Tallyn
04-11-2008, 04:20 PM
I have been toying with the idea of a Dragon Marked Halfling Wizard 15/Bard 1.... My friends play a Rogue and a Fighter, and we frequently group alone... so it would be nice to be able to fill both an Arcane and Healer role at the same time. A level of Bard for UMD, access to cure wands and just a Cure Light Wound spell that can be modified through metamagics. Read below... I'd appreciate your advice, but I'm pretty set on the configuration of race and class.
6 Strength
10 Dexterity
16 Constitution
18 Intelligence
8 Wisdom
14 Charisma
..to start... thinking at 16 Stats should end up:
10 Strength
16 Dexterity
24 Constitution
32 Intelligence (+2 tome used at level 1, yes I have one in the bank)
14 Wisdom
20 Charisma
Feats:
1 Least Dragon Mark of Healing
3 Empower Healing
6 Lesser Dragon Mark of Healing
9 Greater Dragon Mark of Healing
12 Spell Penetration
15 Greater Spell Penetration
Wiz1 Extend Spell
Wiz5 Empower Spell
Wiz10 Maximize Spell
Wiz15 Quicken Spell
Skills should end up around:
Concentration 30
Use Magic Device 37
Tumble 16 (26 w/tumble spell)
Jump 10 (40 w/jump spell)
Haggle 13
Perform 28
Move Silent 18
Hide 20
Diplomacy 13
Balance 16
With +2 con tome to use for favor I should end up around 272 HP including amount from rage.
With +4 resist item and greater heroism I'm looking at saves approximately 21 Fort, 23 Reflex, 22 Will.
Enhancements:
Halfling Extra Dragonmark Uses IV 10 AP
Bard Song Magic I 1 AP
Wizard Elemental Manipulation IV 10 AP
Wizard Improved Spell Penetration III 12 AP
Wizard Energy of the Scholar III 6 AP
Wizard Wand and Scroll Mastery III 6 AP
Wizard Intelligence II 6 AP
Wizard Lineage of Elements II 3 AP
Wizard Lineage of Deadly Elements II 3 AP
I'll still have approximately 7 AP left to play around with, not sure where to slot them yet.
SP Should end up around 1500 to 1600. Calculated by using:
Bard L1 + Cha Bonus + Wizard 15 + Int Bonus + Magical Training + Wizardry VI Item + 150 (Shroud Item) + 80 Energy of the Scholar
Summary:
Cure Light Wounds 9/rest Modifiable by Empower Healing/Empower/Maximize
Cure Serious Wounds 7/rest Modifiable by Empower Healing/Empower/Maximize
Heal 5/rest Modifiable by Empower Healing
Can UMD most important scrolls such as Raise Dead and Heal (With +30% bonus to Heal)
Can Fascinate in a tight spot (+28 Perform, more with an item)
Can still put up good Wizard DPS.
UMD opens up any item that is RR.
Not too squishy for a caster.
Bard gives access to Cure Light Wounds permanently.
Downsides are mainly against High SR Mobs, my Spell Penetration will be slightly lower. Also, because of the enhancement points put into the extra dragon mark uses I will not be able to pick up Energy Manipulation which would modify Acid/Electricity Spell. My top end damage will be slightly below that of more dedicated Wizards. Not enough enhancement points to take advantage of Improved Empower and Improved Maximize enhancements.
Constructive criticism would be gladly appreciated. But please, leave sarcasm, snide remarks, and flame aside. Thanks
6 Strength
10 Dexterity
16 Constitution
18 Intelligence
8 Wisdom
14 Charisma
..to start... thinking at 16 Stats should end up:
10 Strength
16 Dexterity
24 Constitution
32 Intelligence (+2 tome used at level 1, yes I have one in the bank)
14 Wisdom
20 Charisma
Feats:
1 Least Dragon Mark of Healing
3 Empower Healing
6 Lesser Dragon Mark of Healing
9 Greater Dragon Mark of Healing
12 Spell Penetration
15 Greater Spell Penetration
Wiz1 Extend Spell
Wiz5 Empower Spell
Wiz10 Maximize Spell
Wiz15 Quicken Spell
Skills should end up around:
Concentration 30
Use Magic Device 37
Tumble 16 (26 w/tumble spell)
Jump 10 (40 w/jump spell)
Haggle 13
Perform 28
Move Silent 18
Hide 20
Diplomacy 13
Balance 16
With +2 con tome to use for favor I should end up around 272 HP including amount from rage.
With +4 resist item and greater heroism I'm looking at saves approximately 21 Fort, 23 Reflex, 22 Will.
Enhancements:
Halfling Extra Dragonmark Uses IV 10 AP
Bard Song Magic I 1 AP
Wizard Elemental Manipulation IV 10 AP
Wizard Improved Spell Penetration III 12 AP
Wizard Energy of the Scholar III 6 AP
Wizard Wand and Scroll Mastery III 6 AP
Wizard Intelligence II 6 AP
Wizard Lineage of Elements II 3 AP
Wizard Lineage of Deadly Elements II 3 AP
I'll still have approximately 7 AP left to play around with, not sure where to slot them yet.
SP Should end up around 1500 to 1600. Calculated by using:
Bard L1 + Cha Bonus + Wizard 15 + Int Bonus + Magical Training + Wizardry VI Item + 150 (Shroud Item) + 80 Energy of the Scholar
Summary:
Cure Light Wounds 9/rest Modifiable by Empower Healing/Empower/Maximize
Cure Serious Wounds 7/rest Modifiable by Empower Healing/Empower/Maximize
Heal 5/rest Modifiable by Empower Healing
Can UMD most important scrolls such as Raise Dead and Heal (With +30% bonus to Heal)
Can Fascinate in a tight spot (+28 Perform, more with an item)
Can still put up good Wizard DPS.
UMD opens up any item that is RR.
Not too squishy for a caster.
Bard gives access to Cure Light Wounds permanently.
Downsides are mainly against High SR Mobs, my Spell Penetration will be slightly lower. Also, because of the enhancement points put into the extra dragon mark uses I will not be able to pick up Energy Manipulation which would modify Acid/Electricity Spell. My top end damage will be slightly below that of more dedicated Wizards. Not enough enhancement points to take advantage of Improved Empower and Improved Maximize enhancements.
Constructive criticism would be gladly appreciated. But please, leave sarcasm, snide remarks, and flame aside. Thanks