?

Log in

No account? Create an account

Previous Entry | Next Entry

Thinking about possible progression avenues for Obsidian. She has two basic paths: pure wizard, or wizard/bard. I went ahead and did "rough" progressions of her in both incarnations, so I could compare them at leisure and think about where her strengths and weaknesses are, as well as her priorities as a character.

Pure Wizard


OBSIDIAN
Female Elf Wizard 5
NN Medium Humanoid (Elf)
Init +2; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 12 (+1 armor, +2 Dex, +1 deflection, +1 dodge)
hp 25 (5d6+5)
Fort +2, Ref +3, Will +4
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Rapier +2 (1d6-1/18-20/x2) and
Unarmed Strike +1 (1d3-1/20/x2)
Ranged +1 Crossbow, Light +5 (1d8+1/19-20/x2)
Wizard Spells Known (CL 5, 1 melee touch, 4 ranged touch):
3 (2/day) Fireball (DC 18), Fly (DC 18)
2 (3/day) Summon Monster II, Invisibility (DC 17), See Invisibility (DC 17)
1 (5/day) Magic Missile (x2), Burning Hands (x2) (DC 16), Ear-Piercing Scream (DC 16)
0 (at will) Mending, Read Magic (DC 15), Prestidigitation (DC 15), Detect Magic
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 18/20, Wis 10, Cha 17
Base Atk +2; CMB +1; CMD 15
Feats Combat Casting, Dodge, Elven Weapon Proficiencies, Empower Spell, Scribe Scroll, Spell Penetration, Wizard Weapon Proficiencies
Traits Charming, Ease of Faith
Skills Appraise +11, Bluff +8, Diplomacy +12, Fly +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +11, Knowledge (History) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +7, Spellcraft +13, Stealth +3
Languages Common, Elven
SQ Elven Magic, Hand of the Apprentice (8/day) (Su)
Combat Gear +1 Crossbow, Light, Masterwork Rapier; Other Gear Bag of Holding I (1 @ 5 lbs), Bracers of Armor, +1, Headband of Vast Intelligence, +2: Fly, Ring of Protection, +1, Wand of Burning Hands
--------------------
SPECIAL ABILITIES
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Penetration +2 to caster levels checks to overcome spell resistance.

Wizard/Bard


OBSIDIAN
Female N Elf Bard 2 Wizard 3
Init +2; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +2 Dex, +1 deflection, +1 dodge)
hp 27 (2d8+3d6+5)
Fort +2, Ref +6, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Rapier +2 (1d6-1/18-20/x2) and
Unarmed Strike +1 (1d3-1/20/x2)
Ranged +1 Crossbow, Light +5 (1d8+1/19-20/x2)
Special Attacks Bardic Performance (standard action) (9 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 2, +1 melee touch, +4 ranged touch):
1 (3/day) Hypnotism (DC 14), Expeditious Retreat (DC 14), Remove Fear (DC 14)
0 (at will) Lullaby (DC 13), Open/Close (DC 13), Message, Dancing Lights, Unwitting Ally (DC 13)
Wizard Spells Known (CL 3, 1 melee touch, 4 ranged touch):
2 (2/day) Invisibility (DC 17), See Invisibility (DC 17)
1 (4/day) Magic Missile (x2), Burning Hands (DC 16), Ear-Piercing Scream (DC 16)
0 (at will) Mending, Read Magic (DC 15), Prestidigitation (DC 15), Detect Magic
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 18/20, Wis 10, Cha 17
Base Atk +2; CMB +1; CMD 15
Feats Bard Weapon Proficiencies, Combat Casting, Dodge, Elven Weapon Proficiencies, Scribe Scroll, Spell Penetration, Wizard Weapon Proficiencies
Traits Charming, Ease of Faith
Skills Acrobatics -1, Appraise +11, Bluff +11, Climb -4, Diplomacy +12, Escape Artist -1, Fly +7, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +12, Knowledge (History) +10, Knowledge (Nobility) +10, Knowledge (Planes) +10, Perception +10, Perform (Dance) +9, Perform (Oratory) +9, Ride -1, Sense Motive +9, Spellcraft +13, Stealth +3, Swim -4
Languages Common, Elven
SQ Bardic Knowledge +1 (Ex), Elven Magic, Hand of the Apprentice (8/day) (Su), Versatile Oratory +9 (Ex), Well Versed (Ex)
Combat Gear +1 Crossbow, Light, +1 Studded Leather, Masterwork Rapier; Other Gear Bag of Holding I (1 @ 1.5 lbs), Headband of Vast Intelligence, +2: Fly, Ring of Protection, +1, Wand of Burning Hands
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Versatile Oratory +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


I'll clean these up later, as I shoulda been in bed two hours ago. :P But I'm interested in commentary, particularly from the gaming group.

-TG

Comments

( 3 comments — Leave a comment )
aj_hyena
Feb. 3rd, 2012 06:08 am (UTC)
If she's mostly dungeoneering, I'd go full wizard. The summons can keep those that want to eat her face in at bay while she makes with the blasting, and when she's out of ways to put the heat on others she can go invisible and stay out of trouble while her allies soften up targets.

If she's mostly socializing, then go bard so she can use her talents to be an information gatherer for the rest of the puppets whose strings she pulls. :)
hantamouse
Feb. 3rd, 2012 11:56 pm (UTC)
All those Bard abilities are worth a lot at low levels, including giving you many options during fights other than cheerleading.
Its higher levels they won't mean as much and you'll miss the spell level you'll be behind. Higher levels we may or may not ever get to.

Coin toss.
jamesbarrett
Feb. 4th, 2012 04:01 am (UTC)
I say, go ahead and multi-class to bard because I can arrange to have adventures where that becomes a plus for you. Besides, I think it would just be fun. -Frisk
( 3 comments — Leave a comment )

Latest Month

August 2019
S M T W T F S
    123
45678910
11121314151617
18192021222324
25262728293031

Tags

Powered by LiveJournal.com
Designed by Tiffany Chow