New player needs advice for wizard

Chi

First Post
(Short version: I'm starting a level 3 gnome wizard and have close to no idea how to properly play one. I can use the Player's Handbook and the Complete series minus Scoundrel I think. Other sources must be run by the DM.)

Hey there! I'm starting in a 3.5 campaign with a group that has recently fallen short of a member. I only have D&D experience with 4th edition (Essentials) via Encounters, and jumped at this opportunity to play in a home game.

I'm playing a wizard because they are lacking a magic user. The party composition is as follows: a scout/swashbuckler, cleric/druid, bard/rogue, and a rogue. Ability score generation is very generous. I currently have 9 STR, 18 INT, 11 WIS, 18 DEX, 20 CON, and 10 CHA as a level 3 gnome wizard.

The problem is that I am overwhelmed by the array of feats, spells, and skills available. Since I do not have much in-game experience, I am unsure of what will be useful to the campaign now and down the road.

Any help would be appreciated, and I will do my best to answer any questions.
 

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Why don't you tell as what sort of wizard you have in mind...??
a specialist? Gnomes make for good illusionists...
what sort of spell do you like? Do you want to deal damage? to enchant? to conjure? etc. etc..

makes one wonder..why would your DM include all supplements except Complete Scoundrel?? ...when in fact you have two PCs that could benefit greatly from the book? There are some nice spells in there as well (disobedience springs to mind...)
 

makes one wonder..why would your DM include all supplements except Complete Scoundrel?? ...when in fact you have two PCs that could benefit greatly from the book? There are some nice spells in there as well (disobedience springs to mind...)

If I had to guess, I'd say the DM probably doesn't have Complete Scoundrel.
 



I could probably take options from Complete Scoundrel if I ran it by the DM if anybody has suggestions from that particular book.

As for character concept, I did select gnome for flavor but want to steer away from the traditional illusionist. Treantmonk's guide presents the wizard concept in a way that appeals to me highly, but I have a hard time making use of its contents as a new player.

Thanks to Dandu and Nagol for those links; they were quite insightful. I noticed that the build specializes in Divination, which--to my understanding--allows the player to prohibit a single school. In this case, the prohibited school was Enchantment. Would Dandu or anyone else care to explain this decision?

I'm going to spend some time contemplating over all this new information. I'll come back when any more specific questions arise. Thanks again for the help!
 

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