El Mule
2014-09-08, 05:41 PM
So, I made this character with Black Adam in mind. It's not a high power campaign at all but I'd want him to be effective. We start at lvl1:
Human Wizard
Focused Specialist: Conjuration, banned schools: Evocation, Enchantment, Necromancy
Stats
Str 16 - Dex 10 - Con 15 - Int 18 - Wis 10 - Cha 8
(we have a +1 magic tattoo available for 1000gp as an homebrew item, so consider Con as if it was 16 already)
Variants
-Abrupt Jaunt
-Fighter bonus feats instead of Wizard feats
Build lvl 1-10
Wizard 6/Ftr 1/Spellsword 1/Abjurant Champion 2
Feats
1° Wiz - [Bonus] Imp. Initiative; Extend Spell; Spellcasting Prodigy or Sculpt Spell
2° Wiz - /
3° Wiz - Knowledge Devotion
4° Wiz - +1 INT
5° Wiz - [Bonus] Improved Toughness
6° Wiz - Combat Casting
7° Ftr - [Bonus] Close quarte fighting
8° SpSw - +1 INT
9° AbCh - Arcane Strike
He's going to be a battlefield controller mostly, rearranging the battlefield and keeping mobility high with Conjuration spells, but I want him to be able to step into melee when I'm in the mood for cracking skulls manually.
Consider the usual Conj spells a given, grease, clouds, transpositions and so on. I'll have a ton of Conj spells available since it's a Focused Conjurer.
To them, I'm going to add Fist of Stone and Belker Claws for hand to hand battering and the Karmic line of spells to keep foes at bay.
Also, as the comic characters Black Adam and Captain Marvel gain their powers by various aspects of their gods, the character will gain powers by the raw elemental forces - in game, this translates in the "Heart of X" line of spells, step by step from level 3 to 10 he'll unlock these new powers that I plan to extend, they are quite good utility spells and the flavor is perfect.
In the early levels of course I'll manage to be cautious and avoid close combat unless I'm really sure to manage it (and here Abrupt Jaunt greatly helps), then the character is going to enter melee more often, a 0% ASF full plate will help along with the Heart of X spells for goodies, extra HP and fortification/immunity against criticals and sneak attacks.
Only thing I'm not sure about is that I'd like to fight with fists, I don't want to waste feats on IUS so I'll have to find a decent set of spiked gauntlets.
Also, sometimes the character will fall in a state in which he "communes" with the Weave, I'm going to call it something like "the Binding Void". This will turn him into the angry brother of a Terminator, I'll use it in very difficult situations and in these rare occasions I'll use this role playing device to go ballistic and use those overpowered cards I usally avoid (Celerity, Wraithstrike, and so on).
Also, I'm not sure between Spellcasting Prodigy and Sculpt Spell. The former could give me, more or less, an extra (generic) spell per level if I keep my Int high enough, I don't really like scrolls and potions so the more spells I can cast the better it is. The latter is an awesome tool for battlefield control, but I already have Extend and playing at mid-low levels means that I won't be able to squeeze much metamagic in it. I think I could probably replace Sculpt Spell with a lesser rod (that should cost 3.000gp, 3/day is enough imho). Then again, there could be something better than Spellcasting Prodigy, not sure if I should grab Spell Focus (conjuration). There's also Spell Thematics that allows to choose 1 spell per spell level as a "signature" spell and add +1 CL to it, works good with the Heart of X spells to increase duration and secondary effects (like extra HP by Heart of Earth)
Human Wizard
Focused Specialist: Conjuration, banned schools: Evocation, Enchantment, Necromancy
Stats
Str 16 - Dex 10 - Con 15 - Int 18 - Wis 10 - Cha 8
(we have a +1 magic tattoo available for 1000gp as an homebrew item, so consider Con as if it was 16 already)
Variants
-Abrupt Jaunt
-Fighter bonus feats instead of Wizard feats
Build lvl 1-10
Wizard 6/Ftr 1/Spellsword 1/Abjurant Champion 2
Feats
1° Wiz - [Bonus] Imp. Initiative; Extend Spell; Spellcasting Prodigy or Sculpt Spell
2° Wiz - /
3° Wiz - Knowledge Devotion
4° Wiz - +1 INT
5° Wiz - [Bonus] Improved Toughness
6° Wiz - Combat Casting
7° Ftr - [Bonus] Close quarte fighting
8° SpSw - +1 INT
9° AbCh - Arcane Strike
He's going to be a battlefield controller mostly, rearranging the battlefield and keeping mobility high with Conjuration spells, but I want him to be able to step into melee when I'm in the mood for cracking skulls manually.
Consider the usual Conj spells a given, grease, clouds, transpositions and so on. I'll have a ton of Conj spells available since it's a Focused Conjurer.
To them, I'm going to add Fist of Stone and Belker Claws for hand to hand battering and the Karmic line of spells to keep foes at bay.
Also, as the comic characters Black Adam and Captain Marvel gain their powers by various aspects of their gods, the character will gain powers by the raw elemental forces - in game, this translates in the "Heart of X" line of spells, step by step from level 3 to 10 he'll unlock these new powers that I plan to extend, they are quite good utility spells and the flavor is perfect.
In the early levels of course I'll manage to be cautious and avoid close combat unless I'm really sure to manage it (and here Abrupt Jaunt greatly helps), then the character is going to enter melee more often, a 0% ASF full plate will help along with the Heart of X spells for goodies, extra HP and fortification/immunity against criticals and sneak attacks.
Only thing I'm not sure about is that I'd like to fight with fists, I don't want to waste feats on IUS so I'll have to find a decent set of spiked gauntlets.
Also, sometimes the character will fall in a state in which he "communes" with the Weave, I'm going to call it something like "the Binding Void". This will turn him into the angry brother of a Terminator, I'll use it in very difficult situations and in these rare occasions I'll use this role playing device to go ballistic and use those overpowered cards I usally avoid (Celerity, Wraithstrike, and so on).
Also, I'm not sure between Spellcasting Prodigy and Sculpt Spell. The former could give me, more or less, an extra (generic) spell per level if I keep my Int high enough, I don't really like scrolls and potions so the more spells I can cast the better it is. The latter is an awesome tool for battlefield control, but I already have Extend and playing at mid-low levels means that I won't be able to squeeze much metamagic in it. I think I could probably replace Sculpt Spell with a lesser rod (that should cost 3.000gp, 3/day is enough imho). Then again, there could be something better than Spellcasting Prodigy, not sure if I should grab Spell Focus (conjuration). There's also Spell Thematics that allows to choose 1 spell per spell level as a "signature" spell and add +1 CL to it, works good with the Heart of X spells to increase duration and secondary effects (like extra HP by Heart of Earth)