Role and powerplaying Wizard build!
Posted: Wed Dec 20, 2006 3:43 pm
Dear readers,
As you might know I've been asking a lot of questions about Wizards. This class is something that suits my taste down to the letter. Now I love roleplaying that's why I like Wizards but I also like powergaming and that's also why I love Wizards.
The following build is something I cooked up in my long studies on the wizard. Hopefully for those who enjoy playing the way I do, this build will help them during their adventures.
I'd like to thanks Magrus and the forum admins for their contribution to this little work of art. Their information on the subject has put light into this long project.
Please enjoy reading this as much as I enjoyed making it!
---------------------------------------------
Getting started:
Race:
Human
I picked human because I enjoy the extra feat they get, I like the fact they get an extra skillpoint and from a roleplaying perspective I'm a human so I like playing one and other characters don't have as much appeal to me.
Class:
Wizard
Reasons have been given
Allignment:
The choice is yours in this matter. I picked neutral good and I enjoy forming a team with people of a likewise allignment.
Abilities:
Strength 8
Dexterity 14
Constitution 15 and 16 at lvl 4
Intelligence 16 and 20 at lvl 20
Wisdom 14
Charisma 10
Strength: 8 (Well a Wizard should be a bit fragile right?)
Dexterity: 14 (moderate, not bad and not good and can be boosted with items)
Constitution: 15 +1 at lvl 4
I picked a higher constitution for a few reasons, I enjoy higher fortitude saves, I enjoy more hitpoints and more importantly if you play a Wizard right the only thing you need to worry about are area of effect spells and most importantly necromancy. For these reasons and a million more I picked 15 constitution
Intelligence: 16 +4 at lvl 20
Now I know, more intelligence means more power. Now this is true for a part however you don't need an incredibly high intelligence in this game. With spellcasting prodigy you get a nice bonus and with 20 intelligence you get enough skillpoints, enough bonusspells and you keep enough points for other abilities.
Wisdom 14 (nice saves)
Charisma 10 (not the highest but should be enough in combination with the skills)
----------------------------------------
Skills
I didn't pick ANY item creation skills, for me this is such a hassle and takes away so much of the pacing in the game. I don't like working so long on it and I'd rather be playing. And to be honest I haven't missed the items at all.
Appraise, max (moneysaver, roleplaying)
Lore, max (moneysaver, roleplaying)
Concentration, max
Spellcraft, max
Diplomacy, max (roleplaying)
Tumble, untill it hits rank 10 (This feat can save yer behind, gives +1 AC at rank 10 so well worth it)
Use magic device, remaining points after lvl 16 (might be handy for some scrolls and items)
--------------------------
Customize this wizard! This way you can handpick every feat and skill from the first level.
Pick the skills like I suggested above and pick Illusionist as a specialist Wizard. I don't really like enchantment spells nor do I use them so it's an easy choice.
I took a pig as familair for roleplaying reasons. I don't think familairs to be of use during a battle since they keep dying on me. Instead I want to use a familair I can summon only for the chatter.
------------------------
FEATS! (The important stuff)
At character creation:
Spellcasting prodigy (you now have a nice buff for intelligence without spending the points, just one feat which you got as a bonus for humanity)
Spell penetration (obvious reasons)
At 3:
Toughness (at this point you won't have enough partymembers to shield you so the hitpoints will be nice)
At 5:
Greater spell penetration
At 6:
Lightning reflexes (I picked this after toughness because of the enemies, cryptic as not to spoil things)
At 9:
Great fortitude (sturdy fellow)
At 10:
Empower spell (At this point you will enjoy boosting your fireballs)
At 12:
Spell focus evocation (You will be using these spells a lot)
At 15:
Greater spell focus evocation
Spell focus necormancy
At 18:
Iron will (at this point best prepare for it all right?)
At 20:
Greater spell focus necromancy
-----------------------------
Equipment
If you find something that gives you a nice boost to dexterity, saving throws, AC, intelligence and even charisma you should be fine.
-----------------------------
I won't tell you how to play this wizard, all I can say is this dude can take a hit but shouldn't need to take them. Use your tanks and enjoy the roleplaying aspects he has.
I believe this Wizard to be well rounded for roleplaying and powergaming. Good hitpoints, saves, spells and flexibility.
Try it and enjoy!
Written by: De Priester
PS.
When created could this build be posted on the strategy section? THANKS!
As you might know I've been asking a lot of questions about Wizards. This class is something that suits my taste down to the letter. Now I love roleplaying that's why I like Wizards but I also like powergaming and that's also why I love Wizards.
The following build is something I cooked up in my long studies on the wizard. Hopefully for those who enjoy playing the way I do, this build will help them during their adventures.
I'd like to thanks Magrus and the forum admins for their contribution to this little work of art. Their information on the subject has put light into this long project.
Please enjoy reading this as much as I enjoyed making it!
---------------------------------------------
Getting started:
Race:
Human
I picked human because I enjoy the extra feat they get, I like the fact they get an extra skillpoint and from a roleplaying perspective I'm a human so I like playing one and other characters don't have as much appeal to me.
Class:
Wizard
Reasons have been given
Allignment:
The choice is yours in this matter. I picked neutral good and I enjoy forming a team with people of a likewise allignment.
Abilities:
Strength 8
Dexterity 14
Constitution 15 and 16 at lvl 4
Intelligence 16 and 20 at lvl 20
Wisdom 14
Charisma 10
Strength: 8 (Well a Wizard should be a bit fragile right?)
Dexterity: 14 (moderate, not bad and not good and can be boosted with items)
Constitution: 15 +1 at lvl 4
I picked a higher constitution for a few reasons, I enjoy higher fortitude saves, I enjoy more hitpoints and more importantly if you play a Wizard right the only thing you need to worry about are area of effect spells and most importantly necromancy. For these reasons and a million more I picked 15 constitution
Intelligence: 16 +4 at lvl 20
Now I know, more intelligence means more power. Now this is true for a part however you don't need an incredibly high intelligence in this game. With spellcasting prodigy you get a nice bonus and with 20 intelligence you get enough skillpoints, enough bonusspells and you keep enough points for other abilities.
Wisdom 14 (nice saves)
Charisma 10 (not the highest but should be enough in combination with the skills)
----------------------------------------
Skills
I didn't pick ANY item creation skills, for me this is such a hassle and takes away so much of the pacing in the game. I don't like working so long on it and I'd rather be playing. And to be honest I haven't missed the items at all.
Appraise, max (moneysaver, roleplaying)
Lore, max (moneysaver, roleplaying)
Concentration, max
Spellcraft, max
Diplomacy, max (roleplaying)
Tumble, untill it hits rank 10 (This feat can save yer behind, gives +1 AC at rank 10 so well worth it)
Use magic device, remaining points after lvl 16 (might be handy for some scrolls and items)
--------------------------
Customize this wizard! This way you can handpick every feat and skill from the first level.
Pick the skills like I suggested above and pick Illusionist as a specialist Wizard. I don't really like enchantment spells nor do I use them so it's an easy choice.
I took a pig as familair for roleplaying reasons. I don't think familairs to be of use during a battle since they keep dying on me. Instead I want to use a familair I can summon only for the chatter.
------------------------
FEATS! (The important stuff)
At character creation:
Spellcasting prodigy (you now have a nice buff for intelligence without spending the points, just one feat which you got as a bonus for humanity)
Spell penetration (obvious reasons)
At 3:
Toughness (at this point you won't have enough partymembers to shield you so the hitpoints will be nice)
At 5:
Greater spell penetration
At 6:
Lightning reflexes (I picked this after toughness because of the enemies, cryptic as not to spoil things)
At 9:
Great fortitude (sturdy fellow)
At 10:
Empower spell (At this point you will enjoy boosting your fireballs)
At 12:
Spell focus evocation (You will be using these spells a lot)
At 15:
Greater spell focus evocation
Spell focus necormancy
At 18:
Iron will (at this point best prepare for it all right?)
At 20:
Greater spell focus necromancy
-----------------------------
Equipment
If you find something that gives you a nice boost to dexterity, saving throws, AC, intelligence and even charisma you should be fine.
-----------------------------
I won't tell you how to play this wizard, all I can say is this dude can take a hit but shouldn't need to take them. Use your tanks and enjoy the roleplaying aspects he has.
I believe this Wizard to be well rounded for roleplaying and powergaming. Good hitpoints, saves, spells and flexibility.
Try it and enjoy!
Written by: De Priester
PS.
When created could this build be posted on the strategy section? THANKS!