Author Topic: The Ultimate Magic Missile/Force Magic Specialist  (Read 9588 times)

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GrandLlamaQ

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The Ultimate Magic Missile/Force Magic Specialist
« on: September 07, 2009, 08:26:47 PM »
I've been working on this for a bit now, and my initial idea was to create a character based around Magic Missile and all it's variations. Quickly finding that such a Mage loses focus in later levels I opted for Force Magic in general. My choices for spells and books varies a little wildly and oddly, but the GM of the game I'll be playing this character in has okayed them all after checking my selections for balance.
The books are abbreviated as follows:
CArc - Complete Arcane
EoE - Exemplars of Evil
SC - Spell Compendium
PHB - Player's Handbook 3.5
MM&M - World of Warcraft RPG: More Magic & Mayhem
WoW PHB - World of Warcraft RPG: Player's Handbook
S&M - d20 Game System's Spells & Magic

My overarching goal is to have a mage who uses purely Force Magic to deal with all enemies, puzzles and situations. The entire Theme of the character is combining Raw Magic, Metamagic Feats and Spells that boost other spells to create especially amazing effects. I haven't selected a race, finished selecting spells, nor am I settled on feats. But I'd like some feedback on the build, suggestions to improve, clever tricks, etc. I have access to a lot of books, as some of the players have been collecting books for decades, and the DM doesn't impose any limitations as long as I don't make something completely absurd.
I am the group's only practicing Min/Maxer, but I do enjoy building my characters around themes. My inspiration here was, in a sense, Naruto. If you've ever watched the anime, you know that Naruto really only has one good trick up his sleeve, cloning himself. However, he encounters a hundred different situations that require entirely different approaches and strategies, and manages to use that one trick in different ways to deal with all the enemies and situations. My goal here is the same, only this build's one trick was originally intended to be Magic Missile.
The GM hasn't decided what level we'll be playing at, though if I had to guess, I'd say in the 5-10 range. While we do usually use a fair amount of house rules, we don't really have much for character creation.

Class Progression:
Sorcerer 5 / Ley Walker 10 / Argent Savant 5


Ley Walker Requirements – (World of Warcraft: More Magic and Mayhem – Pg20)
Skills – Spellcraft 8 Ranks
Feats – Two Metamagic Feats
Spellcasting – Must be able to cast 3rd Level spells.

Argent Savant Requirements – (Complete Arcane – Pg24)

Skills – Knowledge(Arcana) 6 Ranks, Spellcraft 12 Ranks.
Spells – Must know five separate spells with the Force Descriptor. At least one of which must be 5th Level or higher.

Skill Progression –
Spellcraft & Knowledge(Arcana) maxed every level.
Concentration secondary if skills available.
Spot, Listen & Search are tertiary consideration if points are available.
Any remaining skills as character desires dictate.

Sorcerer Levels –

Level 1 – Sorcerer 1st –       4/2         |BAB+0      F+0/R+0/W+2
   Spells – Magic Missile (1st), Mage Armor(1st)
   Abilities – Summon Familiar
   Feats – Sudden Extend Spell

Level 2 – Sorcerer 2nd –       5/2         | BAB+1   F+0/R+0/W+3
   Spells – Persistant Blade(1st)

Level 3 – Sorcerer 3rd –       5/3         | BAB+1   F+1/R+1/W+3
   Feats – Sudden Maximize Spell

Level 4 – Sorcerer 4th –       6/3/1         | BAB+2   F+1/R+1/W+4
   Spells – Blast of Force(2nd)

Level 5 – Sorcerer 5th –       6/4/2         | BAB+2   F+1/R+1/W+4
   Spells – Unseen Servant(1st), Force Ladder(2nd)

 
Ley Walker Levels –
Level 6 – Ley Walker 1st  –    8/5/3/2         | BAB+2   F+1/R+1/W+6
   Spells – Chain Missiles(3rd), Greater Mage Armor(3rd)
   Abilities – Ley Line Attunement (-1 to Metamagic Level Cost)
   Feats – Empower Spell

Level 7 – Ley Walker 2nd –    8/6/4/3         | BAB+3   F+1/R+1/W+7
   Abilities – Ley Manifestation (Ley Spell)

Level 8 – Ley Walker 3rd –    9/6/4/3/2      | BAB+3   F+2/R+2/W+7
   Spells – Enforcer I(4th), Force Missiles(4th)
   Abilities – Bonus Metamagic Feat (Persistent Spell)

Level 9 – Ley Walker 4th –    9/7/6/5/4      | BAB+4   F+2/R+2/W+8
   Spells – Magic Missile Spray(4th), Force Claw(4th)
   Abilities – Ley Line Attunement (-2 to Metamagic Level Cost)
   Feats – Twin Spell

Level 10 – Ley Walker 5th –    9/7/6/5/4/3      | BAB+4   F+2/R+2/W+8
   Spells – Arcane Explosion(5th), Shieldbreaker(5th), Bigby’s Interposing Hand(5th)
   Abilities – Ley Line Manifestation (Ley Weaving)

Level 11 – Ley Walker 6th –    9/7/7/6/5/4      | BAB+5   F+3/R+3/W+9
   Spells – Friendly Fire(4th), Wall of Force(5th)
   Abilities – Bonus Metamagic Feat (Repeat Spell)

Level 12 – Ley Walker 7th –    9/8/8/7/6/5/4      | BAB+5   F+3/R+3/W+9
   Spells – Otiluke’s Resilient Sphere(4th), Enforcer II(6th), Superior Magic Missile(6th), Howling Chain(6th), Bigby’s Forceful Hand(6th)
   Abilities – Ley Line Attunement (-3 to Metamagic Level Cost)
   Feats – Quicken Spell

Level 13 – Ley Walker 8th –    9/8/8/7/7/6/5      | BAB+6/1   F+3/R+3/W+10
   Spells – Contingency(6th)
   Abilities – Ley Line Manifestation (Ley Walking)

Level 14 – Ley Walker 9th –    9/8/8/7/7/6/5/4   | BAB+6/1   F+4/R+4/W+10
   Spells – Spell Barrage(7th), Spell Matrix(7th), Brilliance Aura(7th), Bigby’s Grasping Hand(7th)
   Abilities – Bonus Metamagic Feat (Explosive Spell)

Level 15 – Ley Walker 10th –    9/9/9/8/8/8/7/6   | BAB+7/2   F+4/R+4/W+11
   Spells – Forcecage(7th)
   Abilities – Ley Line Attunement (-3 to Metamagic Level Cost)
   Feats – Widen Spell

 
Argent Savant Levels –
Level 16 – Argent Savant 1st –    9/9/9/8/8/8/7/6   | BAB+7/2   F+4/R+4/W+13
   Abilities – Force Specialization (+2/R +1 damage per die for Force Spells, deals 1 Force Damage on all offensive spells that don’t deal damage normally.)

Level 17 – Argent Savant 2nd –    9/9/9/8/8/8/7/7/2   | BAB+8/3   F+4/R+4/W+14
   Spells – Enforcer III(8th), Spellbore(8th)
   Abilities – Force Armor (+2 AC on Defensive Spells and Buffs with Force Descriptor)

Level 18 – Argent Savant 3rd –    9/9/9/8/8/8/7/7/3   | BAB+8/3   F+5/R+5/W+14
   Spells – Bigby’s Clenched Fist(8th)
   Abilities – Enduring Force (Duration of Force Spells are doubled as per Extend Spell Feat, Force Spell DCs increase by 4.)
   Feats – Enlarge Spell

Level 19 – Argent Savant 4th –    9/9/9/8/8/8/7/7/3/2   | BAB+9/4   F+5/R+5/W+15
   Spells – Enforcer IV(9th), Greater Spell Matrix(9th)
   Abilities – Ablate Force (Subtract A.S. class level from any Force Damage dealt to Argent Savant.)

Level 20 – Argent Savant 5th –    9/9/9/8/8/8/7/7/4/3   | BAB+9/4   F+5/R+5/W+15
   Spells – Otiluke’s Telekinetic Sphere(8th), Bigby’s Crushing Hand(9th)
   Abilities – Unbind Force (May make a free Dispel check against any Force spell or Force, regardless of the spell’s normal immunities (such as Wall of Force). DC11 + Opposing Caster Level. Deals 1d6/spell level damage to all within 10ft of spell’s effect when successful.

Feats Needed:
- Feat – (Requirement) Description.
All feats chosen for this build are Metamagic so far, however, as a Race has not been chosen, non-Metamagic feats have also been listed. In the event that extra feats become available earlier, I intend to use the extra feats listed.

Standard Feats:
- Extra Slot – (CL 4th) Gain an Extra Spell Slot up to one level lower than current highest level. (Complete Arcane)
- Extra Spell – (CL 3rd) Learn an additional spell up to one level lower than current highest level. (CArc)

Metamagic Feats:
- Empower Spell – (Any Metamagic) Increase spell’s effects by 50%. Uses up a slot two levels higher than standard. (PHB)
- Enlarge Spell – Double a spell’s range. Uses up a Slot one level higher than standard. (PHB)
- Explosive Spell – On failed Reflex save, creatures are ejected to edge of spell area and knocked prone. Creatures are blasted to edge of spell area. Creatures take 1d6 dmg per 10ft moved. Uses up a Spell Slot two Spell Levels higher than standard. (CArc)   
- Persistent Spell – (Extend Spell/Sudden Extend Spell) Fixed or personal range spells last 24 hours. Uses up a slot 6 levels higher than standard. (CArc)
- Quicken Spell – Allows casting of any spell with a duration less than one full round as a Swift action. Uses up a Spell Slot four Levels higher than standard. (PHB)
- Repeat Spell – (Any Metamagic Feat) Spell is automatically cast again next round. Cannot affect Ray spells. Uses a spell slot three levels higher than standard. (CArc)
- Sudden Extend Spell – Double spell’s duration without preparation 1/day. (CArc)
- Sudden Maximize Spell – (Any Metamagic Feat) Maximize spell’s effects without preparation 1/day. (CArc)
- Twin Spell – (Any Metamagic Feat) Cast spell twice simultaneously. Uses up a slot four levels higher than standard. (CArc)
- Widen Spell – Double a spell’s area. Uses up a spell slot three levels higher than standard. (PHB)

Sorcerer Spells Needed:
Spells are listed in the order they should be obtained.
Spell Level 1  -
- Magic Missile – 1d4+1 Dmg, 1 Missile/2 Levels past 1st. (Max 5) Each missile can strike a different target within 15ft of each other. (Player’s Handbook)
- Mage Armor – Grants +4 AC to caster for 1 hour/level. (PHB)
- Persistent Blade – Summons Blade of Force 1 round/level. May move 40ft per round. (Flight) Attacks with Base Attack + ½ Cha modifier. 1d4 Dmg (19-20/x2). Cannot be attacked, Flanks target. (Spell Compendium)
 - Unseen Servant – Invisible Force obeys your commands for 1 hour/level. (PHB)
Spell Level 2  -
- Blast of Force – Attack deals 1d6 Force damage/2 levels. (Max 5d6) Ray Spell. Fortitude or Prone. (SC)
- Force Ladder –  Creates a 60ft  immobile ladder of Force. Lasts 1 min/level. (SC)
Spell Level 3  -
- Chain Missile – 1+ 1 /2 levels (Single missiles chain targets within 30ft.) deal 1d4+1 Dmg each. (SC)
- Greater Mage Armor – Grants +6 AC to caster for 1 hour/level. (SC)
Spell Level 4  -
- Enforcer I – Cast as a Swift Action, the next spell cast this turn is Spell Level 5 for all purposes. (Spells & Magic)
- Force Missiles – 1 Missile/4 lvls strike up to 4 targets for 2d6 dmg and deal ½ dmg to adjacent creatures or objects. (SC)
- Magic Missile Spray – 2d4+2 Magic Missiles plus trip attempt at CL + Cha + 10. (S&M)
- Force Claw – Claw of force guards a 20ft cubic area for 1 round/level, moves 60ft/round as necessary, making opportunity attacks only. +10/R 1d8+6 Damage. (SC)
- Friendly Fire – Redirect ranged attack or ray spell against you to another target within 30ft using the same attack roll. Spells resolve as normal. On Standard Action, lasts for 1 round. On Full Round Action lasts for 1 round/level. (EoE)
- Otiluke’s Resilient Sphere – Force globe (1ft/level diameter) protects but traps one subject for 1 min/level. Ref negates. (PHB)
Spell Level 5  -
- Arcane Explosion – Deals 1d6+1 Force dmg/lvl (Max 15) to all creatures within 20ft. (WoW MM&M)
- Shieldbreaker – As Magic Missile, only a single missile is fired. The missile deals 1d4+4 damage to the target shield. Ignores Shield spell effects, dispels a Shield spell and causes a Brooch of Shielding to shatter unless is makes a successful Fortitude save. (S&M)
- Bigby’s Interposing Hand – Creates Large magic hand that appears between caster and target. Moves to remain between caster and target. Grants +4 AC from cover to Caster against target. It cannot be fooled, ignoring any attempts to hide or disguise the target, magically or otherwise. It has the same HP as caster and AC 20. Can be moved to a new target as a Move action.
- Wall of Force – Creates invisible Wall of Force that lasts 1 round/level. Area of wall is 10ft square/level. Immune to all damage, resistant to most spells including Dispel Magic. (PHB)
Spell Level 6  -
- Enforcer II – Cast as a Swift Action, the next spell cast this turn is Spell Level 7 for all purposes. (S&M)
- Superior Magic Missile – As Magic Missile, except as follows: 1 Magic Missile/level but maximum of 5 missiles per single target. Inanimate objects take only 2 damage per missile. (S&M)
- Howling Chain – Chain of force trips (+12/R Touch, +15/R Strength) in a 15ft radius for 1 round/level. On a successful trip (and every turn thereafter while prone) attacks for +12/R 2d6+10 damage. Any creature struck must make a Will Save or be Shaken. Chain may make one attack of opportunity per four caster levels. Can be destroyed, has caster’s health and AC 20. (SC)
- Bigby’s Forceful Hand – As B.I.H. except it pushes target away from caster. Attacks with a bull rush with a +14 on Strength. It moves with target and pushes target the full distance on success. (PHB)
- Contingency – Sets trigger condition for another spell 1/3rd your caster level. Spell must affect self only, requires 10 minutes to cast. Requires a statuette worth 1,500gp to cast. (PHB)
Spell Level 7  -
- Spell Barrage – On the turn following the casting of this spell, the Caster may cast any two spells as a Swift action in addition to their normal turn. (S&M)
- Spell Matrix – Stores up to two spells of 3rd level or lower to be released later as a Swift action. Costs 1,000gp in gems to cast. (SC)
   - Round 1: Cast Spell Matrix. Take 2d6 damage that cannot be healed until spells are released.
   - Round 2 & 3 – Cast spells to be stored.
- Brilliance Aura – All allies within 20ft may make a Spellcraft check on every spellcast. DC of Check is DC30 + Twice the Spell’s Level, if successful, the spell is cast but the caster does not lose the spell slot. A natural roll of 5 or less automatically fails. (WoW PHB)
- Bigby’s Grasping Hand – As B.F.H. except it can also grapple one opponent. Each round it can make a Grapple attempt at Caster Level + Charisma Modifier + 14. On Bull Rush attempt, it has +16 on Strength. (PHB)
- Forcecage – 10ft Cube or 20ft Cage of Force imprisons all inside for 2 hours/level. Resists Dispel Magic. Costs 1,500gp in Gem dust. (PHB)
Spell Level 8  -
- Enforcer III – Cast as a Swift Action, the next spell cast this turn is Spell Level 9 for all purposes. (S&M)
- Spellbore – Allows any projectile or ray spell to travel 1 foot/level through antimagic effects without being suppressed or dispelled. (S&M)
- Bigby’s Clenched Fist – As B.G.H. except it can also attack an opponent. Moves 60ft per round. Caster Level + Charisma + 11/R 1d8+11 damage. Struck creatures must make a Fort save or be stunned for 1 round. On Bull Rush, it has a +15 strength. (PHB)
- Otiluke’s Telekinetic Sphere – As Resilient Sphere, but you move sphere telekinetically even if you are in it. Can release spell at will. (PHB)
Spell Level 9  -
- Enforcer IV – Cast as a Swift Action, the next spell cast this turn is Spell Level 11 for all purposes. (S&M)
- Greater Spell Matrix – Stores up to three spells of 3rd level or lower to be released later as a Swift action. Costs 1,500gp in gems to cast. Spells can also be set to cast automatically as per a single chosen condition or effect each. (SC)
   - Round 1: Cast Spell Matrix. Take 3d6 damage that cannot be healed until spells are released.
   - Round 2 - 4 – Cast spells to be stored.
- Bigby’s Crushing Hand – As B.C.F. except it may also crush one opponent. Caster Level + Charisma +16/R for Grapple. Deals 2d6+12 damage on every successful grapple check. On bull rush, has +18 to Strength. (PHB)

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Thank you in advance for reading that mountain of text and any advice/tips you have to sling my way!
« Last Edit: September 07, 2009, 08:34:38 PM by GrandLlamaQ »

The_Mad_Linguist

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #1 on: September 07, 2009, 09:58:59 PM »
Consider picking up a coupla etherblades(FF).  Exotic weapon, but also the only source of nonmagical force damage I know. there are a few spells that let you fake proficiency.  Also look at dragonshard pommel stones, for a way to add enchantments that doesn't become useless after 50 shots
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GrandLlamaQ

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #2 on: September 08, 2009, 05:25:21 AM »
Where can I find Etherblades and Dragonshard pommel stones? (I guessed that FF might mean Fiend Folio, but no luck there...)

cru

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #3 on: September 08, 2009, 06:33:30 AM »
Hmm, you don't meet prerequisites for Ley Walker (cast 3rd level spells)

GrandLlamaQ

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #4 on: September 08, 2009, 07:02:22 AM »
Ah, I knew I forgot to mention something. The GM House ruled in that clause where if a Prestige Class has a requirement that can be met by the first level of that class, then that Prestige Class can be used. Only one requirement can be "shuffled" in that way though.

Agita

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #5 on: September 08, 2009, 08:35:50 AM »
Where can I find Etherblades and Dragonshard pommel stones? (I guessed that FF might mean Fiend Folio, but no luck there...)
It does. Etherblade is sneakily hidden in plain sight at the end of the Ethergaunt entry, page 68.
Dragonshard Pommel Stones are probably from some Eberron book.
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GrandLlamaQ

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #6 on: September 08, 2009, 11:04:52 AM »
Awesome, a Force Magic Rifle, I love it. Thanks!

Once I poked through the Eberron books, I found the Dragonshards in the Magic of Eberron book, page 14.
« Last Edit: September 08, 2009, 11:13:12 AM by GrandLlamaQ »

archangel.arcanis

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #7 on: September 08, 2009, 02:54:25 PM »
since you are already using 3rd party stuff. May i recomend Path of Magic. It is part of Legends and Lairs stuff, i'm pretty sure it is 3.0. It has a 10lvl PrC that is crazy good for force casters, Force Weaver. Our group picked it up, along with the other path of books, when we saw them at the book store years ago. It is the only thing that has been used from them several times. Key points are bonus to damage and DC scales to +4 per die and energy sub. force. Those alone make it worthy if not over powered. Oh and immunity to force at the end.
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Alastar

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #8 on: September 08, 2009, 04:05:48 PM »
Force missile mage is a pretty sweet prestige class from dragon magasine also, i think.

ksbsnowowl

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #9 on: September 08, 2009, 11:03:43 PM »
Don't know if you can get it added to your book list or not, but Unapproachable East has some sweet force spells in it.
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GrandLlamaQ

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Re: The Ultimate Magic Missile/Force Magic Specialist
« Reply #10 on: September 15, 2009, 07:47:41 PM »
I did find a couple good spells in Unapproachable East, and I'm checking out the Force Missile specialist. Thank you everyone for your tips so far!