Hi guys. I've never played a 3.5 Wizard so I could use a hand.
I will soon be running a Wizard in an Iron Kingdoms game [a 3.5 Steampunk-genre setting by Privateer Press]. The only books that are allowed for sure are the PHB, and the Iron Kingdoms Character Guide. I'm going to post my build and also list some of the major restrictions on spell selection and magic that are imposed by this setting. Please give me your build advice, even if you are not too familiar with the setting.
Wizard 1: Transmutation Specialist [Prohibited Schools = Enchantment & Evocation]
Race = Thurian (a human nationality: Ability adjustments +2 Int, -2 Wis)
Ability Scores: [32 PB]; #'s in () are before racial adj
Strength 8
Dexterity 14
Constitution 16
Intelligence 20 (18)
Wisdom 6 (8)
Charisma 8
Saves & Defenses
HP: 7
AC: 12
Fortitude: +7 (Great Fort, Rat Familiar)
Reflex: +2
Will: +0
Feats
Great Fortitude
Greylord (a setting feat - grants me membership in a military order: Provides Ar Prof Light, Ex WP Rifles, Mrt WP in 1 weapon of choice, Leadership upon reaching C.level 10, gain one extra spell for my spellbook each level)
Scribe Scroll
Spellbook (9 known: 3 + 5 INT +1 Greylord bonus)
Color Spray
Comprehend Languages
Enlarge Person
Grease
Mage Armor
Obscuring Mist
Protection from Evil
Ray of Enfeeblement
Silent Image
Level 1 Spells Memorized (4: 1 + 2 INT + 1 Transmutation)
Color Spray x 2
Enlarge Person
Grease
Skills [(2+1 Human + 5 INT)x4 = 32 skill points]
Concentration +7
Craft Alchemy +9
Craft Mechanica +9 (req's craft alchemy to be useful)
Knowledge Arcana +9
Knowledge Dungeoneering +7
Knowledge History +6
Knowledge Local +6
Knowledge Nature +9
Knowledge Planar +7
Knowledge Religion +7
Spellcraft +11 (inc +2 nationality bonus)
Intended build path: Assuming we even get to level 7, I'd like to enter the Loremaster Prestige class. Scribe Scroll, Craft Wonderous Item, Skill Focus Knowledge Planes, Maximize Spell to meet prestige class prereqs)
Relevant setting rules:
All necromancy spells drain energy from their caster. Caster must make DC 15+ Spell level Fort save or take non-lethal damage = 2*spell level
All spells in the Conjuration Sub-schools of calling, summoning, and teleportation have a spell level x5% chance of drawing the attention of a powerful evil outsider.
Creation of any permanent magic item with an XP cost > 200 has a flat 20% chance of draining (as in permanent loss) your HP total by (XP Cost/200, rounded up)
All magic items have 150% the market cost listed in the DMG. This also explicitly inflates the XP cost to craft.
Most spells > 4th level that draw from or move through other planes of existence are not available: No shadow conj/evoc, no plane shift or teleport, etc.