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1st level wizard design
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<blockquote data-quote="bret" data-source="post: 484279" data-attributes="member: 713"><p>Standard array is 15, 14, 13, 12, 10, 8</p><p></p><p>I would place these as:</p><p>Int 15</p><p>Con 14</p><p>Dex 13</p><p>Chr 12</p><p>Wis 10</p><p>Str 8</p><p>Then go halfling for final attributes of:</p><p>Str 6 Dex 15 Con 14 Int 15 Wis 10 Chr 12</p><p></p><p>AC 13 (+1 size, +2 Dex)</p><p>Fort +3 Ref +3 Will +3</p><p>Further +2 save vs. Fear</p><p></p><p>You can mix up Str, Wis and Chr however you want. I decided to give the bonus to Chr because I didn't really need the Will save bonus and Str was going to have a penalty anyways.</p><p></p><p>This person isn't going to be able to carry anything big. That is what spells (and maybe henchmen later) are for.</p><p></p><p>Feats: Cosmopolitan (Move Silently)</p><p></p><p>Spells, 1st level: 3 + 2 = 5</p><p>Sleep, Mage Armor, Identify, Tenser's Floating Disk, Feather Fall</p><p></p><p>The Tenser's Floating Disk is the only way you will ever carry anything of significant weight. Anything over 20 lbs puts you at a medium load. The most you can lift is 120 lbs, not even enough to lift a heavy fighter into the disk.</p><p></p><p>Skills: (2 + 2) x 4 = 16 skill points</p><p>4 ranks in Spellcraft, Concentration, Knowledge Arcana</p><p>2 ranks in Alchemy, Move Silently</p><p></p><p>Skills:</p><p>Alchemy +4, Climb +0, Concentrations +6, Jump +0, Knowledge: Arcana +6, Listen +2, Move Silently +8, Spellcraft +6</p><p></p><p>Attack bonus when throwing Alchemist Fire and such: +4 (+1 size, +1 racial for thrown, +2 Dex)</p><p>At third level, get Invisibility. That is the whole reason for taking Move Silently as a class skill. Think about taking Silent Spell as a feat.</p><p></p><p>Weapons: Dagger, Light Crossbow</p><p></p><p>This makes for a different sort of mage that can still do the things that people expect a mage to do. It can also do a couple of things that people may not expect.</p><p></p><p>In case you're wondering, the only attribute you would ever raise is Int. On the other hand, having an odd Dex can allow you to get a +3 bonus from a Cat's Grace ¼ of the time.</p><p></p><p></p><p>One suggestion: </p><p>Look through Tome & Blood, Forgotten Realms Campaign Setting, and the Loremaster in the DMG. See if any of these interest you. If they do, you may want to change the feat selection and probably a few skills based on what PrC you want to try for.</p><p></p><p><em>Edit: Forgot the +2 to skill Cosmopolitan gives. Fix Move Silently skill.</em></p></blockquote><p></p>
[QUOTE="bret, post: 484279, member: 713"] Standard array is 15, 14, 13, 12, 10, 8 I would place these as: Int 15 Con 14 Dex 13 Chr 12 Wis 10 Str 8 Then go halfling for final attributes of: Str 6 Dex 15 Con 14 Int 15 Wis 10 Chr 12 AC 13 (+1 size, +2 Dex) Fort +3 Ref +3 Will +3 Further +2 save vs. Fear You can mix up Str, Wis and Chr however you want. I decided to give the bonus to Chr because I didn't really need the Will save bonus and Str was going to have a penalty anyways. This person isn't going to be able to carry anything big. That is what spells (and maybe henchmen later) are for. Feats: Cosmopolitan (Move Silently) Spells, 1st level: 3 + 2 = 5 Sleep, Mage Armor, Identify, Tenser's Floating Disk, Feather Fall The Tenser's Floating Disk is the only way you will ever carry anything of significant weight. Anything over 20 lbs puts you at a medium load. The most you can lift is 120 lbs, not even enough to lift a heavy fighter into the disk. Skills: (2 + 2) x 4 = 16 skill points 4 ranks in Spellcraft, Concentration, Knowledge Arcana 2 ranks in Alchemy, Move Silently Skills: Alchemy +4, Climb +0, Concentrations +6, Jump +0, Knowledge: Arcana +6, Listen +2, Move Silently +8, Spellcraft +6 Attack bonus when throwing Alchemist Fire and such: +4 (+1 size, +1 racial for thrown, +2 Dex) At third level, get Invisibility. That is the whole reason for taking Move Silently as a class skill. Think about taking Silent Spell as a feat. Weapons: Dagger, Light Crossbow This makes for a different sort of mage that can still do the things that people expect a mage to do. It can also do a couple of things that people may not expect. In case you're wondering, the only attribute you would ever raise is Int. On the other hand, having an odd Dex can allow you to get a +3 bonus from a Cat's Grace ¼ of the time. One suggestion: Look through Tome & Blood, Forgotten Realms Campaign Setting, and the Loremaster in the DMG. See if any of these interest you. If they do, you may want to change the feat selection and probably a few skills based on what PrC you want to try for. [i]Edit: Forgot the +2 to skill Cosmopolitan gives. Fix Move Silently skill.[/i] [/QUOTE]
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