Author Topic: Help: God Conj. 5/PA 4 + MS 4/Arc 1  (Read 2655 times)

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Raivein

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Help: God Conj. 5/PA 4 + MS 4/Arc 1
« on: August 03, 2009, 11:20:45 AM »
Long time lurker, first post.

I'll like some help optimizing my feat/class feature selection and getting critical feedback on my god wizard build. I'm also soliciting comments on whether this build is an optimized addition to the party. For RP reasons, I'll rather keep a singnificent investment in Paragonastic Apostle unless the party will significantly benefit from a different focus (like a Malconvoker).

1. Should I drop either Otherworldly or Dragonwrought to squeeze in Extend Spell?

2. Is it worth focusing on summons to make up for the missing BSF and run somthing like FS Conj 6/Malconvoker 5?

3. Is Chain Spell + Arcane Reach at CL 14 worth giving up Quicken Spell?

4. Can the CO boards offer any other mechanically sound yet flavorful feats to consider?

Party:
Human Rogue 5/Assassin 4
Homebrew illithid 8/Wizard 1: Tax collector, UMD wand wielder
Homebrew Deathlock (Lib Mort)/Wizard 8: Undead blaster with the spell selection of a sorcerer: Negative energy ball, Cloudkill, Create Zombie, rinse, repeat.
Aasamir Cleric 9: Meleebot. Never buffs the party.

Allowed sources: Core. All other sources subject to DM approval depending on backstory and flavor.
Stats: Pregenerated array (18, 16, 14, 12, 12, 10)

Campaign: Homebrew setting, character will start at lvl 9 (Wiz 5/Para 4). I'll likely leave the campaign by the time this character levels to 14~15. Characters are POOR: 6 months of adventuring IRL yields 10,000 gold. Equipment highly loot dependent. Starting gold at ECL 9 will be around 3,000. One flaw allowed.
Addendum: We only need 1000 Exp to gain a level, regardless of level. Experience goes into a communal party pot, usually ranging from 700 to 2000 exp per session. The party decides who to level using the communal exp based on what the character gains next level and the relative level of a player to the party average. Characters almost never have more than a 1 ECL difference betwean them. Also, party is very hostile towards anything that uses xp. Scrolls are acceptable to them, but scrolls suck.

Backstory:
From a lawful good desert kingdom, the longest continuous government in the realm. Joins party in order to chronicle their adventures in neutralizing artifact creature of doom. Absolute knowledge bag with sidelines in forgery and poisonmaking. Kobolds in our neighborhood live in burrows and sewers; as a southern representative of my race, I will face some discrimination. [spoiler]Secretly member of international lawful neutral mercenary espionage group sent to monitor parties progress.[/spoiler]

Build:
LN Otherworldy Venerable Dragonwrought Desert Kobold Specialist Conjurer 5/Paragonastic Apostle 4/Master Specialist 4/Archmage 1
ACF: Wizard fighter feats (UA), Domain Granted Power (CChamp), Specialist: banned Enchantment and Evocation.

Wiz 1 flaw: Otherworldy (PGtF), Wiz: Imp. Init., Dragonwrought (RoD)
Wiz 3 Flyby Attack
Wiz 5 Domain Power: Luck
Pa 1 Spell Focus: Conj, Accurate Retort
Pa 2 Discern Weakness: Human
Pa 3 Penetrating Insight
Pa 4 Spell Focus (Necro), Spatial Awareness
MS 3 Chain Spell
Ar 1 Arcane reach

Stats at lvl 9
[spoiler]
Str 8
Dex 16
Con 16
Int 23
Wis 11
Cha 13
[/spoiler]

Spells:
I've asked for the Orb line, Unluck, Alter Fortune, Nerveskitter, and Unicorn Arrow. My initial (indeed, possibly my ultimate) spell list is up solely to the DM, although he does take suggestions.

Tactics:
Invisibility, followed by BC or summons, followed by haste, then Orb of Fire, Unluck, ect, ect.
« Last Edit: August 03, 2009, 10:50:49 PM by Raivein »

DerWille

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #1 on: August 03, 2009, 12:29:48 PM »
Hmm, if you're going to be a conjurer there's no reason not to do a little summoning. You might consider the ACF from Unearthed Arcana where you trade Scribe Scroll for Augment Summon, but that will require you to give up Improved Iniative. Also if you haven't given up your familiar, the PHBII ACF for Immediate Magic can be handy.

 I can't answer any of your questions except 1.

2) Running Malconvoker is going to depend on what level you start at and what level do you think you'll finish at. I'm currently running one in a solo game with FS Conjurer 2/MS 4/Malconvoker 1 using Versatile Spellcaster and Heighten spell to qualify early for master specialist and ridiculous spell slot shenanigans. From what I've seen so far, summon monster become decent until level 3 and starts to get better at level 4. For level 3, Fiendish Apes are pretty good and Nashrou Demons being great as long as the enemy doesn't get a crit (They die instantly to a critical attack). At level 4 you can get Yugoloth Voors which are sexy with large size, 22 base strength, 6 attacks a round, and combat reflexes (Both of these guys are in MMIV). Afterwards, Malconvokers get better and better.

However keep in mind that running a malconvoker is going to be alot different than running a god wizard. You've seem to got a summoner/blaster with the Deathlock. I'm not sure what the UMD guy is going to do. So seeing that, I wouldn't focus on summoning primarily, throw one or two out when needed but focus on battlefield control and debuffs.

Raivein

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #2 on: August 03, 2009, 01:39:42 PM »
Hmm, if you're going to be a conjurer there's no reason not to do a little summoning. You might consider the ACF from Unearthed Arcana where you trade Scribe Scroll for Augment Summon, but that will require you to give up Improved Iniative. Also if you haven't given up your familiar, the PHBII ACF for Immediate Magic can be handy.
I love initiative. With limited magic items, I can't depend on magic items to cast first. Abrupt Jaunt sounds nice, although as a PA in my campaign, +2 to skill checks is nice. I'll pass it by the DM. 

2) Running Malconvoker is going to depend on what level you start at and what level do you think you'll finish at. I'm currently running one in a solo game with FS Conjurer 2/MS 4/Malconvoker 1 using Versatile Spellcaster and Heighten spell to qualify early for master specialist and ridiculous spell slot shenanigans.
As mentioned above, starting at lvl 9, progressing to lvl 14~15 over the next two years. Tricks like early qualification won't get by my DM: He's open to anything, but anything powerful should have a legitimate RP explanation beyond Moar Powah. FS Conjuror 3/MS 4/Mal X should be fine by him though.

However keep in mind that running a malconvoker is going to be alot different than running a god wizard. You've seem to got a summoner/blaster with the Deathlock. I'm not sure what the UMD guy is going to do. So seeing that, I wouldn't focus on summoning primarily, throw one or two out when needed but focus on battlefield control and debuffs.
The zombie summons are weaksauce. We use them as ladders in the Underdark and to plug holes in ships. The deathlock blasts with ice and negative energy, and casts Cloudkill. The UMD illithid's main wands are Magic Missile and a 4d6 ranged touch. His stun ray (30 ft cone, will save or daze 1d6 rounds) sees some good use as well.

The main issue is whether the party will benefit more from having a meat shield summoner or a God on their side. With the exception of the cleric and the deathlock, we're all going to be a little squishy. Again, lack of magic items: a summoned monster may become the most cost effective protection available. The two richest characters have about 11,000 Gp worth of equipment each. I've only been playing Dnd for a year, so I lack the playtesting experience to decide for myself what role would add the most to the party. Our GM is good enough that I can see him adjusting encounters to account for our party makeup, but still...better safe than sorry?

DerWille

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #3 on: August 03, 2009, 02:49:45 PM »
You've been playing longer than I have. Most of my games I've been the DM and have only had 1 group when I just started (And didn't know what I was doing) and my Malconvoker that I'm using which is solo (I've DM'd all summer and my friend wanted to let me have a chance to play).

If that's how it is, I'd go with god style wizard. Keep improved initiative and always have a nervseskitter ready in case of tough fights. You can still throw out summoned monsters when you need to, but focus on the battlefield control. If the Cleric isn't buffing the party, he's at least making himself into a clericzilla right? If so, try to disable everything you can. Set up situations for the rogue to get his sneak attacks. If you still have a bit of time after that, do some buffing. It seems like your party lacks force multipliers, be that multiplier. In that case, going off of trentmonk's groupings, I'd be battlefield control + buffer.

Raivein

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #4 on: August 03, 2009, 03:18:41 PM »
Keep improved initiative and always have a nervseskitter ready in case of tough fights.
Nerveskitter: absolute win spell that is not in core. I've asked, I'm waiting for the DM's reply.

You can still throw out summoned monsters when you need to, but focus on the battlefield control. If the Cleric isn't buffing the party, he's at least making himself into a clericzilla right? If so, try to disable everything you can. Set up situations for the rogue to get his sneak attacks. If you still have a bit of time after that, do some buffing. It seems like your party lacks force multipliers, be that multiplier. In that case, going off of trentmonk's groupings, I'd be battlefield control + buffer.
Thanks for this. Yes, the cleric does. We have a saying in our group that has spread to video games: "Even when you play Super Smash Brothers Brawl alone, all kills belong to [cleric]."

DerWille

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #5 on: August 03, 2009, 10:03:32 PM »
Here's another spell you'll probably need to get approved by your DM, it's in the PHBII, "Alter Fortune". As an immediate action you can make anything do a reroll. However, it's going to cost you 200 exp per shot. It could help keep someone alive.

 And what is your spell selection so far?

Raivein

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Re: Help: God Conj. 5/PA 4 + MS 4/Arc 1
« Reply #6 on: August 03, 2009, 10:46:42 PM »
Alter Fortune is nice...but the xp cost is 20% of the xp I need to level. He hasn't given me any ruling about adjusted xp costs for spells. On the otherhand, he does allow me to cast Stoneskin without the costly material components. So maybe something there.

Spellist is under the purview of the DM. Haven't gotten it back yet. FYI, the campaign won't restart until the end of August.

Since the DM is actually a published author, now writing freelance, I don't get to see him that often. I'll try and catch him before our next session on Saturday and dump your suggestions on him then.