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Kahlendrrari
2011-04-05, 10:25 PM
I asked a few questions here: http://www.giantitp.com/forums/showthread.php?t=193946, and was directed to here: http://brilliantgameologists.com/boards/index.php?topic=394.0

Upon reading that thread I looked into re-creating this character: http://www.giantitp.com/forums/showthread.php?t=193865

I never looked too much at the beguiler, I don't know why, but when I finally did I came up with this Male Illumian Beguiler 6/ Abjurer 3/ Ultimate Magus 9
Medium Humanoid (human)
Hit Dice: 6d6+3d4+9d4+36 (90 hp)
Initiative:
Speed: 30 ft.
Armor Class: 29 (+8 armor, +3 deflection, +4 Dex, +1 insight, +3 natural)
[touch 17, flat-footed 26]
Base Attack/Grapple: +8/+8
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented Casting, Spells
Special Qualities: Armored Mage, Cloaked Casting, Glyphic Resonance, Illumian Word, Luminous Sigils, Power Sigils, Suprise Casting (move action), Trapfinding
Saves: Fort +7, Ref +8, Will +15
Abilities: Str 11, Dex 18, Con 13, Int 27, Wis 12, Cha 20
Skills: Bluff +14, Concentration +25, Craft (alchemy) +20, Decipher Script +27. Diplomacy +16, Disable Device +16, Forgery +16, Hide +10, Knowledge (arcana) +23, Listen +4, Move Silently +10, Open Lock +10, Search +14, Sense Motive +9, Spellcraft +36, Spot +4, Use Magic Device +25
Feats: Combat Casting, *Empower Spell, Enhanced Power Sigils, Eschew Materials, *Extend Spell, Improved Toughness, Magical Aptitude, *Silent Spell, *Scribe Scroll, Skill Focus (concentration)
Beguiler Spells per Day: 6/8/8/8/8/6/4
caster level 18 (DC = 18 + spell level)
Wizard Spells per Day: 4/6/6/6/5/4/3
caster level 18 (DC = 18 + spell level)
Posessions: Amulet of Natural Armor +3, Bracers of Armor +8, Cloak of Charisma +6, Gloves of Dexterity +4, Headband of Intellect +6, Ring of Protection +3, Dusty Rose Ioun Stone,

prohibited schools: Necromancy, and not sure what other school to lose.


This build is pretty much what I was going for the Archtypical "blue mage" Mindrape/permission type. I have the Basic build and now all I have to do is gear it up WBL. If anyone could offer any advice as to what I could do to make it a little more "mindrapey/permissioney" anything would be apprieciated.

The Rabbler
2011-04-05, 10:38 PM
"mindrapey/permissioney".

this will be an interesting thread. *grabs popcorn*

Kahlendrrari
2011-04-05, 10:48 PM
this will be an interesting thread. *grabs popcorn*

alrighty then, let me re-phrase myself....Enchanter/Illusionist/Abjurer/Batman/Controller/"No, you can't do that unless I allow it" type character

The Rabbler
2011-04-05, 11:23 PM
alrighty then, let me re-phrase myself....Enchanter/Illusionist/Abjurer/Batman/Controller/"No, you can't do that unless I allow it" type character

Thats far more boring. I'd just go specialist conjurer grabbing abrupt jaunt (so you really can simply say "no, that doesn't happen") and picking up all of the good BFC spells (solid fog, evard's black tentacles, freezing fog, cloudkill, walls etc). If you're looking at the more cheesy options, celerity and its older brother greater celerity would like to have a word with you. Also, the Invisible Spell metamagic feat can make things interesting.

As for class levels, be sure to pick up all 7 levels of Initiate of the Sevenfold Veil to be practically immune to everything. Sacred Exorcist tends to be interesting, as it provides you with some turn undead attempts to power those ever-so-fun devotion feats.

If you're looking for a how-to, this (http://www.giantitp.com/forums/showthread.php?t=104002) and this (http://community.wizards.com/go/thread/view/75882/19869222/The_Wizards_Handbook) taught me quite a bit about how to play the wizard intelligently. This (http://community.wizards.com/go/thread/view/75882/19873034/Treantmonks_guide_to_Wizards:_Being_a_God) has some very good descriptions of the spells available to a wizard and some advice about which ones to pick.

EDIT: forgot to mention: I'd probably drop beguiler due to a wizard simply being better than it at its own job. As for schools to ban, evocation and necromancy are the usual bans due to their limited utility and general replaceable-ness.

You could also go for an elven generalist or domain wizard (both if you don't mind 9th level spells at level 1) to make yourself more like a jack of all trades (adaptability is what I envision when I think of a blue mage).

Dusk Eclipse
2011-04-05, 11:32 PM
Actually you can get Abrupt Jaunt without being a Conjurer.

May I direct yout attention to Drow of the Underdark pag 101? Read the Description of the Shadow Cloak, yes for the low, low price of 5,500 GP you can teleport 10 ft as an immediate action 3/day or you can get concealment (as blur so 20 % miss chance and immunity to Sneak attacks) also 3/day, though it is a shared pool of uses. And it also gives a +1 deflection modifier to AC.

Pretty nice in my opinion, now those pesky conjurers don't have the monopoly of "NO" buttons though they are still one of the most powerful specializations for a wizard.

The Rabbler
2011-04-06, 12:07 AM
Actually you can get Abrupt Jaunt without being a Conjurer.

May I direct yout attention to Drow of the Underdark pag 101? Read the Description of the Shadow Cloak, yes for the low, low price of 5,500 GP you can teleport 10 ft as an immediate action 3/day or you can get concealment (as blur so 20 % miss chance and immunity to Sneak attacks) also 3/day, though it is a shared pool of uses. And it also gives a +1 deflection modifier to AC.

Pretty nice in my opinion, now those pesky conjurers don't have the monopoly of "NO" buttons though they are still one of the most powerful specializations for a wizard.

but Abrupt Jaunt = to int mod is far superior than 3/day. Maybe not at low levels, but after you've gotten a headband of int +4 and a couple of level-up bonuses, the difference makes itself quite apparent. Though, honestly, I don't know why anyone wouldn't want to be a conjurer. Most of the fun spells are conjuration spells.