Author Topic: Pimp my (wizard) domain  (Read 5593 times)

Offline salt3d

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Pimp my (wizard) domain
« on: June 25, 2013, 06:49:56 PM »
So my DM opted to ditch the 14th level campaign he was running to focus on a 1st level campaign he had initially started running concurrently. So I ditched my 1st level druid and now I have the opportunity to create a wizard.

All the existing PCs have just leveled to 2nd, by which time the DM has said we need to lock in our character options (most of us are new to 3.5 so he made allowances). That means I have until the next session to get my character right.

I've negotiated with the DM to start with the elven generalist/domain wizard combo, in exchange for the loss of a familiar. I'm not entirely sure this is a good deal for me, but I am still new enough at this that I don't mind losing a layer of complexity. The DM is also aware of my intention to take levels of Incantatrix.

I also floated the idea of creating my own domain. I figured if I'm giving up a tangible asset for this I might as well milk it for all it's worth. I suggested the name Metamagic Domain since (surprise!) that will be something of a focus for me. I also promised to stick to spells from the wizard list, so no full-blown shenanigans. Just mild shenanigans.  0:)

So I'm now looking for one spell at each level that are ripe for metamagicking and continue to be useful at high levels. All I've got so far is Greater Mage Armor. Thoughts, anyone?

Offline Jackinthegreen

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Re: Pimp my (wizard) domain
« Reply #1 on: June 25, 2013, 06:54:52 PM »
Do you want damage out of the metamagic, or more battlefield control and such?

Offline salt3d

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Re: Pimp my (wizard) domain
« Reply #2 on: June 25, 2013, 08:08:26 PM »
Buffs and battlefield control would be the focus. Like I said to the DM, I want to make the rest of the party look good, and save their asses when that's not good enough.

Having said that, maybe some persist-friendly utility spells would be worthwhile. Detect Magic, Invisibility, Fly?

The reason I'm asking for assistance is that I don't have a lot of actual play experience, so I'm only speculating what spells might be useful every day.

Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #3 on: June 26, 2013, 04:59:53 PM »
First Go HERE.
Then Go HERE.

Download both

Then Copy/Paste the Wizard/Sorcerer Spell List out of The Spellbook. Email it to your DM. Ask him, what on this list isn't allowed? Wander through the The Spellbook, focus on Wizard spells where the color of the Spell name is Blue and Purple. Those are the best. My Spell list has comments that tell you what spells suck, what spells rock, and what you can do with them.

The second download is for weapons. The Extrapolated Weapon Special Abilities need DM approval. Consider that section to be "street legal". As in, it won't fly in straight up RAW/No-Holds-Barred/Rules Lawyers Only game, but the math is sound. All those WSAs I pulled out of official published magical weapons. Run it by him. See what he'll allow. But that's not why you should down load it.

Nope, yer 2nd level. Your broke. You need to make your money last. Ever gold Piece counts when your WBL is in the 4 digit range. No, you want to focus on Base Weapons 2.01. Specifically, Aboleth Mucus. 20 gp a vial. Throw at someone. Make a Fort save DC 19 or stop being able to breathe. Save-or-Die for 20 gp. You win.

And that's just the start. Take a look, every single possible mundane weapon you could possibly use in one place for your amusement. Yer 2nd level, don't sweat the small stuff. Outfit yourself with a flask of delver slime for 150 gp and become the terror of Earth Subtypes everywhere (8d10 damage, baby!). Dabble in poisons and load them into bloodspikes so you don't have to worry about poisoning yourself.

Caltrops and tanglefoot bags will stop just about anyone cold for next to nothing. Don't forget your screaming flask. 40 gp for a 15 ft cone of 1d8 sonic and possible deafness. 80 gp and you can throw noxious smokestick at  a small group to make them nauseated. Nausea reduces the target to 1 move action only and is one of the worse conditions ever to inflict on someone.

Drop the 14 gp and by a sprayer. Fill it up with oil and hold a torch in front of it. a 10 foot line of billowing clouds of fire will scare off those trolls. And for when your back is against the wall, 60 gp buys you a Flash Grenade. Blinds everyone for 60 feet. Pity it's got a max throwing range of 50 feet. But hey, sometimes you can't play the numbers, but take a chance, swing for the fences, and hope you get lucky. REALLY. LUCKY.

And then, when you get more money, drop for the money for sorcerer's hand. Its a crossbow that lets you put weapon special abilities on your ray spells. Or just buy an abbot staff to give you an extra +1 caster level.

But here's my REAL advice. Talk to your DM first. Don't blind side him. Don't surprise him with, "AHA! I figured out this ultimate combo and you let me buy it one piece at a time until now, I CRUSH ALL!!!" Read the lists, pick out some choice items, then run them buy him. Hell, just ask him to cut and paste it into a text file then remove the crap that he won't allow, then send it back to you.

Personally, I'd NEVER allow Aboleth Mucus.

As for the build, you're a wizard. I'm sure you'll kick ass. Oh, if you're going Incant Wiz, check out the appendix of The Spellbook with all the metamagic feats. That breaks them all down and tells you which ones suck and which ones rule, and more importantly, WHY.

Oh, and if you want to spend some time thinking out of the box, Read THIS THREAD. But everything in that thread has already been put in the spellbook. It's just that's the discussion leading up to what I put in The Spellbook.
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Offline awaken_D_M_golem

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Re: Pimp my (wizard) domain
« Reply #4 on: June 27, 2013, 06:51:00 PM »
Cyclone Joker has a trick involving most of that
Elf generalist + "mild" cheese.  It's around here
somewhere ; and very argued against.
Your codpiece is a mimic.

Offline salt3d

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Re: Pimp my (wizard) domain
« Reply #5 on: June 28, 2013, 03:56:11 AM »
But here's my REAL advice. Talk to your DM first. Don't blind side him. Don't surprise him with, "AHA! I figured out this ultimate combo and you let me buy it one piece at a time until now, I CRUSH ALL!!!"

Firstly, thank you. And wow. Spectacular resources, both of which I'd failed to notice in the Handbook index. Despite any appearance to the contrary, I am not one to casually ask 'need uber wizzard build plz kthxbai'. I enjoy actually learning this stuff and will only ask questions after my own research and divinations leave me unsure about something, or when I'm seeking a variety of opinions.

Regarding what I quoted above, I have been talking to the DM the whole way through. I am actively trying to avoid surprising him in-game, because I don't want him to retroactively nerf my character. It's the same treatment he gave me when he joined a 4E game I was running. Find something cool, check with DM, consider DM's interpretation, incorporate into character. He did it because he was new to 4E, I'm doing it because I'm new to 3.5.

But the DM has explicitly stated he doesn't mind a high-powered game. He's comfortable upping the ante as much as the players desire. When I was talking to him about metamagic spell trigger, he suggested making wands with metamagic feats built in, then applying them for a second time when activating the wand. I have only a vague idea of how I might take advantage of that, but just off the top of my head an extended extended Mage Armor sounds pretty useful.

Cyclone Joker has a trick involving most of that
Elf generalist + "mild" cheese.  It's around here
somewhere ; and very argued against.

If you mean the combo that allows you to cast 9th level spells at 1st level, I have read about that. I wouldn't want to do that, even if my DM would allow it, which thankfully he wouldn't.

I'll actually be playing this character, so I'm not trying to theorycraft the most optimal domain possible. I'm not after extra spell slots to achieve some dubious combo. What I'm aiming for is a domain that has utility; in other words, one with spells that are going to get used every single day.

Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #6 on: June 28, 2013, 11:12:23 AM »
I have only a vague idea of how I might take advantage of that, but just off the top of my head an extended extended Mage Armor sounds pretty useful.

Heh. Can only apply a metamatic feat once, that includes any variants. You can't Empower, then sudden empower, then metamagic rod empower. You empower, once. That said, it states that you can combine persistent and extended for 48 hours of happy fun time. Exended Metamagic rods pay for themselves. Don't bother with the feat. Mage armor, False Life, these never get old. Who needs bracers of armor when greater mage armor (+6 AC, Force) can last 16 hours? That's 36,000 gp you can save up for something more important, like a quicken metamagic rod (35,000 gp). Casting two spells a round, when does that ever stop being fun?

I'll actually be playing this character, so I'm not trying to theorycraft the most optimal domain possible. I'm not after extra spell slots to achieve some dubious combo. What I'm aiming for is a domain that has utility; in other words, one with spells that are going to get used every single day.

Oh, okay. Well. Here's the bottom line about wizards

Unless you are doing serious cheese, your first 5 levels are dead levels. The prestige classes you can branch out into really don't get good until 5th. Yes, there's a few stragglers out there, but nothing I'd take too seriously. If you are going to be a wizard, straight up, then be a wizard, straight up. (Oh, BTW, these are the cliftnotes. my handbook has all the following in much more detail .)

So, what to do? Well, First remember the limits of the wizard and learn this mantra:

SPEED KILLS.

What makes a warrior scary? That he can hit for 100 hp of damage, or that he can hit five times a round, using AoO and Cleave and whirlwind attack to really get the number of attacks up? In a battle with two people facing off with rocket launchers, who wins? The guy who goes first.

As a wizard, you are going to be stuck with one move action, one standard action, and one swift action for a while. Initiative is paramount. You don't go first, you die. An eager weapon is drawn as a free action and grants you bonuses to your initiative. That's stuff to look out for. Upping the number of spells you cast is important too. Quicken spells are good. Free action to activate is better. Cloud of knives is a scary spell when you cast it a few dozen times.

I don't care if you have five million spells memorized, a normal wizard can only cast one spell a round. This is what will kill you. Look into celerity spells. Look into Fast, faster, fastest.

Wizards can deliver the mail when they want to (The mail being obscene amounts of hit point damage), but the most effect use is battlefield control and save or die. Leave the HP damage to the other players. You need to cast web to slow people down. You need to use hold monster so someone can slit the throat of your enemies.

Don't be afraid to view the rest of the party as your minions. If you haste them and render them immune to metal weapons, that's just as effective as going out there and fireballing someone. Maybe better because you don't get hurt. It's cynical, but the shift in mindset from party member to chessmaster could mean the difference between victory and seeing if you saved up enough money back at the church for someone to true resurrect you from the pinky toe you left pickled in a jar.

The wizard is problem solver, but you are also a player. If you focus on enhancing the rest of your party and de-buffing your enemies, the other players will feel useful. Instead of casting "Rocks fall, everyone dies!" You'll be casting, "I did my part, GET'EM!" The best wizard is the wizard who smiles when the paladin walks back to town to announce "The BBEG is DEAD by MY sword!" When you know that the BBEG is dead because the BBEG was unable to breathe due to YOUR spells. Let someone else be the rock star, you're the band manager. That's my second bit of advice:

Don't be a king. Be the king maker.

Finally, gather power. Don't feel the need to hamstring yourself. Get power, become powerful, and never, ever look back. Be a true wizard and look beyond the flash to the effect. See the results, the real results. There are quite a number of spells that promise to be awesome, but trip at the finish line. Don't be loyal to any concept or magical spell. If something stops working, get rid of it. If something defeats you, learn how and create a defense against that attack so it never happens again.

Oh, don't fall into the greed trap. You have Wealth By Level. The DM will keep you at your wealth by level, either above or below somewhat, but not by much. Don't worry about burning through scrolls, potions, or other expendables. You'll get more. Don't be tricked into hording your magic items. Power unused is power wasted. To paraphrase William Hale Thompson:

Blast Your Enemies Early and Often.


As for actual builds. Typically you're going to be a wizard until 5th. Then pick something. Get a PrC ASAP. Which one? Anyone. Anything is better. If you plan on using empower and blaster spells a lot, try a wild mage. You mentioned the incantatrix, Should be able to take that at 6th level. Drop evocation as your prohibited school and go to town. Since an incantatrix is an abjuration specialist, You might want to take the abjuration domain to take advantage of that. Look into the Geometer PrC, they are very good at Abjuration. Look into the Abjuration Champion. You like the idea of extended Mage Armor? You ain't seen Jack until you cast a greater mage armor that lasts for days and gives you +11 AC. As a swift action.

And on the upside, you can have a few save or die spells, but focus on turning the rest of your party into a machine of dungeon crawling destruction.

Oh, and finally, when you get to higher levels, may I recommend the ultimate in party buffers The War Weaver.

Combining Incantatrix, Abjurant Champion and War Weaver usually results in a wizard who needs about one swift action to take the party from dead sleep to Full Fighting trim. (The Standard action is to toss a sphere of awakening so everyone wakes up and is fully refreshed.) True, you'll never be the "Star" but I've seen parties where everyone made a PC and they were all independant contractors. They sucked. They lost.

Then I saw a party where the wizard cleric and druid got together, worked out which buff spells they could cast, how long they would last, made three standard lists:

What everyone has up for the Next 12 hours
What everyone has up for 1 hour when we tell you
What we are casting the first round of combat.

Holy Crap.

The Monk was doing an average of 485 hp of damage at level 15, EACH BLOW.
When they rounded 20th level, everyone was immune to everything. Seriously. I couldn't find a condition to inflict on them anymore. Energy Attacks, Mind attacks, Metal, you name it, they were immune. As a DM, the first step became to dismantle those defenses or apply massive amounts of direct damage.

This is what you should strive for. If you try to be the star, you will succeed, but the rest of the players won't have fun. I saw that for a while in the campaign. Oddly enough it was the monk that was the problem. The first time a players kills the entire encounter before anyone else can go, it's a beautiful thing to witness. The tenth time, you start to get bored players. Oh, NEVER say the words, "Here, I'll wait and let you get in some hits." It's patronizing. It's insulting. It will never turn out well.

I'm not saying Nerf yourself, I'm saying use your powers to help everyone else keep up. Again, be the band manager, not the lead singer. Be the chessmaster, not the king.

That's about all I got.

Have fun.
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Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #7 on: June 28, 2013, 11:32:05 AM »
Oh, one more thing. Search for and download the song "One Night in Bangkok". It's a song about a guy playing chess, but I always think its a wizard who just got into the main campaign city and is hanging out at the wizard's guild while while the rest of his party spends their money on ale and whores.
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Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #8 on: June 28, 2013, 12:41:00 PM »
Heh. I found the altered lyrics I wrote back a few years ago. It's a song about a party gets to town and goes "off camera" while they do all the boring paperwork crap. It's from the point of view of the party wizard.



(click to show/hide)
« Last Edit: June 28, 2013, 12:48:20 PM by Captnq »
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Offline salt3d

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Re: Pimp my (wizard) domain
« Reply #9 on: June 29, 2013, 01:05:16 PM »
Heh. Can only apply a metamatic feat once, that includes any variants.

I'm aware that's not what the rules say, but the DM seems to have a thing for coming up with house rules on the fly (not during the game but outside of it when we're chatting about my character). Usually it's some restriction or other to avoid ridiculous situations but that one was a surprise.

He also decided that stacking a bunch of different metamagic feats on to a wand would be multiplicative instead of additive, e.g. empower and maximize would cost 6 extra charges instead of 5. It seemed a bit arbitrary but I've learned to pick my battles with him and this seemed like the wrong time. Now that I've thought about it, five metamagic effects at 1 x 1 x 1 x 1 x 1 seems like a pretty good deal once I can reduce the metamagic costs. But I'm not going to do it and shout 'gotcha!' I'll talk to the DM about it and he'll end up abandoning that notion.

Don't be afraid to view the rest of the party as your minions. If you haste them and render them immune to metal weapons, that's just as effective as going out there and fireballing someone. Maybe better because you don't get hurt. It's cynical, but the shift in mindset from party member to chessmaster could mean the difference between victory and seeing if you saved up enough money back at the church for someone to true resurrect you from the pinky toe you left pickled in a jar.

This is exactly why I want to play a wizard. If the party can trounce a bunch of monsters and then talk about how awesome they were, I've done my job. I'm more than happy having everyone else roll their truckload of damage dice or their dozen to-hit rolls in a round and feel like a rock star. Great power and great responsibility and all that.

As for actual builds. Typically you're going to be a wizard until 5th. Then pick something. Get a PrC ASAP. Which one? Anyone. Anything is better. If you plan on using empower and blaster spells a lot, try a wild mage. You mentioned the incantatrix, Should be able to take that at 6th level. Drop evocation as your prohibited school and go to town. Since an incantatrix is an abjuration specialist, You might want to take the abjuration domain to take advantage of that. Look into the Geometer PrC, they are very good at Abjuration. Look into the Abjuration Champion. You like the idea of extended Mage Armor? You ain't seen Jack until you cast a greater mage armor that lasts for days and gives you +11 AC. As a swift action.

And on the upside, you can have a few save or die spells, but focus on turning the rest of your party into a machine of dungeon crawling destruction.

Oh, and finally, when you get to higher levels, may I recommend the ultimate in party buffers The War Weaver.

I actually created a Wizard 5/Master Specialist 4/War Weaver 5 for this DM's previous campaign (which lasted only a few sessions before switching to this one starting at 1st). I left Incantatrix out of that equation because it was my first 3.5 character ever and I didn't want to go too far too early. At the moment I'm fairly set on Incantatrix from 6th level (not sure if I want to take the bonus feat at 5th or go for Spontaneous Divination) and probably for all ten levels. I hadn't thought too much past that but depending on the rest of the party at that point I may revisit War Weaver.

Evocation doesn't thrill me but I like the idea of having Fireball handy if I ever want to blow up a tavern or something. I was thinking I'd drop Enchantment since I've read a lot of higher level monsters are immune to mind-affecting spells.

"One Night in Bangkok"

Haha, that is awesome.

Anyway, since we're talking in more general terms about my character, I'll add another question. I have 1.5k gold to start with. Given I have six 1st level spells per day (including the domain spell, whatever that ends up being), I figured spending half of it on a wand might give me something to do instead of just watching fights. Any recommendations? I'm pretty sure one of the wands that has been looted so far (but not identified because my character hasn't been introduced yet) is of magic missile. Will that keep me busy until I gain enough levels/spells/slots to be useful more than a couple of times a day? Or is it still worth grabbing a wand of something else? Color Spray? Magic Weapon? Summon Monster I?

Thanks a bunch for all the advice. :D

Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #10 on: June 30, 2013, 03:13:17 PM »
He also decided that stacking a bunch of different metamagic feats on to a wand would be multiplicative instead of additive, e.g. empower and maximize would cost 6 extra charges instead of 5. It seemed a bit arbitrary but I've learned to pick my battles with him and this seemed like the wrong time. Now that I've thought about it, five metamagic effects at 1 x 1 x 1 x 1 x 1 seems like a pretty good deal once I can reduce the metamagic costs. But I'm not going to do it and shout 'gotcha!' I'll talk to the DM about it and he'll end up abandoning that notion.
Wait wait wait...

He's allowing metamagic feats on wands, but you pay for it in charges?

Normally you'd take a wand of magic missile and it would be: (CL1/SL1) for Caster level 1, Spell Level: 1. Cost 750 gp.

A maximized wand of magic missles would be (CL7/SL4) or 21,000 gp.

Now, He'd let me add maximize and only let it cost 3 extra charges?

So, if I made a wand of Magic missiles (CL7/SL1) it would be 5,250 gp. Now, under your rules, the maximized wand could only be fired 12.5 times. That means it's 420 gp a use.

Huh. Oddly enough, the wand of maximized magic missiles would also be 420 gp a use.

Okay an empowered magic missile is (CL5/SL3) or 11,250 gp or 225 gp a use
Magic Missile (CL5/SL1) is 3,750 gp, but it's only usable 16.6667 times. So that means its... 225 gp.

Holy crap, I never noticed that before. It's exactly the same cost, every time.

Of course the difference is, I can exceed the maximum spell level cap of 4 with your method over the offical method, but BOY does it sure make accounting easier. I need to add that to The Spellbook under alternate methods of engaging the use of metamagic feats for wands. I guess you learn something new every day.



Evocation doesn't thrill me but I like the idea of having Fireball handy if I ever want to blow up a tavern or something. I was thinking I'd drop Enchantment since I've read a lot of higher level monsters are immune to mind-affecting spells.

Conjuration usually does what evocation does, but better. And Illusion can copy evocation. That said, I usually drop enchantment because I hate mind control, but remember that quite a few of the best buff spells are mind-affecting enchantments. Just thought I'd point that out before you commit yourself.

Anyway, since we're talking in more general terms about my character, I'll add another question. I have 1.5k gold to start with. Given I have six 1st level spells per day (including the domain spell, whatever that ends up being), I figured spending half of it on a wand might give me something to do instead of just watching fights. Any recommendations? I'm pretty sure one of the wands that has been looted so far (but not identified because my character hasn't been introduced yet) is of magic missile. Will that keep me busy until I gain enough levels/spells/slots to be useful more than a couple of times a day? Or is it still worth grabbing a wand of something else? Color Spray? Magic Weapon? Summon Monster I?

Okay, what's your strength?

Honestly, I'd stay away from magic items and buy equipment. Check down my list of base weapons and buy some flask. Yes, a wand of magic missiles never misses, but you are talking 15 gp a charge here for only 1d4+1 damage. Not bad at first level, but if you buy a crossbow and... Well... here.

(click to show/hide)
(click to show/hide)

Now, if you are a ray specialist and going to be buying feats lat let you fire into melee, get a light crossbow, you'll be shooting it more and the increased rate of fire will make up for the decreased damage. If not, then chances are you'll only fire it once in a combat anyway, so who needs to ready a second shot? Buy the heavy crossbow. Oh, and you SO need to drop the extra 150 for the gnome crossbow sight It'll allow you to hit targets out to 355 as if they 5 feet away. What's the range on magic missile at 1st level again? 110 ft? Food for thought. Anyrate, what do you do when they GET to 5 feet? Read on...

(click to show/hide)

Another 4 gp buys you an underslung spear that you can set against charges and get two-handed damage from. Remember, it's 1st level, your BAB is only slightly worse then a straight up fighter.


Or, if you feel like a killer combo:

(click to show/hide)
(click to show/hide)

So your grappling crossbow is a simple ranged weapon. Don't bother with damage, just go for the ranged touch attack, AFTER you cast Animate rope on the grapple bolt. Basically you do a ranged touch attack to tie someone up. Slap a gnome sight on that puppy and wrap your enemies up in rope up to 360 feet! Don't worry about the 100 foot limit on the grapple bolt, unless you want to drag the target back over to you. Assume the grapple rope coils up on the target like a snake. Yes, at low levels a wizard with animate rope and a grappling crossbow is a DM's nightmare.

And when you get enough money and can afford it (about 4th level) and can cast an extended tensers floating disk may I recommend a Light Balista made out of darkwood. It'll cost you about 8,500 gp (and weigh 400 lbs, so you can load it onto the tenser's floating disk.), and be considered masterwork. Then you can enchant it. First +1, then (+1 Bonus) Self-loading Which gets the load time from two full rounds to one full round. Then Quick Loading (+1 bonus) which lets you store up to 100 bolts in an extradimensional space and lowers the load time to a move action. Yes, you too can have the 4d6 BFG


But I Digress...


Buy yeah, look over the list of weapons and search for "Cost: 15" "Cost: 20" "Cost: 25" etc etc etc until you find something that jumps out at you on the low end. But your main weapon should be A heavy Crossbow with a gnome crossbow sight with a crossbow bayonet (sword) for a total of 204 gp. Now here's the expensive part.

(click to show/hide)

Yes, it's 5 gp a BOLT. But you already are firing 360 feet without penalty. So drop the 250 gp and get the 50 tumbling bolts. So Our total cost is 554 gp. BUT WAIT, THERE'S MORE!!!

Now, you might want to put something ON those bolts. Poison? No No No, you might kill yourself if you roll a one. No, what you want is something simple, like...

(click to show/hide)

Now, at 15 gp for 4.5 applications. it will cost you 166 gp to coat (on average) every bolt. I suggest only coating a few at a time, since it lasts for hours. But that brings our BFG up to a whopping 720 gp, making it cost ALMOST as much as a Wand of magic missiles. Lets round up to 750 and say that we have bad luck with our Blister Oil and need to buy an extra 2 bottles.


Let's compare our BFG to a Wand of magic missiles
Range:
BFG: 180 feet (to hit roll)
WMM: 110 ft (auto hit, force damage, overcomes damage reduction)

Melee:
BFG: Two-handed damage, can be set against a charge, 1d8 damage. extra 1d4 damage if you coat your weapon with blister oil as well as a chance at dex debuff.
WMM: Drop it and draw something else

Damage:
BFG: 1d10+1d4+2 (Avg 10, possible crit, possible dex debuf)
WMM: 1d4+1 (Avg 3.5 every round)

Cost:
BFG: 750 gp, 564 gp to "recharge" (Or Save some money and buy crafting, Alchemy and Crafting, Fletching)
WMM: 750 gp, 750 gp to "recharge" (Or 375 gp and 15 xps AND a feat)

So, who wins? Depends.

The WMM is a more solid and dependable source of damage working every round without fail for 3.5 points of damage.

The BFG Is useful in ranged combat and melee combat, does a remarkable amount of damage for 1st level, has a chance to Debuff your targets, and can later be enchanted with Deathwand so you can hold two wands on TOP of holding your BFG, and/or Sorcerer's hand so you can add your Weapon's Enhancement bonus and Weapon Special abilities to all your ray spells.


The choice, is yours. (And what your DM will let you get away with.)
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Re: Pimp my (wizard) domain
« Reply #11 on: June 30, 2013, 03:48:31 PM »
OH! WAIT WAIT WAIT WAIT WAIT!
I GOT IT!

You... Wait for it... Were raised by gnomes.

Yes, your parents were a group of elves going somewhere, everyone was killed. Some gnomes happened upon your destroyed caravan and found you crying, a helpless little baby. They took you home and raised you. You showed an aptitude for magic but also a love for mechanical things. You don't have the racial bonus:

Quote from: srd
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
As well as all the elven weapons (Courtblade, Double Bow, Lightblade, Thinblade), since you never saw them.

Instead you gain Proficiency in Battlepick, Calculus, Hooked Hammer, Quickrazor, Swordcatcher, and Tortoise Blade as well as the great crossbow (since it requires a winch to use) and the winch crossbow. (So you know, these are all going to be on the list of random weapons Gnomes are likely to have in the random weapon section of the weapon handbook)

Your character is a wizard, but he instead looks more like a steam-punk elf rather than a robe wearing Elf. You can have a leather cap with magnifying glasses on it and buy some tools and use a knife vest to hold them and your bolts. You walk around with things attached to you all over the place.

This outlook means that you tend to see things in terms of a "device" a adventuring party is a device and everyone is a "gear". You are the mechanic that keeps the party working like a finely tuned machine. Your spells are the grease that makes everything work smoothly.

Your reason for adventuring is to find out what happened to your family and to come to terms with the fact that you are an elf who spent the past 60 years underground living with the gnomes who raised and loved you, but you aren't one of them. Mom just died of old age and dad breaks down to tell you the whole story and now you are going to make your way in the world, but first, you need to drum up some cash. Thus...

Onward to ADVENTURE!!!


There ya go. Your new background and a reason to be carrying around the BFG.
If you have questions about 3.5 D&D, you might want to look at the:
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Offline Gazzien

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Re: Pimp my (wizard) domain
« Reply #12 on: June 30, 2013, 04:21:13 PM »
Cat, t adding Metamagic only works for first-level spells. You're changing it from...
CL =caster level
SL = spell level
A = adjustment
RAW: 750 * CL * (SL + A) = price
This: 750 * CL * SL * (1+A) = price

Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #13 on: June 30, 2013, 05:41:51 PM »
Oh! I almost forgot! For the BFG... When you add an underslung Crossbow bayonet (sword) it counts as a spear. So, for an additional 200 gp you can...

(click to show/hide)

So, you add the spikard to the crossbow bayonet and then you suck the -4 to hit if you deside to use the spikard without a feat (or you ask to be allowed to take it because you were raised by gnomes). If you do, you need to buy specific spikes for loading the spikard, but since spikes are just bolts made specifically for the spikard, there is no reason you can't buy tumbling bolts for the spikard and add blistering oil to them, or make your spear melee attack do 1d8 + 1d6 + 1d4 + 2 damage (avg 12.5 hp) Of course you won't be able to use it again until you reload it, but this is your fall back weapon. You shouldn't be using it that often. So if you have to stab someone in the gut, at least make it count.

Oh! Ask if you can Spiked armor without the armor! (+50 gp) Then add a spike shooter! (+25 gp) Explain is as part of your steam-punk outfit. Buy it twice and You can pull a cord and have spring loaded gears unleash spikes out from your wrists! It's a martial weapon, however, so see if you can have it cleared as part of your gnome-ish background
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

Currently: Podcasting

Offline Captnq

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Re: Pimp my (wizard) domain
« Reply #14 on: June 30, 2013, 05:59:24 PM »
Oh, for an additional 156 gp per bolt/spike, you can make them Razorfeather. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. That doubles your crit range for your crossbow to 17-20, ignores hardness and most damage reduction, and gives you a +1 to hit. Very expensive, but maybe you should consider buying one or two when your WBL gets a little higher.

If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

Currently: Podcasting