
Qw3rty |
Hi Board,
I’ll join soon a Rappan Athuk game.
We’ll start at level 1 and party will be of 4 characters.
As 1st character I decided to do play an elf Diviner Wizard, opposition schools Ench/Necro, abilities 7/18/12/20/11/7.
Could you present to me any interesting and valid build, given the deadly adventure we are going to face.
Thank you.
Qw3rty

avr |

Make sure you have a means of running away, always - don't let yourself get encumbered with that 7 Str. You might even get the fleet-footed or long-limbed alt racial traits, a wizard can't really spare a spell for escape at first level.
For feats planning ahead too far is a waste of time. What do you plan to specialise in though - blasting, battlefield control, summoning, debuffs or what?

Qw3rty |
Make sure you have a means of running away, always - don't let yourself get encumbered with that 7 Str. You might even get the fleet-footed or long-limbed alt racial traits, a wizard can't really spare a spell for escape at first level.
For feats planning ahead too far is a waste of time. What do you plan to specialise in though - blasting, battlefield control, summoning, debuffs or what?
The plan is to specialize in battlefield control or eventually summoning and conjuring.

avr |

That's two different paths to build for considering the low number of feats early on. Going for summoning your first choice is whether you want the acadamae graduate feat so you can summon quickly, but at the risk of becoming fatigued - a significant problem if you need to retreat as may happen in Rappan Athuk. Assuming you do, your feats might go
1: Acadamae graduate
W1: Scribe scroll
3: Spell focus (conjuration)
5: Augment summoning
W5: Blissful spell
This makes your summoning effective, and blissful spell gives you the options of adding a debuff to attacks or of buffing your allies, possibly including summoned creatures.
Going more for battlefield control you might pick
1: Improved initiative
W1: Scribe scroll
3: Spell focus (conjuration)
5: Rime spell
W5: Fleeting spell
Going first is especially important for battlefield control, it can be difficult to use once the enemy is in melee with your allies. Rime spell converts cold spells into major debuffs but you could get augment summoning there instead if your teamwork & BFC has proved good enough that casting as a 1 round action might be useful. Fleeting spell is useful to remove BFC which has served its purpose and is now in the way.