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dantiesilva
2012-04-04, 10:27 AM
Hello my name is Dantie an i am new here. After looking to your grand advice on many occasions while creating characters I have finally decided to join the collective and hopefully gain some help.

I am running my first game with a few friends and am creating two of what I believe are the most powerful in their own right villains. But I am running up short on the villain Wrath who is a gestalt monk wizard who rides on a Hellfire wyrm. I am having the wizard half to specialize in Evocation that way she can cast fireball and all that, but I also want to focus on summoning demons because she is a tiefling. I do not have a level cap so anything is just about good. Please just specify what book the work you are using is from and what it does. The only books i know i do not have are SC, CM, CC, and Tome of battle. Though i will accept anything from any of them. Thank you in advance and here is Wraths build as of this moment.

Wrath



STR 18 4
DEX 20 5
CON 18 4
INT 20 5
WIS 18 4
CHA 16 3


Fey'Ri traits Demonic abilities Charm person
Clairaudience/Clairvoyance
Damage reduction 10/ +1
Darkness
Detect thoughts
Dimension door
Enervation
Fire resistance 10
Suggestion
(+2 ) racial bonus on saves against electricty
(+2) racial bonus on saves against poison
Fey'ri can use their spell-like abilities once per day; their caster level is 1st level or their character level.

Elven traits Immunity to sleep spells and effects
(+2) racial bonus on Will saves against enchantment spells or effects.
Low-light vision Fey'ris can see twice as far as a human in starlight, moonlight, torchlight, etc.
Alternate form Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own weight and height.
Skills Fey'ris gain a +2 racial bonus on Bluff, hide, listen, search, and spot checks.
Level 2 monk Envoker
HP 22
AC 19
Skills Balance(dex) 3 4 Craft(int) 4 4 Hide(dex) 2 4 Listen(wis) 2 4
Climb(str) 3 4 Diplomacy(cha) 2 4 Jump(str) 3 4 Move silently (dex) 5 4
Concentration(con) 5 4 Escape artist (dex) 2 4 Knowledge(int) 4 4 Spot(wis) 2 4
Tumble(dex) 4 4 Spellcraft(int) 6 4
BAB 1
FORT 3 4
REF 3 5
WILL 3 4
Special Bonus feat Stunning fist 1/day DC15
flurry of blows When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each othe attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action.
unarmed strike Monks are hghly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains improved unarmed strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbow, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full strength bonus on damage rolls for all her unarmed strikes.
Energy affinity Envokers using this variant must choose an energy type ( FIRE). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher ( affecting range, duration, damage, caster level checks, and any other factor in influenced by caster level).
Scribe scroll Gains the bonus feat scribe scroll
Bonus feat Combat reflexs additional attacks of opportuity
Evasion A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.
1/day Overcome resistance The energy spells of an evoker using this variant can ignore some or all of a target's resistance to energy. Using this ability is a free action that must be announced before the envoker casts the spell to be affected. Every creature affected by the spell is treated as if its resistance to the spell's energy type was 10 points lower, to a minimum of 0. The overcome resistance abilitydoes not give the affected spell any ability to affect creatures with immunity to the spells energy type, nor does the affected spell have any additional effect on creatures that do not have resistance to energy.
Flurry of blows attack bonus (-1/-1)
Unarmed damage 1d6
AC bonus 0
Unarmoed speed bonus 0
Feats Feats Stunning fist You must declare that you are using this feat before you make your attack roll ( thus, a failed attack roll ruins the attempt). Stunning fist forces a foe damaged by your unarmed attack to make a fortitude saving thow ( DC 10 + 1/2 your character level+ your wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round ( until just before your next action). A stunned character can't act, loses any dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, uncorporeal creatures, and creatures immune to critical hits cannot be stunned.
25gp Scribe scroll You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000gp in its base price. The base price of a scroll is its spell level x its caster level x 25gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Maximize spell All variable effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level ( up to a maximum of 60 points of damage at 10th caster level). Saving throws and opposed rolls ( such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
Energy substitution Choose one type of eergy ( Acid, cold, Electricty, or FIRE). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell's normal level. The spell's descriptor chages to the new energy type.
Dodge During your action, you designate an opponent and receive a +1 dodge bonus to armor class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your dexerity bonus to armor class ( if any) also makes you lose dodge bonuses. Also, dodge bonuses ( such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
Thrall to demon Once per day, while performing an evil act, the character may call upon his demonic parton to add a +1 luck bonus on any roll.
Spells per day 4-0 level 2-1st level
Spell DC 15-17 fire 16-18 fire

Lonely Tylenol
2012-04-04, 10:57 AM
Hello, Dantie!

Honestly, knowing the level at which you expect the party to (first) fight this villain would be nice, but I'll be honest here... My advice is going to be the same either way: check out the Factotum class (Du).

Low levels: At levels 1 through 4, the Factotum gets most of its basic Inspiration-based combat abilities, including the Arcane Dilettante ability (prepare a small number of arcane spells from any list/day, change the spells every day; use this to get spells your Wizard half doesn't have), the Cunning Strike ability (which allows you to add extra d6 of damage to your attack equal to the number of Inspiration points you spend), and a host of other minor uses (you can spend 1 point of Inspiration to gain your INT bonus to any attack rolls, damage rolls, or saves on a 1:1 basis with the Cunning Insight ability, or your INT bonus to AC against one opponent for one round with the Cunning Defense ability), plus a passive INT bonus to all STR- and DEX- based skills (meaning you might not need to blow your highest-level spell on Invisibility if you can get your Hide check good enough). Also, it gets 6+INT skills each level and has every skill as a class skill. Really, even just taking a few levels of the class gets you a lot. If you decide to take it to level 5, the Opportunistic Piety ability gives you some healing as well. Your Inspiration pool (number of points you can use in any one encounter) is only 2 at level 1, 3 at levels 2-4, and 4 at level 5, but the Font of Inspiration (http://dndtools.eu/feats/dungeonscape--63/font-of-inspiration--3181/) feat (which you can take repeatedly) can give you extra Inspiration points. If you take it twice, your Inspiration count is increased by three. At this point, you may decide to use spells to add to your survivability and just close in melee, using INT to supplement your to-hit bonus (and basically auto-hitting most adventurers who don't have a high AC, assuming masterwork weapons and the like, though this is a Gestalt game).

Mid levels: Arcane Dilettante continues to scale, and the Cunning Surge ability (which gives you the ability to trade 3 Inspiration points to gain another standard action) comes online. Can you say "two spells per round"? It's like having spontaneous free Quicken Spells. If you want to get really cheesy (I don't recommend it), you can arguably use the ability more than once in a round, giving you loads of standard actions as a quasi-Time Stop-like effect and just mopping the floor with everyone. At 10th level, a Factotum has 5 Inspiration points (but if you take the Font of Inspiration feat four times, he has 15).

High levels: Arcane Dilettante continues to scale (up to 7th-level spells), as does Opportunistic Piety; Cunning Defense becomes Improved Cunning Defense (your INT as a bonus to AC at all times); Cunning Dodge allows you to, once per day, spend 4 Inspiration points to negate any attack that would drop you to 0 at level 13; and Cunning Brilliance would, at level 19, give you the ability to mimic any (Ex) features of a class, like, say, Flurry of Blows, or Evasion. By level 20, your Inspiration pool is 10 large (but with seven dips into the Font of Inspiration, it becomes 38!).

Oh, and on your other side, you're still a Wizard.

You now only ever need INT for anything, meaning you don't need to fudge the numbers to have ungodly high stats in everything to be effective at anything (although I suppose you're the DM, so if your party doesn't cry foul you still can).

Pilo
2012-04-04, 11:01 AM
You can pick only 4 powers of the Fey'ri power list.
Damage reduction is useless (exept before level 3 but by taking dimension door or enervation you get a +3 (instead of +2 to your ECL) and as you are level 2 it means your character is level 5).
Fey'ri get -2 to constitution and not to charisma.

Magic in the blood is a feat that allow you to use your racial power 2 times more a day, you may find it useful.

Monk may be find useful but with alter self at will you have access to race with a lot of natural armor and natural attacks. I think a gestalt Evoker/Warmage(Complete arcane) may fit what you want a bit more.

dantiesilva
2012-04-04, 11:05 AM
Lol thanks a real lot and sorry about not saying what level they should be fighting wrath. It should be around level 15 the first time they fight her in which she shall be becoming more attune with her demonic heritage and taken the Prc Acolyte of the skin. And thank you Pilo i did not know you could only choose 4 powers. But are you asking me to get rid of the monk or the wizard for factotum I'm slightly confused lonely tylenol.

AsteriskAmp
2012-04-04, 11:08 AM
Lol thanks a real lot and sorry about not saying what level they should be fighting wrath. It should be around level 15 the first time they fight her in which she shall be becoming more attune with her demonic heritage and taken the Prc Acolyte of the skin. And thank you Pilo i did not know you could only choose 4 powers. But are you asking me to get rid of the monk or the wizard for factotum I'm slightly confused lonely tylenol.

He's mentioning the Monk part. Monks have MAD, Wizards and Factotums have SAD, and both have the same one ability to depend on. A monk requires several good stats to work, the factotum and wizard only on one, and for those two classes, it's the same one.

dantiesilva
2012-04-04, 11:11 AM
wrath is made to be like a fighter from DBZ so i thought you would need the monk for flurry of blows and the such. Truthfully i have never heard of the factotum and I'm interested and looking it up now. I do understand the mad part though that was one of the main problems i had with the whole build and why i had to choose a Fey'ri. Though flavor wise it did fit well. The wizard was in there to blast them with fireballs and just raw power while summoning demon minions. O and did i mention riding on a hellfire wyrm. O i love that dragon.

Frog Dragon
2012-04-04, 11:17 AM
If you're dead set on monk, I recommend Carmendine Monk (CoV) or Kung-Fu Genius (DR319). Though he has stats out the wazoo anyway, so it might not be necessary.

dantiesilva
2012-04-04, 11:29 AM
Well if i can find a way to make up losing stunning fist flurry of blows, wisdom bonus to ac bonus to speed, the feather fall effect if i say fall of a dragon i have no problem switching it. But factotum from what i can see can copy on other classes skill. but you gain that at 19th level. Thats pretty high up there. Are there any feats that would increase my caster level more then it already is. I was looking through one of the threads the other day and saw that the elemental savant would be very useful to this build if done correctly. Any suggestions. And i am truely sorry about being difficult on the monk but its hard to see all those skills go to waist. Though two extra skill points are good.

Wraths counter part angelis is a level 19 rogue/ 10 shadow-bane inquister/ 10 blackguard and well i love him. He is the brains behind the operation and he rides on one of the dragons from the prison plane.

Biffoniacus_Furiou
2012-04-04, 11:33 AM
That wall of text is mostly just unnecessary copy-pasted class features, feat descriptions, and racial abilities. Just say what class/race and ability scores you're using, what feats you're married to, and edit out all the rest.

You want to be able to throw around Fireballs and similar, but focus on summoning demons. You want the character to be powerful, but you're specializing in Evocation and using Monk. A few Monk levels aren't bad in the right build, but you can probably just wear a Monk's Belt and skip even a single level in it. Factotum from Dungeonscape is one of the most powerful gestalt classes to pair with Wizard.

You're using Fey'ri from Races of Faerun, which is an extremely good start. Make him a Domain Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWiz ard) instead of a specialist Evoker, and use the Elf Wizard 1 substitution level from Races of the Wild, which a Fey'ri can use due to their Elven Blood trait. For his domain, I'd pick Fire, but switch the 5th and 6th level spells for Greater Fireburst and Fire Seeds. Since he has a focus on summoning, give him the Rapid Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants) ability in place of a familiar, just say he was trained by a specialist conjurer who knew it. Also use Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) to get Improved Initiative instead of Scribe Scroll, and replace his Wizard 5 bonus feat for the Domain Power ACF in Complete Champion, using the Summoner domain in SC.

Here's what I'd do for an uber-powerful Monk/Wizard build focused on blasting and summoning:
1. Wizard 1// Factotum 1, Font of Inspiration (http://www.wizards.com/default.asp?x=dnd/frcc/20070606) x3, two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm), Improved Initiative
2. Wizard 2// Cobra Strike Monk (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les) 1, Dodge, Improved Unarmed Strike
3. Wizard 3// Cobra Strike Monk 2, Mobility, Spell Focus: Conjuration
4. Wizard 4// Factotum 2
5. Wizard 5// Factotum 3, Domain Power: Summoner
6. Swiftblade (http://www.wizards.com/default.asp?x=dnd/prc/20070327) 1// Wizard 6, Spring Attack, Extend Spell
7. Swiftblade 2// Factotum 4
8. Swiftblade 3// Factotum 5
9. Swiftblade 4// Wizard 7, Fell Drain Spell
10. Swiftblade 5// Factotum 6
11. Swiftblade 6// Factotum 7
12. Swiftblade 7// Wizard 8, Quicken Spell
13. Swiftblade 8// Factotum 8
14. Swiftblade 9// Fighter 1, Elusive Target
15. Swiftblade 10// Wizard 9, Arcane Disciple: Summoner
16. Thaumaturgist 1// Fighter 2, Dungeoncrasher ACF (Dungeonscape)
17. Thaumaturgist 2// Fighter 3, Augment Summoning
18. Thaumaturgist 3// Fighter 4, Combat Reflexes, Persistent Spell
19. Thaumaturgist 4// Fighter 5
20. Thaumaturgist 5// Fighter 6, Dungeoncrasher ACF

The Hellfire Wyrm can be his Planar Cohort. You can use this character at a lower level that 20th, but I wouldn't go lower than 13th.

Tactics:
Prior to combat: Buff with Greater Mage Armor, Extended Shield, Superior Resistance, Mind Blank, Persistent spells, etc.
Any given combat round:
(Standard Action) Cast a powerful AoE crowd control if opponents are acting freely, or cast a strong Summon Monster spell if he's outnumbered, or cast a Fell Drain AoE damage spell like Melf's Unicorn Arrow (PH2, benefits from Dungeoncrasher).
(Swift Action) Cast Haste to benefit from Perpetual Options; if he's already under the effects of Haste, cast it from a 6th+ level spell slot to benefit from Innervated Speed.
(Perpetual Options) See Standard Action, above.
(Cunning Surge) See Standard Action, above.
(Innervated Speed) See Standard Action, above, but use noninstantaneous spells such as summons, Delayed Blast Fireball, Fell Drain Wall of Fire, or even situational buffs like Wind Wall or Ray Deflection or Fell Drain Fire Shield; he also gets a Swift Action each round of this, use it for a Quickened (via his feat, or a Circlet of Rapid Casting, or a Metamagic Rod) noninstantaneous spell such as Web, Grease, or Stinking Cloud.

Telonius
2012-04-04, 11:43 AM
Monk is actually a fairly good class for a Core Wizard Gestalt. Most of the Monk's class features are passive defensive bonuses (Wis to AC, Monk AC bonus, Improved Evasion, Still Mind, Slow Fall, Diamond Soul, higher saves) or mobility-related (fast movement); all of which mean the Wizard can use his spells on things other than self-buffs. If Kung Fu Genius or Carmendine Monk are available, the whole thing is SAD. (Intelligence-focused, with Con and Dex being "not totally necessary but nice to have").

Note that Unarmed Swordsage is much more powerful than Monk in almost every way that matters. But since the OP doesn't have ToB I wouldn't suggest getting into that unless he really wants to learn an entirely new subsystem and familiarize himself with all the possible tactical combinations that could come along with it.

On the Wizard side, this sounds like an ideal place for the Malconvoker prestige class in Complete Scoundrel. (Handwave the "Must be non-evil" requirement). You'll lose one caster level, but since this is an NPC without a level cap that really isn't an issue. You'll gain a bunch of powers that improve your summoning.

Hiro Protagonest
2012-04-04, 11:50 AM
Well if i can find a way to make up losing stunning fist flurry of blows, wisdom bonus to ac bonus to speed, the feather fall effect if i say fall of a dragon i have no problem switching it.

Snap Kick, Whirling Frenzy, Two Weapon Fighting...

Barbarian Fast Movement (although Pounce is better), boots of striding and springing...

Monk's Belt, one level of monk, two levels of swordsage, one level of druid with a UA variant...

Slow Fall sucks anyway...

Biffoniacus_Furiou
2012-04-04, 11:57 AM
Slow Fall requires that you be next to a wall to even use it, so it's no good if you fall off a dragon. A Wizard can cast Feather Fall.

dantiesilva
2012-04-04, 11:58 AM
To jade dragon You just mentioned three different class for me to take to replace the same abilities of one single class. though each one of those class i do believe are good, i rather take a class for the long hall then the short hall. Dipping here and there for one or two effects to me personally is not worth it. Then again I like the Prc dwarven defender so yeah.....I'm just weird.

To Biffoniacus_Furiou I don't quite understand the domain wizard but what you described is well beautiful. Just to say swithch out the fighter and swift blade with acolyte of the skin and something else and it would be perfect. Maybe more monk levels.

To Telonius I have never heard of the Malconvoker but after just doing a quick over view of it i am really impressed. Would its effects stack though with the effects of a Thaumaturgist though because if so i think the classes are done. Yet again thank you everyone.

ericgrau
2012-04-04, 12:06 PM
@BF: I had to look hard to find the monk in that build :P.

Making an actual unarmed combatant is hard with only the PHB because even the monk is meant to use weapons and does more damage with them. His unarmed strikes are more for stunning fists and grapples. Hopefully other people will give tips for better unarmed strikes so that they're actually worthwhile. One way is a improved natural attack from the monster manual if you don't mind something funky in that it was meant for monsters. If you can't manage that then you might give him a quarterstaff.

You might also consider getting him other things that work well with single attacks since your first attack is always a stunning fist (which must be unarmed). Like a source of permanent large size and awesome blow (MM) to knock foes back and keep them from getting full attacks too. You could get quicken spell too so that you can cast during the same round. A flight magic item like winged boots would be thematic too.

A 3rd option is to favor your casting more than your unarmed strikes. Since they're a backup (stunning fist attacks of opportunity?) it won't matter as much what you do with them and you can do less optimal things purely for style.

Besides the passive defenses the speed boost is also handy on monk/wizards who like to move and cast a lot.

dantiesilva
2012-04-04, 12:20 PM
So what about feats? I choose the evoker specialization because it increased my caster level of all fire spells. And well with fire substitution as a feat all spells were fire spells. Thus making my caster level at level two for 98% of my spells level 3. Thus say a fire shocking grasp would deal 3d6.

Biffoniacus_Furiou
2012-04-04, 12:27 PM
To Biffoniacus_Furiou I don't quite understand the domain wizard but what you described is well beautiful. Just to say swithch out the fighter and swift blade with acolyte of the skin and something else and it would be perfect. Maybe more monk levels.

Domain Wizard is similar to a specialist wizard, but you don't have any prohibited schools, and your extra spell slot at each spell level has to be one of your domain spells. You get +1 caster level when casting a spell from your domain list, and you automatically learn those spells when you gain a new spell level in addition to whatever spells you normally gain. The best part is that it can be combined with the Elf Generalist Wizard substitution level, which gives you more spells known each time you level up, and an extra spell slot of your highest spell level.

The Fighter levels are there to get Dungeoncrasher, which combines superbly with the spell Melf's Unicorn Arrow from PH2. What few bonus feats it gives aren't bad, and it keeps up your BAB, HP, and Fort save at the end of the build.

You can't have a DBZ-style character without moving so fast that he's just a blur, and Swiftblade does exactly that while keeping up your BAB and spellcasting.

If you want him to be able to melee, check out some Gish handbooks around the web, but you'll be better off using a two-handed weapon with Power Attack than trying to go unarmed.

dantiesilva
2012-04-04, 01:04 PM
So basically for my domain spells my CL would be two levels higher. One for it being my domain, and one more for being fire. Correct? As for weapons i was going quarterstaff and longsword on occasion. Dungeon crasher takes away from the theme. and stopping the progression in monk and/or Factotum seems not worth it. defiantly saying he will take the prestige class acolyte of the skin for a definite.Thaumaturgist and Malconvoker if they stack. And if they don't elemental savernt. if anyone can clear if thaumaturgist and malconvoker summoning abilities stack it would be greatly appreciated.

Lonely Tylenol
2012-04-04, 01:49 PM
wrath is made to be like a fighter from DBZ so i thought you would need the monk for flurry of blows and the such.

Currently posting from phone, so I'll keep this brief:

A Factotum's Cunning Surge ability gives you extra standard actions, which I mentioned can be used for extra spells, but can also be used for extra attacks. That means a Factotum 8 can do, by RAW AND RAI, what Monk 20 can't: move up to somebody and attack more than once in the same turn. (Remember: Flurry of Blows is a full-round action.)

On a full-round action, a Factotum can full attack, then grab extra standard actions for extra attacks at their full attack bonus. Ladies and gentlemen, Flurry of Blows at Factotum 8 (but better!).

dantiesilva
2012-04-04, 01:54 PM
Ahhh ok. so the only thing now would be the fast movement and armor bonus. Armor bonus is simple, monks belt. fast movement...not so easy, magic items can only go so far. look at Drizzit he could only move like 50-60ft a turn. not as blinding as say 100ft. a turn.

Lonely Tylenol
2012-04-04, 02:01 PM
Ahhh ok. so the only thing now would be the fast movement and armor bonus. Armor bonus is simple, monks belt. fast movement...not so easy, magic items can only go so far. look at Drizzit he could only move like 50-60ft a turn. not as blinding as say 100ft. a turn.

A level 15 Factotum (if you were to full gestalt Factotum and Wizard, this would be the same number of class levels you expect the party to have) would gain INT as a bonus to AC, and since you're not MAD, your INT as a Factotum/Wizard should be higher than a Monk/Wizard's WIS.

As for Fast Movement... The movement bonus only affects land speed. You're a level 15 Wizard based on a DBZ character. Overland Flight is hours/level. Why aren't you flying?!

dantiesilva
2012-04-04, 04:14 PM
Point there.Ok so thank you everyone. The only thing i need to do now is feats. This is how it is looking so far.

Wizard factotum level 9 then
Acolyte of the skin 10, wizard 14, factotum 14
Thaumaturgist 10, acolyte of the skin 10 wizard 19/ factotum 19
Malconvoker 10/ Thaumaturgist 10/ acolyte of the skin 10/ wizard 24/ factotum 24

does that seem like a solid build to everyone. If so now i need feats. Saying Wrath shall be using a quarterstaff as a weapon

Can someone just give me all the stats and everything for the factotum so that i may start working online aint helping much

dantiesilva
2012-04-04, 07:10 PM
Ok and i just ran into a problem i do not have the book dungen scape and was informed that none of the things i need can be posted so is there anything else you can recommend or should i go back to monk?

Slipperychicken
2012-04-04, 08:47 PM
Ok and i just ran into a problem i do not have the book dungen scape and was informed that none of the things i need can be posted so is there anything else you can recommend or should i go back to monk?

Find a legally-scanned PDF of Dungeonscape (I mean, you could just download one off some file-sharing site, but that might be illegal, so I can't recommend it) or get someone to lend you the book long enough to copy the relevant pages.

dantiesilva
2012-04-05, 07:14 AM
After much searching and not being able to find what I'm looking for I have decided to keep monk in there. But I shall be using the domain wizard with the rapid summoning special ability. As well as the elf substitution level from races of the wild. Martial wizard i will keep out for the simple fact as DM i made my own system in which you gain a feat every two levels instead of three. Probably the only thing I like that they did in 4th edition.

So should i keep the build how i have it besides that one change or, should I remake the whole idea and just drop Aots for something better? Like elemental savarent.

Autopsibiofeeder
2012-04-05, 09:29 AM
If you want a DBZ kind of character, why don't you go for psionics?

A Monk 1 / Psion 19 // Ranger 20 (for the b.a.b., hp and skills) with the Carmendine monk (key monk AC off Int), Monastic training and Tashalatora feats (stack monk and psion levels for certain monk abilities) has all you need to emulate DBZ:

-Level 20 worth of unarmed damage, flurry and monk AC (and a good b.a.b.) with many skill points to put in various physical and mental (concentration, autohypnosis) skills.
-Level 19 worth of DBZ-flavour manifesting (lots of blasty powers, flight, teleportation [even swift every round:inconstant location], good combat buffs, debuffs and defenses [especially with a feat every other level in your system and 'Expanded knowledge: any psychic warrior power you want'], Fusion and Fission of course...the list is endless. DBZ screams psionics.)

dantiesilva
2012-04-05, 08:57 PM
Because though the idea is based of DBZ only one character is even rometly from it, one of the PCs is quite literally a sayian. He himself gave the ideas for wrath from what he understood of D&D and going into psionics is opening up Pandora's box. Never mind the summoning is a lot different. No classes are all set thanks to the others which gave me a lot of help. Though I do thank you for the idea, I myself would have gone first with psionics if not for all the things that are easier for a wizard to do that a psion can not. Plus unless one of them goes into the class they gain nothing magical that they can use from it. It works for the blasting, but not for the summoning. That is why I went domain wizard like suggested, and well its now once again at elvel one saying i started last night and it is looking quite powerful already with caster level 3 for any fire spell and rapid summoning. Never mind one extra spell from the domain fire.

Gavinfoxx
2012-04-05, 09:04 PM
and going into psionics is opening up Pandora's box. .... not for all the things that are easier for a wizard to do that a psion can not.

Spell to Power Erudite, then? Cherry pick appropriate powers, prayers, and spells?

dantiesilva
2012-04-05, 09:09 PM
What about the darkfire guild wizard prestige class i found on D&D wiki? would that work well? Here is the link.

http://www.dandwiki.com/wiki/Darkfire_Guild_Wizard_%283.5e_Prestige_Class%29

Gavinfoxx
2012-04-05, 09:12 PM
Generally... the idea is to stay the HECK away from dandwiki... this entire forum hates it with a passion...

dantiesilva
2012-04-05, 09:13 PM
well i was told darkfire when i was looking for feats and it brought me there so sry no insults intended anyone

Gavinfoxx
2012-04-05, 10:16 PM
If you want to look for feats, look at 'realmshelps' instead.

dantiesilva
2012-04-06, 08:03 AM
Ok so after everyones grand advice i came up with this for build, please tear it to shreds if it does not seem right.

Domain wizard 1 elf wizard 1 substitution/ Cobra strike monk two faults Frail and slow
Feats Energy substitution, kung-fu genies, Lord of the abyssal fire ( took lord of uttercold and reworded it to fire),
Domain wizard 2/ Cobra strike monk Fell drain
Domain wizard 3/cobra strike monk 3
Domain wizard 4/ cobra strike monk 4 Spell focus( conjuration)
Domain wizard 5/ Cobra strike monk 5 Maximize spell
Domain wizard 6/ Cobra strike monk 6 Enervate spell
Domain wizard 7/monk 7
Domain wizard 8/monk 8 Fell frighten
Domain wizard 9/monk 9
Thaumaturgist 1/ wizard 10/monk 9 Fell weaken, craft wounderous items
Thaumaturgist 2 wizard 10/ monk 10
Thaumaturgist 3 wizard 10/ monk 11 Searing spell
Thaumaturgist 4/ Wizard 11/ monk 11
Thaumaturgist 5/ wizard 11/ monk 12 Fiery spell
Thaumaturgist 6/ wizard 12/ monk 12
Thaumaturgist 7/wizard 12/ monk 13 Demon mastery
Thaumaturgist 8/wizard 13/monk 13
thaumaturgist 9/wizard 13/ monk 14 Fiendish summoning expert
Thaumaturgist 10/wizard 14. monk 14
Malconvoker 1/Thaumaturgist 10/wizard 14/ monk 15 Spell focus (evocation)
Malconvoker 2/thaumaturgist 10/ wizard 15/monk 15 Improved metamagic
Malconvoker 3/ thaumaturgist 10/ wizard 15/ monk 16 Domain power :summoner
Malconvoker 4/thaumaturgist 10/ wizard 16/monk 16
Malconvoker 5/ thaumaturgist 10/ wizard 16/ monk 17 Spring attack
Malconvoker 6/ Thaumaturgist 10/ wizard 17/monk 17
Malconvoker 7/ thaumaturgist 10/ wizard 17/ monk 18 Extend Spell
Malconvoker 8/ thaumaturgist 10/ wizard 18/monk 18
Malconvoker 9/ thaumaturgist 10/ wizard 18/ monk 19 Violate Spell
Malconvoker 10/ thaumaturgist 10/ wizard 19/monk 19
Elemental savant 1/Malconvoker 10/ thaumaturgist 10/ wizard 19/monk 20 energy resistance 10 cold
Elemental savant 2/malconvoker 10/ thaumaturgist 10/ wizard 20/monk 20
Elemental savant 3/malconvoker 10/ thaumaturgist 10/ wizard 20/monk 21 Epic spellcasting, improved stunning fist
Elemental savant 4/malconvoker 10/ thaumaturgist 10/ wizard 21/monk 21
Elemental savant 5/malconvoker 10/ thaumaturgist 10/ wizard 21/ monk 22 Permanent Emanation
Elemental savant 6/malconvoker 10/ thaumaturgist 10/ wizard 22/monk 22
Elemental savant 7/malconvoker 10/ thaumaturgist 10/ wizard 22/monk 23 Quicken spell
Elemental savant 8/ malconvoker 10/ thaumaturgist 10/ wizard 23/ monk 23
Elemental savant 9/malconvoker 10/ thaumaturgist 10/ wizard 23/ monk 24 Heighten spell
Elemental savant 10/malconvoker 10/ thaumaturgist 10/ wizard24/monk 24

Please tell me what you think

Harry
2012-04-06, 11:33 AM
Ok so after everyones grand advice i came up with this for build, please tear it to shreds if it does not seem right.

Domain wizard 1 elf wizard 1 substitution/ Cobra strike monk two faults Frail and slow
Feats Energy substitution, kung-fu genies, Lord of the abyssal fire ( took lord of uttercold and reworded it to fire),
Domain wizard 2/ Cobra strike monk Fell drain
Domain wizard 3/cobra strike monk 3
Domain wizard 4/ cobra strike monk 4 Spell focus( conjuration)
Domain wizard 5/ Cobra strike monk 5 Maximize spell
Domain wizard 6/ Cobra strike monk 6 Enervate spell
Domain wizard 7/monk 7
Domain wizard 8/monk 8 Fell frighten
Domain wizard 9/monk 9
Thaumaturgist 1/ wizard 10/monk 9 Fell weaken, craft wounderous items
Thaumaturgist 2 wizard 10/ monk 10
Thaumaturgist 3 wizard 10/ monk 11 Searing spell
Thaumaturgist 4/ Wizard 11/ monk 11
Thaumaturgist 5/ wizard 11/ monk 12 Fiery spell
Thaumaturgist 6/ wizard 12/ monk 12
Thaumaturgist 7/wizard 12/ monk 13 Demon mastery
Thaumaturgist 8/wizard 13/monk 13
thaumaturgist 9/wizard 13/ monk 14 Fiendish summoning expert
Thaumaturgist 10/wizard 14. monk 14
Malconvoker 1/Thaumaturgist 10/wizard 14/ monk 15 Spell focus (evocation)
Malconvoker 2/thaumaturgist 10/ wizard 15/monk 15 Improved metamagic
Malconvoker 3/ thaumaturgist 10/ wizard 15/ monk 16 Domain power :summoner
Malconvoker 4/thaumaturgist 10/ wizard 16/monk 16
Malconvoker 5/ thaumaturgist 10/ wizard 16/ monk 17 Spring attack
Malconvoker 6/ Thaumaturgist 10/ wizard 17/monk 17
Malconvoker 7/ thaumaturgist 10/ wizard 17/ monk 18 Extend Spell
Malconvoker 8/ thaumaturgist 10/ wizard 18/monk 18
Malconvoker 9/ thaumaturgist 10/ wizard 18/ monk 19 Violate Spell
Malconvoker 10/ thaumaturgist 10/ wizard 19/monk 19
Elemental savant 1/Malconvoker 10/ thaumaturgist 10/ wizard 19/monk 20 energy resistance 10 cold
Elemental savant 2/malconvoker 10/ thaumaturgist 10/ wizard 20/monk 20
Elemental savant 3/malconvoker 10/ thaumaturgist 10/ wizard 20/monk 21 Epic spellcasting, improved stunning fist
Elemental savant 4/malconvoker 10/ thaumaturgist 10/ wizard 21/monk 21
Elemental savant 5/malconvoker 10/ thaumaturgist 10/ wizard 21/ monk 22 Permanent Emanation
Elemental savant 6/malconvoker 10/ thaumaturgist 10/ wizard 22/monk 22
Elemental savant 7/malconvoker 10/ thaumaturgist 10/ wizard 22/monk 23 Quicken spell
Elemental savant 8/ malconvoker 10/ thaumaturgist 10/ wizard 23/ monk 23
Elemental savant 9/malconvoker 10/ thaumaturgist 10/ wizard 23/ monk 24 Heighten spell
Elemental savant 10/malconvoker 10/ thaumaturgist 10/ wizard24/monk 24

Please tell me what you think
It's good but why not switch out monk for swordsage it's stronger and more versatile one more suggestion why not take the lich template iirc every unarmed attack gets a chance to paralyze the target besides that the build seems ok

dantiesilva
2012-04-06, 04:24 PM
not taking swordsage because i do not have the book with it. No lich template because Wrath is demon based not undead, though she has a lot of negative energy attacks. her counterpart Angelis is a Vampire though

dantiesilva
2012-04-09, 08:57 PM
While going through the DMG and the Malconvoker class i noticed a major flaw in this build. Malconvoker goes only to level 9 and Thaumaturgist only to level 5. So i went looking in the book of vile darkness. There is a class in there that grants hellfire, and also progresses my spell casting i believe. Is it a good substitution for the 6 levels i need to make up or is it not worth it.

Voyager_I
2012-04-09, 09:19 PM
well i was told darkfire when i was looking for feats and it brought me there so sry no insults intended anyone

That's essentially why we hate DanDwiki.

It shows up on practically every D&D related search, but is mostly a trap for people who don't know better. It mostly serves as a morass of awful homebrews with no quality control whatsoever, but presents itself in a manner that most people's first impression is to take it as an official reference source unless they read pages very thoroughly or find something so terrible that not even Wizards could be accused of printing it.

Much of its homebrew also shares the exact same name as official material, making it even more confusing. If a friend tells you to check out Crusaders, DanDwiki will cheerfully lead you astray.


TL;DR DanDwiki tricks everyone the first few times. Nothing to be ashamed of. Now you know.

dantiesilva
2012-04-10, 08:38 AM
So no hints on fixing the build a small amount...none at all