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Help me and my 3.5 wizard.

WigglesWiggles Member Posts: 571
edited February 2014 in Off-Topic
So I'm in a 3.5 campaign where it's extremely house ruled, but fun. It's unlike anything I've ever played because it is v-e-r-y tough. However, so are our characters.... well... except mine. While my original character is still alive, he is becoming rather weak and will most likely die soon so I created a back-up character. I don't usually play in a min/max game or host them for that matter cause I believe it takes away from the fun of the game. Since D&D is about *ahem* role-playing. I'll try to provide as much detail as I can since a lot of the house rules are off the wall.

The point of this thread is to see if anyone can help me maximize this wizard. I think I got a lot of it covered so he can live through a few sessions. I figured wizards end up being the most powerful class at mid-late levels (we're almost 10th level) and our wizard just died and he rolled a druid that's focusing on shapeshifting melee.

List of house rules and other info:
4e races. (I know, I know)
3.5 everything else
Action/Drama Points (bascially able to do extraordinary heroic things like +10 to one d20 roll. Maximum of 5)
5d6 on character creation reroll 1's
Lots of giants, dopplegangers, monks, orcs, starting to get into high level undead, demons and devils
Takes place in a very large city and the surrounding area. (no campaign setting, all made up)
First 5 character levels have max hp, everything after that is rolled
No such thing as cross class skills. Everyone can learn everything. at a 1:1 ratio.

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Delrain the Master Conjurer
Male Eladrin Conjurer 3 / Master Specialist 6 (Complete Mage) (Prohibited schools: Aburation and Illusion) HP: 61; Init +13; Spd 30ft (25ft with Feystep); AC 18 (touch 14, flat-foot 14); Atk +6 melee (1d6+3 Quarterstaff of Warning) or +8 ranged (none equipped), Grapple: +6; Alignment: CN; Str: 14, Dex: 18, Con: 16, Int: 22 (24 with circlet), Wis: 15, Cha: 13; Saves Fort: 6(+2), Ref: 7(+2), Will 7(+2) [/spoiler]

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Special Abilities
Special Abilites: Feystep 4/day (allows teleportation of up to 25ft as a move action, breaks grapples and entangles)
Immediate Magic (Conjuration) --> Abrupt Jaunt: Teleport 10ft as an immediate action 3+Int modifier per day from any attack I am aware of. (Player's Handbook II variant, lose familiar for this) [/spoiler]
Any creature I summon has extra hp equal to my caster level

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Feats: Scribe Scroll
Spell Focus (Conjuration)
Improved Initiative
Greater Spell Focus (Conjuration)
Skill Focus (Spellcraft)
Cloudy Conjuration: Any conjuration spell I cast can have a sickening cloud of a 5ft radius in either my space or adjacent to me, OR in the space or adjacent to target (if any). Cloud lasts 1 round. No saves, but sickening is removed once target leaves the cloud or cloud dissipates. My summoned creatures are immune to the cloud.
Fey Legacy: I have Confusion, Dimension Door, and Summon Natures Ally V as spell-like abilities
Spell Mastery: Polymorph, Summon Monster V, Scorching Ray, Evard's Black Tentacles, Form of the Three Headed Beast (polymorph into a chimera as swift action with 30 extra hp), Fireball

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Skills
(just gonna put totals for ones I have ranks in)
Appraise +9, Balance +9, Concentration +15, Escape Artist +15, Knowledge (Aracana) +11, Listen +12, Search +11, Spellcraft +23, Spot +12, Use Magic Device +13
Languages: Elven, Draconic, Giant, Orc, Auran, Infernal, Abyssal

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Equipment

I had 15,000 gold to work with and this is what I got
Quarterstaff of Warning: Adds +5 to initiative (weapon)
Twilight Mithril Chain Shift: I don't suffer any penalties since it doesn't have any armor check penalties (armor)
Wand of Enlarge Person: To cast the spell is a full round action? To hell with that, move action now.
Circlet of Intellect +2 (head)
Amulet of the Scorpion: As a standard action 1/day I can summon a huge scorpion, useful if I'm silenced (neck)
Cloak of Resistence +2: All saves go up by 2 (shoulders)
Armband of Elusive Action: 1/day ignore all attack of opportunities I'll provoke for 1 turn (wrists)
Boots of Agile Leaping: 1/day Stand up from prone position as an immediate action without provoking attacks of opportunity. Must have 5 ranks in balance for this. (feet)
I still have 750 gold left

The old (dead) mage PC had some gauntlets that when wielded with a red orb increased the caster level by 1 and damage dice by 2 for all fire spells. There's also a blue orb for lightning spells.

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Spells

* Prepared
** Prepared Twice
& Spell Mastery
$ Spell-like Ability

Spells per day:
1st: 7, 2nd: 7, 3rd: 6, 4th: 3, 5th: 2

1st: Burning Hands *
Expeditious Retreat
Feather Fall
Mage Armor ** (casted first thing when I wake up :P)
Magic MIssle **
Ray of Enfeeblement
Reduce Person
Jef of Steam ** (30ft line of fire for 5d4 dmg, Ref 1/2) (Complete Mage)

2nd: Darkvision *
Glitterdust *
Knock *
Melf's Acid Arrow
Scorching Ray &
Summon Swarm *
Tasha's Hideous Laughter *
Web *
Boiling Blood * (2d6 fire damage for 4 rounds and sickened. Fortitude Partial) (Complete Mage)

3rd: Fireball &
Haste *
Lightning Bolt *
Ray of Exhaustion *
Slow *
Stinking Cloud *
Summon Monster III *

4th: Confusion $
Dimension Door $
Evard's Black Tentacles &
Fear *
Ice Storm *
Polymorph &
Summon Monster IV *

5th:
Baleful Polymorph
Cloudkill *
Hold Monster *
Summon Monster V &
Form of the Three Headed Beast & (polymorph into a chimera as swift action with 30 extra hp) (Complete Mage)
Summon Nature's Ally $

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If there's anything that you would change please feel free to let me know. If you need more information, I'll post hopefull in about 10 hours. I'll be at work and can reply some minor stuff with my phone during breaks. I haven't played a higher level mage in quite a long time so any advice would be appreciated. Thanks.

Comments

  • elminsterelminster Member, Developer Posts: 16,317
    Did you improperly format something here? My commenting box is all wacky (which that normally happens when a previous poster has improperly formatted).
  • WigglesWiggles Member Posts: 571
    No, well I tried to use spoilers, but since they aren't working at the moment I removed them.
  • jackjackjackjack Member Posts: 3,251
    The margins for comments herein are screwed up on the mobile site.
  • ArchaosArchaos Member Posts: 1,421
    I'm not sure if you need any help.
    1) You're a Wizard.
    2) You're a conjurer and a focused one on top. Lots of great spells.
    3) Your stats are awesome. 18 DEX, 16 CON and 24 INT on a 9th level character? Awesome.

    Basically, you should almost always be flying. ...You can cast Fly, right?
    Always summon stuff to tank and damage.
    I would also get Augment Summoning. You already have Spell Focus (Conjuration) so it helps a lot. Greater Spell Focus is not that needed but not useless. Great AoE fog spells come to mind.
    If they're allowed, Reserve Feats from Complete Mage or Arcane (not sure which) would help you deal consistent and scaled damage. No need to use a ranged weapon for backup.
    Get the Orb spells. They're SR: No and Save:No. With your Dex you can hit with them all the time, they're also Conjuration spells.

    Otherwise, you're pretty much optimized and with awesome rolls.
  • DrugarDrugar Member Posts: 1,566
    Looks good. I played a conjurer for three years, looked almost the same as this.
    Personally though, I'd keep Abjuration and drop Evocation.

    Blasting damage spells (which don't do as much damage as you'd think, and are negated completely by some creatures) are not as useful as spells like Dispel Magic, Magic Circle against X or Stoneskin. You can get various Acid spells (acid breath being my personal favorite) to do damage, if you so desire (also, they don't allow spell resistance so they're better than Evocation). Otherwise, the Orb Spells (as mentioned) are also v. good.
    Also, there's a feat in Complete Arcane called Collegiate Wizard. Not in the Feat section (oddly enough) but in the section about factions. It has to be taken at level 1, but it gives you 6 + Int Mod spells at level 1, +2 to Knowledge Arcana and every level you gain 4 spells, not two.
    Considering your spell selection is usually at the mercy of the DM, this drasticly increases your versatility and power. I heartily recommend it.
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