Gram had finally arrived at the gates of Skuld. He was hungry and parched, after crossing the great dust desert, Raurin for almost a week, after an archeological expedition was cancelled due to "technical difficulties"; he had been informed that a certain ruin contained scriptures and housed artifacts that would utterly prove the existence of the Overgod Ao, only to find that the so called ruin was a nest of a great blue dragon. Gram now knows better than to believe in tavern talk.

Walking in a seeming daze, he trips on a small protruding rock and stumbles on a group of mulhorandi slavers, much to his luck.

"Well, what do we have here? Another troublemaker perhaps?" said one of the slavers, a mulhorandi adorned with golden jewelries.

"Looks like this one could fetch a good price in the market, don't you think so boss? Hahahaha!" said the other, a big brute of a man that seemed to be the muscle of the group.

As this big brute bent down to grab Gram by his torn, sand blasted coat, a massive green fist suddenly knocks the slaver to the wall. More huge green hands suddenly appear, grabbing and squeezing the other slavers. One slaver attempts to charge at Gram, but a big interposing hand simply blocks his attacks. Onlookers gather around, and as they close up, they simply find themselves laughing at the plight of the slavers.

Another big green hand helps Gram up and helps him remove the dust from his coat. It then grabs some apples from a nearby store, tosses some coins to the shopkeeper, and gives the apple to Gram. He eats heartily, and the people laugh out even more as the slavers try in vain to squirm their way out of the tight grip of the crushing hands.

Finished eating, Gram turns his attention to the slavers who tried to take him as a slave. A blinding flash of light burst from his hand, revealing a big bastard sword that seemed too heavy for Gram to lift, but he waves it with great ease. He points the sharp end of the gleaming blade at the jewel-laden slaver, who seemed to be the head of the group.

"How much do you think YOU would sell for in the market, hmm?"

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The blade seer is a spell-casting heavy "spellsword?" (I don't really know if you'd call this a spellsword ) Incredible amount of feats, skills, melee potential and casting as a level 37 wizard, the blade seer is definitely a fun character to play since he can perform a great variety of activities, be it melee combat, spell slinging, or perhaps mercantile business. Inspired by WebShaman's melee mage discussions.

RACE: Human
ALIGNMENT: Any non-evil, (I prefer chaotic neutral)
NATURE: PVM, haven't tested PVP

PLAYABLE RANGE: 1-40

STATS:
STR: 14
DEX: 8
CON: 14
WIS: 8
INT: 18 (32)
CHA: 10

I like CHA. I don't like being ugly. If you don't mind being horrendously scarred and beyond repair, then please, be my guest and move the points in CHA to DEX. Personally, I don't mind this char being clumsy, since unlike paladins, wizards don't need to uphold a certain standard of poise and strength. Plus, clumsy + witty + handsome = girls

Hit points: 294 max
Skill points: 396
Saving Throws:
Base (21/20/15)
VS Spells (29/28/23)

BAB: 21
AB: (Mundane Bastard Sword) = +26/+21/+16
AC: (Mundane Full Plate & Tower Shield) = 28

SKILLS

Concentration: 43 (45)
Discipline: 43 (55)
Heal: 43 (42)
Lore: 9 (21)
Perform: 3
Persuade: 43
Spellcraft: 43 (54)
Taunt: 43
Tumble: 40 (39)
Use Magic Device: 43 (43)

Total: 353 points

43 leftover points - your choice (Maybe craft armor/weapon, or appraise)

LEVELING GUIDE:

01: FTR(1): Weapon Proficiency Exotic, Expertise, Weapon Focus: Bastard Sword
02: WIZ(1)
03: WIZ(2): Extend Spell
04: WIZ(3): INT +1 (INT 19)
05: WIZ(4)
06: WIZ(5): Empower Spell, Combat Casting
07: WIZ(6)
08: WIZ(7): INT +1 (INT 20)
09: WIZ(8): Still Spell
10: WIZ(9)
11: WIZ(10): Maximize Spell
12: WIZ(11): Toughness, INT +1 (INT 21)
13: WIZ(12)
14: WIZ(13)
15: WIZ(14): Improved Critical: Bastard Sword
16: WIZ(15): Spell Focus: Necromancy*, INT +1 (INT 22)
17: WIZ(16)
18: WIZ(17): Greater Spell Focus: Necromancy*
19: WIZ(18)
20: FTR(2): Improved Expertise, INT +1 (INT 23)
21: WIZ(19): Epic Weapon Focus: Bastard Sword
22: WIZ(20): Improved Combat Casting
23: WIZ(21)
24: WIZ(22): Epic Skill Focus: Discipline, INT +1 (INT 24)
25: WIZ(23): Epic Spell Focus: Necromancy
26: WIZ(24)
27: WIZ(25): Automatic Still Spell I, Automatic Still Spell II
28: WIZ(26): Automatic Still Spell III, INT +1 (INT 25)
29: WIZ(27)
30: WIZ(28): Epic Spell: Mage Armor
31: WIZ(29): Epic Spell: Epic Warding
32: WIZ(30): INT +1 (INT 26)
33: WIZ(31): Epic Spell: Hellball
34: WIZ(32): Great Intelligence I (INT 27)
35: WIZ(33)
36: WIZ(34): INT +1, Great Intelligence II (INT 29)
37: WIZ(35): Great Intelligence III (INT 30)
38: WIZ(36)
39: WIZ(37): Great Intelligence IV (INT 31)
40: BARD(1): INT +1 (INT 32)

1st FTR level taken to access Exotic Weapon Proficiency at level 1, as well as compounding with the 2nd FTR level at level 20 to get 3 attacks per round. Bard level of course, is for skill dump, and as well as providing a bard song that gives +1 AB and damage. Every bit helps.

* your choice. Personally I'd go with Spell Focus Necromancy, But if you usually go with no save skills like Bigby's line of spells, go with spell penetration feats.
Blade seer has no school specialization, since he knows that all spells have a use. Still, school specialization won't hurt, though.

AB is way low, but can be boosted with other spells (i.e. True Strike). Damage can also be modified through Flame Weapon and most other Weapon modifying skills. Bastard sword (or maybe Katana) is used because it has the highest damage of medium weapons. Going two-handed won't really mean much since you don't have that much STR to be multiplied for the damage. I'd rather have a tower shield, which also helps in defense during spellcasting, which compound with Improved Expertise to give you a considerable amount of AC when casting.

Comments and suggestions please.

Touched up format - Kail Pendragon

Edited By Kail Pendragon on 10/16/07 08:22

Your melee simply sucks (True Strike? Please, it's a 9 seconds spell!), I see no purpouse in the weapon feats. I'd drop them and get a second focused school and craft wand preepic and ESF in the secondary school in Epic.

If playing where Expertise/Imp.Exp. exploiting is not allowed one might well consider to drop those feats and CC/ICC too since at that point defensive casting comes for free.

Spellcraft and UMD work in multiples of 5, you should adjust them accordingly. Well, you could leave Spellcraft as it is, since it will be 60 when you cap INT.

Hellball is really no big deal (especially at once per day). I'd be inclined to drop it for on emore Great INT so that you can start at 17 INT (starting a stat at 18 is really expensive) and put those points elsewhere (into CON you can pump it to 16 if you lower STR to 13). I'd probably start with:

STR 13
DEX 10
CON 16
INT 17
WIS 8
CHA 8
_________________
They can't stop us
Let them try
For Heavy Metal
We will die

Edited By Kail Pendragon on 10/16/07 08:39

Other than the (useless) combat feats, this seems like a pretty standard Wizard Ftr X (tumble class) build to me. If you had a LOT of really, REALLY low AC mobs, this might be worth it, but if not, go 38 Wiz 1 Ftr 1 Bard, and just be the standard casting Wizard.
Quote: Posted 10/16/07 08:25 (GMT) -- Kail Pendragon
Your melee simply sucks (True Strike? Please, it's a 9 seconds spell!)

Tenser's would boost AB considerably, though it has a disadvantage of cancelling out equipment that gives bonus spells, leaving wizards fixing their spellbook after they use it.
Quote: Posted 10/16/07 10:18 (GMT) -- whirlin_merlin

Quote: Posted 10/16/07 08:25 (GMT) -- Kail Pendragon
Your melee simply sucks (True Strike? Please, it's a 9 seconds spell!)

Tenser's would boost AB considerably, though it has a disadvantage of cancelling out equipment that gives bonus spells, leaving wizards fixing their spellbook after they use it.
His AB will cap at 49 with Tenser, assuming a good empowered BS roll. Equipment does not merge (an issue also outside of bonus spell slot gear). Melee potential is really impaired by NWN's implementation of Tenser's. Now, if it were something more alike PnP...

@ OP: BTW, why Bastard Sword? Tenser's gives you a Longsword IIRC, at least take advantage of that. And save one feat.
_________________
They can't stop us
Let them try
For Heavy Metal
We will die

Edited By Kail Pendragon on 10/16/07 14:20

This is definitely not a fighter build.
It has 37 lvl of wizard and has enough emphasis on the casting part to get that job done.
The build has 3 attacks per round and better AB than a dedicated caster. The capped AB with equipment is 52, and you can add the effect of taunt to that. It shouldn't be too difficult to get the AB up near 40 in most settings. So the build will be able to use the sword in some situations.
I agree that longsword is a better choice if you plan on casting Tensers (unless it is modified where you play).

Quote: Posted 10/16/07 06:22 (GMT) -- Kjeldor Alduel
... clumsy + witty + handsome = girls
I thought the character was a girl
_________________
I generally avoid temptation, unless I can't resist it...
Quote: Posted 10/16/07 13:56 (GMT) -- Mick Dagger

The build has 3 attacks per round and better AB than a dedicated caster. The capped AB with equipment is 52
But you need a +20 weapon to get there (or TS for 9 seconds). With Tenser's you cap the AB but you forego the equipment, stopping at 49.
_________________
They can't stop us
Let them try
For Heavy Metal
We will die
Quote: A blinding flash of light burst from his hand, revealing a big bastard sword that seemed too heavy for Gram to lift, but he waves it with great ease.

Oh, come on, bastard swords aren't that big but using Bigby's to buy apples was a nice idea

Well, yeah, the melee part is very useless, perhaps it could take a few points below level 10 but that's about it, your AB won't catch up and spells will deal much more damage.
_________________
"My name is Thaxll'ssyllia, but you simians may refer to me merely as "Sir", if you prefer a less... syllable intensive workout."

Edwin Odesseiron - Baldur's Gate II: Shadows of Amn
Quote: Inspired by WebShaman's melee mage discussions.

I think this guy was trying to modify webshaman's build and take it into epic levels. Not the most effective melee build I suppose, but maybe enough in low magic worlds or in PWs where rest is limited to wade through the mobs, reserving the spells for the big kahuna.

Focusing on Tenser's is a good idea. Bioware's version kinda sucks since it can be dispelled, but with 37 wiz levels, only a mords can take it out, and I doubt you'd go melee on someone who can mord away your tenser. (I'd use expeditous retreat )