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Summoner wizards..do they suck or is what I have heard wrong?
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<blockquote data-quote="Gradine" data-source="post: 5334692" data-attributes="member: 57112"><p>In fact, here's my attempt at a Wizard through 10 levels with exactly <em>one </em>summoning power (the "iconic" Animate Dead at 9th level). I instead focused on Cold, Psychic/Fear (the 4e Illusionist stole some of the Necromancer's stuff), Acid (refluffed as "Disease" or "Pestilence" or what have you), and I think two Necrotic powers.</p><p></p><p>You could probably do a much better job with feats (I didn't really put any effort into feat selection) and if you wanted Expanded Spellbook you might pick up a few extra Summons to re-fluff for your trouble. There are some quite interesting Religion-based skill powers that seem to fit well with the necromancer with a little refluffing (my favorite being Deliverance of Faith).</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Frank, level 10</p><p>Human, Wizard</p><p>Arcane Implement Mastery: Orb of Imposition</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 12, Dex 10, Int 20, Wis 18, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12.</p><p></p><p></p><p>AC: 22 Fort: 17 Reflex: 21 Will: 22</p><p>HP: 63 Surges: 7 Surge Value: 15</p><p></p><p>TRAINED SKILLS</p><p>History +15, Arcana +15, Insight +14, Religion +15, Dungeoneering +14</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, Intimidate +6, Nature +9, Perception +9, Stealth +5, Streetwise +6, Thievery +5, Athletics +4</p><p></p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Action Surge</p><p>Level 1: Bitter Cold</p><p>Level 2: Coordinated Explosion</p><p>Level 4: Expert Ritualist</p><p>Level 6: White Lotus Enervation</p><p>Level 8: Unarmored Agility</p><p>Level 10: Toughness</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Winged Horde</p><p>Wizard at-will 1: Chilling Cloud</p><p>Wizard at-will 1: Ray of Frost</p><p>Wizard encounter 1: Ray of Enfeeblement</p><p>Wizard daily 1: Acid Arrow</p><p>Wizard daily 1 Spellbook: Phantom Chasm</p><p>Wizard utility 2: Daunting Presence</p><p>Wizard utility 2 Spellbook: Arcane Mutterings</p><p>Wizard encounter 3: Chill Claws</p><p>Wizard daily 5: Grasp of the Grave</p><p>Wizard daily 5 Spellbook: Acid Mire</p><p>Wizard utility 6: Deliverance of Faith</p><p>Wizard utility 6 Spellbook: Theologian's Shield</p><p>Wizard encounter 7: Corrosive Mist</p><p>Wizard daily 9: Animate Dead</p><p>Wizard daily 9 Spellbook: Face of Death</p><p>Wizard utility 10: Circle of Protection</p><p>Wizard utility 10 Spellbook: Assurance of Prophecy</p><p></p><p>ITEMS</p><p>Spellbook</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p></blockquote><p></p>
[QUOTE="Gradine, post: 5334692, member: 57112"] In fact, here's my attempt at a Wizard through 10 levels with exactly [I]one [/I]summoning power (the "iconic" Animate Dead at 9th level). I instead focused on Cold, Psychic/Fear (the 4e Illusionist stole some of the Necromancer's stuff), Acid (refluffed as "Disease" or "Pestilence" or what have you), and I think two Necrotic powers. You could probably do a much better job with feats (I didn't really put any effort into feat selection) and if you wanted Expanded Spellbook you might pick up a few extra Summons to re-fluff for your trouble. There are some quite interesting Religion-based skill powers that seem to fit well with the necromancer with a little refluffing (my favorite being Deliverance of Faith). ====== Created Using Wizards of the Coast D&D Character Builder ====== Frank, level 10 Human, Wizard Arcane Implement Mastery: Orb of Imposition FINAL ABILITY SCORES Str 8, Con 12, Dex 10, Int 20, Wis 18, Cha 12. STARTING ABILITY SCORES Str 8, Con 12, Dex 10, Int 16, Wis 16, Cha 12. AC: 22 Fort: 17 Reflex: 21 Will: 22 HP: 63 Surges: 7 Surge Value: 15 TRAINED SKILLS History +15, Arcana +15, Insight +14, Religion +15, Dungeoneering +14 UNTRAINED SKILLS Acrobatics +5, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, Intimidate +6, Nature +9, Perception +9, Stealth +5, Streetwise +6, Thievery +5, Athletics +4 FEATS Wizard: Ritual Caster Human: Action Surge Level 1: Bitter Cold Level 2: Coordinated Explosion Level 4: Expert Ritualist Level 6: White Lotus Enervation Level 8: Unarmored Agility Level 10: Toughness POWERS Bonus At-Will Power: Winged Horde Wizard at-will 1: Chilling Cloud Wizard at-will 1: Ray of Frost Wizard encounter 1: Ray of Enfeeblement Wizard daily 1: Acid Arrow Wizard daily 1 Spellbook: Phantom Chasm Wizard utility 2: Daunting Presence Wizard utility 2 Spellbook: Arcane Mutterings Wizard encounter 3: Chill Claws Wizard daily 5: Grasp of the Grave Wizard daily 5 Spellbook: Acid Mire Wizard utility 6: Deliverance of Faith Wizard utility 6 Spellbook: Theologian's Shield Wizard encounter 7: Corrosive Mist Wizard daily 9: Animate Dead Wizard daily 9 Spellbook: Face of Death Wizard utility 10: Circle of Protection Wizard utility 10 Spellbook: Assurance of Prophecy ITEMS Spellbook ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/QUOTE]
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