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help to you since you won't be wearing armor. There are lots of robes in the game that can add bonuses to skills, AC, and spell protection. AC robes are not much help to you because you don't engage in melee combat.
Good things to look for in a Robe:
* AC robes. Not very useful unless you engage in melee combat.
* Elemental resistance robes. (fire, ice, electrical...) Try to get +15 or better.
* Bonus to skills. (hide, persuade, move silently...)
* Alignment robes. The ones with bonuses against evil alignment are better.
* Cloak of Protection. Improves all saving throws.
* Improves saving throws. The most important one as wizards only have good will saving throws.
* Spell resistance. +10 or better.
* OUTFIT: Clothing that provides some sort of benefit to the wearer. These are often cheaper than robes but often don't do as much. Try to get a fire resistance outfit early on to help protect from traps and fire based attacks.
Good things to look for in an outfit:
* Elemental resistance. (fire, ice, electrical...) Fire is better.
* Bonus to feats especially metamagic feats. Rare, but great items.
* Bonus to skills. (hide, persuade, move silently...)
* GLOVES: At the lower levels you should find some lesser gloves (+3) to concentration or spellcraft. Equip the concentration gloves ASAP especially if you don't have the Combat Casting feat. As you level up you will find greater versions of them (+6).
Good things to look for in a Glove:
* Bonus to skills. Especially concentration and spellcraft. There are two kinds: Lesser (+3) and Greater (+6).
* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* AC Gloves. Only if you can't find anything better.
* BRACERS: These are bands of leather or metal that are worn around the arms.
Usually a type of armor. There are many that you can wear that will provide marginal help.
Good things to look for in a Bracer:
* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* Protection bonus.
* AC Bracers. Only if you can't find anything better.
* BOOTS: There is a lot of fancy footwear to help a wizard. These can be expensive early on but you will soon be able to afford them.
Good things to look for in a Boot:
* Bonus to saving throws. Common ones help Fortitude and Reflex saving throws.
* Constitution bonus. Commonly know as Boots of Striding.
* Haste bonus. Commonly know as Boots of Speed. Awesome boots that let you cast spells quicker and move faster.
* RINGS: Common magic item. You will start finding these right away. You can wear 2 rings.
Good things to look for in a Ring:
* Light (15 radius). Cyan ones are the best. Avoid Crimson ones at all costs because the light color radiated is RED. The same color as traps.
Makes traps harder to find.
* Bonus to saving throws. Common ones help Fortitude and Reflex saving throws.
* Ring of Protection. Improves all saving throws.
* Intelligence bonus.
* Regeneration bonus. Great rings to have on at all times. Saves healing potions by restoring a few hit points a second over time.
* Bonus to spells.
* Elemental Resistance Rings. 15+ or better. Grants resistance to all but negative energy.
* NECKLACES: Not as many types as rings but still lots of variety. Also called amulets.
Good things to look for in a Necklace:
* Bonus to stats. Intelligence, Wisdom, dexterity, ...
* Bonus to saving throws.
* Bonus to spells.
* Bonus to skills. (hide, persuade, move silently...)
* Elemental Resistance. Single types common. (fire, ice, electrical...)
* AC bonus. Called an Amulet of Natural Armor. These will stack with other
AC bonuses.
* BELTS: Belts are hard to find early on but become more common as level up.
Good things to look for in a Belt:
* Spell Resistance. Common trait in belts. Look for 12+ spell resistance.
* Physical Damage Reduction. Common ones resist Slashing, piercing, and blunt damage.
* Immunity bonus.
* ARMOR: Don't even think about armor unless your planning to multiclass.
Armor requires at least 2 feats to use reliably with spells (Still Spell,
Light
Armor) and it just isn't worth it. You would really need to burn another 2 feats to get decent protection at the higher levels anyway (Medium Armor, heavy
Armor). By then the Armor would be to heavy to use without putting more points into strength. You could take the Armor off, cast a spell and then put it back on to save a feat but this isn't very practical in the heat of a battle.
* WEAPON: Remember wizards should not get into melee combat. Take your enemies out from a distance especially if your soloing. If your an Elf look at
Longswords and Rapiers in case the enemy gets too close. Your main weapon when you start should be you Frost wand. You can take out most enemies with 1 or
2 shots from this. At the lower levels as your Frost wand becomes less effective use a crossbow. If you get the Point Blank Shot and Rapid Shot feats use a
Longbow or Shortbow. Look for a weapon that has nice bonuses instead of high damage at the middle and higher levels.
Good things to look for in a Weapon:
* Bonus to hit. A +1 light crossbow is better that a normal heavy crossbow because you will hit more often.
* Bonus to spells. Haste and regeneration are common.
* AC bonus.
* Enchantments on swords. Acid, Sonic, Sleep, or Daze on hit...
* Massive Critical. Doesn't happen very often but nice damage hits when it does, especially with Longbows.
*******************************************************************************
****************
7- MULTICLASSING
****************
I personally don't recommend that you use multiclassing with the wizard.
At 1d4 his character is just too weak and too dependant on spells to gain any real benefits from the other classes. Just 1 less Time Stop or Power
Word Kill can really affect your wizards power at the higher levels where
Wizards excel. If you must multiclass I think the best combination is to use a wizards skills as a second class to your main class.
* MONK / WIZARD: Great multiclass Character. I think that even a half and half character would work out very nicely.
* PROS
1- Monks don't wear armor.
2- Monks have access to some very powerful equipment (monk robes, monk bracers, monk boots) that can add a huge boost to your AC.
3- Monks have great saving throws.
4- Monks have a lot of extra feats.
5- Monks get extra speed attacks.
6- Monks can take advantage of a wizards buffing spells.
7- Monks can take advantage of the Pixie familiar for traps.
* CONS
1- Monks add wisdom to AC. Not a useful wizard stat.
2- Every level of Wizard weakens the characters hit points.
* ROGUE / WIZARD: Great multiclass Character. Add 3 Levels of rogue or wizard.
* PROS
1- Rogues add sneak attacks.
2- Rogues can only wear light armor.
3- Elves make great Wizards and Rogues.
4- Rogues get a panther familiar for extra muscle.
5- Rogues have great reflex saving throws.
6- Having a high dexterity helps both classes.
7- Rogues can take advantage of a wizards buffing spells.
* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Rogues need high charisma to take advantage of the persuade skill.
3- Every level of Wizard weakens the characters hit points.
* DRUID / WIZARD / : OK multiclass Character.
* PROS
1- Druids can only wear light armor.
2- Good low level Druid spells.
* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Druids need wisdom to cast spells. Not a useful wizard stat.
3- Every level of Wizard weakens the characters hit points.
* RANGER / WIZARD: Decent multiclass Character. The best fighter based wizard.
* PROS
1- Rangers focus on ranged attacks.
2- Having a high dexterity helps both classes.
3- Rangers can cast some divine spells.
4- Decent frontline fighter.
5- Rangers can take advantage of a wizards buffing spells.
6- Rangers can take advantage of the Pixie familiar for traps.
7- Rangers can take a panther familiar for extra muscle.
* CONS
1- Every level of Wizard weakens the characters hit points.
2- Rangers need wisdom to cast spells. Not a useful wizard stat.
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.
* FIGHTER / WIZARD: OK multiclass Character. Best combo would be F17/w3 to get the bluffing spells.
* PROS
1- Fighters can take advantage of a wizards buffing spells.
2- Fighters can take advantage of the Pixie familiar for traps.
3- Fighters can cast a few defensive spells.
* CONS
1- Every level of Wizard greatly weakens the characters hit points.
2- High arcane spell failure rate due to armor requirements (30%+).
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.
Good things to look for in a Robe:
* AC robes. Not very useful unless you engage in melee combat.
* Elemental resistance robes. (fire, ice, electrical...) Try to get +15 or better.
* Bonus to skills. (hide, persuade, move silently...)
* Alignment robes. The ones with bonuses against evil alignment are better.
* Cloak of Protection. Improves all saving throws.
* Improves saving throws. The most important one as wizards only have good will saving throws.
* Spell resistance. +10 or better.
* OUTFIT: Clothing that provides some sort of benefit to the wearer. These are often cheaper than robes but often don't do as much. Try to get a fire resistance outfit early on to help protect from traps and fire based attacks.
Good things to look for in an outfit:
* Elemental resistance. (fire, ice, electrical...) Fire is better.
* Bonus to feats especially metamagic feats. Rare, but great items.
* Bonus to skills. (hide, persuade, move silently...)
* GLOVES: At the lower levels you should find some lesser gloves (+3) to concentration or spellcraft. Equip the concentration gloves ASAP especially if you don't have the Combat Casting feat. As you level up you will find greater versions of them (+6).
Good things to look for in a Glove:
* Bonus to skills. Especially concentration and spellcraft. There are two kinds: Lesser (+3) and Greater (+6).
* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* AC Gloves. Only if you can't find anything better.
* BRACERS: These are bands of leather or metal that are worn around the arms.
Usually a type of armor. There are many that you can wear that will provide marginal help.
Good things to look for in a Bracer:
* Bonus to dexterity. Helps to raise to-hit bonus with ranged attacks.
* Protection bonus.
* AC Bracers. Only if you can't find anything better.
* BOOTS: There is a lot of fancy footwear to help a wizard. These can be expensive early on but you will soon be able to afford them.
Good things to look for in a Boot:
* Bonus to saving throws. Common ones help Fortitude and Reflex saving throws.
* Constitution bonus. Commonly know as Boots of Striding.
* Haste bonus. Commonly know as Boots of Speed. Awesome boots that let you cast spells quicker and move faster.
* RINGS: Common magic item. You will start finding these right away. You can wear 2 rings.
Good things to look for in a Ring:
* Light (15 radius). Cyan ones are the best. Avoid Crimson ones at all costs because the light color radiated is RED. The same color as traps.
Makes traps harder to find.
* Bonus to saving throws. Common ones help Fortitude and Reflex saving throws.
* Ring of Protection. Improves all saving throws.
* Intelligence bonus.
* Regeneration bonus. Great rings to have on at all times. Saves healing potions by restoring a few hit points a second over time.
* Bonus to spells.
* Elemental Resistance Rings. 15+ or better. Grants resistance to all but negative energy.
* NECKLACES: Not as many types as rings but still lots of variety. Also called amulets.
Good things to look for in a Necklace:
* Bonus to stats. Intelligence, Wisdom, dexterity, ...
* Bonus to saving throws.
* Bonus to spells.
* Bonus to skills. (hide, persuade, move silently...)
* Elemental Resistance. Single types common. (fire, ice, electrical...)
* AC bonus. Called an Amulet of Natural Armor. These will stack with other
AC bonuses.
* BELTS: Belts are hard to find early on but become more common as level up.
Good things to look for in a Belt:
* Spell Resistance. Common trait in belts. Look for 12+ spell resistance.
* Physical Damage Reduction. Common ones resist Slashing, piercing, and blunt damage.
* Immunity bonus.
* ARMOR: Don't even think about armor unless your planning to multiclass.
Armor requires at least 2 feats to use reliably with spells (Still Spell,
Light
Armor) and it just isn't worth it. You would really need to burn another 2 feats to get decent protection at the higher levels anyway (Medium Armor, heavy
Armor). By then the Armor would be to heavy to use without putting more points into strength. You could take the Armor off, cast a spell and then put it back on to save a feat but this isn't very practical in the heat of a battle.
* WEAPON: Remember wizards should not get into melee combat. Take your enemies out from a distance especially if your soloing. If your an Elf look at
Longswords and Rapiers in case the enemy gets too close. Your main weapon when you start should be you Frost wand. You can take out most enemies with 1 or
2 shots from this. At the lower levels as your Frost wand becomes less effective use a crossbow. If you get the Point Blank Shot and Rapid Shot feats use a
Longbow or Shortbow. Look for a weapon that has nice bonuses instead of high damage at the middle and higher levels.
Good things to look for in a Weapon:
* Bonus to hit. A +1 light crossbow is better that a normal heavy crossbow because you will hit more often.
* Bonus to spells. Haste and regeneration are common.
* AC bonus.
* Enchantments on swords. Acid, Sonic, Sleep, or Daze on hit...
* Massive Critical. Doesn't happen very often but nice damage hits when it does, especially with Longbows.
*******************************************************************************
****************
7- MULTICLASSING
****************
I personally don't recommend that you use multiclassing with the wizard.
At 1d4 his character is just too weak and too dependant on spells to gain any real benefits from the other classes. Just 1 less Time Stop or Power
Word Kill can really affect your wizards power at the higher levels where
Wizards excel. If you must multiclass I think the best combination is to use a wizards skills as a second class to your main class.
* MONK / WIZARD: Great multiclass Character. I think that even a half and half character would work out very nicely.
* PROS
1- Monks don't wear armor.
2- Monks have access to some very powerful equipment (monk robes, monk bracers, monk boots) that can add a huge boost to your AC.
3- Monks have great saving throws.
4- Monks have a lot of extra feats.
5- Monks get extra speed attacks.
6- Monks can take advantage of a wizards buffing spells.
7- Monks can take advantage of the Pixie familiar for traps.
* CONS
1- Monks add wisdom to AC. Not a useful wizard stat.
2- Every level of Wizard weakens the characters hit points.
* ROGUE / WIZARD: Great multiclass Character. Add 3 Levels of rogue or wizard.
* PROS
1- Rogues add sneak attacks.
2- Rogues can only wear light armor.
3- Elves make great Wizards and Rogues.
4- Rogues get a panther familiar for extra muscle.
5- Rogues have great reflex saving throws.
6- Having a high dexterity helps both classes.
7- Rogues can take advantage of a wizards buffing spells.
* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Rogues need high charisma to take advantage of the persuade skill.
3- Every level of Wizard weakens the characters hit points.
* DRUID / WIZARD / : OK multiclass Character.
* PROS
1- Druids can only wear light armor.
2- Good low level Druid spells.
* CONS
1- You will need to use one metamagic feat on Still Spell.
2- Druids need wisdom to cast spells. Not a useful wizard stat.
3- Every level of Wizard weakens the characters hit points.
* RANGER / WIZARD: Decent multiclass Character. The best fighter based wizard.
* PROS
1- Rangers focus on ranged attacks.
2- Having a high dexterity helps both classes.
3- Rangers can cast some divine spells.
4- Decent frontline fighter.
5- Rangers can take advantage of a wizards buffing spells.
6- Rangers can take advantage of the Pixie familiar for traps.
7- Rangers can take a panther familiar for extra muscle.
* CONS
1- Every level of Wizard weakens the characters hit points.
2- Rangers need wisdom to cast spells. Not a useful wizard stat.
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.
* FIGHTER / WIZARD: OK multiclass Character. Best combo would be F17/w3 to get the bluffing spells.
* PROS
1- Fighters can take advantage of a wizards buffing spells.
2- Fighters can take advantage of the Pixie familiar for traps.
3- Fighters can cast a few defensive spells.
* CONS
1- Every level of Wizard greatly weakens the characters hit points.
2- High arcane spell failure rate due to armor requirements (30%+).
3- You will need to use one metamagic feat on Still Spell.
4- Not a good pool of feats for both classes.
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