newguydude1
2020-10-10, 11:37 AM
ok so this dweomerkeeper is very similar to an early build i made here
https://forums.giantitp.com/showthread.php?618020-proofread-my-wizard-dread-necro-ymir-fritz-inspired
but the difference is instead of a mirror mephit to cheat the cost of simulacrum im using dweomerkeeper. but heres the problem. i dont know what feats to get. so i just filled up my feats to get a second persistent spell and grabbed a lot of spell mastery to be independent of spellbooks.
so after seeing all of the multiple instances of extra turning and spell mastery in my build, i cant help but think i could do better. so i made this thread. make my dweomerkeeper better please.
this dweomerkeeper is designed for solo play. so relying on party members is a definite no.
this dweomerkeeper is also designed to be played without any wealth or magic items. so magic items to carry you through harder levels or to shore up weaknesses is a definite no as well.
race: illumian - for naenhoon fell animate and persistent spell
class: wizard 9/cleric1/dweomerkeeper10
***class order: wizard1/cleric1/wizard3/dweomerkeeper8/wizard1/dweomerkeeper2/wizard4
***i have to get 5th wizard level on my 14th level so i can obtain spell mastery the same time as i get simulacrum. i need simulacrum selected for spell mastery to reduce its casting time to standard action via uncanny forethought thus allowing me to use supernatural spell on simulacrum.
domains: healing (traded out for healing devotion), undeath (retrainted to magic at 5 for dweomerkeeper)
ability scores - 25 point buy
9-2 str
8 dex
10 con
18 int
11 wis
12 cha
alternate class feature: swap out familiar for animal companion at half druid level. (unearthed arcana wizard acf)
feats
flaw: noncombatant
flaw: pathetic: strength
1 spell mastery
1 uncanny forethought
1 fell animate, retrained to extend spell at 6
1 natural bond, retrained to extra turning at 7
2 healing devotion
3 practiced spellcaster, retrained to extra turning at 8
6 persistent spell
9 spell mastery
12 practiced spellcaster
14 spell mastery
15 eschew materials
18 spell mastery
bolded feats are where i think i can do better.
spell mastery 1: power word pain, summon component, magic weapon, repair light damage
spell mastery 9: animate weapon, sonorous hum, girallon's blessing, adept spirit, spell enhancer
spell mastery 14: simulacrum, limited wish
spell mastery 18:
1st
1 power word pain (v)
1 summon component (s)
1 mage armor (v,s,f cured leather)
1 endure elements (v,s)
1 repair light damage (v,s)
1 magic weapon (v,s)
1 benign transposition (v)
3 feather fall (v)
3 erase (v,s)
2nd
4 command undead (v,s,m raw meat and splinter of bone)
4 unseen crafter (v,s)
5 repair moderate damage (v,s)
5 adept spirit (v,s)
3rd
6 animate weapon (v,s) Transmutation
6 sonorous hum (v,s) Evocation
7 fly (v,s,f wing feather from any bird)
7 girallon's blessing (v,s,m) Transmutation
8 augment object (v,s,m) Transmutation
9 greater magic weapon (v,s,m) Transmutation
4th
8 dimensional anchor (v,s)
9 Spell Enhancer (v)
5th
10 wall of stone (v,s,m)
10 major creation (v,s,m)
11 teleport (v) Conjuration
11
6th
12 greater dispel magic (v,s)
12 superior resistance (v,s,m)
13
13
7th
14 simulacrum (v,s,m,xp)
14 limited Wish (v,s)
15 energy Immunity (v,s)
15 greater Teleport (v)
8th
16 steal life (v,s,location)
16 mind blank (v,s)
17 moment of prescience (v,s)
17 greater shadow evocation (v,s)
9th
18 wish (v,xp)
18 ice assassin (v,s,m,xp)
19 time stop (v)
19 disjunction (v)
20 shapechange (v,s,f)
20 foresight (v,s,m)
ok so the gameplan is
level 1: animal companion + power word pain
level 2-3: animal companion + 2 riding dog zombies (naenhoon fell animate) + power word pain.
healing devotion is how i will be healing myself, zombies, and my future animated object and simulacrum.
level 4-5: giant bat animal companion + 2 bison zombies
my character will be hiding in a stone box 24/7 being dragged around by the zombies so the only way anything gets to her is after her zombies are dead.
level 6-13: persistent sonorous hum + animate weapon + colossal stone greatsword = 24hour colossal animated object that hits for 8d6+13 per attack.
***so yeah this is the most important part of the build. this colossal animated object has to carry me all the way to 14 when i get my free simulacrums.
sonorous hum is mandatory if im gonna cast buffs like girallons blessing on my colossal animated object. or to heal it with healing devotion.
my character will be hiding inside the colossal stone greatsword so the only way to get to her is after they destroy the colossal stone object, or dispel it enough times until she cant re-animate it anymore.
level 14+: free simulacrums. my cl is boosted by adept spirit + spell enhancer for +3 cl for some powerful high hd simulacrums. this is what my character will be doing for the rest of eternity even in epic.
level 18: free wishes. my character will transform herself into a succubus for immortality, humanoid shape, at will greater teleport, etc. ecl increases by +12 but i think free simulacrums and wishes can carry me until i make up all the xp i need to continue leveling up at ecl 31. succubus is chosen instead of erinyes for the lower ecl. due to race change i no longer have naenhoon but who cares right?
ok so here are the things id like from the playground
1. better feat choice - i go 2 extra turnings which brings my turn count to 12 for two persistent spells. one for sonorous hum, one for backup sonorous hum when the first is dispelled, but do i really need that 2nd persistent spell? i go spell mastery at 9 to avoid the -2cl due to uncanny forethought in case im in a worst-case scenario when somehow the enemy erases all of the tattood spells on her body. same reason i go practiced spellcaster at 3 and 12. these two feats are gotten solely to prepare for the worst case scenarios.
2. better spell selection - this is a solo character. so i need all my bases covered with spells. dimensional anchor is gotten precisely because of that. but my experience is not encyclopedic so asking the playground in case they are. i got healing, teleporters, incorporeals, and flying creatures covered with my current spell selection.
3. optimize my zombies - they arent that strong, but i cant sacrifice my colossal animated object or my simulacrum timings to buff them with feats, unless you can convince me they can be very strong. alternatively, a better level 1-5 strategy for a solo wizard would be awesome too.
4. optimize my colossal animated object - has to carry me all the way to level 14. i grabbed augment object to double its hardness, girallons blessing to triple its dps, fly so it can kill flying creatures, magic weapon and the greater version to hit incorporeals.
thanks.
https://forums.giantitp.com/showthread.php?618020-proofread-my-wizard-dread-necro-ymir-fritz-inspired
but the difference is instead of a mirror mephit to cheat the cost of simulacrum im using dweomerkeeper. but heres the problem. i dont know what feats to get. so i just filled up my feats to get a second persistent spell and grabbed a lot of spell mastery to be independent of spellbooks.
so after seeing all of the multiple instances of extra turning and spell mastery in my build, i cant help but think i could do better. so i made this thread. make my dweomerkeeper better please.
this dweomerkeeper is designed for solo play. so relying on party members is a definite no.
this dweomerkeeper is also designed to be played without any wealth or magic items. so magic items to carry you through harder levels or to shore up weaknesses is a definite no as well.
race: illumian - for naenhoon fell animate and persistent spell
class: wizard 9/cleric1/dweomerkeeper10
***class order: wizard1/cleric1/wizard3/dweomerkeeper8/wizard1/dweomerkeeper2/wizard4
***i have to get 5th wizard level on my 14th level so i can obtain spell mastery the same time as i get simulacrum. i need simulacrum selected for spell mastery to reduce its casting time to standard action via uncanny forethought thus allowing me to use supernatural spell on simulacrum.
domains: healing (traded out for healing devotion), undeath (retrainted to magic at 5 for dweomerkeeper)
ability scores - 25 point buy
9-2 str
8 dex
10 con
18 int
11 wis
12 cha
alternate class feature: swap out familiar for animal companion at half druid level. (unearthed arcana wizard acf)
feats
flaw: noncombatant
flaw: pathetic: strength
1 spell mastery
1 uncanny forethought
1 fell animate, retrained to extend spell at 6
1 natural bond, retrained to extra turning at 7
2 healing devotion
3 practiced spellcaster, retrained to extra turning at 8
6 persistent spell
9 spell mastery
12 practiced spellcaster
14 spell mastery
15 eschew materials
18 spell mastery
bolded feats are where i think i can do better.
spell mastery 1: power word pain, summon component, magic weapon, repair light damage
spell mastery 9: animate weapon, sonorous hum, girallon's blessing, adept spirit, spell enhancer
spell mastery 14: simulacrum, limited wish
spell mastery 18:
1st
1 power word pain (v)
1 summon component (s)
1 mage armor (v,s,f cured leather)
1 endure elements (v,s)
1 repair light damage (v,s)
1 magic weapon (v,s)
1 benign transposition (v)
3 feather fall (v)
3 erase (v,s)
2nd
4 command undead (v,s,m raw meat and splinter of bone)
4 unseen crafter (v,s)
5 repair moderate damage (v,s)
5 adept spirit (v,s)
3rd
6 animate weapon (v,s) Transmutation
6 sonorous hum (v,s) Evocation
7 fly (v,s,f wing feather from any bird)
7 girallon's blessing (v,s,m) Transmutation
8 augment object (v,s,m) Transmutation
9 greater magic weapon (v,s,m) Transmutation
4th
8 dimensional anchor (v,s)
9 Spell Enhancer (v)
5th
10 wall of stone (v,s,m)
10 major creation (v,s,m)
11 teleport (v) Conjuration
11
6th
12 greater dispel magic (v,s)
12 superior resistance (v,s,m)
13
13
7th
14 simulacrum (v,s,m,xp)
14 limited Wish (v,s)
15 energy Immunity (v,s)
15 greater Teleport (v)
8th
16 steal life (v,s,location)
16 mind blank (v,s)
17 moment of prescience (v,s)
17 greater shadow evocation (v,s)
9th
18 wish (v,xp)
18 ice assassin (v,s,m,xp)
19 time stop (v)
19 disjunction (v)
20 shapechange (v,s,f)
20 foresight (v,s,m)
ok so the gameplan is
level 1: animal companion + power word pain
level 2-3: animal companion + 2 riding dog zombies (naenhoon fell animate) + power word pain.
healing devotion is how i will be healing myself, zombies, and my future animated object and simulacrum.
level 4-5: giant bat animal companion + 2 bison zombies
my character will be hiding in a stone box 24/7 being dragged around by the zombies so the only way anything gets to her is after her zombies are dead.
level 6-13: persistent sonorous hum + animate weapon + colossal stone greatsword = 24hour colossal animated object that hits for 8d6+13 per attack.
***so yeah this is the most important part of the build. this colossal animated object has to carry me all the way to 14 when i get my free simulacrums.
sonorous hum is mandatory if im gonna cast buffs like girallons blessing on my colossal animated object. or to heal it with healing devotion.
my character will be hiding inside the colossal stone greatsword so the only way to get to her is after they destroy the colossal stone object, or dispel it enough times until she cant re-animate it anymore.
level 14+: free simulacrums. my cl is boosted by adept spirit + spell enhancer for +3 cl for some powerful high hd simulacrums. this is what my character will be doing for the rest of eternity even in epic.
level 18: free wishes. my character will transform herself into a succubus for immortality, humanoid shape, at will greater teleport, etc. ecl increases by +12 but i think free simulacrums and wishes can carry me until i make up all the xp i need to continue leveling up at ecl 31. succubus is chosen instead of erinyes for the lower ecl. due to race change i no longer have naenhoon but who cares right?
ok so here are the things id like from the playground
1. better feat choice - i go 2 extra turnings which brings my turn count to 12 for two persistent spells. one for sonorous hum, one for backup sonorous hum when the first is dispelled, but do i really need that 2nd persistent spell? i go spell mastery at 9 to avoid the -2cl due to uncanny forethought in case im in a worst-case scenario when somehow the enemy erases all of the tattood spells on her body. same reason i go practiced spellcaster at 3 and 12. these two feats are gotten solely to prepare for the worst case scenarios.
2. better spell selection - this is a solo character. so i need all my bases covered with spells. dimensional anchor is gotten precisely because of that. but my experience is not encyclopedic so asking the playground in case they are. i got healing, teleporters, incorporeals, and flying creatures covered with my current spell selection.
3. optimize my zombies - they arent that strong, but i cant sacrifice my colossal animated object or my simulacrum timings to buff them with feats, unless you can convince me they can be very strong. alternatively, a better level 1-5 strategy for a solo wizard would be awesome too.
4. optimize my colossal animated object - has to carry me all the way to level 14. i grabbed augment object to double its hardness, girallons blessing to triple its dps, fly so it can kill flying creatures, magic weapon and the greater version to hit incorporeals.
thanks.