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Sphynx |
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![Sylph](http://cdn.paizo.com/image/avatar/PZO1121-Sylph2_90.jpeg)
While I currently am really only level 2, I've been playing around with where I want my character to go, and by level 10, he really is and has
everything he wants to be or have. I've not been this crazy about a character in over 20 years, seriously.
Thus, I feel this obligation to just share the character. Can't post him under 'Advise', though I would like Advise if anyone has any, simply
because he's not really optimized at all, save in theme.
Sylph (Air) Wizard (10) (NG)
Abilities
- Strength: 8
- Dexterity: 18
- Constitution: 10
- Intelligence: 20
- Wisdom: 10
- Charisma: 10
Skills
- Appraise: +14
- Fly: +21
- Knowledge (Arcana): +18
- Knowledge (Nature): +18
- Linguistics: +12
- Perception: +10
- Spellcraft: +18
- Stealth: +22
Feats and Traits
- Racial Trait - Whispering Wind (+4 Stealth)
- Highlander Trait (Stealth is Class Skill, +1 Stealth)
- Cloud Gazer (Ignore fog/mists/cloud)
- Combat Casting (+4 Concentration for Defensive Spells)
- Eschew Materials
- Fast Study
- Spell Mastery (Vanish, Windy Escape, Invisibility, Gaseous Form, <undecided>)
- Uncanny Concentration (Ignore movement penalties to Concentration, always take a +2 on Concentration checks)
- Craft Wand
Gear
- Handy Haversack with Spellbook, Wand of Haste, a wide variety of Scrolls and material for Wand construction.
- Cloak of Resistance +4
- Ring of Telekinesis
Spells (Typical memorized spells are marked with an asterix and a number if memorized multiple times).
- SPELL LIST [list]
- Detect Magic
- Read Magic
- Mage Hand
- Light
- Alter Winds
- Feather Fall
- Floating Disk
- Mage Armour
- Obscuring Mist
- Unseen Servant
- Vanish
- Windy Escape (*6)
- Fog Cloud
- Gust of Wind
- Gusting Sphere
- Invisibility (*5)
- Levitate
- Pilfering Hand
- Cloak of Winds
- Elemental Aura
- Fly
- Gaseous Form (*5)
- Haste
- Invisibility Sphere
- Wind Wall
- Black Tentacles (*2)
- Invisibility, Greater
- River of Wind (*2)
- Solid Fog
- Telekinesis (*3)
- Wall of Force
In play, he relies heavily on Scrolls and the Wand... His memorized spells are focused on invisibility and incorporeal. Thinking of creating a House Rule'd Prestige Class for him maybe... With some sort of "Ghost/Phantom/Wraith" title/theme. Failing that, just stick to Wizard I suppose.
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submit2me |
![Umbral Dragon](http://cdn.paizo.com/image/avatar/b4_umbral_dragon_head_final.jpg)
Besides your Con being on the low side for a Wizard, and not having Toughness or anything, I'd say he's optimized just fine. You're right about 10th level, though. I have a 12th level character and felt the same way. At 10th level, there was really no good reason to stick with air wizard except for the spell progression. For flavor reasons, my GM and I houseruled a variant of the Master of Storms prestige class (formerly known as Storm Kindler). If you can come up with something that is a good balance of power and flavor, I'd say go for that.
Also, if you can quicken your cloud/fog spells, it would really help since you can see through them. Lay down some cover, then start blasting. Speaking of blasting, your entire spellbook seems to be dedicated to protection, stealth, and battlefield control. Did you not plan on taking any direct damage spells? Electricity spells seem pretty obvious for a Sylph.
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Sphynx |
![Sylph](http://cdn.paizo.com/image/avatar/PZO1121-Sylph2_90.jpeg)
Thanks, glad you like it... Looked at the Master of Storms some, but has the wrong feel about it... My gm said pretty much the same, that if I started doing Metamagic, silent/still/quick, my progression would stay interesting, so maybe go that route...
As for offence spells, I avoid them... Too busy hasting, greater invising, etc, the party between control spells of walls and tentacles... I think my damage would always kinda suck though... :P