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I've never played a Wizard, so I have questions
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<blockquote data-quote="fusangite" data-source="post: 1890630" data-attributes="member: 7240"><p>Str 14 [improves your melee touch spells]</p><p>Dex 14 [improves your armour class, ranged touch spells]</p><p>Con 16 [not only does Con determine your hit points, it also determines your ability to cast in melee through Concentration checks]</p><p>Int 16 (+1) [of course your best attribute goes here]</p><p>Wis 14</p><p>Cha 12</p><p></p><p>Feats: Combat Casting, Weapon Focus (Touch), Spell Focus (Evocation), Craft Wand</p><p>Skills:</p><p>Concentration 10 [combined with your Con and Combat Casting, this means you have a 100% chance of successfully casting 0-3rd level spells in melee, 95% for 4th level spells]</p><p>Spellcraft 10</p><p>Knowledge (arcana) 5 [+2 synergy to spellcraft]</p><p>Knowledge (architecture) 5 [+2 conditional synergy to search]</p><p>Knowledge (dungeoneering) 5 [+2 conditional synergy to survival]</p><p>Knowledge (geography) 5 [+2 conditional synergy to survival]</p><p>Knowledge (local) 5 [+2 synergy to gather information]</p><p>Knowledge (nature) 5 [+2 conditional synergy to survival]</p><p>Knowledge (nobility) 5 [+2 synergy to diplomacy]</p><p>Knowledge (planes) 5 [+2 conditional synergy to survival]</p><p></p><p>Regarding hit points, it is important to realize that a Wizard with a Con of 16 has essentially the same hit points as a Fighter with a Con of 10. For this reason, Con is always a wizard's second most important attribute.</p><p></p><p>I recommend strongly against specialist wizards. There is simply no school, with the possible exception of Enchantment, that one can afford to give up. If you want to case extra spells per day, charging up a wand or scribing some scrolls is far better than placing certain spells off limits for the rest of your career. Furthermore, conjuration, because it involves so few opposed checks or saving throws is the worst choice for a specialty. </p><p></p><p>If you're worried about being killed too easily, I cannot recommend the following combination highly enough: Vampiric Touch, Spectral Hand and Improved Invisibility. With those spells, you should consistently come out of combats with more hit points than you went in with. Wizards make excellent melee fighters with Vampiric Touch, even without the other two spells. </p><p></p><p>While the gnome's Con bonus is attractive, I think a 16 Con is good enough. Furthermore, if you take a -2 Strength penalty then you will need to get Weapon Finesse in order for your melee touch spells to hit as well as your ranged spells and this will cut into your feats even more. Essentially, playing a gnome with your current set of abilities, is actually equivalent to losing two feats instead of one. Furthermore, being able to flee is important for a wizard. Gnomes are slow.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1890630, member: 7240"] Str 14 [improves your melee touch spells] Dex 14 [improves your armour class, ranged touch spells] Con 16 [not only does Con determine your hit points, it also determines your ability to cast in melee through Concentration checks] Int 16 (+1) [of course your best attribute goes here] Wis 14 Cha 12 Feats: Combat Casting, Weapon Focus (Touch), Spell Focus (Evocation), Craft Wand Skills: Concentration 10 [combined with your Con and Combat Casting, this means you have a 100% chance of successfully casting 0-3rd level spells in melee, 95% for 4th level spells] Spellcraft 10 Knowledge (arcana) 5 [+2 synergy to spellcraft] Knowledge (architecture) 5 [+2 conditional synergy to search] Knowledge (dungeoneering) 5 [+2 conditional synergy to survival] Knowledge (geography) 5 [+2 conditional synergy to survival] Knowledge (local) 5 [+2 synergy to gather information] Knowledge (nature) 5 [+2 conditional synergy to survival] Knowledge (nobility) 5 [+2 synergy to diplomacy] Knowledge (planes) 5 [+2 conditional synergy to survival] Regarding hit points, it is important to realize that a Wizard with a Con of 16 has essentially the same hit points as a Fighter with a Con of 10. For this reason, Con is always a wizard's second most important attribute. I recommend strongly against specialist wizards. There is simply no school, with the possible exception of Enchantment, that one can afford to give up. If you want to case extra spells per day, charging up a wand or scribing some scrolls is far better than placing certain spells off limits for the rest of your career. Furthermore, conjuration, because it involves so few opposed checks or saving throws is the worst choice for a specialty. If you're worried about being killed too easily, I cannot recommend the following combination highly enough: Vampiric Touch, Spectral Hand and Improved Invisibility. With those spells, you should consistently come out of combats with more hit points than you went in with. Wizards make excellent melee fighters with Vampiric Touch, even without the other two spells. While the gnome's Con bonus is attractive, I think a 16 Con is good enough. Furthermore, if you take a -2 Strength penalty then you will need to get Weapon Finesse in order for your melee touch spells to hit as well as your ranged spells and this will cut into your feats even more. Essentially, playing a gnome with your current set of abilities, is actually equivalent to losing two feats instead of one. Furthermore, being able to flee is important for a wizard. Gnomes are slow. [/QUOTE]
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