Blue Escalation Mage (PC Optimization)

Post/Author/DateTimePost
#1

CantripN

Aug 08, 2008 3:52:53

Jandor the Voracious

IMAGE(http://fc08.deviantart.com/fs4/i/2004/231/8/b/_Vagabond_Elf_.jpg)


Jaebrin Blue Mage 5 / Escalation Mage 2 / Ambient Tempest 4
(Jaebrin Blue Mage 5 / Escalation Mage 6 / Ambient Tempest 5 / Urban Savant 4)

XP: 53,499 (+ ???) / 55,000



Stat Block:
Medium Fey
HP: __96__ / __96__ (51+4d6+6d4+Cha Mod.)
AC: 13 (10 + 2 Dex + 1 Luck)
CL: 10
BAB: +5 (+5 Melee, +9 Ranged)
Base Saves: +5 Fort / +2 Ref / +8 Will
Real Saves: +10 Fort / +5 Ref / +8 Will (+1 Resistance)
Speed: 20' Base, 20' Swim, 90’ Fly (Good)
Senses: Low-light Vision, See Ethereal
Immunities: Enchantment, Water Breathing
Resistances: Feign Enchantment, 50% Miss Chance, 50% Damage from AoE, Light Fortification, Resist Overrun +8, Resist Trip +8, Resist Bull-Rush +8
Special Attacks: Spells, Frightful Presence (20’, DC 22), Will Sapper (DC 19)

Ability Scores (42 PB):
STR 6 (8 - 2 Racial)
DEX 14
CON 18 (16 + 2 Enhancement)
INT 16
WIS 8
CHA 24 (18 + 2 Racial + 2 Level + 2 Enhancement)

Feign Enchantment (Su) – Immunity to Enchantment and perfect appearance (even to magic) that it worked. Sense Motive vs. Bluff to perceive.

Bite (1d3-2 and Will Sapper DC 19 (-4 to Will Saves for 1 minute))
+1 to Enchantment DC
+1 Luck to AC
+2 Appraise, Bluff, Perform, Diplomacy
+4 Spellcraft vs. Enchantment (always a class skill)
2/day, as a Swift Action, Recover a 1st-5th level spell slot (deals 2 x spell level damage).
Double Carrying Capacity, Light at-will
False Theurgy (Fake Casting)

Speaks: Common, Sylvan, Giant, Draconic, Elven
#2

surreal

Aug 09, 2008 14:19:24
For cohorts, my first reaction is to just say a glass cannon uber charger. At least at the mid levels, you target your biggest threat (not necessarily the biggest physical threat, just whoever threatens your casting ability the most) and drop them on the first or second round. Maybe make it a dragonborn with a wide spread entangling breath weapon to get extra mileage out of that first round. After that they are there to act as speed bumps while you finish off with your spells and your teammates do their schtick.

When you're high enough level, I always like the Nightmare. You just can't go wrong with travel options.
#3

CantripN

Aug 09, 2008 14:42:26
Sounds like a good idea. Sadly, I've spoken with the DM, and Leadership isn't an option. I'll need to pick some other feat, instead...

Perhaps some Metamagic Feat? Residual Magic? Minor Shapeshift?
#4

guyrtheadamantineone

Aug 09, 2008 15:02:29
You might want to use the Spell point variant: Blue Mages are awesome, but using a regular "spell-per-day" progression gimp them to no end, as their spell knowns vary in level as they adventure. They lose too much casting to stay useful.

Escalation Mages are awesome.:D
#5

surreal

Aug 09, 2008 23:59:43
Sounds like a good idea. Sadly, I've spoken with the DM, and Leadership isn't an option. I'll need to pick some other feat, instead...

Improved Initiative.

He who cast first laughs last.
#6

zarzak

Aug 11, 2008 3:43:54
This looks pretty solid to me, actually.