Need help making a Drow Wizard


Advice


Hey there mates

In 10 days time, I'm about to begin what seems to be a homebrew drow campaign in Faerun. In short, we're starting in the period where Lolth has gone silent and are a part of a 5000 strong drow army marching against an army of duergar dwarves.

The group consists of:
Ninja (Backstabby/Butterfly's Sting)
Ranger (Reach weapon with x3 modifier to get use of Butterfly's Sting, animal companion)
Fighter/Duelist (Crane style feats, super high AC and touch later on)
Kensai Magus (Dervish dance, crane style feats, high AC and touch from the getgo and great dmg all around)
Cleric/Gray Warden (Just a good allrounder, buffs and dmg)
Wizard (Me)

Thing is, I've never actually played a wizard as a character before, I'm usually some variety of a dmg dealer, be it fighter, barbarian or the like - hence me asking for advice. Here's very roughly what I've thought of so far:

Character draft:
Male Drow Conjurer (Teleportation) 5
NE Medium humanoid (human)
Init +4; Senses Perception +5

DEFENSE
AC 13, touch 13, flat-footed 13 (+0 armor, +3 Dex, +0 Natural, +0 deflection, +0 Shield , +0 dodge)
hp 38 (5d6+12+4)
Fort +2, Ref +4, Will +3 (+1,6/+1,6/+4,5)

OFFENSE
Speed 30 ft.
Melee Nooope
Wizard Spells Prepared (CL 5th; concentration +11)

3rd(3)—Summon Monster 3, Haste, Mad Monkeys
2nd(5)—Invisibility, Mirror Image, Create Pit, Summon Monster 2, Summon Swarm;
1st(6)—Silent Image, Enlarge Person, Grease, Infernal Healing, Mage Armor, Vanish;
0 (at will)— Detect Magic, Read Magic, Prestidigitation, Mage Hand

Opposition schools: Necromancy/Enchantment

STATISTICS
Str 8, Dex 16, Con 12, Int 23(21), Wis 10, Cha 12
Base Atk +2,5; CMB +1; CMD 14
Feats: Additional Traits, Magical Aptitude, Spell Focus: Conjuration, Augment Summonings; Traits: Magical Lineage(?), Survivor, Convincing Liar, Honeyed Tongue;
Skills: Havent decided yet, but planning on the knowledge skills, maxing arcane, planes, local. I plan on picking up bluff, diplomacy and sense motive, so he can maneuver well socially. Might be stupid idea though, let me know.

The character himself: Unlike most drow his raison d'etre isn't gaining influence and power through all means possible. It's merely a means to an end - What he truly wishes for is overthrowing Lolth, as the dominating god, along with the inane powerstruggles and matriarchy.

He believes in a society more like some of the surface races. Where there's more equality, as everyone has their place and functions. He wishes that one day, drows focus on excelling in their area of expertise, and more importantly, focuses on the prosperity of the race as a whole.

He will stop at nothing to achieve this, and since drow society is what it is, he must play by their rules.

I plan on taking up the Arcane Savant prc, as that can make me very self sufficient. What I need is a wizard who excels in 1v1 or even 1vX combat, since this is a drow campaign, and with my characters "life mission", he's an obvious candidate for being backstabbed at some point, which most likely 'will' occur from NPC and/or players alike - since they've all made them sadistic CE bastards who revel in the society. ;)

I'm interested in other builds or variations of this, feats, must-have spells, creative uses of spells (as the GM seems to like stuff like that) and what ever else you can offer. ;)


here again


Personally, I would stay a little more focused and entirely avoid the prestige class.

I would take spell focus conjuration, augment, spell penetration, and at level 7 improved familiar. A cacodaemon could be really fun as a 7th level familair; use their ability to ingest souls and spit out gems to great effect.

I would consider taking the Blasphemous Covenant race trait from the Advanced Race Guide. It's great for summoners!

I have a sample build; this particular build has a standard 5th level wealth, but has crafted every wondrous item and scroll he has on him (and has all the prerequisite spells). He has bought additional spells known (at the usual 50% over the scribing costs.)

Also, additional traits was dropped, and magic lineage and convincing liar were given up. Honeyed tongue and survivor were kept - having a good diplomacy to bargain with called creatures is very nice at higher levels, so the skill is a good choice. Also, he has K(dungeoneering) from a headband - a super vital skill if your exploring a dungeon.

It's a little bit more bland then your build, but very functional.

Kaelmourn the conjurer:

Male Drow conjurer 5
NE Medium humanoid (elf)
Init +4, Senses darkvision (120 ft.); Perception +7
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 32 ((5d6)+10)
Fort +4, Ref +6, Will +6; +2 vs. enchantment effects
Immunities sleep, SR 11
Weaknesses light blindness
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OFFENSE
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Speed 30 ft.
Melee shortsword +1 (1d6-1/19-20)
Special Attacks acid dart (8/day; 1d6+2)
Spell-Like Abilities dancing lights (1/day), darkness (1/day), faerie fire (1/day)

Prepared Spells
Wizard (CL 5th; concentration +10)
3rd-spiked pit(DC 19), *summon monster iii(2)
2nd-acid arrow, invisibility, summon monster ii, *web(DC 18)
1st-burning hands(2)(DC 16), grease(DC 17), magic missile, shield
0th-acid splash, detect magic, mage hand, read magic
Opposition Schools enchantment, necromancy
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STATISTICS
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Str 8, Dex 16, Con 12, Int 21, Wis 10, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Alertness (from familiar), Augment Summoning, Craft Wondrous Item, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration
Skills Diplomacy +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Local) +13, Knowledge (Planes) +13, Perception +7, Sense Motive +11, Spellcraft +13
Traits Honeyed Tongue, Survivor
Languages Abyssal, Aklo, Aquan, Draconic, Drow Sign Language, Elven, Undercommon
SQ arcane bond (familiar), blasphemous covenant, summoner's charm (2 rounds)
Combat Gear Wand of Magic Missile (50 charges), potion of cure light wounds, scroll (comprehend languages), scroll (dispel magic), scroll (expeditious retreat), scroll (fireball), scroll (hold portal), scroll (identify), scroll (invisibility), scroll (magic weapon) (2), scroll (protection from evil), scroll (protection from good), scroll (resist energy), scroll (see invisibility), scroll (spider climb), antitoxin (vial) (2)
Other Gear eyes of the eagle, headband of vast intelligence +2 (knowledge (dungeoneering)), bracers of armor +2, shortsword, outfit (scholar's), cloak of resistance +2, kaelmourn's tome, belt pouch, spell component pouch, scroll case (4), backpack, rations (trail/per day) (5), 180.5 gp
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SPECIAL ABILITIES
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Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+1/2 wizard level points of acid damage. You can use this ability 3+Int modifier times per day.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Blasphemous Covenant (Ex) You gain +2 on Diplomacy checks against unbound demons, summoned demons get +2 hp per Hit Die, planar ally costs reduced by 20%.

Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Honeyed Tongue You gain a +1 trait bonus on Diplomacy checks, and Diplomacy becomes a class skill for you.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Spell-Like Abilities (Sp) Drow can use dancing lights 1/day, darkness 1/day, and faerie fire 1/day .

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1/2 your wizard level rounds.

Survivor You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.

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Kaelmourn's Tome
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Wizard Spells
3rd -clairaudience/clairvoyance, dispel magic, fireball, haste, spiked pit, stinking cloud, *summon monster iii
2nd -acid arrow, fox's cunning, gust of wind, invisibility, resist energy, see invisibility, spider climb, summon monster ii, web, *web shelter
1st -alarm, burning hands, comprehend languages, expeditious retreat, feather fall, grease, hold portal, identify, mage armor, magic missile, magic weapon, protection from chaos, protection from evil, protection from good, shield, shock shield, summon monster i, touch of the sea
0th -acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, ray of frost, read magic, resistance

Kaelmourns familiar Zolok:

Male Familiar Bat animal 1
None Diminutive animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2, Senses blindsense (20 ft.), low-light vision; Perception +6
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DEFENSE
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AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size )
hp 16 ((1d8)-2)
Fort +0, Ref +4, Will +6
Defensive Abilities improved evasion
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OFFENSE
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Speed 5 ft. Fly 40 ft. (Good)
Melee bite +8 (1d3-5)
Space 1 ft. Reach 0 ft.

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STATISTICS
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Str 1, Dex 15, Con 6, Int 8, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 5
Feats Weapon Finesse
Skills Diplomacy +2, Fly +16, Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Local) +4, Knowledge (Planes) +4, Sense Motive +7, Spellcraft +4
Communication Empathic Link, Speak with Master
SQ blindsense, deliver touch spells, empathic link, low-light vision, share spells, speak with master
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SPECIAL ABILITIES
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Blindsense (Ex) Range 20 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Deliver Touch Spells (Su) A familiar can deliver touch spells for the master.

Empathic Link (Su) The master has an empathic link with his familiar.

Improved Evasion (Ex) You can avoid damage from many area-effect attacks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.

Speak with Master (Ex) A familiar and the master can communicate verbally as if they were using a common language.

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