Edea
2020-09-29, 10:15 PM
Currently a teenaged human (flavor only) male, Wizard 1. Born with an eidetic memory, along with the innate ability to understand complex magical formulas and interpolate their outcomes relative to anticipated variables via libral synesthesis (basically he can "feel" how a spell work just by reading glyphs that should be complete nonsense to someone untrained, and scribe them down without knowing what he's doing). Otherwise has a perfectly normal Intelligence (Int 10), though he's gregarious and charming (Cha 17), and has noted his magic is more effective as his self-confidence increases (as opposed to any actual broadening of his understanding regarding what he's doing).
Parents are both experienced adventurers, a Paladin and a (battlemaster) Fighter, neither of whom have the slightest interest in anything arcane. Wizard friend came to have dinner with them one night, only to see [my character] writing something in a 'journal'. Innocently went over to ask what he was writing about, only to discover the character had written out the standard spell formula for mage armor, perfectly. Wizard was rightfully stunned, character could only offer that they don't know the "why" or even the "how," just the "what." Wizard decided the best way to teach in this unusual circumstance was to just let the boy have some proper ink and reagents, and 'go to town' while he supervised. Character became a "wizard" himself in short order, despite the Wizard (and both also-stunned, onlooking parents) never offering even a shred of advice; just encouragement and materials.
Character superficially sets out on an adventuring lifestyle for reasons typical of a wizard (and others believe the lie, given how charismatic he is), but in reality he just wants to impress the adult authority figures in his life, who love him dearly and are already well-off from their own adventuring careers, such that they'd really rather he didn't go off on some dangerous trek knowing full-well what might happen to him.
He's shown a particular affinity for force effects, and it's likely he'll turn into an Abjurer.
Race (Skin): Human; qualifies for feats as a Human.
Race (Mechanical): Half-Elf, but replaced Darkvision and Fey Ancestry with Lucky and Brave (DM already vetted this one).
Background: Custom (Religion/Medicine, proficient in herbalism kit, noble equipment set)
So, I got to play a Hexbow character before this, and it was a lot of fun (bit one-note, though, kinda just 'hex-and-shoot'). Now we're rolling up for the next 'mini-set' of adventures (we do this a lot) and I wanted to play a Sorcerer...except I'm just not happy with it, mechanically.
I went ahead and asked our forever-DM if I could play a Cha-based Wizard, instead. He seemed to like the background I wrote up and said it'd be fine, but if I could just draft up a list of changes this causes. Wrote those up, here:
Hit Points: Unchanged
Proficiencies:
-Saving Throws: Wisdom, Charisma
-Skills: (remove History/Religion, add Deception/Persuasion)
Equipment: Unchanged
Spellcasting: replace Int with Cha
Other Class (Chassis) Features: Unchanged
Arcane Traditions:
-Arcane Ward (Abj): replace Int with Cha
Does this seem alright? Am I missing any glaring issues?
We're going to progress quickly, 1st -> 5th -> 10th -> 15th and then rotate again, so no big if it doesn't work out. I think the main issue'd be multiclassing, so going to try and just go straight wizard (or if I do multiclass it'd be into a non-Cha class). Any build advice beyond multiclassing? Magic items tend to be custom drops (100% DM purview, we don't deal with hunting down formulas due to our rotation rate), so no worries about that, either.
Parents are both experienced adventurers, a Paladin and a (battlemaster) Fighter, neither of whom have the slightest interest in anything arcane. Wizard friend came to have dinner with them one night, only to see [my character] writing something in a 'journal'. Innocently went over to ask what he was writing about, only to discover the character had written out the standard spell formula for mage armor, perfectly. Wizard was rightfully stunned, character could only offer that they don't know the "why" or even the "how," just the "what." Wizard decided the best way to teach in this unusual circumstance was to just let the boy have some proper ink and reagents, and 'go to town' while he supervised. Character became a "wizard" himself in short order, despite the Wizard (and both also-stunned, onlooking parents) never offering even a shred of advice; just encouragement and materials.
Character superficially sets out on an adventuring lifestyle for reasons typical of a wizard (and others believe the lie, given how charismatic he is), but in reality he just wants to impress the adult authority figures in his life, who love him dearly and are already well-off from their own adventuring careers, such that they'd really rather he didn't go off on some dangerous trek knowing full-well what might happen to him.
He's shown a particular affinity for force effects, and it's likely he'll turn into an Abjurer.
Race (Skin): Human; qualifies for feats as a Human.
Race (Mechanical): Half-Elf, but replaced Darkvision and Fey Ancestry with Lucky and Brave (DM already vetted this one).
Background: Custom (Religion/Medicine, proficient in herbalism kit, noble equipment set)
So, I got to play a Hexbow character before this, and it was a lot of fun (bit one-note, though, kinda just 'hex-and-shoot'). Now we're rolling up for the next 'mini-set' of adventures (we do this a lot) and I wanted to play a Sorcerer...except I'm just not happy with it, mechanically.
I went ahead and asked our forever-DM if I could play a Cha-based Wizard, instead. He seemed to like the background I wrote up and said it'd be fine, but if I could just draft up a list of changes this causes. Wrote those up, here:
Hit Points: Unchanged
Proficiencies:
-Saving Throws: Wisdom, Charisma
-Skills: (remove History/Religion, add Deception/Persuasion)
Equipment: Unchanged
Spellcasting: replace Int with Cha
Other Class (Chassis) Features: Unchanged
Arcane Traditions:
-Arcane Ward (Abj): replace Int with Cha
Does this seem alright? Am I missing any glaring issues?
We're going to progress quickly, 1st -> 5th -> 10th -> 15th and then rotate again, so no big if it doesn't work out. I think the main issue'd be multiclassing, so going to try and just go straight wizard (or if I do multiclass it'd be into a non-Cha class). Any build advice beyond multiclassing? Magic items tend to be custom drops (100% DM purview, we don't deal with hunting down formulas due to our rotation rate), so no worries about that, either.