Eladrin Wizard Character Sheet -- Problems, comments, etc?

Prometeus

First Post
Level: 1
Class: Wizard
Race: Eladrin
Size: Medium
Deity: Ioun

Initiative: +1 (+1 DEX)

AC: 13 (+3 INT)
FORT: 12 (+2 CON)
REF: 13 (+3 INT)
WILL: 16 (+3 WIS, +2 class, +1 race)

Speed: 6

STR: 8, -1
CON: 15, +2
DEX: 13, +1 (+2 race)
INT: 16, +3 (+2 race)
WIS: 16, +3
CHA: 10, +0

Passive Insight: 18
Passive Perception: 18
Special Senses: Low-light Vision

Max HP: 25
Bloodied: 12
Surge Value: 6
Surges/Day: 8
Saving Throw Mods: +5 against charm

Acrobatics: 0
Arcana: 10 (+3 INT, TRND, +2 race)
Athletics: 0
Bluff: 0
Diplomacy: 5 (TRND)
Dungeoneering: 3 (+3 WIS)
Endurance: 2 (+2 CON)
Heal: 3 (+3 WIS)
History: 5 (+3 INT, + 2 race)
Insight: 8 (+3 WIS, TRND)
Intimidate: 0
Nature: 8 (+3 WIS, TRND)
Perception: 8 (+3 WIS, TRND)
Religion: 3 (+3 INT)
Stealth: 0
Streetwise: 0
Thievery: 0

Feats: Ritual Caster; Linguist

Languages Known: Common, Elven, Deep Speech, Giant, Goblin

At-Will Powers:
Cantrips: Ghost Sound (standard action); Light (minor action); Mage Hand (minor action); Prestidigitation (standard action)
Cloud of Daggers (standard action, INT v. REF): 1d6 + INT (3) force damage to each creature in 1 square within 10 squares. Any creature that enters the area or starts its turn there takes force damage equal to WIS (3). This effect remains until the end of "your" next turn.
Magic Missile (standard action, INT v. REF): 2d4 + INT (3) force damage to one creature within range 20. This power counts as a ranged basic attack.

Encounter Powers:
Ray of Enfeeblement (standard action, INT v. FORT): 1d10 + INT (3) necrotic damage to one creature within range 10 and that creature is weakened until the end of "your" next turn.
Fey Step (movement action): Teleport up to 5 squares.

Daily Powers:
Flaming Sphere (standard action, INT v. REF): Conjure a fireball within range 10 that deals 2d6 + INT (3) fire damage to 1 adjacent creature, 1d4 + INT (3) fire damage to any adjacent creature when it starts its turn. As a move action, "you" can move the sphere up to 6 squares. As a standard action, "you" can make another attack with the sphere. "You" can sustain this power until the end of the encounter with a minor action.
Sleep (standard action, INT v. WILL): Each creature in burst 2 within 20 squares is slowed (save ends). If a creature fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: each creature is slowed (save ends)

Equipment (62.66 / 80 lb.): Standard Kit, Orb, Climber's Kit, Flask, Dagger (5), Fine Clothing, Longsword, Spellbook

Coins and other wealth: 17 gp, 9 sp, 7 cp

Rituals: Make Whole, Animal Messenger, Tenser's Floating Disk

Other Racial Traits: Proficient with longsword; Considered a fey; Trance for 4 hours rather than sleep for 6

Other Class Traits: Proficient with cloth armor, dagger, quarterstaff; "Once per encounter as a free action, you can use your orb to either 1. designate one creature upon whom you have cast a wizard spell that lasts until the subject succeeds on a saving throw and that creature takes a penalty to its saving throws against that effect equal to your wisdom modifier -- or -- 2. extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn and that effect instead ends at the end of your next turn."; Must choose only 1 daily spell to cast for the day
 

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Overall it looks pretty good, I like the concept. I was wondering if you were aiming for any particular feats, due to the position of the ability scores. Perhaps you might consider putting more weight into your primary ability score of INT.

STR: 8, -1
CON: 15, +2
DEX: 13, +1 (+2 race)
INT: 18, +3 (+2 race)
WIS: 14, +3
CHA: 10, +0

And probably replace Cloud of Daggers with something that doesn't depend on WIS; Scorching Burst or Thunderwave would be my choices. Of course, this wrecks the synergy could be the whole point of the character, I'm not sure what your goal is. I also find Linguist to be a sub-optimal feat for combat, but perhaps there is an extremely compelling reason your character knows those extra three tongues.
 

AntiPaladin said:
Overall it looks pretty good, I like the concept. I was wondering if you were aiming for any particular feats, due to the position of the ability scores. Perhaps you might consider putting more weight into your primary ability score of INT."

He's aiming for a controller wizard (as opposed to a battle wizard) who can use his orb and other abilities later, in conjunction with high wisdom, to give his enemies penalties to their saves or to extend the duration of his "end of your next turn" effects.
 

Well, actually, the general concept for the character is something like a scholarly Indiana Jones. I was planning on focusing mainly on control-style spells, which often deal extra damage and have other effects based on wisdom, which is why I divided the scores such (and if it were possible, I'd take that +2 out of DEX and put it in either WIS or CON). I wasn't aiming for any particular feats, but I had considered both a Warlock and Cleric multiclass, which is why I kept the CON fairly high. Overall, this is a "cerebral" character (note the deity!) and so where possible I tried to give them an alternative to combat.

I think I might take your advice and put more weight into INT, especially because my combat ability is entirely inept thanks to my low STR and average DEX.

I had the same feelings about the linguist feat, but seeing as I'm actually a linguist, it was just too compelling for me to pass up -- also, I find the concept of conducting diplomacy with the Goblin Chief or whomever (or at least distracting them long enough to gain a combat advantage) much more interesting than "Look! Something to kill!"
 

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