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CrimsonFalcon
12-09-2007, 07:42 PM
Character Plan by DDO Character Planner Version 2.75
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Istabrul Sul'Tek
Level 14 True Neutral Elf Male
(14 Wizard)
Hit Points: 76
Spell Points: 1131
BAB: 7\7\12
Fortitude: 4
Reflex: 6
Will: 10

Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(32 Point) (Level 1) (Level 14) (Level 14)
Strength 13 13 13
Dexterity 13 13 15
Constitution 10 10 10
Intelligence 16 22 24
Wisdom 13 13 13
Charisma 13 13 13

Tomes Used
+3 Tome of Intelligence used at level 4

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 14) (Level 14)
Balance 1 2 2
Bluff 1 1 1
Concentration 4 17 17
Diplomacy 2 9 9
Disable Device n/a n/a n/a
Haggle 1 1 1
Heal 2 8 8
Hide 1 2 2
Intimidate 1 1 1
Jump 2 8 8
Listen 1 1 3
Move Silently 1 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 7 17 17
Search 4 8 10
Spot 2 5 7
Swim 2 6 6
Tumble n/a n/a n/a
Use Magic Device n/a 9 9

Level 1 (Wizard)
Skill: Concentration (+4)
Skill: Diplomacy (+1)
Skill: Heal (+1)
Skill: Jump (+1)
Skill: Repair (+4)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Swim (+1)
Feat: (Wizard Bonus) Empower Spell
Feat: (Selected) Shield Proficiency (General)
Spell (1): Burning Hands
Spell (1): Detect Secret Doors
Spell (1): Expeditious Retreat
Spell (1): Magic Missle
Spell (1): Mage Armor
Spell (1): Nightshield
Spell (1): Hypnotism
Enhancement: Elven Arcanum I
Enhancement: Elf Melee Damage I
Enhancement: Wizard Energy of the Scholar I

Level 2 (Wizard)
Skill: Use Magic Device (+2)
Spell (1): Summon Monster I
Spell (1): Ray of Enfeeblement
Enhancement: Elven Arcane Fluidity I
Enhancement: Wizard Intelligence I

Level 3 (Wizard)
Skill: Concentration (+2)
Skill: Diplomacy (+1.5)
Feat: (Selected) Light Armor Proficiency
Spell (2): Blur
Spell (2): False Life
Enhancement: Elven Dexterity I
Enhancement: Wizard Elemental Manipulation I

Level 4 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Repair (+3)
Spell (2): Bull's Strength
Spell (2): Glitterdust
Enhancement: Elf Melee Attack I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Subtle Spellcasting I

Level 5 (Wizard)
Skill: Jump (+0.5)
Skill: Swim (+1)
Skill: Use Magic Device (+2)
Feat: (Wizard Bonus) Heighten Spell
Spell (3): Displacement
Spell (3): Haste
Enhancement: Elven Arcanum II
Enhancement: Wizard Energy of the Scholar II

Level 6 (Wizard)
Skill: Heal (+2)
Skill: Jump (+1.5)
Feat: (Selected) Mental Toughness
Spell (3): Deep Slumber
Spell (3): Fireball
Enhancement: Elven Arcane Fluidity II

Level 7 (Wizard)
Skill: Concentration (+3)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Spell (4): Wall of Fire
Spell (4): Stoneskin
Enhancement: Wizard Intelligence II

Level 8 (Wizard)
Ability Raise: INT
Skill: Diplomacy (+2)
Skill: Repair (+3)
Spell (4): Dimension Door
Spell (4): Solid Fog
Enhancement: Elven Dexterity II

Level 9 (Wizard)
Skill: Concentration (+2)
Skill: Heal (+2)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Mental Toughness
Spell (5): Cone of Cold
Spell (5): Hold Monster
Enhancement: Elven Arcanum III
Enhancement: Wizard Lineage of Deadly Elements I

Level 10 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Spot (+2)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Maximize Spell
Spell (5): Ball Lightning
Spell (5): Teleport
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Lineage of Deadly Elements II

Level 11 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Jump (+0.5)
Skill: Swim (+1)
Skill: Use Magic Device (+1)
Spell (6): Shadow Walk
Spell (6): Tenser's Transformation

Level 12 (Wizard)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Diplomacy (+1.5)
Skill: Heal (+1)
Skill: Jump (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Penetration
Spell (6): Chain Lightning
Spell (6): Greater Heroism
Enhancement: Elven Arcane Fluidity III

Level 13 (Wizard)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Jump (+1)
Skill: Swim (+1.5)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Spell (7): Power Word: Blind
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Subtle Spellcasting II

Level 14 (Wizard)
Skill: Concentration (+1)
Skill: Heal (+1)
Skill: Jump (+1)
Skill: Spot (+1)
Skill: Swim (+0.5)
Spell (7): Greater Teleport
Spell (7): Otto's Sphere of Dancing
Enhancement: Elven Arcanum IV

I'm thinking of making a battle mage or warmage if you prefer, but I could use some ideas or input on this subject. Here is what I had in mind with only a +3 Int tome and no gear.

Sybel
12-10-2007, 01:47 AM
Not enough Hit Points. Maybe you should clarify what you mean by a "warmage"? if that is a fighter-type mage, drop cha and wis, then pick either str or dex, dont split them, and make sure to bump con up to at least 14.

Qzipoun
12-10-2007, 02:00 AM
If you're a pure wizard and want to be a "battle mage" why are both your charisma and wisdom scores higher than your con? With that kind of HP you will be dying long before you get into any "battling" :) I would bring those down and raise your con/str, you will need that for any fighting you want to do.

I would also strongly recommend a fighter level or two, sure it will stop you from casting the highest level spells but will open some nice doors for fighting ability (due to granted feats and 2 extra ones). (Probably the best mage I have played with is a 12wiz/2fighter).

Also, if you're UMD is only going to be 9 then don't bother with it at all, use those skill points in more useful places.

Last, I'd recommend not going for elven. Depending on how much fighting you want to do you might want to go for human (more versatility with skills/feats/abilities) warforged (self-repair ability) or dwarf (toughness enhancements).

There is also an "arcane psycho" build somewhere on the forums though that one is focuses a lot more on fighting than casting.

MrCow
12-10-2007, 02:05 AM
I would also strongly recommend a fighter level or two

Considering the spell Master's Touch will be coming soon I might caution against multiclassing a martial weapon class if you don't need the associated feats.


Master's Touch

* Divination
* Level: Brd 1, Sor/Wiz 1
* Range: Personal
* The caster gains proficiency with all simple and martial weapons for one minute per caster level.

Qzipoun
12-10-2007, 02:08 AM
Considering the spell Master's Touch will be coming soon I might caution against multiclassing a martial weapon class if you don't need the associated feats.

Yes, but that spell ONLY gives martial proficiency. A level of fighter gives you more than just a weapon feat ;) It's a trade-off but I do think that 2 extra feats can be worth losing 1 spell level depending on what type of fighting you will be doing.

Sybel
12-10-2007, 10:20 AM
I'd stick with elf or drow personally, that way you can bust out the +5 Mith. chain shirt and have a passable ac.

sigtrent
12-10-2007, 11:36 AM
For starters....

You probably don't want to take shield and light armor proficiency. For starters the kinds of armor and shields that you can cast freely in (mithral chain shirt or mithral light shield) will not have any skill check penalties and thus you would not suffer any penalties for wearing them even if you arn't proficient in them. (not being proficient in armor gives you attack penalties equal to the armor skill check penalties) Even with arcane fluidity, any armor that gives you skill check penalties will have arcane spell failure.

Next up...

Its nice to be well rounded but Charisma really is about useless for this character and wisdom is only slightly usefull. If you want to armor up, you will want to toughen up too, and take more constitution.

And as noted, it is best if you invest in either strength or constitution if you want to actualy use a weapon in combat. A wizard will have a hard time hitting anything anyhow, adding in weak combat stats won't help matters any.

On the bright side...

You will be a good wizard anyway with this build. All it really takes is a decent Int score, but you may be dissapointed in the "battle" portion of it.

CrimsonFalcon
12-10-2007, 06:43 PM
The reason I went with elven was to get the elven arcane armor proficiency and the elven spell point boost. But I see your point about the UMD and the Cha so I'll drop the Cha and add it to Con. Wis is there to add some will save but I could drop that to 10 and add the three points to str then drop light armor profiency for Iron Will. And if I don't need the shield proficiency then maybe I'll take a weapon focus feat instead.

CaptGrim
12-10-2007, 11:00 PM
http://forums.ddo.com/showthread.php?t=116254

check this out...

Personally I like my build better(post #6)... The advantages and disadvanages of the 2 styles are discussed in the thread.

basics: Go Warforged for immunitys and self healing

And Stone skin, Displacement, Blur, and self healing > A/C

CrimsonFalcon
12-11-2007, 12:59 AM
Hey CaptGrim, I checked out that thread you suggested and I like what I read so I'm going to take your advice and make a battlemage like yours. Thanks for the advice, I can't wait to try this build.

CrimsonFalcon
12-11-2007, 02:20 AM
Hey Grim on your WF battlemage did you take any of the body enhancements or did you just stick with the original composite body plating that you start with?