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Just for fun: What;s youyr favorite Wiz build
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<blockquote data-quote="Grogg of the North" data-source="post: 6984916" data-attributes="member: 6682960"><p>I don't know if I have a favorite wizard build. What I really like is necromancy but core D&D doesn't do that too well, especially for wizards. Probably too many hours playing Diablo 2 growing up. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> But I'd like to throw my 2 coppers in anyway.</p><p></p><p>LN Human Wizard (Generalist), follower of Wee Jas</p><p>Str 9</p><p>Dex 14 (Bump to 16 with gloves)</p><p>Con 14</p><p>Int 17 (Bump to 18 at 4th; Bump to 20 with headband)</p><p>Wis 12</p><p>Cha 10</p><p></p><p>I've actually never played with point buy! This took me a long time to do!</p><p></p><p><strong>Feats:</strong></p><p>1 Skill Focus: Concentration</p><p>H Eschew Materials</p><p>W1 Scribe Scroll (Bonus)</p><p>3 Craft Wondrous</p><p>W5 Craft Arms & Armor (Bonus)</p><p>6 Spell Penetration (Thrice damned SR!)</p><p></p><p><strong>Skills maxed: </strong></p><p>Concentration</p><p>Arcana</p><p>Nature</p><p>Planes</p><p>Religion</p><p>Spellcraft</p><p></p><p>At 4th level, I'd start putting ranks into Dungeoneering. Maybe not put points into the other knowledges so Dungeoneering can catch up? Depending on setting, different skill may be chosen. </p><p></p><p><strong>Gear Budget 19,000</strong></p><p>Handy Haversack (2,000)</p><p>Headband of Intellect +2 (4,000)</p><p>Gloves of Dexterity +2 (4,000)</p><p>Ring of Protection +1 (2,000)</p><p>Wand of Magic Missles (CL 5) (3,750) (For extra adventuring time during the day)</p><p>Potion of CMW (300)</p><p>Potion of Remove Curse (750)</p><p>Potion of Remove Disease (750)</p><p>Potion of Remove Blindness/Deafness (750)</p><p>Potion of Remove Paralysis (300)</p><p>Dagger (2)</p><p>Everburning Torch (110)</p><p>Explorer's Outfit (Worn; Free)</p><p>Spellbook(s?)</p><p>288 GP of "walking around" money. Scribe a few scrolls maybe?</p><p></p><p>For familiar, I'd pick probably a raven since it can talk and can be used as a scout in an outdoor environment. Maybe even as a spy in town by sitting outside the window. However, I'm always afraid that the familiar basically has a giant bulls eye on its chest so I rarely use it like that. Know your DM. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Even though the magic gear is paid for at full price, D&D is a team effort. Use your crafting feats to help the party. Potions are there for when something bad happens and you need to make sure you can deal with it.</p><p></p><p>Generalist since I don't know what the party has and it would be bad to ban a school of magic that isn't being supplied elsewhere. Plus, when I run themed arcanists, I tend to go sorcerer.</p><p></p><p>Sorry for the meandering post. But if you came to me and said "Grogg, show up at noon with a 7th level character." I'd probably bring this.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6984916, member: 6682960"] I don't know if I have a favorite wizard build. What I really like is necromancy but core D&D doesn't do that too well, especially for wizards. Probably too many hours playing Diablo 2 growing up. ;) But I'd like to throw my 2 coppers in anyway. LN Human Wizard (Generalist), follower of Wee Jas Str 9 Dex 14 (Bump to 16 with gloves) Con 14 Int 17 (Bump to 18 at 4th; Bump to 20 with headband) Wis 12 Cha 10 I've actually never played with point buy! This took me a long time to do! [B]Feats:[/B] 1 Skill Focus: Concentration H Eschew Materials W1 Scribe Scroll (Bonus) 3 Craft Wondrous W5 Craft Arms & Armor (Bonus) 6 Spell Penetration (Thrice damned SR!) [B]Skills maxed: [/B] Concentration Arcana Nature Planes Religion Spellcraft At 4th level, I'd start putting ranks into Dungeoneering. Maybe not put points into the other knowledges so Dungeoneering can catch up? Depending on setting, different skill may be chosen. [B]Gear Budget 19,000[/B] Handy Haversack (2,000) Headband of Intellect +2 (4,000) Gloves of Dexterity +2 (4,000) Ring of Protection +1 (2,000) Wand of Magic Missles (CL 5) (3,750) (For extra adventuring time during the day) Potion of CMW (300) Potion of Remove Curse (750) Potion of Remove Disease (750) Potion of Remove Blindness/Deafness (750) Potion of Remove Paralysis (300) Dagger (2) Everburning Torch (110) Explorer's Outfit (Worn; Free) Spellbook(s?) 288 GP of "walking around" money. Scribe a few scrolls maybe? For familiar, I'd pick probably a raven since it can talk and can be used as a scout in an outdoor environment. Maybe even as a spy in town by sitting outside the window. However, I'm always afraid that the familiar basically has a giant bulls eye on its chest so I rarely use it like that. Know your DM. :) Even though the magic gear is paid for at full price, D&D is a team effort. Use your crafting feats to help the party. Potions are there for when something bad happens and you need to make sure you can deal with it. Generalist since I don't know what the party has and it would be bad to ban a school of magic that isn't being supplied elsewhere. Plus, when I run themed arcanists, I tend to go sorcerer. Sorry for the meandering post. But if you came to me and said "Grogg, show up at noon with a 7th level character." I'd probably bring this. [/QUOTE]
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