Calling All Min/Maxers! (help with an abjurer build) [Archive] - Wizards Community

Post/Author/DateTimePost
pyro_cat

01-29-05, 09:14 PM
hello there

my dm has proclaimed a new campaign will be started, and it quickly became obvious that our party would need a wiz, and i had been eyeballing the complete arcane for a while, so i stepped up to the plate.

i really would like to make an abjurer, go into geometer, then initiate of the sevenfold veil, and make a sort of anti-caster dueler that can still look after the party

however, i have no real experience playing wizards, and certianly not abjurers, so im not sure if im making a good chioce here. i was also looking at the unearthed arcana variant abjurer, and was wondering if thats worth it?

any suggestions on how to make this character obscenely powerful while still retaining flavour (i dont know if that's technically allowed in munchkinism ;) ) would be greatly appreciated!
skills, feats, spells, items, whatever

thanks
LordArkan

01-29-05, 09:21 PM
Abjurers are very easy.

Step 1. Look at the prerequisites for Initiate of the Sevenfold Veil.

Step 2. Look at the prerequisites for Archmage.

Notice any similarities? ;)

BTW, you might want to check the board FAQ - Min/Max and munchkinism are VERY different things.
pyro_cat

01-29-05, 09:37 PM
BTW, you might want to check the board FAQ - Min/Max and munchkinism are VERY different things.

hahaha
alright

i'll conceed that one... i wasnt trying to be a jerk or anything, let me change the subject

btw nice call on the archmage there.. i never really looked at that class before, but i just took a quick peek and immediately saw some nice abilities
LordArkan

01-29-05, 09:48 PM
Ok, dug up an Abjurer build I had lying around.

Note - this particular build requires you to be human for the extra skill points and Able Learner, but if you replace the level of Mindbender with something else you should be ok.

1 Wizard 1 Able Learner, Spell Focus (Abjuration)
2 Wizard 2
3 Wizard 3 Skill Focus (Spellcraft)
4 Wizard 4
5 Wizard 5
6 Mindbender 1 Spell Focus (Enchantment)
7 Geometer 1
8 Geometer 2
9 Geometer 3 Greater Spell Focus (Abjuration)
10 IotSV 1
11 IotSV 2
12 IotSV 3 Feat
13 IotSV 4
14 IotSV 5
15 IotSV 6 Feat
16 IotSV 7
17 Geometer 4
18 Archmage 1 Feat
19 Archmage 2
20 Archmage 3
pyro_cat

01-29-05, 10:41 PM
maybe im missing something...
whats the point of the mindbender?
LordArkan

01-29-05, 10:51 PM
It was something I threw into my build because I didn't have anything better to take, and happened to like what it gave vs the cost to get into the class. Like I said, its not essential by any means - you can just as easily take Geometer 1 at that spot and tack another level of Archmage onto the end.
pyro_cat

01-29-05, 11:00 PM
is there a reason why you dont bother with the last level of geometer?
Mommy was an Orc

01-29-05, 11:03 PM
With Able Learner, very good charisma skill access, telepathy, and a couple of good saves.

maybe im missing something...
whats the point of the mindbender?
LordArkan

01-29-05, 11:04 PM
No, no particular reason for not taking Geometer 5. Its just that the only thing I really liked about the Geometer was its ability to find and bypass sigils.
pyro_cat

01-30-05, 10:38 AM
ok, well, things are shaping up a little more on this end

starting level: 1

race: human

class: specialist abjurer from UA, taking all options, (going for full levels in initiate of the sevenfold veil, geometer, then probably into archmage for high to epic levels)

stats: using the 28 point buy system

str 10
dex 12
con 12
int 17
wis 10
cha 10
which leaves me with 1 extra point,which i dont see a use for, possibly into dex to make it 13, or the same for con.

starting gold: (by the players handbook) 40

what equipment should i get? (dm's a real stickler for carrying capacity)
what feats, and when?
what skills? (im going to have some extra ranks once i meet the prereq's for
the PrCs)
what prohibited schools? (i was thinking enchantment and necromancy... am i giving up anything too good?)
and MOST IMPORTANTLY what spells?

avaliable resources: core, all completes, BoVD, UA (sometimes,depending), Arms and equipment guide, libris mortis (dm loves undead)

thanks alot
Blade2718

01-30-05, 11:17 AM
If you intend to be an abjurer, there's absolutely no reason NOT to look at the Incantatrix (PGtF).
Mommy was an Orc

01-30-05, 11:25 AM
I'd knock down int to 16, then raise both con and dex to 14. That will give you a boost to saves in the areas you aren't that good at, extra hp, AC, and ability to hit things with ranged attacks.

You might also consider dropping Str, Wis, and Cha to 8, as that would let you boost Int to 18. As all the classes you're picking have good will saves, that won't be a problem area for you. You're likely not the party face.

And finally, you're not really going to be carrying all that much as a wizard.

I like to usually kill off either Evocation, Necromancy, and/or Abjuration. Obviously the 3rd isn't a great option here - but killing those first 2 off isn't a horrible one. Enchantment has some nice spells - Suggestion, Heroism, Confusion, Mass Suggestion that tend to be extremely powerful. Conjuration has some good blow things up spells.

I'd go Wizard 6/Geometer 4/Initiate 7/Archmage 3. Going Wizard 5/Geometer 5/Initiate 7/Archmage 3 leaves you at all the crappy save points. And the 5th level of Geometer isn't that great

Wizard 6/Geometer 4/Initiate 7/Archmage 3 = +6/6/17
Wizard 5/Geometer 5/Initiate 7/Archmage 3 = +5/5/16

Given this, I'd definitely take Insightful Reflexes at some point. Likely a nice +6 or so to your Reflex saves(Complete Adventurer). If Able Learner from Races of Destiny is available - grab it!!!

str 10
dex 12
con 12
int 17
wis 10
cha 10
angryman

01-31-05, 03:21 AM
My last character was a Sun Elf Abjurer5/Incantrix8/Archmage4 with conjuration and enchantment as his restricted schools. Enchantment hit me hard- you lose heroism and power words...but since I was an anti-caster, it wasn't such a kick in the teeth. Being immune to death magic was just amazing- since my fort save was only +16 at level 17. Losing conjuration, for me wasn't too bad since I don't like cloud spells, but you lose teleport. Luckily, our cleric had travel domain, and I used Shadow Walk, which is OK.

I focussed on abjuration, specifically banishing outsiders, and death magic for, er, killing things. Throwing a spell shaped Mordenkainen's Disjunction so as not to hit the big pile of loot or your mates in the middle of a battle is great. (the archmage high arcana ability)