Bugbeartrap
2014-09-20, 10:47 PM
Hello Playground!
I'm getting ready to play in a high-level, high-op game inspired by Marvel Comic's Illuminati. We will be starting at least level 12, possibly 15, and I have chosen the role of the Archmage, the most powerful arcane spellcaster in the known world and the figurehead of the majority of arcane casters.
This is where you come in: I need help building him. He is likely the smartest human in this universe and has lived for millennia thanks to his bond with a friendly dragon; therefore, I need help statting the many contingencies such a character would have built. The DM has encouraged us to go nuts, as the game will include a measure of pvp to go along with plane-shaking threats. Seriously. Leadership is a free feat. I need several routes to power, as I expect to take aggro from other players; The barbarian king has already stated I'm his enemy, so I want to be ready. Any suggestions concerning how to build his wizard tower (or floating fortress) would also be appreciated.
All books allowed. Flavor/Deity restrictions are negotiable. Probably will roll stats 4d6 drop low, but I might be able to talk my DM into point buy.
My first stab at a build was:
1 Wizard Diviner banning Evocation (tattoo focus: divination) (H: Node Spellcasting: Shadow Weave)
2 Wiz
3 Wiz (Shadow Weave Magic)
4 Wiz
5 Wiz (B: Spontaneous Divination pre-errata)
6 Mindbender (Extend Spell)
7 Shadow Adept
8 Red Wizard banning Illusion
9 Red Wizard (Mindsight)
10 Red Wizard
11 Red Wizard
12 Red Wizard (B: Spell Mastery)(Uncanny Forethought)
The plan is to finish Red Wizard, then probably end with Archmage. I plan to use Circle Magic to raise my Caster Level to 40, then: place permanent buffs or extend spells to make them semi-permanent and resistant to dispel, command a large army of undead, etc. (I need more ideas!)
Thank you for the help, and please go nuts!
I'm getting ready to play in a high-level, high-op game inspired by Marvel Comic's Illuminati. We will be starting at least level 12, possibly 15, and I have chosen the role of the Archmage, the most powerful arcane spellcaster in the known world and the figurehead of the majority of arcane casters.
This is where you come in: I need help building him. He is likely the smartest human in this universe and has lived for millennia thanks to his bond with a friendly dragon; therefore, I need help statting the many contingencies such a character would have built. The DM has encouraged us to go nuts, as the game will include a measure of pvp to go along with plane-shaking threats. Seriously. Leadership is a free feat. I need several routes to power, as I expect to take aggro from other players; The barbarian king has already stated I'm his enemy, so I want to be ready. Any suggestions concerning how to build his wizard tower (or floating fortress) would also be appreciated.
All books allowed. Flavor/Deity restrictions are negotiable. Probably will roll stats 4d6 drop low, but I might be able to talk my DM into point buy.
My first stab at a build was:
1 Wizard Diviner banning Evocation (tattoo focus: divination) (H: Node Spellcasting: Shadow Weave)
2 Wiz
3 Wiz (Shadow Weave Magic)
4 Wiz
5 Wiz (B: Spontaneous Divination pre-errata)
6 Mindbender (Extend Spell)
7 Shadow Adept
8 Red Wizard banning Illusion
9 Red Wizard (Mindsight)
10 Red Wizard
11 Red Wizard
12 Red Wizard (B: Spell Mastery)(Uncanny Forethought)
The plan is to finish Red Wizard, then probably end with Archmage. I plan to use Circle Magic to raise my Caster Level to 40, then: place permanent buffs or extend spells to make them semi-permanent and resistant to dispel, command a large army of undead, etc. (I need more ideas!)
Thank you for the help, and please go nuts!