
Originally Posted by
entropiccanuck
Compared to a pure WF wiz, what're you giving up?
- DCs -1 due to -2 int, metamagics cost 1 more sp each, heighten 1/level due to capstone
- level 20 wizard feat (likely enlarge or a spell school focus?)
- Due to -2 caster level: Duration on spells a bit less. This will mostly make a small difference for the short buffs, such as extended haste or displace, which will last 3:36 instead of 4:00 at 20. Spells that do damage / level up to 20 do a bit less damage. Notably, polar ray will lose 2d6, disintegrate 4d6 (failed save), and firewall 2 points, before boosts. -2 spell penetration.
- 2 fewer level 9 spells, 1 fewer for 7 and 8. (I'd miss the 7 the most.)
- -1 will save
- around 200 spell points.
In return, you get:
- ** fully functional search/disarm skills (int bonus to these makes wiz/rogues effective trap monkeys). This may be obvious, but that comes with an additional role and playstyle in groups (good for wizards bored with firewalling.)
- Evasion and +3 reflex save
- useful pick/mix of open locks, UMD, spot, sneaking, depending on what you go for.
- a bit more melee ability (rogue haste, 1d6 sneak attack)
- 4 hp
That's hopefully close to a complete list, let me know if I missed something. I know the top list is longer, but most of those are pretty minor. I know it's outside the scope of your build, but Past life: Wizard would take care of the two more significant losses (IMO), the DC & spell penetration.
As an aside, Drow stat bonuses are all useful to this build, and they get skill bonuses to spot and search. That's not enough to outweigh going WF, but some might like that route if they haven't unlocked WF or something.
Thanks for the post. I'm planning on TRing my wiz to something like this, and seeing what you put together (and the ensuing discussion) has been helpful.