Arkhandus
First Post
I restricted myself to core material for suggestions, based on the OP's comments, though in hindsight I should've mentioned a few other things in the SRD and such.
Take a look at the Hypertext d20 SRD's Variant Rules section for wizard and specialist wizard options, and see if any of those interest you.
Also, it somehow slipped my mind by the time I wrote up the spells suggestion to recommend the 4th-level Conjuration spell Black Tentacles. It can be very useful, but since you'll already have some battlefield control otherwise, it may or may not be so good. Solid Fog, Stinking Cloud, and Cloudkill are also handy, but only in the right situations; you don't want to catch you and your allies in those spells' area within a dungeon, cave, castle, or whatever.
For ability scores, I just suggested what would be a good choice for survivability/effectiveness. Of course it's fine to go with choices that better fit the character concept; but the OP didn't suggest a specific concept beyond specialist evoker who's a typical elven wizard. Thus likely to be aloof and rather uninterested in what lesser folk think, so low Charisma is just fine. A bookish wizard is going to have low Strength, though an elven wizard might start out with average Strength if he practiced swordsmanship more often.
Sure, it'll hurt if he gets grappled, but the whole point is to avoid getting grappled in the first place; wizards are as good as dead if they're caught, regardless. If he's lucky, he might pull off a Dimension Door while grappled, if he's of sufficient level to cast it in the first place, but if he's doing his job of battlefield control that shouldn't even come up. Even a fighter or barbarian has trouble escaping the grip of most things that would want to grapple an adventurer, because most such things are freakin' big and freakin' strong and far outclass the warrior's unarmed/dagger-wielding damage in a grapple.
Take a look at the Hypertext d20 SRD's Variant Rules section for wizard and specialist wizard options, and see if any of those interest you.
Also, it somehow slipped my mind by the time I wrote up the spells suggestion to recommend the 4th-level Conjuration spell Black Tentacles. It can be very useful, but since you'll already have some battlefield control otherwise, it may or may not be so good. Solid Fog, Stinking Cloud, and Cloudkill are also handy, but only in the right situations; you don't want to catch you and your allies in those spells' area within a dungeon, cave, castle, or whatever.
For ability scores, I just suggested what would be a good choice for survivability/effectiveness. Of course it's fine to go with choices that better fit the character concept; but the OP didn't suggest a specific concept beyond specialist evoker who's a typical elven wizard. Thus likely to be aloof and rather uninterested in what lesser folk think, so low Charisma is just fine. A bookish wizard is going to have low Strength, though an elven wizard might start out with average Strength if he practiced swordsmanship more often.
Sure, it'll hurt if he gets grappled, but the whole point is to avoid getting grappled in the first place; wizards are as good as dead if they're caught, regardless. If he's lucky, he might pull off a Dimension Door while grappled, if he's of sufficient level to cast it in the first place, but if he's doing his job of battlefield control that shouldn't even come up. Even a fighter or barbarian has trouble escaping the grip of most things that would want to grapple an adventurer, because most such things are freakin' big and freakin' strong and far outclass the warrior's unarmed/dagger-wielding damage in a grapple.