Making and Playing a Badass Wizard: How?


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Being restricted to Core and only playing a Gnome really does limit your potential to be a badass. The epitome of Badass Wizard is the Human w/ Staff, Leather Armor, Action Surge, Int 20 and 3 At-Wills that all target different Defenses.

Not possible in Core though - you've got vs Ref and vs Fort to choose from.
 


Not possible in Core though - you've got vs Ref and vs Fort to choose from.

Hence why I wrote (and you quoted, no less) "Being restricted to Core and only playing a Gnome really does limit your potential to be a badass."

The Wizard was the first Core Class to receive extensive love in Dragon Magazine for a reason. Heck, they got it out the door in time for Living Forgotten Realms, even.

DracoSuave said:
...is a contradiction. Once you've gone the route of going into DM resources for player builds you've gone outside the norm and might-as-well start going non-core at that point.

Core = PHB, DMG, and MM, just like 3rd Edition. All the Magic Items in Core for 3rd Edition were in the DMG, after all. That said, the Monster Races are "DM's permission only" for a reason - they aren't particularly balanced for play - but they certainly do not require owning any Splatbooks to play.

- Marty Lund
 

One of the fastest ways is to have a Storm Genasi wizard with Thunderwave. Minor to up damage by 1d8 for 2 rounds, so 1d6+1d8+4+push over a 3x3 area at 1st level tends to be impressive. Iron Vanguard can make that better, so a 13 Str isn't a bad idea either.

You do want to be able to survive the attention that's going to happen, so Staff Implement isn't a bad idea...and a 13 Str for Iron Vanguard isn't a bad idea either.
 



PHB Fighter paragon path. Focuses on pushing enemies and/or knocking enemies prone. I'd never considered it, but I can see how having that for a thunderwave wizard would be fun.
Having to keep up Int, Wis, Str and Con to get the most out of your build = not fun, though.
 

For the record, I'd have built it like this:

Gnome Wizard 4
Str 8, Dex 10, Con 14, Int 19 (+2 race, +1 level), Wis 16 (+1 level), Chr 13 (+2 race).

Feats: Improved Init, Leather Armor, Toughness, Durable
AC: 16 + Magic
HP 52
HS 10 (+13 hp/hs)
Orb of Imposition

For powers focus on two things: 1) Things that create areas that damage foes when they enter them and/or start their turn there, and 2) Things that push foes around while damaging them.

So Cloud of Daggers (benefits from orb power to extend it) and Thunderwave (pushes for 3) for at-wills, Icy Terrain (though Grasping Shadows from Dragon would do better for this), Flaming Sphere (it's border squares are essentially like a zone of damage), Fire Shroud (benefits from orb save ability), Stinking Cloud (great zone of damage), and Spectral Ram (push 3 and knock prone).

Magic items should compliment this set up of creating areas of enter/start damage, and pushing things into those areas. So for example an Orb of Insurmountable Force (AV), which pushes as an encounter power along with one of your other powers. Probably also Veteran's Leather Armor (AV), which lets you renew a daily spell so you can slam two flaming spheres or stinking clouds a day.

This gnome can take some hits with his decent AC, decent HPs, and decent Healing Surges. He can sit at or near the front line, creating areas of damage behind the enemies front line and then blowing those enemies into the area. He can extend those areas durations sometimes as well. And he compliments the defender and perhaps some strikers by pushing foes around and dumping damage spells on spots they are stuck to.

Sure, it ditches stealth (you can take it at 8th level if you really want), and ditches the feat that required dex (it was not worth it). But it's focused on a concept, and it's a control-themed concept that will work pretty consistently. I think it would make one bad ass gnome wizard.
 

I recomend an ICE based wizard.

With Lasting Frost and Winter's touch you can gain a nice bonus to area Ice damage.

Staff of Ruin is excellent... it gives you bonuses to all types of attack. My wizard has some fire spells too in order to have some flexibility. I focus only in damage... conditional damage is always nice... but what really stops a monster is running out of HPs. Especially with continuing damage.
 

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