Casting, Slashing and Roaming Everywhere Dragon-kin are permitted (1-40) PvM and PvP
THE ARCANE KNIGHT (Angel of Vengeance) By Deborah “Tyr” Templar
This build, the Arcane Knight (Angel of Vengeance) has come down to Earth as the result of a comment about spell swords, which implied they “suffer” as a result of being far too comprised b/w arcane and combat; in other words, some believe that most “do some of two things, but neither really, really well.” This knight does not agree, and is here to show that spell sword are not only versatile and fun, but that they also make for a strong bastion of destruction. Behold:
Natural AB 42 (buffed: 68), Devastating Critical (DC): 44 (buffed: 50), ample access to ninth level sorcerer spells, over 1700 effective HPs (has epic warding) –AND- is NOT dispellable.
The Arcane Knight combines the undeniable – and undispellable -- casting power of a 26th level sorcerer, with the combat prowess of a fighter and incredibly stylish wings of the prestige RDD class, in order to create the “ultimate” spell sword. While this is not the first of its kind in terms of the class combo chosen, nor is it the first to enjoy the power of dev.crit: it differs from all seven (7) others in terms not only of the level split, i.e., this one being the first to be undispellable, and it is also a high-power/PvP version, as the above numbers show. That said, with ample spell access (thus versatility), the Arcane knight is also most enjoyable PvM.
Strengths • Very good, highly buffable AB with Serious Damage potential, including Dev.Crit DC 44 (buffable to 50) and, at the same time, also Defense Oriented (incl., epic warding) • Can’t be Sneaked (True Seeing, Invis. Purge, See Invisibility, Ultravision, & Darkness) • Undispellable buffs: an epic sorcerer having full access to ninth level spells, including a nice range of varying elemental damage, and a good Ice Storm (an area spell which is a pain to all enemies, but especially to arcane casters) • Highly Charismatic, Good-Looking Angel-Drake, with incredibly stylish red wings
Disadvantages • Has only 3 attacks/round unbuffed/unhasted (more fighter levels pre-epic would “cure” this, but would greatly detract from the build (and not worth it) since doing so would result in loss of sorcerer levels, which in turn would deny this knight his/her epic warding and render him/her vulnerable to dispelling); nor is such table necessary in any event, since it's “cured” by haste (grants 4th attack), with full enjoyment also of other spells, like Bigby’s-line and Time Stop; • Low spell DCs/No Foci: then again, this is a spell sword, with ample buffing power, and including saving throws (which saves, especially reflex, could otherwise be a problem) • Most Likely Barred from low-medium magic worlds (accordingly, a non-dev crit version follows in the next post for those wanting an Arcane Knight w/o dev.crit)
The Arcane Knight (Angel of Vengeance) Sorcerer(26), Red Dragon Disciple(10), Fighter(4) Race: Human Alignment: Any (Theme: Any Lawful)
I. Character Attributes STR: 17 (38) DEX: 8 CON: 12 (14) WIS: 8 INT: 10 (12) CHA: 16 (19)
II. Level Guide 01: Fighter(1): toughness, weapon focus: greatsword OR scimitar*, power attack** 02: Fighter(2): cleave** 03: Sorcerer(1): knockdown 04: Fighter(3): STR+1, (STR=18) 05: Fighter(4): weapon specialization: greatsword 06: Red Dragon Disciple(1): great cleave** 07: Red Dragon Disciple(2): (STR=20) 08: Red Dragon Disciple(3): STR+1, (STR=21) 09: Red Dragon Disciple(4): still spell, (STR=23) 10: Red Dragon Disciple(5) 11: Red Dragon Disciple(6) 12: Red Dragon Disciple(7): STR+1, improved critical: greatsword, (STR=24), (CON=14) 13: Red Dragon Disciple(8) 14: Sorcerer(2) 15: Sorcerer(3): great fortitude 16: Sorcerer(4): STR+1, (STR=25) 17: Sorcerer(5) 18: Sorcerer(6): empower spell –or- maximize spell 19: Red Dragon Disciple(9): (INT=12) 20: Red Dragon Disciple(10): STR+1, {Darkvision}, (STR=30), (CHA=18) 21: Sorcerer(7): overwhelming critical: greatsword** 22: Sorcerer(8) 23: Sorcerer(9) 24: Sorcerer(10): STR+1, devastating critical: greatsword**, (STR=31) 25: Sorcerer(11) 26: Sorcerer(12) 27: Sorcerer(13): epic weapon focus: greatsword 28: Sorcerer(14): STR+1, (STR=32) 29: Sorcerer(15) 30: Sorcerer(16): epic prowess 31: Sorcerer(17) 32: Sorcerer(18): STR+1, (STR=33) 33: Sorcerer(19): great strength I, (STR=34) 34: Sorcerer(20) 35: Sorcerer(21) 36: Sorcerer(22): STR+1, great strength II, (STR=36) 37: Sorcerer(23): epic spell: epic warding 38: Sorcerer(24) 39: Sorcerer(25): great strength III, (STR=37) 40: Sorcerer(26): STR+1, great charisma I, (STR=38), (CHA=19)
* Weapon Note: scimitar is a great choice due not only to its wide crit. range (thus forcing more saves vs. insta-death), but also because it enables shield use (thus AC, making it more difficult for your enemy to land a hit on you); if uninterested in a shield, then consider the greatsword (or as you may prefer).
** As noted at the outset, if uninterested in Dev. Crit, an alternate version follows in the next post (and you are of course free to adjust for any other feats of your own choosing). ---
III. Skills (150) Concentration 43(45) Spellcraft 39(40) Tumble 20(19) Discipline 20(34) * (Enhance w. Str. Buffs) Lore 8(9) ** (Connotes: RDD Prerequisite) ----
IV. The Basics:
A. Hitpoints: 348 (no buffs) / 468 (emp. endurance only) / +1300 Epic Warding (> 1700 effective)*
Other Available Enhancements (Illustrative): +260 Premonition / +150 Greater Stoneskin / +156 Tenser’s (26d6) -- *Epic Warding: DR 50/+20, and absorbs 50x26 melee damage
Saving Throw bonuses: Spells: +8 (+16 w. protection)
Note: has ample spell access to various buffs and immunities, including: mind effects/mind spells; death magic; energy buffer; and also RDD immunities to Fire, Paralysis, Sleep
V. Combat Vitals (Mundane Weapon)
A. Devastating Critical (DC): 44 (no buffs) / 50 (self-buffed)
B. Attack Bonus: Natural AB: 42/37/32 (No Buffs) Buffed AB & Hasted: 68/63/58/68
Other Adjustments (illustrative): Time Stop Bigby’s Forceful Hand (Bull Rush) Mordenkainen's Disjunction
C. Combat Damage: • Mundane Greatsword: 2d6+23 (crit: 17-20/x2); w. keen: 15-20/x2 • Mundane Scimitar: 1d6+16 (crit: 16-20/x2); w. keen: 14-20/x2
Other (illustrations): RDD Breath Weapon (Cone Effect): 6d10 Fire damage
Isaac’s Greater Missile Storm: can spam 20 missiles, each dealing 2d6 damage Sorcerer’s Ice Storm (area effect): 3d6 Bludgeon + 10d6 Cold damage (or, 78 damage) Bigby’s Clenched Fist: 1d8+11 damage to target per round
Mestil’s Acid Sheath: target suffers 1d6+52 ‘on-hit’ damage, each time they hit you Death Armor: as above, target suffers 1d4+5 ‘on-hit’ damage each time they hit you
VI. Defense Vitals:
AC 28 (mundane plate, shield) +2 BUFFED Dex +2 Mage Armor +4 from Shield +4 from Haste +5 from Shadow Shield +10 Bigby’s Interposing Hand (reduces enemy AB) -- Self-Buffed AC: 55 (Does NOT include any magical equipment)
Other (illustrative): Epic Warding (DR 50/+20) Ethereal Visage (25% Concealment & DR 20/+3) Improved Invisibility, Darkness, Greater Sanctuary
VII. Spell Casting: Sorcerer(9), SR 26+1d20
Spells/Day (or rest period) and Accessibility: Cantrips: 6 spells (accessible at 3rd level) Level 1: 7 spells (accessible at 3rd level) Level 2: 7 spells (here are your major buffs, accessible pre-epic at 16th level) Level 3: 7 spells (here is haste and keen, also accessible pre-epic at 18th level) Level 4: 7 spells (accessible almost immediately on hitting epic, at 22nd level) Level 5: 6 spells (follows at 24th level, & at the same time as you gain dev.crit) Level 6: 6 spells (accessible at 26th level) Level 7 6 spells (accessible at 28th level) Level 8: 6 spells (accessible at 30th level, with epic warding coming in at 37th) Level 9: 6 spells (accessible at 40th level, unless switch GrtCha w. EW, in which in at 37th)
Spell Access: To see all the great spells available to your Arcane Knight, and to customize your spell book: http://www.nwnwiki.org/Sorcerer
What follows in the next post is an alternative, for those who want an Arcane Knight but are uninterested in dev.crit.
Corrected my own mistake - Kail Pendragon
Edited By Kail Pendragon on 10/16/06 17:37
Alternative Version- (No Dev.Crit) In this suggested alternate version, in lieu of dev. Crit, we enhance our defense instead, while gaining slightly quicker spell access (i.e., all in by 32nd level), and we do so without giving up our combat presence, by merely adjusting as follows:
Modified Level Guide (Suggested): 06: Red Dragon Disciple(1): great fortitude* 15: Sorcerer(3): called shot* 21: Sorcerer(7): ewf: scimitar or greatsword 24: Sorcerer(10): CHA+1, epic prowess, (CHA=19) 27: Sorcerer(13): great strength I, (STR=30) 30: Sorcerer(16): great strength II, (STR=32) 36: Sorcerer(22): STR+1, great strength IV –OR- auto still, (STR=36) 37: Sorcerer(23): epic spell: epic warding 38: Sorcerer(24) 39: Sorcerer(25): great strength V –OR- auto still*, (STR=37) 40: Sorcerer(26): STR+1, epic spell: epic mage armor, (STR=38) • Note: since we’re not focused on dev.crit, might want to consider trading two great strengths (-1 AB/Dam.) for a couple of auto stills, or even more AC via i.e. armor skin.
In other words, we start with 1 less STR. (but wind up with the same), and instead use those starting points to enhance Dex; we also pick up epic mage armor which, as adjusted, grants us +22 AC (+2 Dex, +20 EMA); it also gives us a slight boost to our reflex save, as follows: Fortitude/Will/Reflex: 27/22/17 (+ above listed buffs)
Everything else remains the same. Drake on, and enjoy ~ Tyr
Edited By TyrTemplar on 10/16/06 09:07
At the dev.crit. version:
Just a thought, if you can live with AB+40, and the not so dragonlike Str 34...
Take Cha at lvl 28 so you have access to lvl 9 spells as soon as possible. Drop G.str I-III and take Autostill I-III at lvl 33, 36 and 39. Take Hellball or Greater ruin at lvl 40.
What you get is a more flexible caster. You can start using lvl 9 spells when you have 18 sorc lvls. And with auto still you can cast in armor without stilling the spells. That opens up for using your other meta magic feats. Another epic spell increases the punch and flexibility. In a low magic world, perhaps epic mage armor is an option.
Just a thought anyway... _________________ The curve is more powerful than the sword -- BG courtesan
Why do you delay 9 and 10 until 19 and 20? Wouldn't it be better for playability to get them earlier?
NIcely done Tyr.
I think that the argument against spellswords has always been that their spell DC sucks! It is impossible to end up with a character that can melee AND cast high dc wails! There just arnt enough lvls to do this! _________________
Quote: Posted 10/16/06 14:57 (GMT) -- Ariel Thomas
Why do you delay 9 and 10 until 19 and 20? Wouldn't it be better for playability to get them earlier?
My same thoughts.
My first thought is that the build, as it is, ain't legal. The first sorcerer lvl must be taken at 5th character lvl not 3rd. Assuming it's a typo, I'm fixing it.
Cheers, Kail _________________
Quote: Posted 09/25/06 11:58:10 (GMT) by xitooner
I find its better to be flexible, THINK, and know your enemy.
My first thought is that the build, as it is, ain't legal. The first sorcerer lvl must be taken at 5th character lvl not 3rd.
It shouldn't matter. As long as it is taken between 1st-5th, and RDD is taken at 6th, it'll work. Lore is a Class skill for Fighters. _________________ Got Hommlet? World of Greyhawk Action Server (with 1/2 price ales on Mondays!)
Ariel, Ookla, RIDE!
I would say pushing Sorceror to later is good as well for those of us in mods where we can't maximize hitpoints. It means rather than getting 4 full HP you get 10 full HP (though honestly, on average you would get like 7.5 HP a level anyway from fighter, at lower levels, every one counts, in my experience)
My first thought is that the build, as it is, ain't legal. The first sorcerer lvl must be taken at 5th character lvl not 3rd.
It shouldn't matter. As long as it is taken between 1st-5th, and RDD is taken at 6th, it'll work. Lore is a Class skill for Fighters.
Oh, blast, right. Now, why Lore should be a class skill for fighters (or for many other classes since all have it as a class skill now that I think about it) is beyond me. My very bad. Refixing it back.
Now, is it noticeable I never ever take Lore unless I need to do it to qualify for RDD or HS?
Cheers, Kail _________________ Looking for a realm of adventure? Check out World of Greyhawk, you won't regret it.
Edited By Kail Pendragon on 10/16/06 20:58
I usually don't take lore either, so many things boost and improve it, and in singleplayer you can identify things with the game paused so the Lore spell's (or potion's) short duration doesn't matter. _________________ Experience is the mother of good judgement; bad judgement is the father of experience.
Thanks, everyone
Good to see you, Avado – yeah, the wail spell dc ….. Get yer bang instead on dem no-saves like the bigby’s line, ice, igms, etc., I agree -- but that AB/dev crit dc is nice, no? (thanks!)
Mick: what, drop strength to that of a paltry human? Seriously, for sure, on the non-dev crit version, by all means you can pick up the stills and get those 9th level ones earlier if you want: good thinking (thanks!). As to the dev. crit version, well, you could, keeping in mind, if you were to drop 4 strengths on that one, not just your str (AB/damage) but also your dev crit (buffed) dc would drop to...um...*only* 48 (ah, but it'd be such a shame not to enjoy the whole 50, don’t ya think
Epic spells – nice! and yes, greater ruin is good - 35d3 (i.e. 105) damage guaranteed (dbl if your target should happen to fail their save); also really nice about gtr. ruin is that, even although we’ve enough levels not to really worry about beating the standard toolset, that gtr ruin nevertheless ignores SR, which is such a really nice bonus (good thinking, and def. a great alternative to consider if you don’t want/need EMA for sure–thanks!)
Kail, Xylo: yeah, believe it or not, Ftrs get lore (thanks, GD) but not taunt, go figure; unfortunately, it’s an RDD requirement (such a shame, I agree; then, only 8 of ‘em (but when you think about it, sorcerers have identify, so of course this makes sense ... NOT (yeah, I know: no complaining since it could be worse, right? Like maybe points in parry
As to why the delay re: the final two RDD, this was to give everyone a choice between metamagics (i.e., as between empower or maximize – a lot of casters prefer maximize, but there’s also good reason for choosing empower; selecting maximize requires the ability to cast 3rd level spells, though, and hence the reason for the delay; it’s not a long one though, only two levels, and I kept playability in mind when timing everything; that said, if you aren’t interested in maximize, by all means feel feel free to skip the delay, thus quickening your drakening (great question, Ariel and Kail - thanks!