a fighter going 1st time wizard, need help for funny/effective ideas [Archive] - Wizards Community

Post/Author/DateTimePost
gavalon

07-20-05, 09:38 AM
so after about 27 different builds on having a rogue/wizard, i decided just to go wizard. I have never been a spell casting class before and plan on making an enjoyable character. I was hoping to be a gnome named keebler and take classes that would just be funny to see.

my 1st idea was 5 sorc/ 5 master of the unseen hand / 5 argent savent / 5 mind bender

i just thought that would be the coolest thing. see a gnome riding a ogre, go up to someone, blast them 100 feet into the air, catch them with force then throw them away. Or grab them with force, flip them upside down, shake them so their money drops out, then throw them into the air, lol.

If you havent noticed, i try to build characters that would definately be worth playing



Im open to any/all suggestions. We are allowed to use Phb, dmg, all completes, all races, unearthed arcana, and arms and equipment.
monkeycaster

07-20-05, 11:20 AM
While I think your build is intriguing, it isn't very optimal.

You would end up with only a CL of like 14 and that means only just having 7th level spells.

Since you are playing a Gnome, and want something 'entertaining' you may want to look at the races of Stone book and the Divine Trickster PrC. It's a 10 level Full Caster progression class with some nifty bard-like/jester-like abilities and some interesting gnomish flavour.

If you went (and this still isn't optimal, but just off the top of my head) something like

Sor5/Argent Savant5/Divine Trickster10 or Sor5/Disc of Unseen Hand 5/Divine Trickster 10, you would have much of the same ability as your posted build, but with the ability to cast 9th level spells.

The Mindbender class is amusing, but most of its abilities can be easily mimicked by a high level caster anyway, so the severe hit to caster level isn't really gaining you anything new.

Even better than the above, for interesting and gnomish, I like:

Sorc5/Divine Trickster10/Effigy Master 5

This gives you a CL of 19, and the ability to make copies (basically clockwork golems) of any monster in the books as toys/guards/friends/etc. Bonus: you get to add +LA templates to the effigies for free (though, abuse this loophole at the risk of your DM squarching you with an Effigy Terrasque or something).

You can still do all the above you mentioned, the only difference is that your Ogre is a Feral-Dire-Uber-Oger Effigy, that you can have 10 of them, and that you'll be casting spells for most of the above. And, you can be telling a 'Killing Joke' while you're doing it.
gavalon

07-20-05, 11:42 AM
i think i might do effigy and have wind-up toys to cast my spells for me
gavalon

07-20-05, 12:22 PM
so... new idea...

illusionist 5 / Effigy master 5 / shadowcraft Mage 5 / ???5
illusionist is the illusion wizard UA variant

what else would help with creating effigies or illusions?
monkeycaster

07-20-05, 01:21 PM
Well, Divine Prankster 5 would make it impossible (well, really hard) for anyone to notice the Somatic portion of your spellcasting, which may help, as well as give you some good save boosts, full CL progression, and some bard-like abilities.

Earth Dreamer 5 may make it easier to get your supplies for your effigies, by making freinds with elementals and earth creatures.

Mindbender 5 is a 2 CL sacrifice, but with everything else, you're still getting 9th level spells, so it isn't as severe a sacrifice as before. It would give you a couple of nice mind-affecting things, to help with either reinforcing your illusions or augmenting your effigies (with living fellows).

Wild mage 5 might fit the character pretty well, possibly greatly increasing his potency. If you take the Practiced Spellcaster Feat, not only would you would always be casting spells at a CL higher than your own (and the 1 level hit from Effigy master won't be as severe).

Fatespinner would lose you a CL, but give you some really powerful abilities. I don't think they fit the character, but if the character is the type that is all about luck, maybe it would.

Argent Savant, assuming you don't drop Evocation as one of the schools you lose with Illusionisnt, could make a very interesting addition. By adding Force magic, you may be able to really screw with your enemies, making it impossible to tell which of your many friends running around are Effigies, Legitimate creatures, Illusions, Shadows, or Force backed up illusions. I don't know how well it would work, and it would be a ***** to DM, but it's an interesting idea. Something similar may be possible with creative use of the Elemental Savant (Air) class.

Those are my ideas anyway.