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  #861  
Old September 16th, 2005, 11:27 PM
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Default Re: OT: Narf has gone looney and wants to GM.

Hmm, Analyze Dweomer sounds useful... probably more useful than Flesh to Stone. Haste - perhaps in replacement of Fireball? You're right, my spell list is perhaps too heavy on the killing stuff spells. I think I'll also trade the Run feat in to gain Spell Focus... I don't see a Greater Spell Focus though.

I'm not seeing any bonus spell slots from the Headband (at least, on d20srd.org).

Anyone have any other suggestions before we start tomorrow?
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  #862  
Old September 17th, 2005, 01:03 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Quote:
Violist said:
Hmm, Analyze Dweomer sounds useful... probably more useful than Flesh to Stone. Haste - perhaps in replacement of Fireball?
No, keep Fireball. Just pay 3 (spell level) * 5 (minimum caster level) * 25 (scroll) = 375 gp and add Haste without losing anything. The ability to do this is almost the whole point of being a Wizard instead of a Sorcerer.
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Violist said:
You're right, my spell list is perhaps too heavy on the killing stuff spells.
Nothing wrong with having a blaster mage, but as a Wizard you should have utility spells too. Your regular list of prepared spells (which I don't see anywhere on your sheet) should be predominantly combat oriented, but you should use your ability to pay money for extra spells known to be able to prepare for nearly anything given a day to change your prepared spells. Teleport and Greater Teleport would be good to have just for what I can think of off the top of my head. You should pretty much just go through the entire wizard spell list and learn anything that sounds useful and not too similar to something else you already know until you run out of money.
Quote:
Violist said:
I think I'll also trade the Run feat in to gain Spell Focus... I don't see a Greater Spell Focus though.
I don't know where you're looking that you can't find Greater Spell Focus, but it's in the feats section of the official SRD on the Wizards of the Coast website. If you decide to go for the Archmage prestige class, which has some quite useful abilities, I'd suggest replacing Magical Aptitude with Skill Focus (Spellcraft).

Quote:
Violist said:
I'm not seeing any bonus spell slots from the Headband (at least, on d20srd.org).
The Headband does not grant bonus spell slots directly, per se, but indirectly by increasing your primary ability score. You should use your total intelligence, including the Headband, to determine bonus spell slots.
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  #863  
Old September 17th, 2005, 01:16 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Yeah - pick up a few scrolls (spell level * caster level * 25 + Material Components Cost + 5*XP cost) of a few spells, and scribe them into your Blessed Book - a 7th level spell scroll, with no XP or expensive Material Components, costs 2275 gp (7th level spell, caster level 13th); 6th costs 1650, 5th costs 1125, 4th costs 700, 3rd 375, 2nd 150, 1st 25.

Also consider a safe rest spells (such as Rope Trick (2nd), Secure Shelter (4th), or Mage's Magnificient Mansion (7th)), some buffing spells (Mass Bear's Endurance would grant every living critter in the party quite a few extra HP for a time, while Mass Cat's Grace increases AC (by raising Dex) and Mass Bull's Strength increases damage; even the lowly Mage Armor can really help those that, for one reason or another, aren't wearing significant amounts of armor), and utility spells (okay ... what do you do if, say, an Invisible Stalker decides you would make an excellent target? Likewise, sure, you can use Overland Flight to stay out of ground-based combat and get over those peksy walls, but that isn't going to let anyone else in the party follow you; et cetera)
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  #864  
Old September 17th, 2005, 01:39 AM
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Default Re: OT: Narf has gone looney and wants to GM.

I'm finishing up my character sheet, just one feat and some equipment left. There's one particular set of body slot conflicts for magic items that I always run into when making high level characters, and I'd like approval for my standard solution:

The conflict is that an Amulet of Natural Armor, Periapt of Wisdom, and Amulet of Health all take up the same slot. My standard solution is custom items using the body slot affinities table. Specifically, I want a Headband of Wisdom (affinity: mental improvement) and a Shirt of Health (affinity: physical improvement). Since these both match the slot affinities, they should cost the same as the normal item.
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  #865  
Old September 17th, 2005, 01:46 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Sure, with one little caveat - you have to have been able to build them yourself for the off-slots - if you take Craft Wondrous Item and all the pre-requisite spells for those migrated items on your known list when you start, then go for it. Otherwise, Ye Olde Shoppe of Majicke is going to note that Wisdom falls more under Discernment than mental improvements, and Con and Natural Armor fall under Protection.
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  #866  
Old September 17th, 2005, 01:52 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Well, that settles my final feat choice. Oh yeah, how much xp above the minimum for 13th level do I have available to spend on crafting items?
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  #867  
Old September 17th, 2005, 02:02 AM
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Default Re: OT: Narf has gone looney and wants to GM.

86888-78000=8888; however, you just need to have been capable of making the migrated items - if you meet those criteria, you can purchase rather than build yourself.
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  #868  
Old September 17th, 2005, 02:06 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Ah, but making them myself costs half price . Thank you, that's quite a bit more than enough for all my crafting needs. Now why can't clerics cast Cat's Grace?
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  #869  
Old September 17th, 2005, 03:02 AM
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Default Re: OT: Narf has gone looney and wants to GM.

Cause clerics don't suck in meelee?
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  #870  
Old September 17th, 2005, 03:12 AM
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Default Re: OT: Narf has gone looney and wants to GM.

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douglas said:
Now why can't clerics cast Cat's Grace?
Because default clerics get heavy armor proficiency, which makes it kinda useless for them. Druids, on the other hand, are much more sharply limited on what armor they can take, and do have it on their list.
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