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Making a badass Wizard using all available WoTC resources
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<blockquote data-quote="weem" data-source="post: 4630094" data-attributes="member: 9470"><p>Thanks for the responses!</p><p></p><p>Here's what I have (I had to start last night when there were none so I did my best under the rushed circumstances). I was up late though - we'll hope this makes sense this morning as I go over it.</p><p></p><p>One thing to note - I'm positive he could be better - this is just what I ended up with last night (little disclaimer there)... he also is not done - more to do/change at some point...</p><p></p><p>Githyanki Wizard [LVL 12]</p><p></p><p>Racial = +2 Con, +2 Int</p><p></p><p>Arcane Implement Mastery: Staff of Defence</p><p></p><p><strong>@Will =========</strong></p><p></p><p>Thunderwave, Magic Missle</p><p></p><p><strong>Encounter =====</strong></p><p></p><p>Color Spray, Burning Hands, Winter's Wrath, Fire Burst</p><p></p><p><strong>Utility ========</strong></p><p></p><p>Expeditious Retreat, Blur, Shield, Arcane Gate</p><p></p><p><strong>Daily =========</strong></p><p></p><p>Fireball, Stinking Cloud, Bigby's Icy Grasp</p><p></p><p></p><p><strong>GEAR =========</strong></p><p></p><p>Cape of Mountebank (Teleport 5sq as Imm.React, +2 Defenses)</p><p></p><p>Casque of Tactics [head] (+1 Init)</p><p></p><p>Viper Belt (Resist 5 Poison + Encounter: +2 save vs ongoing poison)</p><p></p><p>Bracers of Defense (Daily: Imm Interupt - hit w/ melee - reduce dmg by 10)</p><p></p><p>Staff of Ruin +3</p><p></p><p>Leather ("Repulsion") +3</p><p></p><p></p><p><strong>FEATS ========</strong></p><p></p><p>...Leather</p><p>...Toughness</p><p>...Improved Init</p><p>...Danger Sense (Roll Init twice, use highest)</p><p>...Defensive Mobility</p><p>...Astral Fire (+1 Fire damage)</p><p>...Staff Fighting (Q.Staff is double weapon d8/d8, gain keywords 'defensive' = +1 AC, and 'off hand') -- Dragon 368</p><p></p><p><span style="color: Red">...[NEED ONE MORE]</span></p><p></p><p></p><p><strong>STATS SO FAR ===============</strong></p><p></p><p>STR - 8</p><p>CON - 16 (13... + 2 Racial, +1 lvl 4)</p><p>DEX - 10</p><p>INT - 22 (18... +2 Racial, +1 lvl 4, +1 lvl 8)</p><p>WIS - 14 (13... +1 lvl 8)</p><p>CHR - 10</p><p></p><p><strong>AC</strong> - 29 </p><p>(10 + 6[1/2 lvl] + 6[abil] + 5[armor 2, enh +3], 1[Class Feature], 1[Staff Fighting Feat])</p><p></p><p><strong>FORT</strong> - 21</p><p>(10 + 6[1/2 lvl] + 3[abil] + 2[cape])</p><p></p><p><strong>REF</strong> - 24</p><p>(10 + 6[1/2 lvl] + 6[abil] + 2[cape])</p><p></p><p><strong>WILL</strong> - 23</p><p>(10 + 6[1/2 lvl] + 2[abil] + 2[cape] +2[class bonus] + 1[race])</p><p></p><p><strong>HP</strong> - 77</p><p>(10 + 13[con]@ lvl 1) = 23 </p><p>(4/lvl x 11) = 44</p><p>(Toughness) = 10</p><p></p><p><strong>INITIATIVE</strong> +13</p><p>(6[1/2 lvl] + 2[race] + 4[imp init feat] + 1[head item])</p><p></p><p></p><p><strong>EXTRA DEFENSES ======</strong></p><p></p><p>+2 Save vs Charm [race]</p><p>Resist 5 Poison [item]</p><p></p><p></p><p></p><p>Ideas? Thoughts? Changes?</p><p></p><p>Thanks,</p></blockquote><p></p>
[QUOTE="weem, post: 4630094, member: 9470"] Thanks for the responses! Here's what I have (I had to start last night when there were none so I did my best under the rushed circumstances). I was up late though - we'll hope this makes sense this morning as I go over it. One thing to note - I'm positive he could be better - this is just what I ended up with last night (little disclaimer there)... he also is not done - more to do/change at some point... Githyanki Wizard [LVL 12] Racial = +2 Con, +2 Int Arcane Implement Mastery: Staff of Defence [B]@Will =========[/B] Thunderwave, Magic Missle [B]Encounter =====[/B] Color Spray, Burning Hands, Winter's Wrath, Fire Burst [B]Utility ========[/B] Expeditious Retreat, Blur, Shield, Arcane Gate [B]Daily =========[/B] Fireball, Stinking Cloud, Bigby's Icy Grasp [B]GEAR =========[/B] Cape of Mountebank (Teleport 5sq as Imm.React, +2 Defenses) Casque of Tactics [head] (+1 Init) Viper Belt (Resist 5 Poison + Encounter: +2 save vs ongoing poison) Bracers of Defense (Daily: Imm Interupt - hit w/ melee - reduce dmg by 10) Staff of Ruin +3 Leather ("Repulsion") +3 [B]FEATS ========[/B] ...Leather ...Toughness ...Improved Init ...Danger Sense (Roll Init twice, use highest) ...Defensive Mobility ...Astral Fire (+1 Fire damage) ...Staff Fighting (Q.Staff is double weapon d8/d8, gain keywords 'defensive' = +1 AC, and 'off hand') -- Dragon 368 [COLOR="Red"]...[NEED ONE MORE][/COLOR] [B]STATS SO FAR ===============[/B] STR - 8 CON - 16 (13... + 2 Racial, +1 lvl 4) DEX - 10 INT - 22 (18... +2 Racial, +1 lvl 4, +1 lvl 8) WIS - 14 (13... +1 lvl 8) CHR - 10 [B]AC[/B] - 29 (10 + 6[1/2 lvl] + 6[abil] + 5[armor 2, enh +3], 1[Class Feature], 1[Staff Fighting Feat]) [B]FORT[/B] - 21 (10 + 6[1/2 lvl] + 3[abil] + 2[cape]) [B]REF[/B] - 24 (10 + 6[1/2 lvl] + 6[abil] + 2[cape]) [B]WILL[/B] - 23 (10 + 6[1/2 lvl] + 2[abil] + 2[cape] +2[class bonus] + 1[race]) [B]HP[/B] - 77 (10 + 13[con]@ lvl 1) = 23 (4/lvl x 11) = 44 (Toughness) = 10 [B]INITIATIVE[/B] +13 (6[1/2 lvl] + 2[race] + 4[imp init feat] + 1[head item]) [B]EXTRA DEFENSES ======[/B] +2 Save vs Charm [race] Resist 5 Poison [item] Ideas? Thoughts? Changes? Thanks, [/QUOTE]
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