Wizard/Cleric of Wee Jas: An Open Invitation for Advice and Criticism

DestroyYouAlot

First Post
So, I'm the "default DM," the guy who never gets to play - until now.

One of the guys just kicked off a city-based "intrigues and double-dealing spiced with dungeon crawls" campaign last week, and I'm all a-flutter with the chance to actually run a PC. The PCs have been recruited from diverse backgrounds to form an "elite unit" attached to the city guard, with the personal might and legal clout to handle "special problems." It's actually going to be an interesting challenge to play one character, someone who's a little more complex than I can make my NPCs, and who's more than a "one-trick pony" in combat and other situations. Anyway, I figured I'd post his character concept and some of his vitals on here, and any ideas, advice or criticisms, would be welcome.

Basically, Cantharas is a wizard who was introduced to the cult of Wee Jas while attending the arcane university in New Dawn City. (This is a homebrew world that uses the Greyhawk pantheon with a smattering of other gods mixed in.) He's more concerned with the Law and Magic aspects of Wee Jas then her aspect as a Death goddess. He, himself is Lawful Good in alignment; he believes stability and respect for the law will increase happincess and enrich the lives of the people. However, he is far from shy about putting these views into action, and has little compunction about using magical power to advance his goals.

Personality-wise, he is somewhat cold and calculating, but ultimately compassionate, and wishes to help people. He has the scholarly wizard's contempt for those less educated then himself, but this will probably change with time - until his present adventure, he has scarcely been outside the walls of the city, and has had little contact with anyone outside the university for the last ten years or so. Luckily, he has sufficient people skills to mask any disdain he might have for those he deals with on a day-to-day basis. He does, however, have the disturbing tendency to constantly remind the people around him that the Stern Lady awaits them all.

He is more oriented towards arcane magic over divine. He prefers cold-oriented spells, utility and protection spells, and those which allow him to bend others to his goals without inflicting physical damage. He is physically unimpressive, and has no illusions otherwise, hence he places himself out of harm's way when possible.

Here's the numbers:

Cantharas Noxo, LG Male human Wiz3/Clr2 (Wee Jas)

Str 11
Dex 12
Con 12
Int 16
Wis 14
Cha 12

Skills: Several ranks in Alchemy, Concentration, Knowledge (Arcana), Knowledge (religion), Knowledge (Monster Lore), Scry, and Spellcraft. Minor ranks in Bluff, Craft (scrimshander), Diplomacy, Gather Information, Heal, Knowledge (local), Knowledge (architecture), Listen, Search, Sense Motive, and Spot.

Feats: Scribe Scroll (class feature), Alertness (weasel familiar), Still Spell, Energy Substitution (cold), Brew Potion

Wizard spells known:
0: all
1: alarm, charm person, enlarge, forceful shove (from Dungeoncraft, by Fantasy Flight Games, basically forces target to make a Reflex save or be thrown back 3d6 ft. and knocked prone), grease, mage armor, magic missle, summon monster I
2: cat's grace, web

Wizard spells usually memorized (adventuring list):
0: daze, light (x2), ray of frost
1: forceful shove, mage armor, magic missle
2: cat's grace, web

Not the most inspiring list, admittedly, but a) he's a university-educated wizard, so he's going to have the "basics" to start with, and b) as stated above, he gravitates towards utility and protection spells. (OOC, the DM for this campaign is known for being pretty rough on PCs, so I'm planning on playing defense. Also, I'm big into the "wizard as handyman/technician" concept.) Also, note that there's no energy spells on there above 0 level, much less ones with the (cold) descriptor. He will generally memorize ray of frost, but the search for new cold spells is a prime reason he has decided to interrupt his studies to go adventuring. (Snilloc's snowball may or may not exist in this world, it remains to the DM to decide.) Also, splitting his wizard advancement with cleric levels means that he has to rely on scrolls for most of his "just in case" utility spells - he only has so many spell slots available. (Damn you, Jack Vance! ;) )

Cleric Domains: Law, Magic

Cleric spells commonly memorized:
0: create water, detect magic, guidance, read magic
1: bless, cause fear, command Domain: protection from chaos

0 levels for utility, 1st levels to teach the foolish and the lawless respect for the Witch Goddess! ;)

Magic items: +1 amulet of natural armor, +1 ring of protection (these stack nicely with mage armor), type I bag of holding (sewn into the liner of my robe - or, "how to take everything including the kitchen sink into the dungeon with 11 Strength"), a potion of cure moderate wounds and a potion of jump in a potion belt, and scrolls with alarm (x2), charm person (x2), fireball, grease (x2), and mage armor (x6, now x5 after the first encounter last session), all in a scroll organizer.

Basically, I'm going for a cagey, defense-oriented mage, who, while inexperienced in the real world, has an extensive education on how to be an effective wizard and survive in a dungeon setting, and a clerical background to augment his arcane abilities. Any thoughts, ideas, advice or criticism would be more than welcome.
 

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I should probably mention the party makeup: Other than myself (LG mage/cleric of Wee Jas), we have a LG human paladin of Pelor, a LN (or LG, I'm not 100% sure) human monk, and a CG halfling fighter/rogue. (Somebody's always gotta be different, huh? It actually works pretty well, he's basically the guy that got offered this mission as an alternative to prison.) We're all starting at 5th level.
 

Bad Paper said:
Law? WJ also has the Domination domain; you may want to check that out.

Ah, that's the other thing - we still play with 3.0 rules, so according to the Phb we're using, she only has access to Death, Law, and Magic. I'm sure my DM would allow it if I asked, but we've already started playing - and, besides, Law and Magic fit my character. Interesting to note, though.
(Unless you're referring to the Prestige Domain from Defenders of the Faith? I'd need to take a prestige class to get that in 3.0. Maybe in the future...)
 

I, not long ago played a LN cleric/wizard of Wee Jas, but I was slanted more towards the dark side of things (channeling negative energy). I played him very similar to yours, save that he had a personal code he adhered to rather than a desire to help others.

First suggestion: get a Heward's Handy Haversack instead of the bag of holding. The ability to only take a move action to pull out stuff (as opposed to a full-round for the bag) is not to be underestimated, particularly when you've got stuff for every incident.

Second suggestion: You're still the primary healer for the group, but you're going to be weak at it due to the multiclassing. Discuss with other players stocking up on wands (splitting the cost among the party). If you can get wands of lesser vigor (or its 3.0 counterpart) do so without hesitation.

Third suggestion: Buff spells. Concentrate on spells that enhance your allies rather than offensive spells. You're behind the cutting edge on spells so you should concentrate on ones that help your allies, as they tend to be more effective due to the power disparity.

Fourth suggestion: Assuming you can use the arms and equipment guide, take a look at the quartz armor. Also consider strongly a mithral buckler. I'd consider starting with these items rather than the armor enhancing magic items. Consider them a long-term investment which might be enhanced later.
 

Magesmiley said:
I, not long ago played a LN cleric/wizard of Wee Jas, but I was slanted more towards the dark side of things (channeling negative energy). I played him very similar to yours, save that he had a personal code he adhered to rather than a desire to help others.

It'll definitely be an interesting challenge; I usually play CG/NG woodsy types (druids and rangers).

First suggestion: get a Heward's Handy Haversack instead of the bag of holding. The ability to only take a move action to pull out stuff (as opposed to a full-round for the bag) is not to be underestimated, particularly when you've got stuff for every incident.

Noted, good idea for after we're back in town.

Second suggestion: You're still the primary healer for the group, but you're going to be weak at it due to the multiclassing. Discuss with other players stocking up on wands (splitting the cost among the party). If you can get wands of lesser vigor (or its 3.0 counterpart) do so without hesitation.

Actually... oops. I actually copied the "scratch" sheet (from a rather hurried character creation), cross off the web scroll, and tack on a wand of cure light wounds. (I knew the money didn't add up...)

Third suggestion: Buff spells. Concentrate on spells that enhance your allies rather than offensive spells. You're behind the cutting edge on spells so you should concentrate on ones that help your allies, as they tend to be more effective due to the power disparity.

Definitely noted - for the moment, I'm looking at cat's gracing the monk on the first round, and bless immediately afterwards, for any threatening-looking encounter. Mage armor is not optional at this point, but I could probably stock some magic missle scrolls later on and save my slots for more buffs. Interesting...

Fourth suggestion: Assuming you can use the arms and equipment guide, take a look at the quartz armor. Also consider strongly a mithral buckler. I'd consider starting with these items rather than the armor enhancing magic items. Consider them a long-term investment which might be enhanced later.

We actually use the Ultimate Equipment Guide from Mongoose Publishing for "exotic equipment," which contains several "mage-oriented" armors - I just didn't really have time to shop around during character creation. Again, noted for once we return to town (hopefully with the fat loot ;) ).

Well, I'll post how Cantharas does in tonight's session tomorrow - thanks for the input, and keep'em coming!
 

Well, we're all still alive. ;) Of course, we've only been through a total of three monster encounters, all with single baddies that were too busy trying to eat the paladin to worry about little ol' me, but we survived a potential TPK trap to boot. The monsters were a manticore, an ettin, and a minotaur, and the death trap was an flooding elevator room that came within a round of drowning both the halfling and the paladin. (The bag of holding came in mighty handy in that particular jam, I managed to save the halfling's riding dog from drowning - although I'm not sure I'll ever get the wet dog smell out of my belongings.)

I took Magesmiley's advice and swapped the mage armor spell for enlarge and command for another bless at the earliest opportunity, both of which came in immediately handy. But the MVS (Most Valuable Spell) of the sessions was definitely good'ol alarm - one of the most useful and under-valued spells in the book. We had "cleared out" an ettin's lair, and found a passage behind it that led to a labyrinth complete with minotaur. However, once we'd mapped that out, offed the bullman, and declared it monster-free, we still had nagging evidence (in the form of giant bird-like tracks outside the lair) that we weren't done. There was no way to watch the lair without being seen ourselves, so I burned off an alarm scroll centered on the entrance and we retired to our comfy campsite. Less then an hour later, we were able to track something (we don't know what, exactly) to a previously-undiscovered secret door leading to the aforementioned death trap, and more tunnels (to be continued)...
 



DestroyYouAlot said:
Ooohhh... That looks tasty - almost too good to be true, as a matter of fact. You wouldn't happen to know if that appears in any 3.0 sources, would you? It's definitely right along with my character concept.
Not in any 3.0 books I have access too right now... The Mystic Thuerge PrC was released on the WoTC site before 3.5 was released to make us all buy the new set, it worked. ;)

Point your DM to the SRD version I posted earlier and see if he'll let you use it. Never hurts to ask.

Mike
 

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