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Playing a wizard at low levels
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<blockquote data-quote="Sigurd" data-source="post: 3521811" data-attributes="member: 19412"><p><strong>Wizards to level 3.</strong></p><p></p><p>Wizards have to be real careful to survive their minnow stage.</p><p></p><p>Be conscious of everything that is going to reduce you're power when you are high level (if you intend to stay a caster that long).</p><p></p><p>Decide if you are willing to give up caster levels. At the top end lost levels mean much less power. Lose more than 3 levels and you will never get 9th level spells. Looking up from the bottom though every other class has better survivability, hp, and skills. If there is a prestige class that will require multiclassing try and take the other classes early and gain their benefits. (beware of level limits for skills though)</p><p> </p><p></p><p>If you are willing to sacrifice a few caster levels:</p><p>1 Consider taking you're race's favoured class as your first level. It doesn't count towards multi classing experience penalties and it has to give you more than 2 skill points.</p><p>Rogues get 4 times as many skill points as wizards. Since 1st level includes quadruple the number of skill points thats 24 extra points - or 12 levels of base wizard skill points.</p><p>Barbarians Get more skill points, the highest HD, lots of weapon proficiencies, and improved movement.</p><p>Clerics get 2 domains (with attendedent powers) More HP and Weapon & Armor Proficiencies. In addition it will allow you to use cleric wands and many scrolls.</p><p></p><p>2 (goes for every character) Try to plan your class choices into at least the next 5 levels - preferably 20.</p><p></p><p></p><p>Once you are well and truly on the path to wizardry (either at 2nd level or if you refuse to reduce your caster level) Start as an enabler for the rest of the party. Let your light crossbow be your sting and try to help the party do what it couldn't do without you.</p><p></p><p>Some of the roles require real specialization:</p><p>Evocation is an absolute commitment to highest damage per round.</p><p>Enchantment is much the same - all about making your spells as hard to resist as possible.</p><p>Necromancy - is icky, often evil & banned school.</p><p></p><p>These three basically require dedication from level 1 to do well.</p><p></p><p>I personally like the generalist that doesn't do any of the above 3 very well but is a lot more fun. </p><p></p><p></p><p></p><p>Equipment</p><p></p><p>Light Crossbow,</p><p>Spellbook</p><p>Dagger</p><p>Basic pack.</p><p></p><p>You likely will have a dreadful strength so don't carry too much.</p><p></p><p></p><p></p><p>hope that helps, have to run.</p></blockquote><p></p>
[QUOTE="Sigurd, post: 3521811, member: 19412"] [b]Wizards to level 3.[/b] Wizards have to be real careful to survive their minnow stage. Be conscious of everything that is going to reduce you're power when you are high level (if you intend to stay a caster that long). Decide if you are willing to give up caster levels. At the top end lost levels mean much less power. Lose more than 3 levels and you will never get 9th level spells. Looking up from the bottom though every other class has better survivability, hp, and skills. If there is a prestige class that will require multiclassing try and take the other classes early and gain their benefits. (beware of level limits for skills though) If you are willing to sacrifice a few caster levels: 1 Consider taking you're race's favoured class as your first level. It doesn't count towards multi classing experience penalties and it has to give you more than 2 skill points. Rogues get 4 times as many skill points as wizards. Since 1st level includes quadruple the number of skill points thats 24 extra points - or 12 levels of base wizard skill points. Barbarians Get more skill points, the highest HD, lots of weapon proficiencies, and improved movement. Clerics get 2 domains (with attendedent powers) More HP and Weapon & Armor Proficiencies. In addition it will allow you to use cleric wands and many scrolls. 2 (goes for every character) Try to plan your class choices into at least the next 5 levels - preferably 20. Once you are well and truly on the path to wizardry (either at 2nd level or if you refuse to reduce your caster level) Start as an enabler for the rest of the party. Let your light crossbow be your sting and try to help the party do what it couldn't do without you. Some of the roles require real specialization: Evocation is an absolute commitment to highest damage per round. Enchantment is much the same - all about making your spells as hard to resist as possible. Necromancy - is icky, often evil & banned school. These three basically require dedication from level 1 to do well. I personally like the generalist that doesn't do any of the above 3 very well but is a lot more fun. Equipment Light Crossbow, Spellbook Dagger Basic pack. You likely will have a dreadful strength so don't carry too much. hope that helps, have to run. [/QUOTE]
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