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<blockquote data-quote="Turtlejay" data-source="post: 5037564" data-attributes="member: 70267"><p>It certainly looks like a control focused wizard could fit in with your party. Has anyone noticed that you have an otherwise all melee party? Play up your Arcane nature. You can be the go-to guy for Arcana, Religion, History, and other checks. Ritual Caster is a boon. Really, you will be useful just by *showing up*, and the rest is just the creamy whipped topping.</p><p></p><p>I'm tempted to suggest Thunderwave, Scorching Burst, and Cloud of Daggers as your at-wills, but your love for Magic Missile means you should probably replace one of those with your favorite spell. There are a lot of good area spells. With your party overflowing with melee strikers, spells that are enemy only will probably be easier to use. Okay, overflowing is mean, but you do have 2 or 3 melee characters, so if you do go for multi-target attacks (which you should) go for enemy only ones.</p><p></p><p>Not optimized at all, really, but something I would play and enjoy:</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Wizard, level 3</p><p>Human, Wizard</p><p>Build: Control Wizard</p><p>Arcane Implement Mastery: Orb of Imposition</p><p>Background: Occupation - Scholar (+2 to Arcana)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 12, Dex 8, Int 18, Wis 16, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 12, Dex 8, Int 16, Wis 16, Cha 12.</p><p></p><p></p><p>AC: 18 Fort: 14 Reflex: 17 Will: 18</p><p>HP: 30 Surges: 7 Surge Value: 7</p><p></p><p>TRAINED SKILLS</p><p>Dungeoneering +9, Arcana +12, Nature +9, History +10, Religion +10</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics, Bluff +2, Diplomacy +2, Endurance +2, Heal +4, Insight +4, Intimidate +2, Perception +4, Stealth, Streetwise +2, Thievery, Athletics +1</p><p></p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Armor Proficiency (Leather)</p><p>Level 1: Action Surge</p><p>Level 2: Human Perseverance</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Thunderwave</p><p>Wizard at-will 1: Magic Missile</p><p>Wizard at-will 1: Scorching Burst</p><p>Wizard encounter 1: Force Orb</p><p>Wizard daily 1: Flaming Sphere</p><p>Wizard daily 1 Spellbook: Sleep</p><p>Wizard utility 2: Shield</p><p>Wizard utility 2 Spellbook: Expeditious Retreat</p><p>Wizard encounter 3: Fire Shroud</p><p></p><p>ITEMS</p><p>Spellbook, Orb of Inevitable Continuance +1, Amulet of Health +1, Magic Leather Armor +1, Adventurer's Kit, Potion of Healing (heroic tier)</p><p>RITUALS</p><p>Tenser's Floating Disk, Make Whole, Gentle Repose, Eye of Alarm</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p></p><p>Jay</p></blockquote><p></p>
[QUOTE="Turtlejay, post: 5037564, member: 70267"] It certainly looks like a control focused wizard could fit in with your party. Has anyone noticed that you have an otherwise all melee party? Play up your Arcane nature. You can be the go-to guy for Arcana, Religion, History, and other checks. Ritual Caster is a boon. Really, you will be useful just by *showing up*, and the rest is just the creamy whipped topping. I'm tempted to suggest Thunderwave, Scorching Burst, and Cloud of Daggers as your at-wills, but your love for Magic Missile means you should probably replace one of those with your favorite spell. There are a lot of good area spells. With your party overflowing with melee strikers, spells that are enemy only will probably be easier to use. Okay, overflowing is mean, but you do have 2 or 3 melee characters, so if you do go for multi-target attacks (which you should) go for enemy only ones. Not optimized at all, really, but something I would play and enjoy: ====== Created Using Wizards of the Coast D&D Character Builder ====== Wizard, level 3 Human, Wizard Build: Control Wizard Arcane Implement Mastery: Orb of Imposition Background: Occupation - Scholar (+2 to Arcana) FINAL ABILITY SCORES Str 10, Con 12, Dex 8, Int 18, Wis 16, Cha 12. STARTING ABILITY SCORES Str 10, Con 12, Dex 8, Int 16, Wis 16, Cha 12. AC: 18 Fort: 14 Reflex: 17 Will: 18 HP: 30 Surges: 7 Surge Value: 7 TRAINED SKILLS Dungeoneering +9, Arcana +12, Nature +9, History +10, Religion +10 UNTRAINED SKILLS Acrobatics, Bluff +2, Diplomacy +2, Endurance +2, Heal +4, Insight +4, Intimidate +2, Perception +4, Stealth, Streetwise +2, Thievery, Athletics +1 FEATS Wizard: Ritual Caster Human: Armor Proficiency (Leather) Level 1: Action Surge Level 2: Human Perseverance POWERS Bonus At-Will Power: Thunderwave Wizard at-will 1: Magic Missile Wizard at-will 1: Scorching Burst Wizard encounter 1: Force Orb Wizard daily 1: Flaming Sphere Wizard daily 1 Spellbook: Sleep Wizard utility 2: Shield Wizard utility 2 Spellbook: Expeditious Retreat Wizard encounter 3: Fire Shroud ITEMS Spellbook, Orb of Inevitable Continuance +1, Amulet of Health +1, Magic Leather Armor +1, Adventurer's Kit, Potion of Healing (heroic tier) RITUALS Tenser's Floating Disk, Make Whole, Gentle Repose, Eye of Alarm ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Jay [/QUOTE]
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