Help with Mutt Character [Archive] - Wizards Community

Post/Author/DateTimePost
Mithreinmaethor

02-27-07, 04:20 PM
Ok please help me with my "MUTT" character. He is/was my 1st ever LG character and I had/have no idea what I was thinking of doing with him. Ideas changed and morphed as I played more and more modules. He is 6th level and here is that he looks like at this point:

Tallfellow Halfling (S:10 D:17 C:12 I:14 W:10 C:14)

1 - Warmage - Feat: Improved Initiative
2 - Hexblade
3 - Scout - Feat: Practiced Spellcaster (Warmage)
4 - Hexblade
5 - Scout
6 - Warmage - Feat: Craft Wands


Here is my current idea for finishing him out. This gives me Spells as a 4th level Warmage (1st & 2nd level spells), and Spells as a 6th level Beguiler (1st thru 3rd level spells). I will also have Skirmish +3d6, +1 AC (+5d6,+2 AC when I move 20' with the Improved Skirmisher feat). I set the remaining levels this way to avoid a 20% exp penalty for 2 levels. I still need a couple of ideas for feats and the Divination spells I can take at 12th and 15th.

7 - Beguiler
8 - Beguiler
9 - Scout - Feat ?????
10 - Unseen Seer - (+1 caster level Warmage)
11 - Warmage - Advanced Learning - Seeking Ray
12 - Unseen Seer - Feat: Improved Skirmish, Advanced Learning - (Div 1st - Arcane or Divine), Silent Spell (+1 caster level Beguiler)
13 - Unseen Seer - (+1 caster level Beguiler)
14 - Unseen Seer - (+1 caster level Beguiler)
15 - Unseen Seer - Feat: ?????, Advanced Learning - (Div 1st thru 3rd - Arcane or Divine) (+1 caster level Beguiler)


If I wanted to take the 20% exp penalty for a 2 levels I could modify it this way so that I could get the Improved Skirmish at 9th instead of 12th.

7 - Beguiler
8 - Scout
9 - Unseen Seer - Feat: Improved Skirmisher (+1 caster level Warmage)
10 - Beguiler
11 - Warmage - Advanced Learning - Seeking Ray
12 - Unseen Seer - Feat: ?????, Advanced Learning - (Div 1st - Arcane or Divine), Silent Spell (+1 caster level Beguiler)
13 - Unseen Seer - (+1 caster level Beguiler)
14 - Unseen Seer - (+1 caster level Beguiler)
15 - Unseen Seer - Feat: ?????, Advanced Learning - (Div 1st thru 3rd - Arcane or Divine) (+1 caster level Beguiler)

So what do you think is this a decent way to salvage my mess :)
Alpha_Nerd

02-27-07, 06:15 PM
If you can get the skills to work out through retraining I would try to end up Scout 3/Hexblade 2/Warmage 2/Unseen Seer 8. Retrain Improved Init and Craft Wands into Point Blank and Precise and turn into a ray nuker. Move 20 feet, shoot your ray off and get your 6d6 skirmish on it.
Mithreinmaethor

02-27-07, 06:41 PM
If you can get the skills to work out through retraining I would try to end up Scout 3/Hexblade 2/Warmage 2/Unseen Seer 8. Retrain Improved Init and Craft Wands into Point Blank and Precise and turn into a ray nuker. Move 20 feet, shoot your ray off and get your 6d6 skirmish on it.

I need to have 2 Divination spells to access Unseen Seer. Warmage does not have them. Hence the Beguiler levels.

I do have access to the Mind Bender PRC but would need the Beguiler levels for that also. Not real sure how the Mind Bender works in LG though
UMiskatonic

02-28-07, 02:16 PM
Umm, this looks a mess.

What is it that you want? Scouts make great dervishes, and okay TWF melee fighters. They are acceptible archers, but generally can't compete with the multiple attacks of a rapid shot archer?

I see a ray-using sniper, who will use a wand to hit once a round. This will do wand damage plus skirmish damage.

Interesting concept, but really weak against crit-proof enemies. If this is really what you are after, then you'll have to decide between maxing out caster levels, and maxing out base attack and BaB. Which would you prefer?
UMiskatonic

02-28-07, 02:25 PM
(edited from earlier version)

Also, it seems you have committed to using ray and orb attacks, yet you don't have point-blank or precise shot? I would recommend those, if you want to zap people with wands.

Overall, I'm concerned about your abilities to compete at high APLs. At 11th level, fighters will have three attacks a round, and wizards will have 6th level spells, like empowered orbs of force. You'll need a bucket of skirmish dice to keep up.
Britt

02-28-07, 02:31 PM
Retraining does not let you change class levels. That's rebuilding and it's not available in LG.
bhale187

02-28-07, 02:31 PM
Here's my plan:
7th-Retrain Hexblade 2 ->Warmage 3, Warmage 4
(gives 2nd level spells, two scorching rays!)
8th-Retrain Hexblade 1 -> Warmage 5, Warmage 6
(gives 3rd level spells, fireball!)
9th-Retrain Improved Initiative -> Point-blank, Warmage 7
(take Precise shot as a feat)

And from here out, I'd go with warmage 8 (armor, baby), and then move into spellwarp sniper....

retrain does not allow for swapping classes
UMiskatonic

02-28-07, 02:37 PM
Hmm, looks like I -do- need a PhB2, and fast. Sorry about the mistakes.
boogahwoof

02-28-07, 06:48 PM
One thing i see as well is you have 2 levels of hexblade, for what reason i am not sure. But if you have 2 already, might as well take the 3rd so you can get mettle. I play a warmage mutt character in a sence, and i am having trouble keeping up with the purist wizards and sorcerers at my same levels. But i think mettle would do good for you at 3rd hexblade
Mommy was an Orc

02-28-07, 07:42 PM
Woof...the thing I think I'd do is ignore the Warmage levels as a way of doing some ray spells, but that's it. It still seems savable in the following manner:

Scout 3/Hexblade 2/Warmage 2/Rogue 8 - you won't be a great Rogue, but at least it can use surprise, some movement, and a wand to do okay damage.

If you take Improved Skirmish and Swift Ambusher, you do ray damage + 5d6 Skirmish + 4d6 Sneak when you get a chance. That's not horrible if you're the party trapfinder.
Timlagor

03-01-07, 09:06 AM
My advice (secondary to retiring the character) was to head for Dervish retraining the Feats for it as you go.
Mithreinmaethor

03-01-07, 04:43 PM
Alright I have settled on the following. Probably not optimal in most peoples eyes but I did what I could with the mess I started out with :)

7 - Scout - Retrain Craft Wand to Arcane Disciple - Mind Domain
8 - Unseen Seer
9 - Warmage - Feat Improved Skirmish (Advanced Learning - Seeking Ray)
10 - Unseen Seer - (Advanced Learning - Guided Shot)
11 - Unseen Seer
12 - Unseen Seer - Feat: Sunlight Eyes
13 - Unseen Seer - (Advanced Learning - Listening Lorecall)
14 - Unseen Seer
15 - Unseen Seer - Feat ?????

This gives me the following:
*Warmage Spells 1st thru 5th level (Caster Level 12)
*Mind Domain spells once per day 1st thru 5th (Caster Level 16)
*Skirmish +4d6, +1 AC when moving 10' (+6d6, +3 AC when moving 20")
*Permanent Nondetection spell (14th level)
*Silent Spell Feat for free

It ends up not bad for being such a mess in the beginning. Still am undecided on the last feat to take. Anyone have an idea. Oh and thanks for all the input on my mess :)
Mommy was an Orc

03-01-07, 04:53 PM
You do realize that you need a 11 Wisdom to cast Comprehend Languages, right? It works reasonably well enough - I'd just make sure to raise Wisdom to 11 at level 8 - that way, even if you lose a periapt, you'll still be an Unseen Seer.

Ok I know that this will not be optimal in some peoples eyes but I think it adds some utility to the character.

7 - Scout - Retrain Craft Wand to Arcane Disciple - Mind Domain
8 - Unseen Seer
Mithreinmaethor

03-01-07, 04:55 PM
Yeah I knew that. And that was the plan.