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Skills for a Wizard

Khelvan

First Post
What skills beside Spellcraft, Knwoledge Arcane, Planes and Concentration does a Wizard need ?

Building a new one could need some advise on the skills.
Any Advise Welcome.

Thanks

Khelvan.
 

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Concentration, Spellcraft and Knowledge (Arcana) are the three big ones for wizards. Beyond that just get whatever fits the character. You could also consider non-class skills that could be useful, such as Tumble, Use Magic Device, etc.
 

Khelvan said:
What skills beside Spellcraft, Knwoledge Arcane, Planes and Concentration does a Wizard need ?

Building a new one could need some advise on the skills.
Any Advise Welcome.

Thanks

Khelvan.
Knowledge (all the others). They're all on his skill list. I'd recommend, in order, Religion, Nature, Dungeoneering, and Local - that covers all the critter-identification skills. Leave out any that another member of your party will max out, and consider just putting one rank in each at first, so that you can use them Trained (untrained Knowledge checks can't be made against DCs over 10).
 

Concentration -> To cast defensively
Knowledge (arcana) -> For lots of stuff, and to identify lots of stuff
Knowledge (the planes) -> To identify elementals and outsiders
Knowledge (religion) -> To identify undead
Knowledge (dungeoneering) -> To identify aberrations and oozes
Knowledge (architecture & Engineering) -> 5 ranks to get that +2 to locate secret doors, traps and compartments.
Spellcraft -> Lots of stuff

Search -> Based off Int.
Use Magic Device -> Use tons of items (healing scrolls? yes, please!) Gets tons of synergy boni from Spellcraft and Knowledge (arcana)
 


What race are we talking?

If you are an elf, take some Search and take at least the five ranks in Knowledge (architecture and engineering) for the synergy. The knowledge will come in handy in its own right, but you will be a secret door detecting machine without even trying.

-Stuart
 

In Litature many wizards have been placed in the role of Advisors to kings, so I would give the wizard these skills:

Diplomacy

Intimidate

Sense Motive

Knowledge (Nobility/Royalty)

Knowledge (History)

Bluff

For Wizards who are more attuned to nature:

Knowledge Geography

Knowledge Nature

Handle Animal


For Wizards who are believed to be charlatians and trixters:

Bluff

Perform

Sleight of Hand
 

Don't forget languages. Only bards have access to Speak Language as a class skill, so only rogues and high Int wizards have the skill points to burn on learning lots of languages. Plus it fits in with the "scholar" concept.

Other than that, Spot, Listen and Search are always good bets.
 

Klaus said:
Knowledge (architecture & Engineering) -> 5 ranks to get that +2 to locate secret doors, traps and compartments.

And if using the Complete Warrior, see if your DM will allow you to use it to evaluate the defenses of enemy encampment/keeps as well.
 

Craft: Alchemy is helpful, I've also recently given a wizard Knowledge Law (he was the primary diplomat in a law-and-order region of adventure). Languages are very important. The wizard or the rogue may be the only characters with the skill point to spare on extra languages in the party. Decipher Script is also a good standby. You might want to compare notes with your rogue to see where you can fill some gaps.
 

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