Adventuring Wizard's Impact on His World

Post/Author/DateTimePost
#1

Endarire

Apr 29, 2009 18:44:27
This is more in the realm of speculation, but with people seemingly finding ways every day to exploit poorly-planned or -written rules, it seems like a typical adventuring Wizard, starting at level 1, could dramatically shape his world without resorting to (nearly) infinite loops or (near) infinity tricks. Assuming standard rules about populations, hirelings, prices, etc., and assuming that his only adventuring companions are cohorts, followers, minions, and hirelings- creatures that won't share in this Wizard's XP total- how soon in levels can he either take over society and live out a comfortable existence, or become so powerful that only divine intervention, GM fiat, or/and (near) infinity tricks can stop him? He typically faces foes with a CR close to his character level, though of course with proper planning and a bit of luck he can take out things far above him or vice versa.

Maybe this guy graduated top of his class. Maybe a god got mad and stripped him of his epic power. Regardless, all first party material is open, but he's level 1 Wizard with a 32 point buy and standard wealth at each level, unless he finds some way like a trade empire to boost his wealth to absurd heights.

Alter this build to your liking so long as this Wizard is never more than 1 spell level (typically 2 caster levels) behind a full Wizard.
Sarellis the Fallen
True Neutral Dragonborn Fire Elf Conjurer

Plan: Martial Conjurer3/Master Conjurer1/Conjurer+1/Incantatrix10/Archmage3/Fatespinner1/Olin Gisir1
#2

pithica

Apr 29, 2009 18:58:46
I don't know about 'take over the world' but if he plans correctly, he can start making himself very very very rich right at first level.

Spells I like for doing so:
Amaneunsis (copy entire books) 0th SpC
Magecraft (+5 to craft skills) 1st EbCS
Unseen Crafter (have multiple 'slaves' making stuff in your sweatshop) 2nd RoE
Water to Acid (1000s upon 1000s of GP/day in Acid production) 3rd Sto
Wall of Salt (10's of 1000s upon 1000s of GP/day in Salt production) 4th San
Fabricate (pick the right craft skill that you can hit DC 20 on, and make 1000s a day in manufactured goods) 5th PH
Wall of Iron (10s of 1000s of gp/day in raw iron) 6th PH
Simulacrum (not cheap, but they work great as slaves in your sweatshop, paying back the cost of the scroll in a few days) 7th PH
Greater Planar Binding (Summon Monsters to do some of the above with SLA's for free) 8th PH
Halaster's Fetch VI (Summon Earth elementals in rooms made of platinum, I won't even tell you how much money that is) 9th WatCoS

Really though, once you get 3rds, you are set on cash in a purely RAW world. Once you get 4ths, you can make millions in days, everything past that is gravy.
#3

dr_rocktopus

Apr 30, 2009 3:45:01


A little lass
of level three,
In the Courtyard
With a Lyre of Building

Amelia sat and sang
while she waited
for the world to end
with a bang