Ok, I have a character that I want some input on. I put a general thread up elsewhere regarding a number of concepts I did the past two weeks, but this one seems the most solid out of them so far. This is for an ECL 50 start game. Char creation rules are as follows:
Sources: Specifically 3.5e Books
(PHB, DMG, Complete xx, Expanded Psionics, etc.)
No Gestalt
No Level Buyoff
No Traits
No Netbooks (eBooks acceptable)
No Non-3.5e Compatible Sourcebooks
ECL: 50
Races: Any pending DM approval. Racial HD @ 1/2 HD for HP. Templates at -1 LA (Min 1; IE +2 LA becomes +1).
HP: Max from Class HD
40 Point Buy
Epic Feats from 21st, 24th, 27th, and 30th level
must beallocated towards special abilities listed here:
http://www.dndgamer.com/forum/showthread.php?t=9822 More than 1 Epic Destiny may be taken, each costing 4 Epic Feat slots in a row.
20,000,000 gp
Current XP: 1,300,000XP (250,000 XP over 50th level for Crafting, etc)
No Epic Spellcasting/Creating New Epic Spells allowed.
Being that I am more familiar with playing Wizards, and have yet to really go beyond 12th level play, the whole dealing with Epic levels is beyond me. I've been toying with different concepts and builds. I have redone the setup for this one a few times, and as such, it seems unwieldy to me. Just taking it apart and sliding things around, pulling things and adding new, etc. I have been debating the race, and the class set up. Ultimately, I lack the feats I want, due to this having to spend 4 feats. However, going with the Epic Destiny I selected, that pesky fear of a Mages Disjunction is now gone. That would be roughly the only true reason I selected that one, over the others. Perhaps another would make more sense if I had a decent way to go about getting past a Disjunction hitting my shiny goodies I plan on purchasing? Anyhow, my work in progress character sheet here.
Name:
Class: F. S. Conjurer 20/Master Specialist 10/Wyrm Wizard 10/ Archmage 5/ Argent Savant 5 (Wiz 5/MS 10/Wyrm Wizard 10/ Wizard 15/ Archmage 5/Argent Savant 5 in order of levels gained)
Race: Dragonborn Gnome
ECL: 50
Alignment: Neutral Good
HP: 850
AC: 39 (11+9 Dex + 10 Def + 8 G. M. Armor+1 Haste)
Touch: 31
Flat-Footed: 29
Init: 9
Speed: 40 ft
BAB: 9+15 (+1 Size, +1 Haste)
Melee: +16
Ranged: +26
True Striked, Maximized, Enhanced, Twinned Orb of Force: +46 60d6 Force
Fort: +43 (1 Wiz5+3 MS+1 WW+15 Epic+13 Con+10 C.E.Res)
Ref: +40 (1 Wiz5+3 MS+1 WW+15 Epic+9 Dex+10 C.E.Res+1 Haste)
Will: +45 (4 Wiz5+7 MS+4 WW+15 Epic+2 Wis+10 C.E.Res)
Special/Racial Defense and Attack Forms:
Immunity to Dragons Frightful Presence
+2 Dodge AC vs Dragons
Breath: 100 ft Line, 16d8 damage. Acid, Cold, Electricity or Fire. 1d4 rd recharge
Immunity to Energy Attacks
Fast Healing 3
Invisible and unaffected by divination attempts of detecting or locating, IE True Seeing, See Invisible, etc.
Total Concealment (50% miss chance)
Hasted (+1 Attack, Dodge AC and Ref)
Freedom of Movement: Auto succeed grapple resist checks, Immunity to slow, paralysis, etc.
SR 40
Strength (Str) 6 (-2 Racial)
Dexterity (Dex) 28 (-2 Racial+4 Manual+12)
Constitution (Con) 36 (16+4 Racial +4 Manual + 12 )
Intelligence (Int) 46 (18+12 Level increases + 4 Tome of Clear Thought +12 Epic Headband)
Wisdom (Wis) 14
Charisma (Cha) 10
Skills: 456 Skill Points Total
[spoiler]1st-7th: 60 skill points (18-19 Int)
8th-15th: 56 skill points (20-21 Int)
16th-17th: 16 skill points (22-23 Int)
18th-23rd: 48 (26-27 Int)
24th-31st: 72 (28-29 Int)
32nd-39th: 80 (30-31 Int)
40th-47th: 88 (32-33 Int)
48th-50th: 36 (34 Int)[/spoiler]
Concentration (Con): 66 (53+13)
Decipher Script (Int): 71 (53+1
Knowledge (Arcana) (Int): 73 (53+18+2)
K- Planes (Int): 71 (53+1
K- Religion (Int): 71 (53+1
K- Nature (Int): 38 (20+1
Spellcraft (Int): 74 (53+18+3)
Spot (Wis): 28 (26+2)
Use Magic Device (Cha): 26 (26)
Languages: Draconic, Gnome, Common; Dwarven, Elven, Giant, Orc; Abyssal, Celestial, Infernal, Ignan, Auran, Terran, Aquan (14 Skill Points)
Feats:[spoiler]
1: Collegiate Wizard (Double Spells known, +2 K.: Arcana; Complete Arcane)
3: Spell Focus: Conjuration
WB-5: Heighten Spell: (Adjust Spell Level, +1 SL for each increase)
6: Spell Focus: Abjuration
9: Maximize Spell (Max dice, +1 SL)
12: Quicken Spell (Swift Action Cast, +1 SL)
15: Residual Magic (Add free metamagic feat from 1st spell to same spell cast next round, Or cast spell and then use same spell from scroll or wand and use your CL for all purposes; Complete Mage)
18: Twin Spell (Double effect for +1 SL; Complete Arcane)
21st Artifact Lord-Impossible activation, charge item
24th Disjunction ward
27th Soul transfer
30th Artifact dominion
WB-30: Enhance Spell (+10/+5 dice, +1 SL)
33: Improved Spell Capacity (10th level spells)
WB-35: Enhance Spell (+20/+10 Dice, +5 SL total)
36: Improved Spell Capacity (11th level spells)
39: Improved Metamagic (-1 total to all MM feats cost)
WB-40: Improved Spell Capacity (12th level)
42: Improved Metamagic (-2 total MM feat cost total)
45: Improved Metamagic (-3 total to all MM feats cost)
48: Improved Spell Capacity (13th level)[/spoiler]
Class Abilities:
[spoiler]Wizard
Immediate Magic: 18/day Teleport 10 feet as Immediate Action. 10th level Spell, CL 20 (PHB2)
Scribe Scroll
Focused Specialist: Conjuration. (Complete Mage)
Banned Schools: Illusion, Enchantment, Necromancy
Master Specialist (Complete Mage)
Skill Focus: Spellcraft
Expanded Spellbook (gained at Char Lvl: 7th, 10th, 13th;
-
-
-
Greater Spell Focus: Conjuration
Minor School Esoterica: Summoned/Called creatures +CL in HP
Caster Level Increase: +2 CL with Conjuration spells
Moderate: +5 CL for purposes of resisting Dispel for SL in rounds after casting spell
Major: 3/day cast standard action Conj. Spells as Swift
Wyrm Wizard (Dragon Magic)
Knowledge of the Wyrm: 1 hour spent studying provides +10 insight bonus to Spellcraft and K: Arcana checks for 8 hours. +2 extra if spent with a dragon.
Spell Research: True Resurrection (9th level)
Draconic Discovery: Any 2nd level Arcane Spell and Metamagic Feat (+4 max), 1/day, MM is free
Spell Research: Spell Resistance
DD: 4th ; Spell Research: Heal
Convert Counterspell: Instantly Identify and then Convert 3rd level into Dispel Magic, or 6th level into G. Dispel only to attempt to counterspell incoming spells. Normal rules apply after wards
Spell Research: Heal, Mass (9th)
DD: 6th
Break Spell Resistance: Success on a CL check to bypass SR on a target allows a free action to burn a spell slot to negate the SR for SL of spell burned in rounds. Spell Research: Greater Vigor (FH 4, 35 rds, 5th)
Archmage:
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Spell Like Ability: Quickened True Strike 6/day (5th and 8th level slot)
Spell Like Ability: Heightened (5th) Enhanced Orb of Force 4/day (5th and 13th level slot)
Argent Savant:
Force Specialization: +1 Damage for every dice with Force spells, or +1 overall with no dice. +2 Attack Rolls.
Force Armor: +2 AC with Force descriptor spells providing Armor or Shield bonuses.
Enduring Force: Extend force spells. +4 to vs Counter or Dispel Checks
Ablate Force: -5 Force Damage
Unbind Force: Standard Action within 60 ft, CL check (DC 11+CL of caster), unbinds any force effect and deals 1d6 per spell level to all creatures and objects within 10 ft.[/spoiler]
Spells:
DC: 28+SL (30+ for Conj, 29+ for Abj.)
CL: 46 (48 for Conj.)
Level: (Base+ Conj* + Bonus`) (Archmage slot costs taken from Bonus slots, adjustments reflected below)
0: (3+3*)
1: (3+3*+5`)
2: (3+3*+5`)
3: (3+3*+4`)
4: (3+3*+4`)
5: (3+3*+2`)
6: (3+3*+4`)
7: (3+3*+3`)
8: (3+3*+3`)
9: (3+3*+3`)
10: (0+3*+3`)
11: (0+3*+3`)
12: (0+3*+2`)
13: (0+2*+2`)
[spoiler]Spellbook: +4x26 levels= 104 spells to allocate in spellbook anywhere
0: All
1: (6+4+4 free, 27 total) Alarm, Endure Elements, Hold Portal, Protection from Chaos and Evil, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Reduce Person,
2: (8 Free, 30 total) Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Acid Arrow, Glitterdust, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Rope Trick, Spider Climb, Whispering Wind
3: (8 Free, 25 total) Dispel Magic, Explosive Runes, Magic Circle Against Evil, Nondetection, Protection from Energy, Phantom Steed, Stinking Cloud, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Daylight, Fireball, Lightning Bolt, Wind Wall, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Shrink Item, Water Breathing, Slow, Greater Mage Armor,
4: (8)
5: (8)
6: (8)
7: (8)
8: (8)
9: (8)[/spoiler]
Equipment:
17347500 gp spent below so far
[spoiler]
Manual of Quickness in Action +4 (Used) 110,000 gp
Manual of Bodily Health+4 (Used) 110,000 gp
Tome of Clear Thought+5 (Used at 17th level) 137,500 gp
Headband of Epic Intellect: +12 (1,440,000 gp)
Gloves of Epic Dexterity: +12 (1,440,000 gp)
Amulet of Epic Health: +12 (1,440,000 gp)
Cloak of Epic Resistance +10 + Mantle of Epic SR + Displacement: +10 to Saves, 40 SR and 50% Miss Chance constant)(1,000,000 gp +435,000 [290,000+1.5] +180,000 gp[3*4*2000*4*1.5]=470000)
Boots: Continuous Haste (CL5) and Freedom of Movement (CL7) : (120,000 + [56,000 x1.5 x1.5= 126,000]=246,000x5= 1,230,000
Ring of Epic Wizardry 1-9: 3,765,000 gp
Ring of Universal Energy Immunity + Protection +10 + Sequestering + Rapid Healing: 6,060,000
(2,160,000 + 3,000,000 + 450,000 gp +450,000 gp= 6,060,000 gp)[/spoiler]
So, anyone feel like tearing my concept and build apart and telling me what I've done wrong so far?