looking for suggestions for a BA character
ok...i have a question for you...if i cast gate and pulled out a balor then had the balor use its ability to summon a balor...would that 2nd balor fight for me? or would it look around and say "whatever im going back to the abyss"...?...also im basing a lot of my strategy on the fact that most people wont know about the ability to precast things...you also seem to be under the impression that we can precast anything and everything...not quite...we can only precast things that have durations of...say 24 hours...or at least several hours...anyway...while at work i thought of an old strategy of mine...cast forcecage on my enemy...then find a way to submerge it in water...effectively drowning them...any ideas on how i could pull that off? i know you cant move the forcecage...but could i put up walls of force around it then fill those with water?GawainBS wrote:Yes, AMF stops from entering as well. Hence the use of a cohort, or reach from a Shapechange/Gated creature.
Rushing the Wizard will be nigh impossible. First and foremost: he'll be flying and have some nasty quickened battlefield control spells.
A wizard simply gets himself the time to cast things. (Hence, Timestop. I never assumed the Wizard precast things, except for things that last hour/lvl, which would mean in this case, 22+ hours, or Contingency. He would probably cast this every morning on himself anyway.)
About the Balor summoning another Balor, I think he wouldn't do it. He certainly can, but it would indebt him to the other Balor.
Isn't it dangerous to base your strategy on the lack of knowledge of your opponent? What if he went to another forum to get advice? If he isn't aware of the ability to precast, he's probably no match for you anyway.
The forcecage thing is doable, but with the way you're going at it, I don't see why you'd take Rogue over Wizard. (A Wizard can use his familiar to get of additional spells, btw.)
About the Balor summoning another Balor, I think he wouldn't do it. He certainly can, but it would indebt him to the other Balor.
Isn't it dangerous to base your strategy on the lack of knowledge of your opponent? What if he went to another forum to get advice? If he isn't aware of the ability to precast, he's probably no match for you anyway.
The forcecage thing is doable, but with the way you're going at it, I don't see why you'd take Rogue over Wizard. (A Wizard can use his familiar to get of additional spells, btw.)
i spoke to my dm and she says that you can take a 10 on UMD ONLY if you take skill mastery...i know it isnt right but she says that there is no reason for you to not be able to take a 10 in the first place...for the book to just say NO you cant do this doesnt make any sense...(she wants a reason i suppose) i also asked about the balor thing...she said it would work because im in control of the balor and by proxy the other balor as well...i also went over the strategy of drowning/suffocating my enemy...forcecage using the windowless cell version and then just walk away...if they dont have an item or a spell that allows them to survive without air...they die...albeit in 6-8 hours but hey...you take what you can get...on the drowning side of things...use wall of ice to surround the forcecage and then fill it with water...if they dont have an item they drown...and they cant cast spells...it would probably be most effective VS a fighter type though...she said something about someone using a ranger/wizard and flying 1250ft into the air...then using ranged attacks...i bet he doesnt use wooden arrows though...and if i can help it im never going to let him take to the sky...the reason i dont want to go straight wiz/sorc/whatever is because i still want to be able to melee if it comes down to it...i dont want to be completely useless if faced with say...an occult slayer...which i heard might very well be in the game...GawainBS wrote:A wizard simply gets himself the time to cast things. (Hence, Timestop. I never assumed the Wizard precast things, except for things that last hour/lvl, which would mean in this case, 22+ hours, or Contingency. He would probably cast this every morning on himself anyway.)
About the Balor summoning another Balor, I think he wouldn't do it. He certainly can, but it would indebt him to the other Balor.
Isn't it dangerous to base your strategy on the lack of knowledge of your opponent? What if he went to another forum to get advice? If he isn't aware of the ability to precast, he's probably no match for you anyway.
The forcecage thing is doable, but with the way you're going at it, I don't see why you'd take Rogue over Wizard. (A Wizard can use his familiar to get of additional spells, btw.)
- Siberys
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@Jezus-
Think of it this way, someone with a very basic knowledge of computers, knowing what they do, what some of the programs do, and how to open folders tries to "mess with the insides of a computer."
The instant he opens up that PC, he's not gonna know what the hell he's looking at. He doesn't know what Ram is, he doesn't know what a motherboard looks like, and probably thinks it's the big silver box screwed into the corner of the tower with a bunch of wires hanging out of it. If we were to use the rules of D&D as a base of physics, logically, how would he be able to "Take ten" in reconfiguring that computer.
Now, tie that to UMD. You're using a magical device that not only requires your own energy, which if you aren't a magic user you don't exactly have and have to emulate it, but you don't even have the luxury of seeing the mechanical aspects of the magic inside say, a wand or scroll. Sure, you can read what's on the scroll, you can see the words and symbols, the pictographs and markings, and you could probably read it out loud with a few seconds, but that doesn't necessarily mean it's gonna work. Remember, in D&D, magic is an unexplainable phenomenon, not some mechanical device that can be tweaked, reworked, and modified. Hell, even in forgotten realms, magic is defined as an energy formed into a weave around the earth created by a goddess.
"Taking ten" on something that a creature's brain couldn't simply comprehend on a whim's notice isn't possible in the logic of D&D.
Think of it this way, someone with a very basic knowledge of computers, knowing what they do, what some of the programs do, and how to open folders tries to "mess with the insides of a computer."
The instant he opens up that PC, he's not gonna know what the hell he's looking at. He doesn't know what Ram is, he doesn't know what a motherboard looks like, and probably thinks it's the big silver box screwed into the corner of the tower with a bunch of wires hanging out of it. If we were to use the rules of D&D as a base of physics, logically, how would he be able to "Take ten" in reconfiguring that computer.
Now, tie that to UMD. You're using a magical device that not only requires your own energy, which if you aren't a magic user you don't exactly have and have to emulate it, but you don't even have the luxury of seeing the mechanical aspects of the magic inside say, a wand or scroll. Sure, you can read what's on the scroll, you can see the words and symbols, the pictographs and markings, and you could probably read it out loud with a few seconds, but that doesn't necessarily mean it's gonna work. Remember, in D&D, magic is an unexplainable phenomenon, not some mechanical device that can be tweaked, reworked, and modified. Hell, even in forgotten realms, magic is defined as an energy formed into a weave around the earth created by a goddess.
"Taking ten" on something that a creature's brain couldn't simply comprehend on a whim's notice isn't possible in the logic of D&D.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
if i was say...a 20th level barbarian or fighter that would make perfect sense...but...thats where i would think skill points/trained and untrained comes in...with the character i have right now i get a +34 to my UMD...now to me that implies LOTS of experience with scrolls/wands/pretending to have an 18 WIS...etc...hell...maybe even practicing with them...just so you can activate whatever it is a little easier...AKA taking a 10...Siberys wrote:@Jezus-
Think of it this way, someone with a very basic knowledge of computers, knowing what they do, what some of the programs do, and how to open folders tries to "mess with the insides of a computer."
The instant he opens up that PC, he's not gonna know what the hell he's looking at. He doesn't know what Ram is, he doesn't know what a motherboard looks like, and probably thinks it's the big silver box screwed into the corner of the tower with a bunch of wires hanging out of it. If we were to use the rules of D&D as a base of physics, logically, how would he be able to "Take ten" in reconfiguring that computer.
Now, tie that to UMD. You're using a magical device that not only requires your own energy, which if you aren't a magic user you don't exactly have and have to emulate it, but you don't even have the luxury of seeing the mechanical aspects of the magic inside say, a wand or scroll. Sure, you can read what's on the scroll, you can see the words and symbols, the pictographs and markings, and you could probably read it out loud with a few seconds, but that doesn't necessarily mean it's gonna work. Remember, in D&D, magic is an unexplainable phenomenon, not some mechanical device that can be tweaked, reworked, and modified. Hell, even in forgotten realms, magic is defined as an energy formed into a weave around the earth created by a goddess.
"Taking ten" on something that a creature's brain couldn't simply comprehend on a whim's notice isn't possible in the logic of D&D.
- Siberys
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Even if you have a lot of experience with it (AKA the +34), you're still jury-rigging the magical device.
A wizard may use a wand in an exact geometrical pattern articulating words and phrases to allow the wand to activate. A rogue may just be hitting it like an old Nintendo cartridge and leaking out some of the energy.
A wizard may use a wand in an exact geometrical pattern articulating words and phrases to allow the wand to activate. A rogue may just be hitting it like an old Nintendo cartridge and leaking out some of the energy.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
thats like saying i cant know as much about computers as you because i didn't go to college and become a computer technician. sure a rogue doesnt have the ability to cast spells on his own but whats to stop him from watching a wizard? or maybe even apprenticing to one? what im trying to say is...practice makes perfect...skill mastery indicates unrivaled...well...mastery...of those skills...i may be just beating on an old Nintendo cartridge...but i have been beating on them for so long that i know exactly the right way to hit it to get that pesky dust out of there...Siberys wrote:Even if you have a lot of experience with it (AKA the +34), you're still jury-rigging the magical device.
A wizard may use a wand in an exact geometrical pattern articulating words and phrases to allow the wand to activate. A rogue may just be hitting it like an old Nintendo cartridge and leaking out some of the energy.
Once again: A wizard is way better than a Rogue in melee. Shapechange, Polymorph, Tenser's Transformation, Divine Power via Limited Wish.
You could also make a Gish character: it nets you 16+ BAB, spells as a lvl 17 Wizard, and with the right Prestige Classes, an Anti-Magic Field that doesn't include you in its effect. (Meaning that you're immune to spells, but can be Enlarge, buffed up, flying and Dimensioning Dooring around.)
You could also make a Gish character: it nets you 16+ BAB, spells as a lvl 17 Wizard, and with the right Prestige Classes, an Anti-Magic Field that doesn't include you in its effect. (Meaning that you're immune to spells, but can be Enlarge, buffed up, flying and Dimensioning Dooring around.)
first off...gish? what is that? and second off...how in the world would i accomplish this?...i suppose it is at this point that i must admit defeat...i NEVER play straight mages...EVER...i have played clerics before...but i mostly play melee classes...and with the anti magic field...i cant cast out of it either...right?GawainBS wrote:Once again: A wizard is way better than a Rogue in melee. Shapechange, Polymorph, Tenser's Transformation, Divine Power via Limited Wish.
You could also make a Gish character: it nets you 16+ BAB, spells as a lvl 17 Wizard, and with the right Prestige Classes, an Anti-Magic Field that doesn't include you in its effect. (Meaning that you're immune to spells, but can be Enlarge, buffed up, flying and Dimensioning Dooring around.)
- Siberys
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Yes, that is exactly the case. It's rather rare to find a skilled computer technician who hasn't had some classes in college dealing directly with computers. It's possible to find one, but incredibly rare.thats like saying i cant know as much about computers as you because i didn't go to college and become a computer technician.
Anyways-
Gish, nobody really has an official definition for it, but usually it revolves around a min/maxed multiclassed wizard/a lot of other classes.
One gish in particular is an Abjurant Champion from Complete Mage, which is by far the most ridiculous prestige class ever made.
These are the requirements-
Base Attack Bonus: +5.
Feat: Combat Casting.
Spellcasting: Must be able to cast 1st-level arcane spells,
including at least one abjuration spell.
Special: Must be proficient with at least one martial weapon.
Now...those seem like pretty normal requirements, but this class gets full base attack bonus like a fighter, D10 hit dice, all five levels include an additional spell level to an existing class, and then there are the class abilities. Increased armor bonus from abjuration spells that provide armor or shield bonuses to AC, ALL abjuration spells become extended with no additional cost to you..ever, swift abjuration allows you to cast quickened abjuration spells with no modified spell level, and more so on the swift actions you can use an unused spell slot or uncast spell to increase your attack bonus, double your damage bonus, increase your saves or AC, or gain resistance to ALL energies equal to 5 times the spell level. Oh, and it's final ability allows you to consider your base attack bonus your caster level, meaning if you had 5 levels of this class, one level of wizard, and the 14 other levels fighter, you'd have a 20th caster level.
Gish characters might be like that, Wizard 1, Fighter 14, Abjurant Champion 5.
Some of the supplemental prestige class WoTC puts out are pretty sick and abusive, but this one is just....damn.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
"Gish" is a catch-all term for Fighter/Wizards. The simplest form is, with only the core books, Fighter2/Wizard8/EldritchKnight10. You could, for example, substitute a lvl of Wizard for a lvl of Archmage, and get the Shape-spell (or something like that) class feature, which lets you designate certain squares of a spell's area that aren't affected. You designate the squares in the AMF that you yourself occupy, and you can have all your buff spells active on yourself, while being immune for magic from the outside. You wouldn't, however, be able to cast OUTSIDE the AMF.
Here's a link to all things Gish: Wizards Community Maintenance
A very good build that you could pull off with the books that you're allowed to use, is this: Fighter1/Wiz5/EldritchKnight1/Spellsword1/AbjurantChampion5/EldritchKnight2-8, in this order. (Not that it'd matter, since you start at lvl 20.) Mix in a lvl of Archmage to do the AMF trick, if you'd like too.
You might also want to go to the other link I sent you, there's a lot of info there too.
Here's a link to all things Gish: Wizards Community Maintenance
A very good build that you could pull off with the books that you're allowed to use, is this: Fighter1/Wiz5/EldritchKnight1/Spellsword1/AbjurantChampion5/EldritchKnight2-8, in this order. (Not that it'd matter, since you start at lvl 20.) Mix in a lvl of Archmage to do the AMF trick, if you'd like too.
You might also want to go to the other link I sent you, there's a lot of info there too.
- Siberys
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I'm not so sure, but possibly. It's pretty sick to allow you to gain supernatural, extraordinary, and spell like abilities from the creature, but base attack bonus equal to caster level is still pretty damn up there.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Well, but the Planar Shepard allows you to wildshape in outsiders. That's Base Attack = Caster level with three good saves while still being able to pump out Druid spells. I'm thinking about a Planar Shepard Wildshaped in a Titan with Bite of the Werebear, and some Wilding Clasps and he still has an Animal Companion that could be Shapechanged and have Bite of Werebear active as well.
Anyway, if you want a Gish, no reason to skip the Abjurant Champion; it IS quite powerful.
Anyway, if you want a Gish, no reason to skip the Abjurant Champion; it IS quite powerful.
honestly that just sounds like a pain in the arse...this is my build right now...tell me what you think...GawainBS wrote:Well, but the Planar Shepard allows you to wildshape in outsiders. That's Base Attack = Caster level with three good saves while still being able to pump out Druid spells. I'm thinking about a Planar Shepard Wildshaped in a Titan with Bite of the Werebear, and some Wilding Clasps and he still has an Animal Companion that could be Shapechanged and have Bite of Werebear active as well.
Anyway, if you want a Gish, no reason to skip the Abjurant Champion; it IS quite powerful.
STATS
rogue 20
hp240
ac-20(touch&flat-footed=20)
initiative-14
grapple-14
str-8
dex-30
con-22
int-25
wis-10
cha-25
SAVES
Fort-19
Ref-27
Will-20
ATTACKS
+5 keen,bane(human),speed, rapier(+28/28/23/18)
+5 speed, seeking, bane(human), shortbow (+33/33/28/23)<<+1 more when im within 30ft
FEATS&SPECIAL ABILITIES
force of personality
weapon finesse
weapon focus (shortbow)
improved initiative
point blank shot
combat expertise
deft strike
power critical
great fortitude
iron will
sneak attack(10d6)
trapfinding
evasion
improved evasion
trap sense +6
uncanny dodge
improved uncanny dodge
skill mastery(use magic device,hide,tumble)
ITEMS
cloak of charisma +6
gloves of dexterity +6
amulet of health +6
ioun stone(+2 wis)
ring of resistance +5
greater bracers of archery
tome of quickness of action +4
hewards handy haversack
5 scrolls of time stop
2 scrolls of effulgent epuration
1 scroll of superior invisibility
2 scrolls of irongaurd
1 scroll of power word kill
1 scroll of wrathful castigation
1 scroll of shapechange
1 scroll of veil of undeath
1 scroll of gate
1 scroll of forcecage
40 arrows
(precast stuff)
death pact
contingency:time stop
I still have 5183gp...i ran it past my DM and she told me that from what she knows i wont have any problems with anyone...in her own words...nobody who is coming is tactical enough to use dispel magic...don't forget my followers all casting hail of stone at the beginning of the match...and if that wont work my cohort is going to cast time stop,gate and shapechange...im thinking about her casting gate and bringing out a balor(me too if it comes down to it)
then she shapechanges into a titan and casts gate again (balor) then she plane shifts me out of there...on second thought she might plane shift me out first...
- Siberys
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So...you're wanting a character that's really powerful within the books you provided? That one's pretty standard actually, not too powerful, not too weak.
Now, I can do one of two things, provide suggestions to make THAT character more powerful or create one myself and post it here for you to use in any way you see fit, which would you prefer?
Now, I can do one of two things, provide suggestions to make THAT character more powerful or create one myself and post it here for you to use in any way you see fit, which would you prefer?
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
is both an option? XDSiberys wrote:So...you're wanting a character that's really powerful within the books you provided? That one's pretty standard actually, not too powerful, not too weak.
Now, I can do one of two things, provide suggestions to make THAT character more powerful or create one myself and post it here for you to use in any way you see fit, which would you prefer?
seriously i came here for those 2 exact reasons...i wanted to know what people thought of my ideas AND what THEY would do in my situation...no two minds think alike type of thing...but if your not willing to do both just tell me what you would do with my creation.
- Siberys
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For now, here's a character pimped out from Complete Mage.
Note, this is not the most powerful build one can have from Complete Mage, but is signficantly stronger than normal.
Note, all spells from this character can be found in Complete Arcane if not on the SRD/Core Books, no spell is from complete Mage. Otherwise, a set of parenthesis has been used to indicate where you can find the feat.
Race-Drow
Racial Stats-
+2 Dex, -2 Con, +2 Int, +2 Cha
Darkvision 120
Spell Resistance 31
+2 Will Saves against Spells and Spell Like Abilities
Light Blindness- Blinds for one round when exposed to light, dazzled for following rounds
Immune to Sleep
LA +2
Class- Abjurer 3/Sorcerer 3/Ultimate Magus 10/Abjurant Champion 2
Class Features-
Familiar
Arcane Spell Power +4 (all arcane spells caster level increased)
Expanded Knowledge-
1st- Magic Missile
2nd- Shield
3rd- Haste
4th- Confusion
5th- Unluck
Abjurant Armor (Shield Spell is +6 to armor instead of +4)
Extended Abjuration (Abjuration spells are always extended with no spell level adjustments)
Swift Abjuration (4th level Abjuration spells from both wizard and sorcerer are quickened automatically)
Level-18(ECL 20)
HP-192/192
AC-30 (+2 Natural, +6 Dex, +8 Armor, +4 Deflection)(36 with Shield)
Touch- 20
Flat Footed- 26/30 Shield
Initiative-7
Speed-30
Str-10
Dex-18(24)
Con-14(20)
Int-20(26)
Wis-10
Cha-20(26)
(Original Scores: 10, 10, 16, 16, 10, 16)
Base Attack/Grapple-9/9
Attack-
Rapier +10/5 (+14/9 with G-MAgic Weapon Potion, ignores armor and natural armor with Brilliant Blade)
1D6+1+1D6
15/x2
Saves-
Fortitude--1+1+3+0+5+2=12
Reflex-----1+1+3+0+6+2=13
Willpower--3+3+7+3+0+2=18
Skills-
Concentration----23+5=28
Knowledge Arcana-23+8=31
Spellcraft-------23+8=31
Feats-
Scribe Scroll
(1)Combat Casting
(3)Extend Spell
(6)Practiced Spellcasting (Wizard) (Complete Arcane)
(9)Practiced Spellcasting (Sorcerer) (Complete Arcane)
(UM)Energy Substitution Sonic (Complete Arcane)
(12)Improved Toughness (Complete Warrior)
(UM)Empower Spell
(15)Quicken Spell
(18)Residual Magic (Complete Mage)
Prohibited Schools (Necromancy, Illusion)
Caster Levels- Wizard: 13, Sorcerer: 12 (23 each from feats/items/Class Features, applies to Damage, Duration, Range, and other caster level dependent effects)
Spells Per Day-
Wizard--- 4+1,6+1,10+1,6+1,5+1,4+1,3+1,2+1 (+1 = abjuration)
Sorcerer- 6,8,14,8,7,6,4
Spell DC's-
1-19
2-20
3-21
4-22
5-23
6-24
7-25
Spells-
Sorcerer Spells Known-
0-Insignificant
1-Magic Missile, Orb of Acid Lesser, Protection from Alignment, Shield, Grease
2-Acid Arrow, Resist Energy, Scorching Ray, Web, Blur
3-Dispel, Fireball, Haste, Displacement
4-Orb of Electricity, Orb of Cold, Confusion
5-Reciprocal Gyre, Cone of Cold
6-Brilliant Blade
Wizard Spells Known-
0-All
1-Magic Missile, Orb of Acid Lesser, Protection from Alignment, Shield, Grease, Burning Hands
2-Acid Arrow, Scorching Ray, Fireburst, Darkness
3-Haste, Heroism, Fireball, Dispel
4-Confusion, Unluck, Orb of Cold, Orb of Electricity
5-Reciprocal Gyre, Overland Flight, Cone of Cold, Mind Fog
6-Transfix, Dispel Greater, Repulsion, Heroism Greater
7-Reverse Gravity, Spell Turning
Equipment-
Headband of Intellect +6 (36000)
Cloak of Charisma +6 (36000)
Gloves of Dexterity +6 (36000)
Belt of Constitution +6 (36000)
Manual of Quickness +5 (137500)(Read)
Ring of Wizardry 2 (40000)(Wizard)
Ring of Wizardry 2 (40000)(Sorcerer)
Mithral Chain Shirt +4 Heavy Fortification (101150)(No check penalty, 10% chance of Arcane spell Failure)
+1 Keen, Dancing, Vicious Rapier (98320)
Amulet of Protection +4 (32000)
Ioun Stone Orange Prism X5 (150000)(+3 Sorcerer CL, +2 Wizard CL)
Vest of Natural Armor +2 (8000)
Robe of Resistance +2 (4000)
Greater Magic Weapon +4 Potion (2400)
Bead of Heal 3rd Caster Level (1200)(Single Use, use activated, Caster Level 3 Heal, 30 hit points)
Note, this is not the most powerful build one can have from Complete Mage, but is signficantly stronger than normal.
Note, all spells from this character can be found in Complete Arcane if not on the SRD/Core Books, no spell is from complete Mage. Otherwise, a set of parenthesis has been used to indicate where you can find the feat.
Race-Drow
Racial Stats-
+2 Dex, -2 Con, +2 Int, +2 Cha
Darkvision 120
Spell Resistance 31
+2 Will Saves against Spells and Spell Like Abilities
Light Blindness- Blinds for one round when exposed to light, dazzled for following rounds
Immune to Sleep
LA +2
Class- Abjurer 3/Sorcerer 3/Ultimate Magus 10/Abjurant Champion 2
Class Features-
Familiar
Arcane Spell Power +4 (all arcane spells caster level increased)
Expanded Knowledge-
1st- Magic Missile
2nd- Shield
3rd- Haste
4th- Confusion
5th- Unluck
Abjurant Armor (Shield Spell is +6 to armor instead of +4)
Extended Abjuration (Abjuration spells are always extended with no spell level adjustments)
Swift Abjuration (4th level Abjuration spells from both wizard and sorcerer are quickened automatically)
Level-18(ECL 20)
HP-192/192
AC-30 (+2 Natural, +6 Dex, +8 Armor, +4 Deflection)(36 with Shield)
Touch- 20
Flat Footed- 26/30 Shield
Initiative-7
Speed-30
Str-10
Dex-18(24)
Con-14(20)
Int-20(26)
Wis-10
Cha-20(26)
(Original Scores: 10, 10, 16, 16, 10, 16)
Base Attack/Grapple-9/9
Attack-
Rapier +10/5 (+14/9 with G-MAgic Weapon Potion, ignores armor and natural armor with Brilliant Blade)
1D6+1+1D6
15/x2
Saves-
Fortitude--1+1+3+0+5+2=12
Reflex-----1+1+3+0+6+2=13
Willpower--3+3+7+3+0+2=18
Skills-
Concentration----23+5=28
Knowledge Arcana-23+8=31
Spellcraft-------23+8=31
Feats-
Scribe Scroll
(1)Combat Casting
(3)Extend Spell
(6)Practiced Spellcasting (Wizard) (Complete Arcane)
(9)Practiced Spellcasting (Sorcerer) (Complete Arcane)
(UM)Energy Substitution Sonic (Complete Arcane)
(12)Improved Toughness (Complete Warrior)
(UM)Empower Spell
(15)Quicken Spell
(18)Residual Magic (Complete Mage)
Prohibited Schools (Necromancy, Illusion)
Caster Levels- Wizard: 13, Sorcerer: 12 (23 each from feats/items/Class Features, applies to Damage, Duration, Range, and other caster level dependent effects)
Spells Per Day-
Wizard--- 4+1,6+1,10+1,6+1,5+1,4+1,3+1,2+1 (+1 = abjuration)
Sorcerer- 6,8,14,8,7,6,4
Spell DC's-
1-19
2-20
3-21
4-22
5-23
6-24
7-25
Spells-
Sorcerer Spells Known-
0-Insignificant
1-Magic Missile, Orb of Acid Lesser, Protection from Alignment, Shield, Grease
2-Acid Arrow, Resist Energy, Scorching Ray, Web, Blur
3-Dispel, Fireball, Haste, Displacement
4-Orb of Electricity, Orb of Cold, Confusion
5-Reciprocal Gyre, Cone of Cold
6-Brilliant Blade
Wizard Spells Known-
0-All
1-Magic Missile, Orb of Acid Lesser, Protection from Alignment, Shield, Grease, Burning Hands
2-Acid Arrow, Scorching Ray, Fireburst, Darkness
3-Haste, Heroism, Fireball, Dispel
4-Confusion, Unluck, Orb of Cold, Orb of Electricity
5-Reciprocal Gyre, Overland Flight, Cone of Cold, Mind Fog
6-Transfix, Dispel Greater, Repulsion, Heroism Greater
7-Reverse Gravity, Spell Turning
Equipment-
Headband of Intellect +6 (36000)
Cloak of Charisma +6 (36000)
Gloves of Dexterity +6 (36000)
Belt of Constitution +6 (36000)
Manual of Quickness +5 (137500)(Read)
Ring of Wizardry 2 (40000)(Wizard)
Ring of Wizardry 2 (40000)(Sorcerer)
Mithral Chain Shirt +4 Heavy Fortification (101150)(No check penalty, 10% chance of Arcane spell Failure)
+1 Keen, Dancing, Vicious Rapier (98320)
Amulet of Protection +4 (32000)
Ioun Stone Orange Prism X5 (150000)(+3 Sorcerer CL, +2 Wizard CL)
Vest of Natural Armor +2 (8000)
Robe of Resistance +2 (4000)
Greater Magic Weapon +4 Potion (2400)
Bead of Heal 3rd Caster Level (1200)(Single Use, use activated, Caster Level 3 Heal, 30 hit points)
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
I agree that that character isn't that powerful. The most power seems to come from the Cohort.
Syberis' character suffers from the lack of caster level. It falls too short to be a full caster and it has a hard time standing up to a melee threat. Further, it's a sorcerer, which limits your options. (Which might not be an issue, since this is going to be a one-shot action.) But it is better than your original draft.
A standard Wizard 20 blows most things out of the water. See the link at the first page to the "Guide to being Batman." It contains everything you need to know.
My earlier suggestion of the Druid 20 with Natural Spell and Augment Summoning isn't bad either: just a tad less powerful than Wizard20, but easier to play, I think.
A Divine MetaMagic Cleric is cool as well. Cleric 15/OrdainedChampion5 (from Complete Champion), Extend Spell, Persist Spell, DMM: Persist. Run around all day with Divine Power & Righteous Might active and access to lvl 9 Cleric spells.
The earlier mentioned Gish is good as well. Very powerful in melee and lots of utility spells.
As a general rule: avoid races with LA if you play a caster, because every + LA means one less caster level.
Edit: I think an Abjurant Champion can only quicken Abjuration up to half his level in the PrC, round up. So the example character could only quicken 1st lvl Abjurations. (Go Shield! I love that spell.)
Syberis' character suffers from the lack of caster level. It falls too short to be a full caster and it has a hard time standing up to a melee threat. Further, it's a sorcerer, which limits your options. (Which might not be an issue, since this is going to be a one-shot action.) But it is better than your original draft.
A standard Wizard 20 blows most things out of the water. See the link at the first page to the "Guide to being Batman." It contains everything you need to know.
My earlier suggestion of the Druid 20 with Natural Spell and Augment Summoning isn't bad either: just a tad less powerful than Wizard20, but easier to play, I think.
A Divine MetaMagic Cleric is cool as well. Cleric 15/OrdainedChampion5 (from Complete Champion), Extend Spell, Persist Spell, DMM: Persist. Run around all day with Divine Power & Righteous Might active and access to lvl 9 Cleric spells.
The earlier mentioned Gish is good as well. Very powerful in melee and lots of utility spells.
As a general rule: avoid races with LA if you play a caster, because every + LA means one less caster level.
Edit: I think an Abjurant Champion can only quicken Abjuration up to half his level in the PrC, round up. So the example character could only quicken 1st lvl Abjurations. (Go Shield! I love that spell.)