What spellcasters have you played? [Archive] - Wizards Community

Post/Author/DateTimePost
ScottTheGR81

10-23-07, 08:05 PM
I would be interested in reading about your various spellcasters that you have played in the past. Either your most favorite character, or several.

Particularly wizards and sorcerers, it would be nice if you would post the level and other info as well (full stat blocks and writeups would rock)
AK_Matt

10-23-07, 10:35 PM
I haven't gotten to play him yet, but I've got a kobold arcane trickster named Dweezle set to replace my fighter after I die (which is probably next session since I'm chaotic good and the campaign is set in Thay, and I've already been put under a geas by a circle of red wizards to kill another circle of red wizards).

The ability scores are a little unrealistic for a kobold, my DM gave us a modified point buy for overpowering campaigns.

Rogue (3) Wizard(5) Arcane Trickster(2)
Alignment: Neutral

STR: 6
DEX: 19
CON: 8
INT: 20
WIS: 8
CHA: 9

Specialty School: Illusion
Prohibited: Necromancy and Conjuration

Relevant Feats: Spellcasting Prodigy, Spell Focus (Illusion), Eschew Materials, Still Spell.

Still Spell is good because if I'm stilled, that means I have lost my DEX bonus to everything, and I need to be able to get out of that situation.

Eschew Materials is just convenient.

Spell Focus is probably not worth it, but it fit with the character's motivation, which is eluding his former captors. He uses a lot of divination and abjuration as well, as an escaped Red Wizard test subject (which is definitely not going to be good news for an adventuring party in Thay).

Spellcasting Prodigy is an obvious choice for Forgotten Realms casters, and it makes sense for Dweezle because he was the best caster in his tribe even before Red Wizard experimentation amped up his intelligence (the benefits were meant to be temporary, they needed a highly intelligent creature to test a certain spell on, and didn't want to waste any of their expensive slaves on a lethal experiment).

Dweezle's spell suite is optimized for escape. I'm not going to list them all, just what I think will be really useful.

Lvl 1:
Feather Fall
Expeditious Retreat
Color Spray
Shield

Lvl 2:
Hypnotic Pattern
Mirror Image
Invisibility
Rope Trick

Lvl 3:
Dispel Magic
Nondetection
Haste

Lvl 4:
Rainbow Pattern
Lesser Globe of Invulnerability

In addition to these defensive and escape-oriented spells, Dweezle has a few that are meant to make him an offensive menace for unprepared targets.

The ability to cast blink and start sneak attacking once per round is probably going to be pretty awesome when cornered (fighting won't be choice #1, obviously--Dweezle is much more likely to abandon the party than help them fight, especially if Red Wizards show up).

Phantasmal Killer is a long shot but it might kill something.

Though he's reluctant to cast it, because heroes usually end up getting themselves killed, Dweezle also knows Heroism just in case he gets into a jam that only fighting can get him out of.

Dweezle's first priority is staying alive. He also knows that the concoction the wizards gave him to boost his intelligence is not permanent, and is constantly seeking out potions to steal that might delay his return to normal intelligence.

Though he's certainly not above mischief, he detests the kind that does not directly bring benefits to its perpetrator. He's most likely to get fed up with overly chaotic characters, though at the same time he's seen that it's not always beneficial to follow the law, and sometimes quite lucrative to violate it outright. As long as people don't step on his toes (or tail), he'll leave them well enough alone.
Kalai_Eljahn

10-24-07, 03:31 PM
...every one of my D&D characters is some sort of spellcaster...

Looking forward to playing Akasha sial Kraai, an anthro raven spontaneous-casting druid variant with favored enemies Undead and Construct, Spell Focus(Conjuration), Augment Summoning, and Augment Healing next level. Wolf animal companion.

5th level
STR 2 / DEX 18 / CON 14 / INT 14 / WIS 21 / CHA 4
Or something like that. Mental scores are right.

Also, a CN Human Warlock named Rjas with a Mark of Justice making her class obvious; army girl focused on stealth & infiltration. Not particularly good wisdom or strength, high DEX, decent CON/INT/CHA

LE Aasimar Bard/Mindbender. Rather strange combination, if thematically sensible. Roman-ish. She's named Carlynia Darcian and she's a politician.
ScottTheGR81

10-24-07, 05:37 PM
an anthro raven spontaneous-casting druid variant

your playing a bird?!? wow that is pretty cool...
The_Shaman

10-26-07, 04:59 AM
D.P.
The_Shaman

10-26-07, 05:00 AM
I've played a wizard (necromancer) and sorcerer in two short-term games, so I can't provide much personal-experience advice.

Wizard: Khemalee Starbright, TN F HE Necromancer

Feats: SF Necromancy, ?, ? (the DM allowed the half-elves a human bonus feat instead of their +1 to spot/listen skill bonuses or the elven sleep resistance. I went with the former)

Str 11
Dex 14
Con 13
Int 16
Wis 10
Cha 11

The campaign started at lvl 3 and so far we're still there (it's a PbP game and imo it's dead for good this time despite my best efforts): it takes place in the Dales region of Faerun and I've used minor FR material (spells from MoF, items from there and the FRCS). Barred schools were evocation and enchantment. Spells commonly prepared were mage armor, detect magic, false life, and command undead. Feats were geared towards becoming a Master specialist at lvl 4, and after that I was wondering whether to continue with MS levels or go for Pale Master.

My first D&D character was a sorcerer, but atm I've forgotten his name. Stats were something among the lines of:

Str 10
Dex 14
Con 14
Int 12
Wis 8
Cha 18

Feats: Improved Initiative, SF Illusion, ?

He had been made for a generic campaign, although we switched to FR at some moment and played it quite casually (read: with most of the material missing and improvising as we went along) for a while. He was a kid (okay, mid teens) who after a series of incidents had to leave his adopted family and drifted for a while before meeting a couple of adventurers and deciding to strike it out from there. Eventually, he'd probably be geared towards becoming an incantator.
TheFallenSon

10-27-07, 08:55 PM
I had a character called Adain the Dawnbringer. He was a paladin 4/ duskblade 12 (we used a variant that used CHA instead of INT as the dominant stat). He was a crusading knight, It was amazing....he was just a fun character to play.
He was a missionary of sorts, determined to save the souls of his companions, often using oranges as a metaphor for the love of his lord Pelor....man...I want to play that guy again. His levels in Paladin gave him access to divine feats....and the spell casting in heavier armor was kinda nice. I just remember him being fun...

I apologize for rambling....and I can't think of his stats off the top of the head at the moment.
Kalai_Eljahn

10-28-07, 06:39 PM
an anthro raven spontaneous-casting druid variant

your playing a bird?!? wow that is pretty cool...

Thanks, I am having fun with her. ^^ I love ravens, crows, magpies and such...flight is one of the most wonderful abilities ever, of course, and they're playful scavengers who love shiny things and are associated with death, decay, the god of prophecy, and other such matters. Aside from the beak, what's not to love? If a raven had teeth like an archaeopteryx I'd consider marrying one.
Outsider Subtype

10-29-07, 02:33 PM
I played a cleric of the Red Knight who was a brilliant tactician and commander, but a bit of a coward about actual hand-to-hand combat and prone to taking professional rivalries personally. You could do the same thing with a battlefield control-type mage.
Guardian1

10-30-07, 01:04 AM
Currently, I'm playing a lvl 6 minotaur shugenja. Yeah, weird combination, I know, but this is a homebrew subrace of minotaur. Sort of a spiritual cousin of the tauren from WoW, if I'm right. If there are any people out there who don't know what a shugenja is, they're divine spellcasters who gain there powers from the elements. Similar to wizards, they pick one element to focus on. Spells of that element are boosted, while the shugenja is unable to cast spells from the opposing element (in my case, earth is good, air bad). They're also able to sense elements similar to a pally's sense evil ability, and they can cast arcane spells as divine spells, which gets rid of that pesky little arcane spell failure. All in all, I've got an interesting character. Now if that pesky little gnome would stop being so antagonistic towards the rest of the party:P .