3.5 Adept
Posted: Sun Feb 05, 2012 3:36 am
I think this NPC class gets an undeservedly bad rep., really. Sure, it doesn't get the high spell slots, but with a few little tricks, you can make an Adept pretty playable.
Feat selection:
Augment Healing: - If you're a backup healer, or a healer to a rough-'n-ready community, make sure you're good at it. Make up for less slots a day by adding as much punch to your Cure spells as you can, and consider Empowering or Maximizing them as soon as you can.
Craft Wand - So you don't get a lot of spell slots? Make a habit of regularly crafting wands! You get a reasonably nice selection of spells, so with this feat, you can cast each one of them 50 times before you absolutely need to make a new wand or tap into your own daily spell slots.
Double Wand Wielder: - This feat does pre-require two other feats, but for a caster with limited spell slots and a fairly wide spell selection, it can be amazingly useful! Make sure to craft wands with both helpful and offensive spells, and keep sets ready for different occasions.
Empower & Sudden Empower Spell: - Fairly obvious; put a little extra kick in your healing and damage-dealing spells. Sudden Empower allows you to do this to spells of any level, even your eventual 5th-level spells, and has the advantage of being usable on the fly. Casters who prepare their spells (like the Adept) can always use a trick like this if they can't get their hands on metamagic rods.
Improved Counterspell: - Not the most ideal feat, unless you make a habit of counterspelling foes. In which case, I'd recommend taking this as soon as possible.
Improved Familiar: - People sometimes overlook the advantages of a good familiar. You can use the little guys to set up a spy network by having them chat with their natural kindred, and with Improved Familiar you get access to a whole range of creatures with increased abilities that allow them to play bodyguard to you.
Mobile Spellcasting: - If you're fragile and you know it, clap your hands! Keep your Concentration skill topped up, and this feat allows you to perform hit-and-run tactics, using cover to prevent enemies from targeting you after you've hit them.
Spontaneous Healer: - Clerics may look down their nose at you for your lack of turning ability, but with this feat, you can match them in healing power for as long as your spell slots last. Heal is a class skill, so you can already select this feat at 1st level! Spontaneous Wounder may not be in the cards, but you can provide healing to your comrades when the chips are down, without having to prepare healing spells during your daily meditation.
Keeping your ranks in Heal topped up to maximum or near-maximum isn't a bad idea, either, for when the healing spells run out. But I'm sure you already knew that.
Sudden Maximize: - Maximize Spell will eventually allow you to pack maximum punch in your 2nd and 3rd-level spells, but with Sudden Maximize, any spell of any level you can cast becomes customizable. The 1/day usage is unfortunate, but you can surprise your enemies with the best of them.
Track: - Survival is one of your class skills, so use it. A team can always use a bonus tracker, in case the Barbarian, Druid or Ranger is unavailable or needs a bit of help. Also consider the advantage to a spellcaster who can track enemies down without help, or who can find their friends back after they've become separated by a trap.
Skills to consider:
Conccntration, Heal, Knowledge, Spellcraft and Survival, in my opinion.
Concentration because sooner or later, there is always a fight and you will always need to be able to keep a cool head. Also useful to get your hands on the Mobile Spellcasting feat as soon as Adeptly possible.
Heal - see the Spontaneous Healer feat. Also consider that there are times where healing spells don't work, for instance if you need to find out what exactly is wrong with someone.
Knowledge - know what you're dealing with.
Spellcraft - know what the other guy is casting at you so you can figure out what you should do about it.
Survival - see the Track feat.
These have been my opinions. I await your responses...
Feat selection:
Augment Healing: - If you're a backup healer, or a healer to a rough-'n-ready community, make sure you're good at it. Make up for less slots a day by adding as much punch to your Cure spells as you can, and consider Empowering or Maximizing them as soon as you can.
Craft Wand - So you don't get a lot of spell slots? Make a habit of regularly crafting wands! You get a reasonably nice selection of spells, so with this feat, you can cast each one of them 50 times before you absolutely need to make a new wand or tap into your own daily spell slots.
Double Wand Wielder: - This feat does pre-require two other feats, but for a caster with limited spell slots and a fairly wide spell selection, it can be amazingly useful! Make sure to craft wands with both helpful and offensive spells, and keep sets ready for different occasions.
Empower & Sudden Empower Spell: - Fairly obvious; put a little extra kick in your healing and damage-dealing spells. Sudden Empower allows you to do this to spells of any level, even your eventual 5th-level spells, and has the advantage of being usable on the fly. Casters who prepare their spells (like the Adept) can always use a trick like this if they can't get their hands on metamagic rods.
Improved Counterspell: - Not the most ideal feat, unless you make a habit of counterspelling foes. In which case, I'd recommend taking this as soon as possible.
Improved Familiar: - People sometimes overlook the advantages of a good familiar. You can use the little guys to set up a spy network by having them chat with their natural kindred, and with Improved Familiar you get access to a whole range of creatures with increased abilities that allow them to play bodyguard to you.
Mobile Spellcasting: - If you're fragile and you know it, clap your hands! Keep your Concentration skill topped up, and this feat allows you to perform hit-and-run tactics, using cover to prevent enemies from targeting you after you've hit them.
Spontaneous Healer: - Clerics may look down their nose at you for your lack of turning ability, but with this feat, you can match them in healing power for as long as your spell slots last. Heal is a class skill, so you can already select this feat at 1st level! Spontaneous Wounder may not be in the cards, but you can provide healing to your comrades when the chips are down, without having to prepare healing spells during your daily meditation.
Keeping your ranks in Heal topped up to maximum or near-maximum isn't a bad idea, either, for when the healing spells run out. But I'm sure you already knew that.
Sudden Maximize: - Maximize Spell will eventually allow you to pack maximum punch in your 2nd and 3rd-level spells, but with Sudden Maximize, any spell of any level you can cast becomes customizable. The 1/day usage is unfortunate, but you can surprise your enemies with the best of them.
Track: - Survival is one of your class skills, so use it. A team can always use a bonus tracker, in case the Barbarian, Druid or Ranger is unavailable or needs a bit of help. Also consider the advantage to a spellcaster who can track enemies down without help, or who can find their friends back after they've become separated by a trap.
Skills to consider:
Conccntration, Heal, Knowledge, Spellcraft and Survival, in my opinion.
Concentration because sooner or later, there is always a fight and you will always need to be able to keep a cool head. Also useful to get your hands on the Mobile Spellcasting feat as soon as Adeptly possible.
Heal - see the Spontaneous Healer feat. Also consider that there are times where healing spells don't work, for instance if you need to find out what exactly is wrong with someone.
Knowledge - know what you're dealing with.
Spellcraft - know what the other guy is casting at you so you can figure out what you should do about it.
Survival - see the Track feat.
These have been my opinions. I await your responses...