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View Full Version : Lvl 1 Wizard Build, how to survive? [3.5]



Cybris75
2014-01-07, 09:32 AM
Hi folks,

we're starting a new campaign soon, and will start at level 1.
There is no concrete information what the campaign is about, but there was talk of mainly investigating supernatural occurences. I also have no information about the other party members yet.

We use all official books, but no Dragon magazine content.

I've prepared a build, but I'm worried about squishiness. I can't seem to buy useful armor without spell-failure-chance with 75gp.

My build so far:

Human Conjurer 1 (banning Evocation and Necromancy)
ACF: Combat wizard (fighter feats instead of scribe scroll and wizard feats)
ACF: Immediate Magic (Abrupt Jaunt)

Stats:
STR 10
DEX 16
CON 16
INT 18
WIS 14
CHA 14

Reflex 3
Will 4
Fortitude 3

HP 7
AC 13

Initiative 7

Feats (will probably be retrained after a few levels):
Improved Initiative (replacing Scribe Scroll)
Precocious Apprentice (with Summon Monster II Blades of Fire, offering the [Fire] descriptor)
Fiery Burst (at-will 2d6 blasting)

Spells:
All cantrips
Charm Person
Enlarge Person
Grease
Wall of Smoke
Mage Armor
Protection from Evil
Color Spray
Summon Monster II Blades of Fire (will never be cast)

Any tips or hints on how to prepare for more stuff? I think blasting will be very handy until I get better spells. I'm hoping to one-shot easy enemies and use the AOE spells for battles against multiple threats.
I'm worried about being hit, though. Abrupt Jaunt only works 4 times per day, and with CL 1 mage armor is not very long-lasting.
Wall of Smoke is supposed to prevent ranged attacks (maybe sleep is better?), but with an AC of 13 and without Mirror Image or Blur I feel totally exposed.

Also, if we decide to use flaws, are there any feats that could give me more options or power at this level?

Please help me survive level 1!

PurpleSocks
2014-01-07, 09:44 AM
Personally I would go focused specialist for the extra spells per day and I would take the rapid summons ACF (UA) over the fighter feats. But with abrupt jaunt a decent first level AC (with mage armor) and your spell selection you'd have to do something pretty stupid, have a vindictive GM or get real unlucky to die.

You should also have sleep on your list unless your banning enchantment, at low levels it is THE I win spell.

EDIT: How do you have 2d6 on Fiery Burst, without any fire spells prepared let alone a 2nd level fire spell.

Cybris75
2014-01-07, 09:56 AM
EDIT: How do you have 2d6 on Fiery Burst, without any fire spells prepared let alone a 2nd level fire spell.

Precocious Apprentice gives me a 2nd level spell slot, in wich I prepare Summon Monster II. I need to pass a level 8 caster check to cast it, but I just use it as fuel for Fiery Burst.

Summon Monster II can have the [Fire] descriptor. I will have to check with my DM, and if she doesn't allow it because the descriptor is only gained when actually casting the spell, I will just use Blades of Fire, an obscure conjuration spell from Complete Arcane. That definitely has the [Fire] descriptor.

I just thought Summon Monster II was a more useful spell.

Slipperychicken
2014-01-07, 10:03 AM
Summon Monster II can have the [Fire] descriptor. I will have to check with my DM, and if she doesn't allow it because the descriptor is only gained when actually casting the spell, I will just use Blades of Fire, an obscure conjuration spell from Complete Arcane. That definitely has the [Fire] descriptor.

Your GM would be correct to do that.


[Complete Mage, page 37]

Only actual spells or spell slots allow the character to
use the primary benefit of a reserve feat. Spell-like abilities,
supernatural abilities, and extraordinary abilities—even if
they mimic or duplicate an appropriate spell—do not qualify.
Spells that do not have a descriptor until cast (such as the
summon monster spells) can't be used to gain the primary
benefit of a reserve feat.

Cybris75
2014-01-07, 10:12 AM
Your GM would be correct to do that.

Duly noted and corrected.

Dread_Head
2014-01-07, 10:28 AM
To avoid damage just hide at the back, if they do get close to you then immediate action abrupt jaunt when they attack you and run away in your term.

In terms of armour ignore it for now or throw up a mage armour or shield if you know you're going to be entering a dangerous combat.

Your best spells at this level will be sleep and colour spray to disable enemies before they get a chance to attack you.

Edit: Also if you're going for high initiative get a wand of Nerveskitter and stick it in a wand chamber on a quarterstaff. Hey presto walking stick that can be activated as an immediate action for +5 initiative.

nedz
2014-01-07, 10:36 AM
Improved Initiative is a good feat, but what do you plan to do with your other fighter feats ? Or do you plan to PrC out of Wizard ?

Scribe Scroll is very useful for a Wizard since it gives a you a back up option for when you run out of spells or need one you haven't memorised. I might keep this and take Improved Initiative later ?

Cybris75
2014-01-07, 10:53 AM
Personally I would go focused specialist for the extra spells per day and I would take the rapid summons ACF (UA) over the fighter feats.

I thought about it, but I would have to ban Enchantment again, and I think at low levels the school can be super-useful. I wouldn't know what other school to ban instead. My last wizard was a Focused Specialist and I'm kind of tired of banning the same schools over and over ;-)


You should also have sleep on your list unless your banning enchantment, at low levels it is THE I win spell.

I'll probably buy a scroll of sleep, or just replace enlarge person with it.


To avoid damage just hide at the back, if they do get close to you then immediate action abrupt jaunt when they attack you and run away in your term.

In terms of armour ignore it for now or throw up a mage armour or shield if you know you're going to be entering a dangerous combat.

Your best spells at this level will be sleep and colour spray to disable enemies before they get a chance to attack you.

Yes, this was going to be my strategy. Unfortunately the spells have pretty bad ranged at level 1, so I have to stay on my toes and try not to get hit while delivering the payload.


Improved Initiative is a good feat, but what do you plan to do with your other fighter feats ? Or do you plan to PrC out of Wizard ?

I plan to prestige ASAP, probably Master Specialist and later Paragnostic Apostle and Archmage. I won't wait until level 5 in order to get Weapon Focus (Ranged Spell) or some other nonsense.


Scribe Scroll is very useful for a Wizard since it gives a you a back up option for when you run out of spells or need one you haven't memorised. I might keep this and take Improved Initiative later ?

Improved Initiative is part of my survival strategy at low levels. If I go first, I can disable or kill the enemy, and if that fails, fall back so the enemies attack the meat shields. Our DMs love to ambush us, and it's no fun getting pounced by enemies at melee range while flatfooted.

Scribe Scroll will probably return later by retraining, when my defensive spells are up for most of the adventuring day.

Darrin
2014-01-07, 10:58 AM
Summon Monster II can have the [Fire] descriptor. I will have to check with my DM, and if she doesn't allow it because the descriptor is only gained when actually casting the spell, I will just use Blades of Fire, an obscure conjuration spell from Complete Arcane. That definitely has the [Fire] descriptor.


Blades of fire was reprinted in the Spell Compendium as a 1st level spell.

If you want an obscure conjuration spell with [fire], try elemental dart from the Dragonlance Campaign Setting. Lava missile from Serpent Kingdoms could also work, since Precocious Apprentice doesn't specify that it has to be a sorcerer/wizard spell. But you'd lose the spell once you can cast 2nd level spells normally.

If it doesn't have to be conjuration, then body of the sun should work (Spell Compendium, transmutation).



Any tips or hints on how to prepare for more stuff? I think blasting will be very handy until I get better spells. I'm hoping to one-shot easy enemies and use the AOE spells for battles against multiple threats.


Blasting tends to be weak and inefficient. But if your goal is to survive 1st level, then there are worse ways to do that than having 2d6 at-will 5' burst. Ideally, summoning behind a tower shield is better, but at 1st level all your summons only last 1 round.



Wall of Smoke is supposed to prevent ranged attacks (maybe sleep is better?), but with an AC of 13 and without Mirror Image or Blur I feel totally exposed.


Wall of smoke does not prevent ranged attacks. It will give you concealment (20% miss chance), which is very nice to have. The save vs. nausea helps discourage enemies from charging into melee through it.

If you really want mirror image at 1st level, try instant diversion (Races of the Dragon). Swift action, only lasts 1 round, but creates one duplicate plus one for every 4 caster levels. Great spell to have in a wand chamber (100 GP, Dungeonscape). If you need to block LOS in a hurry, blockade (Complete Scoundrel) might work in a pinch.



Also, if we decide to use flaws, are there any feats that could give me more options or power at this level?


I'm kinda partial to Sudden Extend, although I think the general advice is to stay away from the Sudden Metamagic stuff. Cloudy Conjuration (Complete Mage) may add a save vs. sicken to a lot of your conjuration spells.

Muktidata
2014-01-07, 11:06 AM
You have a 17-19 AC (+4 vs ranged if you go prone, another +4 vs everything if you go total defense), 7hp, +7 initiative, 3/3/4 saves, immediate action teleports 4/day, wall of smoke, color spray, and a high enough int to know you want to flee from anything within 15ft. What exactly do you need help with?

For flaw feats, take SF: Conjuration and Cloudy Conjuration? The cloud can be good if used wisely.

Dalebert
2014-01-07, 11:08 AM
I'm surprised you're giving up necromancy. I'd def give up enchantment over that. I feel like you'll be suffering a long time just so you can have the nice enchantment spells at low levels. Necromancy has the nice no-save debuff spells, especially if you go on with your plan to enhance your ability with ranged touch attacks.

nedz
2014-01-07, 11:36 AM
Improved Initiative is part of my survival strategy at low levels. If I go first, I can disable or kill the enemy, and if that fails, fall back so the enemies attack the meat shields. Our DMs love to ambush us, and it's no fun getting pounced by enemies at melee range while flatfooted.
Then you also need Spot, or at least someone does.