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Skills for a Wizard

I'm suprised that noone listed Tumble. This skill can be invaluable to anyone who wears light or no armor. It's cross-classed, but if you are going to provoke when moving, you may as well get a roll to prevent it. Another option if your DM allows Unearthed Arcana is to take some levels in Human Paragon. You get to pick 10 skills that count as your class skills for those 3 levels. Also, you get to pick one of the 10 to be a permanent class skill forever. I usually go with Spot for this one. Nothing sucks worse than not getting an action on the suprise round because you failed to spot the ambush.

So I guess I'd add Tumble and Spot to your list of much needed skills.
 

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I would have to agree that Knowledge skills are really useful for a Wizard with lots of extra skill points (and, with only three essential skills and Intelligence being their primary stat, they should have extra skill points). Critter identification is really useful, and it can come up for all sorts of puzzles and RP situations. Plus, it lets your DM give you a wide variety of clues, and just allow a check to see if you get the hint.

By the mid levels, I would probably want my Wizard (especially a human, with the extra skill point each level) to have a rank in just about every Knowledge skill. Between the single rank and your copious Intleligence bonus, you should have at least a +5 on your check - enough to make a lot of checks. A lot of them are worth five ranks for synergy - you get the same bonus to Diplomacy from five ranks of Knowledge (Nobility and Royalty) as you do from five cross-class points put into Diplomacy itself.

The only other real skill (ignoring Craft and Profession) on the Wizard's class list is Decipher Script, which really depends on your DM.

Listen and Spot, obviously, are good for avoiding ambushes, especially since everyone tends to roll these a lot. Search is worth it for elves, at least. Beyond that, most of the others probably aren't worth it for the average wizard - you have spells to cover most of the other things anyway.
 

I've found that various Craft skills are also good ones to drop a few skill points in as a wizard.

They benefit from your Int bonus, and with one of your early item creation feats you can easily make magical tools to further improve your modifier.

Then, you'll be able to help stretch your party's gold even further - and, eventually, make excellent use of fabricate and similar spells.
 

Thanks for the Advice.
The Charachter is an Sun Elf just made level 3.
For the Points: Int 20 = 28 at Level one and 7 at 2 and 3 = 42 total atm.


Skills atm:

Spellcraft 6
Concentration 6

Knowledge Arcane 6
Planes 6
Dungeoneering 1
Architecture 1
Religion 2
Nobility 1
History 1
Geography 1

craft Painting 2
Survival 1
Rdie 1

Languages all bonus Languages an Ellf gets at 1 level
Aditiional Languages:
Abysssal
Infernal
Celestial.


2 Points left to spent.

Anything important missed?

Any Advise.

One more Question
We are in a Ork and hobgoblin Dungeon and i get 2 second Level Spells for making level 3.
I have free Choice from the normal 3.5 Rulebooks.
Since we have to stay any Advice which 2 Spells to take?
They will be the only second level i will have during that Dungeon Crawl.

Thanks Khelvan.
 
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Oops, missed it Shilsen. ;)

I still think the OP should put some ranks into tumble. Probably more useful than ride/survival since you need to be trained to even attempt it.
 

Khelvan said:
[...]
One more Question
We are in a Ork and hobgoblin Dungeon and i get 2 second Level Spells for making level 3.
I have free Choice from the normal 3.5 Rulebooks.
Since we have to stay any Advice which 2 Spells to take?
They will be the only second level i will have during that Dungeon Crawl.

Thanks Khelvan.
As you are in a dungeon, you might want to add the remaining ranks to Knowledge (Dungeoneering). Adding a rank to Decipher Script or a language might also be useful.

For 2nd level spells, it might be useful to know if you have any barred school.

Otherwise, my standard advice would probably be Scorching Ray and Cat's Grace - Kill foes and don't get hit. :)

See Invisbility might also be a good choice, but with only 2 levels, it is probably not so great, as it is only useful in rare conditions (but then it is _really_ useful).

If you have specialised in a school other than Transmutation or Evocation, you need to pick up a spell of that school (otherwise your bonus slot is useless).
 

Mustrum_Ridcully said:
As you are in a dungeon, you might want to add the remaining ranks to Knowledge (Dungeoneering). Adding a rank to Decipher Script or a language might also be useful.

For 2nd level spells, it might be useful to know if you have any barred school.

Otherwise, my standard advice would probably be Scorching Ray and Cat's Grace - Kill foes and don't get hit. :)

See Invisbility might also be a good choice, but with only 2 levels, it is probably not so great, as it is only useful in rare conditions (but then it is _really_ useful).

If you have specialised in a school other than Transmutation or Evocation, you need to pick up a spell of that school (otherwise your bonus slot is useless).



No Restriction yet.
Going for Incantatrix until then i am not restricted in Schools.
Only restriction is that we have a Paladin and a Cleric of Lathander in the Group so i cant
do anything realy bad without getting some trouble with them.
Was thinking on Scorching Ray and False live or Invisibility.
With only two spells and the need to make a good choice thats hards.
Scorcing Ray is the best combat spell on second level i found so i will take that one.
But what second?
Defensive or offensive?

Khelvan
 

Melf's Acid Arrow is pretty powerful. Touch attack that deals damage for several rounds. I'd choose that and Invisibility. Or Melf's Acid Arrow and Summon Monster II.
 


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