Spell Specialization, Intensified Spell, Heighten Spell, Dazing Spell and Quicken Spell (what the fuck is up with the inconsistency between verbs and adverbs in the metamagic names?) all come into play often, as well as the Admixture school ability to switch out elemental damage types. Fireball every day, all day, unless you need a different spell, in which case you're wasting time. The concept of the build, as laid out in the guide, is FIREBALL. I'm pretty sure this character's even pretty close to Pathfinder legal if you're into that kind of thing (I don't think I am, it sounds lame), but it was more of an exercise because Brewer's guide was written so well and evocatively. This character'd still be fun to play, though, despite being an aloof asshole (elves are always aloof assholes you can deny it if you want but you'd be wrong). This makes it kind of hard to make decisions regarding automatically learned spells and projected playstyle with classes I've never used. Honestly, as of the posting of this entry (4.29.16) I've only played four campaigns, one of which (Legacy Of Fire) lasted a single session before everyone left (I played a rogue Knife Master as Disney's Aladdin), another of which petered out when we all took a break (Skulls & Shackles, I played an unoptimized gunslinger who died and then an unoptimized summoner), a third which fell apart after everyone who wasn't me originally playing ended up being replaced by other people (Serpent Skull, I was an semi-optimized War Drummer skald), and the game I'm currently in (played as my optimized Synthesist, then swapped it out for an optimized Monster Tactician Heretic inquisitor). Self-Interested Preface: This build was mostly following Brewer's Guide To The Blockbuster Wizard (hopefully that link continues to work), a character with a class and playstyle I have no experience playing.
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