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General Tabletop Discussion
Character Builds & Optimization
How would you build a melee wizard?
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<blockquote data-quote="Plane Sailing" data-source="post: 1191557" data-attributes="member: 114"><p>A 1st level human wizard transmuter specialist (pick what he gives up) who acts like a fighter? (i've not got point buy costs with me, but just assuming)</p><p></p><p>St 12</p><p>De 14</p><p>Co 16</p><p>In 13</p><p>Wi 10</p><p>Ch 8</p><p></p><p>first level feats - Martial Weapon (Greatsword), toughness *(or light armour prof)</p><p></p><p>first level spells - enlarge, shield, truestrike.</p><p></p><p>Wears chain shirt (with shield spell and dex for AC 20). </p><p></p><p>He has 10hp.</p><p></p><p>When enlarged he gets Str 14, Dex 12, his AC goes down to 18 but he has 10ft reach with his sword for 3d6+3 damage and +1 to hit overall.</p><p></p><p>Carry scrolls around of enlarge and shield (in case your spell failure stops them going off!).</p><p></p><p>If he has a couple of rounds of prep for an encounter, he could be an effective fighter for his level.</p><p></p><p>Second level spells would include endurance and false life as early purchases, alongside mirror image and blur. 3rd feat would be create wondrous item, 5th level bonus feat is enchant arms and armour and the normal feat could be extend spell or combat expertise or something.</p><p></p><p>Each attribute increase goes into INT, which keeps him in line for minimum Int to cast spells until he reaches 13th level, at which point he can't cast 7th level spells... unless he has an INT enhancing magic by that time (which seems very likely).</p><p></p><p>You could have fun with a character like that in many campaigns.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1191557, member: 114"] A 1st level human wizard transmuter specialist (pick what he gives up) who acts like a fighter? (i've not got point buy costs with me, but just assuming) St 12 De 14 Co 16 In 13 Wi 10 Ch 8 first level feats - Martial Weapon (Greatsword), toughness *(or light armour prof) first level spells - enlarge, shield, truestrike. Wears chain shirt (with shield spell and dex for AC 20). He has 10hp. When enlarged he gets Str 14, Dex 12, his AC goes down to 18 but he has 10ft reach with his sword for 3d6+3 damage and +1 to hit overall. Carry scrolls around of enlarge and shield (in case your spell failure stops them going off!). If he has a couple of rounds of prep for an encounter, he could be an effective fighter for his level. Second level spells would include endurance and false life as early purchases, alongside mirror image and blur. 3rd feat would be create wondrous item, 5th level bonus feat is enchant arms and armour and the normal feat could be extend spell or combat expertise or something. Each attribute increase goes into INT, which keeps him in line for minimum Int to cast spells until he reaches 13th level, at which point he can't cast 7th level spells... unless he has an INT enhancing magic by that time (which seems very likely). You could have fun with a character like that in many campaigns. Cheers [/QUOTE]
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How would you build a melee wizard?
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