Hi, heres hoping for some helpful comments and inspiration.
We are just about to start a module, where we are all 10th lvl, consisting of a cleric, sorcerer, rogue, big fighter, monk and myself.
I fancy (for a laugh and flavour) playing a 10th lvl Dwarven (deep) wiz 5/alienist 5.
I'm thinking of someone who uses magic jar (again its a flavour thing) and is very odd.
I'll detail the basic starting data first and then what I think is worth doing. Its worth noting I've not played a wizard since AD&D times, my spell knowledge is really really rusty so I'm getting particularly stuck on feats, spells and magic items (we are allowed 49K each).
We are allowed to use Core and any splat books that are in Heroforge 4.11 (so everything but the very most recent).
Basic starting stats:
Deep Dwarf
Initial rolls: 17, 15, 13, 12, 10, 9
Hits (Before con): 33
Initial build (including stat adjustments for lvl and alienist)
Str:10
Dex: 13
Con: 18
Int: 18
Wis: 12
Cha: 7
Feats:
Spell focus (conjuration)
Augment Summoning (needed for Prc)
Improved Initiative
Sculpt Spell
Reach Spell (thinking of losing this one)
Mobile Spellcasting
Scribe Scroll
Skills:
Concentration: 17 (rank 13), Craft (alchemy): 9, Decipher Script 9, Knowledge Arcana (13), Knowledge (dungeoneering) 5, knowledge planes: 13, Listen 12, Spellcraft: 15 (rank 13), Spot 12
Familiar: Slyther the pseudonatural weasel (+2 reflex bonus)
Spells (ideas!)
L1: Grease, Ray of enfeeblement, Shield
L2: Alter self, Mirror image, ray of weakness, Tashas laughter
L3: Bands of steel, mage armour (greater), ray of exhaustion
L4: Confusion, Defenestrating sphere, Envervation, Polymorph
L5: Magic Jar, Feeblemind
Summon monster 1 to 5.
Any advice, comments, jokes or links to other threads would be brill.
Cheers
And re edited...
We are just about to start a module, where we are all 10th lvl, consisting of a cleric, sorcerer, rogue, big fighter, monk and myself.
I fancy (for a laugh and flavour) playing a 10th lvl Dwarven (deep) wiz 5/alienist 5.
I'm thinking of someone who uses magic jar (again its a flavour thing) and is very odd.
I'll detail the basic starting data first and then what I think is worth doing. Its worth noting I've not played a wizard since AD&D times, my spell knowledge is really really rusty so I'm getting particularly stuck on feats, spells and magic items (we are allowed 49K each).
We are allowed to use Core and any splat books that are in Heroforge 4.11 (so everything but the very most recent).
Basic starting stats:
Deep Dwarf
Initial rolls: 17, 15, 13, 12, 10, 9
Hits (Before con): 33
Initial build (including stat adjustments for lvl and alienist)
Str:10
Dex: 13
Con: 18
Int: 18
Wis: 12
Cha: 7
Feats:
Spell focus (conjuration)
Augment Summoning (needed for Prc)
Improved Initiative
Sculpt Spell
Reach Spell (thinking of losing this one)
Mobile Spellcasting
Scribe Scroll
Skills:
Concentration: 17 (rank 13), Craft (alchemy): 9, Decipher Script 9, Knowledge Arcana (13), Knowledge (dungeoneering) 5, knowledge planes: 13, Listen 12, Spellcraft: 15 (rank 13), Spot 12
Familiar: Slyther the pseudonatural weasel (+2 reflex bonus)
Spells (ideas!)
L1: Grease, Ray of enfeeblement, Shield
L2: Alter self, Mirror image, ray of weakness, Tashas laughter
L3: Bands of steel, mage armour (greater), ray of exhaustion
L4: Confusion, Defenestrating sphere, Envervation, Polymorph
L5: Magic Jar, Feeblemind
Summon monster 1 to 5.
Any advice, comments, jokes or links to other threads would be brill.
Cheers
And re edited...
Last edited: