Trying to build a frat wizard. [Archive] - Wizards Community

Post/Author/DateTimePost
shades of eternity

06-05-05, 08:47 AM
Trying to build a frat wizard.

I'm about to be involved in a campaign where it takes place in the high magic school environment, and essentially want to build a wizard concept that is losely based on the "frat movies", such as Gene wilder, porky's animal house etc.

I want to make a semi-cool wizard, that has a chance of picking up girls, getting drunk and partying as only as wizard can yet can still survive in standard dnd scenerios.

1. Point build for stats 77 and is exchanged on a 1 to 1 basis.
probably going to go with the following stats:
str: 10
Dex: 13
Con: 12
Int: 18
Wis: 12
Cha: 12

2. The character will start at 2nd level. However, in this campaign, we are not considered a full "wizard" till 5th.

3. Hit points are max at first and half your 2nd level maximum amount.

4. Probably going to go for either a diviner or an illusionist, but would love you ideas for an actual class.

5. Race will most likely be human.

6. Theoretically have access to any dnd 3.0/3.5 book (no non-wizard of the coast books)
In practicality, would be way easier to just rely on the following (unless you have a darn cool trick, trying to cut back on my heavy lifting).
PHB
DMG
MM (if Applicable)
Complete ARcane
FRCS
Magic of faerun
Tome and blood

7. Money is standard for 2nd level.

What I want to ask is the following:

1. What feats, skills, spells etc would you recommend for such a character.

2. Any kewl ideas do you guys have to play (anything from great party ideas to practical jokes, to avoiding the **** retentive teachers who are probably going to be obscenely high leveled wizards and anything else you can come up with)?

3. Ideas for future progression (feats/skills/spells to take later, prestige classes to shoot for, etc)

4. Anybody ever build a similar character? If so, what did you do?
Need_A_Life

06-08-05, 03:55 AM
This wouldn't be for the Sigil Prep?

Is it online? Because then I'd love to join.

How about:
Human Wizard 10/Mage of the Arcane Order 10

Versatility, scholarly, what else could a wizard want? Also those Creation spells can break the ice easily (hand her a ring of 24k gold with a HUGE diamond on it; instant score!)
Giantslayer

06-08-05, 01:37 PM
I read this, and I thought instantly, Discworld, ankh-morphork, Unseen university, The faculty wizards :D

Ahh, man, Rincewind, the Dean, The librarian, the bursar... Mwahahahaaha...

Now, head off and read some Discworld novels :P
it ought to give you a few ideas, these guys might be on the faculty, but darnit if they ain't the eternal fraternity boys...

Cya
-me
Falido

06-08-05, 05:11 PM
I read this, and I thought instantly, Discworld, ankh-morphork, Unseen university, The faculty wizards :D

Ahh, man, Rincewind, the Dean, The librarian, the bursar... Mwahahahaaha...

Now, head off and read some Discworld novels :P
it ought to give you a few ideas, these guys might be on the faculty, but darnit if they ain't the eternal fraternity boys...

Cya
-me

I thought the exact same thing hehe.
Giantslayer

06-09-05, 01:15 AM
Heh, What can we say? Great minds think alike, eh.

Rincewind, now there's a wizzard I'd *LOVE* to play.

Definie feats to get: run & dash.

Long live expeditious retreat =D

Cya
-me
beezly

06-09-05, 06:14 PM
I have one thing to say: Frat boys would love to have charm person in their arsenals.
Rathik

06-09-05, 09:40 PM
He should research a spell called Transmute Liquids to Beer. :pint: :D
Need_A_Life

06-14-05, 09:38 AM
He should research a spell called Transmute Liquids to Beer. :pint: :D
That combined with your cleric friend would make for some awesome parties! Or go mystic theruge on their a**es

Create Water + Transmute Liquids to Beer = Popular

I have one thing to say: Frat boys would love to have charm person in their arsenals.
Only thing better is Dominate Person. That one also functions as an exam tool ("I deserve A+..."), and never again will you have to ask someone nicely...
EternalSeeker

06-14-05, 10:55 PM
first thing were do u come up with rules for wizard school RPGing cuz i'd love to try it out.

And as for your wizard i'd go with non specialist, or conjerer and negate evoc cuz u won't need that in school and possibly look to the Harry Potter Books for ideas lol

Prestidigitation is a must for the practicle jokester tying shoe laces together, ect possiblilitys are endless
shades of eternity

06-15-05, 03:33 PM
here's the character I have come up with.

If you have any suggestions, please let me know.

*********************************

Waldorf the Groovy
Gender: Male
Race: Human
Alignment: NG
Class(es): Diviner
Character Level: 2
Effective Character Level:
Experience: 1000
Next Level: 3000

Strength: 10 0
Dexterity: 14 +2
Constitution: 12 +1
Intelligence:17 +3
Wisdom: 10 0
Charisma: 14 +2

Age: 20
Height: 5'4"
Weight: 132 lbs
Size: Medium
Speed: 30 feet
Eye Color: A sharp green
Hair Color: Brown with yellow highlights
Complexion: Smooth, almost delicate like.

Patron Deity: None
Homeworld: Derek's world
Languages:

Hit Points: 8
Armor Class: 12 (16)
Initiative: +2

Based Attack Bonus: +1
Melee Attack Bonus: +1
Ranged Attack Bonus: +3

Fortitude Save: 0 = 0 + 0
Reflex Save: 2 = 0 + 2
Will Save: 3 = 3 + 0

Racial Abilities:
+1 extra feat
+4 extra skill points at level 1, and +1 skill point per level

Class Abilities:
Spells
Specialist wizard (Divinition)
Barred School (Necromancy)
Summon Familiar (cat)

Feats:
W: Scribe Scroll
H. Spellcasting Prodigy
1. Negotiator

Skills:
30
Concentration 6 = 5 + 1
Craft (brewing) 6 = 3 + 3
Craft (alchemy) 6 = 3 + 3
Decipher Script 5 = 2 + 3
Diplomacy (CC) 5 = 1C + 2+2
Knowledge (Arcana) 8 = 5 + 3
Profession (brewer) 3 = 3 + 0
Sense Motive (CC) 3 = 1C + 2
Spellcraft 8 = 5 + 3

Languages:
Common, Elven, Draconic, Dwarvern

Equipment: (900 gp)

Adventuring Stuff:

1- Backpack - 2 gp / 2lb
2- Waterskin, full - 1gp / 4lb
3- Bedroll - 1sp / 5lb
4 -1 days trail rations 5 sp/1 lb
5 - sack 1sp/0.5 lbs
6 - flint and steel 1gp/0 lbs
7. 10 candles 1 sp/ 0 lbs
8. Case, map or scroll 1 gp / 0.5 lbs
9. 3 pages of parchment 6 sp / 0 lbs
10. ink (1 oz vial) 8 gp / 0 lbs
11. inkpen 1 sp / 0 lbs
12. Spell Component Pouch 5 gp / 2 lbs
13. Spellbook 15 gp / 3 lbs
14. 3 vials (2 pepper, 1 salt) 3 gp / 0.3 lbs
15. 2 balls of twine(50 feet each) 2 sp / 0 lbs
16. book carrying case (wooden w/ strap)
17. Wrist Sheath

Misc Equipment Subtotal: 34.5 gp / 18 lbs

1. Quarterstaff 0 gp / 4 lbs
2. Light Crossbow 35 gp/ 4 lbs
3. 10 crossbow bolts. 1 gp / 1 lbs
4. Dagger 2 gp / 1 lbs

Weapon and Armor Subtotal: 38 gp / 10 lbs

Spells puchased.
Animate Rope 25 gp/ 0 lbs
Detect Secret Doors 25 gp/ 0 lbs
Disguise Self 25 gp/ 0 lbs
Magic Missile 25 gp/ 0 lbs
Silent Image 25 gp/ 0 lbs
Ventriloquism 25 gp/ 0 lbs

Spell Subtotal: 150 gp/ 0 lbs

Stuff on campus

1 pound = 16 ounces

1. Pepper (6 ounces): 180 gp
2. Salt 1 lbs : 16 cp
3. Bannana Pepper Pickles: 80 gp
4. Icebox
5. Ice Crystal (3)
7. Potatos (20 lbs) 20 gp
8. Iron Pot 5 sp
9. Risque poster of beautiful female sorcerous labeled "Show me your wand, baby." (priceless:D)
8. copper wire (50 ft)
9. beakers, glass (15) 15 gp
10. 4 wooden stiring sticks
11. 3 glass stiring sticks
12. 4 hand kegs 2 gp
13. 1 barrel 2 gp

Stuff in storage
1. Spellbook 15 gp / 3 lbs

Spellcasting Abilities:
Effective Caster Level: 2nd
Spellcasting Ability Modifier: +4
Spells per Day: 4+1 3+1
Spells save DC: 14 +1, 15 +1
Spells known:

0th (all save necromantic)
Acid Splash
Arcane Mark
Dancing Light
Daze
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance

1st (9)
Charm Person
Comprehend Languages
Expeditious Retreat
Grease
Identify
Message
True Strike
Unseen Servant
Mage Armor

Spells purchased
Animate Rope
Detect Secret Doors
Disguise Self
Magic Missile
Silent Image
Ventriloquism

Armor and Shield Penalties:
Armor Check Penalty: None
Armor Type: None
Arcane Spell Failure: 0
Max Dex Bonus: 0
Speed Limitation: 0

Weapon Statistics:

Melee Weapon
Weapon: Dagger
Attack Bonus: +1 /+3
Damage: 1d4
Threat Range/Multiplier: x2
Range Increment: 10 feet
Damage Type: P
Weapon Size: S

Ranged Weapon
Weapon: Light Crossbow
Ammunition: 20
Attack Bonus: +3
Damage: 1d8
Threat Range/Multiplier: 19-20/x2
Range Increment: 80 feet
Damage Type: P
Weapon Size: M

Frat Wizard Backstory

Roll 1: 35. Temperate Climate
Roll 2: 4 Small Tribe (Dark Gypsy)
Roll 3: 75. Family Economic Status: Wealthy
Roll 4: 74. Positive Arcane Affiliation (guild)
Roll 5: 84. Family Defense readiness: Hired
Roll 6: 93. Family Private Ethics: Evil
Roll 7: 8. Family Public Ethics: Evil
Roll 8: 5. Family Religious Commitment Neutral/Uninterested
Roll 9: 23.Family Reputation : Unknown
Roll 10: 89. Family Political View: Radical
Roll 11: 71. Family Power Structure: Divided
Roll 12: 97. Great Ancestor: Evil Villian
Roll 13: 57. Early Childhood Instruction: Languages
Roll 14: 12.Early Childhood Education: Agriculture (Brewing)
Roll 15: 96. Learning a trade (Arcane)
Roll 16: 61. Personal Epiphany
Roll 17: 66. Youth Events: Afiniity with Arcane
Roll 18: 18. Pivotal Events: None
Roll 19: 95. Parents lost or unknown
Roll 20: 61 Middle child (2 younger, 3 older)
Roll 21: 38. Father's parents alive
Roll 22: 25. Few Living Relatives
Roll 23: 73. Some Friends - distant
Roll 24: 45. Family Enemy
Roll 25: 57. Instructor of note: Vanished

Storyline

Waldorf was born to a small family of renegade wizards and general never do wells, who were on the rebound after a failed coup in the kingdom of <insert name of fairly good kingdom here>. He spent the early part of his life on the run with his family, until he was given to a local accomplice, Seyerodu the Sneaky. His training was surprisingly quiet, only stopped by the fact that his mentor Seyerodu mysteriously vanished one day (only a fire was found on the floor, Arcane spontaneous combustion is a distinct possibility). Using his charm, and what money had found at his old mentors place, he enrolled in the Wizard's school to both get his piece of sheepskin. He is enrolled as Waldorf Sigilson, but he's almost universally known as "Waldorf the Groovy."

Dispostion:

Despite the dark past, Waldorf is very chipper, cheerful and a pleasure to be around with. He often uses his smarmy charm to get out of trouble and situations. He enrolled in divinition to both stay one step ahead of his estranged family (who have no idea that he is there), and cause it will help him predict whom he would be more likely to "score". Despite his family, Waldorf is not a bad person. He is a man who wants the "easy stuff in life" and his attitude reflects this.

Description:

He is a fairly average frame and size for a human, but his sharp green eyes and soft brown short hair seem to make him special. He also has a fairly promanent chin that seems to give him a commanding presence. He usually dresses in pants, shirt and a leather jerkin, but will grudgingly wear the "robes" if necessary (he still thinks robes are for nancies).

Quotes
"They call me Mr. Love Magic."
"I am the Excellence of the Arcane."
"Hey watch it, you could poke an eye out with that thing."
"Didn't your mother tell you it was rude to stare. Now blow."
Rathik

06-21-05, 09:39 PM
Where did you come up with the table for those rolls you used to generate his backstory? That seems to be a rather handy thing to have.
shades of eternity

06-22-05, 09:17 PM
It's from the Hero Builder's Guidebook
Alten_Freehands

06-23-05, 05:37 AM
For a familiar you want a sugar glider,a bunny or something equally as cute,koala bear or the like. Chicks dig cuteness. Grease is essential for practical jokes,so is knock,soverign glue is great too say when you use knock to break into a rival's room,put soverign glue on everything then levitate it to the ceiling.

I would go with either a pure wizard or a transmuter,also increasing your chances for jokes,and increasing your chances to perfect the whole liquids to beer spell. I also recomend maxing out alchemy,and craft:brewing. Maybe craft potion as well. Bluff and diplomacy would be useful too. Thats all I got for now. If I think of anything else I'll post again