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  1. #1
    Community Member 1halfelf's Avatar
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    Sep 2009
    Posts
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    Talking Feedback needed --- Pale Master build

    This is a 32 point human Pale Master build. I think I've got it mostly OK, but any feedback would be appreciated! I'm not nearly as expert at this as some of you...

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Teleriel Lightbender
    Level 20 True Neutral Human Female
    (20 Wizard) 
    Hit Points: 242
    Spell Points: 1651 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 5
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         18                 18                   18
    Intelligence         18                 23                   29
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                -1                 -1                   -1
    Concentration         8                 27                   28
    Diplomacy            -1                 -1                   -1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                 -1                 -1                   -1
    Hide                  1                 10                   10
    Intimidate           -1                  9                    9
    Jump                 -1                 10                   10
    Listen               -1                 -1                   -1
    Move Silently         1                 10                   10
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                4                  9                    9
    Spot                  1                 10                   10
    Swim                 -1                 -1                   -1
    Tumble                1                  1                    1
    Use Magic Device      1                 10                   13
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Spell (1): Acid Spray
    Spell (1): Master's Touch
    Spell (1): Sonic Blast
    Spell (1): Chill Touch
    Spell (1): Detect Secret Doors
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Feather Fall
    Spell (1): Cause Fear
    Enhancement: Human Versatility I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (2): Lesser Death Aura
    Spell (2): Electric Loop
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Snowball Swarm
    Enhancement: Human Versatility II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Wand Heightening I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (3): Acid Blast
    Spell (3): Chain Missiles
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Frost Lance
    Spell (3): Halt Undead
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Death Aura
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (5): Cloudkill
    Spell (5): Symbol of Pain
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (5): Cyclonic Blast
    Spell (5): Prismatic Ray
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Summon Skeleton Archer
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Create Undead
    Spell (6): Necrotic Ray
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Summon Skeletal Mage
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Spell (6): Acid Fog
    Spell (6): Symbol of Fear
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Symbol of Weakness
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Symbol of Stunning
    Spell (7): Mass Protection From Elements
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Trap the Soul
    Spell (8): Symbol of Death
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Horrid Wilting
    Spell (8): Power Word: Stun
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Otto's Irresistable Dance
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Intimidate (+4)
    Feat: (Wizard Bonus) Eschew Materials
    Spell (8): Mass Charm Monster
    Spell (8): Incendiary Cloud
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Blackbone Mage
    Spell advice would be especially helpful. I tried to choose spells not available from vendors, but I have no idea what's effective past LVL 3 spells or so...

  2. #2
    Community Member Jaid314's Avatar
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    Jan 2010
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    4,785

    Default

    i'd ditch eschew materials, personally. try to fit in one of your metamagics at 20 (i'd go with empower, but that's just me) and put in insightful reflexes instead.

  3. #3
    Community Member 1halfelf's Avatar
    Join Date
    Sep 2009
    Posts
    83

    Default

    Good thought! I forgot about insightful reflexes... Here's the revised version!

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Teleriel Lightbender
    Level 20 True Neutral Human Female
    (20 Wizard) 
    Hit Points: 242
    Spell Points: 1651 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 15
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         18                 18                   18
    Intelligence         18                 23                   29
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                -1                 -1                   -1
    Concentration         8                 27                   28
    Diplomacy            -1                 -1                   -1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                 -1                 -1                   -1
    Hide                  1                 10                   10
    Intimidate           -1                  9                    9
    Jump                 -1                 10                   10
    Listen               -1                 -1                   -1
    Move Silently         1                 10                   10
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                4                  9                    9
    Spot                  1                 10                   10
    Swim                 -1                 -1                   -1
    Tumble                1                  1                    1
    Use Magic Device      1                 10                   13
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Spell (1): Acid Spray
    Spell (1): Master's Touch
    Spell (1): Sonic Blast
    Spell (1): Chill Touch
    Spell (1): Detect Secret Doors
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Feather Fall
    Spell (1): Cause Fear
    Enhancement: Human Versatility I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (2): Lesser Death Aura
    Spell (2): Electric Loop
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Snowball Swarm
    Enhancement: Human Versatility II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Wand Heightening I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (3): Acid Blast
    Spell (3): Chain Missiles
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Frost Lance
    Spell (3): Halt Undead
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Death Aura
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (5): Cloudkill
    Spell (5): Symbol of Pain
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (5): Cyclonic Blast
    Spell (5): Prismatic Ray
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Summon Skeleton Archer
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Create Undead
    Spell (6): Necrotic Ray
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Summon Skeletal Mage
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Insightful Reflexes
    Spell (6): Acid Fog
    Spell (6): Symbol of Fear
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Symbol of Weakness
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Symbol of Stunning
    Spell (7): Mass Protection From Elements
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Trap the Soul
    Spell (8): Symbol of Death
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Horrid Wilting
    Spell (8): Power Word: Stun
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Otto's Irresistable Dance
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Intimidate (+4)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Mass Charm Monster
    Spell (8): Incendiary Cloud
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Blackbone Mage
    Last edited by 1halfelf; 03-03-2011 at 04:28 PM.

  4. #4
    Community Member Alektronic's Avatar
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    SF: Necro doesn't do much for you until you get finger of death around lvl 11 (unless u really enjoy curses/disease spells)
    Spell Penetration does not rear it's ugly head until around lvl 9.
    Mental Toughness doesn't help you much until around lvl 12 if ur trying to get wraith form, or if you want the flexibility of going Archmage from lvls 1-12, then switch back to Pale Master at lvl 12. To take advantage of ur new forms.

    That being said, I'd try and take heighten and extend earlier (lvls 9 and 1 respectively). I usually take heighten around lvl 5 actually, but that's just me maybe.

    And you maxxed intim as a skill? Interesting... Is that for RP purposes?

    EDIT: I realize you need SF: Necro to meet PrE requirements. But that's all they do for you at these lvls, so I would take them right at lvl 6 and 12 (when you need them), rather than earlier, and missing out on more useful feats at level.
    -Thelanis toons- Alektronic (wolf), Bakeneko (monk), Ghyldra (druid), Hermeros (crafter), Lecker (wf wiz),
    Panaceus (elemental barb), Quallus (SDK), Taigong (acrobat), Vamprix (warlock), Vercigetorix (bard)

  5. #5
    Community Member Kourier's Avatar
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    Quote Originally Posted by 1halfelf View Post
    Good thought! I forgot about insightful reflexes... Here's the revised version!

    Code:
    Character Plan by DDO Character Planner Version 3.8.0
    DDO Character Planner Home Page
    
    Teleriel Lightbender
    Level 20 True Neutral Human Female
    (20 Wizard) 
    Hit Points: 242
    Spell Points: 1651 
    BAB: 10\10\15\20
    Fortitude: 10
    Reflex: 15
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength              8                  8                    8
    Dexterity             8                  8                    8
    Constitution         18                 18                   18
    Intelligence         18                 23                   29
    Wisdom                8                  8                    8
    Charisma              8                  8                    8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                -1                 -1                   -1
    Concentration         8                 27                   28
    Diplomacy            -1                 -1                   -1
    Disable Device        n/a               n/a                   n/a
    Haggle               -1                 -1                   -1
    Heal                 -1                 -1                   -1
    Hide                  1                 10                   10
    Intimidate           -1                  9                    9
    Jump                 -1                 10                   10
    Listen               -1                 -1                   -1
    Move Silently         1                 10                   10
    Open Lock            n/a               n/a                   n/a
    Perform              n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                4                  9                    9
    Spot                  1                 10                   10
    Swim                 -1                 -1                   -1
    Tumble                1                  1                    1
    Use Magic Device      1                 10                   13
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Mental Toughness
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Spell (1): Acid Spray
    Spell (1): Master's Touch
    Spell (1): Sonic Blast
    Spell (1): Chill Touch
    Spell (1): Detect Secret Doors
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Feather Fall
    Spell (1): Cause Fear
    Enhancement: Human Versatility I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Spell Penetration
    Spell (2): Lesser Death Aura
    Spell (2): Electric Loop
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Snowball Swarm
    Enhancement: Human Versatility II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Wand Heightening I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (3): Acid Blast
    Spell (3): Chain Missiles
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Spell
    Spell (3): Frost Lance
    Spell (3): Halt Undead
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Death Aura
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (5): Cloudkill
    Spell (5): Symbol of Pain
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Spell (5): Cyclonic Blast
    Spell (5): Prismatic Ray
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Summon Skeleton Archer
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Create Undead
    Spell (6): Necrotic Ray
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Summon Skeletal Mage
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Insightful Reflexes
    Spell (6): Acid Fog
    Spell (6): Symbol of Fear
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Symbol of Weakness
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Symbol of Stunning
    Spell (7): Mass Protection From Elements
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Trap the Soul
    Spell (8): Symbol of Death
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Horrid Wilting
    Spell (8): Power Word: Stun
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Otto's Irresistable Dance
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Intimidate (+4)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (8): Mass Charm Monster
    Spell (8): Incendiary Cloud
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Blackbone Mage
    Maybe consider taking some points from con and putting them into str? At low levels using master touch on a two handed weapon is a good way to save spell points. You can also carry more loot and better resist being made helpless. This isn't needed by any means, but it's certainly convenient.

  6. #6
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Alektronic View Post
    And you maxxed intim as a skill? Interesting... Is that for RP purposes?
    it isn't *that* uncommon on a caster. the basic concept goes something like "hey look, those dumb melees are fighting 20 feet away from my wall of fire again and are too lazy to take a couple steps towards it so that it damages things" *intimidate* "oh, that's much better, now i have aggro and everything is taking damage, and now the melees got off their butts and moved in to where the wall of fire is".

  7. #7
    Community Member voodoogroves's Avatar
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    I used to not carry intim. Now I love intimidation on my casters. Love.

    (1) Since you can respec AP pretty easily, don't bother with Pale Master until 12th.
    (2) I love HP, but I'd still drop CON to 16 and put points somewhere else. CHA or STR most likely.
    (3) I'd move the spell penetration feats out to the later levels and move UMD focus in earlier and heighten somewhere in the early teens if you can. Once you cap, you'll have lots of items and such you can build to really boost your UMD; if you want it to be meaningful prior to that, every little boost helps.
    Ghallanda - now with fewer alts and more ghostbane

  8. #8
    Community Member
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    Quote Originally Posted by Alektronic View Post
    And you maxxed intim as a skill? Interesting... Is that for RP purposes?
    No it's very handy to draw things into your AoEs. I regret not having it as that's a lot of extra firewalls/ice storms/ running around chasing things.

    Agreed on Heighten in the teens and backloading the SP feats; that's around the time when both become handy.

  9. #9
    Community Member 1halfelf's Avatar
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    Ok... I've done the great feat shuffle. I also took the advice about lower my CON and increasing STR and CHA. Not too sure about that, but it does make some sense. I end up losing about 20 hp (not counting any equipment) at lvl. 20 by doing so.

    I did pump up my intimidate near the end of things because a) I had more skill points than I could use and b) it does seem to make good sense if I have AOE damage auras and fire wall to actually get monsters to come close to me.

    Here's the revised version:

    Code:
    Character Plan by DDO Character Planner Version 3.8.1
    DDO Character Planner Home Page
    
    Teleriel Lightbender
    Level 20 True Neutral Human Female
    (20 Wizard) 
    Hit Points: 222
    Spell Points: 1651 
    BAB: 10\10\15\20
    Fortitude: 9
    Reflex: 15
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             12                 12                   12
    Dexterity             8                  8                    8
    Constitution         16                 16                   16
    Intelligence         18                 23                   29
    Wisdom                8                  8                    8
    Charisma             10                 10                   10
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 10                   10
    Bluff                 0                  0                    0
    Concentration         7                 26                   27
    Diplomacy             0                  0                    0
    Disable Device        n/a               n/a                   n/a
    Haggle                0                  0                    0
    Heal                 -1                 -1                   -1
    Hide                  1                 10                   10
    Intimidate            0                 10                   10
    Jump                  1                 12                   12
    Listen               -1                 -1                   -1
    Move Silently         1                 10                   10
    Open Lock            n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                  9                    9
    Search                4                  9                    9
    Spot                  1                 10                   10
    Swim                  1                  1                    1
    Tumble                1                  1                    1
    Use Magic Device      2                 11                   14
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Hide (+2)
    Skill: Move Silently (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Extend Spell
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Spell (1): Acid Spray
    Spell (1): Master's Touch
    Spell (1): Sonic Blast
    Spell (1): Chill Touch
    Spell (1): Detect Secret Doors
    Spell (1): Mage Armor
    Spell (1): Niac's Cold Ray
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Feather Fall
    Spell (1): Cause Fear
    Enhancement: Human Versatility I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Insightful Reflexes
    Spell (2): Lesser Death Aura
    Spell (2): Electric Loop
    Enhancement: Racial Toughness I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): Gust of Wind
    Spell (2): Snowball Swarm
    Enhancement: Human Versatility II
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Wand Heightening I
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (3): Acid Blast
    Spell (3): Chain Missiles
    Enhancement: Human Adaptability Intelligence I
    Enhancement: Wizard Lineage of Deadly Elements I
    Enhancement: Wizard Spell Penetration I
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Skill Focus: Use Magic Device
    Spell (3): Frost Lance
    Spell (3): Halt Undead
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeletal Knight
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Death Aura
    Spell (4): Negative Energy Burst
    Enhancement: Wizard Intelligence II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (4): Wall of Fire
    Enhancement: Wizard Lineage of Elements II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (5): Cloudkill
    Spell (5): Symbol of Pain
    Enhancement: Racial Toughness II
    Enhancement: Wizard Lineage of Deadly Elements II
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (5): Cyclonic Blast
    Spell (5): Prismatic Ray
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Summon Skeleton Archer
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Jump (+1)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Create Undead
    Spell (6): Necrotic Ray
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Summon Skeletal Mage
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (6): Acid Fog
    Spell (6): Symbol of Fear
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master II
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Delayed Blast Fireball
    Spell (7): Symbol of Weakness
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Symbol of Stunning
    Spell (7): Mass Protection From Elements
    Enhancement: Wizard Intelligence III
    Enhancement: Shroud of the Wraith
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+0.5)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Penetration
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Trap the Soul
    Spell (8): Symbol of Death
    Enhancement: Wizard Elemental Manipulation IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Horrid Wilting
    Spell (8): Power Word: Stun
    Enhancement: Wizard Lineage of Elements III
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Wail of the Banshee
    Spell (9): Energy Drain
    Enhancement: Wizard Lineage of Deadly Elements III
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Maximize Spell
    Spell (9): Power Word: Kill
    Spell (9): Meteor Swarm
    Enhancement: Wizard Pale Master III
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Hide (+0.5)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Skill: Move Silently (+0.5)
    Skill: Spot (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (8): Otto's Irresistable Dance
    Enhancement: Wizard Spell Penetration II
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Intimidate (+4)
    Feat: (Wizard Bonus) Empower Spell
    Spell (8): Mass Charm Monster
    Spell (8): Incendiary Cloud
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Wand and Scroll Mastery II
    Enhancement: Summon Frostmarrow Knight
    Enhancement: Summon Blackbone Mage

  10. #10
    Community Member
    Join Date
    Mar 2010
    Posts
    3

    Default

    would it totally mess up this buid if i missed a few stat points

  11. #11
    Community Member 1halfelf's Avatar
    Join Date
    Sep 2009
    Posts
    83

    Default

    If I only had 28 points to work with I think I would make my stats look like:

    STR 12
    DEX 8
    CON 15
    INT 18
    WIS 9
    CHA 8

    You would have a little lower hp total and UMD would be worse, but everything else would be about the same. It really helps to have more hp on just about any character, but especially those with lower hit dice.

  12. #12
    Community Member ColdNapalm's Avatar
    Join Date
    Jul 2010
    Posts
    194

    Default

    Get wall of fire at level 7. No really.

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