New Epic Build Mage...Sick
Posted: Thu Feb 01, 2007 3:40 pm
Here is a new epic build I came up with and am looking to try out. Made to play with HOTU equipment
Aehlaesthlaeth Dreamweaver Magus of the Unknown Hand
Mage (Abjurer) 38/Paladin 1/Monk1
Female Elf
Lawful Good
Starting Stats:
Str: 9
Dex: 16
Con: 12
Int: 14
Wis: 13
Chr: 14
Stat Boosters:
Maximized Eagle's Splendor +5 CHR
Maximized Bull's Strength +5 STR
MAximized Fortitude +5 CON
Maximized Owl's Wisdom +5 WIS
Maximized Cat's Grace +5 DEX
Warlord's Breast Plate +6 CHR
Nymph Cloak +7 CHR
Amulet of Divine Radiance +6 CHR
Boots of Striding +10 CON
Belt of the Storm Giant +10 STR
Ring of Clear Thought +10 INT
2X Aramil's Blade +16 STR, -8 DEX
Headband of Intellect +6 INT
Stat Increases:
8X INT
1X DEX
1X CON
2X Great INT
Buffed Stats:
STR: 40
DEX: 14
CON: 28
WIS: 18
INT: 40
CHR: 38
Umm...yeah
Allot of skill points. Discipline, Concentration, Spellcraft, and Tumble should be maxed. Pick whatever else. I suggest scouting skills. Lore already gets +15 from INT and bonuses from spells, rings, potions etc. Maybe a few points at the start to make things easier.
Feat Selection: (In no order)
Ambidexterity, Two weapon fighting, Improved Two Weapon Fighting
Still Spell, Auto Still Spell I-III
Epic Mage armour, Epic Warding
Maximize Spell, Extend Spell
Combat Casting, Improved Combat Casting
Spell Focus I-III Necromancy, Illusion, Enchantment
Greater INT I-II
Relevant Bonus Feats from Classes and Race:
Elf:
Keen Sense
Low-light vision
Skill Affinity Search , Listen, Spot
Sleep Immunity
HArdiness vs Enchantments
Elf Profiency
Mage:
Scribe Scroll
Monk:
Cleave
Evasion
Monk AC Bonus (+4 AC)
Paladin:
Medium Armour
Immunity to Disease
Divine Grace (+14 all saving throws)
What is so splendid about this build is that it doesn't sacrifice caster levels to become melee oriented. Use Evocation spells with no saves. Acid Sheath if the only pertinant spell you lose from no Conj. I don't like summons as they leech EXP, always bash chests when your pixie is goping to open it, and don't hold up well. You get other summons anyways form illusion, etc. The 9th level sword spell is nowhere near as powerufl as you are in combat. As far as unlisted gear is concerned I suggest, ring of elemental immunity and monk gloves +10 to hit, 2d6 dmg. If you are worried about hitting, don't. HAsted this character recieves seven attacks a round. +20 from an extended True Striking should aleviate any concerns especially when combined with the monk gloves. He has pure fighters strngth bonus, the +10 from the gloves cancels the fighters BAB bonus. The plus twenty cancels the difference between your AC, negatives form duelwield, and lack of shield. Just a sick build. Mordikainen's disjunction at 38th lvl. Seven Vorpal saves a turn. What more do you want? Anything I missed? Anyway to made this build better?
Edit: Hmm mesed up the gear a bit. In my aste to maximize CHr I didn't notice that universal saves are at amulet and cloak. These provide better saves than the CHR items which is the main reaosn they are there. Dropping those drops an odd number of CHR (13). So -1 starting CHr looks good. Nowhere really to put it effectively though. That would bring the divine grace down to +7 Saves. But the new items more than make up for it.
Aehlaesthlaeth Dreamweaver Magus of the Unknown Hand
Mage (Abjurer) 38/Paladin 1/Monk1
Female Elf
Lawful Good
Starting Stats:
Str: 9
Dex: 16
Con: 12
Int: 14
Wis: 13
Chr: 14
Stat Boosters:
Maximized Eagle's Splendor +5 CHR
Maximized Bull's Strength +5 STR
MAximized Fortitude +5 CON
Maximized Owl's Wisdom +5 WIS
Maximized Cat's Grace +5 DEX
Warlord's Breast Plate +6 CHR
Nymph Cloak +7 CHR
Amulet of Divine Radiance +6 CHR
Boots of Striding +10 CON
Belt of the Storm Giant +10 STR
Ring of Clear Thought +10 INT
2X Aramil's Blade +16 STR, -8 DEX
Headband of Intellect +6 INT
Stat Increases:
8X INT
1X DEX
1X CON
2X Great INT
Buffed Stats:
STR: 40
DEX: 14
CON: 28
WIS: 18
INT: 40
CHR: 38
Umm...yeah
Allot of skill points. Discipline, Concentration, Spellcraft, and Tumble should be maxed. Pick whatever else. I suggest scouting skills. Lore already gets +15 from INT and bonuses from spells, rings, potions etc. Maybe a few points at the start to make things easier.
Feat Selection: (In no order)
Ambidexterity, Two weapon fighting, Improved Two Weapon Fighting
Still Spell, Auto Still Spell I-III
Epic Mage armour, Epic Warding
Maximize Spell, Extend Spell
Combat Casting, Improved Combat Casting
Spell Focus I-III Necromancy, Illusion, Enchantment
Greater INT I-II
Relevant Bonus Feats from Classes and Race:
Elf:
Keen Sense
Low-light vision
Skill Affinity Search , Listen, Spot
Sleep Immunity
HArdiness vs Enchantments
Elf Profiency
Mage:
Scribe Scroll
Monk:
Cleave
Evasion
Monk AC Bonus (+4 AC)
Paladin:
Medium Armour
Immunity to Disease
Divine Grace (+14 all saving throws)
What is so splendid about this build is that it doesn't sacrifice caster levels to become melee oriented. Use Evocation spells with no saves. Acid Sheath if the only pertinant spell you lose from no Conj. I don't like summons as they leech EXP, always bash chests when your pixie is goping to open it, and don't hold up well. You get other summons anyways form illusion, etc. The 9th level sword spell is nowhere near as powerufl as you are in combat. As far as unlisted gear is concerned I suggest, ring of elemental immunity and monk gloves +10 to hit, 2d6 dmg. If you are worried about hitting, don't. HAsted this character recieves seven attacks a round. +20 from an extended True Striking should aleviate any concerns especially when combined with the monk gloves. He has pure fighters strngth bonus, the +10 from the gloves cancels the fighters BAB bonus. The plus twenty cancels the difference between your AC, negatives form duelwield, and lack of shield. Just a sick build. Mordikainen's disjunction at 38th lvl. Seven Vorpal saves a turn. What more do you want? Anything I missed? Anyway to made this build better?
Edit: Hmm mesed up the gear a bit. In my aste to maximize CHr I didn't notice that universal saves are at amulet and cloak. These provide better saves than the CHR items which is the main reaosn they are there. Dropping those drops an odd number of CHR (13). So -1 starting CHr looks good. Nowhere really to put it effectively though. That would bring the divine grace down to +7 Saves. But the new items more than make up for it.