About Wizards... (PLEASE READ CAREFULLY)
[QUOTE=Elfenkoenigin]Oops- I hope I can explain my problem in English. My fighter has a attribute damage in strenghth. In the fields, where the different values for strenght, dexterity, wisdom etc. are to see, is now nothing to see, but the damage is only in strenght.I´ve been in the church of Homlet, but nobody could help me. What can I do?
There is a second question: It´s the first time that I play a RPG with a wizard.In the other games I had a party with a paladin, fighters(near and far) and a thive. Now my question:How do I skill my wizard? What is important?
The first question is the more important, but I want to have a perfect wizard too. Can someone help me, please??? Greetings Elfenkoenigin[/QUOTE]
Sindrega has it pretty much summed up. Eventually, damages to attributes (which I suppose is from being poisoned?) heal with enough rest.
As for the wizard, you may find that there a ways to get fun out of them that you can't with a and if your actually looking at ranks in actual Skills, I'd suggest that you put all the points that you can at each level in Concentration and Spellcraft (which you'll have more than enough skill points for with an Intelligence of 18), and put all the extra points in Tumble (definitely helps if your Wizard moves around; he'll take less injury), Spot, and Listen (to my experience it does help with detecting characters who may sneak up on your wizard). Whatever else you may place skill points in (if you have any left) is up to you.
If feats are in question, I'd suggest these:
- Combat Casting (decreases the chance for your Wizard to miscast your spell if someone hits them right before they cast)
- Spell Penetration & Greater Spell Penetration (will help with a number of tough opponents later on, who will have a chance to avoid the effects of many spells you'll cast on them)
- Craft Wonderous Item (certain spells will allow to craft certain items, such as Gloves of Dexterity)
- Craft Magic Arms & Armor (You'll WANT THIS if you want to craft Keen and elemental-damage weapons)
- (optional) Craft Wand (like Sindrega said)
Note: Wizards gain one or two bonus feats at certain times like a Fighter does, although these are based upon either spellcasting or crafting. I DO NOT suggest Metamagic feats (example: Maximize spell, Empower Spell, Improve Counterspell, etc.) because these will make a spell with these effects take up a slot of a higher spell level, which may be a hint too costly for spellcasting with the 10th-level experience cap.
For attributes, I suggest this build for starting a Wizard.
Strength: 10-12
Dexterity: 18
Constitution: 16-18
Intelligence: 18
Wisdom: 10 or above (but only go to 14 as maximum)
Charisma: 10 or below
For a race, I definitely suggest Human, as they have the most balanced stats AND start with an additional feat. The feats that I suggest that you start with are Combat Casting and Spell Penetration, as the crafting feats can only be obtained at the start of a certain level for your wizard.
Overall, have fun.