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Min/Max 3.x / Re: Metamagic, Metamagic reducers, and class combos for blasting.
« on: December 21, 2013, 08:46:54 PM »
So I know this is not really what you are asking for (you asked for metamagic and specifically arcane), but I would like to point out the psionic items called power link shards from magic of eberron. They give you free pp and free augments and allow you to bypass your manifester level and thus I effectively consider them free metamagic. Effectivelly they are metamagic rods but better
A level “9” build (In reality it is a level 8 due to the xp drain of crafting.)
Wizard 1/Telepath 3/Cerbemancer 4
Race Kalashtar
Cast as a 7th level Psion at ML 7, Cast as a 5th level Wizard at CL 8
Assuming 20 int for simplicity sake (16 starting int , +2 due to HD 8, +2 Headband of intellect)
Feats
1 Precocious Apprentice (for early entry, precocious apprentice actually works with Cerbemancer)
1 Practiced Spellcaster Wizard
1 Hidden Talent Astral Construct
3 Craft Wondrous Item
6 Expanded Knowledge Energy Missile
Eventually
9 Linked Power
46 Base PP
20 Bonus PP due to ML 8 and 20 Int
8 Kalashtar Racial Bonus PP
48 effective bonus PP from power link shards.
122 Effective Total PP
Normal XP at level 9 is 8 36,000
Because you crafted 8 power link shards (12,000 gp+960 xp) and a headband of intellect +2 (2,000 gp+160 xp) you are 14,000 gp and 1,120 xp behind. In other words you are 86% done with level 8 (xp wise). You have spent 38% of your wealth by level (level 9) on crafting items.
Powers Known
1 Astral Construct (Hidden Talent)
1 Synchronicity
1 Crystal Shard (Ranged Touch AC)
2 Energy Stun (Save or Stun)
2 Energy Missile (Multi Target fireball with less area but don’t hit allies) Expanded Knowledge
3 Time Hop
3 Energy Wall (Wide Area Damage, that you can use for a long time, but doesn't cost pp after initial casting, perfect for a schism mind to concentrate on)
4 Schism
3 1st Level Powers Free, 3 2nd Level Free, 2 3rd Level Free, 1 4th Level Free
Pretty much you use Schism and Synchronicity to break the action economy, giving you 2 standard action powers each round (and this doesn’t even count intermediate actions.). You can pump out level 9 astral constructs and up to 21 ML blasting at level 8 (when a normal wizard is at level 9). You still have 3rd level wizard spells for versatility. Just a little over 1000 xp later at level 9 you will get linked power and thus another “free standard action” one per encounter with linked power and synchronicity. Level 10 you get anticipatory strike which effectively allows you to trade your swift action from round 1 for your 2nd round actions standard and main round action being used earlier during round 1 instead of round 2.
Don’t forget if you use synchronicity to ready an action and you cast a damage spell during an opponent’s turn when they are casting a standard action spell, they take the damage as well as make a concentration check of 10+damage dealt, if they fail the check they do not cast the spell. Thus if you lay down a big astral construct, you can then use your remaining time of the encounter making sure the opposing wizard never does anything awesome to stop your party and your beat stick. Effectively you are counterspelling but with damage And unlike a normal ready action if the triggering event does not occur you can still cast the damaging spell to kick butt.
- You need to be the race kalashtar or do a umd check pretending to be a kalahstar.
- You can have a number of shards equal to your HD or your ML which ever is lower.
- You lose 1 HP for each shard implanted inside of you, the shards are unslotted magic items.
- Activating a shard is a free action, you can use multiple shards at once.
- Each shard you activate gives you 2 free pp that must be used for augments. Furthermore your ml is increased by 2 and you can bypass your normal ml cap.
- Each shard can be used 3 times per day (thus effectively 6 pp)
- Each shard costs 3,000 gp on the open market or 1,500 gp and 120 xp to craft.
A level “9” build (In reality it is a level 8 due to the xp drain of crafting.)
Wizard 1/Telepath 3/Cerbemancer 4
Race Kalashtar
Cast as a 7th level Psion at ML 7, Cast as a 5th level Wizard at CL 8
Assuming 20 int for simplicity sake (16 starting int , +2 due to HD 8, +2 Headband of intellect)
Feats
1 Precocious Apprentice (for early entry, precocious apprentice actually works with Cerbemancer)
1 Practiced Spellcaster Wizard
1 Hidden Talent Astral Construct
3 Craft Wondrous Item
6 Expanded Knowledge Energy Missile
Eventually
9 Linked Power
46 Base PP
20 Bonus PP due to ML 8 and 20 Int
8 Kalashtar Racial Bonus PP
48 effective bonus PP from power link shards.
122 Effective Total PP
Normal XP at level 9 is 8 36,000
Because you crafted 8 power link shards (12,000 gp+960 xp) and a headband of intellect +2 (2,000 gp+160 xp) you are 14,000 gp and 1,120 xp behind. In other words you are 86% done with level 8 (xp wise). You have spent 38% of your wealth by level (level 9) on crafting items.
Powers Known
1 Astral Construct (Hidden Talent)
1 Synchronicity
1 Crystal Shard (Ranged Touch AC)
2 Energy Stun (Save or Stun)
2 Energy Missile (Multi Target fireball with less area but don’t hit allies) Expanded Knowledge
3 Time Hop
3 Energy Wall (Wide Area Damage, that you can use for a long time, but doesn't cost pp after initial casting, perfect for a schism mind to concentrate on)
4 Schism
3 1st Level Powers Free, 3 2nd Level Free, 2 3rd Level Free, 1 4th Level Free
Pretty much you use Schism and Synchronicity to break the action economy, giving you 2 standard action powers each round (and this doesn’t even count intermediate actions.). You can pump out level 9 astral constructs and up to 21 ML blasting at level 8 (when a normal wizard is at level 9). You still have 3rd level wizard spells for versatility. Just a little over 1000 xp later at level 9 you will get linked power and thus another “free standard action” one per encounter with linked power and synchronicity. Level 10 you get anticipatory strike which effectively allows you to trade your swift action from round 1 for your 2nd round actions standard and main round action being used earlier during round 1 instead of round 2.
Don’t forget if you use synchronicity to ready an action and you cast a damage spell during an opponent’s turn when they are casting a standard action spell, they take the damage as well as make a concentration check of 10+damage dealt, if they fail the check they do not cast the spell. Thus if you lay down a big astral construct, you can then use your remaining time of the encounter making sure the opposing wizard never does anything awesome to stop your party and your beat stick. Effectively you are counterspelling but with damage And unlike a normal ready action if the triggering event does not occur you can still cast the damaging spell to kick butt.