I post this character here so he'll be on the indexed list. My previous character can be found here.
Dwarf of Steel
Adventages: -Great AC, combined with Epic Warding, Improved Invisilibity or Displacement and huge amount of HP make him almost impossible to kill -Immune to critical hits -Can summon undead minions and familiar -Access to all mage's spells -Has Improved Combat Casting -Good Fortidude save -Any enemy who menage to hit him will receive 1d6+36 acid, 1d6+18 and 1d4+5 sonic damage (due to Mestil's Acid Sheath, Elemental Shield and Death Armor) -Never suffers from multiclass experience penalty
Disandventages: - Most of his spells have low DC (he should focus on spells without save) - Weak melee offensive capabilities (although he should rather attack with spells) - Slightly worse in spellcasting then most mages (his Maximized Isaac's Greater Missile Storm does 216 damage) - Not the best saves (aprat from Fortitude)
Race: Dwarf Alignment: Any non-good
Wizard 18/ Palemaster 20/ Fighter 2
Base stats: Str 12 Dex 8 Con 18 Int 18 Wis 8 Cha 6
Final stats: Str 12 Dex 8 Con 32 Int 19 Wis 8 Cha 6
AC: 38 AC (with Mage Armor, Epic Mage Armor, Improved Expertise, Haste and Cat's Grace +4 dex): 75 HP: 732 HP (with empowered Endurance +6 con): 852 Base Attack: 20 Attack: +21/+ 16 (+11/+6 with Improved Expertise)
Saving Throws: Fortitude: 33 (36 with empowered Endurance) Reflex: 15 (17 with Cat's Grace) Will: 22
Quote: Posted 09/05/04 12:45:54 (GMT) -- Tengudor_t -Great AC, combined with Epic Warding, Improved Invisilibity or Displacement and huge amount of HP make him almost impossible to kill ... -Any enemy who menage to hit him will receive 1d6+36 acid, 1d6+18 and 1d4+5 sonic damage (due to Mestil's Acid Sheath, Elemental Shield and Death Armor)
Don't all of these spells (except imp invis) last only 18 rounds? Seems like after that you'd be in trouble. _________________ Have I mentioned I hate IGMS?
Quote: Posted 09/05/04 15:04:44 (GMT) -- Tilbono
would it be better to take palemaster AFTER level 20? that way you get the 3 attacks / round..
Actually, this character is not supposed to be a melee fighter, so number of attacks doesn't matter. Also, he needs at least 1 level of fighter at epic leevls, and he'd be much weaker as wizard 18/fighter 3/ PM 19.
Quote: Posted 09/05/04 16:38:34 (GMT) -- yrtsns
Quote: Posted 09/05/04 12:45:54 (GMT) -- Tengudor_t -Great AC, combined with Epic Warding, Improved Invisilibity or Displacement and huge amount of HP make him almost impossible to kill ... -Any enemy who menage to hit him will receive 1d6+36 acid, 1d6+18 and 1d4+5 sonic damage (due to Mestil's Acid Sheath, Elemental Shield and Death Armor)
Don't all of these spells (except imp invis) last only 18 rounds? Seems like after that you'd be in trouble.
Yes, they last only 18 rounds. No, you won't be in trouble. After those 18 rounds, the dwarf still has 71 AC and 850 HP, which'll make him only a little less hard to kill. And those 18 rounds is more then enough to kill your enemies with IGMS or Bigby's hands.
Quote: Race: Dwarf Alignment: Any non-good
Wizard 18/ Palemaster 20/ Fighter 2
Base stats: Str 12 Dex 8 Con 18 Int 18 Wis 8 Cha 6
Final stats: Str 12 Dex 8 Con 32 Int 19 Wis 8 Cha 6
Nice build but I have a couple suggestions. First of all, I would lower your PM lvl to 16, and raise your Wizard lvl to 20 and your Fighter to lvl 4. You lose 2 points of AC, but you get another feat and a slightly better AB.
Also, you might want to consider raising Str a little with this characer. You could easily start with 16 Str and get it high enough to get Dev. Crit. Of course, you would lose a significant amount of Con, so maybe that's going against your character concept. Personally, though, I like all my characters to be able to fight.
It's probably not as much of an issue if you're playing PvP, as you should have more than enough spells to kill multiple opponents, but if you're playing through a hack and slash dungeon kind of mod where you've got tons of enemies, you don't want to have to waste a damage spell on every little kobold that comes your way.
Nice build but I have a couple suggestions. First of all, I would lower your PM lvl to 16, and raise your Wizard lvl to 20 and your Fighter to lvl 4. You lose 2 points of AC, but you get another feat and a slightly better AB.
It's not worth it. This character won't be fighting hand to hand anyway, and he won't have much use of the additional feat.
Also, you might want to consider raising Str a little with this characer. You could easily start with 16 Str and get it high enough to get Dev. Crit. Of course, you would lose a significant amount of Con, so maybe that's going against your character concept. Personally, though, I like all my characters to be able to fight.
Yes, that is against the character's concept. He's not supposed to fight, he's supposed to soak damage and kill enemies with his spells. Getting Dev Crit will require lots of feats and even more Str, which will result in getting his Con very low.
It's probably not as much of an issue if you're playing PvP, as you should have more than enough spells to kill multiple opponents, but if you're playing through a hack and slash dungeon kind of mod where you've got tons of enemies, you don't want to have to waste a damage spell on every little kobold that comes your way.
When fighting monsters, you have your familiar, summoned monsters and undead etc. fighting for you. Thy're not the best, but good enough.
Sorry for answering after such a long time - more of my builds coming soon.
My next character can be found here.
Tengudor_t,
Not sure if this suggestion would be useful now...
Anyway, I noticed that your build has hefty amount of CON, and by the time you are mid 30s or so, you have more than enough CON. My suggestion, why not switch one Great Constitution for Perfect Health?
The feat will give you additional immunity to poison and diseases.
By doing that, you will have three immunity, which are the following: Criticals, Poisons, and then Diseases.
It would be hard for any rogue/assassian or blackguard to try to poison you, and any classes that uses diseases as spell or ability would not be able to as well.
Not sure if that would be helpful with this build. It doesn't affect the build much other than adding two immunity at loss of something else.
Anuis _________________ - Epic Character Builders Guild
- Life is but a dream...
- I know more than I am letting on...
-I think, Therefore I am.
I usually don't consider poison as a threat (this character has big fortitude save anyway), but if you are fighting with people who poison a lot, go ahead - most of Dwarf's great constitution feats can be exchanged for things like perfect health - it won't affect the integrity of this build, although it'll leave him with less HPs.
Maybe epic damage reduction could fit into this build? Exchange two great cons for epid DR 1&2 perhaps?
Does epic damage reduction stack with epic warding? Or premonition? I think it does (not 100% sure about that however), so therefore it would not be the best choice for this build, bacause it'd be useless 90% of the time anyway.