Rhun, for your approval re: Jinx level 3 wizard:
Fortitude and Reflex save increase by +1.
Feat: Improved Counterspell
Skill points
* (6 to spend):
+1 to Concentration
+1 to Decipher script
+1 to Knowledge (arcana)
+1 to Knowledge (architecture and engineering)
+1 to Knowledge (religion)
+1 to Spellcraft
Spells:
Spiderclimb, scorching ray
*In conjunction with his theology discussion with Aeron and Ciaran in the barn, I would like to have Jinx take his first rank in Knowledge (religion)--thanks Dichotomy and IVV.
Jinx's also seen a bit of magic and some interesting architecture since level 2, so I'd like to have him increase in Knowledge (arcana) and Knowledge (architecture/engineering) as well. Spellcraft--he's been casting spells, so that fits. Same with Concentration--particularly during the last battle when he tried to nail the bandit lieutenant with ray of enfeeblement. And, cheese weasel me the player wants to up Decipher Script for no other reason that, well...I just like that skill and want to.
I would like to take Improved Counterspell for Jinx's feat. I've never used that feat before and I find myself curious how well (or not well) it will work. Jinx is a generalist wizard, so it helps that he doesn't have any schools of magic barred, hopefully making Improved Counterspell more useful. On that note, for spells, I've tenuously selected
spiderclimb and
scorching ray for Jinx. I would have prefered
resist energy over
scorching ray, but with me wanting to go with Improved Counterspell, it seemed prudent to take something from the evocation school.
And any ole time you find yourself wondering whether to tailor treasure to the party, Jinx would love to find a scroll with a 1st-level transmutation spell (he's got all the schools covered at first level except for that one) or some sort of magic item that helps him counterspell.
If any of the above isn't acceptable, let me know and I'll gladly swap it for something else.