Please help me build a wizard

awesomeocalypse

First Post
In one of my ongoing campaigns, I'll be building and playing an 11th level wizard. I've played one shots with low level wizards before, but this is the first time I've ever played a high level one, and its the first time I've ever actually sat down to build a controller of any kind.

In addition, this character is not a tabula rasa. He's actually a character I'd been running for some time as a warlock, who is being rerolled as a wizard for reasons of flavor. However, this means I'm operating within a few restrictions in building him: he needs to remain a tiefling, and he needs to be multiclassed warlock (yes, i'm aware that mechanically, multiclassing warlock does very little for him, but its important enough to the lore of our campaign that I don't want to abandon it).

Beyond that, there are a few general restrictions at this game. One is that no material from dragon or exclusive to ddi is allowed--only stuff from the books. The other is that we don't really use cheese. Reasonable optimization is fine, but if you're blatantly exploiting loopholes to create obviously broken combinations the DM will probably nix it (for example, he banned a half-elven avenger/rogue/daggermaster using twin strike to crit every round).

So to recap, build a tiefling wizard with a multiclass warlock feat, without using too much cheese, or any material from ddi or dragon. Beyond that, however, there are no limitations, he can be an illusionist, summoner, whatever would be effective.

To be perfectly honest, I'm not really sure what I'm doing here. Wizards seem really cool in theory, but I'm not sure I grok them well enough to build one that doesn't suck.

Reading charops handbooks helps some, but the restrictions I'm operating under don't allow some go-to combinations. For example, building a tiefling illusionist seems like it could make sense, but all of the paragon paths recommended for illusionists require multiclassing cleric or bard or something, which I can't do. I also can't take some of the more popular at-wills, like winged horde, or any of the newer summons that supposedly redeem the summoner.

Given all this, how would you suggest I build this character?

Any help would be very much appreciated.
 

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Alright, first things first, I'd strongly suggest the illusionist wizard. Your stats will line up perfectly with both Dark- and Feylock, and also line up just dandy with Illusionist. It's actually one of the better multiclass combos you could pick - so good you might even consider going Hybrid. If so, snag Eyebite, and then the Pact Boon with your Hybrid Talent. Wands are common to both classes, so you're good there.

I dunno; this seems like a totally workable character to me. I'm confused as to why you don't think there are any good PP choices, though. Care to explain?
 

You probably won't go this route, but the Warlock MC does give you one thing: a free single-target power once per encounter. This makes it slightly more feasible to go with area-effect powers only, such as Scorching Burst + Thunderwave or Storm Pillar, rather than "wasting" a slot on Magic Missile.
 

I dunno; this seems like a totally workable character to me. I'm confused as to why you don't think there are any good PP choices, though. Care to explain?

the issue with an illusionist/feylock is im not really seeing any good paragon paths. are there any gems out there i'm missing? or should i build one anyway, because the build will be strong even with a mediocre paragon path?
 

You probably won't go this route, but the Warlock MC does give you one thing: a free single-target power once per encounter. This makes it slightly more feasible to go with area-effect powers only, such as Scorching Burst + Thunderwave or Storm Pillar, rather than "wasting" a slot on Magic Missile.

I thought about this, but the con/cha investment required to make that warlock attack viable seems pretty steep. do illusionists really see that much benefit from a high charisma? i know they need some for spell focus, but beyond that the orb of illusion feature seems like its their only power really keyed to charisma, and while its useful it doesn't seem to be that critical. on the surface it seems like id be better off just having a really high intelligence, 13 charisma for spell focus, 13 dex for dual implements, and then put the rest into wisdom for enlarge spell and the orb of imposition. but then, like I said, no paragon paths jump out at me at all as being a good fit.
 

the issue with an illusionist/feylock is im not really seeing any good paragon paths. are there any gems out there i'm missing? or should i build one anyway, because the build will be strong even with a mediocre paragon path?
You must have a different perspective on what constitutes a good paragon path than I do. :) I saw quite a few good options when I statted one up a little bit ago.

Feytouched is pretty decent, to start with; you can't sneeze at +4 to two attacks when you spend an AP. I don't think Paragon Hybrid is as big a goat as Paragon Multiclassing - that extra Hybrid Talent goes a long way; Orb of Deception is basically like a beefy Elven Accuracy. Entrancing Mystic could be great with a Wizard's illusion powers. Unseen Mage has some great synergy with Fey Pact powers.

-O
 

I would go with a staff wizard using a lot of fire and fear effects. the +2 to charisma is not wasted as you need at least 13 charisma, better 14 to get spell focus at paragon.

I would maybe go with staff of defense. It is the most versatile build. And I would go with con 16.
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Torment, level 11
Tiefling, Wizard, Blood Mage
Build: Summoner Wizard
Arcane Implement Mastery: Staff of Defense
Pact Initiate: Pact Initiate (infernal pact)
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Wand)
Background: Tiefling - Dark Secret (+2 to Arcana)

FINAL ABILITY SCORES
Str 11, Con 19, Dex 13, Int 21, Wis 9, Cha 15.

STARTING ABILITY SCORES
Str 10, Con 16, Dex 12, Int 16, Wis 8, Cha 12.


AC: 27 Fort: 22 Reflex: 24 Will: 22
HP: 69 Surges: 10 Surge Value: 17

TRAINED SKILLS
Arcana +17, History +15, Insight +9, Dungeoneering +9, Streetwise +12

UNTRAINED SKILLS
Acrobatics +6, Bluff +9, Diplomacy +7, Endurance +9, Heal +4, Intimidate +7, Nature +4, Perception +4, Religion +10, Stealth +8, Thievery +6, Athletics +5

FEATS
Wizard: Ritual Caster
Level 1: Pact Initiate
Level 2: Hellfire Blood
Level 4: Scion of the Gods
Level 6: Armor Proficiency (Leather)
Level 8: Hafted Defense
Level 10: Versatile Expertise
Level 11: Weapon Focus (Staff)

POWERS
Wizard at-will 1: Phantom Bolt
Wizard at-will 1: Scorching Burst
Wizard encounter 1: Burning Hands
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Freezing Cloud
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Daunting Presence
Wizard encounter 3: Fire Shroud
Wizard daily 5: Fireball
Wizard daily 5 Spellbook: Thunderstaff
Wizard utility 6: Dispel Magic
Wizard utility 6 Spellbook: Invisibility
Wizard encounter 7: Fire Burst
Wizard daily 9: Face of Death
Wizard daily 9 Spellbook: Wall of Fire
Wizard utility 10: Resistance
Wizard utility 10 Spellbook: Mass Resistance

ITEMS
Spellbook, Magic Drowmesh +3, Cape of the Mountebank +2, Adventurer's Kit, Sharpshooter's Wand +2, Staff of Fiery Might +3
RITUALS
Comprehend Language, Explorer's Fire, Arcane Mark, Tenser's Floating Disk, Magic Circle, Enchant Magic Item, Magic Map, Detect Treasure
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

something like this...
 

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