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Character Builds / PRC Strategy Guide (And Help Request)
« on: June 05, 2009, 09:44:01 AM »
Mage Killer
Introduction:
The Mage Killer is a generalist spellcasting class. It grants Spell Focus in four schools, as well as a minor bonus to all summoned creatures. The other main benefit is the ability to either fix the weak Fort save of Wizard classes, or boost the Reflex save of the class as well, making it so you effectively have three high saves. You do get into it two levels later than a normal prestige class. This is also the first class ever made for the PRC, and the one that taught me the basics of 2da work, so I'm rather attached to it.
Pros of the Mage Killer:
Saves. Because of both the class abilities and the entry feats, the Mage Killer has far higher saves than a normal wizard does, a full nine more points of saves by the end of the first ten levels of the class, most likely. By the end of epic levels, this increases to nineteen points ahead, giving the Mage Killer a large advantage just where its designed to have one: in spell combat.
Spell Focus. The Mage Killer gets Spell Focus in the four most important combat schools, allowing him to switch and juggle spells as the moment arises without worrying about whether he doesn't have a boost to that school like the Elemental Savant and Red Wizard must do. These also allow him entry into classes like the Archmage and others that require Spell Focus as an entry feat. This makes him one of the better generalist classes out there.
Augment Summoning. All of the summoned minions (not undead) of the Mage Killer are a little bigger and a little stronger than the others, making him a better summoner class than most of the others out there. It can provide that extra little punch in a fight, especially when using something like the Dire Spider, where insuring it hits often so its poison can be applied is important.
Finally, because of the feat selection, it fits rather well into builds like the Melee Mage, which focuses on killing the weak creatures with melee while taking out the larger ones with spells.
Cons of the Mage Killer:
Entry Requirements. The four feats are rather steep, taking up all of the feats if the PC's race is not human and tries to get into the class at the first opportunity. They also aren't feat choices that would normally be made by a mage, especially not the Martial Weapon, unless they are going into Eldritch Knight. Thus, those who pick Mage Killer must be ready to stay with the class for a while, as they won't have the feat options to make another choice until around level 12 for most classes.
Perhaps too generalist. Unlike most of the other PRC caster PrCs, the Mage Killer does not provide a highly focused build. This makes it not quite as good at overcoming the harder challenges because it doesn't have that extra high DC or immunity that it can rely on.
Build Recommendations:
Because of the possible melee nature of the class, how a player builds with it is very much in two routes. One is the Melee Mage, using combat to clean out the weaker creatures, while the other is the multi-school blaster/summoner, relying on the plethora of Spell Focus feats to use whatever spell most suits the moment.
If a blaster build is your choice, I recommend Archmage for its two Masteries, which are greatly useful. Things like the Thrall of Graz'zt or Diabolist can add extra damage to your spells when most needed, while classes like Red Wizard of Thay and Elemental Savant are too focused if you wish to use all of the Spell Focus feats you have as a caster.
Melee builds should look into Eldritch Knight, especially, along with other classes that can boost martial and magical prowess at the same time.
Feats: If you're a blaster, I would pick up Penetration and lots of Greater/Epic Spell Focus to go with the nature of the class, while for melee, pick whichever melee feats seem appropriate, Expertise and the like.
Especially as a Melee Mage, buffs are the core of the build, so even though you have all the Spell Focus and summoning, make sure to keep the protections up. Its much better to have the high saves as backup, rather than being forced to rely on them the whole time.
For spell choices, pick whatever spell feels appropriate. As a melee mage, you have the buffing spells, while as a blaster, because of the proliferation of Spell Foci, you have freedom to chose from any of the four main damage schools without losing effectiveness.
Introduction:
The Mage Killer is a generalist spellcasting class. It grants Spell Focus in four schools, as well as a minor bonus to all summoned creatures. The other main benefit is the ability to either fix the weak Fort save of Wizard classes, or boost the Reflex save of the class as well, making it so you effectively have three high saves. You do get into it two levels later than a normal prestige class. This is also the first class ever made for the PRC, and the one that taught me the basics of 2da work, so I'm rather attached to it.
Pros of the Mage Killer:
Saves. Because of both the class abilities and the entry feats, the Mage Killer has far higher saves than a normal wizard does, a full nine more points of saves by the end of the first ten levels of the class, most likely. By the end of epic levels, this increases to nineteen points ahead, giving the Mage Killer a large advantage just where its designed to have one: in spell combat.
Spell Focus. The Mage Killer gets Spell Focus in the four most important combat schools, allowing him to switch and juggle spells as the moment arises without worrying about whether he doesn't have a boost to that school like the Elemental Savant and Red Wizard must do. These also allow him entry into classes like the Archmage and others that require Spell Focus as an entry feat. This makes him one of the better generalist classes out there.
Augment Summoning. All of the summoned minions (not undead) of the Mage Killer are a little bigger and a little stronger than the others, making him a better summoner class than most of the others out there. It can provide that extra little punch in a fight, especially when using something like the Dire Spider, where insuring it hits often so its poison can be applied is important.
Finally, because of the feat selection, it fits rather well into builds like the Melee Mage, which focuses on killing the weak creatures with melee while taking out the larger ones with spells.
Cons of the Mage Killer:
Entry Requirements. The four feats are rather steep, taking up all of the feats if the PC's race is not human and tries to get into the class at the first opportunity. They also aren't feat choices that would normally be made by a mage, especially not the Martial Weapon, unless they are going into Eldritch Knight. Thus, those who pick Mage Killer must be ready to stay with the class for a while, as they won't have the feat options to make another choice until around level 12 for most classes.
Perhaps too generalist. Unlike most of the other PRC caster PrCs, the Mage Killer does not provide a highly focused build. This makes it not quite as good at overcoming the harder challenges because it doesn't have that extra high DC or immunity that it can rely on.
Build Recommendations:
Because of the possible melee nature of the class, how a player builds with it is very much in two routes. One is the Melee Mage, using combat to clean out the weaker creatures, while the other is the multi-school blaster/summoner, relying on the plethora of Spell Focus feats to use whatever spell most suits the moment.
If a blaster build is your choice, I recommend Archmage for its two Masteries, which are greatly useful. Things like the Thrall of Graz'zt or Diabolist can add extra damage to your spells when most needed, while classes like Red Wizard of Thay and Elemental Savant are too focused if you wish to use all of the Spell Focus feats you have as a caster.
Melee builds should look into Eldritch Knight, especially, along with other classes that can boost martial and magical prowess at the same time.
Feats: If you're a blaster, I would pick up Penetration and lots of Greater/Epic Spell Focus to go with the nature of the class, while for melee, pick whichever melee feats seem appropriate, Expertise and the like.
Especially as a Melee Mage, buffs are the core of the build, so even though you have all the Spell Focus and summoning, make sure to keep the protections up. Its much better to have the high saves as backup, rather than being forced to rely on them the whole time.
For spell choices, pick whatever spell feels appropriate. As a melee mage, you have the buffing spells, while as a blaster, because of the proliferation of Spell Foci, you have freedom to chose from any of the four main damage schools without losing effectiveness.