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1
Consider a dip in Cloistered Cleric. You can get Knowledge Domain to trade for Knowledge Devotion, Elf Domain for Point Blank Shot, and the Travel Domain for Travel Devotion.

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D&D 5th / The Astonishing Adventures of Mangus Mangusson
« on: June 22, 2017, 09:00:56 PM »
I'd like to leave the a campaign journal of my Primeval Thule 5E game. My character, Mangus Mangusson, is a dwarf exile from the Bearslayer's tribe, and I decided that he was exiled for being a little too interested in forbidden knowledge of magic and city life. (The Bearslayers are the only dwarf tribe in Thule, as they were swindled out of their clan castle by other dwarves and renounced civilization ever since.)

The following is the actual in-game journal my character has been keeping, starting from the first adventure.

Entry #142

I took a job with a few other mercenaries in Quodeth, City of Merchants (Thieves): Go to the jungle, find the lost janni civilization of Kal-Ne-Moz, because they had a mummy that cried gold. Well, we sank deep into the mire, but we did manage to slaughter our way through beast-men and skeletons to some of ancient cave temple of the janni. The place was crawling with cultists, but they were no match for a foot of iron through the gut. We managed to get a series of hidden scrolls with the forgotten knowledge of their civilization, and the mummy.

It was rather disappointing. A few grams of gold a month, perhaps, wept out through tears. You would get better yield from panning in a river. I could sense that it was powered by a foul source, that of a tormented soul bound to the preserved body.

We were hired to find the mummy, but the contract said nothing about getting it back.

Entry #151

Well, my acquaintances took part in a raid on a sorcerer's tower for an astrologer's guild, because they want a stone of some sort. One of them got killed for his troubles. Never liked him anyways. Blasphemous human. The survivors roped me into helping again, and I figured I might as well. They apparently were up to all manner of mischief while I was away; Kicked slavers out of the manor of some scholar, got a slave boat (I think they freed some slaves at one point), angered a gang, and who knows what else? Helped them clear out the sorcerer's tower to use as a base of operations, which they'd share with the gang as compensation for causing them casualties earlier.

Clearing up the tower meant going through it searching for dangerous experiments or creatures. We found some creatures made of slime, eyes, and mouths in a summoning chamber. Fortunately, it turns out that anything can be killed if you hit it hard enough. The servants are more than happy at the new direction the place has taken, as it does not involve dangerous experiments or sacrifices.

Entry # 155

It looks like Raegar the Skald (a solid fellow), Miridon Topps (halfling druid), Kotan Impalum (I make fun of his name as well), and I will be working together from now on. They appreciate my knowledge of war, survival, and lore. What's more, they are excellent cover for my personal mission, the study of city-state civilization.

So far, they do indeed suck as much as the stories fortold. But there is something more here; I think that, despite my exile, I am in a better position to help my tribe than I ever was as a member.

Entry #159

We are going on a boat to the sunken city of Anibburaal to poke forgotten things with a stick and hope treasure comes out. Fantastic.
Also, I had a thought upon reflecting on city life: because everything is owned by nobles, who are greedy and contemptible, people who live there must become property of someone else if they wish to live there, or else take up with the wilderness as our ancestors did. While we made the honorable choice, may our tribe become the same if we allow the few to own all the land, reducing the many to the status of supplicants, beggars, or outcasts?

Entry #160

Well, we're here. No one died along the way, so that's good. The crew remained behind, and we are going to climb up into a tower to make our way down.

The tower is a maze with lots of controls for adjusting the water level in the tower itself. Apparently, the lower levels can be flooded to secure them against intruders. Thin spindly humanoids lurked in the cracks of the walls and tried to choke us, but we drove them off with a few fierce blows. Statues of Cthulhu abounded. I got swallowed by an eel, as did Raegar. It was a tense moment, but then I realized that the situation was to my advantage, for though I was constricted and bathed in acid, my foe had nowhere else to run. Thus, I stabbed it through the roof of the mouth and burst out like a bear caught in rotten netting. Raegar got out too, but in a much less dramatic fashion.

I made it a point to eat eel while we rested after that fight.

Entry #161

We found a hole to the lower stories and I lowered a rope into them. Lots of statues of tentacled monsters, and statues they made of mortal races. It's not bad as far as stonework goes, though they were unable to carve well. I suspect the tentacles made chiseling difficult. They may have worn away at the rock with digestive juices or something. Either way, not very flattering. They also erred greatly in their depiction of the size and shape of the genitalia for various races when carving these statues.

The chamber of statues led into a Atlantean tomb to an ancient general. We opened the sarcophagus and saw that it was the entrance to a frigid room below, filled with pillars caved with the likeness of Cthulhu. We went in and found a foul, rotting, ancient betentacled horror in a suit of armor made of sea metal. We defeated it after a hard fight, and split the armor among ourselves. I took the helm for myself, as I had no need of armor. It frames my beard nicely.

Entry #173

Sevros III, the scholar with the manor from earlier, says that Kang will overwhelm the Lands of the Long Shadow. I was particularly interested in this, for it played upon my greatest fear: That in the end, the wilderness will claim our tribe. He says that there is an artifact, the Eternal Flame, which might ward off the cold. It is dangerous, but still a better idea than the one which involves digging up all of Thule's coal and using it to boil water in a large moving tea kettle.

He pointed us in the direction of Rime, but didn't give us much to go on beyond that. It came off as a fool's errand to me, but it gave me a chance to go closer to home, so I took it.

Entry #174

A Sahuagin and her pet Chuul tried to kill us. I don't know what they were thinking, we're a pretty big boat. Miridon, two crewmen, and myself were above deck at the time, so we killed them. The Chuul got one of the crew, though.
This trip better be worth it.

Entry #175

So, Miridon and I set out of Rime towards Kang, to do a bit of scouting for the rest of the group. The glacier was kind enough to welcome us with a small army of zombies. Taking full advantage of my spry limbs, martial training, and tactical genius, I initiated a tactical withdrawal across a frozen river. I threw myself on my shield, in imitation of an ancient elvish battle tactic.

Thus, we forced the zombies to contend with the ice as they shuffled towards us, enabling us to cut them down with ease. A frostveil blew towards us, but our sudden movement meant it had to contend with the wind. All was going according to plan when a zombie with glowing runes came out from some bushes and spoke to me in an infernal tongue. Miridon tells me that it was the spirit of Kang itself mocking us for being hapless fools that would only add to Kang's collection of poor unfortunate souls, but Kang for all its malevolent intelligence failed to realize that I was not hapless!

I swiftly assessed the situation and decided that my best option was to continue hitting my enemies with my sword, but but with more effort. Thus, I tore through the remaining zombies and started smacking the avatar of Kang while Miridon blasted it with ice. Miridon is a nice kid, but I don't know what he was thinking when he started using ice magic in a glacier. (He wizened up immediately after this battle and began using fire, so there is hope for him yet.)

The frostveil tried to save the avatar of Kang by enveloping me and spraying me with hallucinogens, but it failed to realize that I eat fungus for breakfast! I saw through the psychedelic haze of its spores and smashed through the avatar, then tore it to shreds. As I stood there in the snow, with my own hot blood running down my skin and the bodies of my enemies around me in various states of dismemberment, I saw in amazement that pale blue energy would shoot out of these animated corpses and streak off into the sky, headed deep into the heart of Kang.

Naturally, I performed m the traditional Bearslayer's farewell ritual for fleeing enemies, with both middle fingers extended and generous pelvic thrusting. (However, I judged the climate inappropriate for the ceremonial mooning.)

We sought shelter in a cave, only to be greeted by another avatar after a short rest. I readied my sword, but the avatar motioned for me to stay my hand, and spoke to Miridon. He later relayed to me that it asked what our intentions were, and raged at our plan to halt the growth of the glaciers. However, Miridon managed to convince it to give us the location of the Eternal Flame, as a host's hospitality to his guests.

For the record, I was immediately suspicious of this. That being said, we had little to go on, so we decided to chance it.

Entry #176

I am so sick of eating Miridon's goodberries as we trek to Gyar Gun Vodd. It isn't anywhere close to Rime: What was Sevros thinking in sending us there?

Entry #177

We found buried entrance to Gyar Gun Vodd, lost city of giants. Abandoned before Kang swallowed it up. There was an iron gate barring entrance, but fortunately I always paid attention to leg day and was able to open it quickly to reveal an ancient servant's quarters for human sized creatures. I was careful to rig a quick-release mechanism for the gate in case we were forced to make a tactical withdrawal, and slowly explored the inside.

Surprisingly, we found an altar to an Herum, the ape god of beastmen, with lit braziers. There was one boar beastman there when we arrived: he holed himself up in a room to the left, but charged out to meet us. We returned the greeting in kind and turned him into pork chops. After his death, his corpse changed shape to that of an elderly man, which is not what normally happens to beastmen, at least not from my previous encounters with them.

As best we could tell, the servants worshiped Herum, who changed them into beasts. Then they drove out their masters, but were in no condition to make use of their new forms, and lived as animals ever since. There must be others out there, deeper in these ruins.

I erected a number of barricades and tripwires so that we could safely rest after that, as the beastman inflicted a sizeable number of injuries on me. The sound of thumping was heard from above, which made me fear of more beastmen or worse things, but nothing came of it.
We then carefully explored the three chambers beyond the servant's quarters. The chamber on the right held a room of furniture on fire. I quickly shut this door and to the leftmost chamber. This contained a fierce gorilla chained to a statue of Herum. I did not know what to make of this, so I shut the door and moved onto the middle chamber, which contained a small hallway with two rooms: one of intense cold, and another with a fiery skull floating about, This was the source of the fire I saw earlier.

I decided to employ my tactical genius again, and had Miridon stand in front of the cold room while I went to taunt the fiery skull into chasing me. Using the most vigorous of pelvic thrusts, I provoked it into shooting me with jets of flame and flew towards me. I promptly withdrew around a corner so that Miridon could taunt it in turn as it passed by the cold room.

The skull took the bait and charged him, whereupon he changed into a winter hare and the skull overshot into the cold room. It shrieked in rage at the deception, and conjured up a ball of fire to engulf Miridon. I quickly shut the door in its non-existent face, and we ran out to let the cold magic sap the skull's energy. This worked marvelously, up until the point where the skull blasted the door off its hinges and straight across the hallway, racing out in its wake.

At this point, I became fed up with it and stepped up to the skull with my greatsword in hand. I gave it two mighty blows which connected with something inside of the skull, and the flames disappeared, leaving behind a glowing red ruby. This, we surmised, was the Eternal Flame.
This battle had left me much worse for the wear, so we rested again. More noises were heard from above, so I immediately fortified our position by barricading the gate with everything that was not nailed down and on fire. As I write this, we are tending to our wounds, feeding the gorilla, and awaiting the inevitable battle with whatever is above us.

If I survive this, I shall make a point of telling Sevros exactly what I think of his research. (I suppose I would also like to know what a gorilla is doing here so far from its natural habitat and appropriate food sources, but that's a rather trivial concern at this point.)

Entry #178

It appears that my suspicions about Kang's intentions were justified. There is an army of the walking dead beyond the iron gate, lead by another avatar of Kang. Kang is surprised that we made it this far, and now wants us to give the Eternal Flame to him, in exchange for sparing us when eternal winter comes over all of Thule. Miridon shot him in the face with a bolt of fire, augmented by the Eternal Flame. This did not improve our bargaining position, but I felt that it was a pithy and accurate summary of our stance.

We now wait for our friends to come to our aid. In the meantime, MIridon is exchanging pot shots with the avatar, the barricade holds, and I am writing for lack of anything to do since I forgot to bring a ranged weapon with me.

The gorilla is watching this battle tensely. I do not trust it; it may be more than just a gorilla. Perhaps it is paranoia, but that would not surprise me, especially not in this sort of place. I am resolved to keep an eye on it.

The campaign is sadly over, but I have compiled the last session for your viewing pleasure.

Entry #178

Much to our surprise, Raegar burst out from behind a collapsed stairway full of rubble. He noticed a truly massive army of darkness descend on our location, and took shelter in ruins above ground, then proceeded to make his way down to us. He must have the cavern senses of a dwarf to have located us with such speed and precision!

This enabled us to make a daring tactical withdrawal as the zombies poured through my barricade. We cut down the first wave, then backed up the staircase. The gorilla was lost in the midst of combat, but he went down bravely, proving himself to be a brave and noble creature.

We managed to stumble into a puzzle chamber with a riddle: "Pleasant or terrible, I come at night or in daytime. Short or long, but yours alone, essential, I am..."

Raegar answered "Sleep", which was better than my guess of "Masturbation", for the room accepted his answer, and conjured up a wraith, which began dispatching our enemies for us. We left via an entrance that was uncovered by the answer, and found ourselves in an above ground lair with sunlight off in the distance.

There were four glowing crystals in this lair, each of which was attuned to one of the classic elements: Air, Water, Earth, and Fire. Miridon had the bright idea of touching the Eternal Flame to the fire gem, which triggered an explosion down below, presumably of zombies. Inspired by this, I blew very hard on the Air gem, which did nothing. Raegar rolled his eyes at my attempt (which I maintain was a good try) and cast Thunderwave, which promptly triggered a massive tremor through the complex, collapsing the puzzle chamber into rubble, thus sealing in the undead horde.

In the chamber beyond, we saw the foul and decrepit body of a night hag, her skin green with rot, and teeth yellow with decay. I made full use of my nimble reflexes and shut the door upon catching sight of this hideous creature so that we would retain the element of surprise.

From the other side of the door, she shouted "It's no use, I know you're there!", to which I responded with my usual quick wit. "No you don't!" I said. It seemed, however, that the others did not appreciate my clever deception, for Raegar kicked the door open and charged her. I drew my sword in support and promptly followed him into battle. Whatever foul magics that tied her to the moral realm were no match for several very firm blows to the face.

Next, we came across a hallway filled with natural gas. Raegar and I held handkerchiefs to our noses as we reconnoitered the hallway, while Miridon secured the Eternal Flame in a small pot. The vapors of the hall were noxious indeed, but they were no match for our formidable fortitude and lung capacity.

Halfway through, we found a prison cell carved into the living rock, with a beautiful woman pleading with us for her freedom. I was immediately taken aback by her presence in this desolate dungeon, while Raegar scrutinized her closely and motioned for me to burst open the cell doors.

"Stand back, miss," he said, "And my dwarven friend shall set you free."

I had my doubts about this, fearing a trap, but then I realized that if I went into a trap expecting to be trapped, the trap would no longer be a trap. Thus, I had nothing to fear as long as I was prepared to stab her in the face.

Raegar evidently was of the same mind, for no sooner had I kicked down the lock than he drew his sword and slashed the woman, whose fair visage faded to reveal a serpentine naga, her sinuous tail hidden in the darker recesses of the cell. Confident in my companions sound judgement, I joined him in battle. The naga spat poison at us, and attempted to bewilder us with mirrored images of herself as fang clashed against steel in her lair, but the ironwork of man and dwarf is stronger than what nature has to bear.

It was at this point that Miridon showed up, having been held back by a poorly fitting pot lid that he was forced to beat into shape before joining us.

At the end of the hallway, we came across the final room, a glorious sun-bathed exit. But no sooner had we set foot in the chamber than the exit became blocked by the fell shadow of the Avatar of Kang himself, who swore that there would be no mercy for us.

Grabbing hold of my companions, I initiated a decisive tactical withdrawal back through the gas filled hallway and into the hag's abode. The Avatar of Kang mocked us for our cowardice and followed us through. As he passed into the middle of the hall, Miridon shattered his pot against the ground and invoked the power of the Eternal Flame. A lance of fire shot out of the palm of his hand, into the gas filled hallway, igniting the air and the Avatar alike.

A wail of pain and fury unlike any I have ever heard before filled our ears, and the badly singed Avatar charged into the room, flinging bolts of frost as the three of us. Raegar promptly used his shield to batter the Avatar to the ground, which let me leap on top of it and batter him with my greatsword. Miridon and him began exchanging blasts of ice and fire that knocked us back, but I landed on my feet and charged at the Avatar sword first, impaling him into the stone wall. The force of this collision shattered his icy body, releasing another blue streak of light from within him.

Stepping out into the light, we were greeted by the sight of a massive battle between a horde of zombies and elemental spirits of the land. Noticing our presence, the remaining zombies charged at us. Using my tactical genius, I was capable of crafting a cunning plan; we grabbed Miridon and slid down the slopes using our shields as sleds.

We raced down the glacier as the zombies pelted us with arrows and spears, and landed in a heap on the grassy slopes of the Lands of the Long Shadow once again, safely away from the battle and minions of Kang!

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Board Discussion / Re: Advertising to lost members
« on: June 22, 2017, 08:59:21 PM »

4
I met a traveller from an antique land,
Who said—“Two vast and trunkless legs of stone
Stand in the desert. . . . Near them, on the sand,
Half sunk a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed;
And on the pedestal, these words appear:
My name is Ozymandias, King of Kings;
Look on my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away.”



It's all a waste of time, but that doesn't mean you shouldn't do it.

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Board Discussion / Re: Advertising to lost members
« on: June 22, 2017, 02:19:24 AM »
Reddit.

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Resources & Handbooks / Re: The Tao of Truenaming
« on: June 19, 2017, 08:54:05 PM »
Quote from: Cannotthink
With new boards comes space to fill with more uberbroke things. I'm taking this time to revamp and streamline an imp. I had this build working at an earlier level on the old boards, but I think I will provide a less convoluted path towards imp power.

To get to where this imp needs to go, he will take all his levels in the Imp class from savage species and a level in Truenamer afterwards. He'll take one flaw (doesn't matter which) for an extra feat. He will take the feats Brand of the Nine Hells, Mark of Cania, and Martial Study (Moment of Perfect Mind). His first utterance will be Words of Nurturing, Minor.

Info
-As soon as the imp hits ECL 4, he will have the three necessary feats and have access to his Invisibility spell-like ability.
-Whenever the imp uses a spell-like ability and the target for the ability makes it's save, mark of cania triggers giving a cumulative +1 bonus to attack rolls, damage rolls, saves, and checks.
-His Invisibility ability at will.
-Even though the Invisibility is harmless, it still targets and allows for a will save
-Moment of Perfect Mind allows the imp to make a Concentration check in place of a will save and does not automatically fail on a natural one.
-He regains Moment of Perfect Mind after a minute of rest
-A reversed Words of Nurturing, Minor has a damage roll and does not allow for a save.

The trick: After ECL 4, the imp takes every chance it gets to use it's Invisibility and takes the opportunity to make a will save to resist and gaining bonuses from mark of cania after every successful save. After a short period of time, the bonuses provided through saves from Mark of Cania makes it impossible to fail the save except on a natural one. Moment of Perfect Mind makes it completely impossible, though once per minute. The imp may repeat the process indefinitely (with an absolutely certain will save success once a minute) until it is satisfied with a ridiculously large mark of cania bonus. The imp then walks up to people and asks the universe to kill them, the universe complies.

The imp also has the added benefit of trivially making epic skill checks. The imp can forge any document possible; train domesticated humanoids in a minute; jump to the sun; actually see the sun; weave baskets like a boss.  If the imp can get an imp friend to do the same and get some +eleventybillion to skill checks, the two can slight-of-hand each other anywhere and everywhere on a single plane robbing anyone and everyone all while disabling every device in sight, as a free action.

What an intriguing approach. Could they also negate the kobold menace?

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 02:57:37 AM »
Shapechanging Archers
Take your stinking paws off of me!


[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 02:25:14 AM »
Psionic Archers
The arrow is an extension of the self.



[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 02:17:51 AM »
Arcane Archers
Bow or be bowed!


[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:33:53 AM »
Divine Archers
Deus Vult



[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:29:53 AM »
Factotum Archers
A good archer is not known by his arrows, but his aim.



[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:27:44 AM »
Incarnum Archers
It is not the arrow that is the weapon, but the archer.



[Under Construction]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:19:06 AM »
Sublime Way Archers
In archery we have something like the way of the superior man.
When the archer misses the center of the target, he turns around and seeks for the cause of his failure in himself.
-Confucius




Under Construction

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:17:52 AM »
Precision Archers
Stand and deliver!


[Under Construction]

Hit-and-Run Fighter [DU Pg. 58]
Dread Commando [HoB]
Craven [CoR Pg. 17]

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Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 01:12:27 AM »
Skirmish Archers
Move as swiftly as the Wind, be as supple as the Forest.
Attack as fiercely as Fire, be as firm as the Mountain.
Be as mysterious as a Shadow, strike as fast as Lightning.
-Sun Tzu, The Art of War




[Under Construction]

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It's Mine, You Can't Have It! Or, Keeping Your Spellbook Safe

Without your spellbook, once you run out of spells for the day, you're just a commoner with a good will save and some magic items. In most games, this never comes up. In some, it does; if you know it will, take precautions, and, hell, you may want to take them anyway. There are two parts to this: the first is trapping your spellbook. The magic trap rules are, as mentioned, in the DMG; I had this idea for a recent character I made. At higher levels, you need tree traps: link them all to command words that must be spoken before the book is touched (or one command word for all three). The first is a Teleport trap, that will teleport the spellbook to your home, a friend of yours, or a temple of Mystra/Boccob/whoever you have an account with. This means that while you may not have your book, no one else does, either.

The second is some kind of punishment for the fool who dared to mess with your stuff. I like Curse of the Putrid Husk from the BoVD for this: make them think their flesh is falling off in pieces! Of course, generally, something more lethal and with less [Evil] descriptor is better. Try Insanity, Finger of Death, or better yet, Geas: Find the Wizard Whose Spellbook You Tried To Steal, Confess to Him, and Go On a Quest He Assigns You. The third is Arcane Mark, to put your mark on the bugger.

The second part is Spell Mastery (include Teleport), and/or always having one Teleport in reserve. This is so you can Teleport back to wherever your book went and pick it up.


You're Special All Right--Short Bus Special!

Wizards have the option of specialization--they can give up two schools of magic entirely for an extra spell per day of each level. While that sounds like a pretty raw deal, high-level spell slots are valuable.

If the Complete Arcane, and especially the Spell Compendium, is in, then you should be a Diviner. If not, you should be a Transmuter or Conjurer. Why? Well, because transmutation and conjuration are the biggest school, containing at least one useful spell at every level--and because diviners only have to give up one school, and get enough useful spells with the Complete Arcane to make Divinerhood worthwhile.

Here's an overview of the schools:
Abjuration: a lot of useful protections, and *dispel magic*. Can't give this one up.

Conjuration: Conjuration has, well, everything. Battlefield control, damage (with the Complete Arcane's Orb Of spells), the vital Teleport and Dimension Door, a bunch of utility...

Divination... you're not allowed to give up divination, and you'd be a fool to do so anyway.

Enchantment: enchantment has a bunch of nice save-or-lose spells, but between Illusion, Necromancy, and Transmutation, you have plenty of those anyway. Enchantment is a viable choice of banned school. Enchantment has a number of good spells, though, which are a pain to lose--Dominate and Charm, the Stern Reproof/Wrathful Castigation spells (save-or-loses with two saves per spell!), Freezing Glare (Frostburn), et cetera... however, it's nothing you can't make up for. Except Irresistible Dance, losing that sucks.

Evocation: Evocation is mostly direct damage, which makes it the sucky school. Important spells are Contingency and Wind Wall, which you can get through Greater Shadow Evocation and Shadow Evocation respectively. There are useful evocations, but not enough to make it anything but the best choice of banned school.

Illusion: lose it and you lose Invisibility and Greater Invisibility. Plus, the Image spells are versatile if you have a good imagination, the Shadow Evocation spells compensate if you banned Evocation, Illusory Pit from Comp. Arcane is brilliant, Mirror Image is a great defensive spell... you can certainly give up illusion, but it'll hurt a bit.

Necromancy: Ray of Enfeeblement, Spectral Hand, False Life, Ray of Exhaustion, Enervation and Fear, Finger of Death, Clone, Wail of the Banshee... metamagicked Enervation in particular is a good tactic at higher levels. You can give this up, but it really hurts.

Transmutation: too many spells to give up, period. Specialize in this, don't lose it.

So, the three main candidates for being dropped are Evocation, Enchantment, and Illusion. You can't drop both Evocation and Illusion (no way of getting Contingency then) unless you have access to Craft Contingent Spell, and dropping both Enchantment and Illusion means that you have a lack of will-save-or-lose spells. That makes Evocation and Enchantment the natural choices for dropping if you have to drop two. Being a diviner means that you only have to drop one, so make it either Evocation or Illusion--probably evocation, since the only real reasons to take it (Contingency, Wind wall) are availible via illusion spells, albeit a bit later. Your focus has an effect--evocation has a little battlefield control, so a battlefield control wizard should dump enchantment, while a save-or-suck/lose/die focused wizard should drop evocation.

Thus, one should either be a Diviner who bans evocation or enchantment, or a Transmuter or Conjurer who bans evocation and enchantment.


Wonderful Unique Snowflake or Not? Specialization, Generalization, and Alternatives

So: specialize, or generalize? With Divination as a speciality (excellent with the Complete Arcane spells--and without the Complete Arcane, losing Enchantment or Illusion hurts a lot less) you only lose one school, that you wouldn't use often, and you gain a bonus spell slot. I like to specialize, but it's not inherently superior. There is something to be said about keeping all your options open.

However, if you're not going to specialize, Races of the Wild offers racial substitution levels for elven wizards. The first level is sort of a "generality specialist"--you lose the ability to specialize (which you weren't doing anyway if you're taking the racial sub level), and gain a bonus slot of your highest spell level (that moves around when you gain new spell levels), and learn an extra spell on each level-up. That's definitely an option competitive with Divination specialization.


Mommy, Why Amn't I Like All the Other Children?

While we're on the subject of specialization, it should be noted that the PHB II gives specialist wizards the option of trading in their familiar for an Immediate Magic ability--a special ability they can use INT bonus/day.

Abjurers', Diviners', Necromancers', Transmuters' and Illusionists' immediate magic variants are all viable, especially at low levels--not necessarily better than a familiar if you use it to scout and etc. a lot, but most of the time, more useful and powerful. They don't however, scale with level. Abjurers' "urgent shield" becomes old hat once you can actually cast Shield; Transmuters' "sudden shift" becomes weak as soon as you actually acquire a method of flight; Diviners' save bonus matters less at higher levels, Illusionsts' is outdone by actual Mirror Image (and definitely the immediate-action-casting Greater Mirror Image spell from the PHB II, which you're using if you're using these variants). Necromancy's Cursed Glance is very nice, but it allows a will save, and the DC is based on your wizard level. If you're a pure wizard, it's good; if you prestige class, it'll start sucking in short order.
Enchanters' "Instant Daze" is nice enough for a couple of levels, but not only is there a will save, but it can only affect your wizard level in HD! The higher level you get, the more HD monsters have compared to you, and both the DC and the HD are based on the wizard level--useless if you're going to prestige, which you should.
Evokers' "counterfire" is utterly terrible.

Basically, if you're a specialist, and you're going to be playing at lower levels, take the Immediate Magic variant unless you're an Abjurer, Enchanter or an Evoker. At higher levels, none of them are really viable.

Except the Conjurers' "abrupt jaunt". That one's broken, and gobs and oodles better than the rest. If your DM is letting you take it, make sure he understands the exact implications--namely, you being aple to *poof* away from attacks INT bonus times/day, avoiding full attacks entirely.

If you're going to have a prestige class, then the Enchanters' and Necromancers' wizard-level-dependent abilities become more and more useless; if you're going to reach level 11 (or start there or higher), Imbue Familiar With Spell Ability is too good to pass up; keep the familiar. For the first couple of levels, however, any and all of these abilities are good. Even the evoker's.



I'm The Best There Is At What I Do, Bub

A wizard has a huge array of spells availible and ways to combine them with metamagic--and with other spells.
Some of these combinations work better than others. Some spell and metamagic combinations are better than others. I present to you, gentle reader, some humble example of magic and metamagic used to their fullest, as well as explanations of what to look for.


Insight Into the Working of Things:
-Sculpt Spell: this lets you modify the shape of your area spells. Therefore, it's best useful for spells whose power is limited by their area--for example, Color Spray. It's a cone, and its range is 15'. This means that we can turn it into four 10' cubes, none more than 15' away, rather than a 15' cone, and cover a lot more area--and pick which squares to cover (hint: the ones with enemies).
Glitterdust is a 10' burst; changing that to a 20' ball will make it catch more enemies. Look for spells with limited areas, or who are limited by their shape (i.e. cone, line).

-Empower Spell: as mentioned before, Empower is best with small dice. d4 spells good, d12 spells, Maximize or Repeat will do better.

-Quicken Spell: get two spells a round off. Use it, of course, on important lower-level spells, including for combos that would be harder to pull off if the target got to move between spells.

-Split Ray: this spell isn't as good with spells that already produce multiple rays (such as Scorching Ray), or with spells whose effects don't stack with themselves (such as Ray of Enfeeblement). For single-ray spells, though, it's like a cheaper Twin Spell; it works especially well with spells with cumulative effects--for example, Ray of Exhaustion (even if they make both saves, they're Exhausted).

-Chain Spell: this spell has a lot of mitigating factors for its benefits: namely, damage spells do half damage to chained targets *and* grant a reflex save for *another* half, plus spells with saving throws are at -4 DC to chained targets.
Therefore, you should Chain spells that don't do damage and don't have saving throws (or whose saving throws are very high, or who have effects even on successful saves). This way you avoid all the downsides of using the feat. Rays are great for this. Also, keep in mind that you can use it to buff! Ranged single-target buffs are perfect for this, and will now affect the entire party, not just one person. Good examples of spells to Chain: Fleshshiver from Player's Guide to Faerun (stun everyone, no save), Enervation.
What happens if you Chain a Magic Jar spell? Do you possess many bodies at once? Ask your DM!


Clever Tricks:
-Sculpt Spell + Color Spray or Grease: both of these benefit from having their area change, and are thus able to affect more targets.
-Sculpt spell + Sleep or Deep Slumber: affect only the targets you want (10' cubes)! that way, there are no "wasted" HD.
-Sculpt Spell + Antimagic Field: lets you turn the AMF into four ten-foot cubes. In front of you. You have an AMF wall, and you're not in the area of the cubes, so you can cast just fine.
-Sculpt Spell + Fear: round area bursts are better for affecting many enemies than cones. Make it a 20' ball.
-Sculpt Spell + Forcecage: make your forcecage a 10' barred cage or a 20' solid wall.
-Sculpt Spell + Black Tentacles: get your enemies but not your allies via the 10' cubes!

-Reach Spell or Arcane Reach + Chain Spell: suddenly, you can cast Touch: spells on your whole party at once. It's a whopping +5 total level adjustment, but only +3 for the regular chain with the Archmage's Arcane Reach ability. Combine with such common buffs as Greater Magic Weapon (everyone's weapons at once), Magic Circle Against, Heroism/Greater Heroism (who needs a bard? The archmage can give everyone their +4 AB/damage as one of his 9th level spells, and still have others), Greater Invisibility ("Greater Invisibility Sphere"... but better), Stoneskin (do everybody for the price of one).
-This also lets you turn Touch spells (usually, no-save) into ranged touches that will leap to everyone within 30', which can be used offensively. Shivering Touch becomes even scarier.
-Reach (Arcane Reach or Reach Spell) + Chain Spell + Identify! For a 4th or 6th level slot, depending on method, you can identify (Caster Level) items at once--all for the same 100 gp!

-Chain Spell + Split Ray: For +5 levels, a ray will affect everyone within 30' of a primary target... twice. Consider Enervation. Normally, 1d4 negative levels. Split Ray, 2d4. Chained split Ray--2d4 to everyone within range. 9th level, but compare to Energy Drain, which does 2d4 to a single target. You can also do this with Ray of Exhaustion: suddenly, everyone within range is Exhausted, getting -6 STR and -6 DEX. Add a Quickened (via rod or 8th level slot) Chain Ray of Enfeeblement first, and suddenly you're giving a 12-17 STR penalty/damage and 6 dex damage to everyone within 30' of the original target; that's enough to drop anything that doesn't have STR as a primary concern.

-Ray of Enfeeblement + Ray of Exhaustion: as implied above, a great combination. Ray of Enfeeblement can't drop someone's STR below 1... but Ray of Exhaustion's STR damage on top of that can.

-Chained Split Ray Enervation + Chained spell WITH a save--the saving throw penalty from the Enervation will counter the DC drop from Chain Spell.

-Grease or Web (Quickened for best effect) + Solid or Acid Fog: this'll keep them in the fog for longer and make getting out of it harder.

-Chained Dispel Magic: Target someone... and all of their items. This shuts down all their magic gear for 1d4 rounds; at high levels, that's a lot like losing. "Whoops, where'd my +4 CON and +5 saves go? ACK A FINGER OF DEATH TO MY FACE." A Lesser Rod of Chain Spell is 27,500 gp.

-Dispel Magic + (Quickened) Shatter: destroy an item. Render it nonmagical, then Shatter it. Of course, that way you don't get the loot. A rod of Quicken Spell, Lesser removes the need for a higher-level slot.
A rod of Chain Spell, Lesser, lets you do this to ALL their items. It's Disjunction, but low-level!

-Quickened True Strike: Need to land that touch spell? This makes sure you do. Add Repeating to land another (or two more, if one's Quickened) the next round, but that's expensive in terms of modified spell level (8th).

-See Invisiblity + Glitterdust: See Invisibility lets you see invisible people.
Glitterdust makes sure the rest of your party can, too.


Prestige Classes

The first rule of prestige classing out of Wizard is this: [bb]Thou Shalt Not Give Up Caster Levels[/b]. It's basic. Spellcasting--especially arcane spellcasting--is the most powerful thing in D&D. Therefore, losing any of it is bad. It can be worth it--but it very, very rarely is. Giving up a caster level delays your access to higher-level spells, delays getting more spell slots, and if you lose more than a couple of levels, you irreparably damage your high-level spellcasting.

The second rule of prestige classing out of Wizard is this: DO it. You've literally got nothing except your familiar's progression to lose. Any prestige class ability is better than that.


Core Prestige Classes:

Archmage: this is the staple prestige class of high-level wizards. Its 3.0 predecessor had Spell Power, so you could take Archmage 3, get Spell Power +1, +2, and +3, and wind up with a total of +6 to your spell DCs.
Those days are over. However, Archmage remains useful--if not, perhaps, for all five levels.
Qualifying for Archmage isn't totally easy, but it's not very difficult. Spell Focus isn't a bad feat, even if you might have to get Spell Focus in two schools rather than SF and Greater SF in one. Skill Focus: Spellcraft is a waste, but it's the price you pay for access to the class.
The Archmage gets a High Arcana ability each level. Some of these are good, some of these, well, aren't.
-Arcane Fire: Remember what I said about damage? Yeah. Skip it, unless you're an Arcane Trickster--more on that later.
-Arcane Reach: this is very good, and usually the first thing to take with Archmage. Why? Because it removes the need to place yourself in danger (or use Reach Spell, which gives a +2 spell level adjustment) to deliver touch spells, many of which are fantastic--say, Irresistible Dance. You can take this twice for 60' range, but once for 30' will be enough--unless you find yourself getting smacked around for coming within 30' a lot, too, which you probably won't.
-Mastery of Counterspelling: Counterspelling is for sorcerers with Improved Counterspell, Reactive Counterspell and Heighten Spell. Skip this.
-Mastery of Elements: elemental substitution is for blaster. If you're a high-quality wizard, you aren't a blaster. Skip this.
-Mastery of Shaping: this one's a good one. It does much the same thing as the Extraordinary Spell Aim feat, but without a Spellcraft check. Its uses range from "good" (making spaces in offensive AoE spells for your frontliners) to the "ridiculously good" (and therefore hanging offenses in some campaigns) use of casting Antimagic Field... and excluding yourself.
-Spell Power: it's a pale imitation of its 3.0 self, but it's still good. +1 caster level isn't something to sneeze at; as an item, it costs 30k (Orange Ioun Stone). A higher caster level means CL-dependent spells do more, spells last longer, and your spells are harder to dispel (you, on the other hand, have an easier time dispelling others' spells). At the low price of one fifth-level slot, that's a bargain.
-Spell-Like Ability: you can get a spell as a 2/day SLA for a 5th-level slot and an Nth level slot, where N is the level of your spell--or more often, by giving up higher level spell slots. Unlike with regular SLAs, the XP cost of the spell doesn't disappear. This can be all right if you know you'll always want to have access to a certain spell--Teleport, say. Giving up 2 5th level slots for Teleport as an SLA 2/day is just like always preparing two Teleports--except that you'll always have them, no matter what. This is more advantageous with higher-level spells (i.e. preparing Time Stop as a 2/day SLA can actually be a good idea, because you get 2 Time Stops for a 9th level slot and a 5th level slot, not 2 9th level slots).

Arcane Trickster: this one's for rogue/wizards. If you're *determined* to be a rogue/wizard... play a Beguiler (PHB II). If you're determined to actually be a rogue/wizard, with Sneak Attack, be a Rogue/Wizard/Arcane Trickster/Archmage. Take Arcane Fire as a High Arcana and as many Archmage levels as you can fit in after Trickster. Why? Because Arcane Fire lets you turn spells into damage rays. An Archmage 4 can turn a first-level spell into a 5d6 ray. You can sneak attack with those rays and get extra damage. "Arcane Trickster" is a different kind of character than "wizard as primary arcanist", though, so enough said about this class.

Eldritch Knight: You lose a spell level and gain a bonus feat, a d6 HD, and full BAB. Sweet deal, right? Sort of. You need to spend a level on Fighter to qualify. A Fighter1/Wizard9/EK 10 has 14 BAB compared to a Wizard 20's 10, which means one more iterative attack, and a few more hit points... in exchange for a loss of two caster levels. Not worth it.
You can use the Militia feat from some Forgotten Realms book (proficiency with martial weapons) or the Otherworldly regional feat from Player's Guide to Faerun (makes you a native outsider--and all outsiders are proficient with all martial weapons) to qualify for EK without wasting a fighter level. A Wizard 10/Eldritch Knight 10 with that feat spends a feat on Otherworldly (which has the cheesy advantage of letting you Alter Self and Polymorph into outsiders) or Militia, gains a fighter bonus feat from EK, and has 5 BAB and a little more HP on a Wizard 20, at the loss of a caster level.
Which, sadly, isn't really worth it, as it won't help you much in your role as primary arcanist
Eldritch Knight IS useful for "gish", warrior/spellcaster hybrid builds, but those play a somewhat different role and, really, aren't as good--but they can be a whole lot of fun. Fighter 1/Wizard 6/Spellsword 1/Eldritch Knight 10/Archmage 2 is actually a relatively simple "gish" build; complicated ones look more like Paladin 2/Bard 7/Eldritch Knight 1/Sublime Chord 2/EK +3/Sacred Exorcist 4/EK +6. In any case, this isn't about spellswords, it's about wizards. So, moving on.

Loremaster: at first glance, Loremaster is really kind of mediocre--and compared to powerhouse prestige classes like Archmage, Incantatrix, Initiate of the Sevenfold Veil, well... it is.
Really, though, it's a full caster prestige class. You have nothing but familiar advancement to lose.
Qualifying for Loremaster looks difficult at first, but really, it requires 10 ranks in any two knowledge skills (which you should have anyway), any three metamagic or item creation feats (which you should have anyway), and Skill Focus: any one Knowledge, which, well, okay, that's a waste--but Loremaster gives you a bonus feat later which makes up for it and can even be better than just taking a feat instead of Skill Focus. You also need to be able to cast seven Divinations, one of 3rd level or higher--which you maybe should have, but may well not. Of course, scribing a few extra spells isn't much of a price for PrC entry.
Entering Loremaster gets you access to a bunch of class skills, more skill points per level, a Secret every odd level (five in all), two bonus languages, Bardic Lore, free Identifying, and free Legend Lore or Analyze Dweomer 1/day. The five best secrets are the ones that boost your saving throws, one of the bonus spells, and, of course, the Bonus Feat. The Bonus Feat means that your Skill Focus turns into any feat you wanted in its place--and, in fact, you can take some feats now you couldn't have qualified for when you took Skill Focus (such as a higher-level Craft feat), which makes this a delayed feat. Add up all those minor goodies, and they're not half bad. I'd take Wizard10/Loremaster 10 over Wizard 20 any day.

Red Wizard: in 3.0, Red Wizard was ridiculously good. +5 DC in your specialization school over 10 levels, AND Circle Magic cheese (use Leadership to get spellcasting followers, have them sacrifice spell slots to boots your spells, get RIDICULOUS caster levels and DCs)? Add Archmage 3 with Spell Power 1, 2, and 3, and you have +11 DC by level 20, which means that DC 40+ spells are commonplace for you. Here's a D&D, you win it.
Now... well, now it gets Spell Power, which means increased caster level, which means it's still really good. Of course, you have to be a specialist to be a Red Wizard, and then you lose *another* school... which means that if you're not a Diviner, you lose three schools. That's absolutely intolerable as a primary arcanist. Of course, a Diviner Red Wizard winds up losing two schools, like a normal specialist... but gets Spell Power +5. Plus, Circle Magic.
Of course, you have to be a Red Wizard of Thay. Some people consider that a bit of a downside.

Mystic Theurge:



Don't take it. No, really. If you get the urge to take it, go play a Cleric 3/Wizard 3/Mystic Theurge 1 for a while, in a party with a Wizard 7 and a Cleric 7.

Then cry.


Complete Series Prestige Classes

Argent Savant: sure, it's not *bad*... except that you give up a caster level. The perks really aren't worth it.

Blood Magus: stylish, but not very good.

Effigy Master: If you want a big hulking thing to defend you in combat, this is the way to go. Build yourself one. There's a caster level loss, so consider whether you want the big hulking thing, or more and higher-level spells sooner.

Elemental Savant: Blaster prestige class, loses two caster levels, yeah... pass this one up.

Enlightened Fist: if you MUST be a monk/wizard, this is the way to go. Snag the Carmendine Monk feat to use INT for your monk abilities, and remember how fragile you are.

Fatespinner: this one's good. Really good. At the low, low cost of 5 ranks in Profession(gambler), you gain your Fatespinner level in "spin points", which you can add to spell DCs one at a time or all together--later, you get to automatically stabilize, make yourself remake a save, make friends or enemies remake saves... and the first four out of five levels don't lose a caster level. The fifth one DOES, but it lets you give an enemy with HD equal to or less than yours -10 to a save once a day... which is possibly worth it, since it can mean a guaranteed kill. The first 4 out of 5 levels are a no-brainer; any wizard would do well to take them. The fifth one--think carefully, but it can be worth it. Due to the HD limitation, it usually isn't--but it can be.

Geometer: You lose no caster levels and qualify easily. Why not take this? If nothing else, the Book of Geometry saves you a little cash... or would, except that buying a Blessed Book is a great ide

Green Star Adept: Lose five caster levels. And your CON score. And pay for the priviledge.
No, thank you.

Initiate of the Sevenfold Veil: How on earth does this not lose caster levels? This is the "don't die, ever" PrC. And the only thing you lose is having to take the feats that qualify you for it.
Take it ASAP... if it's not too high-powered for your game. Which, let's face it, it probably is.

Mage of the Arcane Order: this one's not as good as the Initiate, but still very nice. You have to get Cooperative Spell to qualify, and it sucks... but you get free metamagic feats from the class, which more than make up for it, and you gain a lot of versatility thanks to the Spellpool. It's also a good source of plot hooks for your DM.

Master Transmogrifist: this relies on Polymorph. Polymorph is broken. Don't use Polymorph and, therefore, don't take this class. Besides, some exceptional cheese aside, losing four caster levels is too much.

Mindbender: half caster level progression? No thanks! The first level make a great dip for any non-evil cater who can afford the skills it takes to qualify. 100' Telepathy FTW.

Wayfarer Guide: There's no reason not to take the first level if it can fit into your character concept (which is easy--"hey, I'll join the guild, learn their techniques, and not stay if I don't like it there; why not?"). The second loses a caster level, so don't take it. Simple, huh?

Wild Mage: Uh, no.Your allies will hate Random Deflector... and control is GOOD. Wizards are all about control. Minimize randomness, don't maximize it.

Divine Oracle: The picture of this guy in the Complete Divine is hilarious. Seriously, what the hell is up with his pants? Those are so much worse than the Archmage's stylish rainbow cloak. Did he look into the future and foresee the coming of our Chaos Gnome overlords or something? Anyway--this requires investing Knowledge: Religion ranks and wasting a feat on Skill Focus, but it gives some solid nice perks over 10 levels, such as uncanny dodge and immunity to surprise. When you're a wizard, immunity to surprise keeps you alive, since people try to use surprise to kill you. Plus, you get a domain power and can cast each domain spell once/day in your regular slots... oh, and Evasion. Evasion is good. If you can afford the Skill Focus feat and Know(Religion) ranks, no reason not to take this for a divination-themed character.

Geomancer: See Mystic Theurge.

Rainbow Servant: It's stylish... and it loses four caster levels. Of course, it gives you access to all cleric spells. With four lost caster levels, you may even be better off as a Mystic Theurge.

Sacred Exorcist: whoa! This requires being affiliated with a church and knowing Dispel Evil or Dismissal (decent spells anyway)... and then grants you a d8 HD, 3/4 BAB, Turn Undead, and some other goodies, with no lost caster levels. If you have a churchy wizard, take this *now*. Unless you're taking Initiate of the Sevenfold Cheese. Take that over this.

Void Disciple: Blah blah lost caster levels blah blah don't take it. Same old.

Daggerspell Mage: if you're going that route, better off with an Arcane Trickster/Archmage.

Virtuoso: Lose a caster level, and the bardic music-like abilities it gives really aren't that good. Meh, pass it up.

Bladesinger: Wow, half caster levels. How... interesting. Pass. Even for a fighter/mage type.

Master of the Unseen Hand: Wow, NO caster levels. Pass.

Spellsword: If you're a fighter/mage type, a one level dip is great. A three level dip can be good. More and you're losing too many caster levels.


Player's Guide to Faerun Prestige Classes

Arcane Devotee: better, like almost all full-caster-level PrCs, than going straight Wizard.

Harper Agent: a mini-Bardic Knowledge and some saving throw boosts aren't worth a lost caster level.

Hathran: Full casting, but very, very specific flavor-wise. If your character is a Witch of Rashemen, go the heck for it. Circle Magic cheese included.

Incantatrix: The classic uber PrC of 3.5--Initiate of the Sevenfold Veil has defense, this has offense and general utility. Not one, not two, not three--four totally overpowered abilities: Metamagic Effect, Cooperative Metamagic, Metamagic Spell Trigger, and Practical Metamagic. And another fistful of non-broken but *good* abilities on top of that. Get an item that boosts your Spellcraft checks (make one yourself) and you're in wizard heaven.

Shadow Adept: Not half bad in practice, mechanically, but in-game, serving Shar? Bad, bad idea.

Spellguard of Silverymoon: Very nice, but flavor-specific. Unless your campaign is focused on Silverymoon, or your DM lets you apply it to whatever city it DOES focus on, this class doesn't really work.


Eberron PrC - by The_Demented_One

Alchemist Savant (MoE)
Mmm...full caster level progression. This potion-themed PrC lets you brew potions faster, create spellvials, the offensive cousins of potions, and create universal potions, which let you add a spell to them on demand without having to use up a spell slot. Nothing amazingly power, but useful abilities and full caster progression make this a good choice for those with an eye towards crafting.

Cataclysm Mage (ExH)
This odd little PrC gives you caster level advancement at every level but the first, along with a fairly bizarre mishmash of abilities, culminating in the ability to manifest dragonmarks with no regard to normal restrictions. It’s got enough caster levels to be worth taking, but has no abilities that stand out as being very powerful.

Dragon Prophet (MoE)
Like the Cataclysm Mage, this gives you 9/10 caster level progression, and a mishmash of dragon-related abilities. There are a few neat abilities, notably the immortality gained at 10th level, but nothing terribly nice. Like Cataclysm Mage, taking it won’t hurt you, but it won’t help you terribly much.
--Ninja Note: some prophecy abilities aren't bad; good constellation powers are Lendys, Garyx, Tamara, Tiamat, Bahamut, Aasterinian. Plus, you get bonus Dragon Prophecier feats--Prophecy's Artifex lets you use wands and staffs as a swift action, which is nice. Prophecy's Shaper lets you Empower spells for free. Overall, if you really know what you're doing, this class can be worth it. Plus, it's got cool factor.

Heir of Syberis (ECS)
This 3-level PrC advances your caster level at all levels but the first, gives you some extra action points, and gives you a Mark of Syberis, essentially a dragonmark on crack that lets you use a seventh level or higher spell. Depending on the mark you choose, you can get a nice, high-level spell not on the wizard list, like Mass Heal or Storm of Vengeance. Useful if you use it to get a spell you normally couldn’t, but you’d otherwise probably be best just casting it normally.
--Ninja Note: this is better for fighter types than for mages, but getting Mass Heal twice/day, if you're a halfling of House Jorasco? I might turn that down, but I'd hesitate. It's a powerful three-level PrC overall.

High Elemental Binder (PgtE)
This neat PrC costs you only one caster level, in exchange for the services of a bevy of elementals. The neatest ability, though, is that you can bind them into items to increase their power. Problem is, though, that only you can use the resulting items, and you’d be much better off casting spells. If you want to take this one, go in as an Artificer, not a Wizard.

Impure Prince (MoE)
This quirky PrC causes you to take on the traits of an aberration, to the tune of two lost caster levels. Though meant for rangers and druids, a wizard can benefit from it–but not much. You get a few spells added to your class list, the ability to gain a symbiont, and partial immunity to critical hits. Unless you want to play a wizard with a grudge against aberrations, this is going to be of no use to you.

Knight Phantom (FN)
A pretty run of the mill gish class. Caster level advancement at every level but first, d8 HD, full base attack bonus, spellcasting in light armor, and some phantom-themed abilities. However, you have to take a fighter level to qualify, which, combined with the lost caster level as 1st, will set you back a spell level. I’d take it over the fairly generic Eldritch Knight in a gish build, as detailed earlier on by The Logic Ninja, but not for anything else.
--Ninja Note: at first glance, this looks pretty much completely superior to Eldritch Knight... but you lose a bonus feat, and have to *waste* a feat on Still Spell. Two feats vs. a higher HD and spellcasting in light armor. Me, I'd go with the feats, but if you don't need them, Phantom Knight is better.

Recaster (RoE)
This one’s good for those changeling wizards out there. You give up one caster level in exchange for access to spells from other class lists, bonus Sudden Metamagic feats and the ability to alter your spells on the fly–taking away components, changing areas, and such. If you’re playing a changeling wizard, there is no reason not to take this.
--Ninja Note: This class is awesome. If you're a changeling wizard, *take* it. Get Heal as a fifth-level spell from the Adept list, for example. Plus altering your spells on the fly--basically a free Sculpt Spell feat, among other goodies. One of the few concrete counterexamples to the "don't lose caster levels" rule.

Renegade Mastermaker
This PrC turns you into a warforged, leaving two caster levels by the wayside. While it’s the closest you’ll be getting to Edward Elric in D&D, it isn’t too useful for a wizard–far too many of the abilities are useful only to characters planning on going into melee, like the battlefist and damage reduction. If you want to play a warforged wizard, just play a warforged wizard–not this.

Sharn Skymage (S:CoT)
This 5-level PrC will cost you three caster levels. In exchange, you become better at flying with magic. Useless, useless, useless.
--Ninja Note: Sucks. So. HARD.

Silver Pyromancer (FN)
This PrC advances your caster level at every level but 1st, but you have to take a level of cleric to qualify. In exchange, you get various enhancements to your fire-based spells. Remember what TLN said about damage spells? Leave this one by the wayside.

Spellcarved Soldier
Ugh. While this warforged gish PrC requires you be able to cast spells, it gives no caster level advancement. Instead, it gives you a bevy of runes, which tend to have more use for a melee combatant than a caster. This isn’t for the party’s prime arcanist, though a fighter willing to take a level of artificer or warmage might get some benefit from it–but not much.

Windwright Captain (ExH)
This 5-level PrC gives you only half caster level advancement, which will put you a spell level behind other casters. However, what it lacks up in power, it makes up in coolness. You get your very own frickin’ airship, which you can control via telepathy. Essentially, you stop being Batman, in exchange for becoming the Uberpimp, the Pimp of Pimps.
--Ninja Note: of course, Batman could be a pimp if he wanted to. This prestige class is much better for, say, Bards than for wizards.

17
Being Batman: the Logic Ninja's Guide to Wizards
"Making the Most of What You Have (When What You Have Is Already Ridiculously Good)"


Editor's Note: This is a near-precise repost of the Logic Ninja's classic guide. As the thread purge ate the old guide, but it's still as relevant as ever and I've gotten the man's permission, I'm reposting it for all the relevant links, and for all the people who have yet to read it. So enjoy some classic optimization wisdom that once opened the eyes of thousands for how to make the most out of Wizards!


The Very Basics of Wizardry

So, you're a wizard. Or rather, you're a geek, pretending to be a wizard, while the guy to your right pretends to be charismatic and good with people plus a master at assassinating people, the guy to your left pretends to be a slutty lesbian elf princess, and the guy across the table and behind the screen is indulging his power fantasies and would probably be getting off on it if not for his erectile difficulties--but hey, it's not like he's ever touched a girl, so the only person he's disappointing is himself.

Anyway--you're a wizard. What does this mean?

Traditionally, it means that at level 1 a house cat is a serious threat to you, while at level 20 you're "weak" to the same extent that OJ is "looking for the real killers".

As a wizard, you don't have lots of HP, you can't swing swords well, and you try to stay as far away from things that want to kill you as you can while still drinking the tasty, tasty XP from their corpses.
What you do have is spellcasting, and a familiar (which is more of a danger than an asset--until you hit level 11; more on that later).

If you're playing a wizard, you already know you can cast spells and are really squishy, so let's get to the details.


The Wizard and his Adventuring Buddies, AKA "Those Chumps Who Hit Things For You, Stop Things From Hitting You, And Heal You When You Need It, While You Do All The Important Stuff"

The traditional adventuring party has four people, filling the roles of Meat-Shield, Skill-Monkey, Heal-Bitch, and Batman.
You're--as Frank Miller put--the goddamn Batman.

Your job is to do whatever it is that needs doing, unless it falls into the category of "hitting things", "healing things", or "using skills that aren't Knowledge or Spellcraft". Since this is D&D, "whatever it is that needs doing" will mostly be killing things (and, of course, not getting killed yourself). To this end, you will cast spells that help you and your poor, ignorant, inferior companions (read: party), and hamper your enemies.


Your Utility Belt

You cast spells (well, either that, or hoard them all, not wanting to waste them, and therefore wind up sucking). Spells can do lots of different things. There are several general categories of spells:
-Defensive Buffs: spells that make it more difficult to kill you and/or your allies.
-Offensive Buffs: spells that make it easier for you and/or your allies to kill others.
-Utility: mostly useful outside of combat, these spells help you accomplish general tasks. For example, Rope Trick helps you rest without being eaten at night, Detect Secret Doors helps you find where people hid stuff, et cetera.
-Offensive Spells: this category includes anything that does something someone doesn't like to them. There are a number of different kinds of these.
--Save-or-Die: These make people do what it says. This is good because that's what you're trying to get people to do, a lot of the time. Example: Finger of Death
--Save-or-Lose: These don't kill people, but they might as well. If they succeed, the fight is effectively won; all that remains is clean-up. Example: Fear.
--Save-or-Suck: These don't make them lose by default, but they certainly make it a lot more likely. "Debuff" spells that hamper foes like Glitterdust, Slow, et cetera all fall in this category. The line between these and Save-or-Lose spells is pretty blurry.
--Direct Damage: These spells, by and large, suck. Occasionally, they're useful, but when a good mage wants something damaged, he tells the fighter to go hit it. If it's hard to hurt, he buffs the fighter first.
--Battlefield Control: These spells shape the battlefield in your favor. They make enemies stay away from you or otherwise do what you want, they buy you time, and so on. Examples: Solid Fog, Grease.
--No Save: These spells do bad things to people, and people can't do a damn thing about it. Not too many of these, because they're so damn good.
-Useless Crap: some spells just plain suck, period. This category covers things like Tenser's Floating Disc, Hold Portal, Detect Undead, and Shout.

What kind of spells do you want? Well, you want some of each--except, most of the time, direct damage. Those are occasionally useful, and will be mentioned later, but in general, avoid them. Why? Because everyone else can do damage, and often, much better than you, while you can also do all the things no one else can. Leave damage to the guys with pointy sticks; you have better things to do.


Think Your Cunning Plans All the Way Through


Spells

Don't pick them haphazardly--either to learn or to memorize. Which spells should you pick? That depends on what you're doing and what you specialize in. Here's a general selection of good spells:


Bread and Butter: PHB spells

Level 1:
-Alarm: utility, and kind of a defensive buff--it keeps you from getting eaten by a moose while asleep.
-Protection from X: defensive buff--the +2 AC/saves vs. X is nice, but the real kicker is the fact that it supresses all charms and compulsions. Very useful for low-will-save types.
-Shield: defensive buff. Gives you +4 AC. The goodness is obvious.
-Grease: battlefield control that can even be save-or-lose. Note that it forces balance checks, and creatures who don't have 5 ranks in balance are flat-footed while making balance checks... which means the party rogue can sneak attack away.
-Mage Armor: defensive buff, so you're not TOTALLY squishy. Hours duration, as much AS as a chain shirt. What mage doesn't take it?
-Mount: utility. Situational--sometimes, you need a horse to get somewhere quickly. The real use of Mount, though, is to combine it with Disguise Self and Magic Aura, get rid of the mount's magic aura, disguise yourself as someone else... and sell the horse to someone.
-Identify: utility, needed to identify magic lewts.
-True Strike: Offensive buff for when your touch-attack spells are having trouble hitting.
-Charm Person: Utility/Offensive: it makes people your friends. That's all sorts of useful.
-Sleep: Save-or-Lose. Sleep is the low-level "win spell"; even a cleric with 18 WIS only has a +6 will save at level 1, and with 18 INT you can have a DC 15 Sleep, 16 with focuses. That's a pretty solid chance of a failed save. With a 10-WIS fighter or rogue, it's a great chance.
-Color Spray: Save-or-Lose. Similar to sleep, but it keeps being good for a lot longer. At levels 1-3ish Sleep is better because Color Spray is short-range and thus more likely to get you poked with a pointy stick.
-Silent Image: Utility. It's an illusion. Use your creativity.
-Ray of Enfeeblement: No save. Heavy strength drain can make a fighter useless--he suddenly can't move in his heavy armor! It's always good for dropping people's AB and damage, too. No save, like most ray spells; hitting with the ranged touch can occasionally be an issue.
-Enlarge Person: a great low-level buff. Give your fighter reach and a strength bonus.

Level 2:
-Glitterdust: With a Will save vs. Blindness, this is a save-or-suck that affects an area. It can pretty much win battles for you, as the fighters have to contend with suddenly significantly less dangerous enemies.
-Web: Battlefield control, this keeps people stuck and makes them move through it slowly if they aren't stuck.
-Detect Thoughts: Utility. This is useful in all kinds of social situation. Haven't you ever wanted to know what someone's thinking?
-See Invisibility: Utility and, in many ways, a defensive buff. Invisible people who want to hurt you are bad, because it means they're likely to actually do so.
-Shatter: one of the few good Evocation spells, at low levels, this rocks the house as an offensive spell cast against enemy armor; later on it becomes utility (who needs to pick locks?).
-Mirror Image: a great defensive buff. People have a good chance to miss you and hit your image.
-Invisibility: utility that can be used as a defensive buff--hard to hit you if you can't be seen.
-Bull's Strength: this becomes pointless once you have +STR items, but when you can first get it, it's a solid offensive buff. Put it on the fighter and he can hit things better and harder; it'll wind up doing more damage than Acid Arrow.
-Rope Trick: once you hit Caster Level 9 (or extend it at CL 5), this spell is the perfect place to rest and prepare your spells in dungeons, the wilderness, et cetera.

Level 3:
-Dispel Magic: because you're not the only spellcaster around.
-Magic Circle Against X: defensive buff; all the goodies of Protection From X, but longer-lasting (10 min/level) and covering everyone within 10' of the recipient.
-Protection from Energy: defensive buff. Useful if you know what energy to expect ahead of time. Fighting fire elementals? Protection from Fire will help.
-Phantom Steed: Utility. At first it seems meh, but then you realize that the horse can eventually fly (hours-duration Fly spell, effectively), and has a movement speed of 20 ft *per caster level*. At level 5, that's 100'. Take Ride ranks, and you can have the phantom horse move in, cast a spell, and have it move back. It caps at 240', which is pretty damn fast.
-Stinking Cloud: Save-or-Lose. Nauseated creatures can't take standard ations, and thus can't hurt you. Plus, it makes for handy battlefield control, since others will want to avoid it.
-Deep Slumber: Save-or-Lose. Like Sleep, but up to 10 HD; good for the same reason: you can just one-shot sleeping things.
-Wind Wall: defensive buff. Another of the Evocation school's few good spells. This keeps you safe from archers. All archers.
-Ray of Exhaustion: Save or suck, exhaustion is -6 STR and -6 DEX--and if you save, you get fatigued anyway, for -2 to each.
-Vampiric Touch: temporary HP. Hurt others, heal yourself.
-Fly: defensive buff. Mobility. If they can't reach you, hurting you is harder. At low levels, Fly + Wind Wall makes you pretty much untouchable by everything except spellcasters.
-Haste: offensive and defensive buff. It makes everyone move faster, which is handy for mobility--and gives them an extra attack per round.
A fireball deals 5d6 at level 5--that's 17 average damage on a *failed* save. A fighter can do 17 damage a hit at level 5, and with Haste, he'll be getting an extra attack each round. The damage from those will pile up above and beyond what the fireball most likely accomplished.
-Magic Weapon, Greater: offensive buff. Obviating the need for weapons with a better than +1 bonus since 3.0.
-Slow: a save-or-suck that's almost a save-or-lose. Multiple target, Will save (fighter and rogue weakness), and they can only take a move or a standard action. Run circles around them--they can move up to you OR hit you, not both! Just stay out of reach of a partial charge.

Level 4:
-Dimensional Anchor: stop the BBEG from teleporting out.
-Black Tentacles: battlefield control that gets less useful over time. Grapple the enemy mage so he can't get away! Grapple the enemy rogue to keep him useless!
-Dimension Door: control/utility/defensive--get out of trouble (i.e. out of grapples, or away from Silence areas if you have Silent Spell on it), or into places you shouldn't be.
-Resilient Sphere: trap enemies, or protect yourself with it.
-Solid Fog: a great, great battlefield control spell. No save, no SR, and they move at 5' a round when they're in it.
-Confusion: Save-or-Lose. This spell can turn a difficult encounter into a cakewalk. Suddenly, the enemies are all ineffectual!
-Greater Invisibility: attack and stay invisible. The party rogue will love this--sneak attacks galore. You'll love it, too, since it'll let you be safer when casting in combat.
-Enervation: 1d4 negative levels. Negative levels impose penalties to saving throws, and make spellcasters lose spells. A great spell to metamagic; it actually comes into its own as you get higher in level.
-Fear: Save-or-Lose, like Confusion.

Level 5:
-Teleport: now you can Teleport out of danger... or into it. This spell has a variety of uses, including getting to your sanctum when you're low on spells and in a dangerous place (and teleporting back later).
-Wall of Stone: Battlefield control. Putting a big, long wall of stone wherever you want lets you shape the battlefield like woah.
-Telepathic Bond: utility, get it Permanencied at higher levels. Instant communication between party members.
-Prying Eyes: utility/defensive; a scouting system that's useful in many places.
-Dominate Person: Save-or-Lose. Dominate an enemy. have him fight another enemy. You win.
-Feeblemind: save-or-lose; other spellcasters beware!
-Hold Monster: paralyzing things lets others one-shot them.
-Shadow Evocation: depends on what you do with it. Want Wind Wall access despite having banned Evocation? Here y'go!
-Baleful Polymorph: save-or-die. Not actually die, but be turned into a squirrel, which is effectively the same thing.
-Overland Flight: longterm flight for those who don't want to risk their Phantom Steed being shot out from under them.

Level 6:
-Dispel Magic, Greater: because you're not the only mid-to-high level spellcaster out there.
-Repulsion: defensive buff (will save from enemies) because if things could come close to you, they might hit you, and you don't want that.
-Acid Fog: like solid fog, but with damage while they're trapped in there. Great with any kind of thing that traps them where they are.
-True Seeing: Illusions? No. Period.
-Heroism, Greater: Offensive buff. Who needs bards?
-Contingency: defensive buff another rare good Evocation spell, this is a must for any wizard. Access it through Greater Shadow Evocation if you've banned the Evocation school. This is the spell you use to guard against the worst situtaion you can think of.
-Disintegrate: a damage spell that's actually worth it due to the amount of damage on a failed save. Good against low-HP, low-Fort save types like rogues and mages.

Level 7:
-Banishment. "Oh no, a balor!" Poof.
-Teleport, Greater: see Teleport, now safer.
-Arcane Sight, Greater: defensive buff--because knowing whether or not, say, someone has Spell Turning up? That's a good thing.
-Forcecage: save-or-lose. Expensive? Sure. No-save entrapment? Sure.
-Finger of Death: Save-or-die. That's... about all there is to it.
-Ethereal Jaunt: go ethereal to get yourself out of danger and get time to buff.
-Limited Wish: unlike Wish, the XP cost isn't so bad pretty much want to never use it.

Level 8:
-Mind Blank: Defensive buff. Immunity to all mind-affecting things? That's way too good.
-Prismatic Wall: this wall does BAD things to people.
-Maze: save-or-lose. Great for low-INT types, like Barbarian and Cleric. Get them out of here, deal with everyone else, then gang-beat them when they come back.
-Moment of Prescience: sometimes, you wish you could just make that saving throw, win that opposed check, land that touch attack. Well, now you can.
-Greater Prying Eyes: scouts with True Seeing. And unlike True Seeing, no material component. Very useful.
-Irresistible Dance: Save-or-lose... with no save. 1d4+1 rounds of "you win" if you land the touch attack.
-Power Word: Stun: after the fighter's whacked a monster around a bit, this will let him easily finish it off.
-Greater Shadow Evocation: Contingency for any specialist wizard who's smart and bans evocation.

Level 9:
-Prismatic Sphere: defensive buff, and the ultimate one at that. Unless they have a Rod of Cancellation, you're safe and sound while you do whatever you want.
-Foresight: avoiding surprise and flatfootedness is very, very useful when it comes to surviving.
-Dominate Monster: get yourself a big, tough bodyguard. The toughest thing ever to try to kill you. It has a duration of days. You can order someone to fail their saves. Just re-cast it every ten days or so, and they're your slave for life.
-Energy Drain: 2d4 negative levels. Sure, they can be permanent, but you're better off with a metamagicked-up Enervation.
-Time Stop: I don't need to actually tell you why this is good, do I?


Milk and Honey: the PHB II and Spell Compendium - includes spells from the Forgotten Realms books, from the Complete Arcane, et cetera.

Level 1:
-Blood Wind: turn the monk's fists into ranged weapons? KTHX! It's Evocation, one of the few good ones.
-Fist of Stone (Comp. Arcane): great for fighter/mages. A level one spell that gives +6 STR for attacking purposes? Woo.
-Ray of Clumsiness: like Ray of Enfeeblement, but for Dex. Lots of things have low dex. Most big monsters. Even dragons. This is great against fighters or against rogues.

Level 2:
-Baleful Transposition: switch the locations of the party fighter and the enemy mage? Delicious.
-Create Magic Tattoo (Player's Guide to Faerun): at CL 11, you can use this to give yourself +1 CL for a day. High-level mages should spend the 100gp material components to cast an extended version of this; 50 gp a day for +1 caster level? It'd take 600 days to equal the price of an Orange Ioun Stone. Of course, you can have both.
-Listening Lorecall (Comp. Adventurer): Have 5 listen ranks? Gain Blindsight 30'. Keep people from sneaking up.
-Ray of Stupidity: 1d4+1 int damage, no save. Not a penlaty like Ray of Enfeeblement: DAMAGE. This spell takes down any animal and most magical beasts with one casting. Metamagic means that it can take down fighters and rogues, and seriously inconvenience other wizards. This spell is scary good.
-Combust: a damage spell, so normally unremarkable, but good for Spell Storing weapons.
-Bonefiddle: creepy, but good. Concentration duration, 3d6 damage a round on a failed fort save? A successful save ends it, but that might be a while for a low-Fort-save type. Good at level 3-4.
-Sonorous Hum! This spell concentrates on other spells for you. Considering that a duration of "concentration" vs. "X/level" is a mitigating factor for spells that are otherwise too good for their level, in theory, that makes this spell great. Some combinations of spells with this one even qualify as cheese.
-Slide, Greater: battlefield control, an interesting variety. With a Will save, you can move someone 20'. Drop enemy off cliff? Check! Help fighter move into position? Check! Generally cool.

Level 3:
-Bands of Steel (Comp. Arcane): a reflex save-or-lose, and there aren't many of those. They don't lose all *that* hard, but there you have it.
-Anticipate Teleportation (level 4 in Comp. Arcane, 3 in Spell Compendium): this spell rocks. Delays people teleporting near you by 1 round, alerts you they're coming, and lasts hours/level. Lets you buff when someone dimension doors up next to you.
-Mage Armor, Greater: at higher levels, replace Mage Armor with this, even if it costs a little money.
-Unluck (level 4 in Comp. Arcane, 3 in Spell Compendium): incredibly good. Divination school, Will save--NOT mind affecting--and if they fail, they roll all dice twice and take the worse result of the two. Save-or-Lose, effectively.
-Spell Vulnerability: reduce a creature's spell resistance. This spell can really help if you don't have Spell penetration feats, although it does offer a save.
-Spiderskin: wizard Barkskin (from Underdark book)--+1 NA/3 levels, +5 at 15th; also gives hide/MS bonuses.
-Halt (PHB II): immediate action, so cast on someone else's turn. Will save vs. inability to move anywhere that round. Extend it with a lesser rod so it applies on their next round too!

Level 4:
-Ray Deflection: rays can be deadly. Keep'em away with RAY-B-GONE!
-Resistance, Greater: +3 to saving throws, 24 hour duration. Who needs a cloak of resistance?
-Resist Energy, Mass: no need to cast Resist Energy repeatedly.
-Orb of X (Comp. Arcane): damage spells, but worth learning, because there is no save and *no* SR. You just need to make a touch attack. CLd6, up to 15, plus the elemental orbs have secondary effects (i.e. Fire dazes for 1 round).
-Assay Resistance: +10 CL to defeat one creature's Spell Resistance. Who needs Spell Penetration?
-Battle Hymn: all your allies can reroll 1 will save/round? The rogue will love you as much as he does for the Greater Invisibility.
-Defenestrating Sphere (Comp. Arcane): BEST. SPELL. EVER!!! Unfortunately, in the worst school (evocation)
-Stone Sphere: combine battlefield control and damage. Push people around, occupy space, and damage people. Another of the rare good Evocation spells.
-Shadow Well: not half bad, a lower-level Maze.
-Burning Blood (Comp. Arcane): they make a fort save every round or take 1d8 fire, 1d8 acid... and have to only take a move action, which is the main attraction. This can largely incapacitate a rogue or caster type and keep hurting them, too.
-Greater Mirror Image. More images, regrows 1 image/round... and cast as an immediate action!

Level 5:
-Contingent Energy Resistance: resist energy vs. whatever kind of energy first hits you.
-Viscid Glob (Underdark): Reflex-save-or-lose, but only against medium creatures.
-Fire Shield, Mass: Fire Shield is better for fighter types than for you. Now your whole party can have it.
-Graymantle (some Faerun book): stop creatures from regenerating. Very useful at higher levels.
-Blink, Greater (Comp. Arcane): all the benefits of Blink, none of the issues. Great defensive buff.
-Fly, Mass: give your whole party maneouverability.

Level 6:
-Anticipate Teleportation, Greater (level 8 in Comp. Arcane, 6 in Spell Compendium): delays them for 3 rounds, lasts 24 hours, otherwise like Anticipate Teleportation. Awesome spell, cast it every day.
-Resistance, Superior: +6 on saving throws. Throw that Cloak away.
-Fire Spiders: battlefield control/damage; move them around as a move action while you cast as a standard action.
-Freezing Fog: Solid Fog + Heightened Grease + 1d6/cold a round. Great battlefield control spell.
-Bite of the Weretiger: ridiculously good for fighter/mages; huge stat boosts and a natural attack.
-Brilliant Blade: make the fighter's weapon Brilliant Energy. Have him kill stuff.
-Imbue Familiar with Spell Ability: this little gem makes your familiar useful. Give it the ability to cast (CL/3) spells of up to (CL/3) level: this is great because it acts independently, which means more spells per round. If you cast a Quickened Spell and a regular spell, and so does it, that's four spells that round. That's enough spells to end an equal-CR fight, sometimes. Certainly enough to buff up fast.

Level 7:
-Energy Immunity. Forget mere "resistance"!
-Transfix: if you can find something not mind-immune to use it on, it's great! Paralysis for the win!
-Stun Ray: stun someone for 1d4+1 rounds. Save-or-lose without the save--just a ranged touch attack.
-Stern Reproof (Player's Guide to Faerun): Fort save or die. If they live, Will save or lose/suck (be dazed for 1d4 rounds).
-Hiss of Sleep: high-level version of Sleep. Still great, for things it works on.
-Avasculate: a great spell, halves their HP and stuns them. Evil only, though.
-Bite of the Werebear: like Bite of the Weretiger, but even better.
-Brilliant Aura (Complete Divine): ALL the party's weapons are Brilliant Energy!
-Spell Matrix: store two spells, under level 3, and release both as a swift action. More spells in the beginning of a fight is great.

Level 8:
-Spell Engine: redo your spell selection... costs cash and XP, though, so use it wisely.
-Avascular Mass: a better Avasculate. Still evil-only.
-Wrathful Castigation (Magic of Faerun): Will save or die... and then another will save or effectively die (dazed for 1 round/level and -4 on all saves). Forcing two saves vs. losing is great... only problem is, it's mind-affecting, which things become less and less vulnerable to at these levels.
-Chain Dispel: like Greater Dispel Magic... but targeted. At level 15, that's 15 targets. Disable 2 people's buffs, and all of their important gear temporarily!

Level 9:
-Absorption: the ultimate in protection from other casters' direct spells.
-Effulgent Epurtation: for Elminster fanboys.
-Maw of Chaos: horrific. A 15' emanation that deals 1d6/Caster Level each round (no cap, no save!), forces a will save each round vs. Daze for 1 round, and requires a DC 25+spell level concentration check to cast in its area. Combine with battlefield control for the WIN.
-Reaving Dispel: Greater Dispel Magic... and TAKE their spells for yourself if you win!
-Sphere of Ultimate Destruction: a sphere. Move it as a move action... and it is Disintegrate, ranged touch attack, on whatever it touches each round.
-Spell Matrix, Greater: store up to 3 spells of level 3 and under to all release as 1 quickened action (Mirror Image/Shield/Spiderskin as a buff sequence, say).
-Detonate (PHB II): surround someone with cute animals. Blow them all up for massive damage. Evil, but effective.


Stinky Cheese: spells that are broken, broken, broken.

Level 2:
-Alter Self: give yourself +6 natural armor, or flight, for 10 min/level with a level 2 spell? Like all the polymorph spells, way too good for its level--not so broken you probably shouldn't use it in a game, though. Combine with the Otherworldly feat for even more cheese.
-Wraithstrike: swift action, make all attacks as touch attacks that round. Ridiculously good for fighter-mages, Power Attack for huge amounts of damage. You can Persist it quite normally in an 8th level slot, or by using various kinds of cheese, and that's when it becomes *completely* broken.

Level 3:
-Shivering Touch (Frostburn): a touch attack, no save, 3d6 dex damage. 3d6! Dex damage! Wanna one-shot a dragon? NOOO problem! Add some kind of reach (Arcane Reach from Archmage, or Reach Spell metamagic) and you can do it from safety. For the love of god, don't resport to this.

Level 4:
-Polymorph: far better than any other spell of its level, and many higher-level spells. The things you can do with this are ridiculous. It's completely broken, so much so WotC has given up on trying to fix it. Just don't use it.
-Celerity (PHB II): this breaks casters worse than they're already broken. As an immediate action casting, gain a standard action, and be dazed on the next round. This means that no matter what, the wizard goes first. Combine with Time Stop to negate the disadvantage of being dazed in combat, or just use it to Teleport out of there or Dimension Door way out of reach.

Level 8:
-Polymorph Any Object: the worst of the lot. Turn yourself into a gold dragon and gain its INT score plus everything else? Come on. Most broken spell in the game.
-Greater Celerity (PHB II): as Celerity, but grants a full-round action.

Level 9:
-Shapechange: CL up to 25 HD monsters. Gain their (Su) special qualities and attacks as well as the (Ex) ones. Completely and utterly ridiculous, as a more powerful Polymorph of course must be. Don't use this.
-Disjunction: both DMs and players avoid it. Use it as a player and you fry the bad guy's loot; use it as a DM and your players lose their magic items and are very upset.
-Gate: so many abuses. So very many. For example, Gate in creatures that can cast Wish as a (Su) ability and make them give you free wishes.


On the Care and Feeding of Feats

Feats. A wizard 20 will get 7, plus 1 if he's human, plus Scribe Scroll, plus 3 more bonus feats from the wizard class.

What do you do with them?

There are a few important kinds of feats: Metamagic feats, Item Creation feats, and enhancement feats such as Spell Focuses, or Extraordinary Spell Aim from the Complete Arcane.
Some feats are good. Some feats aren't good. Here's a breakdown:


Item Creation Feats:


SRD
-Scribe Scroll: it's good 'cause it's free. Also, it lets you prepare utility spells and infrequently used spells or spells that don't depend on caster level. This means you're more likely to have the right spell at hand.
-Craft Wondrous Item: it's good because wondrous items are the most common kind of magical item. If you're going to craft, you want this feat.
-Craft Wand: this feat *can* be useful, if there's a spell you use very regularly; for example, a Wand of Rope Trick CL 9 will free up a second-level spell slot for you for the rest of the campaign, most likely. A Wand of Mirror Image, CL, oh... 5... can be a good idea. A Wand of Shield would be good, except that at high levels you don't have much better to do with those spell slots. Spells that don't rely on Caster Level are good candidates, as they'll be cheaper when made with minimum CL.
-Craft Rod: if you're going to take any higher-level item creation feat, make it this one. Why? Because there are a lot of very useful, very expensive rods--metamagic rods are the best example. a Rod of Quicken Spell, Greater costs 170,000 gp--making it yourself will only cost you half of that, 85,000 gp (although it adds a cost of 6800! xp) and without one, you won't be quickening any of your high-level spells.

-Brew Potion, Craft Staff, Craft Magic Arms and Armor, Forge Ring: Brew Potion isn't really worth the feat slot for a wizard. Craft Staff isn't worth it because you'd only make one or two. Craft Magic Arms and Armor--take it at your own risk, for it may turn you into the party's sword-creating slave (on the other hand, if you pace yourself, you can make a healthy profit by making the things for half price and charging the party 75%). Forge Ring, like Craft Staff, isn't that useful: you only have two ring slots, after all.

-Craft Trap: this feat doesn't exist. The rules for creating one-shot and repeating spell-traps are in the DMG, and don't require a feat. If you're wondering what a good thing to trap is, try YOUR SPELLBOOK. That, or everything someone you don't like owns.

Complete Series
-Craft Contingent Spell: Brokenly good. The limiting factor on Contingency is that wizards can only have one. With this spell, a wizard will have one for any situation that could conceivably harm him. Don't take it as a player and don't allow it as a DM.


Metamagic Feats:


SRD
-Extend Spell: a good low-level feat. Extend is particularly useful for hours/level and 10 minute/level spells, but at low levels rounds/level spells, or offensive spells that do something for a very short duration, can definitely benefit. Cost: +1
-Empower Spell: okay for some spells (i.e. the Orb spells), but best for spells that there aren't slightly higher-level versions of. Why Empower a fireball? Cast Cone of Cold. Enervation, on the other hand, does great with a little Empowering.
-Still/Silent Spell: better for sorcerers than for wizards. Paranoid wizards should take these, others should skip them.
-Quicken Spell: At level 12, a wizard should either already have this or be taking it. There's no excuse not to. Quickened spells increase the wizard's efficiency--it's like trading spell slots for actions! Quickened spells let you buff quicker and get off spell combos in one round that might otherwise be avoided (i.e. Quickened True Strike + Ray spell, Quickened Web + Solid Fog).
-Repeat Spell: +3 spell level increase, and the spell goes off again next round. This is good for spells with useful one-round effects, or spells you want to hit someone with twice, but the problem is that if the target moves or becomes invalid somehow, or people move out of the area you cast the spell in, it's wasted. Used wisely, it can be very handy.

-Widen Spell: this would be useful with some limited-area spells (Grease, Solid Fog); take it if you have a spare feat slot and nothing better to do, but it's hardly necessary. Best as a metamagic rod.

-Heighten Spell: if you're using Heighten Spell, you're relying on certain save-or-Xs too much.
-Enlarge Spell: it sucks. If you lose because you can't reach an enemy with one particular spell, you deserve to lose... not to mention, hey, what're the odds that you prepared that one spell Enlarged?
-Maximize Spell: not that it's BAD or anything--the +3 spell level increase is just too much.
A note on Maximize vs. Empower: Empower is better for smaller dice (1.5*1d4 = 3.5 on average, just 0.5 less than the maximized 4), Maximize for larger dice (1.5*1d10 = 8 on average, 2 less than the maximized 10). Note that even for larger dice, the extra spell level increase may well not be worth it.


PHB II
-Flash Frost Spell: if you have Snowcasting from Frostburn, Eschew Materials, and a bunch of area spells, this metamagic is fun. Still not that great, but a lot of fun. Otherwise, skip it.
-Smiting Spell: yeah, uh, this one's good. Really good. How's about giving an archer four Combust arrows to Manyshot during the surprise round of combat? And so on. It's so good that you should take pains not to abuse it if you take it.


Complete Series
-Chain Spell: expensive at +3, this is nevertheless one of the best metamagic feats, both for buffing (especially when combined with Reach Spell or Arcane Reach, letting you chain Touch spells) and offensively, with no-save spells (like rays).
-Sculpt Spell: for a +1 spell level increase, you can pick from a list of different kinds of areas. This is useful, as it can let you avoid allies with area spells or get more enemies than you otherwise could.
-Split Ray: like a ray-only Twin Spell. At +2, if you use rays even moderately often (and you should, they're good), this is a very good investment.
-Reach Spell: +2 adjustment, makes a touch spell have 30' reach. Use it to either deliver touch spells from safety or turn them into ranged touch spells so you can apply Chain Spell (for example, Greater Magic Weapon--Chain Reach GMW gets all your party's weapons with one casting). This spell is lessened by the fact that most Archmages' first High Arcana is Arcane Reach, which gives you its benefits all the time for free, so you may well want to just live without it.

-Sudden Still/Silent/Empower/Etc. 1/day? Meh, no thanks.
-Born of the Three Thunders: it's a blaster feat. Wizards shouldn't be blasters.
-Energy Substitution: see above.
-Lord of the Uttercold: good only for complex, specialized necromancer builds.
-Explosive Spell, Fortify Spell, Energy Admixture, Sanctify, Corrupt, etc. etc.: laaaaaaame.
-Twin Spell: not bad, but at +4, I'd rather have Quicken.


Enhancement Feats:


SRD
-Spell Focus and Greater Spell Focus: if you use spells from a certain school a lot--take them. They're also prerequisites for, say, Archmage (one for each of two different schools). Take them for Save-or-X spell schools, not for schools that do things even on a failed save (like Evocation, if you aren't banning it) or schools that do things that don't involve saves (Divination, Abjuration, Transmutation depending on spell selection). Enchantment, Necromancy, and Illusion are the best schools for these feats.
-Skill Focus: Spellcraft -- take it as a prerequisite for Archmage if you're planning on taking Archmage levels. Better early than late; you can do more with your level 9 feat slot, say, than with your level 1 feat slot.
-Spell Penetration: in a core-only game (no access to Assay Spell Resistance and lots of no-SR spells), this is worth taking. Maybe even Greater Spell Penetration, if you find yourself having trouble.
-Spell Mastery: this is vital if you think things might happen to your spellbook. It's pointless otherwise.
-Combat Casting: IT'S A TRAP!!! If you really want the bonus, take Skill Focus: Concentration; that way you get +3 instead of +4, but it applies *all* the time.
-Eschew Materials: only worth it if your DM is a real stickler about keeping track of spell components; otherwise just write "3 spell component pouches" on your character sheet and forget about it.
-Augment Summoning: if you're summoning regularly, you're doing something wrong. That's the druid's or cleric's job; after all, every time a wizard casts a spell that's on a divine list, for that round he's a sucker. Don't take this.
-Improved Counterspell: don't take this unless you have access to Reactive Counterspell and want to make a counterspelling-dedicated character... in which case, make a sorcerer with those feats.
-Point Blank Shot/Precise Shot: no need to waste feats on these, unless you use rays to the exclusion of almost all else.


PHB II
-Arcane Thesis: broken, right now, since it can reduce metamagic costs below 0. No DM will alow that; many won't allow reduction below 1. It's still worth taking with a spell like, say, Enervation. How's about a Split Ray (+1) Empowered (+1) Chain (+2) Enervation in an 8th level slot? 1.5*2d4 negative levels to all the enemies. Boo-yah.
-Elven Spell Lore: the bonus on Dispel attempts is nice, and it's worth taking if you cast a damage spell a lot *and* your DM rules that you can change damage types to those other than the elemental ones. Sonic is almost never resisted, and then there's stuff like Vile damage that breaks the feat.

-Combat Familiar and Spellcasting Familiar: don't, not worth it. Use Reach Spell or Spectral hand or Archmage's Arcane Reach to deliver touch spells, and use Imbue Familiar With Spell Ability to give your familiar spells.


Complete Series
-Extraordinary Concentration: great if you can make the concentration checks; take at a high level, and it's not worth it without custom items that give you a major boost to your Concentration skill. The Sonorous Hum spell (Spell Compendium) does what this feat does but better, though.
-Mobile Spellcasting: *awesome* if you can make the concentration checks. Move into range, spellcast, move out of range (of course, you can do that anyway thanks to Phantom Steed).
-Extraordinary Spell Aim: like the Archmage's "Master of Shaping" ability, but requires a tough spellcraft check. Take this if you can get a custom spellcraft item--just don't use it on Antimagic Field. That's cheesy. Very cheesy.
-Extra Slot: not worth it.
-Extra Spell: ruled by Customer Service at Wizards repeatedly to not give you spells from outside your spell list, and thus, not worth it. If your DM rules otherwise, it can be awesome.
-Arcane Mastery: combined with Elven Spell Lore, you would never fail a dispel check against someone of equal caster level--but that's a two-feat investment; you have better things to do.


Other Feats
-Improved Initiative: going first is pretty important for wizards, although they have ways of compensating for it. Take this feat if you can afford to.

-Leadership: sure, it's good. Too good. Absolutely and totally ridiculously cheesy if abused, in fact. I don't allow it in my games, and neither should you. If you want someone to be able to play two characters, let them do so; if not, forget the cohort, and have followers be an RP thing. I assign it the [Cheese] descriptor.
-Touch Spell Specialization (Complete Arcane): ew blech yuck NO.

Prerequisite Feats:
...these are feats that are prerequisites for prestige classes you want to enter. TAKE them, dummy.

18
Resource & Handbook Submission / The Archery Handbook Discussion
« on: June 19, 2017, 12:11:48 AM »
So, the Archery Handbook is here. It is sadly unfinished, but I am willing to incorporate more material on class specific archery if you guys have anything. I'll probably add to it a bit myself, but this is not my forte.

19
Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 12:09:42 AM »
Martial Archers
Fighters and Rangers and Barbarians, oh my...


Overview

Rangers and Fighters are the most obvious Archer-classes in the Player's Handbook. As such, it's really annoying that both, Fighter 20 and Ranger 20 make for rather poor archers in the long run. A straight Fighter has somewhat better overall damage, while a Ranger has the necessary skills down and performs quite well against their Favored Enemies, but they're overall quite poor archers right out of the box. Make no mistake, a martial Archer is going to want to multiclass. Otherwise it's just nowhere near the potency of magically enhanced archers or martial melee. This is further compounded by the fact that 3.5 doesn't really have that much in terms of good Archer Prestige Classes so that's not a doable escape either.

Therefore, this section is not going to go into great deal of depth as to how to build an effective straight-classed Fighter or Ranger Archers simply because that's not going to happen. I'll spare a few words for the awesome Targetteer Fighter, but even then, you're better off multiclassing, and I'm going to refer to 3.0 Prestige Classes practically constantly. Basically, Weapon Supremacy just isn't all that good for archers (as archery in D&D relies on volleys for damage on higher levels).

Now, when it comes to Barbarians, things get interesting.

The default Barbarian isn't suited for archery, but he does have access to Whirling Frenzy.


Quote from: Whirling Frenzy
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling Frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

Screw you, Rapid Shot! Whirling Frenzy is where it's at!

The main downsides are the limited number of times you can rage and the duration of the rage, but that can be easily addressed with the proper race selection, ability score allocation, feat choices, and multiclassing.

The bonus to Strength is also handy, and helps alleviate some of the MAD faced by archers. You'll want one of the bows that automatically adjusts to your Strength modifier to make the best use of this.


Building a martial archer

Some of us just want to play a guy who's really good with a bow. He wins because he's just better with the weapon than anyone else on any plane of existence. This section examines just how you should go about creating an efficient martial archer. First, remember that the primary issue when building any archer is dealing decent damage on higher levels. When opponents only have 4 HP a piece, dealing an average of 4.5 damage per hit is just fine, but unlike in melee, a ranged character does not have Power Attack to pump their damage output later on and when dealing with opponents having 200+ HP, dealing 15 damage per hit with 5 shots per turn is going to take long while to kill anything, especially if they have DR. Further, they either need a different stat for damage and to hit (straight bows), or can only add half their to hit-stat to damage (crossbows), which causes even more issues as far as raising the damage goes.

With that said, let's get down to business:
-Most Martial Archers want some means to gain Weapon Specialization to qualify for Ranged Weapon Mastery. The two feats give you a very real damage increase, and really improve your overall performance as an archer.
-Generally, you'll want to at least dip a class that gains Spot as a class skill (Ranger is great), since a straight Martial Archer has no range-related bonuses beyond Point Blank Shot and therefore, you want to be able to engage the opponent from as far away as possible.
-Try to find some means to gain the ability to make Power Shots (to use Power Attack with a ranged weapon). The easiest means to gain it is to buy an Energy Bow (covered in Traditional Archery -> Equipment), but you could also ask if the Peerless Archer Prestige Class is available, or if you could homebrew the feat (since that'd be quite logical).
-Do try to maximize the enhancements of your bow. Having a +1 bow with +9 worth of special abilities with Greater Magic Weapon cast on it, a weapon crystal and using enhanced arrows is going to go a long way towards dealing the damage on higher levels. Feats (covered in Archery General) are generally the most efficient means to do this, although Kensai-levels can accomplish this as well. Of course, you'll wish to have a party crafter around if possible.
-Martial Archers are feat starved. And martial classes are often not great in terms of long term feat rewards. Try to get as many bonus feats as possible.
-Prestige classes to aim for are Deepwood Sniper, Peerless Archer, or the Sword and Fist version of Order of the Bow Initiate. Perhaps Exotic Weapon Master if you've picked up an exotic bow.

Solo:
You can maximize the number of useful feats and skill points with martial classes is to take 2 levels of Ranger for Combat Style: Rapid Shot and a generous amount of skill points, then dip two levels of fighter for bonus feats. This allows you to maximize the number of attacks you can make in a round.

Be sure your GM doesn't enforce multiclassing penalties if you want to dip Barbarian. If he does, you'll need to take extra Barbarian levels. Barbarian 2 isn't too bad, since you get Uncanny Dodge. Barbarian 3 grants Trapsense +1, which can thankfully be traded out for the Spell Sense ACF [CM Pg. 35], which grants your Trapsense bonus to your AC as a dodge bonus against spells and SLAs. It's not huge, but it's better than nothing.

Ranger can be useful for up to two more levels. Another level of Ranger gets you a good number of skill points and Endurance, which qualifies you for Horizon Walker. Immunity to Fatigue from Whirling Frenzy's not a bad, Darkvision helps, and Dimension Door is very useful. 6 levels of Horizon Walker is not a bad diversion while you work on qualifying for archery prestige classes. ("I will teleport around shooting you in the face in the dark without ever feeling tired " worked pretty well in Diablo 2) It's certainly better than some archery prestige classes that could be named.

At level 4, Ranger enables you to swap out your animal companion for the Distracting Attack ACF [PHBII Pg. 55], which allows you and your allies to treat whenever you hit an enemy with a weapon attack (whether melee or ranged), as flanked on the next attack he is subjected to. It's not the most powerful ability, but it could be handy in the right kind of party.

A great Ranger ACF to take is the Arcane Hunter ACF [CM Pg .32] for the Ranger. In exchange for one rank in Knowledge: Arcana, you get Favored Enemy: Arcanists. Anything that casts arcane spells or SLAs is now your prey. Pretty handy.

There's nothing to be said for Fighter level 3 (it is a dumb level, Thog not take), but Fighter 4 nets you another feat and qualifies you for Weapon Specialization, a prerequisite for Ranged Weapon Mastery. Ranged Weapon Mastery is not the most amazing feat, but it's quite a nice option.

There is a Fighter ACF that works great for archers, the Hit-and-Run Drow Fighter ACF [DotU Pg. 58] grants a +2 untyped initiative bonus and Dex to damage against flat-footed enemies within 30 feet in exchange for heavy armor and tower shield proficiency. Sounds like a win-win.

The Martial Rogue and Cloistered Cleric from Unearthed Arcana are good options for extra feats, although neither are, strictly speaking, martial classes.There is a mini-guide to selecting Cloistered Cleric domains for fun and profit in the Divine section of the guide if this interests you.

I must admit, I am partial to an Arcane Hunter Ranger 2/Hit-and-Run Fighter 4 with the feats Education (1), Knowledge Devotion (3), Weapon Focus (6), Rapid Shot (Ranger 2), Point Blank Shot (Fighter 1), Precise Shot (Fighter 2), Weapon Specialization (Fighter 4). Next comes 2 levels of Barbarian for Whirling Frenzy and Uncanny Dodge. Grab an extra level Ranger and use the Endurance to qualify for Horizon Walker. Take Ranged Weapon Mastery. Have fun. "I will teleport around shooting you with arrows in the face and never getting tired of it" worked in Diablo 2 and it will work here!

It may seem odd that I don't really recommend an archery prestige class for an archer, but I don't think most of the options are worthwhile.


Deepwood Sniper
Requirements
Base Attack Bonus: +5
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).

At first level, the critical threat range of arrows increases by 1, and the range increment of a bow or crossbow increases by 10ft/level.

At second level, you reduce your miss chance against an opponent by 10% (and by an additional 10% per four Deepwood Sniper levels). Once per day, the Deepwood Sniper's bow can be affected as if by a Magic Weapon spell. The Damage critical multiplier of arrows or bolts fired increases by 1.

At third level, you get safe poison use. LAME!

At fourth level, you get a small bonus to attack as long as you spend a full round aiming, and the victim stands still. Any ability that can be foiled by the enemy walking at a brisk pace is LOW ENERGY!

At fifth level, you get the ability to reroll an attack roll once per day. SAD!

No new abilities until 10th level, where you get to produce a True Strike effect once per day. DISAPPOINTING!

Judgement: This prestige class runs out of steam after two levels. It offers a few useful minor benefits in exchange for a mediocre feat. It's not a bad investment for two levels, but I wouldn't go out of my way to get it.


Peerless Archer
Requirements
Base Attack Bonus: +7
Skills: Craft (bowmaking) 10 ranks
Feats: Point Blank Shot , Far Shot , Precise Shot , Quick Draw
Proficiency: Longbow, shortbow, composite longbow, or composite shortbow

At first level, you gain what is essentially Skill Focus: Craft Bow. You also gain +1d6 ranged sneak attack, which is probably the more useful ability. The sneak attack increases by +1d6 every 3 levels hereafter, to a maximum of +4d6 at level 10. Not bad.

At second level, you reduce the level of concealment enemies have by one step, and can craft magic arrows as if you had the Craft Magic Arms and Armor feat. You start off making +1 arrows, which increases by +1 every 2 levels thereafter, to a maximum of +5 at 10th level. You don't get the ability to add weapon enchantments (eg Splitting, Force), so this isn't that useful, especially if you have a someone in the party willing to cast Greater Magic Weapon.

At third level, you gain the Power Shot ability. Finally, ranged Power Attack! This is very useful.

No new abilities until 8th level, where you get the Threaten ability which allows you to treat your bow as if it were a 10ft reach weapon.

Judgement: Just take Deadly Aim and wield a bowstaff.


Order of the Bow Initiate (Sword and Fist)
Requirements
Base Attack Bonus: +5
Skills: Knowledge (religion) 2 ranks
Feats: Point Blank Shot , Precise Shot , Rapid Shot , Weapon Focus (longbow or shortbow) , Weapon Specialization (longbow or shortbow)
Proficiency: Longbow or shortbow or composite longbow or composite shortbow.

At first level, you get +1d6 range sneak attack, which increases as you take more levels. Why do all these ranged prestige classes give you an ability that only works at close range? It's not bad, it's just not that useful given the limitations. You want to shoot people in the face from far away, not within charging distance!

At second level, your attacks with a ranged weapon in a threatened area and not provoke an attack of opportunity. This is pretty awesome, although it'd be best if you weren't in melee to begin with.

At level four, you get Superior Weapon Focus: an additional +1 to attack rolls with a bow, This one must have taken a lot of creativity and effort.

At level six, you get a free attack at any enemy who is subject to an AoO from an ally, and the Zen Archery feat. It's a bit late to get Zen Archery as a bonus feat, as anyone who needs it would have taken it by now, but this is somewhat mitigated by the fact that anyone who did take it now benefits from adding his Dexterity modifier to his Wisdom modifier for ranged attacks. A good level.

At seventh level, you gain Superior Weapon Specialization, an additional +2 to damage rolls with a bow. Truly one of the most attractive features of this class!

At ninth level, you gain the Banked Shot ability. This allows you to fire an arrow at a target within 20 feet of a wall (but not adjacent to the wall) and treat the target as if flat-footed for purposes of AC and damage inflicted as a full-round action. This is both practically and impractically useless.

Judgement: Either leave at level 2 or level 6, It's fortunate that the prerequisites are likely tings you'll have taken anyways, so it's easy to get into when you have nothing better to do.


Order of the Bow Initiate
Requirements
Base Attack Bonus: +5
Skills: Craft (bowmaking) 5 ranks , Knowledge (religion) 2 ranks
Feats: Point Blank Shot , Precise Shot , Rapid Shot , Weapon Focus (longbow, shortbow, or composite version of either)

At first level, you get Ranged Precision. This is much like the 3.0 ability Ranged Sneak Attack, except that you must use a standard action to deliver a single attack to an enemy within 30 feet that deals +1d8 precision damage, which increases by +1d8 every 2 levels to a maximum of +5d8 at 9th level. At least the target does not need to be denied its Dexterity bonus or be flat-footed in order to take this damage.

At second level, you gain Close Combat Shot. This is much the same as the 3.0 version, so not much needs to be said.

At fourth level, you gain Greater Weapon Focus. A rose by any other name.

At level 6, you gain the Sharp Shooting feat. It's bad.

At 10th level, you double the distance at which you can use Ranged Precision.

Judgement: This version is only good for two levels, and only if you really want to shoot people up close.


Exotic Weapon Master
Requirements
Base Attack Bonus: +6
Skills: Craft (Weaponsmithing) 3 ranks
Feats: Exotic Weapon Proficiency (any exotic weapon) , Weapon Focus (any exotic weapon)
Special: Races that have familiarity with an exotic weapon (such as the dwarf's familiarity with the dwarven waraxe and the dwarven urgrosh) are considered to have the Exotic Weapon Proficiency feat for the purpose of meeting the requirements for this class.

The only two Exotic bows that may be worth the feat are the Bone Bow and the Greatbow. Of the two, I feel the Bone Bow is more useful, especially if you are using Whirling Frenzy.

Each of the three levels of Exotic Weapon Master allows you to choose a stunt. The most useful ones are:
Close-Quarters Ranged Combat – You don't provoke an attack of opportunity when using an exotic ranged weapon.
Ranged Disarm – You can make a disarm attempt on a ranged attack.
Twin Exotic Weapon Fighting: lessens TWF penalties when using exotic weapons, such as hand crossbows. (But good luck getting the feats to pull off crossbows.)

Judgement: Short, easy to qualify for, and grants a Close Combat Shot equivalent faster than OotBI.



Feats

Ranged Weapon Mastery [PHBII Pg. 82] - Requires Weapon Focus, Weapon Specialization, BAB +8
A feat that makes Weapon Focus-tree almost worth taking. +2 to hit AND damage (with one damage type) is very good for just one feat and you get a range increase on top of that! It also requires Weapon Specialization, but not any actual Fighter-levels, so if you can get Weapon Specialization through means other than Fighter-levels (for example Pious Templar [CD Pg. 50] gets it as a bonus feat), you also qualify for Ranged Weapon Mastery. A very handy damage, range, and To Hit increase.
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20
Resources & Handbooks / Re: The Archery Handbook – Eldariel
« on: June 19, 2017, 12:06:03 AM »
Mounted Archery


Overview

Mounted combat isn't really the most common topic in D&D forums, but the game does support the combat style quite well. In fact, mounted combatants are at an immense advantage compared to normal characters since you get double moves and full-round actions at the same time. Historically, Mounted Archery was the advantage that allowed Genghis Khan to conquer the known world so there has to be something to this combat style in the game too, right?

Mounted Archers are really efficient in the open simply due to the fact that they can keep firing while their Mount keeps them out of combat, and even more so with the more exotic mount options available, such as flying and teleporting monsters, and monsters that are fearsome combatants on their own rights all the way up to the almighty Dragons. The important part is getting a mount that isn't going to die midfight, and preferably one that can contribute itself. Early on, you can just shop for a mount, but later on you'll probably want a Mount as a class feature lest it gets toasted in the first AoE attack you face. Also, a Mounted Archer really wants to be small to be able to fit into most dungeons with the Mount; it sucks to have to give up the advantages a Mount offers just because you're in for a dungeon crawl. Even though mobility is limited in a dungeon, a Riding Dog moving each down with you shooting goes a long way to keeping you out of trouble. Just keep as much space available as possible.

Why choose mounted archery?

What does fighting mounted actually do for an archer compared to his normal capabilities?

Advantages
-Mobility (the most important reason to pick a mount by far - you can full attack while moving)
-Extra offense (the mount is often an able combatant on its own right)
-Extra protection (Ride-checks can be used to dodge attacks)
-Support character (some mounts, such as Unicorns, have very useful boost skills that can be used for you)
-Extra actions (mount can generally take actions separately of you on your initiative, effectively giving you extra actions)
-Use for class features such as Animal Companion and Familiar

Disadvantages
-Longbow cannot be used while mounted (curiously enough, Composite Longbows, on the other hand, can)
-Ties a skill and a half (Ride and potentially Handle Animal)
-Ties some more feats, making the otherwise more Mount-friendly Crossbow archery more difficult to pull off effectively (Mounted Combat and Mounted Archery are nearly musts)
-You need to acquire a Mount somehow, be it purchasing a Heavy Warhorse (400 gp) or having Mount- or Animal Companion-class features

Mounts

Mounted combat is all fine and good, but you kind of need to get the Mount-part right first. There're various means to acquire a mount in D&D, but it mostly comes down to five options:-Buy one, possibly already trained-Tame/grow one yourself, by buying/finding eggs or simply using Handle Animal/Wild Empathy to get one to come along-Use classes with class features that can be used for Mounts (mostly Animal Companion and Mount)-Get the Leadership-feat and acquire a cohort that works as a Mount-Ride an ally such as party's wildshaped Druid.Feats and cohorts I'll cover later and riding an ally doesn't need to be covered, so this section will be about purchasable and tameable mounts.

Mounts to come

Feats

Mounted Combat Feats

Mounted Combat [SRD] - Requires Ride: 1 rank
This is the core feat for Mounted Combat. Not only do many classes specializing in Mounted Combat require this, but this also allows you to keep your Mount quite safe; you can use your Ride-check instead of the Mount's AC once per round and pimping out checks is very easy.

Mounted Archery [SRD] - Requires Mounted Combat, Ride: 1 rank
Halves the penalties for firing atop a moving mount. Since being able to move while shooting is the only real reason for Mounted Archery in the first place, this feat is very much worth your trouble. Makes penalties 2 points lower when the mount is double moving and 4 points lower when the mount is running. Really handy overall.

Improved Mounted Archery [CW Pg. 101] - Requires Mounted Combat, Mounted Archery, Ride: 1 rank
Removes penalties for shooting atop a moving mount, reduces the penalties for shooting atop a running mount to -2, allows you to shoot at any point during the mount's movement (normally you must take the shots halfway through). If you've come this far, you may as well take this; being able to shoot at whatever point in the movement really makes a difference in restricted terrains such as dungeons and the lack of penalties is very much worth it if you already took Mounted Archery; may as well remove the penalties entirely.

Mounted Fighting [DR346 Pg. 86] - Requires Mounted Combat, BAB +8, Ride: 11 ranks
This feat gives you +1 to hit and to damage on attacks made atop of a mount. A decent option if you've got feats to spare (seems highly unlikely though), but the bonuses are quite minor so it's not a high priority feat. Luckily it has effectively no prerequisites to speak of so you're fine in that regard; this feat wouldn't be worth going through loops for, but as it stands, I could see some builds picking it up eventually.

Tunnel Riding [RoS Pg. 145] - Requires Mounted Combat, Tunnel Fighting [RoS Pg. 145]
Tunnel Fighting requires +1 BAB, so effectively you can't gain this before that either. Anyways, this feat can be very useful if you expect Dungeons and still want to use a Mount; with this and Tunnel Fighting, you and your mount can fight with no penalties when squeezing through narrow spaces. Normally you take -4 to attacks and AC, but with this you and your Large mount have no problems travelling corridors planned for Medium creatures. In the same vein, the Halfling and his mount have no trouble riding in corridors built for Small creatures. Yes, squeezing still costs 2 squares of movement, but your Mount has movement to spare and since you can fight without trouble when squeezing, feel free to bide your time. The only problem with this feat is the prerequisite; finding two spare feats for a Mounted Archer is a challenge of epic proportions. Otherwise this would be in blue.

Trample [SRD] - Requires Mounted Combat, Ride: 1 rank
Now, the wording on Overrun is a bit unclear, but it seems like your Mount can charge without you spending actions on it allowing you to keep shooting (it would probably count as running though), and that would allow your mount to make Overruns on the opponents. In that case, Trample can very much be worth it for hooving the Overran opponents in the face. It helps that your Mount tends to be strong and large.

Mount Feats

Leadership [SRD] - Requires Character Level 6th
I'll get it out of the way - this is the most powerful feat in D&D. In fact, it's so powerful that when allowed in its full extent, Charisma suddenly becomes a pivotal stat for every class. However, the use suggested here isn't anything broken; I actually suggest you ask if you can skip the follower nonsense entirely when using it to acquire a Mount (that way the feat will be a bit more fair and you don't have a bunch of rabble getting in your way), possibly renaming it to "Acquire Mount" or something to that effect. Followers are generally used for Circle Magic, Aid Another and similar effects that get broken real fast when any sorts of numbers are present. If you can't get rid of them, have them build a castle or something. You've only got interest in the Cohort (although the highest level followers can be useful enough to keep along, especially if you're playing a Charisma-focused character). You can have your Cohort be either a Druid or some kind of an intelligent ridable creature, such as a Dragon, a Centaur, a Pegasus or similar.

Note that Leadership is derived off your Charisma-score, so if using this to acquire a mount, make sure you've got high enough Charisma to acquire a strong one.This along with Wild Cohort is the only way to get a mount growing in power without devoting most of your class levels towards the goal. As such, if you're an aspiring Mounted Archer of a class that does not have a natural Animal Companion/Mount progression, this is probably the best route to take provided that you can spare the Charisma (16 Cha will get you max. level Cohort up to level 14; after that you need either other factors or items to improve Cha to keep it maxed; on level 19 you need Cha 20 for maxed Cohort, so if your core Cha is 14, you'll be able to max it out without depending on Reputation or needing to read Books). This is also the only Core-only feat for Mount acquisition.As a bonus, Leadership also qualifies you to a whole direction of character construction and a ton of other feats (among others, Improved Cohort [HoB Pg. 98], which allows you to cap your Cohort one level below you as opposed to two levels). Heroes of Battle is a good source for Leadership-based abilities, but it's all beyond the scope of this Handbook. Also note that when going to Epic, Epic Leadership [SRD] allows you to continue Cohort-progression beyond level 20.

Wild Cohort [WoTC Site] - No prerequisites
If you're playing a character that doesn't naturally get an animal companion, this gets you one. On early levels, it's a perfectly able combatant and as it does advance decently by levels, it'll remain useful at least as a mount throughout your career. This also just so happens to kick Ranger's animal companions ass - just an additional reason to trade it away. So yes, right here you've got a feat that allows you to acquire a perfectly usable Mount as any class.This is cleaner than Leadership, less broken, and doesn't require any Charisma out of you so much of the time picking Wild Cohort will be less hassle. You might want to pick Natural Bond later to improve your companion a bit though.

Devoted Tracker [CAdv Pg. 108] - Requires Track, smite evil, wild empathy
This feat combines Ranger and Paladin-progressions, and allows you to designate your Special Mount as your Animal Companion, stacking the benefits. Thanks to the fact that Ranger isn't the only class with Animal Companion, it does much more than just stacks Ranger and Paladin. This feat allows you to take levels in Halfling Outrider PrC [CW Pg. 38] to effectively get two levels of advancement for your Mount per one level of Halfling Outrider!This is what the so-called "Supermount"-builds are based on and is the source of tremendously powerful Mounts, ones that can put the rider to shame, especially combined with other feats in this chapter. When going for a strong Mount, this is the first thing to go for. Remember that it ties a lot of class levels to truly work out though.

Celestial Mount [BoED Pg. 42] - Requires Paladin Level 4th, Exalted
This gives your Mount Celestial-template. This includes minor Spell Resistance (5+HD; Devoted Tracker means he'll have lots of HD though so it'll be fine until it caps at 25), minor Damage Reduction (X/Magic, rather trivial, but gives the Mount's natural weapons the ability to bypass DR/Magic too), 60' Darkvision and some Energy Resistances. It isn't an incredible template by any stretch of imagination, but it allows you to make unintelligent companions intelligent (raises Int to 3 if it's lower than that) and if you have feats to spare, might as well. It isn't horrible. It's Exalted though so beware if you aren't Very Good.

Holy Mount [DR325 Pg. 62] - Requires Special Mount class feature, any other Divine caster class
This allows you to stack your Paladin-levels with the Divine casting class in question to determine the abilities of your Mount. Great for attaining a strong mount without taking excess levels in a rather weak class such as Paladin; goes even better with Prestige Paladin [SRD], of which you only need to take two levels to qualify for the Mount, and which advances the spellcasting of any Divine caster class you take. After that you can go straight Cleric or similar. In Supermount-builds, this is usually used to stack e.g. Ranger-levels with Paladin-levels to get two levels worth of Mount every time you get one level in Outrider. This is solid even when not going for those 50HD Mounts.

Theurgic Mount [DR325 Pg. 62] - Requires Special Mount class feature, any Arcane caster class
This allows you to stack your Paladin-levels with the Arcane casting class in question to determine the abilities of your Mount. This is usually used to stack Paladin with Fey Bard to take levels in Animal Companion and Mount at the same time. With this, you basically turn Halfling Outrider into: Every level, your Mount advances 3 levels and your Animal Companion two - you just need a level in Druidish class (Beastmaster [CAdv Pg. 26]), Rangerish class (Prestige Ranger [SRD]), Paladinish class (Prestige Paladin [SRD]) and you may as well top it off with another Druidish class (Fey Bard [SRD]) that stacks with Beastmaster and thus stacks with Paladin for Mount through Halfling Outrider thanks to Theurgic Mount. Note that not all DMs are going to allow them to stack as written, limiting it by your HD. Even then this feat allows you to have a fully powered up Mount off a class that normally has no Mount advancement; well worth the investment.

Dragon Cohort [Drac Pg. 104] - Requires Character Level 9th, Speak Language: Draconic
This is an alternative to Leadership. Dragon Cohort has none of the associated Followers-nonsense that comes with Leadership and the list of Cohorts is limited, as the name suggests, to Dragons only. Basically, this feat allows you to cut 3 levels of adjustment away from the effective Cohort-level of the Dragon Ally you want; this allows you to have a Cohort of adjusted level up to 20 (for example, Young Gold Dragon) by the end of the progression. Otherwise it's identical to Leadership in that you again need some Charisma to attract a Cohort of certain level, and that the Cohort doesn't take a part of your Experience, etc. This is very good, easily the best lone investment for attaining a Mount of sufficient power level (although Leadership is of course the more powerful feat; that's another reason this is better, this is actually likely to be allowed). Note that Dragons have the Alternate Form-ability, which allows them to assume a medium Human or Animal-form to accompany you to places where they normally wouldn't fit. You can have them take a Medium Animal-form to ride in a dungeon, for example (you can also get Shrink Person on you if need be).

Dragon Steed [Drac Pg. 105] - Requires Cha 13, Ride: 8 ranks, Speak Language: Draconic
This feat allows you to get a loyal Dragonnel [Drac Pg. 151] mount, much like you'd get a Cohort. This isn't very impressive; Dragonnels aren't earthshattering to any degree. However, the true use of this feat is that a Paladin picking this feat can trade his Special Mount for a Draconic Mount! Initially it's just Dragonnel, but with a couple of levels (level 12th gets you a Wyrmling Gold, although if you're Medium you'll need to wait until effective level 16 to get Very Young Gold) under your belt, you can get a True Dragon as your Mount! Now, this requires you to enable it to build a lair and to give it 1000gp per HD worth of treasure, but who cares! You're riding a Dragon! Also, you can make your Cohort your Mount to stack stuff. Stacking stuff tends to lead to very powerful builds.

Natural Bond [CAdv Pg. 111] - Requires Animal companion
Archers multiclass a lot. Builds that fool around pimping out their Mount tend to multiclass even more. This here feat allows you to make up for the multiclassing and pick up extra effective level to pump up your companion with. Thanks to Devoted Tracker, you can make your companion your Mount and thus pretty much directly apply the +3 adjustment to your Mount/Companion, since the levels you used to gain the Mount are probably levels that did not advance your Companion, thus giving you the HD to apply Natural Bond-adjustment.

Theurgic Bond [DR325 Pg. 62] - Requires Ability to gain an animal companion, Ability to gain a familiar
This feat allows you to either add your Familiar-levels to advancing your Animal Companion or your Animal Companion-levels to advancing your Familiar. Can be handy if you have Arcane casting levels, but due to the fact that there're precious few dual advancement classes for Familiar and Animal companion, not quite as potent as the other combination feats available. Still, it's very handy for multiclassing into Arcane classes while maintaining your Animal companion's potency. Mounted combatants will probably not be applying this to their Familiars though.

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