Since Wilders have a fairly limited number of starting abilities, they tend to not accomplish all that much during the first few levels. Especially if you are going to start with level three characters. If you want to prioritize the ability to pump out as much damage as possible and not worry too much about being useful on the utility end of things, then I'd suggest going with a Wilder. ![]() ![]() I just kinda need some explodeymages for a setting, rather than the normal Sleep/Color Spray/Bigby's Hand types. If the core games don't have anything, are there any good third-party solutions?Īlso, any suggestions on GMing a character like that?ĮDIT: Common houserules are also fine, if there's no rules-legal solution. Is Empower Spell worthwhile? Is Maximize Spell really as terrible as it seems? What else is viable? I know blaster mages are pretty weaksauce in general, because monster hitpoints doubled or more while mage damage didn't increase, but I imagine there must be something to make them more efficient. I preferred the warlock, but warlocks seem kinda weaksauce, especially on damage. She just has to stack up to fighters and the like and be not-useless.ĭ&D 3.5 and Pathfinder options are both fine, and I have most of the 3.5 Complete books on my shelf, but never messed with the full casters much. The mage doesn't have to stack up to other mages. ![]() More like Diabo or Final Fantasy mages, less Gygaxian weirdness like Flaming Sphere. So, if I wanted to make a simple mage-type character relying mostly on direct damage spells, starting at 3rd level and remaining more or less viable through 12th or so, how would I do it? Preferably energy spells that look cool and aren't really complicated or tedious to use.
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