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| Fromost the Grimm07-13-04, 11:21 PM | Righto . . . the group I'm playing in routinely plays from low level up to mid, then for some reason or other bail, only to start once again at the bottom of the ladder. Due to this, we've decided to generate 32-point buy 15th level characters ( note: we have access to all resource material except Forgotten Realms ) to play a module or two at that level, to get a feel for the higher-powered stuff. I'm going for a Wizard, and have generated the character below. Thoughts/opinions/optimisation/up-grades/modifications etc. welcome . . . Wizard 5 ( Evoker ) / Elemental Savant 8 / Archmage 2 Str: 8 Dex: 16 (14+2) Con: 16 (14+2) Int: 28 (18+3+6+1) Wis: 14 Cha: 8 . . . increase to Intelligence at 4th, 8th and 12th level. Hitpoints: 84 ( i.e. average ) AC: 16 ( 10+3+3 ) Saves: Fort: 11 (3*+3+5) Ref: 11 (3*+3+5) Will: 16 (9*+2+5) * these values are approximate Feats: H: Spell Focus ( Evocation ) W1: Summon Familiar W1: Scribe Scroll 1: Empower Spell 3: ? W5: Energy Substitution ( Electricity ) 6: Create Wondrous Item 9: Maximise Spell 12: Spell Penetration 15: Greater Spell Penetration Equipment: Headband of Intellect +6 Ring of Fire Resistance, Major Staff of Frost Scintillating Robes Amulet of Health +2 Gloves of Dexterity +2 Metamagic Rod: Enlarge Metamagic Rod: Silent Spell Metamagic Rod: Maximise, Lesser Brooch of Shielding Bag of Holding II Vestments of Resistance +5 Tome of Clear Thought +1 Bracers of Armour +3 Abilities: High Arcana: Master Shaper High Arcana: Spell-Like Mastery ( Empowered Maximised Lightning-Ball ) Elemental Focus: +3 Elemental Penetration: +2 Resist Electricity 15 Immune to Stunning, Sleep and Paralysis Darkvision 60 . . . I still have about 40,000gp left to spend ( which takes into account lesser cost due to item creation, without going so far as to lose a level due to the experience cost involved ). I'm gonna want to scribe a whole bunch of scrolls with this, and possibly a few Permanencies as well. I could spend another 27,500 on +1 Intelligence from a Tome, which will further be up'd to a nice, even 30 at 16th level, which should happen in the adventure. Are there any other items that I've missed to increase my Intelligence further? I've looked at Ioun Stones, but they give an Enhancement bonus, which is the same as the Headband, so won't stack . . . For a long-time character I normally wouldn't specialise, but as this is just a short term thing I'm going for raw power, hence specialist Evoker. This works well with the Elemental Savant's abilities to spell Focus and Penetration. I was gonna drop Necromancy, but it's got too many good options . . . Maximised Empowered Ray of Enfeeblement for -16 Strength is too appealing . . . so probably Enchantment and . . . ummmn . . . ? Furthermore, with High Arcana and the various Metamagic power-ups, I'm quickly running out of 5th, 6th, 7th and 8th levels slots, so I'm liking the extra bang from specialisation. I'll probably use the Metamagic Rod to Maximise and then Empower lower level spells, like Fireballs, Lightning Bolts, Magic Missiles and Searing Rays, which will take up most of my 3rd-5th level slots. Higher slots will be Empowered 4th and 5th level spells, plus 7th and 8th level spells as they are. The Silent Spell rod is just in case I get caught in a nasty silence, and the Enlarge to make my area-of-effect evocations even nastier, given that with Shaping I can leave my friends out of the damage . . . I could up the Gloves of Dexterity a little if I'm looking to use rays a little more often, ranged touch attack is at +12 with Gloves +2, which could be better. Also, I don't mind dropping a level of Elemental Savant for a level of Loremaster just to nap an additional Feat it it's a must ( Chain Spell for Blindness/Deafness, etc . . . ). AC is pretty low, but my Robes should see me through, plus Stoneskin, Invisibility, etc. etc . . . . . . so yeah, this isn't the final draft, just my current thoughts. Any ideas as to how to improve this build will be greatly appreciated. :) |
| Dark_and_Stormy07-14-04, 10:30 PM | Although going Archmage is a worthy task, Elemental Savant 10 is really very nice. Of course, there's always the DweomerKeeper..... |
| Dark_and_Stormy07-14-04, 10:30 PM | Although going Archmage is a worthy task, Elemental Savant 10 is really very nice. Of course, there's always the DweomerKeeper..... |
| Thannin07-14-04, 11:16 PM | See my sig, and dont forget moment of prescience to initiative(its an int check) |
| Fromost the Grimm07-14-04, 11:29 PM | Originally posted by Thannin See my sig, and dont forget moment of prescience to initiative(its an int check) . . . ummmn, as in the 8th level spell? Sure, it would guarantee me initiative . . . but using up an 8th level spell? And where's the Int check . . ? Am I missing something here . . ? |
| Thannin07-14-04, 11:37 PM | Err well its late here and tomorrows my bday, so Im a little disoriented. Moment of prescience is a dexterity check. Some argue its an opposed check(me) and some argue its not, it all depends on whether your dm allows it to apply( it wouldnt be gamebreaking as it is an 8th level slot). Also realize many things affect dex checks that many people dont think about, like those flaws from UA. Ok, so basically you ask why waste an 8th level slot. Going first or going last is the only option in a fight, going first can mean the differance between life and death! A specialized wizard 15 has 3 slots usually, one base, one int, and one specialization. Assuming 3 encounters per day and wise use of spells, a wizard can easily spare one slot for moment of prescience. As generally one of the three average encounters per day the fighter types and other casters can deal with, it allows you to unload on at least one encounter. Of course, I never thought of this until in LG a very cool high level wizard pulled an awesome combo of tricks. |
| Father Dale07-17-04, 01:04 AM | On your feats... In order to get Archmage you need Skill Focus (Spellcraft) and two Spell Focus feats. So you need to change your feats to accomodate that. And be sure you can cast 5th level or higher spells from at least 5 schools. Other things to consider: The effects from a second Tome won't stack with the first. You would need a Tome +2 to get the +2 inherent Int bonus. Two +1 bonsuses don't stack. Spend some of that money on scribing spells into your spellbook. Also be sure to get a Boccob's Blessed Book. |