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| #1vhoffmannNov 01, 2008 7:10:18 | Hi, my friends have started an epic campaign and I will join shortly. Since the party has already been formed they asked me to make a spellcaster. The thing is I am not used to play spellcasters (I usually play rogues), so I need some help building one. I will be an arcane spellcaster, Level 40 (crazy I know), and the only books allowed are the core and the Epic Level Handbook. The starting stats are: 18 17 16 15 15 13 Starting wealth: as per Epic level handbook (if I remember right it is 13,600,000 GP). So any help in character levels, spells, equipment, etc is appreciated. Thanks in advance. |
| #2carnivoreNov 01, 2008 8:43:24 | try this: Human 13 Str 17 Dex 16 Con 18 Int 15 Wis 15 Cha Ranger 2/ Wizard 6/ Eldritch Knight 10/ Archmage 2 .... pre-EPIC... gives 17th lvl casting(9th lvl spells) and BAB+16 continue in EPIC levels like this: Archmage 3-4/ Loremaster 10/ EPIC Loremaster 6.... not in that order(take Archmage levels last.... use to make EPIC Spells Spell-like abilities) final build looks like this: Ranger 2/ Wizard 6/ Eldritch Knight 10/ Archmage 4/ Loremaster 10/ EPIC Loremaster 6 great attacks, Skills, Spells, lots of feats.... 37th lvl Wizard casting or for a different approach try this: Ranger 2/ Wizard 6/ Eldritch Knight 10/ Archmage 2/ Cleric 3/ Mystic Theurge 10/ Thaumaturgist 5/ Agent Retriever 2(applied to Cleric) this gives the Same BAB as above ... but 17th lvl Cleric Spells(9th lvl spells) and 27th lvl Arcane(Wizard) :D |
| #3carnivoreNov 01, 2008 9:11:29 | as for equipment.... try this: 2160000gp Ring of Universal Energy Immunity: This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types. 300000gp Ring of Sequestering: This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell). 650000gp Rod of Excellent Magic: Once per day when casting a nonepic or epic spell that has an experience point component, the rod supplies up to 2,000 XP, not the caster. If more experience points are required to cast the spell, the caster provides them. As a special use of the rod, the caster can substitute the power inherent in the rod for the experience point development cost of an epic spell. Doing so drains all the power from the rod, rendering it useless.......... this is very handy for casting the Spell Simulacrum, and Genesis 256000gp Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds). 242000gp Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer’s outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell). 4384000gp Bracers of Relentless Might: These bracers grant a +12 enhancement bonus to the wearer’s Strength and Constitution. The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip. 378000gp Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence). 811000gp +1 Mithral Buckler of Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. No Armor check, No ASF 616300gp Armor of the Celestial Battalion: This +7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell,20th lvl Caster) which, if dispelled, can be created again as a free action. 1623000gp +1 Keen Evil Outsider Dread Adamantine Rapier:Against Evil Outsiders, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) get some useful regular items also :D |
| #4thompsjaNov 01, 2008 13:44:31 | Take Leadership and Epic Leadership, so you have a crew of assistants, and you can have the following Epic spells: I am SO smart Spellcraft DC: 5 Casting Time: 11 minutes Components: V,S Range: Touch Target: One Creature Duration: 420 hours (17.5 days) Saving Throw: Will negates (Harmless) Spell Resistance: Yes (harmless) To Develop: 45,000 gp, 1 day, 1800XP. Seed Fortify(DC 17). Factors: +59 additional bonus, 21x duration Mitigating factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell increases the target’s Intelligence by 60 points, providing greatly enhanced skills, and vastly increasing a wizard’s spell slots and save DC’s. Your weapons mean nothing to me Spellcraft DC: 6 Casting Time: 11 minutes Components: V,S Range: Touch Target: One creature Duration: 720 hours (30 days) Saving Throw: None Spell Resistance: Yes To Develop: 54,000 gp, 2100XP, 2 days. Seed: Ward (DC 14) . Factors: Protected against all three sources (+4 DC) +50 additional damage resisted (+100 DC). Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell wards the target from the first 55 points of damage each melee round. I laugh at your magic. Spellcraft DC: 3 Casting Time: 11 minutes Components: V,S Range: Touch Target: One creature Duration: 600 hours (25 days) Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) To Develop: 27,000 gp, 1080XP., 1 day. Seed: Fortify(Spell Resistance) (DC 27) . Factors: Increase Spell resistance by 22 (+88 DC) 47, Increase duration to 30x (+58),. Mitigating Factors: increase casting time by 10 minutes (-20 DC), 30 additional casters each contributing a 3rd level spell slot (-150 DC). This spell provides the target with Spell resistance 47, lasting 25 days. You'll need to crank up the Spell Resistance for a level 40 game. |
| #5SenevriNov 02, 2008 2:53:48 | What, no Cosmic Descryer? Also, Carnivore, I find your applying of Archmage's SLA ability questionable, as the class is intended to pre-epic use... Although I doubt there's any issue with the wording. It is, nevertheless, true that CL isn't everything in Epic -- as long as you can boost it when you need it. A CL 27 at level 40 is trouble, even with Assay Spell Resistance. |
| #6carnivoreNov 02, 2008 14:04:06 | Also, Carnivore, I find your applying of Archmage's SLA ability questionable, as the class is intended to pre-epic use... Although I doubt there's any issue with the wording. thats why using Arch Mage SLA is so great... its CL is based off of HD... with the right spells you dont need much else.... also if you make good use of Spells that are No Save and SR/NO .... CL is not much of an Issue the nice thing about : Ranger 2/ Wizard 6/ Eldritch Knight 10/ Archmage 2/ Cleric 3/ Mystic Theurge 10/ Thaumaturgist 5/ Agent Retriever 2(applied to Cleric) when you take the Feat EPIC Spellcasting.... it will allow you to have EPIC Divine Spells, and EPIC Arcane Spells Cosmic Descrier is nice.... if i were to use it ... the build might be like this: Ranger 2/ Wizard 6/ Eldritch Knight 10/ Archmage 5/ EPIC Eldritch Knight 8/ Cosmic Descryer 7 i find Agent Retriever to be more fun.... better Skills, full Caster Progression :D |
| #7tshernNov 02, 2008 14:13:27 | thompsja: Too much mitigating factors. At level 40 you ought to be able to make DC 70 spellcraft checks without rolling, so you can easily get rid of lot of the mitigators. |
| #8awaken_D_M_golemNov 02, 2008 14:14:53 | Very interesting. http://www.d20srd.org/srd/prestigeClasses/archmage.htm hmm ... So, you'd have to have a 10th level slot, because the Epic Spell --> SLA is considered a 10th level spell. That's my only blippy, otherwise it works. And that's just some feat selection. If you have the Leadership chain, you'll have a Cleric and a Cleric/Druid somewhere down the line. Both will have a custom item of Imbue with Spell Ability. http://www.d20srd.org/srd/spells/imbueWithSpellAbility.htm They give to the big Leader dude, one of their Cleric, one of their Druid. So now Wizard can squeeze in 9th level casting in both Cleric and Druid ala Mystic Theurge at epic levels. If it's not available, then ignore. Heighten might help. Yeah, umm ... Cosmic Descryer 7 why not ?! |
| #9tshernNov 02, 2008 14:27:08 | What's the problem with using 10th level slots? Improved spell capacity is your friend. |
| #10awaken_D_M_golemNov 02, 2008 14:31:36 | "That's my only blippy, otherwise it works. And that's just some feat selection." - no problem. :D at all It's not often that you get to out-carnivore carnivore by even the littlest of margins ... ;) |
| #11thegodheadNov 02, 2008 14:55:43 | Are online articles aloud? If so, you might want to check out swiftblade for your pre-epic. |
| #12vhoffmannNov 02, 2008 17:50:12 | Thanks for the input guys. Just to make things clearer: the starting stats are for level 1, not considering the ability increases per level. Only four books are allowed (and that includes rules as well): the Player's Handbook, the Dungeon Master's Guide, the Monster Manual and the Epic Level Handbook, absolutely nothing else (despite my attempts, really wish I could use the Book of Vile Darkness...). Some things I would like to ask: to carnivore: why two levels of ranger? And about the items, I really liked your equipment selection, but I don't see the usefulness of the weapon you chose. Wouldn't most outsiders I will face as a level 40 character pass a fortitude DC of 27 with ease? (and besides the evil outsider of my group didn't like me having something made specially to hurt him). Also what is the best way to overcome spell resistence? (dumb question I know, but haven't played a mage since AD&D...) P.S.: loved the +60 to intelligence. But now the warrior is pestering me to create him a version for strength... Thanks again everyone. |
| #13carnivoreNov 03, 2008 6:57:27 | to carnivore: why two levels of ranger? skills at 1st lvl also good class skills, saves, Full BAB to get Pre-EPIC BAB to +16.... since it doesnt increase for Itterative attacks in EPIC play, nice class abilities, extra feats And about the items, I really liked your equipment selection, but I don't see the usefulness of the weapon you chose. Wouldn't most outsiders I will face as a level 40 character pass a fortitude DC of 27 with ease? (and besides the evil outsider of my group didn't like me having something made specially to hurt him). the nice thing is they must make a save with every crit you make...(15-20 Crit range means you will crit a lot) some will make thier saves, many wont.... but you will face a lot of NON-EPIC monsters and it makes taking care of them easier Also what is the best way to overcome spell resistence? (dumb question I know, but haven't played a mage since AD&D...) increase caster level .... orange ioun Stone, Robe of Archmagi, feats: Spell Penetration..... when possible use spells that have SR No entrys like Acid Arrow... use Metamagic to Bosst effectiveness of the spells :D |
| #14SenevriNov 03, 2008 7:51:33 | Uh, with those books you probably want either the CD build or something that doesn't lose too many CL. Of course, it depends on your Archmage SLA picks, if they're keyed to HD, anyway. |
| #15phaedrusxyNov 03, 2008 14:29:20 | I will add my support for the Cosmic Descrier, and also leadership + Epic spells abuse. Tshern, the advantage of having tons of mitigating factors is that you reduce the development cost. Making the spellcraft roll isn't usually the problem, as you said, but high DC epic spells cost insane amounts of money and XP to develop. |
| #16tshernNov 03, 2008 16:49:22 | Tshern, the advantage of having tons of mitigating factors is that you reduce the development cost. Making the spellcraft roll isn't usually the problem, as you said, but high DC epic spells cost insane amounts of money and XP to develop. Recruiting a load of casters can get tricky though. Renting Wizards might not be that easy. Apart from that, I agree putting down the cost is good. |
| #17carnivoreNov 03, 2008 17:21:44 | Recruiting a load of casters can get tricky though. Renting Wizards might not be that easy. Apart from that, I agree putting down the cost is good. it is easy if you use Simulacrum + Rod of Excellent Magic = Unlimited Casters under your COMPLETE control .... they will even die for you if needed :evillaugh... and the DM can say nothing:D |
| #18thompsjaNov 03, 2008 18:27:27 | Recruiting a load of casters can get tricky though. Renting Wizards might not be that easy. Apart from that, I agree putting down the cost is good. Again, you can have followers from the Leadership and Epic Leadership Feats. Don't forget that with followers, you can easily have the +5 Inherent bonuses to everything. You make 6 Epic spells, each giving a +5 to a particular stat. In addition, the Fortify seed can be used to give an inherent bonus to your saves as well. The cost to have a bonus to STR is the same as the INT bonus one - it just raises STR for a number of days. To drive your gamemaster crazy, read up on the Ward spell. You can easily make yourself immune to non-epic spells. Finally, finding casters are easy. You find 5th level casters - adepts, clerics, whatever, and make them into ghosts with another ritual spell. These are bound to some adamantine stone, so that you can carry around your casters with you. Oh, you're playing good characters? I guess your DM can do that to you, then. Watch out for the area-effect slay spells with the +30 to save DC, +30 to penetrate spell resistance. The reason that the spells have such long durations is to get around the fact that beginning Epic casters only get two spells a day. If the average spell lasts three weeks , then the Epic caster could have 20 spells active at once, assuming he keeps one slot unused in case he needs to drop some horrendous attack spell. 40th level characters could do much more, since they could cast three spells per day, reserving their 4th, and have longer durations. I had this very discussion with a fellow on another board. His response is quite illuminating as to what you can do with Epic spells. |
| #19tshernNov 04, 2008 2:40:55 | So relying on two feats that specifically rely on DM's acceptance? |
| #20halinnNov 04, 2008 13:27:52 | 11 levels in Mage of the Arcane Order (CArc) prestige will let you draw epic spells from the spellpool. Now, at CL 40, that's only two epic spells per day, but that's two epic spells crafted in a round, precisely as good as you can cast it. |
| #21destined_infamyNov 04, 2008 14:53:10 | spellcasters? yuck. What else is there by the time you reach epic? Too OPed :\ wait, where am I? Maybe try soemthing that gets all spells of pallys, rangers, bards, and either clerics, druids, or wiz's? Or just split it down the center? I'm not sure what classes are in epic handbook, but sometimes its fun to make basic characters. I'm sure a cleric is welcome in your party, or even just a druid...everyone needs a healer. Aside from spellcasters, something I've always wanted to test out was the Eternal Blade/Warblade/Swordsage/Dervish/Bloodstorm Blade. With 2 items I can't remember the name of, I remember it being something like 5 or 6 attacks at your max BAB against as many people you want within 30 or 40 feet of you (because you're throwing melee weapons, like a nice greataxe, a keen scimitar, or any other slashing weapon, and don't worry about Returning, you get it for free), while at the same time moving at three times your full (enhanced) movement speed, in one round, plus great cleaving at that range. One man could easily destroy an army like that (especially because you can take 2 turns as immediate actions) Just something I was thinking of building one day....never got around to it, but if you need a ranged fighter and have a friend wanting to join too, it'd probably be fun to try out. Then again, you said it was restricted to four books, didn't you?![]() |
| #22carnivoreNov 04, 2008 15:21:30 | spellcasters? yuck. Maybe try soemthing that gets all spells of pallys, rangers, bards, and either clerics, druids, or wiz's? Or just split it down the center? I'm not sure what classes are in epic handbook, but sometimes its fun to make basic characters. I'm sure a cleric is welcome in your party, or even just a druid...everyone needs a healer. for more on EPIC stuff... look here: http://www.systemreferencedocuments.org/35/sovelior_sage/epicLevels.html surprisingly, it is possible to make a viable Fighter 20/ EPIC Fighter 10... you will have 18 regular feats and 9 EPIC feats to work with.... but i would do this instead: Ranger 2/ Fighter 20/ EPIC Fighter 8..... gives 20 Regular feats and 8 EPIC feats ... but better Skills, Saves in EPIC levels you can do a lot with Skills there are many other fun things you can do... but you need to look them up :D |
| #23eldarielNov 05, 2008 1:32:29 | I'd just go Wizard 7/Loremaster 10/Archmage 3/Cosmic Descryer 20 (although I could see the argument for Mystic Theurge - having thrice the Epic Spells isn't bad, but the CL loss would hurt). The more you can use Cosmic Connection, the more funny nonsense you can generate. Of course, having base CL of only 30 is a bit pathetic, but Cosmic Connection should easily get you whatever numbers you need (or well, up to few hundred at any rate). You'll probably want a Con of 100 or so to have some HP to burn (100 would mean a modifier of +45, or 1800 HP - quite a bit to burn on ). Likewise, your Int should probably be fairly high and Spell Resistance ~80 would likewise be kinda handy (although a Ward vs. all non-Epic spells may simply be more interesting). 80 HD Gates are pretty amusing. Also, you get those handy bonus feats so you aren't behind Epic casters in that regard (don't forget that Multispell is fairly handy - Automatic Quickens/Improved Spell Capacitys are also something to consider). Permanent Emanation: Repulsion is handy if you fear things might approach you (deactivating and activating it is a free action, so you can force infinite Will-saves vs. it). Also, a few Epic Contingencies might just be worth it in case you face opponents that actually matter (and in places where you can't just be somewhere else until you can affect the opponent without it being able to affect you). Oh yeah, and I'd probably take Spell Stowaway: Time Stop just because that spell is still hassle even on Epic. |
| #24someonelse812Apr 06, 2009 17:33:04 | Take Leadership and Epic Leadership, so you have a crew of assistants, and you can have the following Epic spells: I think some of your math is off |
| #25phaedrusxyApr 06, 2009 17:38:13 | Holy thread necromancy, Batman! |
| #26awaken_D_M_golemApr 07, 2009 18:20:12 | Epic Spells with DC's of Zero, can do thread Necromancy and make smiley faces :D ... (of doom). |
| #27SenevriApr 07, 2009 21:49:43 | Transform Seed to Blackball? Should be fun... Even better, create your ultimate body with Creation + Life + Transform and switch into that. Say, regeneration + suppressable-at-will magic immunity + construct type? People generally don't wonder why my epic games don't use epic spellcasting and sticks to just adding higher level slots with metamagick'd spells... |
| #28sofawallApr 07, 2009 21:53:14 | Wow, epic necromany, all to correct some math... |
| #29thaosyr23Apr 07, 2009 21:59:00 | funny thing is, if you add the energy seed to the spell, you can lower the dmg to 1d4, which is more mitigation than cost, and make any stat/armor/SR instantaneous. make them stackable and untyped. beat up everything, ever, with a single gold piece as your weapon. |
| #30kell_kheraptisApr 08, 2009 5:43:55 | Also, by this level, using up all gold on epic spells is a nonissue, as you can always replicate the effects of a spiffy magical item as part of a massive mythal, assuming you have access to mythal technology :P Yay for walking elven city-states! |