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A wizard in Ravenloft.
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<blockquote data-quote="Shades of Eternity" data-source="post: 3540956" data-attributes="member: 10869"><p>I got a human wizard in the new ravenloft game and I am trying to get an idea of where I'm progressing.</p><p></p><p>The character rocks, but I want to keep it so I stay a step ahead.</p><p></p><p>here is the character </p><p></p><p>*************************</p><p></p><p>Waldorf the Groovy</p><p>Gender: Male...very <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Race: Human</p><p>Alignment: N (w G tendencies)</p><p>Class: Wizard</p><p>Class Level(s): Wizard</p><p>Experience: 15,000 plus whatever experience earned during the game.</p><p>Next Level: 21,000</p><p></p><p>Strength: 10 0 </p><p>Dexterity: 16 +3</p><p>Constitution: 14 +2</p><p>Intelligence: 17 +3 (+4 for spells)/ +5 with spells and headband.</p><p>Wisdom: 11 0 </p><p>Charisma: 13 +1</p><p></p><p>Age: 20</p><p>Height: 5'4"</p><p>Weight: 132 lbs</p><p>Size: Medium</p><p>Speed: 30 feet</p><p>Eye Color: A sharp green</p><p>Hair Color: Brown with yellow highlights</p><p>Complexion: Manly</p><p></p><p>Homeworld: Derek's wizard world</p><p>Languages: Common, Draconic, Giant, Undercommon.</p><p></p><p>Hit Points: 26</p><p>Armor Class: 13 (17 with magic armor up) (19 with magic armor and shield bearer up)</p><p>Initiative: +7</p><p></p><p>Based Attack Bonus: +3</p><p>Melee Attack Bonus: +3</p><p>Ranged Attack Bonus: +6</p><p></p><p>Fortitude Save: +5 +2 +2 +1</p><p>Reflex Save: +6 +2 +3 +1</p><p>Will Save: +6 +5 +1</p><p></p><p>Racial Abilities:</p><p>free starting feat and additional skill points</p><p></p><p>Class Abilities:</p><p>Spells</p><p>Familiar (burrowing owl) - name is "Dave"</p><p></p><p>Feats:</p><p>H: Spellcasting Prodigy</p><p>w1: Scribe Scroll</p><p>1: Improved initiative</p><p>3: Combat Casting</p><p>w5: Sudden Extend</p><p>6: Extra slot (3rd level)</p><p></p><p>Skills 5x9 = 45 for class plus 9 for human = 54 skill points.</p><p></p><p>Concentration 14 = 8 + 2 +4 (combat casting)</p><p>Craft (brewing) 6 = 3 + 3</p><p>Craft (alchemy) 11 = 8 + 3</p><p>Decipher Script 5 = 2 + 3</p><p>Knowledge (Arcana) 11 = 8 + 3 </p><p>Knowledge (Dungeoneering) 6 = 3 + 3</p><p>Knowledge (Nature) 5 = 2 + 3</p><p>Knowledge (Religion) 5 = 2 + 3 </p><p>Profession (brewer) 2 = 2 + 0</p><p>Riding 5 = 2C + 3</p><p>Sense Motive (CC) 2 = 2C + 0</p><p>Spellcraft 13 = 8 + 3 +2 (synergy)</p><p>Spot 5/7/10 = 0 + 0 +5 (eyes of the eagle) plus familiar bonus +3/+5</p><p></p><p>Equipment:</p><p></p><p>Generic Adventuring Stuff:</p><p></p><p>Waterskin, full - 1gp / 4lb </p><p>Bedroll - 1sp / 5lb </p><p>1 days trail rations 0.5 gp/1 lb</p><p>sack 1sp/0.5 lbs</p><p>flint and steel 1 gp/0 lbs</p><p>10 candles 1 sp/ 0 lbs</p><p>Case, map or scroll 1 gp / 0.5 lbs</p><p>rope, hempen 50' 1 gp / 10 lbs</p><p>2 balls of twine(50 feet each) 2 sp / 0 lbs</p><p></p><p>Misc Equipment Subtotal: 5 gp / 32 lbs</p><p></p><p>3 pages of parchment 6 sp / 0 lbs</p><p>ink (1 oz vial) 8 gp / 0 lbs</p><p>ink pen 1 sp / 0 lbs</p><p>Spell Component Pouch 5 gp / 2 lbs</p><p>Spellbook 15 gp / 3 lbs</p><p>book carrying case (Leather w/ strap) 2 gp / 1 lbs - not listed, had to fudge using hackmasters spell slingers guide to spell domination</p><p></p><p>Wizard equipment subtotal 30.7 gp / 6 lbs</p><p></p><p>Other misc stuff</p><p>Miner's helmet /w flap that seals in light 1 gp / 1 lb</p><p>3 vials (2 pepper, 1 salt) 3 gp / 0.3 lbs</p><p></p><p>misc stuff total: 4 gp / 1.3 lbs</p><p></p><p>Quarterstaff 0 gp / 4 lbs</p><p>Light Crossbow 35 gp/ 4 lbs</p><p>10 crossbow bolts. 1 gp / 1 lbs</p><p>Dagger 2 gp / 1 lbs</p><p>heavy wooden shield 7 gp / 10 lbs</p><p></p><p>Weapon Subtotal: 45 gp / 20 lbs</p><p></p><p>Alchemical stuff</p><p>2 sunrods 4 gp / 2 lbs</p><p></p><p>Alchemical stuff total: 4 gp / 2 lb</p><p></p><p>Magical Items</p><p>Eyes of the Eagle 2500 gp</p><p>Heward's handy haversack 2000 gp</p><p>Headband of intellect (+2) 4000 gp</p><p>Ring of sustenence (+1) 2500 gp</p><p>cloak of protection (+1) 1000 gp</p><p>bag of tricks (grey) 900 gp</p><p></p><p>Magical Equipment cost: 12900</p><p></p><p>total 12988.7 / 60.3</p><p></p><p>Spellcasting Abilities:</p><p>Effective Caster Level: 6th with base 21</p><p>Spellcasting Ability Modifier: +5</p><p>Spells per Day: 9, 4, 4, 4</p><p>Spells save DC: 15, 16, 17, 18</p><p></p><p>Spells known:</p><p></p><p>0th</p><p>Acid Splash</p><p>Arcane Mark</p><p>Dancing Light</p><p>Daze</p><p>Detect Magic</p><p>Detect Poison</p><p>Flare</p><p>Ghost Sound</p><p>Light</p><p>Mage Hand</p><p>Mending</p><p>Message</p><p>Open/Close</p><p>Prestidigitation</p><p>Ray of Frost</p><p>Read Magic</p><p>Resistance</p><p></p><p>1st </p><p>Armor</p><p>Charm Person</p><p>Disguise self</p><p>Grease</p><p>Identify</p><p>Magic Missile</p><p>Mount</p><p>*Shieldbearer</p><p>Silent Image </p><p></p><p>2nd</p><p>Continual Flame</p><p>Invisibilty</p><p>Mirror Image</p><p>Rope Trick</p><p></p><p>3rd</p><p>Fireball </p><p>Fly</p><p></p><p>* from Spell Compendium</p><p></p><p>Weapon Statistics:</p><p></p><p>Melee Weapon</p><p>Weapon: Dagger</p><p>Attack Bonus: +3 /+6</p><p>Damage: 1d4</p><p>Threat Range/Multiplier: x2</p><p>Range Increment: 10 feet</p><p>Damage Type: P </p><p>Weapon Size: S</p><p></p><p>Ranged Weapon</p><p>Weapon: Light Crossbow</p><p>Ammunition: 20</p><p>Attack Bonus: +6</p><p>Damage: 1d8</p><p>Threat Range/Multiplier: 19-20/x2</p><p>Range Increment: 80 feet</p><p>Damage Type: P </p><p>Weapon Size: M</p><p></p><p>Familiar</p><p>OWL (Dave)</p><p>Tiny Animal</p><p>Hit Dice: as per familiar (13 hit points)</p><p>Initiative: +3</p><p>Speed: 10 ft. (2 squares), fly 40 ft. (average)</p><p>Armor Class: 20 (+2 size, +3 Dex, +2 natural, +3 magical), touch 18, flat-footed 17</p><p>Base Attack/Grapple: +0/–11</p><p>Attack: Talons +6 melee (1d4–3)</p><p>Full Attack: Talons +6 melee (1d4–3)</p><p>Space/Reach: 2-1/2 ft./0 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master</p><p>Saves: Fort +2, Ref +5, Will +7</p><p>Abilities: Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4</p><p>Skills: Listen +16, Move Silently +17, Spot +8*</p><p>Feats: Alertness, Weapon Finesse</p><p>Environment: Temperate forests</p><p>Organization: Solitary</p><p>Challenge Rating: 1/4</p><p>Advancement: 2 HD (Small)</p><p>Level Adjustment: —</p><p></p><p>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.</p><p>Combat</p><p></p><p>Owls swoop quietly down onto prey, attacking with their powerful talons.</p><p></p><p>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.</p><p></p><p>Background:</p><p></p><p>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."</p><p></p><p>Disposition:</p><p></p><p>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. </p><p></p><p>Description:</p><p></p><p>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). </p><p></p><p>Quotes</p><p>"They call me Mr. Love Magic."</p><p>"I am the Excellence of the Arcane."</p><p>"Hey watch it, you could poke an eye out with that thing."</p><p>"Didn't your mother tell you it was rude to stare. Now blow."</p><p>“I can read the future and if you let me buy you a drink, I can tell you all about it.”</p><p></p><p>Books used</p><p>PHB</p><p>Complete Arcane</p><p>MM</p><p>Spell Compendium</p><p>Arms and Equipment</p><p></p><p></p><p>***********************</p><p></p><p>Other notes</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>4. My character is more of a "utility mage", but will probably end up having to take a good chunk of combat spells.</p><p></p><p>5. most targets will be undead, but I also expect the occasional nonundead target.</p><p></p><p>In particular, I am trying to pick the best spells for the group</p><p></p><p></p><p>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:</p><p>Arcane Eye</p><p>Black Tentacles</p><p>Enlarge person </p><p>Improved Invisibility</p><p>Remove Curse</p><p>Shadow Conjuration</p><p>Polymorph</p><p></p><p>and I can select only one of the following from the spell compendium:</p><p>Darkvision, Mass</p><p>Defenestrating Sphere</p><p>Forceward</p><p>Spell Enhancer</p><p>Voice of the Dragon</p><p></p><p>What do I want for waldorf -</p><p>1. versatility for a wide range of situations.</p><p>2. emphasis on effecting undead whether it is for offensive and defensive purposes.</p><p>3. an understanding that may be the only 4th level spells I will get in the game.</p><p></p><p></p><p>Whatr I'm thinking thus far is:</p><p></p><p>gut feel for versatility</p><p>1. polymorph</p><p>2. voice of the dragon</p><p></p><p>best for undead situations</p><p></p><p>1. Forceward</p><p>2. black tentacles</p><p></p><p>Any suggestions would be most helpful</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 3540956, member: 10869"] 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 [/QUOTE]
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