Making a badass Wizard using all available WoTC resources

weem

First Post
I was going to fork this from the other thread about making a badass wizard but decided not to. This is basically the same question, though I'm looking for a level 12 Wizard and, more importantly, I can use all resources released by WoTC to date (as opposed to the OP over there who had to stick to core)

Basically, I run a campaign and play in a few already - non of which I play a Wizard. Now (today) I found out I will be playing in a different campaign this Saturday and I need to make a level 12 Wizard!

I don't have much time (a little tonight only) to make this Wizard. From what I have read in the other thread, I really like the idea of using Close Burst/Blast abilities and wading into the fight with a Staff etc.

With that in mind, and the knowledge that we are allowed to use anything released to date by WoTC (So Dragon mag is cool, etc), please please help me get an idea of a good way to get this level 12 Wizard built! How would you do it?

Thanks,
 

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As a DM pimping out a 16th level wizard for my small group. I have been doing this.

I started with a Stormsoul Gensai, gaining their "Promise of Storm" power. Extra 2d8 damage for powers with the Lightning and Thunder keyword. This is also in addition to the feat that gives a boost to the same keywords damage (+2 now, can't think of the name, it's a heroic feat), and "War Wizardry" from FR players guide. Now, Lightning Bolt is an extra 2D8 damage for all 3 targets.

Unfortunately for you, I have access to the Quintessential Wizard, and the metamagic feats they have are great stuff. Even without those feats, I have a cool Wizard, but being a DM, he isn't all pimped out as much as I probably could do.

Good luck, and good gaming,

Sammy
 

One thing I've been contemplating but haven't yet tried is making a Wizard of the Sprial Tower (that's the longsword one, right?) multiclassed into Swordmage and taking the Intelligent Blademaster feat. Add close attacks, and you've got a good close-combat Wizard. You'd make a fine companion to a MBA-granting Warlord, too.
 

As a DM pimping out a 16th level wizard for my small group. I have been doing this.

I started with a Stormsoul Gensai, gaining their "Promise of Storm" power. Extra 2d8 damage for powers with the Lightning and Thunder keyword. This is also in addition to the feat that gives a boost to the same keywords damage (+2 now, can't think of the name, it's a heroic feat), and "War Wizardry" from FR players guide. Now, Lightning Bolt is an extra 2D8 damage for all 3 targets.

Unfortunately for you, I have access to the Quintessential Wizard, and the metamagic feats they have are great stuff. Even without those feats, I have a cool Wizard, but being a DM, he isn't all pimped out as much as I probably could do.

Good luck, and good gaming,

Sammy

Technically, that's impossible. You can only apply bonuses from feats once, unless stated otherwise by the description of the feat. This failsafe was put into place with 4E to prevent exploiting race/feat/keyword combos, like the one you've described. ;)
 

Technically, that's impossible. You can only apply bonuses from feats once, unless stated otherwise by the description of the feat. This failsafe was put into place with 4E to prevent exploiting race/feat/keyword combos, like the one you've described. ;)

No, it works. The feat gives him a +2 feat bonus do damage, while racial power gives him a +2d8 bonus to damage. Since they are different bonus types, they stack.
 

Thanks for the responses!

Here's what I have (I had to start last night when there were none so I did my best under the rushed circumstances). I was up late though - we'll hope this makes sense this morning as I go over it.

One thing to note - I'm positive he could be better - this is just what I ended up with last night (little disclaimer there)... he also is not done - more to do/change at some point...

Githyanki Wizard [LVL 12]

Racial = +2 Con, +2 Int

Arcane Implement Mastery: Staff of Defence

@Will =========

Thunderwave, Magic Missle

Encounter =====

Color Spray, Burning Hands, Winter's Wrath, Fire Burst

Utility ========

Expeditious Retreat, Blur, Shield, Arcane Gate

Daily =========

Fireball, Stinking Cloud, Bigby's Icy Grasp


GEAR =========

Cape of Mountebank (Teleport 5sq as Imm.React, +2 Defenses)

Casque of Tactics [head] (+1 Init)

Viper Belt (Resist 5 Poison + Encounter: +2 save vs ongoing poison)

Bracers of Defense (Daily: Imm Interupt - hit w/ melee - reduce dmg by 10)

Staff of Ruin +3

Leather ("Repulsion") +3


FEATS ========

...Leather
...Toughness
...Improved Init
...Danger Sense (Roll Init twice, use highest)
...Defensive Mobility
...Astral Fire (+1 Fire damage)
...Staff Fighting (Q.Staff is double weapon d8/d8, gain keywords 'defensive' = +1 AC, and 'off hand') -- Dragon 368

...[NEED ONE MORE]


STATS SO FAR ===============

STR - 8
CON - 16 (13... + 2 Racial, +1 lvl 4)
DEX - 10
INT - 22 (18... +2 Racial, +1 lvl 4, +1 lvl 8)
WIS - 14 (13... +1 lvl 8)
CHR - 10

AC - 29
(10 + 6[1/2 lvl] + 6[abil] + 5[armor 2, enh +3], 1[Class Feature], 1[Staff Fighting Feat])

FORT - 21
(10 + 6[1/2 lvl] + 3[abil] + 2[cape])

REF - 24
(10 + 6[1/2 lvl] + 6[abil] + 2[cape])

WILL - 23
(10 + 6[1/2 lvl] + 2[abil] + 2[cape] +2[class bonus] + 1[race])

HP - 77
(10 + 13[con]@ lvl 1) = 23
(4/lvl x 11) = 44
(Toughness) = 10

INITIATIVE +13
(6[1/2 lvl] + 2[race] + 4[imp init feat] + 1[head item])


EXTRA DEFENSES ======

+2 Save vs Charm [race]
Resist 5 Poison [item]



Ideas? Thoughts? Changes?

Thanks,
 

Ooh, the Gensai discussion is nice. I think I might combine the Gensai stuff with my Swordmage idea for my next character. And here I thought I was gonna play a striker next!
 

Technically, that's impossible. You can only apply bonuses from feats once, unless stated otherwise by the description of the feat. This failsafe was put into place with 4E to prevent exploiting race/feat/keyword combos, like the one you've described. ;)

Nope. The rule is exactly the same as in 3rd. Named bonuses and the like. The only difference is that the names themselves changed.
 

STR - 8
CON - 16 (13... + 2 Racial, +1 lvl 4)
DEX - 10
INT - 22 (18... +2 Racial, +1 lvl 4, +1 lvl 8)
WIS - 14 (13... +1 lvl 8)
CHR - 10

You're forgetting about the +1 to all stats at level 11.

You could start out with a 17 instead of an 18.

Currently you don't qualify for Astral Fire, but with Dex 13/Cha 13 you would qualify for it, as well as Burning Blizzard, Raging Storm and Spell Focus.

I'd start with the following:

Str 9 (8, +1 lvl 11)
Con 16 (12, +2 racial, +1 lvl 8, +1 lvl 11
Dex 14 (13, +1 lvl 11)
Int 22 (17, +2 racial, +1 lvl 4, +1 lvl 8, +1 lvl 11)
Wis 15 (13, +1 lvl 4, +1 lvl 11)
Cha 13 (12, +1 lvl 11)

Feats:
1 Leather
2 Toughness
4 Improved Init
6 Raging Storm
8 Staff Fighting
10 (something) replace with Astral Fire at lvl 11
11 Spell Focus
12 Danger Sense

Also as a wizard, you get 2 daily attack powers and utility powers per level that you know.

What paragon path are you choosing? You currently have 2 level 7 encounter powers. You should have 1. The final encounter power will be based on your paragon path.

For 3rd level encounter power, go with Fire Shroud rather than Color spray. Fire shroud hits only enemies, and is a larger area, not to mention ongoing 5 fire should be sweet when your opponents are suffering a -2 penalty to their saves from Spell Focus.
 

Here's one build I've seen that gives you a very high defense wizard:

Human, +2 Int

Stats at lvl 1

Str 15
Con 13
Dex 8
Int 19
Wis 12
Cha 10

Stats at lvl 12

Str 16
Con 16
Dex 9
Int 22
Wis 13
Cha 11

Defenses:

AC: 32 (10+6 [level]+6 [Int bonus] +2 [staff]+6 [armor]+2[heavy shield])
Fort: 24 (10 +6 [level] +3 [Con]+3 [amulet]+1 [staff]+1 [human])
Reflex: 30 (10 +6[level] +6[Int]+3[amulet]+2[shield]+1[staff]+1[human])
Will: 24 (10 +6 [level] +1[Wis]+3 [amulet] +2 [class]+1[staff]+1 [human])

Items: Defensive Staff +3 (lvl 12), Hide Armor +3 (lvl 11), Amulet of Health +3 (lvl 13), heavy Shield

He uses the staff in one hand as an implement, and the shield in the other so he doesn't make melee attacks.

Feats:
1) leather
1) Hide
2) light shield
4) Heavy shield
6) Human Action Surge
8) Human Perseverence
10)
11)
12)

Powers and other feats you can select as you wish, this is just a dedicated "mage tank" build that let's you stand in the front line and cast spells.
 

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