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Playing a wizard at low levels
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<blockquote data-quote="EvilGM" data-source="post: 3523326" data-attributes="member: 4628"><p><u>More Spells/day</u> </p><p>Focused Specialist (CMage34, Wizard Alternate Class Feature) - lose one spell per spell level, but gain two additional spells from your specialty school each day (in addition to the one you normally get) - you have to pick another opposed school though.</p><p></p><p>See if the DM will let you start with some scrolls in addition to your spellbook. Try for a scroll of each spell in your book. You should be able to purchase some with your starting gold as well, or maybe the DM will let you have ~10-25 exp to scribe some scrolls right away (1st lvl scroll = 12.5gp, 1xp). Con the DM into giving you some 2nd level scrolls as well - use them or save them to put in your book... tough choice.</p><p></p><p><u>Fun Factor</u> </p><p>See if the DM will let you take (up to 2) flaws from Unearthed Arcana for added roleplaying flavor and some bonus feats (some consider these cheesy).</p><p></p><p>Elves have lots of flavor to them (the Con penalty is steep though) and the bow/longsword proficiency is real nice. Plug away with the bow and save your spells for when someone gets in close (Color Spray is a good choice). As stated before, Precise Shot can come in handy both for spells and mundane ranged weapons. </p><p></p><p>I'd take Craft (bowmaking) so you can trick the party out with Mighty bows.</p><p></p><p>Craft (alchemy) is functional at low-mid levels, especially if you gain experience slowly and drag those levels out.</p><p></p><p>Knowledges are great to have, especially with your Int bonus... might as well take at least a point in each "big" knowledge and a point in the "lesser" ones. Check with the DM to see if he's using the standard knowledge skills or the Wilderlands knowledges (there are many more in the Wilderlands).</p><p></p><p>There are so many routes to go with a wizard. I would recommend reading through the Complete Mage and checking out articles on wizards.com.</p><p></p><p><u>Stats</u> </p><p>Intelligence 16+</p><p>Constitution 12+ (14+ is much better)</p><p>Dexterity 12+</p><p>the rest really don't matter</p><p></p><p>Gotta go, might post more later. Hope this helps!</p><p></p><p>ps - I don't know if you considered the Duskblade class, but if you haven't, check it out. Its a nice alternative for a more battle-oriented "wizard". The Abjurant Champion prestige class is pretty sweet as well.</p></blockquote><p></p>
[QUOTE="EvilGM, post: 3523326, member: 4628"] [U]More Spells/day[/U] Focused Specialist (CMage34, Wizard Alternate Class Feature) - lose one spell per spell level, but gain two additional spells from your specialty school each day (in addition to the one you normally get) - you have to pick another opposed school though. See if the DM will let you start with some scrolls in addition to your spellbook. Try for a scroll of each spell in your book. You should be able to purchase some with your starting gold as well, or maybe the DM will let you have ~10-25 exp to scribe some scrolls right away (1st lvl scroll = 12.5gp, 1xp). Con the DM into giving you some 2nd level scrolls as well - use them or save them to put in your book... tough choice. [U]Fun Factor[/U] See if the DM will let you take (up to 2) flaws from Unearthed Arcana for added roleplaying flavor and some bonus feats (some consider these cheesy). Elves have lots of flavor to them (the Con penalty is steep though) and the bow/longsword proficiency is real nice. Plug away with the bow and save your spells for when someone gets in close (Color Spray is a good choice). As stated before, Precise Shot can come in handy both for spells and mundane ranged weapons. I'd take Craft (bowmaking) so you can trick the party out with Mighty bows. Craft (alchemy) is functional at low-mid levels, especially if you gain experience slowly and drag those levels out. Knowledges are great to have, especially with your Int bonus... might as well take at least a point in each "big" knowledge and a point in the "lesser" ones. Check with the DM to see if he's using the standard knowledge skills or the Wilderlands knowledges (there are many more in the Wilderlands). There are so many routes to go with a wizard. I would recommend reading through the Complete Mage and checking out articles on wizards.com. [U]Stats[/U] Intelligence 16+ Constitution 12+ (14+ is much better) Dexterity 12+ the rest really don't matter Gotta go, might post more later. Hope this helps! ps - I don't know if you considered the Duskblade class, but if you haven't, check it out. Its a nice alternative for a more battle-oriented "wizard". The Abjurant Champion prestige class is pretty sweet as well. [/QUOTE]
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