The Transmuter (Wizard 10/Eldritch Knight 19/Shifter 11)

The transmuter is a versatile and adaptable mage. He is a potent spellcaster, but can use his many abilities to assume any shape he chooses, making him a deadly combatant or an impenetrable wall if needed.

Ok, enough with the spiel. This is probably one of my better attempts at combining wizardry with combat. Here goes.

Race: human
Align: any

Stats:
str: 14
dex: 14
Con: 14
int: 16 (32), all points here
wis: 10
cha: 8

1. wizard 1 generalist, alertness, weapon proficiency martial
2. w2
3. w3, endurance
4. w4, int 17
5. w5, empower spell
6. eldritch knight 1, practiced spellcaster wizard, knockdown
7. EK2
8. Shifter 1, int 18
9. s2, spell penetration
10. s3
11. s4
12. EK3, greater spell penetration, int 19
13. EK4
14. EK5
15. EK6, spell focus transmutation
16. EK7, int 20
17. EK8
18. EK9, greater spell focus transmutation
19. EK10
20. w6, int 21

At level 20:
BAB of 16, 4 attacks per round natural, level 9 spells. Can assume any shape up to giant (think battle axe wielding ogre who casts empowered chain lightnings)


21. s5, great intelligence I, int 22
22. s6
23. s7
24. s8, great intelligence II, int 24
25. EK11, epic spellcasting
26. EK12, epic spell penetration
27. EK13, great intelligence III, int 25
28. EK14, int 26
29. EK15, epic spell focus transmutation
30. s9, epic skill focus spellcraft
31. s10
32. s11, int 27
33. EK16, epic skill focus lore
34. EK17
35. EK18, improved knockdown
36. w7, great intelligence IV, int 29
37. w8
38. w9
39. w10, great intelligence V, great intelligence VI, int 32
40. EK19, int 32


At level 40:

BAB 26, Max HP: 302
Saves: will 19, reflex: 21, fort: 25

Skills (ranks):
Con 43, spellcraft 43, lore 43, discipline 43, tumble 20, spot 35, persuade 35, and many more to spend as you choose.

Pros:
4 attacks per round, BAB of 26, can buff to an AB in the high forties without magic weapons, use any martial weapons.

Knockdown!

Epic spellcasting, with +12 gear gets an intelligence of 44 for 3 bonus 9 slots, and a modfied lore skill of 70, and spellcraft of 70

High DC on spells getting a DC only a few points lower than a pure wizard with 38 intelligence

Can assume any shape up to 40HD, and makes for some vicious tank or melee capabilites. In many undead or construct forms, can stand around unbuffed casting spells at will without getting hurt.

Cons:

Only 33 caster levels, and only +39 to SR checks (beware of monks!)

Some of the better shapes only come at epic levels, and only 1 epic wildhape per day.

Crappy will save for a wizard.

Some notes on levelling:

The order was selected to acquire good defensive shapes as early as possible, namely giant, construct and outsider. The combat feats were kept at a minimum, to enhance the spellcaster side, but you can take more combat feats, and stop raising intelligence after 20 if desired.

Edited By Mr_Raider on 11/24/04 01:16