill points into a social skill.

A few of questions for you:

Since you've got some experience: What did you think of the Iron Kingdom's setting? Pro's / Cons?

Am I going to have a problem with range? Color spray is a 15' cone and enlarge person just makes the BSF hit harder in melee. This is setting with guns ans stuff. Am I just gonna get shot to death at 100 paces?

Also, why is Great Fortitude bad in a core-only game? It helps me use Necromancy spells safely (see OP) and I'll be less likely to fail a SoD. What else should I take?

juton

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #3 on: March 03, 2011, 02:56:00 PM »
Since you've got some experience: What did you think of the Iron Kingdom's setting? Pro's / Cons?

It depends a lot on the DM, and whether he plays WarMachine. Our DM didn't so we never saw a warjack. It also depends on how your DM likes to play up the aspects of people being afraid of Sorcerers and Druids, I never saw it being such a big deal that those types of characters where marginalized. Ogruns are great, if you can get one for your party they really make excellent fighter types. Other than that I don't remember much, my DM ran it pretty similar to a generic fantasy setting so it doesn't stand out as it should.

Quote
Am I going to have a problem with range? Color spray is a 15' cone and enlarge person just makes the BSF hit harder in melee. This is setting with guns ans stuff. Am I just gonna get shot to death at 100 paces?

We played with minis, with minis your physical space is limited so you can't really be sniped at. Guns are useful to have, especially for you since you're proficient, but they have a long reload time IIRC. We played some published IK modules, they had a lot of dungeons, so again we where up close. The only time you should worry is if you are traveling overland, because of random encounters, you can just prepare longer ranged spells or an Obscuring Mist or two, they can't shoot what they can't see.

Quote
Also, why is Great Fortitude bad in a core-only game? It helps me use Necromancy spells safely (see OP) and I'll be less likely to fail a SoD. What else should I take?

The +2 Great Fortitude gives you will seem really small as you go up in level. Ideally you'd be able to find a feat that is great at all levels. I think I'll recommend Improved Initiative, going first is always very important, whether you decide to fight, run or hide. If you really want to go down the Necromancy route, Greater Fortitude might be able to help a bit, but remember in IK people have a special hatred of necromancers.

Gods_Trick

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #4 on: March 03, 2011, 03:04:33 PM »

I second the swapping out Great Fort. for Imp. Init. or even Silent Spell. You can do without Necro spells with those drawbacks. Would wands circumvent the Necro damage though? If you're worried about being burned at the stake you may want to get Charm Person for social utility.

Otherwise you look good to go.

CaptainKarzak

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #5 on: March 03, 2011, 09:23:30 PM »

I second the swapping out Great Fort. for Imp. Init. or even Silent Spell. You can do without Necro spells with those drawbacks. Would wands circumvent the Necro damage though? If you're worried about being burned at the stake you may want to get Charm Person for social utility.

Otherwise you look good to go.

Okay, I'll go with Improved Initiative. I can see how it will be worth more once I get spells that have >15 foot range (so I don't have to wait for enemies to close).

Mostly I'm having trouble IP Proofing a core wizard a setting where wonderous magical items are scarce and both risky and expensive to craft. Crazy non-core spells like Greater Resistance and Conviction also don't exist, so it's really hard to get saves up to a decent level. That's why I give heavy consideration to those "+2 to a save" feats. I also took enchantment as a prohibited school, so I can't grab the moral bonuses from Heroism or it's greater version. I considered dropping Necromancy instead of Enchantment, but even given the stigma imposed by the setting, Necromancy looks like it has too many cool things in it.

Gods_Trick

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #6 on: March 03, 2011, 10:15:39 PM »

I second the swapping out Great Fort. for Imp. Init. or even Silent Spell. You can do without Necro spells with those drawbacks. Would wands circumvent the Necro damage though? If you're worried about being burned at the stake you may want to get Charm Person for social utility.

Otherwise you look good to go.

Okay, I'll go with Improved Initiative. I can see how it will be worth more once I get spells that have >15 foot range (so I don't have to wait for enemies to close).

Mostly I'm having trouble IP Proofing a core wizard a setting where wonderous magical items are scarce and both risky and expensive to craft. Crazy non-core spells like Greater Resistance and Conviction also don't exist, so it's really hard to get saves up to a decent level. That's why I give heavy consideration to those "+2 to a save" feats. I also took enchantment as a prohibited school, so I can't grab the moral bonuses from Heroism or it's greater version. I considered dropping Necromancy instead of Enchantment, but even given the stigma imposed by the setting, Necromancy looks like it has too many cool things in it.

Hmm, valid, but one question. How are the gamebreaker spells being handled? One polymorph will trump any +2 to a save feat. If its straight core + IK with no house rules you other than stated and the druid are the strongest things around at level 5. Surviving till then, well its a crapsack random bag of randomness for everyone, till you reach the point you can IP proof against death effectively.

Also, how does False Life spell interact with the Necro damage? Seems kind of odd that a spell to give you extra hitpoints reduces your hitpoints.

CaptainKarzak

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #7 on: March 03, 2011, 10:48:20 PM »

Hmm, valid, but one question. How are the gamebreaker spells being handled? One polymorph will trump any +2 to a save feat. If its straight core + IK with no house rules you other than stated and the druid are the strongest things around at level 5. Surviving till then, well its a crapsack random bag of randomness for everyone, till you reach the point you can IP proof against death effectively.

Also, how does False Life spell interact with the Necro damage? Seems kind of odd that a spell to give you extra hitpoints reduces your hitpoints.

False Life is definitely not exempt from the Necro damage rules. If you fail a DC 17 after casting it, you take 4 non-lethal damage just like any other 2nd level Necromancy spell.

As for polymorph and Wild Shape, really the regular monster manuals are not normally used in the setting. IK has it's own MM's. So I have no idea how good stuff like Alter Self / Polymorph etc are. They might be even more broken or much less so. Probably less so since there are only two MM's to draw from instead of the regular 5 (or 4 if MM-II doesn't count). Wild shape is still gonna be good though - The GM is directed to use the regular MM-I for animal and vermin stats only - so no wildshaping into Raptors, or whatever the hell that dinosaur is that every druid picks at level 5.... Why am I talking about druids?

Gods_Trick

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #8 on: March 03, 2011, 11:39:15 PM »
Why am I talking about druids?

Because hypnotoad commands you!


But mostly to see how broken your game is goint to get  ;)

CaptainKarzak

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #9 on: March 03, 2011, 11:58:02 PM »
Why am I talking about druids?

Because hypnotoad commands you!


But mostly to see how broken your game is goint to get  ;)

Damn you, Hypnotoad! You haunt my game sessions and now you're stalking me on the Internet!

Let see: There seems to be a large, 12HD animal with a 32 strength. That's a good wildshape option. But druids don't get animal growth (or the heal spell) in this setting, and the rest of their selection is core-only. So I guess they'll be scary but not outrageously powerful.

As far as alter self, I've found a 2HD humanoid race with +6 natural armor. Does that make Alter Self worth taking? Seems decent to me.

For polymorph there a lot of trolls,  starting at 5HD with a 22 strength to 11-12HD and up to 27 strength. The regen is nice b/c healing in Iron Kingdoms is not so easy. Except for druids who are for some reason exempt from the healing "backlash" rules. Stupid Druids.
« Last Edit: March 04, 2011, 12:00:33 AM by CaptainKarzak »

Gods_Trick

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #10 on: March 04, 2011, 12:12:07 AM »

Wait what healing backlash?

CaptainKarzak

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #11 on: March 04, 2011, 12:22:00 AM »

Wait what healing backlash?

My words, not the real term ("The Pain of Healing", officially). It's a gritty setting so the max HP a cleric can heal in a day is (10+Wisdom Mod) x Cleric Level. If the cleric exceeds that limit, or is healing someone whose alignment is more than one step away from the clerics deity, then there are charts to roll on. Very bad things (as in likely to cause fatalities or permanent stat damage) happen on those charts. Both to the cleric doing the healing, and the person hoping to get healed. Before you ask, I don't think wands provide an easy loophole, but I'm not 100% up on the relevant setting mechanics. Anyway AFAIK, only clerical healing is subjected to "Pain of Healing" stuff. Via Erratta, Arcane healing (Bards, basically) convert HP damage into non-lethal damage with their healing spells. Druids get off scott-free, but have lost access to the Heal spell.

wentige

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Re: [3.5] Core Wizard in the Iron Kingdoms
« Reply #12 on: October 06, 2011, 04:21:10 AM »
Sorry I'm late on this, but I was curious where this character ended up going.  I'm thinking about starting up an IK game using the pathfinder rules and I'm seeing what other peoples experiences are looking like.

I don't believe wands circumvent the pain of healing, and you're going to have a hard time finding someone to make you a standard magic item (there are special mechanikal items powered by magical batteries that take their place). Also alchemical healing potions are a bit slower as they heal over time, but fill that hole limited magical healing leaves.

Also what was the wild back-story that convinced the DM to allow you to make a Thurian Greylord?