How does one make an entirely self-sufficient Wizard?

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So one of my friends is experimenting with the idea of a one-person D&D game, and I'm to make a single 15th-level character for him to throw virtually everything he has at me. I'm planning to play a Wizard 7/Celestial Mystic 8, from Book of Exalted Deeds, with the feat Arcane Disciple (Healing Domain) from Complete Divine, with Archmage in the future -- I figured that all of the resistances and immunities and healing ability would help, but when I showed my character sheet to him he just laughed at me and told me that I was so going to die. High-level play is not something I've really ever done.

So, I thought I'd ask for advice. Given a 15th-level wizard-type with the initial stats 15, 15, 16, 17, 18, 18, and the requisite wealth for a 15th-level character (200,000 gp), using any and all WOTC books, how would you build a character who is both fun to play and can withstand or find a way out of nearly every situation?
 
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Well, how about I start with just some general advice instead.

Step 1: take Leadership, with your focus on divine casting I don't think that a Pally cohort (re: church assigned bodyguard) would be out of line. Make sure he casts Shield Other on you.

Step 2: prepare prepare prepare. Use divinations obsessievly. Never walk into a situation you don't know how to walk out of. This doesn't mean you can't be heroic, just that you must be cautious and thoughtfull (makes sense for a high Int guy). Remember, a properly prepared wizard is a god amongst men, a wizard stumbling from one random encounter to the next is a corpse who hasn't stoped moving yet.

Step 3: Scrolls, scribe a whole library worth of them. Potions too while you're at it. Make your own wands, load them with blast spells and use them in combat instead of your spell slots. Leave a few of the spell slots you would have filled with fireball open instead and remember that you can fill them with just 15 minutes of meditation durring the day (ie: after you have learned more about your enemy/situation).

Hope that helps.
 


Write at least 2 scrolls of every spell that you don't prepare every day and that you don't have a wand of.

Otherwise: ANY character of level 15 with some good magic items is self-reliant. If he boosts his saves.
 


Sounds like your friend needs more experience at running solo adventures than you need help in making a self-sufficient character.

Quite frankly, there is no such thing as a self-sufficient character, because the DM can always throw something at you that exploits your weaknesses.

The point to a solo adventure (as should be the point to all adventures in general), is to present the PC (or party) with a set of carefully planned encounters that he (or they) will find challenging but not insurmountable. It is not player (or party) vs DM because the DM will always win eventually, if he tries hard enough.

At least, that's my philosophy of DMing and gaming in general. If your friend would like to discuss this further, point him to the General boards.
 

Step 1: take Leadership, with your focus on divine casting I don't think that a Pally cohort (re: church assigned bodyguard) would be out of line. Make sure he casts Shield Other on you.
If you dont go divine, go rogue (rogues and spellcasters go well, especially if they work together)

Step 2: prepare prepare prepare. Use divinations obsessievly. Never walk into a situation you don't know how to walk out of. This doesn't mean you can't be heroic, just that you must be cautious and thoughtfull (makes sense for a high Int guy). Remember, a properly prepared wizard is a god amongst men, a wizard stumbling from one random encounter to the next is a corpse who hasn't stoped moving yet.
Agree

Step 3: Scrolls, scribe a whole library worth of them. Potions too while you're at it. Make your own wands, load them with blast spells and use them in combat instead of your spell slots. Leave a few of the spell slots you would have filled with fireball open instead and remember that you can fill them with just 15 minutes of meditation durring the day (ie: after you have learned more about your enemy/situation).
Agree but try to get a item that can sense a trap ten feet out or more (useful)
 

To the rogue comment... I have found my old rogue/wizard/arcane trickster to be fairly self-sufficient at higher levels in the sense meant here. She was certainly able to overcome many (not all, however) challenges all by herself.

Bye
Thanee
 

Thanee said:
To the rogue comment... I have found my old rogue/wizard/arcane trickster to be fairly self-sufficient at higher levels in the sense meant here. She was certainly able to overcome many (not all, however) challenges all by herself.

Yup. This is a POTENT combination for solo adventuring.

A couple Levels of Ranger (kept in relative lockstep with Rogue Levels to avoid downstream XP penalties) is useful for HP depth, Saves, Weapon Proficiencies and getting started on the two-Weapon Fighting path (which pays off big time with Sneak Attack Damage). Or Fighter... Depands on 'flavor' of the campaign (dungeon/city/wilderness). Hurts Spell Progression though...

Ranged Touch Spells (no saves, take advantage of High Dex, Sneak Damage and possible crit effects) are awesome for this sorta build...

Use Magic Device is key to this sort of 'independant' character (Wands/Scrolls of Curative/Clerical Buffing Magic. Also: ALL treasure is GOOD treasure :))

Leadership has potential (but it gets crowded quick)

Disagree on using Wands for Blast Spells (Fireball et al). Save DCs are typically too low. Use Wands for common utility/buff Spells and spells that offer no Save (MM, or that suite of 'Ranged Touch' Spells, say). Massive library of Scrolls (self scribed and acquired) for really useful spells you need occasionally but in a hurry (again, avoid spells that offer saves). Potions are too expensive and with enough UMD, ya don't need 'use-activated' items so much...

Strongly Agree on keeping a number of 'slots' blank for later filling - SO useful.

Spell Mastery is important for the solo character. (I use it for 'get out of jail free' spells - 'cause NOBODY is coming to rescue me). Eschew materials is, er, likewise 'liberating'. Cached Back-up Spell Books are potentially mission critical...

Become an accomplished master at the ancient art of fleeing. Make SURE you always know how to leave an encounter before you engage...

A'Mal
 


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