Playable from level 1 - 40 ..PvM or PvP Build

I've been updating some of my old builds, since the game has changed a bit (patches) from when they were first done. The first revised build I'm submitting is the Magical Marauder. I was always disapointed with the low fortitude save, but didn't realize until I was tinkering with it that, with a few minor changes, I could get it up to 37. With a fortitude save that high, he doesn't have to worry too much about devastating critical. If he is playing on a no magic items server, you may want to switch the greatsword focus to a long sword focus. With Tenser's Transformation, his fortitude save would be increased to 43, although his strength would be lowered so his own DC would suffer. Feel free to comment.

Advantages
-Level 9 illusionist spells. This character has full mage casting abilities, however because of his low level his SR and DCs will be low.
-Full fighter attacks per round and AB of 40 with a Greatsword. He can almost fight as well as a pure fighter, against any opponent he can't beat as a mage he can pummel as a fighter.
-Automatic Still Spell 3. He can cast in full plate.
-Devastating Critical.
-Epic Warding. He can take quite alot of punishment.
-Good fortitude saves and saves vs. spells. With a 37 fortitude save he has a good chance against devastating critical attacks, though he should still try to buff his CON and get a bonus to saves (If he runs into a Half-orc RDD with a 44 STR he'll get dev. critted but against the average fighter with a 30 STR he'll do okay). He should also do well against most spell casters.

Disadvantages
-Mediocre hitpoints. Just over 400 hitpoints, good for a mage but poor for a fighter.
-Low AC. With damage reduction and concealment spells, this isn't a problem unless his opponent has devastating critical.
-No Evasion or Improved Evasion. His spells provide some spell resistance, but a spell mantle doesn't last long in a mage battle.
-Low base wisdom and reflex saves. He'll have trouble with monstrous effects, though mind-blank should handle will saves.

Magical Marauder V. 2

Race Human

Alignment Any non evil

Base Attributes
STR 16
DEX 8
CON 16
INT 16
WIS 8
CHA 8

Leveling Guide
Levels 1-2 Fighter
Levels 3-6 Wizard
Levels 7-11 Fighter
Levels 12-20 Champion of Torm
Levels 21-37 Wizard
Level 38 Champion of Torm
Level 39 Wizard
Level 40 Fighter

Final Level Distribution
Champion of Torm 10
Fighter 8
Wizard 22

Spell School Illusion

Attribute Bonuses
All 10 attribute bonuses go to strength

Feats
Level 1: Weapon Focus (Greatsword), Toughness, Luck of Heroes
Level 2: Knockdown
Level 3: Still Spell
Level 6: Combat Casting
Level 8: Weapon Specialization (Greatsword)
Level 9: Great Fortitude
Level 10: Improved Critical (Greatsword)
Level 12: Improved Knockdown
Level 13: Power Attack
Level 15: Extend Spell, Blind-Fight
Level 17: Cleave
Level 18: Silent Spell
Level 19: Great Cleave
Level 21: Great Intelligence I, Epic Weapon Focus (Greatsword)
Level 24: Epic Prowess
Level 26: Great Intelligence II
Level 27: Epic Fortitude
Level 30: Overwhelming Critical (Greatsword)
Level 31: Great Intelligence III
Level 33: Automatic Still Spell I
Level 36: Automatic Still Spell II, Automatic Still Spell III
Level 38: Devastating Critical (Greatsword)
Level 39: Epic Spell (Epic Warding)
Level 40: Epic Weapon Specialization (Greatsword)

Final Attributes
STR 26
DEX 8
CON 16
INT 19
WIS 8
CHA 8

Final Saves (Vs. Spells)
Fortitude 37 (45)
Reflexes 24 (32)
Will 24 (32)

AB and Damage
(No buffs, Normal Greatsword)
40/35/30/25 18+2D6 (17-20 X2)
Devastating Critical DC 38

(+12 to STR, True Strike, Flame Weapon, Keen Edge, Greater Magic Weapon, Normal Great Sword)
66/61/56/51 32+2D6 (+1D4+10 Fire) (15-20 X2)
Devastating Critical DC 44

AC
21 (Fullplate, No Buffs)
43 (+5 Fullplate, +5 Ring of Protection, +5 Amulet of Natural Armor, Haste, Mage Armor, Cat's Grace)

Hitpoints 428 (maximum every level)

Skillpoints 231
Concentration 43
Discipline 43
Lore 23
Spot 41
Spellcraft 40
Taunt 21
Tumble 20

Skillpoint Distribution
Level 1: Concentration 4, Discipline 4, Taunt 2, Tumble 2, Save 8
Level 2: Concentration 1, Discipline 1, Save 12
Level 3: Concentration 1, Spellcraft 6, Taunt 1, Tumble 1, Save 7
Level 4: Concentration 1, Spellcraft 1, Save 11
Level 5: Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 11
Level 6: Concentration 1, Spellcraft 1, Save 15
Level 7: Concentration 1, Discipline 5, Taunt 1, Tumble 1, Save 11
Level 8: Concentration 1, Discipline 1, Save 15
Level 9: Concentration 1, Discipline 1, Taunt 1, Tumble 1, Save 15
Level 10: Concentration 1, Discipline 1, Save 19
Level 11: Concentration 1, Discipline 1, Taunt 1, Tumble 1, Save 19
Level 12: Discipline 1, Spot 15, Save 9
Level 13: Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 9
Level 14: Discipline 1, Spot 1, Save 13
Level 15: Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 13
Level 16: Discipline 1, Spot 1, Save 17
Level 17: Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 17
Level 18: Discipline 1, Spot 1, Save 21
Level 19: Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 21
Level 20: Discipline 1, Spot 1, Save 25
Level 21: Concentration 10, Spellcraft 17, Taunt 1, Tumble 1, Save 2
Level 22: Concentration 1, Spellcraft 1, Save 6
Level 23: Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 6
Level 24: Concentration 1, Spellcraft 1, Save 10
Level 25: Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 10
Level 26: Concentration 1, Spellcraft 1, Save 14
Level 27: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 14
Level 28: Concentration 1, Lore 1, Spellcraft 1, Save 18
Level 29: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 18
Level 30: Concentration 1, Lore 1, Spellcraft 1, Save 22
Level 31: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 22
Level 32: Concentration 1, Lore 1, Spellcraft 1, Save 26
Level 33: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 26
Level 34: Concentration 1, Lore 1, Spellcraft 1, Save 30
Level 35: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 30
Level 36: Concentration 1, Lore 1, Spellcraft 1, Save 34
Level 37: Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 34
Level 38: Discipline 18, Spot 18, Lore 5
Level 39: Concentration 2, Lore 3, Taunt 1
Level 40: Concentration 1, Discipline 2, Lore 4
_________________
Two wrongs don't make a right but three lefts do.

Edited By griphook on 05/31/05 19:05

Magical Marauder started to be strong now! Unlike his previous version, this one would actually be a formidable opponent for Arcane Knight - although who the winner would be would depend strongly on skill of players fighting the battle. Maybe this is a silly question, but why go Human with this build? If you went Dwarven, you would have -2 Cha but +2 Con. You'd lose 1 feat (probably Luck of Heroes), so your saves would be down by 1, but with the +2 Con your Fort save would stay the same, and you'd still have +40 HP.

Of course, you'd also lose some skill credits, so your Spot and Taunt skills would be down a little, but I don't see Taunt being all that useful to a build with 8 Cha, especially when you only put 21 points into it. Spot would probably be a little more useful, but with True Seeing it shouldn't be an issue.
Quote: Posted 02/03/05 20:09:47 (GMT) -- CrispyCritter

Maybe this is a silly question, but why go Human with this build? If you went Dwarven, you would have -2 Cha but +2 Con. You'd lose 1 feat (probably Luck of Heroes), so your saves would be down by 1, but with the +2 Con your Fort save would stay the same, and you'd still have +40 HP.

Of course, you'd also lose some skill credits, so your Spot and Taunt skills would be down a little, but I don't see Taunt being all that useful to a build with 8 Cha, especially when you only put 21 points into it. Spot would probably be a little more useful, but with True Seeing it shouldn't be an issue.

The main reason is I've never liked dwarves, though I did consider it (they also look silly with a greatsword). You are right, that an extra 40 HP would be nice, but you have to balance that with -1 to reflexes and will (luck of heroes) though dwarfs do get a racial +2 to all spell saves. Taunt works well against all those fighter builds that don't take any concentration ranks and spot is useful because you can't always have true sight up. It's often more useful to have up clairaudience/clairvoyance and save true seeing for when you really need it. The lower charisma would also limit his ability to buff and use divine wrath or lay on hands. If you wan't to, then by all means make the switch, though I consider it a lateral move.
_________________
Two wrongs don't make a right but three lefts do.

Edited By Mithdradates on 02/03/05 23:04