Doctor Despair
2015-11-09, 02:19 PM
I've been playing dnd for about a year and a half, and in that time I've played a horribly unoptimized unarmed monk and a straight-binder -- but I've been doing a lot of research. I decided to try my hand at a magic-user this campaign, but I'm having a lot of difficulty optimizing the character. I think I might be close to done, but I wanted to run it by you guys what with your wealth of experience and what not! :)
I helped my friend design a melee character, which is very straight forward to me, and he's going to be doing somewhere just under fifteen hundred damage at plus seventy something to hit (after power attack) and has supreme cleave. Naturally I don't expect to reach those levels of damage without all sorts of finely aged cheese, but I do know spellcasters typically outshine melee characters at this level -- I'm just not sure how best to do it.
So far the DM has cleared the use of two wishes -- one of which I want to use to get access to a turn attempt to fuel the divine power persist spell. I'm still not sure what to do with the second one -- I was thinking of wishing for an improved, epic version of my Arcane Thesis feat that applies the basic feat to spells equal to my intelligence modifier, selected upon receiving the feat. It would require Arcane Thesis as a prerequisite and caster level 20 to balance it in case any of the DMs characters wanted to spec into it for whatever reason. I have a modifier of +14 in my intelligence, which would make that pretty sweet, and an artificer cohort who can craft things on the cheap.
The campaign we're going into is going to feature deities in a big way according to what the DM has expressed. I would not be surprised if it resulted in some sort of combat with deities. In fact, as a party, one of our goals is to kill a greater deity take its divine ranks (I know about the PunPun ice assassin trick for getting divine ranks, but anything PunPun defeats the purpose of DnD). The DM has expressed that getting enough people to believe in you will bestow divinity in and of itself, but I'm not sure that is a reliable method considering how many things could go wrong with cajoling NPCs like that. I've read Deities and Demigods a bit and I think the warrior can do it with that damage and to-hit, which is reassuring at least, but I still want to be strong in my own right.
In terms of damage... I'm not sure what is appropriate, or rather, what is "good enough" for epic level fights. I know that enemies could easily have very high spell resistance, or saves, or AC, so I don't know where to focus my efforts. I was told the things we will fight will center in at CR25, barring outliers like deities or weaker NPCs. I know I don't have to do it all -- I have a party for that, after all -- but I want to be able to do something, and I feel like it is in my character's personality to seek to do it all. He is a bit of a megalomaniac and wants to prevent the use of magic in the world by anyone but himself or those of his own strength, hence his own personal quest for godhood.
I've read that "save or die" spells are strong, but as I look at deities, I feel like things with no save are what I should be looking for at epic levels -- but then I'm not sure how much to buff ranged touch attacks. I managed to get a normal BAB, which is big, and a decent dex bonus should be easy at these levels, but I'm not sure what sort of dex bonus enemies will have to oppose it. Should I be pumping my dex? And what spells seem the best for combat without being too rude/cheesey to my DM? I feel very immersed in the spellcasting so that I can understand a lot of the mechanics, but I don't have an innate sense of what is good or bad.
Here is what I have worked out so far:
Wizard (1): Iron Will, Extraordinary Concentration
Wizard (2):
Wizard (3): Twin Spell
Wizard (4):
Wizard (5): Extend Spell
Incantatrix 1 (6): Persistent Spell, Maximize Spell
Incantatrix 2 (7):
Incantatrix 3 (8):
Wyrm Wizard 1 (9): Leadership
Wyrm Wizard 2 (10): (gain access to Divine Power, wish for (1) turn attempt a day, persist with Incantatrix for free skillcheck, BAB = ECL)
Incantatrix 4 (11): Divine Metamagic
Incantatrix 5 (12): Spell Mastery
Incantatrix 6 (13):
Incantatrix 7 (14): Chain Spell
Incantatrix 8 (15): Uncanny Forethought
Incantatrix 9 (16):
Incantatrix 10 (17): Quicken Spell
Wyrm Wizard 3 (18): Arcane Thesis
Olin Gisir 1 (19):
Olin Gisir 2 (20): Invisible Spell
Epic Incantatrix 11 (21): (Epic Spellcasting)
End Result: Effective Arcane Caster Level 19 at Level 20 with full BAB progression
I also have two wishes to use, for which I wanted to get a turn attempt a day as of a cleric at half my caster level (to pump into Divine Metamagic) and to apply Arcane Thesis to spells = my intelligence modifier.
For defensive spells, I was considering using Hide Life, Astral Projection, Temporal Stasis and an extended Contingency: Dispel Magic on the Temporal Stasis (triggering when my spirit reinhabits the body), returning once a month or so to my original body to refresh the spells. I was also considering an extended mind blank and instant refuge as a catch-all for all else.
As for offensive spells, I've been hearing a lot of positive press for shapechange, mind rape (although I think standard action Programmed Amnesia via Uncanny Forethought is superior), disintegrate against foes not resistant to rays or without high spell resistance and fortitude saves, orb of force against foes with high spell resistance or high saves, and then Gate, Ice Assassin, Time Stop (probably using the previous two and delayed spells), and Wish.
What all other feats or offensive spells would be very beneficial? I was planning on starting human and polymorphing into a Domovi/Raptoran subtype (as approved by the DM) for high stat boosts and immortality as well as flight (improved by Domovi small size). Essentially, a high-powered megalomaniac parrot-pixie. Of course this is allowing for polymorphing as appropriate while training in the elf-specific class.
I helped my friend design a melee character, which is very straight forward to me, and he's going to be doing somewhere just under fifteen hundred damage at plus seventy something to hit (after power attack) and has supreme cleave. Naturally I don't expect to reach those levels of damage without all sorts of finely aged cheese, but I do know spellcasters typically outshine melee characters at this level -- I'm just not sure how best to do it.
So far the DM has cleared the use of two wishes -- one of which I want to use to get access to a turn attempt to fuel the divine power persist spell. I'm still not sure what to do with the second one -- I was thinking of wishing for an improved, epic version of my Arcane Thesis feat that applies the basic feat to spells equal to my intelligence modifier, selected upon receiving the feat. It would require Arcane Thesis as a prerequisite and caster level 20 to balance it in case any of the DMs characters wanted to spec into it for whatever reason. I have a modifier of +14 in my intelligence, which would make that pretty sweet, and an artificer cohort who can craft things on the cheap.
The campaign we're going into is going to feature deities in a big way according to what the DM has expressed. I would not be surprised if it resulted in some sort of combat with deities. In fact, as a party, one of our goals is to kill a greater deity take its divine ranks (I know about the PunPun ice assassin trick for getting divine ranks, but anything PunPun defeats the purpose of DnD). The DM has expressed that getting enough people to believe in you will bestow divinity in and of itself, but I'm not sure that is a reliable method considering how many things could go wrong with cajoling NPCs like that. I've read Deities and Demigods a bit and I think the warrior can do it with that damage and to-hit, which is reassuring at least, but I still want to be strong in my own right.
In terms of damage... I'm not sure what is appropriate, or rather, what is "good enough" for epic level fights. I know that enemies could easily have very high spell resistance, or saves, or AC, so I don't know where to focus my efforts. I was told the things we will fight will center in at CR25, barring outliers like deities or weaker NPCs. I know I don't have to do it all -- I have a party for that, after all -- but I want to be able to do something, and I feel like it is in my character's personality to seek to do it all. He is a bit of a megalomaniac and wants to prevent the use of magic in the world by anyone but himself or those of his own strength, hence his own personal quest for godhood.
I've read that "save or die" spells are strong, but as I look at deities, I feel like things with no save are what I should be looking for at epic levels -- but then I'm not sure how much to buff ranged touch attacks. I managed to get a normal BAB, which is big, and a decent dex bonus should be easy at these levels, but I'm not sure what sort of dex bonus enemies will have to oppose it. Should I be pumping my dex? And what spells seem the best for combat without being too rude/cheesey to my DM? I feel very immersed in the spellcasting so that I can understand a lot of the mechanics, but I don't have an innate sense of what is good or bad.
Here is what I have worked out so far:
Wizard (1): Iron Will, Extraordinary Concentration
Wizard (2):
Wizard (3): Twin Spell
Wizard (4):
Wizard (5): Extend Spell
Incantatrix 1 (6): Persistent Spell, Maximize Spell
Incantatrix 2 (7):
Incantatrix 3 (8):
Wyrm Wizard 1 (9): Leadership
Wyrm Wizard 2 (10): (gain access to Divine Power, wish for (1) turn attempt a day, persist with Incantatrix for free skillcheck, BAB = ECL)
Incantatrix 4 (11): Divine Metamagic
Incantatrix 5 (12): Spell Mastery
Incantatrix 6 (13):
Incantatrix 7 (14): Chain Spell
Incantatrix 8 (15): Uncanny Forethought
Incantatrix 9 (16):
Incantatrix 10 (17): Quicken Spell
Wyrm Wizard 3 (18): Arcane Thesis
Olin Gisir 1 (19):
Olin Gisir 2 (20): Invisible Spell
Epic Incantatrix 11 (21): (Epic Spellcasting)
End Result: Effective Arcane Caster Level 19 at Level 20 with full BAB progression
I also have two wishes to use, for which I wanted to get a turn attempt a day as of a cleric at half my caster level (to pump into Divine Metamagic) and to apply Arcane Thesis to spells = my intelligence modifier.
For defensive spells, I was considering using Hide Life, Astral Projection, Temporal Stasis and an extended Contingency: Dispel Magic on the Temporal Stasis (triggering when my spirit reinhabits the body), returning once a month or so to my original body to refresh the spells. I was also considering an extended mind blank and instant refuge as a catch-all for all else.
As for offensive spells, I've been hearing a lot of positive press for shapechange, mind rape (although I think standard action Programmed Amnesia via Uncanny Forethought is superior), disintegrate against foes not resistant to rays or without high spell resistance and fortitude saves, orb of force against foes with high spell resistance or high saves, and then Gate, Ice Assassin, Time Stop (probably using the previous two and delayed spells), and Wish.
What all other feats or offensive spells would be very beneficial? I was planning on starting human and polymorphing into a Domovi/Raptoran subtype (as approved by the DM) for high stat boosts and immortality as well as flight (improved by Domovi small size). Essentially, a high-powered megalomaniac parrot-pixie. Of course this is allowing for polymorphing as appropriate while training in the elf-specific class.