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hockeyrama
08-05-2010, 06:07 AM
I have been tinkering with this for a long time. I keep make minor changes. I have found that I like to solo alot so wanted a wf that could do it all. Hit stuff at low level and self heal with some spells mostly for buffs and cc. Then once he gets fw can kite around the fw. Then later has good enough spell pen to actually succeed spell pen checks on spells.

I did not put in my spell choices as to be honest i usually end up buying almost every spell with a rogue on the server and send to this guy. SO just assume i have every spell you can buy and take most the ones you can't on level up just to get true wizard versatility. I tend to find i don't neeed to extend fw as usually i just cast a maximized one and most things die before it ends. If some still around i just run further get more aggro and pop off another one. In later game i start using it more.

Anyone i think this is the best i can do until i unlock 32pt build or TR a toon. I use WF toons on another account so you won't see any on my main account. I am f2p and plan on going premium later and probably then i will add wf to my main but for now i am getting the packs to unlock 32pt build.

So look it over and let me know if you think i need to fix anything in the enhancements or feats.

Here:

Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 226
Spell Points: 1438
BAB: 10\10\15\20
Fortitude: 10
Reflex: 18
Will: 9

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 18
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Tomes Used
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 18

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 8
Bluff -2 -2
Concentration 5 27
Diplomacy -2 -2
Disable Device 8 32
Haggle 2 2
Heal -2 -2
Hide 3 3
Intimidate -2 -2
Jump 6 6
Listen -2 -2
Move Silently 3 3
Open Lock 3 11
Perform n/a n/a
Repair 6 11
Search 8 32
Spot 2 2
Swim 2 2
Tumble 1 1
Use Magic Device 2 24

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Selected) Skill Focus: Use Magic Device


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Maximize Spell


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Extend Spell
Feat: (Wizard Bonus) Quicken Spell


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Spell Penetration


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Heighten Spell


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Empowering III
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Wizard Improved Maximizing III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Force Manipulation III
Enhancement: Wizard Force Manipulation IV
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I




edit: i mixed up the feat order. Here is teh corrected order as I don't usually take insightful reflex until i get evasion:
Toughness
Mental toughness
Skill focus umd
maximize
Empower
Insightful reflex
Extend
Quicken
Spell pen
Heighten
Greater spell pen

~SyZoRe
08-05-2010, 07:52 AM
I have been tinkering with this for a long time. I keep make minor changes. I have found that I like to solo alot so wanted a wf that could do it all. Hit stuff at low level and self heal with some spells mostly for buffs and cc. Then once he gets fw can kite around the fw. Then later has good enough spell pen to actually succeed spell pen checks on spells.

I did not put in my spell choices as to be honest i usually end up buying almost every spell with a rogue on the server and send to this guy. SO just assume i have every spell you can buy and take most the ones you can't on level up just to get true wizard versatility. I tend to find i don't neeed to extend fw as usually i just cast a maximized one and most things die before it ends. If some still around i just run further get more aggro and pop off another one. In later game i start using it more.

Anyone i think this is the best i can do until i unlock 32pt build or TR a toon. I use WF toons on another account so you won't see any on my main account. I am f2p and plan on going premium later and probably then i will add wf to my main but for now i am getting the packs to unlock 32pt build.

So look it over and let me know if you think i need to fix anything in the enhancements or feats.

Here:

Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 True Neutral Warforged Male
(2 Rogue \ 18 Wizard)
Hit Points: 226
Spell Points: 1438
BAB: 10\10\15\20
Fortitude: 10
Reflex: 18
Will: 9

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 18
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Tomes Used
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 18

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 8
Bluff -2 -2
Concentration 5 27
Diplomacy -2 -2
Disable Device 8 32
Haggle 2 2
Heal -2 -2
Hide 3 3
Intimidate -2 -2
Jump 6 6
Listen -2 -2
Move Silently 3 3
Open Lock 3 11
Perform n/a n/a
Repair 6 11
Search 8 32
Spot 2 2
Swim 2 2
Tumble 1 1
Use Magic Device 2 24

Level 1 (Rogue)
Feat: (Selected) Toughness


Level 2 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


Level 3 (Wizard)
Feat: (Selected) Insightful Reflexes


Level 4 (Wizard)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Selected) Skill Focus: Use Magic Device


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Rogue)
Feat: (Selected) Maximize Spell


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Extend Spell
Feat: (Wizard Bonus) Quicken Spell


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Spell Penetration


Level 16 (Wizard)


Level 17 (Wizard)
Feat: (Wizard Bonus) Heighten Spell


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Empowering III
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Wizard Improved Maximizing III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Force Manipulation III
Enhancement: Wizard Force Manipulation IV
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Warforged Constitution I
Enhancement: Warforged Inscribed Armor I




edit: i mixed up the feat order. Here is teh corrected order as I don't usually take insightful reflex until i get evasion:
Toughness
Mental toughness
Skill focus umd
maximize
Empower
Insightful reflex
Extend
Quicken
Spell pen
Heighten
Greater spell pen

you better get some dex there.. evasion is useless without some decent reflex.
besides that i would drop the skill focus: UMD and get THF feat IMO

its a little tricky build to get without 32points.. cuz you need both int, str, con, dex and also cha for umd..

Chette
08-05-2010, 08:01 AM
you better get some dex there.. evasion is useless without some decent reflex.
besides that i would drop the skill focus: UMD and get THF feat IMO

its a little tricky build to get without 32points.. cuz you need both int, str, con, dex and also cha for umd..

Insightful reflexes is a feat that lets you use your int modifier instead of your dex modifier for your reflex save. So nope, he doesn't need dex.

omulrau
08-05-2010, 08:02 AM
He does not need dex because he takes Insightful reflexes, which adds the int mod to reflex saves so at lvl 20 he can get up to 35-36 reflex save, and THF on a wiz?? let's be serious.

r3dl4nce
08-05-2010, 08:32 AM
There are some great battle wizard builds, usually starting with no more than 16 int. But usually you need 32 point to raise STR, CON, INT to good values. Usually the split is 17 wiz/1fighter/2rogue to not have to rely only on Master Touch

Phidius
08-05-2010, 08:37 AM
Stats look good.

Drop the points spent in Jump, Repair, and leave Open Lock at 4 ranks. Put the rest into Spot or Balance. You use spot for more than finding traps - you also detect hiding enemies with it.

Enhancements: You need to get fully invested in the Lineage of Elements and Lineage of Deadly Elements for the increase in frequency and power of your critically cast spells.

Feats: I'd use the following selection/order.

Insightful reflex (1) (even without evasion, taking 1/2 damage is better than full)
Extend (W1) (low spell points means you'll be meleeing more - longer buffs saves sp)
Toughness (3) (worth 15 hp at this level thanks to 1st rank of racial toughness)
maximize (6) (best bang-for-your-buck - conserve those sp!)
Spell Focus: Enchantment (W5) (lots of great CC in Enchantment)
Spell pen (9)
Quicken (W10) (just in time for Reconstruct!)
Heighten (12) (reuse all those older spells like web that were getting losing their kick)
Greater spell pen (15) (dang SR in the vale/amrath)
Spell Focus: Necromancy (W15) (Swap for GSF:Enchantment for epics) (use FoD/Wail while you can)
Empower (18) (you should have sp to spare at this point - go ahead, turn 'em both on!)

Lastly, you should consider splashing barbarian at level 10 or so - the movement speed and sprint boost alone merit your consideration. The martial proficiencies, extra hp, and situation rage are tasty too.

unbongwah
08-05-2010, 08:42 AM
Stats & skills look fine. I might quibble about feats. E.g., I don't usually bother with Mental Toughness; I'd rather have Extend at low lvls. And I think you were right the first time to take Insightful Reflexes early on; taking half-dmg is still better than taking full dmg, after all, and that's +5 to Reflex saves right off the bat. Whereas UMD doesn't start paying off until you hit UMD 14, IIRC, so I think lvl 9 is a good spot to take it: 12 ranks - 2 CHA + 3 SF UMD; add a couple of buffs and a UMD item and your UMD is in the upper teens. Only other suggestion I have: somewhere there's a list of which arcane spells can't be purchased as scrolls from vendors; that'll help you decide which spells to take at wizard levels and which can be inscribed.

Phidius
08-05-2010, 11:01 AM
... somewhere there's a list of which arcane spells can't be purchased as scrolls from vendors; that'll help you decide which spells to take at wizard levels and which can be inscribed.

It's best to just buy and inscribe all of the spells before you take your level - even though you won't see them in your spell list until you can cast them, the list of spells you will select when you level will only have the spells you don't have.

It's the lazy way to do it!

hockeyrama
08-06-2010, 05:53 AM
thanks for the input. I often quibble over where to take insightful reflexes myself. SO probalby going to go back and redo when I take the feats. I have the list on a guild page of the spells that are not available in game so that why I said I will end up with most spells. I like the idea of the splash of a barbarian level as the speed boost would be nice while kiting around spells the peoblem is I already lose to caster levels for rogue a third and I only considered a 17th level caster so wil hurt for DC. That also why I did not take any skill focus feats as will try not to focus too heavy on DC based spells.

However that not to say I won't do it I just have to consider it further and take a look into it. Adding the 1 level means I don't need master's touch as much and can not worry about it but like I said already have a low DC so one more level not sure if worth it.

I like the mental toughness as I always find it hard to stretch every point out for my spells. I have played a few sorcs so on a wiz find it harder to save sp. So with mental toughness I get a bit more. Sometimes I use the free feat exchange to swap it out for another feat but not always, depends on how I feel the character is going. I will have to look into again as I do see your point you can throw an extend on buffs and then don't need to cast again until you make a shrine. So taking it at second and then at level 12 I can take the heighten earlier and at level 17 get focus necro to improve the dc of the nice necro spells at high level. As at that point the points form mental toughness not as useful.

unbongwah
08-06-2010, 10:52 AM
FYI, spell DC is based on the spell level, not your caster level; so if you can cast lvl 9 spells and have Heighten, you'll be fine. Spell Penetration checks, OTOH, are based on your caster level. So pay attention to which spells have DC and/or SR checks.

hockeyrama
08-06-2010, 11:46 AM
i always thought the spell dc is not just level but also takes into account your main attribute. Like when you cast nian's with a level 1 drow sorc compared to a level 1 wf sorc. I am pretty sure the DC is higher. I could be worng but my sorc always seemed to hit and my wf had them making save after save.

hockeyrama
08-06-2010, 11:55 AM
ok so i checked on wiki and wanted to make sure here is what it says about spell DC:
The Difficulty Class (DC) for a save is determined by the attack itself. For example, the DC to resist a spell is equal to 10 + the level of the spell + the modifier for the caster's casting ability: Intelligence for Wizard spells, Charisma for Sorcerer and Bard spells, Wisdom for Paladin, Ranger, Favored Soul and Cleric spells and most Monk offensive finishers (note that, unlike any other spell casting class, a Favored Soul uses different stats to determine his spell DC from his spell point total, namely Wisdom for the former and Charisma for the latter). The save DC for physical actions like Sunder and Stunning Blow is modified by the attacker's Strength bonus.

So with my low cha my DC based spells will have trouble landing. Example niac will be saved against and so would be utterly useless. However other spells like burning hands they would still take damage even on a save.

Phidius
08-06-2010, 11:58 AM
i always thought the spell dc is not just level but also takes into account your main attribute. Like when you cast nian's with a level 1 drow sorc compared to a level 1 wf sorc. I am pretty sure the DC is higher. I could be worng but my sorc always seemed to hit and my wf had them making save after save.

WF Sorcs have a small disadvantage because their starting charisma is 6, which means their max starting charisma is 16.

WF Wizzes don't suffer from this, because they start with an 8 Int for a max starting Int of 18. Sure, they're 2 points behind a Drow/Human, but that's better than being 4 points less.

Splashing a Barbarian on an 18/2 Wiz/Rog won't affect your spell DCs, just your Spell Penetration (down 1), spell points (down ~96 spell points), and spell duration (mostly affects Haste/Displacement).

Phidius
08-06-2010, 12:00 PM
...
So with my low cha my DC based spells will have trouble landing...

Except your wizard spells are modified by Int, not charisma.

hockeyrama
08-06-2010, 04:11 PM
thanks i got mixed up a bit as was playing my wf sorc while i saw his comment about spell level. I meant that DC is not just your caster level but also takes into account your caster stat like int for wiz and cha for sorcs. He was saying it was only your caster level.

So the more levels of other stuff i add the lower my caster level so the lower my DC. As a WF my int will be at most 1 DC less (form the human or drow). My caster level will be 2 lower form the rogue levels. So all in all 3 levels lower DC so was thinking that would have an impact. However, that being said it is still doable as many things can still fail the save if you pick the right targets. Example: beholders have a low fortitute so use spells that they need fortitude to save. Koblods have high dex so go for will saves against and so on. If you pick the right spell for the right target you can still use even with a slightly lower DC but it is harder so I tend to stay away and focus on ones that are not hit or miss and still do some damage.

Phidius
08-06-2010, 04:24 PM
thanks i got mixed up a bit as was playing my wf sorc while i saw his comment about spell level. I meant that DC is not just your caster level but also takes into account your caster stat like int for wiz and cha for sorcs. He was saying it was only your caster level.
...

Technically, your caster level has nothing to do with the DC of your spells. Rather, it's the spell level (1 - 9).

Your caster level does have an indirect affect as you cannot cast level 9 spells with less than 17 levels of wizard.

Just to be clear, though - There is no difference between the DC of spells cast by a level 17 wizard and a level 18 wizard and a level 19 wizard.


...
So the more levels of other stuff i add the lower my caster level so the lower my DC. As a WF my int will be at most 1 DC less (form the human or drow). My caster level will be 2 lower form the rogue levels. So all in all 3 levels lower DC ...

It's true that your Int will be 2 less than a Drow (or Human with specific raid gear).

In addition, because you did not go pure Wizard, your Int will be 2 less than a pure wizard (the wizard capstone), so you'll be down 4 Int compared to a Drow pure wizard.

This translates to have 2 less DC on your spells.

hockeyrama
08-06-2010, 09:34 PM
cool, thanks i think i am always mixing up spell dc and spell pen. I think i get the difference now. So having a low level caster with a high main stat would be better then a higher level caster with a low main stat.

I the higher one would have more sp but his dc would be lower. I think that is where i was getting confused. So 10+spell level+caster's bonus from main stat is the Dc. So a level 3 spell will have 10 + 3+ int bonus.

I hav ebeen playing this character a bit and actually got frustrated and started playiong a straight sorc wf. The DC issue is even bigger however the casting speed makes a huge difference. With the sorc i could use masters and a 2hd axe and swing away and heal myself fast while being hit. I mean I could top up my hp in less time it takes something to hit me. I never knew the difference before but it is huge. I would say it is easily one and a half times the speed of a wizard.

I like this build as I love the rogue aspects but am leaning to enjoy the wiz more as he just spams out stuff left and right.

Phidius
08-06-2010, 09:43 PM
cool, thanks i think i am always mixing up spell dc and spell pen. I think i get the difference now. So having a low level caster with a high main stat would be better then a higher level caster with a low main stat.

I the higher one would have more sp but his dc would be lower. I think that is where i was getting confused. So 10+spell level+caster's bonus from main stat is the Dc. So a level 3 spell will have 10 + 3+ int bonus.
...

Yes, except that once you throw the Heighten meta-magic feat into consideration, all of your spells that have a DC suddenly behave as Level 9 spells... so a level 3 spell will have 10 + 9 + int bonus.

Incidentally, this is why being able to cast 9th level spells is important for an arcane that wants to stick their level 2 spells (like Web).


...
I hav ebeen playing this character a bit and actually got frustrated and started playiong a straight sorc wf. The DC issue is even bigger however the casting speed makes a huge difference. With the sorc i could use masters and a 2hd axe and swing away and heal myself fast while being hit. I mean I could top up my hp in less time it takes something to hit me. I never knew the difference before but it is huge. I would say it is easily one and a half times the speed of a wizard.

I like this build as I love the rogue aspects but am leaning to enjoy the wiz more as he just spams out stuff left and right.

The good news is that there's a way for you to experience the joys of a sorc while playing a wizard. Get flagged for the Reaver's Fate, and you can leave all your metamagics on (including Quicken) and just unleash hell for about 12 minutes every 2 days 18 hours.

And to a lesser extent, in Sins of Attrition once you get a Docent of Defiance, Concordant Opposition, and the Torc :D

Therigar
08-06-2010, 09:55 PM
Seriously, the general tone of the advice has been good and the few mistakes have been caught and corrected quickly.

IMO you do not need to put the 6 build points into STR. This will be greatly debated (or maybe not so greatly, but debated at least) but IMO you can leave STR at 8.

The argument for higher STR is defense against Ray of Enfeeblement. However, the number of times where that is an issue vs the number of times when an extra few HP will save you -- well, in my experience the HP issue comes up a lot more often.

Believe it or not, I think DEX is more important than STR. I recently 3-manned STK with my L6 rogue/wizard. We had 2 pocket clerics and the other 2 were a monk and a ranger (I think). Both were L7 characters. The number of times when I was able to drop into stealth, retrieve stones, return to a shrine -- well, it was the main reason we were able to complete (that and endless mana thanks to the Turbine store).

I agree that you want the Insightful Reflexes and that using the INT modifier to reflex saves is smart. But do not underestimate the value of sneaking around. Lots of times you can sneak into a good position for PK or FoD. Sneaking thru mobs that you are not able to kill efficiently is sometimes a necessity (as with my STK adventure). And, if you place a priority on the move silently and hide skills you can keep them relatively high even bumping them only half points when on wizard levels.

Reasons to take rogue: repair skill, umd skill, search skill, disable device skill, evasion feat. Repair should not be undervalued. It sucks resting at a shrine, getting back full mana and only loading up on half your hit points. UMD is overvalued but, hey, everyone's doing it so who am I to argue. Search and disable go hand in hand. Really, if you aren't going to be any good at these then go with monk instead of rogue to get 2 additional feats and the same evasion feat as well.

Other skills that are worth having: spot, hide, move silently, jump, tumble and swim. Swim use to be the totally worthless skill but more content is testing this. Yes, you get Merfolk's for swim, Tumble and Jump as spells. You can get by with avoiding those skills if you want.

Open locks is alright, you'll eventually get knock and it will almost be the same. Up to you on how you value the OL skill.

Otherwise, I think the others have covered it pretty well.

hockeyrama
08-06-2010, 10:18 PM
ok, so was thinking about what you said about the spells DC and int and wizards. The casting speed of sorcs makes it hard to go with a wizard. But a wf sorc has a hard time getting a high dc. Also, i was considering the wizard and wiz feats. With bonus feats a wiz can cast with alot more feats on especially once he gets to level 20.


So my only concern is how do you do traps. Now i have played awhile and know that many times groups run through traps or around and just depend on buffs. So was thinking then the only reson you would want a rogue is to open locks and detect secret doors. If you run through most traps anyway (not true on all adventures but then you can always duo for those, skip them, or try to buff and hope) then the rogue levels not that important.

Here is one i thorugh together fast so may not be perfect but wanted to take advantage of the cap ability.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Warforged Male
(20 Wizard)
Hit Points: 202
Spell Points: 1756
BAB: 10\10\15\20
Fortitude: 9
Reflex: 15
Will: 10

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 14 14
Dexterity 8 8
Constitution 16 16
Intelligence 18 28
Wisdom 6 6
Charisma 6 6

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 1 10
Bluff -2 -2
Concentration 7 26
Diplomacy -2 -2
Disable Device n/a n/a
Haggle -2 9
Heal -2 -2
Hide -1 -1
Intimidate -2 -2
Jump 4 13
Listen -2 -2
Move Silently -1 -1
Open Lock n/a n/a
Perform n/a n/a
Repair 4 24
Search 6 20
Spot -2 -2
Swim 2 2
Tumble 1 1
Use Magic Device 0 9

Level 1 (Wizard)
Feat: (Selected) Insightful Reflexes
Feat: (Wizard Bonus) Maximize Spell


Level 2 (Wizard)


Level 3 (Wizard)
Feat: (Selected) Toughness


Level 4 (Wizard)


Level 5 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 6 (Wizard)
Feat: (Selected) Heighten Spell


Level 7 (Wizard)


Level 8 (Wizard)


Level 9 (Wizard)
Feat: (Selected) Extend Spell


Level 10 (Wizard)
Feat: (Wizard Bonus) Mental Toughness


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Spell Penetration


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Penetration
Feat: (Wizard Bonus) Quicken Spell


Level 16 (Wizard)


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Focus: Evocation


Level 19 (Wizard)


Level 20 (Wizard)
Feat: (Wizard Bonus) Improved Mental Toughness
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Improved Heightening I
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Lineage of Elements III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Warforged Inscribed Armor I




just looked it over and should probably switch the mental toughness and the quicken to get quicken earlier.