* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Low Level Wizards -- How To Started at 12-11-03 09:45 PM by ironfang Visit at http://forums.gleemax.com/showthread.php?t=146905 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : ironfang Date : 12-11-03 09:45 PM Thread Title : Low Level Wizards -- How To Nothing is more difficult than being a low level wizard, either solo or in a group. Basically you have an extremely limited memorization ability AND you have a very small list of spells to choose from. In combat, your a joke, one foul swoop of an orcish axe, and your toast. So, how to survive as a low level wizard (under 5) until you get to the coveted middle and upper levels (at which point most DM's want you to retire... hehehe). In order to explore my own advice, I decided to creature the ultimate in weak wizards (the diviner). I decided to take the kit of Mystic (gives a little more utility to the class, yet increases the severity of restrictions on the class). I decided early that his survival depends on his role play-ability, so I selected Non-Weapon Proficiencies to increase his value to a party (and in solo play alike). I selected the following NWP's: Ancient History (give him some knowledge on ruins), Ancient Languages (give him the ability to decipher ancient writings that adventurers may come across), Cryptography (help him dechipher hiden messages in modern languages as well as ancient languages), Astrology (give the party a vauge idea of what they are coming up against, as well as a way to make some coin from the locals), Disguise (a way of avoiding people who may be looking for him... especially those who are angered by his fortune telling), Engineering (combined with Ancient History he has a vauge knowledge of ancient building structures as well as modern buildings, can give insight to the party what the internals of a building might look like), Observation (paying close attention to situations can reveal much more knowledge than passive observation, thus giving this character the ability to notice things others may not have... of course, he can also make things appear as if he has an other worldly ability to see things), Orienteering (a party without a ranger can benefit from this greatly as it can keep them from getting lost, again, he can make himself appear as if he just knows how to get somewhere), Weather Knowledge (while not 100% perfect, it can be very usefull to a party if they know that they are going to be crossing a stream or mountain range to have a hint of what weather is coming that can make this type of travel lethal), Spell Craft (while he may not be the worlds mightiest battle mage, he can quickly determine what spells are coming at him and his party and help them decide whether or not to continue combat or run away), and Religion (its also good to know local religious customs in order to avoid offending someone, or getting lynch mobbed for heracy). After selecting these NWP's, creating his background seemed obvious... he is a gypsy outcast (males dont normally take up the role of a seer, its usually reserved for women). His spell selection is rather of limited use to a party, or even to himself. His spell list is small: Identify, Divining Rod, Empathy, Know History, and Locate Remains. He always selects Empathy, as this can give him an edge in any given encounter (if a group of armored and heavily armed men come towards him, its best for him to know what their intentions are). Outside of this one spell, he will usually reserve his second spell of choice (he is a specialist mage so he gets 2 spells), for business purposes (such as someone has asked him to find a lost item, or someone wants to know more about a certain antique, or if he is going to be going on an adventure...). His other special ability "Spirit Form" he will only use for very high prices (50 gold pieces or more), or before going on seemingly dangerous adventures (which he will attempt to determine through an astrology ability check). While in his spirite form, he will conduct much needed reconnaissance (if the party is going after orcs, it might be a great boon to identify where the orcs are, search for traps, how many orcs there are, or scury through ruins identifying potential dangers). He will of course, require upfront payment for this service or get garunteed rights to treasure that is found (the first pick is from the treasure of his choice). Lets see how this works. Tyranus -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Hiryu Date : 12-12-03 01:12 AM Hmm, actually the character sounds really nice. As long as he stays in the background while the more combat prone characters do the dirty work, he should be fine. It does sound like a very well rounded char, with lots of neat miscelaneous abilities. Good luck with that one, it looks like a very intresting character. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : imayb1 Date : 12-12-03 01:47 PM I've done this before. It was really fun. The character stunk in combat, but rocked at clue-finding. I kept ~books~ worth of notes on everything, along with sketches of glyphs, ruins, etc. The group really looked to me for answers about everything, so I made it my business to know everything. I convinced one of the other players to be my bodyguard. :D It probably helps that I (and my character) am female, so I really don't mind asking for help from Mr. Big-Strong-Fighter. That can be more difficult for a guy's pride... :rolleyes: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:19 AM.