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

Skills:
Concentration: 43
Lore: 43
Spellcraft: 43
Listen :43
Discipline: 40
Tumble: 20
Spot: 3

Equipment:
Full Plate
Tower Shield
Any Hand Weapon (the lighter the better, I used an axe because he's a dwarf but he's good even with a dagger)

Most important spells:
Level 1: Mage Armor, Protection from Alignment, Magic Missile, Shield
Level 2: Endurance, Cat's Grace, Death Armor
Level 3: Haste, Displacement
Level 4: Improved Invisilibity, Elemental Shield, Isaac's Lesser Missile Storm
Level 5: Bigby's Interposing Hand, Energy Buffer, Mestil's Acid Sheath
Level 6: Bigby's Forceful Hand, Isaac's Greater Missile Storm, True Seeing
Level 7: Shadow Shield, Bigby's Grasping Hand, Spell Mantle
Level 8: Greater Sanctuary, Premonition
Level 9: Time Stop, Greater Spell Mantle
Level 10: Epic Warding, Epic Mage Armor

How to create him, from level 1 to 40:
Feats and attributes:
1. Wizard: Toughness
2. Wizard
3. Wizard: Combat Casting
4. Palemaster: +Intelligence
5. Palemaster
6. Palemaster: Expertise
7. Fighter: Improved Expertise
8. Palemaster: +Constitution
9. Palemaster: Spell Penetration
10. Palemaster
11. Wizard
12. Wizard: Greater Spell Penetration, Still Spell, +Constitution
13. Palemaster
14. Palemaster
15. Wizard: Empower Spell
16. Palemaster: +Constitution
17. Wizard
18. Palemaster: Maximize Spell
19. Wizard
20. Wizard: +Constitution
21. Palemaster: Epic Spell Penetration
22. Wizard: Improved Combat Casting
23. Wizard
24. Palemaster: Automatic Still Spell 1
25. Palemaster: Automatic Still Spell 2
26. Palemaster
27. Wizard: Great Constitution 1
28. Wizard: +Constitution
29. Wizard
30. Wizard: Great Constitution 2, Automatic Still Spell 3
31. Palemaster
32. Palemaster: Epic Spell - Epic Warding, +Constitution
33. Wizard: Great Constitution 3
34. Palemaster
35. Palemaster
36. Palemaster: Great Constitution 4, Epic Spell - Epic Mage Armor, +Constitution
37. Fighter: Armor Skin
38. Wizard
39. Wizard: Great Constitution 4
40. Palemaster: +Constitution

Skills:
1. Wizard: 4 Spellcraft, 4 Lore, 4 Concentration, 2 Tumble(cc), 2 Spot(cc), Save 4
2. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 7
3. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), 1 Spot(cc), Save 6
4. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 3 Listen, Save 6
5. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc), Save 6
6. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 8
7. Fighter: 10 Discipline, 1 Lore, 1 Concentration, 1 Tumble(cc)
8. Palemaster: 2 Spellcraft, 1 Lore, 1 Concentration, 2 Listen
9. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc)
10. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 3
11. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 4
12. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 7
13. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 8 Listen, 1 Tumble(cc)
14. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 3 Listen
15. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 1
16. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 4 Listen
17. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 1
18. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 3 Listen, Save 1
19. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 2
20. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 5
21. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc), Save 5
22. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 8
23. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 9
24. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 11
25. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc), Save 11
26. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 13
27. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 14
28. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 17
29. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 18
30. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 21
31. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc), Save 21
32. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 23
33. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Tumble(cc), Save 24
34. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 26
35. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, 1 Tumble(cc), Save 26
36. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 1 Listen, Save 28
37. Fighter: 30 Discipline, 1 Lore, 1 Concentration, 1 Tumble(cc)
38. Wizard: 2 Spellcraft, 1 Lore, 1 Concentration, Save 2
39. Wizard: 1 Spellcraft, 1 Lore, 1 Concentration, Save 5
40. Palemaster: 1 Spellcraft, 1 Lore, 1 Concentration, 8 Listen would it be better to take palemaster AFTER level 20? that way you get the 3 attacks / round..
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.
Quote: Posted 09/07/04 02:29:10 (GMT) -- CrispyCritter

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.

Quote: Posted 09/07/04 02:29:10 (GMT) -- CrispyCritter

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.

Quote: Posted 09/07/04 02:29:10 (GMT) -- CrispyCritter

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.