joela said:
I currently play in an EtR campaign playing a multi-classed 2nd druid/3rd wizard human. My DM just said that, if I want, I can optimize him into a full 7th level wizard. 32 point build with 8,000 gold for equipment and magic items.
A versatile no-brainer: Diviner (Glimpse Peril variant class feature from PHB2) 5 / Divine Oracle 2. Drop Evocation, the Conjuration school has enough damaging spells.
Feats:
Human: Skill Focus (Knowledge: Religion) - prerequisite for Divine Oracle
Start: Spell Penetration
Wiz 1: Scribe Scroll
Lvl 3: Extend Spell
Wiz 5: Craft Wondrous Items
Lvl 6: Craft Wand
Abilities: Str 09 Dex 14 Con 15 Int 17 Wis 12 Cha 08, put that stat increase at level 4 into Int and your upcoming level 8 increase into Con. Alternative would be Str 08 Int 18 Wis 10, but the other set of stats better suits the flavor of a diviner IMO.
Gear: Headband of Intellect +2, Cloak of resistance +1, a few wands (Spider Climb, Levitate and Shield come to mind).
Basically your saves will look like Fort +4 Ref +4 Wil +9, and your Glimpse Peril grants you +2 Insight on any save you make as an immediate action Int mod times per day. You have 5d4+2d6+14 HP, average 33 (or 35 if you max your first HD) and 20 AC with Shield and Mage Armor active. Not great, but as I said: versatile.
Skills: you need 8 ranks in K:religion to enter Divine Oracle. Max Spellcraft and K: ARcana and take at least 1 rank in any other knowledge skill. Given your high Int mod it's always worth a try. Alternative would be taking 1 level of Dragonfire Adept somewhere and take the Draconic Knowledge invocation.... up to you.
Spells: you need 2 Divination spells to enter Divine Oracle, but they're the easy part. Otherwise, focus on being a problem-solver: boosts, battlefield controls (Grease, Summon, etc.), utility (Rope Trick, Unseen Servant, and the like), and a few offensive spells just in case (Orbs of..., Acid Arrow, Hypnotism). You're not worth much on your own, but you're a boon to any party.