Help with a wizard

How about pure monk, specializing in scouting? He could get a pretty darn good AC with a 40 point buy (+ 2 points for leveling up to 8th level). His saves and touch AC will be amazing

Let's see:

Human Monk 8; Size:M; hp 68; Init +5; Spd Walk 50'ft.; AC 22 (Touch Attack AC 20)
Atk = +6/+1 melee, +11/+6 ranged (Unarmed: +6/+3, damage d10)
SA:Stunning Attack 8/day,Stunning Attack DC (18)
Evasion
Flurry of Blows (+4/+4/+1)
Still Mind
Purity of Body
Leap of the Clouds
Wholeness of Body
Slow Fall (50 ft.)
AL:LN (Well, any lawful will do)

SV Fort +13, Ref +12, Will +12

Str 10, Dex 20, Con 14, Int 14, Wis 18, Cha 10.

Skills and Feats:

Balance +16,
Climb +24,
Hide +16,
Jump +11,
Listen +15,
Move Silently +14,
Spot +9,
Tumble +16,

Deflect Arrows,
Dodge,
Exotic Weapon Proficiency,
Great Fortitude,
Improved Trip,
Improved Unarmed Strike,
Martial Weapon Proficiency,
Mobility,
Spring Attack,
Stunning Fist,

Possessions
Amulet of Health +2
Bracers of Armor +2
Cloak of Resistance +2
Gloves of Dexterity +2
Slippers of Spider Climbing

He could use a few mundane items, too, but I ran out of money. Slippers of Spider Climbing are optional, but really great for a scout. It would also be helpful to have Goggles of Night as a human scout, but they are 8,000 so you'd have to give up a lot to get them. Tough choice, that one.

In any case, this might be workable and fun - not a combat workhourse, but can Spring Attack in with really good speed and attempt a stunning attack and be really, really annoying.
 
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Artoomis said:
How about pure monk, specializing in scouting?

Yes! That's a great way to get him to play a wizard. :-P

Now as to the topic...
Human Evoker
1st 2 feats:
Spell Mastery: Magic Missile ( and others )
Signature Spell: Magic Missile.

As your DM is allowing FRCS races, I'm assuming he is allowing the feats too. With this feat, it doesn't matter what he prepares, because _everything_ except cantrips can become magic missile!

Just call him Mr. Machine Gun.
 

Right, since someone said the necro 5 / red 2 was too advanced (which was a very well defined, versitale and most of all, a very powerful character), all I can do now is give some general strategy advices:

Option 1: Mass Damage

Evoker / Sorcerer.
Spells: Fireball, Lightning Bolt, Acid Arrow, Magic Missile.
Feats: Greater Spell Focus, Bloodline of Fire (as sorcerer), Improved Initiative (to get a free fireball when your fighter isn't close yet).
Tactic: Keep on throwing fireballs and lightning bolts. Personally, I think this is rather boring and limited.


Option 2: Insta kill

Transmuter.
Spells: Polymorph Other, Desintegrate (lvl 6)
Feats: Greater Focus, Tattoo Focus, Spellcasting Prodigy (you need high DC's)
Tactic: Polymorph people into Dolphins and other fishes for maximum result.

Option 3: The Assassin

Necromancer / Enchanter / Illusionist
Spells: Charm Person, Improved Invisibility, Enervation, Ghould Touch, Hold Person, Blindsight, Fly.
Feats: Shadow Weave Magic, Silent Spell, Spellcasting Prodigy, Spell Focus (either Enchantment or Necromancy).
Tactic: Blindsight at the beginning of each day, Improved Invisibility if you can surprise your enemy, and then Hold or Paralyse him. Finish with CDG. I think this is a very good wizard (though can be played as a sorcerer too, but trust me, that's far harder), especially in city campaigns or when you are facing a lot of humanoids.

Option 4: The Crafter

Transmuter
Spells: Bull's strenght, Cat's grace etc, any other spells that are required to make items.
Feats: Craft Wonderous Items, Craft Arms and Armor, and very important, Magical Artisan.
Tactic: You will win due to the sheer overequipment you have: when you whole party is carrying +2 weapons, you have a +3 weapon and a +3 armor, some stat boosting items etc.

Option 5: The Cleric ( I know, it's not a Wizard, but you might give it a try)

Cleric
Spells, Deeper Darkness, Blindsight,
Feats: Craft Magical Arms and Armor, Magical Artisan
Domains: Metal, another one (choose Gond as your patron deity!)
Tactic: Get yourself a nice "Exotic Weapon Proficiency (Heavy Warhammer)" Good for 2d6 damage one handed, without penalties. Cast Deeper Darkness and Blindsight and you're pretty much invincible against everything except Dispel Magic...(and a Bard (party member) who throws "Confusion" >:-( )

Good spells for just about every wizard / sorcerer:

Fly, Haste, Dispel Magic, Lightning Bolt, Polymorph Self / Other, Improved Invisibility.

Good tactics for just about every wizard / sorcerer:

Get those DC's up! Use Paneaolo (it's a drug from LoD). It raises your DC's by 2. Take classes with spellpower (Shadow Adept or Red Wizard), take feats that up your DC's (tattoo focus, spellcasting prodigy, spell focus).

Good Luck...
 

What about a Rogue/Wizard aiming for Arcane Trickster (from Tome & Blood)? He would have enough rogue abilities to still be useful, yet actually get advantage from some of the weird spells.

Failing that, I would take a fighter class and and Sorcerer. Pick the spells to supplement their combat abilities, either by going for the defensive spells or the enhancement spells.

The big thing it probably to make up a character background for the character that fits in the campaign. Something that explains why they've got the spells they have.

If you want to go pure spellcaster, it could be interesting to go Summoner (all Conjuration/Summoning spells) along with Invisibility. Go invisible, start calling in friends. Make sure he knows a lot of different languages so he can direct his 'friends'.
 

Arkham said:


Yes! That's a great way to get him to play a wizard. :-P

He wants something that can be a great help to the group/ good in combat. He told me really doesn't care in what way though.

I assumed that meant anything was open for consideration, not just arcane spell casters.

I think the monk is an excellent choice when you get to have the stats for it. He helps a LOT outside of combat (scouting), and contributes well in combat, too.
 

Artoomis said:


I assumed that meant anything was open for consideration, not just arcane spell casters.

Normally, yes. But considering the topic of the thread is "Help with a wizard"... :p
 

RogueJK said:


Normally, yes. But considering the topic of the thread is "Help with a wizard"... :p

Even then, it was correct: The monk is one of the best characters against wizards, so if you need help with killing a wizard, you can take a monk :)

(But aside: the only way to kill a wizard is with another wizard, or possibly with a cleric (but the wizard has to be stupid). A monk has hardly a chance in a powergame situation, but he is a nice third)
 

I don`t want to suggest a certain character, but a nice help when designing a wizard:
Write a "hard copy" spellbook. Copy all spells the wizard knows in a note book (not the "PC" Variant. It is "Pen and Paper :) ).
If you wrote something down, it is easier to remember it. He will know what the spells does, and this is very important for choosing and preparing spells.
 

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