My DM is starting a campaign where Wonder effects are a fairly common part of the universe (traps, casting, items, etc.). Rods of Wonder are so available that they can be purchased for half of the DMG value and we can design our own effects as long as it follows the overall balance between strong/weak and good/bad effects of the original DMG one (all rods must meet DM approval and must keep the "deludes wielder" effect). So I decided to make a spontaneous-casting Wild Mage build, but having never used the prestige class before I'd greatly appreciate some help setting it up properly.
Any tips for improving the build, alternate races/templates, better ways to meet the skill requirements, and of course ideas for custom Wonder Rods would be a huge help.
Limitations:
*Allowed books: Everything but Exalted Deeds, Vile Darkness, and 3rd-party books like Ultimate Feats. Dragon Magazines are allowed.
*No level adjustment, either in the base race or in templates.
*No bloodlines
*No flaws
*No psionics
Other information:
*Starting level: 10
*Standard feat progression
*Max HP per hit die
*Four party members
*Stats are determined by 4d6, reroll 1's, drop the lowest.
My original plan was to use Sorcerer as the base class and pay the cross-class skill points, but is there a better base class to use for this prestige if I still want to spont-cast?
Current Setup:
Race: Spellscale with Dragonborn template (-2 Dex, +0 Con, +2 Cha)
Sorcerer 9 / Wild Mage 10 / Mindbender 1
Level Progression:
1. Sorcerer 1, feat:
2. Sorcerer 2
3. Sorcerer 3, feat: Magical Aptitude
4. Sorcerer 4
5. Sorcerer 5
6. Wild Mage 1, feat: Practiced Spellcaster (already checked with DM, he'll allow it to nullify the -3 at all times)
7. Wild Mage 2
8. Wild Mage 3
9. Mindbender 1, feat: Mindsight (100' Int radar, gotta love it)
10. Wild Mage 4 - Starting Level
11. Wild Mage 5
12. Wild Mage 6, feat:
13. Wild Mage 7
14. Wild Mage 8
15. Wild Mage 9, feat:
16. Wild Mage 10
17-20. other prestige class or continue sorcerer?
Also, for spell selection, would it be better for a Wild Mage to go with battlefield control, buffs/debuffs or straight damage?