![]() ![]() Persistant - the best thing to apply to save-or-sucks. When it comes to metamagic, these are really good: You might want to consider getting a rod of persistant spell they cost 32k, but being able to 3/day force double saves is powerful. The free metamagic is a huge deal, and since you have quicken spell it could allow you to easily increase your spell output without wasting valuable slots.Ī save-or-suck or battlefield control spell of 5th or lower caster level, or one of higher levels if you get Extra Traits (Wayang Spellwhatever and Magical Lineage) would allow you to pump out quickened spells as swift action every round for very low spell level cost. Since you seem quite well-equipped in the summoning department, I would consider choosing something else for spell perfection. If you want to do the dazing spell thing, take heighten spell and get a dazing rod. It also is a prerequisite for the preferred spell feat (which isn’t a bad feat). Combine it with your dazing spell and you have a spell that has a higher DC AND a longer duration of dazing. Heighten Spell: This feat generally sucks, but it does give you an ability that you can’t get in a rod. This is very powerful, especially when combined with…. You can wear magic like it was cheap jewelry.ĭazing Spell: This lets you use a low-level spell (snapdragon fireworks on you and/or burning gaze on your familiar) that forces a save or suck effect every round as a free action (or two). Now double the duration and cast it a day ahead of time. Look at every spell on your list that last for on hour per level. Quicken: This gives you an fast spell you can’t get another way without spending bank.Įxtend Spell: Yes, metamagic rods are cheap but the number of spells that benefit from this feat are huge. That said there are 4 feets that might be worth your while, and here’s why: I have pored over all the options for pimping my conjurer, and there isn’t really an option for high level play that has “Zazz.” I get where you are coming from with this problem. It took all of the thrill out of getting loot, so those are off the table. We'd just take all of the loot, sell it, then have me craft the items that the PCs *really* wanted. I had Craft Wondrous Item for a while, but we all agreed that it wasn't really much fun. But I'm open to taking one of them if there's one worth grabbing. I was looking through some more skill-oriented feats and they mostly seemed. It's more of a sandbox-style game that takes place in a single city, and our PCs are all considered to have a power-base in the city. NB: Our campaign is less about dungeon crawling and more about character interactions and political intrigue. That said, is there anything I'm overlooking? This wouldn't provide the splashy "ALL TEH DINOSAURS" amusement of Spell Perfection, but it also wouldn't saddle me with metamagic feats I'm not sure I could take advantage of. ![]() So I could take things like Great Fortitude, Iron Will, Spell Penetration, etc. ![]() That said, if summoning 5 t-rexes is wrong, then perhaps I don't wanna be right.Ģ)What are some other feats that might provide more utility? My build feels more or less on-line at this point, so my thought is to shore up some weaknesses. So there's a few reasons that I'm skeptical about the cost/benefit analysis of the feat. As in, I'd be delighted, but the rest of the party. There's also a certain fun-factor issue in flooding the battlefield with a million summons. I'd be taking 2 feats that I probably won't use often, which takes a bit of the shine off of Spell Perfection. I get the need for Quicken Spell, kind of, but I'm not sure what other metamagic does for a Controller wizard. in love with metamagic feats, and I'd have to invest in them pretty heavily to get Spell Perfection. So seems pretty cool and all, but I'm not. The thought of summoning 8 Brachiosaurs and watching them run wild through an enemy camp is the sort of "can destroy entire cities" power that justifies playing a wizard in the first place. Add to the fact that there's a bard in the party and I'm looking at summons that can do respectable damage. Assuming I'm primarily using it to cast from the SM8 or even SM7 list, I'm getting 1d3 +2 or 1d4 + 4 monsters, each with +8 to Str and Con, with the doubled bonuses from Augment and Superior Summoning. Now I'm wondering if Spell Perfection: Summon Monster 9 at level 17 would be worth the investment. I figure I have 7 feats left to get, 2 of which would be wizard bonus feats. I'm looking at Spell Perfection, and while it's a terrific feat, I'm wondering if it's worth the investment for a conjurer. So I'm trying to figure out which feats I should be picking up for a late-game build. I'm running a Wizard 10 (Conjurer) right now and my GM has sort of intimated that the current campaign is likely to go into pretty high levels, possibly even up to 20. ![]()
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