d20 Goodman Games The Power Gamer's 3.5 Wizard Strategy Guide.pdf

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The Power Gamer s 3 . 5
WIZARD
Strategy Guide
The 00% Official Guide to Kicking Monster Butt
and Winning the Game _ Mage S t yle!
Credits
Concept
Joseph Goodman
Cover & Interior Diagrams
Andy Hopp
Project Lead
Jason Little
Editing & Proofing
Jason Little
Writers
Glyn Dewey, Jason Little,
Anthony Pryor
Editor-in-Chief
Joseph Goodman
he Power Gamer’s 3.5 Wizard Strategy Guide
[GMG4311] If you like this book, be sure to
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Graphic Design
Duncan Fielden
www.goodman-games.com
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Table of Contents
Introduction: Welcome to the
Chapter Six:
Wizard Strategy Guide
What Kind of Mage are You?
Spell Selection by Archetype
Blasters
4
46
Comparing Spell Damage
46
Chapter One: Ability Scores
Abilities and What They Do
Controllers
53
6
The Uses of Enchantment
53
Putting It All Together
7
Saboteurs
55
Chapter Two: Races
Humans
Support Specialist
57
Defensive Buffs
57
9
Offensive Buffs
58
Dwarves
9
Mobility Buffs
59
Elves
10
Summoning
59
Gnomes
11
Cross-Archetype Spells
60
Half-Elves
12
Chapter Seven: Equipment
Consumables
Half-Orcs
12
Half lings
13
64
Other Races
14
Permanent Magic Items
68
Chapter Three: Skills
Skills to Avoid
Miscellaneous
72
Sample Mage Kits
73
15
Level 5
73
One Point Wonders
16
Level 10
73
Knowledge is Power
18
Level 15
74
The More, the Better
19
Chapter Eight: Combat
Qualifying the Battlefield
Chapter Four: Feats
Feat Chains
75
21
Qualifying Opponents
77
Metamagic Feats
21
Critters
77
Crafting Feats
25
Giant Ants
78
Spellcasting Improvements
27
Fiends
79
Other Feats of Note
28
Blue Dragon
80
Fool©s Gold
30
Terrors
81
Sample Feat Progressions
32
Shadow Mastiffs
82
Backup Strategies
33
Toughs
83
Chapter Five:
Ogre Mage
84
Classes & Archetypes
Mage Metric: CasterLevel
Undead
85
Spectres
86
vs. Spell Potency
35
Enemy Spellcasters
86
Action Plan
88
Wizard vs. Sorcerer
35
Familiars
38
Appendices
I: Core Spells by Archetype 90
II: Spell Saves vs. Target DCs 92
III: Caster Check vs. Target’s Spell Resistance 93
IV: Average Spell Damage by Die Type
Mage Archetypes
40
Blaster
40
Controller
42
Saboteur
43
Support Specialist
44
94
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Introduction
Welcome to the
Wizard Strategy Guide
or Using Arcane Magic to Dominate the Game
W hen Joseph Goodman approached me about
More Than Just a Weapon: Spells and spell-
like abilities (such as those conferred by created
magical items) vary far more than weapons. To
min/max a warrior, there are fewer characteristics
or effects to consider when selecting your primary
means of dealing damage. A weapon is defined by
its base damage, size, reach, critical range and
critical multiplier. Spells have far more factors
impacting their effectiveness. Mages also have
a variety of spell schools to choose from, save
DCs to worry about, spell resistance to overcome,
and numerous damage options (direct damage,
damage over time, indirect damage, buffs that
enhance another’s damage, etc).
the development of a Wizard Strategy Guide
to complement the popular Power Gamer’s 3·5
Warrior Strategy Guide, I was immediately interested in
tackling the topic. I far prefer mages and arcane types
to simple beat sticks — if you can survive the perils of
low levels and really grow into your role. The problems,
of course, are surviving long enough to get to that stage
in your arcane career and then making the most out of
your newfound powers.
I knew this book would be an invaluable tool to players
yearning to master the secrets of arcane magic. But
while brainstorming the structure and content of the
Wizard Strategy Guide, it soon became clear that the
rules and restrictions for optimizing mages are quite
different than the rules for warriors — more so than we
thought at first glance.
More Combat Options: Each archetype from the
warrior guide, eventually, deals with how a war-
rior can deal damage to an enemy via ranged or
melee combat. Even with feats and maneuvering,
it comes down to this fundamental interaction.
Mages, due to the sheer volume of spells available,
have a variety of combat options in addition
to their formidable damage potential (such as
summoning creatures, spells that buff or debuff
targets, holding targets for others to attack).
Warriors, Stand Aside
Warriors, despite the numerous weapons and feat
combinations, are far easier to develop if you apply
pure mathematics and statistical probabilities. In many
instances, you can base nearly any warrior optimization
around the “hit it harder” principle. You know, the
principle that states the harder you hit it (the bad guy),
the better you are as a warrior. Well, things aren’t quite
so simple for mages, since arcane magic can not only
“hit it harder” but perform a wide variety of other useful
functions… such as “don’t let it hit us,” or one of my
personal favorites “keep it still while the warriors hit
it harder.”
Metamagic Feats: There is no comparable game
mechanic for warriors like the metamagic feats
for mages. While several of them are “f lavor”
feats (as pointed out in this guide), many have a
pronounced impact on spell effectiveness. The
balance between a metamagic feat’s additional
casting level modifier and the impact on the spell
effect are important considerations.
These are just a few of the distinctions particular to
practitioners of arcane magic:
Size Really Does Matter : Ahem — party size, that
is. The larger the party, the more “damage” a mage
can inf lict through party optimization spells or
indirect means, such as buffing ( bull’s strength ),
impairing ( ray of enfeeblement ) or simply locking
down foes for the warriors ( hold monster ). The
smaller the party is, the more pivotal a mage’s
role may be in damage output. As such, party
size is a factor to consider when discussing spell
selection.
Base Attack Bonus: There is no linear benchmark
of increasing mage power like there is for the
warrior’s Base Attack Bonus. BAB “stacks” and
works the same way whether you’re a single classed
fighter or a multiclassed barbarian/ranger. This
meant devising a new means of comparing power
and utility between spell casters of various levels.
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