Help with a Wizard

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I am about to join my first 4th edition group after being a long time 3/3.5 player and am a little clueless as to what I'm doing to create this character.  The group is pretty serious and I don't want them to never invite me back after playing because my cluelessness was apparent.  Like the title of the thread says I'm making a 3rd level wizard preferably a staff wizard.  I'd like to primarily control, but still do a quality amount of damage.  I'm envisioning Aang from avatar spinning on staffs and being in the thick of things vs an at range caster. Here's what I have so far:

Wizard 3 Race?? 

Str: 8
Con: 14
Dex:10
Int: 17
Wis:13
Cha:12 

Skills: History, Insight, Religion
Feats: Implement expertise Staff, Improved initiative 

At-Will: Thunderwave, Ray of Frost
Encounter: Icy terrain, Color Spray 
Daily: Sleep
Utility: Shield

I get 3 magic items of level 4, 3, and 2.  My main concerns are which race should I choose, which magic items should I choose, and is there anything above that should be changed.  Please keep in mind that I only own the players handbook for 4th edition so any suggestions you make from another book please let me know the source so I can try to find it online.
Thank you all in advanced for any help you may be able to provide.
Were these stats rolled or bought?

Also, you may want to start by having a look here.
bought I believe I did it right correct me if i didnt
and yes I saw that handbook but with only having the players handbook in front of me a lot of that sounds like gibberish.  It says what spells are good, but great I have not the faintest idea of what they do or where to find them, also talks about different types of wizards where can I find those? 
Hmm, that does make things more difficult.
Get access to a D&D Insider account and spend some time looking over the handbook, looking up everything you don't know about.  Paying the money for access is annoying, but it is a great way to have everything at your fingertips.  Also, the Character Builder is decent.

For feats, you are really going to want Staff Expertise.

For race, that really depends on your play style and what sort of secondaries you are interested in.  I'm always partial to tielflings (it's the evil), so that is a good place to start. 

Again, the handbook has everything you want to know in it; you need to set yourself up with information so you can understand it. 
If you're gonna go Staff Wizard, you'll likely want to be an Int/Con race like Warforged (Eberron), Hobgoblin (Monster Manual, ask your DM), Githyanki (Monster Manual, ask your DM), or Genasi (Forgotten Realms). They each have their benefits, but in general, Warforged and Hobgoblins are more defensive while Genasi are more offensive, while Githyanki are more utility-based.

As for backgrounds and themes, I wouldn't worry about them too much if you're new, though you can't go wrong with the Primordial Adept theme (Heroes of the Elemental Chaos) and the Auspicious Birth background (Dragon Magazine #366).

As for the powers you chose, Sleep and Shield are great choices, and your At-Wills are decent, but there are some better ones you can deploy, namely Freezing Burst and Arc Lightning (both from Players Essentials 1). Another good option is Winged Horde (Dragon Magazine #381).

As for encounter powers, I'd go with Burning Hands at level 1 and either Color Spray (as you did) or Fire Shroud at level 3.

Feat-wise, Staff Expertise and Improved Defenses (Player Essentials: Heroes of the Fallen Lands) would be my picks, no questions asked. Hitting and not being hit are absolutely vital as a Wizard.

And as for magic items, you'll definitely want a Staff of Ruin +1 (increases your damage quite a bit and has a nice crit damage bonus, Adventurer's Vault, Lv3), a Robe of Contingency +1 (more defenses and allows you to teleport and heal when you get bloodied, Adventurer's Vault, Lv4), and an Amulet of Resolution +1 (lets you reroll a saving throw once, Adventurer's Vault, Lv2). With your 520 gold, you can pick up a pair of Acrobat's Boots (stand up from prone as a minor action, Player's Handbook, Lv2) if you would like to avoid melee range.

Sample Build Here:
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====== Created Using Wizards of the Coast D&D Character Builder ======
Ima Wizard, level 3
Warforged, Wizard
Arcane Implement Mastery: Staff of Defense
Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 20, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 11, Cha 10.


AC: 18 Fort: 16 Reflex: 18 Will: 16
HP: 38 Surges: 9 Surge Value: 9

TRAINED SKILLS
Arcana +11, Religion +11, Insight +6, History +11

UNTRAINED SKILLS
Acrobatics +2, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +6, Heal +1, Intimidate +3, Nature +1, Perception +1, Stealth +1, Streetwise +1, Thievery +1, Athletics

FEATS
Wizard: Ritual Caster
Level 1: Staff Expertise
Level 2: Improved Defenses

POWERS
Arcanist Cantrips: Light
Arcanist Cantrips: Ghost Sound
Arcanist Cantrips: Mage Hand
Arcanist Cantrips: Prestidigitation
Primordial Adept Starting Feature: Solkara's Wave
Wizard at-will 1: Arc Lightning
Wizard at-will 1: Freezing Burst
Wizard encounter 1: Burning Hands
Wizard daily 1: Sleep
Wizard daily 1 Spellbook: Ray of Fatigue
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Expeditious Retreat
Wizard encounter 3: Color Spray

ITEMS
Spellbook, Staff of Ruin +1, Robe of Contingency Cloth Armor (Basic Clothing) +1, Amulet of Resolution +1, Acrobat Boots (heroic tier)
RITUALS
Brew Potion, Comprehend Language, Create Holy Water
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Also, as always, you can check out The Wizard Handbook for additional information or for an alternate take.

Wednesday Character:

Dredge, Level 2 Revenant!Githzerai Night Stalker Assassin

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====== Created Using Wizards of the Coast D&D Character Builder ======
Dredge, level 2
Revenant, Assassin
Build: Night Stalker Assassin
Guild Training: Night Stalker
Assassin: Black Flame Form
Choose your Race in Life: Githzerai
Background: Silent Hunter (Silent Hunter Benefit)

FINAL ABILITY SCORES
Str 8, Con 15, Dex 20, Int 12, Wis 13, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 13, Cha 16.


AC: 18 Fort: 14 Reflex: 16 Will: 16
HP: 29 Surges: 8 Surge Value: 7

TRAINED SKILLS
Stealth +12, Thievery +11, Bluff +10, Acrobatics +11, Perception +8

UNTRAINED SKILLS
Arcana +2, Diplomacy +5, Dungeoneering +2, Endurance +5, Heal +2, History +2, Insight +2, Intimidate +7, Nature +2, Religion +2, Streetwise +5, Athletics

FEATS
Level 1: Githzerai Blade Master
Level 2: Ki Focus Expertise

POWERS
Assassin at-will 1: Shadow Storm
Assassin at-will 1: Executioner's Noose
Assassin encounter 1: Nightmare Shades
Assassin daily 1: Targeted for Death
Assassin utility 2: Agile Recovery

ITEMS
Leather Armor, Bastard sword, Light Shield, Flensing Fullblade +1, Helm of Seven Deaths, Magic Ki Focus +1
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Friday Character:

Snow, Level 3 Razorclaw Shifter Flashing Blade Scout

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====== Created Using Wizards of the Coast D&D Character Builder ======
Snow, level 3
Razorclaw Shifter, Scout
Two-Weapon Style: Flashing Blade Mastery
Ranger Wilderness Knacks: Ambush Expertise
Ranger Wilderness Knacks: Watchful Rest
Background: River Smuggler (River Smuggler Benefit)

FINAL ABILITY SCORES
Str 8, Con 15, Dex 20, Int 12, Wis 18, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 16, Cha 13.


AC: 18 Fort: 15 Reflex: 18 Will: 16
HP: 37 Surges: 9 Surge Value: 9

TRAINED SKILLS
Nature +10, Perception +10, Streetwise +8, Acrobatics +13, Stealth +13

UNTRAINED SKILLS
Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +5, Endurance +3, Heal +5, History +2, Insight +5, Intimidate +2, Religion +2, Thievery +6, Athletics +1

FEATS
Feat User Choice: Spiked Chain Training
Level 1: Light Blade Expertise
Level 2: Improved Defenses

POWERS
Scout aspect of the wild (scout) 1: Aspect of the Charging Ram
Scout aspect of the wild (scout) 1: Aspect of the Dancing Serpent
Level 2 Scout Utility Power: Invigorating Stride

ITEMS
Leather Armor, Adventurer's Kit, Climber's Kit, Sack (8), Relentless Spiked chain +1, Dagger, Quickhit Braces (heroic tier)
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Saturday Characters:

Vorgh, Level 15 Human Storm Sorcerer|Blizzard Mage

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====== Created Using Wizards of the Coast D&D Character Builder ======
Vorgh, level 15
Human, Sorcerer, Blizzard Mage
Build: Storm Sorcerer
Spell Source: Storm Magic
Eldritch Strike: Eldritch Strike Charisma
Arcane Admixture Damage Type: Arcane Admixture Cold
Human Power Selection: Heroic Effort
Windrise Ports Benefit: Windrise Ports (Acrobatics)
Arcane Admixture Power: Flame Spiral
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 9, Con 16, Dex 20, Int 13, Wis 14, Cha 24.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 16, Int 12, Wis 13, Cha 18.


AC: 28 Fort: 26 Reflex: 29 Will: 33
HP: 98 Surges: 9 Surge Value: 24

TRAINED SKILLS
Diplomacy +21, Arcana +15, Acrobatics +19, Bluff +21, Insight +16

UNTRAINED SKILLS
Dungeoneering +13, Endurance +14, Heal +13, History +12, Intimidate +18, Nature +13, Perception +13, Religion +12, Stealth +16, Streetwise +18, Thievery +16, Athletics +10

FEATS
Human: Staff Expertise
Level 1: Improved Defenses
Level 2: Dual Implement Spellcaster
Level 4: Implement Focus (Staff)
Level 6: Grounding Shot
Level 8: Unarmored Agility
Level 10: Against All Odds (retrained to Repel Charge at Level 11)
Level 11: War Wizardry
Level 12: Jack of All Trades
Level 14: Arcane Admixture

POWERS
Power User Choice: Eldritch Strike
Primordial Adept Starting Feature: Solkara's Wave
Ring of Borrowed Spells: Ice Dragon's Teeth
Ring of Borrowed Spells: Earthquake Strike
Sorcerer at-will 1: Blazing Starfall
Sorcerer at-will 1: Dragonfrost
Sorcerer encounter 1: Thundering Roar
Sorcerer daily 1: Ice Javelins
Sorcerer utility 2: Dragonflame Mantle
Sorcerer encounter 3: Flame Spiral
Sorcerer daily 5: Palest Flames
Sorcerer utility 6: Sudden Scales
Sorcerer encounter 7: Rimestorm
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Narrow Escape
Sorcerer encounter 13: Thunder Breath (replaces Thundering Roar)
Sorcerer daily 15: Lightning Daggers (replaces Ice Javelins)

ITEMS
Acrobat Boots (heroic tier), Viper Belt (heroic tier), Helm of Seven Deaths, Rhythm Blade Dagger +2, Ioun's Revelation (level 3), Executioner's Bracers (heroic tier), Backlash Tattoo (heroic tier), Ring of Fury (paragon tier), Raven Cloak +3, Staff of Ruin +3, Robe of Defying Flames Githweave Armor +3, Gloves of Ice (paragon tier), Potion of Cure Moderate Wounds, Ring of Borrowed Spells, Fundamental Ice (heroic tier) (5), Foe Stone (paragon tier)
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Sheska, Level 15 Human Brawler Fighter|Shock Trooper

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====== Created Using Wizards of the Coast D&D Character Builder ======
Sheska, level 15
Human, Fighter, Shock Trooper
Build: Guardian Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Human Power Selection: Heroic Effort
Background: Former Gladiator (Former Gladiator Benefit)

FINAL ABILITY SCORES
Str 24, Con 13, Dex 16, Int 14, Wis 20, Cha 9.

STARTING ABILITY SCORES
Str 18, Con 12, Dex 15, Int 13, Wis 16, Cha 8.


AC: 32 Fort: 34 Reflex: 27 Will: 29
HP: 112 Surges: 10 Surge Value: 29

TRAINED SKILLS
Intimidate +13, Endurance +15, Heal +19, Athletics +21, History +16

UNTRAINED SKILLS
Acrobatics +12, Arcana +11, Bluff +8, Diplomacy +8, Dungeoneering +14, Insight +14, Nature +14, Perception +14, Religion +11, Stealth +12, Streetwise +8, Thievery +12

FEATS
Human: Master at Arms
Level 1: Improved Defenses
Level 2: Weapon Focus (Unarmed)
Level 4: Brawler Guard
Level 6: Inescapable Hold
Level 8: Focused Superiority (retrained to Striking Resurgence at Level 11)
Level 10: Brutal Brawler
Level 11: Deft Hurler Style
Level 12: Armor Specialization (Scale)
Level 14: Marked Scourge

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Cleave
Power User Choice: Direct the Strike
Fighter encounter 1: Steel Serpent Strike
Fighter daily 1: Driving Attack
Fighter utility 2: Pass Forward
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Glowering Threat
Fighter encounter 7: Come and Get It
Fighter daily 9: Pitiless Grapple
Fighter utility 10: Clearheaded
Fighter encounter 13: Stranglehold (replaces Steel Serpent Strike)
Fighter daily 15: Dust Storm Assault (replaces Driving Attack)

ITEMS
Power Jewel (heroic tier), Battle-Scarred Champion (heroic tier), Iron Armbands of Power (heroic tier), Davros Elden's Hasty Resurgence (heroic tier), Ioun's Revelation (level 3), Frozen Wyvernscale Armor +3, Spiked gauntlet of Great Opportunity +2, Pileus Helm (Level 6), Rope of Slave Fighting (heroic tier), Battlestrider Greaves (paragon tier), Lightning Javelin +3, Amulet of False Life +3, Backlash Tattoo (heroic tier), Potion of Cure Moderate Wounds
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Mari, Level 15 Human Archery Ranger|Battlefield Archer

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====== Created Using Wizards of the Coast D&D Character Builder ======
Mari, level 15
Human, Ranger, Battlefield Archer
Build: Archer Ranger
Fighting Style: Archer Fighting Style
Ranger: Prime Shot
Human Power Selection: Heroic Effort
Background: Fugitive from a Vengeful Rival (Fugitive from a Vengeful Rival Benefit)

FINAL ABILITY SCORES
Str 9, Con 16, Dex 24, Int 13, Wis 20, Cha 14.

STARTING ABILITY SCORES
Str 8, Con 15, Dex 18, Int 12, Wis 16, Cha 13.


AC: 32 Fort: 28 Reflex: 31 Will: 28
HP: 98 Surges: 9 Surge Value: 24

TRAINED SKILLS
Bluff +19, Nature +19, Stealth +22, Dungeoneering +19, Acrobatics +21, Perception +21

UNTRAINED SKILLS
Arcana +10, Diplomacy +11, Endurance +12, Heal +14, History +10, Insight +14, Intimidate +11, Religion +10, Streetwise +11, Thievery +16, Athletics +8

FEATS
Human: Weapon Proficiency (Superior crossbow)
Level 1: Crossbow Expertise
Level 2: Improved Defenses
Level 4: Predatory Action
Level 6: Weapon Focus (Crossbow)
Level 8: Lethal Hunter
Level 10: Grounding Shot
Level 11: Steady Shooter
Level 12: Armor Specialization (Hide)
Level 14: Shadow of the Wild

POWERS
Power User Choice: Rapid Shot
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Twin Strike
Ranger encounter 1: Two-Fanged Strike
Ranger daily 1: Sure Shot
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Spitting-Cobra Stance
Ranger utility 6: Healing Lore
Ranger encounter 7: Biting Volley
Ranger daily 9: Attacks on the Run
Ranger utility 10: Defensive Volley
Ranger encounter 13: Pinning Strike (replaces Two-Fanged Strike)
Ranger daily 15: Confounding Arrows (replaces Sure Shot)

ITEMS
Swiftshot Superior crossbow +3, Feytouched Earthhide Armor +3, Cloak of Distortion +3, Bracers of Archery (heroic tier), Acrobat Boots (heroic tier), Gauntlets of Blood (heroic tier), Ioun's Revelation (level 3), Crimson Determination (heroic tier), Eagle Eye Goggles (heroic tier), Tattoo of Bloodied Chains (heroic tier), Elven Chain Shirt (heroic tier), Viper Belt (heroic tier), Endless Quiver, Lightning Arrow +2 (4), Potion of Cure Moderate Wounds, Stone of Wind (paragon tier)
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Sunday Character:

Bowen, Level 1 Half-Elf Euphoric Ardent

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====== Created Using Wizards of the Coast D&D Character Builder ======
Bowen, level 1
Half-Elf, Ardent
Build: Euphoric Ardent
Ardent Mantle: Mantle of Elation
Half-Elf Power Selection: Knack for Success
Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)

FINAL ABILITY SCORES
Str 8, Con 18, Dex 14, Int 12, Wis 14, Cha 20.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 14, Int 12, Wis 14, Cha 18.


AC: 15 Fort: 15 Reflex: 12 Will: 16
HP: 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Streetwise +10, Endurance +8, Diplomacy +12, Insight +9

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +5, Dungeoneering +2, Heal +2, History +1, Intimidate +5, Nature +2, Perception +2, Religion +1, Stealth +1, Thievery +1, Athletics -2

FEATS
Level 1: Valenar Weapon Training

POWERS
Ardent at-will 1: Intent Laid Bare
Ardent at-will 1: Energizing Strike
Ardent daily 1: Battleborn Acuity

ITEMS
Falchion, Hide Armor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Thank you all for the help, I'm about to purchase dnd insider. Doesn't the above build neglect the control aspect of being wizard a bit, I may be wrong but shouldn't I have more points in Cha and Wis?
just in the fact that spell focus is out of reach and wisdom is important for controlling I thought
 
As a staff Arcanist, I believe you only need to worry about stats other than INT and CON for power riders (e.g., 4d6+INT mod damage and slide WIS squares [yes, I did just make that up off the top of my head]) and feat prereqs (e.g, Superior Will requires WIS or CHA 15+ [this I did not make up]).  And you can swing a 20 INT, 16 CON, 14 WIS (or CHA) with Genasi or Warforged, at least.
You need to start with:
12 Dex for Dual Implement Spellcaster in Paragon if you plan on dealing damage with most of your powers
12 Cha for Spell Focus in Paragon
13 Wis for Enlarge Spell in Heroic
14 Wis or cha for Superir Will in Paragon
12 Con for Improved Staff of Defense and/or Improved Tome of Readiness in Paragon though you need a 14 Con for Staff of Defense to be worthwhile, really.

If you start out as a Tiefling or Deva (probably the two best Wizard races) you can have an 8/13/12/19/12/15 (15/12 for a Deva), and bump Int and Con at level 4 and then Int and Cha (Tiefling) or Wis (Deva) the rest of the time.