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Maximillius, First of the Order
Race: Dragonborn Lesser Aasimar
LG Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5



Crunch
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Lesser Aasimar:
+2 WIS/CHA
(Planetouched, Humanoid) Medium, 30 feet speed. Darkvision 60ft. Daylight 1/day. Resistance 5 cold/acid/electricity. +2 Listen/Spot. Common/Celestial/Draconic automatic.

Dragonborn:
+2 CON/-2DEX
gain (Dragonblood) subtype. +2 dodge to AC vs dragons. Immunity to Frightful Presence. Dragon Aspect (Wings). Speak Draconic. (( lose skill bonus, daylight, resistances).

HP: 15d4+5d6+60

Traits from UA
Aggressive +2 Initiative -1 AC, Polite +1 Diplomacy -2 Intimidate


32 pt buy:
STR 8 DEX 14 CON 14 INT 12 WIS 8 CHA 18
Racial/Dragonborn:
STR 8 DEX 12 CON 16 INT 12 WIS 10 CHA 20
All Points to CHA

Bonus spells:
1-7: 1-2, 2-1,3-1,4-1,5-1
8-15: 1-2, 2-2, 3-1, 4-1, 5-1, 6-1
16-20: 1-2, 2-2, 3-2, 4-1, 5-1, 6-1, 7-1

GEN:
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Air Gen - Creation
1d8+1
Speed 20/70 fly perfect AC 15 (+2 size, +2 DEX, +1 nat) touch 14, flat 13
BAB +1 Slam +5 melee Space 2.5ft/Reach 0
Air Mastery, Darkvision 60ft, Elemental Endurance, Elemental Travel, Fetch Spells, Immunity to electricity, acid vulnerability, Alertness, Improved Evasion, Share Spells, Empathic Link
F3,R4,W4
Str7,Dex14,Con12,Int13,Wis15,Cha10
Conc 5, Escape 6, Hide 12, Know Arcana 5, Know Planes 5, Listen 4, Move Silently 4, Search 5, Spellcraft 5, Spot 4, Survival 6
Combat Casting (B), Weapon Finesse

Level 20 Air Gen:
20d8 (75 hp’s because familiar)
Speed 20/70 fly perfect AC 24 (+2 size, +2 DEX, +10 nat)
BAB +10 Slam +12 melee Space 2.5ft/Reach 0
Air Mastery, Darkvision 60ft, Elemental Endurance, Elemental Travel, Fetch Spells, Immunity to electricity, acid vulnerability, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak w/ Master, SR 25, Scry on familiar

F4,R4,W16
Str7,Dex14,Con12,Int13,Wis15,Cha10
Conc 5, Escape 6, Hide 12, Know Arcana 5, Know Planes 5, Listen 4, Move Silently 4, Search 5, Spellcraft 5, Spot 4, Survival 6
Combat Casting (B), Weapon Finesse



Fluff
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In the city of Aeth’ir stands a gleaming Spire. Within the Spire resides the Brilliant Order of Light. The Order is composed of those who oppose evil’s spread. Dragons, outsiders, sentients, constructs, shapeshifters, fey, and any and all others. There are many ranks within the Order, from Initiate to Master, but chiefest among them is Templar. I am one such as has been honored to bear this Mantle.

My journey has not been an easy one, but nothing worth doing was ever easy. The Order has many duties, and I have stood post next to my brothers and sisters at many such, and will continue to do so. Warriors come in many forms, and attack with different weapons for each. Though I stand before you clad only in simple clothing, know that I and my brethren are never unready to stand again.

No member of the Order ever stands alone. Teamwork is the foundation upon which all great things are accomplished. From the moment I first stood in the shadow of the great Spire to take my Oath, I have been surrounded and accompanied on all sides by Family. A bond forged such can never be broken. That bond is only forged even stronger when an initiate then Vows to follow the Order’s Precepts, as set down by the First Templar. All of you gathered here today, will one day take your own Vows, and perhaps one among you will one day utter the Templar Code. But know this, you are already my brothers and sisters..

(( Beside every initiate, a Master of the Order suddenly winks into existence, and in one voice ))

And you will never stand alone.

Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Sha’ir 1 +0 +0 +0 +2 Craft (Weaving) 2, Concentration 1, Diplomacy 4, Spellcraft 3, Knowldege Arcana 1, Knowledge Religion 2 Alertness(B), Nymph’s Kiss Summon Gen Familiar, Spells
2nd Sha’ir 2 +1 +0 +0 +3 Craft 3, Conc 2, Spellcraft 4, Know Arc 2 - -
3rd Sha’ir 3 +1 +1 +1 +3 Craft 4, Diplomacy 5, Spellcraft 5, Know Arc 3 Enlarge Spell Recognize Genie Works
4th Sha’ir 4 +2 +1 +1 +4 Craft 5, Conc 3, Spellcraft 6, Know Arc 4 - -
5th Sha’ir 5 +2 +1 +1 +4 Craft 6, Conc 4, Know Arc 6 - Elemental Protection
6th War Weaver 1 +2 +1 +1 +6 Conc 6, Spellcraft 7, Know Arc 7 Sacred Vow Eldritch Tapestry
7th War Weaver 2 +3 +1 +1 +7 Conc 7, Spellcraft 9, Know Arc 8 - Quiescent Weaving 1, +1 spellcasting
8th War Weaver 3 +3 +2 +2 +7 Conc 8, Diplo 5.5, Spellcraft 10, Know Arc 9 - Quiescent Weaving 2, +1 spellcasting
9th War Weaver 4 +4 +2 +2 +8 Conc 9, Diplo 6, Spellcraft 11, Know Arc 10 Sanctum Spell Quiescent 3, +1 spellcasting
10th War Weaver 5 +4 +2 +2 +8 Conc 10, Diplo 6.5, Spellcraft 12, Know Arc 11 - Enlarged Tapestry, Quiescent 4, +1 spellcasting
11th Argant Savant 1 +4 +2 +2 +10 Conc 12, Spellcraft 14 - Force Specialization
12th Argant Savant 2 +5 +2 +2 +11 Conc 14, Diplo 7, Spellcraft 15 Draconic Aura (Stamina) Force Armor, +1 spellcasting
13th Argant Savant 3 +5 +3 +3 +11 Conc 16, Diplo 7.5, Spellcraft 16 - Extended Force, +1 spellcasting
14th Argant Savant 4 +6 +3 +3 +12 Conc 17, Diplo 8, Know Arc 12, Spellcraft 17 - Ablate Force, +1 spellcasting
15th Argant Savant 5 +6 +3 +3 +12 Conc 18, Diplo 8.5, Know Arc 13, Spellcraft 18 Craft Contingent Spell Unbind Force, +1 spellcasting
16th Holy Scourge 1 +6 +3 +3 +14 Conc 19, Diplo 9, Know Arc 14, Spellcraft 19 - Code of Conduct, Dedicated Spellcaster, Righteous Evocation +1
17th Holy Scourge 2 +7 +3 +3 +15 Conc 20, Diplo 9.5, Know Arc 15, Spellcraft 20 - Arcane Smite 1/day, +1 spellcasting
18th Holy Scourge 3 +7 +4 +4 +15 Conc 21, Diplo 10, Know Arc 16, Spellcraft 21 Skill Focus (Diplomacy) Devoted Arcanist, +1 spellcasting
19th Holy Scourge 4 +8 +4 +4 +16 Conc 22, Diplo 10.5, Know Arc 17, Spellcraft 22 - Arcane Smite 2/day, +1 spellcasting
20th Holy Scourge 5 +8 +4 +4 +16 Conc 23, Diplo 11, Know Arc 18, Spellcraft 23 - Righteous Evocation +2


Spells per Day/Spells Known
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Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4/5 3/3 - - - - - - - -
2nd 5/6 4/3 - - - - - - - -
3rd 5/6 4/4 1/0 - - - - - - -
4th 5/7 5/4 4/2 - - - - - - -
5th 5/7 5/5 4/3 2/0 - - - - - -
6th 5/7 5/5 4/3 2/0 - - - - - -
7th 5/8 5/5 5/3 4/2 - - - - - -
8th 5/8 7/6 6/4 4/3 2/0 - - - - -
9th 5/9 7/6 6/4 5/3 4/2 - - - - -
10th 5/9 7/7 7/5 5/4 4/3 2/0 - - - -
11th 5/9 7/7 7/5 5/4 4/3 2/0 - - - -
12th 5/9 7/7 7/5 5/4 5/3 4/2 - - - -
13th 5/9 7/8 7/6 6/5 5/4 4/3 2/0 - - -
14th 5/9 7/8 7/6 6/5 5/4 5/3 4/2 - - -
15th 5/9 7/9 7/7 6/6 6/5 5/4 4/3 1/0 - -
16th 5/9 7/9 7/7 6/6 6/5 5/4 4/3 1/0 - -
17th 5/9 7/9 7/7 7/6 6/5 6/4 5/3 4/2 - -
18th 5/9 7/9 7/8 7/7 6/6 6/5 5/4 4/3 1/0 -
19th 5/9 7/9 7/8 7/7 6/6 6/5 5/4 5/3 3/2 -
20th 5/9 7/9 7/9 7/8 6/7 6/6 6/5 5/4 3/3 1/0

Sha’ir: access to all wiz/sorc spells, as well as all spells from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun and Water Domains.
These spells are available either early or not at all to Wiz/Sorcs but are on your list of domain spells.
1 Magic Stone
2 (Wiz 3) Wind Wall, Soften Earth and Stone, Produce Flame, Calm Emotions, Aid, Heat Metal
3 (Wiz 4) Stone Shape, Searing Light
4 Air Walk, Chaos Hammer, Spike Stones, Divination, Order's Wrath, Freedom of Movement, (Wiz 6) Control Water
5 Control Winds, Dispel Law/Chaos, (Wiz 6) True Seeing, Flame Strike
6 Animate Objects, Fire Seeds, Find the Path
7 Word of Chaos, Earthquake, Fire Storm, Dictum, Sunbeam
8 Whirlwind, Cloak of Chaos/Law
9 Elemental Swarm, Miracle


Sources:
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Book of Exalted Deeds: 45, 46
Complete Arcane: 24
Complete Mage: 64
Dragon Compendium: 52
Dragon Magic: 16, 86
Heroes of Battle: 113
Player’s Guide to Faerun: 191
Player’s Handbook 51, 94, 100
Races of Destiny: 92
Races of the Dragon: 8
Tome and Blood: 41
Unearthed Arcana: 86, 89


Misc Items

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The spells’ tables for Sha’ir at all levels show the ability to cast spells before actually knowing any spell levels. For example, at level 5 I can cast a 3rd, but I don’t know any 3rd’s til 6th. The Gen simply retrieves it for me, I always know more then i can cast, and can always cast more (lvls) than i know. War weaver requires 3rd casting, so it’s a legal level when it’s taken. This continues at 10/11 as well for Argant Savant.

A Belt of Battle helps with action economy, 12k (MIC).

Ring of Spellstoring can definitely help hold onto some of the lesser used spells gained thru Sha’ir, or cast from another party member.

Stolen from a War Weaver Handbook 
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Trigger your quiescent weavings, setting your buffs in place. One of them should be Favor of The Martyr, if you can get it. Your obligation to your party is now fulfilled, and you can start trying to sail the sweet ship murder. You have now a standard, and a swift action remaining, and many options. You should have a belt of battle, celerity, and some means of getting off at least one quickened spell. We will ready many things. First, our standard action goes to readying a spell for when an opponent is casting. We will need a way to see casting reliably, classically detect magic + permanency will work. Next, we burn our swift to get another standard action from our belt of battle. We ready an action for when a spell is successfully cast by an opponent. The game recognizes a moment between cast and resolved, this is when one can counterspell. We prepare to use Celerity, borrowing against our immediate action for next round. When the mage starts to cast, we burn him down to the ground. Direct damage or level loss is best, though IF you think you can stick a feeblemind or similar, go for it. If you can hit, Orb of Force is reliable, offering no SR or save. If his contingency triggers, we will counterspell it, or if he gets his spell off, we will respond appropriately. We use Celerity either as insurance, or as a finishing gesture for our control at the start of our next turn. Remember, the enemy mage must die if we want to live.

So this is all very shiny and very nice, but why are we such good blasters? We're good blasters because we can help our party while still taking our potshots. We have the opportunity to get buffs out across our whole party, including healing spells and anything else we can sneak access to onto our spell list. We, in one move action, alter the tenor of the battle completely by letting go of our quiescent weave. We have options, powers, and choices. Crucially, if we're not breaking them down using certain feat options, we have a number of higher level slots open. These open spell slots are just swinging the in breeze. If you listen close, you can hear them humming softly, begging to be used for flashy and wonderful things. We have some criteria though, that we need to satisfy. Anything of sixth level or higher that we prepare as direct damage should have a corollary debuff. We're still interested primarily in helping our party, after all. My favorite direct damage spell is irresistible dance. What? You say it doesn't do direct damage? It provokes attacks of opportunity. If my fighter isn't beside the mage to take advantage of his sudden capering, I'm going to be upset. We're buff-engines who pack a punch, but even though we have all those free slots, the only target worth blasting down is the enemy mage. Anything else, and you make your team-mates suffer by failing to follow your role while simultaneously impinging on their ability to perform theirs.

A compiled list of all the Sor/Wiz spells I have found that can be cast through a War Weaver's Eldritch Tapestry. Add the domain spells on top of that..
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Zero Level

Resistance

First Level

Babau Slime (SC)
Bloodwind (SC)
Ebon Eyes (SC)
Ectoplasmic Armour (SC)
Endure Elements
Eyes of the Avoral (BoED)
Jump
Low-light Vision (SC)
Mage Armor
Nerveskitter (SC)
Protection from Chaos/Evil/Good/Law
Protection from Incarnum (MoI)
Protection from Winged Flyers (ShnSth)
Sea Legs (ShnSth)
Stand (PHBII)
Suspend Disease (BoVD)

Second Level

Animalistic Power (PHBII)
Bear's Endurance
Blindsight (PGtF)
Blur
Bull's Strength
Cat's Grace
Cloud Wings (SS)
Construct Essence, Lesser (RoE)
Create Magic Tattoo (PGtF)
Darkvision
Disguise Undead (SC)
Eagle's Splendor
Fox's Cunning
Fins to Feet (SC)
Fuse Arms (SC)
Ghost Touch Armour (SC)
Invisibility
Insight of Good Fortune (PHBII)
Jaws of the Moray (StmWck)
Kuo-toa Skin (StmWck)
Levitate
Master's Touch (PHBII)
Mechanus Mind (SC)
Mountian Stance (SC)
Owl's Wisdom
Protection from Arrows
Rapid Burrowing (SS)
Ray of Resurgance (LEoF)
Resist Energy
Scent (CD)
Sense Weakness (MoE)
Share Talents (PHBII)
Soul Boon (MoI)
Snake's Swiftness (SC)
Spawn Screen (SC)
Spider Climb
Stone Bones (SC)
Swim (CArc)
Tern's Persistence (StmWck)
Unheavened (BoVD)
Urchin's Spines (StmWrk)
Wings of Air (SC)
Wings of the Sea (SS)

Third Level

Adept Spirit (MoI)
Air Breathing (SC)
Alter Fortune (PHBII)
Amorphous Form (SC)
Antidragon Aura (SC)
Burrow (Und)
Crown of Clarity (PHBII)
Crown of the Grave (PHBII)
Crown of Might (PHBII)
Crown of Protection (PHBII)
Crown of Veils (PHBII)
Deeper Darkvision (SC)
Dimension Step (PHBII)
Displacement
Energy Aegis (PHBII)
False Gravity (SC)
Fly
Gaseous Form
Girallon's Blessing (SC)
Hamatula Barbs (SC)
Healing Touch (SC)
Heroism
Improved Mage Armor (UE)
Invisibility Sphere
Mage Armor, Greater (SC)
Magic Circle against Chaos/Evil/Good/Law
Nondetection
Protection from Energy
Resist Taint (HoH)
Scorpion Tail (RoE)
Shadow Phase (SC)
Spiderskin (SC)
Tongues
Undead Lieutenant (SC)
Undead Torch (SC)

Fourth Level

Anticipate Teleportation (SC)
Emerald Energy Shield (LEoF)
Glacial Ward (FB)
Ice Shield (FB)
Invisibility, Greater
Iron Bones (MoF)
Mystic Surge (PHBII)
Neutralize Poison
Open Least Chakra (MoI)
Polymorph
Remove Curse
Stoneskin
Superior Darkvision (UE)
Wings of Air, Greater (SC)

Fifth Level

Draconic Might (SC)
Indomitability (SC)
Lesser Ironguard (SC)
Mailed Might of the Magelords (LEoF)
Superiour Resistance (SS)
Triple Strike (LEoF)
Xorn Movement (SC)

Sixth Level (when cast using Sanctum Spell)
Cloak of the Sea (CAdv)
Greater Heroism ( )
Superior Resistance (SC)
True Seeing (SRD)