Shades of Eternity
Legend
I got a human wizard in the new ravenloft game and I am trying to get an idea of where I'm progressing.
The character rocks, but I want to keep it so I stay a step ahead.
here is the character
*************************
Waldorf the Groovy
Gender: Male...very
Race: Human
Alignment: N (w G tendencies)
Class: Wizard
Class Level(s): Wizard
Experience: 15,000 plus whatever experience earned during the game.
Next Level: 21,000
Strength: 10 0
Dexterity: 16 +3
Constitution: 14 +2
Intelligence: 17 +3 (+4 for spells)/ +5 with spells and headband.
Wisdom: 11 0
Charisma: 13 +1
Age: 20
Height: 5'4"
Weight: 132 lbs
Size: Medium
Speed: 30 feet
Eye Color: A sharp green
Hair Color: Brown with yellow highlights
Complexion: Manly
Homeworld: Derek's wizard world
Languages: Common, Draconic, Giant, Undercommon.
Hit Points: 26
Armor Class: 13 (17 with magic armor up) (19 with magic armor and shield bearer up)
Initiative: +7
Based Attack Bonus: +3
Melee Attack Bonus: +3
Ranged Attack Bonus: +6
Fortitude Save: +5 +2 +2 +1
Reflex Save: +6 +2 +3 +1
Will Save: +6 +5 +1
Racial Abilities:
free starting feat and additional skill points
Class Abilities:
Spells
Familiar (burrowing owl) - name is "Dave"
Feats:
H: Spellcasting Prodigy
w1: Scribe Scroll
1: Improved initiative
3: Combat Casting
w5: Sudden Extend
6: Extra slot (3rd level)
Skills 5x9 = 45 for class plus 9 for human = 54 skill points.
Concentration 14 = 8 + 2 +4 (combat casting)
Craft (brewing) 6 = 3 + 3
Craft (alchemy) 11 = 8 + 3
Decipher Script 5 = 2 + 3
Knowledge (Arcana) 11 = 8 + 3
Knowledge (Dungeoneering) 6 = 3 + 3
Knowledge (Nature) 5 = 2 + 3
Knowledge (Religion) 5 = 2 + 3
Profession (brewer) 2 = 2 + 0
Riding 5 = 2C + 3
Sense Motive (CC) 2 = 2C + 0
Spellcraft 13 = 8 + 3 +2 (synergy)
Spot 5/7/10 = 0 + 0 +5 (eyes of the eagle) plus familiar bonus +3/+5
Equipment:
Generic Adventuring Stuff:
Waterskin, full - 1gp / 4lb
Bedroll - 1sp / 5lb
1 days trail rations 0.5 gp/1 lb
sack 1sp/0.5 lbs
flint and steel 1 gp/0 lbs
10 candles 1 sp/ 0 lbs
Case, map or scroll 1 gp / 0.5 lbs
rope, hempen 50' 1 gp / 10 lbs
2 balls of twine(50 feet each) 2 sp / 0 lbs
Misc Equipment Subtotal: 5 gp / 32 lbs
3 pages of parchment 6 sp / 0 lbs
ink (1 oz vial) 8 gp / 0 lbs
ink pen 1 sp / 0 lbs
Spell Component Pouch 5 gp / 2 lbs
Spellbook 15 gp / 3 lbs
book carrying case (Leather w/ strap) 2 gp / 1 lbs - not listed, had to fudge using hackmasters spell slingers guide to spell domination
Wizard equipment subtotal 30.7 gp / 6 lbs
Other misc stuff
Miner's helmet /w flap that seals in light 1 gp / 1 lb
3 vials (2 pepper, 1 salt) 3 gp / 0.3 lbs
misc stuff total: 4 gp / 1.3 lbs
Quarterstaff 0 gp / 4 lbs
Light Crossbow 35 gp/ 4 lbs
10 crossbow bolts. 1 gp / 1 lbs
Dagger 2 gp / 1 lbs
heavy wooden shield 7 gp / 10 lbs
Weapon Subtotal: 45 gp / 20 lbs
Alchemical stuff
2 sunrods 4 gp / 2 lbs
Alchemical stuff total: 4 gp / 2 lb
Magical Items
Eyes of the Eagle 2500 gp
Heward's handy haversack 2000 gp
Headband of intellect (+2) 4000 gp
Ring of sustenence (+1) 2500 gp
cloak of protection (+1) 1000 gp
bag of tricks (grey) 900 gp
Magical Equipment cost: 12900
total 12988.7 / 60.3
Spellcasting Abilities:
Effective Caster Level: 6th with base 21
Spellcasting Ability Modifier: +5
Spells per Day: 9, 4, 4, 4
Spells save DC: 15, 16, 17, 18
Spells known:
0th
Acid Splash
Arcane Mark
Dancing Light
Daze
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
1st
Armor
Charm Person
Disguise self
Grease
Identify
Magic Missile
Mount
*Shieldbearer
Silent Image
2nd
Continual Flame
Invisibilty
Mirror Image
Rope Trick
3rd
Fireball
Fly
* from Spell Compendium
Weapon Statistics:
Melee Weapon
Weapon: Dagger
Attack Bonus: +3 /+6
Damage: 1d4
Threat Range/Multiplier: x2
Range Increment: 10 feet
Damage Type: P
Weapon Size: S
Ranged Weapon
Weapon: Light Crossbow
Ammunition: 20
Attack Bonus: +6
Damage: 1d8
Threat Range/Multiplier: 19-20/x2
Range Increment: 80 feet
Damage Type: P
Weapon Size: M
Familiar
OWL (Dave)
Tiny Animal
Hit Dice: as per familiar (13 hit points)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +2 natural, +3 magical), touch 18, flat-footed 17
Base Attack/Grapple: +0/–11
Attack: Talons +6 melee (1d4–3)
Full Attack: Talons +6 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)
Level Adjustment: —
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Background:
Waldorf was born to a small family of renegade wizards and general never do wells, who were on the rebound after a failed coup in the kingdom of <insert name of fairly good kingdom here>. He spent the early part of his life on the run with his family, until he was given to a local accomplice, Seyerodu the Sneaky. His training was surprisingly quiet, only stopped by the fact that his mentor Seyerodu mysteriously vanished one day (only a fire was found on the floor, Arcane spontaneous combustion is a distinct possibility). Using his charm, and what money had found at his old mentors place, he enrolled in the Wizard's school to both get his piece of sheepskin. He is enrolled as Waldorf Sigilson, but he's almost universally known as "Waldorf the Groovy."
Disposition:
Despite the dark past, Waldorf is very chipper, cheerful and a pleasure to be around with. He often uses his smarmy charm to get out of trouble and situations. He has quite a few divination spells to both stay one step ahead of his estranged family (who have no idea that he is there), and cause it will help him predict whom he would be more likely to "score". Despite his family, Waldorf is not a bad person. He is a man who wants the "easy stuff in life" and his attitude reflects this.
Description:
He is a fairly average frame and size for a human, but his sharp green eyes and soft brown short hair seem to make him special. He also has a fairly prominent chin that seems to give him a commanding presence. He usually dresses in pants, shirt and a leather jerkin, but will grudgingly wear the "robes" if necessary (he still thinks robes are for nancies).
Quotes
"They call me Mr. Love Magic."
"I am the Excellence of the Arcane."
"Hey watch it, you could poke an eye out with that thing."
"Didn't your mother tell you it was rude to stare. Now blow."
“I can read the future and if you let me buy you a drink, I can tell you all about it.”
Books used
PHB
Complete Arcane
MM
Spell Compendium
Arms and Equipment
***********************
Other notes
1. The gm is being very tight fisted about time. We're probably not going to have much "prep" time, if any so I doubt I'll be able to either make alchemical goods and/or add new spells to my spellbook beyond level gain. If we do get time, I need to figure out a way to maximize such time.
2. He is also being pretty tight fisted about gaining spells in the first place. most of what we've found is undead and I have been not very luck about magic items that could help my character.
3. I have been allowed if I go up a level to be able to get 1 spell per spell level from the spell compendium. otherwise, my spells are coming from the phb.
4. My character is more of a "utility mage", but will probably end up having to take a good chunk of combat spells.
5. most targets will be undead, but I also expect the occasional nonundead target.
In particular, I am trying to pick the best spells for the group
Thus far, my 4th level spell choices (of which I get 2 at 7th level), are pretty much going to be any of the following:
Arcane Eye
Black Tentacles
Enlarge person
Improved Invisibility
Remove Curse
Shadow Conjuration
Polymorph
and I can select only one of the following from the spell compendium:
Darkvision, Mass
Defenestrating Sphere
Forceward
Spell Enhancer
Voice of the Dragon
What do I want for waldorf -
1. versatility for a wide range of situations.
2. emphasis on effecting undead whether it is for offensive and defensive purposes.
3. an understanding that may be the only 4th level spells I will get in the game.
Whatr I'm thinking thus far is:
gut feel for versatility
1. polymorph
2. voice of the dragon
best for undead situations
1. Forceward
2. black tentacles
Any suggestions would be most helpful
The character rocks, but I want to keep it so I stay a step ahead.
here is the character
*************************
Waldorf the Groovy
Gender: Male...very

Race: Human
Alignment: N (w G tendencies)
Class: Wizard
Class Level(s): Wizard
Experience: 15,000 plus whatever experience earned during the game.
Next Level: 21,000
Strength: 10 0
Dexterity: 16 +3
Constitution: 14 +2
Intelligence: 17 +3 (+4 for spells)/ +5 with spells and headband.
Wisdom: 11 0
Charisma: 13 +1
Age: 20
Height: 5'4"
Weight: 132 lbs
Size: Medium
Speed: 30 feet
Eye Color: A sharp green
Hair Color: Brown with yellow highlights
Complexion: Manly
Homeworld: Derek's wizard world
Languages: Common, Draconic, Giant, Undercommon.
Hit Points: 26
Armor Class: 13 (17 with magic armor up) (19 with magic armor and shield bearer up)
Initiative: +7
Based Attack Bonus: +3
Melee Attack Bonus: +3
Ranged Attack Bonus: +6
Fortitude Save: +5 +2 +2 +1
Reflex Save: +6 +2 +3 +1
Will Save: +6 +5 +1
Racial Abilities:
free starting feat and additional skill points
Class Abilities:
Spells
Familiar (burrowing owl) - name is "Dave"
Feats:
H: Spellcasting Prodigy
w1: Scribe Scroll
1: Improved initiative
3: Combat Casting
w5: Sudden Extend
6: Extra slot (3rd level)
Skills 5x9 = 45 for class plus 9 for human = 54 skill points.
Concentration 14 = 8 + 2 +4 (combat casting)
Craft (brewing) 6 = 3 + 3
Craft (alchemy) 11 = 8 + 3
Decipher Script 5 = 2 + 3
Knowledge (Arcana) 11 = 8 + 3
Knowledge (Dungeoneering) 6 = 3 + 3
Knowledge (Nature) 5 = 2 + 3
Knowledge (Religion) 5 = 2 + 3
Profession (brewer) 2 = 2 + 0
Riding 5 = 2C + 3
Sense Motive (CC) 2 = 2C + 0
Spellcraft 13 = 8 + 3 +2 (synergy)
Spot 5/7/10 = 0 + 0 +5 (eyes of the eagle) plus familiar bonus +3/+5
Equipment:
Generic Adventuring Stuff:
Waterskin, full - 1gp / 4lb
Bedroll - 1sp / 5lb
1 days trail rations 0.5 gp/1 lb
sack 1sp/0.5 lbs
flint and steel 1 gp/0 lbs
10 candles 1 sp/ 0 lbs
Case, map or scroll 1 gp / 0.5 lbs
rope, hempen 50' 1 gp / 10 lbs
2 balls of twine(50 feet each) 2 sp / 0 lbs
Misc Equipment Subtotal: 5 gp / 32 lbs
3 pages of parchment 6 sp / 0 lbs
ink (1 oz vial) 8 gp / 0 lbs
ink pen 1 sp / 0 lbs
Spell Component Pouch 5 gp / 2 lbs
Spellbook 15 gp / 3 lbs
book carrying case (Leather w/ strap) 2 gp / 1 lbs - not listed, had to fudge using hackmasters spell slingers guide to spell domination
Wizard equipment subtotal 30.7 gp / 6 lbs
Other misc stuff
Miner's helmet /w flap that seals in light 1 gp / 1 lb
3 vials (2 pepper, 1 salt) 3 gp / 0.3 lbs
misc stuff total: 4 gp / 1.3 lbs
Quarterstaff 0 gp / 4 lbs
Light Crossbow 35 gp/ 4 lbs
10 crossbow bolts. 1 gp / 1 lbs
Dagger 2 gp / 1 lbs
heavy wooden shield 7 gp / 10 lbs
Weapon Subtotal: 45 gp / 20 lbs
Alchemical stuff
2 sunrods 4 gp / 2 lbs
Alchemical stuff total: 4 gp / 2 lb
Magical Items
Eyes of the Eagle 2500 gp
Heward's handy haversack 2000 gp
Headband of intellect (+2) 4000 gp
Ring of sustenence (+1) 2500 gp
cloak of protection (+1) 1000 gp
bag of tricks (grey) 900 gp
Magical Equipment cost: 12900
total 12988.7 / 60.3
Spellcasting Abilities:
Effective Caster Level: 6th with base 21
Spellcasting Ability Modifier: +5
Spells per Day: 9, 4, 4, 4
Spells save DC: 15, 16, 17, 18
Spells known:
0th
Acid Splash
Arcane Mark
Dancing Light
Daze
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
1st
Armor
Charm Person
Disguise self
Grease
Identify
Magic Missile
Mount
*Shieldbearer
Silent Image
2nd
Continual Flame
Invisibilty
Mirror Image
Rope Trick
3rd
Fireball
Fly
* from Spell Compendium
Weapon Statistics:
Melee Weapon
Weapon: Dagger
Attack Bonus: +3 /+6
Damage: 1d4
Threat Range/Multiplier: x2
Range Increment: 10 feet
Damage Type: P
Weapon Size: S
Ranged Weapon
Weapon: Light Crossbow
Ammunition: 20
Attack Bonus: +6
Damage: 1d8
Threat Range/Multiplier: 19-20/x2
Range Increment: 80 feet
Damage Type: P
Weapon Size: M
Familiar
OWL (Dave)
Tiny Animal
Hit Dice: as per familiar (13 hit points)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +2 natural, +3 magical), touch 18, flat-footed 17
Base Attack/Grapple: +0/–11
Attack: Talons +6 melee (1d4–3)
Full Attack: Talons +6 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8*
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Advancement: 2 HD (Small)
Level Adjustment: —
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Background:
Waldorf was born to a small family of renegade wizards and general never do wells, who were on the rebound after a failed coup in the kingdom of <insert name of fairly good kingdom here>. He spent the early part of his life on the run with his family, until he was given to a local accomplice, Seyerodu the Sneaky. His training was surprisingly quiet, only stopped by the fact that his mentor Seyerodu mysteriously vanished one day (only a fire was found on the floor, Arcane spontaneous combustion is a distinct possibility). Using his charm, and what money had found at his old mentors place, he enrolled in the Wizard's school to both get his piece of sheepskin. He is enrolled as Waldorf Sigilson, but he's almost universally known as "Waldorf the Groovy."
Disposition:
Despite the dark past, Waldorf is very chipper, cheerful and a pleasure to be around with. He often uses his smarmy charm to get out of trouble and situations. He has quite a few divination spells to both stay one step ahead of his estranged family (who have no idea that he is there), and cause it will help him predict whom he would be more likely to "score". Despite his family, Waldorf is not a bad person. He is a man who wants the "easy stuff in life" and his attitude reflects this.
Description:
He is a fairly average frame and size for a human, but his sharp green eyes and soft brown short hair seem to make him special. He also has a fairly prominent chin that seems to give him a commanding presence. He usually dresses in pants, shirt and a leather jerkin, but will grudgingly wear the "robes" if necessary (he still thinks robes are for nancies).
Quotes
"They call me Mr. Love Magic."
"I am the Excellence of the Arcane."
"Hey watch it, you could poke an eye out with that thing."
"Didn't your mother tell you it was rude to stare. Now blow."
“I can read the future and if you let me buy you a drink, I can tell you all about it.”
Books used
PHB
Complete Arcane
MM
Spell Compendium
Arms and Equipment
***********************
Other notes
1. The gm is being very tight fisted about time. We're probably not going to have much "prep" time, if any so I doubt I'll be able to either make alchemical goods and/or add new spells to my spellbook beyond level gain. If we do get time, I need to figure out a way to maximize such time.
2. He is also being pretty tight fisted about gaining spells in the first place. most of what we've found is undead and I have been not very luck about magic items that could help my character.
3. I have been allowed if I go up a level to be able to get 1 spell per spell level from the spell compendium. otherwise, my spells are coming from the phb.
4. My character is more of a "utility mage", but will probably end up having to take a good chunk of combat spells.
5. most targets will be undead, but I also expect the occasional nonundead target.
In particular, I am trying to pick the best spells for the group
Thus far, my 4th level spell choices (of which I get 2 at 7th level), are pretty much going to be any of the following:
Arcane Eye
Black Tentacles
Enlarge person
Improved Invisibility
Remove Curse
Shadow Conjuration
Polymorph
and I can select only one of the following from the spell compendium:
Darkvision, Mass
Defenestrating Sphere
Forceward
Spell Enhancer
Voice of the Dragon
What do I want for waldorf -
1. versatility for a wide range of situations.
2. emphasis on effecting undead whether it is for offensive and defensive purposes.
3. an understanding that may be the only 4th level spells I will get in the game.
Whatr I'm thinking thus far is:
gut feel for versatility
1. polymorph
2. voice of the dragon
best for undead situations
1. Forceward
2. black tentacles
Any suggestions would be most helpful