Unalienable requirements:
- AT LEAST 14 charisma.
- AT LEAST 210 skill points.
- HAS wizard baseclass.
- Does NOT wear armour.
- Does NOT use conjuration (summoning/calling).
- Does NOT use evil spells.
- Does NOT use Enchantment (Compulsion - as in the dominate line)
- AT LEAST 6th circle spellcasting
- Does NOT rely on round/level buffs (exception: Allowed for boss fights)
- HAS Silent Spell (so that I can take my french leave without giving people the opportunity to stop me to avoid PvP/CvC by essentially invisibly teleporting out due to Teleport being naturally auto stilled, and with Silent spell, it's undetectable without magical observation)
- Has HiPS/Evasion
- Perform is a class skill
- ALL knowledge skills are class skills
- Diplomacy is a class skill
- Tumble is a class skill
- AT LEAST 20 dex/int
- HAS Natural Leader background feat
- ONLY uses 1 of the ring slots (1 ring slot is dedicated to the Ring of Untherite Generals for Expert Tactician feat, mass healing AND romantic RP purposes)
- Playable from level 25
- IS NOT painful to play when only 6 players are online. (also known as is able to solo varied content)
- Does not get shafted by DMs who believe a common challenge that random Billy Bobs the Farmers and Navigator McHenry the Navigator do every day have a DC of "HD + 20" for skills Atria is supposed to be knowledgeable/expert at (not necessarily master)
- Minimises reliance on minute/level spellcasting (I hate being time-locked by buffs)
- Minimises reliance on hour/level spellcasting (so I don't waste all my spells)
- CAN fight up to CR 15-17 with absolutely no spellcasting solo
- Uses a rapier with empty off-hand. Longsword is also OK.
- Focuses on "Enabling" party members by debilitating an enemy
- HAS able learner
- AT LEAST 241 skill points
- CAN fight any content EXCEPT end game AND bosses (Frost, Fire, Yuan-ti, Vault, Netherese, White) without most spells (debuff, damage and mirror image permitted)
- 9th circle spellcasting
- Has "Expert Tactician", "Combat Expertise" or Leadership feat (any appicable. Expert Tactician is provided by item, so semi-solved provided I don't need a ring)
- Playable from level 1
- Has "True Believer" feat
Some explanations:
MINIMUM 14 natural charisma - character has Natural Leader background feat which affects how charisma is interpreted. In this scenario, charisma means inspiring confidence and ability to sway people towards a common goal. HAS been used in RP successfully, thus losing it would be cheating.
Magic-less mage: Over time, Atria had quite a few situations where she lost access to magic (either due to massive experience loss due to a ritual, a curse, a plane where the Weave does not reach) and is such wary of relying on magic to do her bidding. Essentially, imagine Kreia's/canon Meetra Surik's views of the Force, except less antagonistic and more utilitarian. A sword, fists or words alway work, spells can fail.
High skill point demand:
- Partly mechanics (Hide/MS 33, Tumble 30, UMD 8, spellcraft 30, open lock 1, disable device 1. parry 5),
- partly Anti-DM/Anti-CvC defence (Search 10, Sense Motive 10, Escape Artist 10),
- partly RP [with respect to D20Srd/PhB/DMG for definitions of trained/skilled/expert/master, while trying to defend myself from DMs who define DCs as HD + 10 Knowledge (Geography) to recognize where The Traveler's Star is, despite every random sailor knowing where it is, thus leading to embarrasing situations of the weathered sea dog of a captain having no idea where to find the FR-equivalent of the Northern star)
- Knowledge Geography/Astronomy - Expert/master (20 ranks)
- Knowledge Arcane - Expert (15 ranks)
- Knowledge Engineering/architecture - skilled/expert (10-15 ranks)
- Survival - 5 (auto recognise where north is regardless of conditions, as per d20srd)
- Perform - skilled (10 ranks, allowing for auto routine, high chance enjoyable, average chance great, low memorable, occasional extraoridinary)
- Diplomacy - Skilled/expert (10-15 ranks, so that there's a chance without (assuming no other hidden mods) any items/spells to sway random NPCs to be helpful, to inspire friendly NPCs with good chance, and to defuse hostile situations with a decent chance. I collected a full set of diplomacy gear from Seven Suns, so there's little need to go above 10 but it'd be nice.
- Excess skill points to invest as RP demands AND pad against potential DMs wanting a "challenge" (leading to lovely inconsistencies).
edit: Best part is, all this skill point investment is worth nothing because skills aren't 33 ranks in, because obviously random nobody john the navigator has 33 ranks in knowledge geography and survival as a level 4 Expert due to being a 40 year old weathered navigator so that he can sail form BG to Waterdeep/Mintarn and back without getting lost with clear skies.
(Hint: John the navigator probably has 12-14 intelligence, let's go with 14 and cannot afford magical items to boost things. At level 1 he had 13 intelligence and thus received (6 + 1) * 4 = 21 skill points, of which he put 4 and 4 into survival/geography. Then the next 2 levels he received 14 sp, which he split into 2/2 for both. At level 4 he got 8 skill points, of which he put 1/1 into both. He has over all 4 + 3 = 7 knowledge (geography) and survival. Let's say because we're on BG, he's level 8. Thus he has 11 knowledge (geography) and survival. Going by the DCs some DMs dish out, he can't even find his house from the corner shop with such low skill ranks!