Dwarven Armored Mage [3.5]

Post/Author/DateTimePost
#1

symeon_quykk

Sep 21, 2008 20:23:15
Hey everyone!

I am designing my backup character for a 3.5 game in a Red Hand of Doom campaign. The character I have in mind is a dwarf who relies on his fighting abilities and will mix arcane magic when the situation arises. I picture him as a strong, but silent type... who makes well thoughtout decisions and never does anything without discussing it with his campanions first... except for combat! In combat, he'll drop any threats he faces without question. He is a good hearted soul and very proud of being a dwarf and worships Moradin (whom he was named after).

My other companions (read: the party) - a gnome swordsage, an elven beguiler, and a halfling druid/halfling outrider (all around level 8-9)

This is a very tough campaign, tho we've only had 2 deaths so far.

Name: Radin Stonehand

Alignment/Race: NG Dwarf who worships Moradin

Build: Fighter 1/ Focused Transmuter 5/ Runesmith 1 (full build... Fighter 1/ Focused Transmuter 5/ Runesmith 1/ Spellsword 1/ Abjurant Champion 5/ Eldritch Knight 7)

Variants: Fractional Base Bonuses (UA), Dwarf Fighter Sub Level (RoS), Focused Specialist (CM), Transmuter Variants (UA), Flaws (UA)

Stats: Str 18, Dex 12, Con 18, Int 17, Wis 10, Cha 6

Feats:
1) Axe Focus (Dwarf Fighter Sub Level), Power Attack, Improved Initiative (Flaw-Inattentive), Dwarven Armor Proficiency (RoS, Flaw-Shaky)
2) Enhance Attribute (UA-Transmuter Variant)
3) Combat Casting
6) Steady Concentration (RoS)
7) Spell Versatility (UA-Transmuter Variant)
Planning on Arcane Strike (CW) @ 9th and Minor Shapeshift (CM) @ 12th

Spells (Focused Transmuter - Prohibited schools: Evocation, Enchantment, and Necromancy)
0 - All except prohibited schools
1st - Enlarge Person, Shield, Expeditious Retreat, Lesser Orb of Sonic (SC), Protection from Evil, Burning Rage (PH2), Weapon Shift (SC), Ray of Clumsiness (SC)
2nd - Bear's Endurance, Bull's Strength, Mirror Image, Whirling Blade (SC)
3rd - Fly, Dragonskin (SC), Hamatula Barbs (SC), Shivering Touch* (FB)
* Shivering Touch is counted as a transmutation spell from Spell Versatility (UA)

Equipment:
+1 Dwarvencraft Battle Plate (RoS)
+1 Heavy Steel Shield
+1 Dwarven Waraxe (w/ a Locked Gauntlet and a Wand Chamber holding a wand of Enlarge Person)
+1 Composite Longbow (+4 Str)
Masterwork Morningstar
Dagger
Amulet of Natural Armor +1
Ring of Protection +1
Cloak of Resistance +1
Quill of Scribing (CM?)
Healing Belt (MIC)
A few scrolls of Mirror Image, Shield, Bull's Strength, and Bear's Endurance

Important Items of Note:
BAB +4, CL 6
+10 to hit w/ Dwarven Waraxe (+11 vs Goblinoids)
26 AC when using Heavy Steel Shield, 23 AC when two-handing Waraxe
Saves are 11/4/8
55 HP w/o spells
30 foot land speed even in armor (Quick Trait-UA)
0% ASF because of Rune Magic (RoS-Runesmith ability)

Books used: PHB, PH2, UA, RoS, CM, CW, CAr


I'm just looking at different things I could try instead of the setup above. This is the best I could do on my own and was wondering if anyone could give any advice on improving this build.

Thanks in advance!
#2

kurashu

Sep 21, 2008 23:11:00
Where's Alter Self? Also, are you going to do polymorph cheese or be a buff bot? Praticed Spellcaster helps with the hits to caster level.
#3

dawnmor

Sep 22, 2008 1:25:55
I came up with a build utilizing Crusader/Wizard/JPM/Archmage.

Wizard/Master Transmorgrifist 4/XXX/Archmage. This guy made great use of Alter self, but he was a kobold too lol.
#4

natenate

Sep 22, 2008 1:30:17
You need to get Rope Trick. I'm playing in one game where I'm the only arcane caster in the party, and we're all regretting that I didn't get Rope Trick.

As per the PHB it costs only spell level x50 gold to copy a spell from someone else's spellbook, so get however many additional spells you can afford ahead of time. Then there's the Secret Page tricks...

I'd use the Immediate Metamagic variant from PH2 instead of UA's Enhance Attributes. It's far more useful over the character's entire career, especially in the higher levels.
#5

dawnmor

Sep 22, 2008 1:56:33
NateNate: Talk to your DM into allowing Rope trick to be found in some library or something. When I make a caster I make sure I have invisibility, fly, and rope trick

I had a halfling mage who used rope trick to guard a castle and she was up in the air and well........I popped my head out and fired off a wand or 2 of fireballs . Perfect short term somewhat hidden tower, heh.

My DM at the time found it hilarious and creative use of the spell . So he allowed it.

Oh and you can use Purify food and drink on a dead carcass too sense technically it is food for another beast . We found that out awhile ago too.
#6

natenate

Sep 22, 2008 2:31:07
Sorcerers don't get the luxury of learning spells they find. But in this particular game I'm playing in, Wizards don't get the luxury of gaining spells as they level up and the DM is stingy with the good stuff, so Sorcerer is the way to go. I'm about to hit level 10 so I'll get it soon enough.
#7

symeon_quykk

Sep 22, 2008 18:15:31
Where's Alter Self? Also, are you going to do polymorph cheese or be a buff bot? Praticed Spellcaster helps with the hits to caster level.

Alter self and/or polymorph is a little undecided at this point. If need be, I could buy a scroll of alter self and still pick up polymorph next level. I just didn't want to make my dm mad by using anything close to broken. If he lets me use them, fine, if not... in the end, it's his call.
#8

symeon_quykk

Sep 22, 2008 18:28:20
You need to get Rope Trick. I'm playing in one game where I'm the only arcane caster in the party, and we're all regretting that I didn't get Rope Trick.

As per the PHB it costs only spell level x50 gold to copy a spell from someone else's spellbook, so get however many additional spells you can afford ahead of time. Then there's the Secret Page tricks...

I'd use the Immediate Metamagic variant from PH2 instead of UA's Enhance Attributes. It's far more useful over the character's entire career, especially in the higher levels.

I will be getting a scroll of Rope Trick ASAP... I was contemplating just picking one up once I had a CL of 9th (so it could last the full sleep + spell prep time), but better to get it early. I will gladly be trading spells with any friendly wizards I meet.

About the Immediate Metamagic variant from PH2... I would love to take the Sudden Shift variant, but I need the Spell Versatility variant from UA in order to get Shivering Touch (we have run into 5-6 dragons so far!). Is it possible to use Sudden Shift from PH2 and give up my familiar @ 1st level AND use Spell Versatility from UA and give up my feat @ 5th level???
#9

natenate

Sep 22, 2008 21:44:35
As far as I know, in order to take a variant you only need to have whatever it requires you to give up. For example, you can't give up your familiar for one variant and then give up your familiar again for another variant because you no longer have it. For the UA variants, you don't have to take all of them, they're gained independently of each other. Giving up your familiar for the PH2 variant wouldn't affect any other variants you'd want to take unless they also require you to give up your familiar.

You lose your Wizard bonus feats, including Scribe Scroll, in order to gain Spell Versatility, but that doesn't affect your ability to gain a Familiar. You lose your ability to gain a Familiar in order to gain Immediate Metamagic, but that doesn't affect your Wizard bonus feats in any way.

Don't spend money on scrolls of spells, you'll be paying spell level x minimum caster level x 25g, which for 2nd level and higher spells is more expensive than just paying spell level x 50g as per the PHB.

Get some +1 Spell Storing Arrows, which are only 166 gp 5 cp each, and a Lesser Rod of Maximize or take Sudden Maximize. Put a Maximized Shivering Touch into each spell storing arrow ahead of time, since it will always count as a 3rd level spell unless you Heighten it. Use True Strike to make sure you hit, and you'll take down nearly any opponent in a single hit. Note that the one round/level duration of Shivering Touch applies to how long the spell lasts, but since it deals ability damage its effect doesn't end when the spell ends. If you take damage from a Wall of Fire, the damage doesn't go away when the spell ends, and the same goes for any spell that deals any type of damage, including ability damage. That means any opponent with Dex below 19 will be completely disabled in a single hit, the only actions they could take would be mental such as Psionic powers since they wouldn't be able to move.