Summary

Attribute Base Race Final Mod
Strength 12 +0 12 +1
Dexterity 10 +0 10 +0
Constitution 17 +0 21 +5
Intelligence 17 +0 20 +5
Wisdom 8 +0 8 -1
Charisma 8 +0 8 -1
Hit Points:356
Base Hit Points: 296
Toughness: +30
Familiar: +30
Armor:11
Natural: 10
Base: 10
Armor: 1
Tumble: +1
Shield: 0  
Deflection: 0  
Dodge: 0  
Dex: 0  
Spell Resistance:0

Attack Bonuses

Base Attack Bonus:20
Attack Bonus:
Melee: +1
Melee: +1
Strength: +1
Melee Touch: +1
Strength: +1
Ranged: +0
Ranged: +0
Dexterity: 0
Ranged Touch: +0
Dexterity: 0
Main Hand: +21 / +16 / +11 / +6
Ranged: +20 / +15 / +10 / +5

Saving Throws

Fortitude:19
Reflex:9
Will:15
Spells:6
Spellcraft: +6

Casting DC

Wizard:20 + Spell Level
General: 20
Base: 10
Intellegence: +5
Spellcasting Prodigy: +1
Epic Caster: +4
Abjuration: 20  
Conjuration: 20  
Divination: 20  
Enchantment: 20  
Evocation: 23
Spell Focus (Evocation): +1
Greater Spell Focus (Evocation): +1
Enhanced Specialization: +1
Illusion: 20  
Necromancy: 20  
Transmutation: 20  
Fighter:11 + Spell Level
General: 11
Base: 10
Spellcasting Prodigy: +1
Epic Caster: +4
Abjuration: 11  
Conjuration: 11  
Divination: 11  
Enchantment: 11  
Evocation: 14
Spell Focus (Evocation): +1
Greater Spell Focus (Evocation): +1
Enhanced Specialization: +1
Illusion: 11  
Necromancy: 11  
Transmutation: 11  

Spellcasting

Arcane Caster Level:32
Arcane Spell Level: 9
Return to Top

Pros

Cons

  • Lvl 32 Caster
  • Full lvl 9 spells
  • Persist/Auto Still 0-9
  • DR 9/
  • High HP
  • Wear Heavy Armor for DEF
  • 12 STR to handle the load of Heavy Armor but will still need to have weight reduced Items or will have trouble
Return to Top

Outline

  Class Ability Feats Extra
1 Wizard (1)
- Beetle
- Evocation
 
  • Spellcasting Prodigy
  • Toughness
  • Quick To Master
  • Skilled
  • Weapon Proficiency (Wizard)
  • Summon Familiar
  • Scribe Scroll
2 Wizard (2)    
3 Wizard (3)  
  • Spell Penetration
 
4 Wizard (4) CON  
5 Wizard (5)  
  • Greater Spell Penetration
 
6 Wizard (6)  
  • Still Spell
 
7 Wizard (7)    
8 Wizard (8) CON  
9 Wizard (9)  
  • Weapon Proficiency (Martial)
 
10 Wizard (10)  
  • Spell Focus (Evocation)
 
11 Eldritch Knight (1)  
  • Eldritch Knight Spellcasting (Wizard)
  • Combat Casting
  • Skill Focus (Concentration)
12 Eldritch Knight (2) CON
  • Practiced Spellcaster (wizard)
 
13 Eldritch Knight (3)    
14 Eldritch Knight (4)    
15 Eldritch Knight (5)  
  • Extend Spell
 
16 Eldritch Knight (6) CON  
17 Eldritch Knight (7)    
18 Eldritch Knight (8)  
  • Persistent Spell
 
19 Eldritch Knight (9)    
20 Eldritch Knight (10) INT  
21 Fighter (1)  
  • Epic Damage Reduction (3/-)
  • Epic Damage Reduction (6/-)
  • Weapon Proficiency (Simple)
  • Armor Proficiency (Light)
  • Armor Proficiency (Medium)
  • Armor Proficiency (Heavy)
  • Shield Proficiency
  • Weapon Proficiency (Martial)
  • Tower Shield Proficiency
22 Red Wizard (1)  
  • Enhanced Specialization
  • Specialist Defense (+1)
  • Red Wizard Spellcasting (Wizard)
23 Red Wizard (2)  
  • Epic Damage Reduction (9/-)
  • Spell Power (+1)
24 Red Wizard (3) INT
  • Specialist Defense (+2)
25 Red Wizard (4)  
  • Automatic Still Spell (0 - 3)
  • Spell Power (+2)
26 Red Wizard (5)  
  • Greater Spell Focus (Evocation)
 
27 Red Wizard (6)  
  • Automatic Still Spell (0 - 6)
  • Spell Power (+3)
28 Red Wizard (7) INT
  • Specialist Defense (+3)
29 Red Wizard (8)  
  • Automatic Still Spell (0 - 9)
  • Spell Power (+4)
30 Red Wizard (9)  
  • Specialist Defense (+4)

Skill Points

Total:179
Fighter: +6
Wizard: +65
Eldritch Knight: +51
Red Wizard: +57
Skilled: +33
Spent: 179
Unspent: 0
Return to Top

Skill Selection

Spellcraft:33 (39)
Intelligence: +5
Wizard's Apprentice: +1
Concentration:33 (41)
Constitution: +5
Skill Focus (Concentration): +3
Spot:16 (14)
Wisdom: -1
Wizard's Apprentice: -1
Listen:16 (15)
Wisdom: -1
Tumble:10 (10)
Dexterity: +0
Craft Alchemy:33 (39)
Intelligence: +5
Wizard's Apprentice: +1
Intimidate:25 (24)
Charisma: -1
  Spellcraft Concentration Spot Listen Tumble Craft Alchemy Intimidate
1 +4 (4) +4 (4) +2 (2) +2 (2) +2 (2) +4 (4)  
2 +1 (5) +1 (5)       +1 (5)  
3 +1 (6) +1 (6) +1 (3) +1 (3) +1 (3) +1 (6)  
4 +1 (7) +1 (7)       +1 (7)  
5 +1 (8) +1 (8) +1 (4) +1 (4) +1 (4) +1 (8)  
6 +1 (9) +1 (9)       +1 (9)  
7 +1 (10) +1 (10) +1 (5) +1 (5) +1 (5) +1 (10)  
8 +1 (11) +1 (11)       +1 (11)  
9 +1 (12) +1 (12) +1 (6) +1 (6) +1 (6) +1 (12)  
10 +1 (13) +1 (13)       +1 (13)  
11 +1 (14) +1 (14) +1 (7) +1 (7) +1 (7) +1 (14)  
12 +1 (15) +1 (15)       +1 (15)  
13 +1 (16) +1 (16) +1 (8) +1 (8) +1 (8) +1 (16)  
14 +1 (17) +1 (17)       +1 (17)  
15 +1 (18) +1 (18) +1 (9) +1 (9) +1 (9) +1 (18)  
16 +1 (19) +1 (19)       +1 (19)  
17 +1 (20) +1 (20) +1 (10) +1 (10) +1 (10) +1 (20)  
18 +1 (21) +1 (21)       +1 (21)  
19 +1 (22) +1 (22) +1 (11) +1 (11)   +1 (22)  
20 +1 (23) +1 (23)       +1 (23) +1 (1)
21 +1 (24) +1 (24) +1 (12) +1 (12)   +1 (24) +1 (2)
22 +1 (25) +1 (25)       +1 (25) +4 (6)
23 +1 (26) +1 (26) +1 (13) +1 (13)   +1 (26)  
24 +1 (27) +1 (27)       +1 (27) +4 (10)
25 +1 (28) +1 (28) +1 (14) +1 (14)   +1 (28)  
26 +1 (29) +1 (29)       +1 (29) +4 (14)
27 +1 (30) +1 (30) +1 (15) +1 (15)   +1 (30)  
28 +1 (31) +1 (31)       +1 (31) +5 (19)
29 +1 (32) +1 (32) +1 (16) +1 (16)   +1 (32) +1 (20)
30 +1 (33) +1 (33)       +1 (33) +5 (25)
Return to Top

Notes

The goal here was to make a caster that could devastate with spells alone yet have enough HP and Armor to take a couple hits if it comes down to blows

 

Return to Top

Comments

+2Rating: By oneoffew on 30th July 2010(post hidden)

DCs are too low for an evocation specialist.

Apart from the amusement factor EDRIII is somewhat pointless on an autostilling mage.  With the high AC, mirror image and displacement you'll rarely be hit and you can just rely on the damage reduction afforded by iron body (adamantine only admittedly).  If you want to spend extra feats on defense, combat expertise and improved expertise would be better choices.

Take the fighter level earlier or still spell later. You're getting it 16 levels before you have any armor or shield proficiencies.  If you took the fighter level earlier you wouldn't have to waste a feat on martial weapons.

+0Rating: By Specterhunter on 30th July 2010(post hidden)

I took the fighter level later so I could make use of the bonus feat, otherwise I would be taking something I do not care about where as I can take something useful like 30 hp

The Eldritch levels are becuase they offer more HP and still boost wizard spells

If DC is a I would switch Mind over Body for spellcasting prodigy becuase well Mind over body only boosts me a few HP anyways

And the 16 level wait....wellconsidering most mags don't even wear armor I figured he would be fine

The DR is to helkp against the things that do get through, you can never be to careful

to be honest the only thing that worries me you didn't address and that would be the saves

+1Rating: By oneoffew on 30th July 2010(post hidden)

I took the fighter level later so I could make use of the bonus feat, otherwise I would be taking something I do not care about where as I can take something useful like 30 hp

You're wasting a feat slot.  It is bad building.

And the 16 level wait....wellconsidering most mags don't even wear armor I figured he would be fine

The point is that you should take a feat there that you will use sooner - if you're not going to bring the fighter level forward (which you should do).

The DR is to helkp against the things that do get through, you can never be to careful

Why don't you apply that argument to taking combat expertise and improved expertise?

to be honest the only thing that worries me you didn't address and that would be the saves

Saving throws are of little importance to mages.  With shadow shield and mindblank they are immune to most physical and mind effects outright.  They can raise their saves high with spells (Nightshield, L2 animal spells, greater heroism, protection vs spells) and have other things like energy immunity and spell mantles.  Saving throws are not the issue.  Not having quicken spell is more of an issue here if you want an issue to worry about.

+0Rating: By Specterhunter on 30th July 2010(post hidden)

ok so lets say I change Eldritch Knight to Arcane Scholer that takes care of quicken and even boosts it up some I don't think I need combat expertise but lets say I move that Fight level up and then add in combat expertise anyways

Even though I do not think that switch to arcane scholor would hurt any I actually kind of like the idea, if I did all that I bet you could still find plenty of things wrong, I mean this is a mage built to use heavy armor and has High HP and DR 9/ and you saying my that it is not good enough......I am thinking you are going to find holes no matter what I do to the build so I am moving on

Thanks though for making up my mind on Arcane Scholar I think that would be a good fight with out messing my HP up to much I was debating if I should use that instead of Eldritch Knight but now I will have to look at this again and maybe do that now

+0Rating: By oneoffew on 30th July 2010(post hidden)

Even though I do not think that switch to arcane scholor would hurt any I actually kind of like the idea, if I did all that I bet you could still find plenty of things wrong, I mean this is a mage built to use heavy armor and has High HP and DR 9/ and you saying my that it is not good enough......I am thinking you are going to find holes no matter what I do to the build so I am moving on

You seem to have missed my point.  My point is that EDRIII is unneccessary on a mage and that it is stunting the build in other areas - spell DCs.

+0Rating: By Specterhunter on 30th July 2010(post hidden)

your right I got mixed up, you mentioned quicken spell and I got sidetracked

however I disagree with you, I like the DRIII it is part of the build, A heavy armered mage with good HP and DR but still having great casting abilities and I still have a decent DC sure it could be higher but I the point in this build is not to have a super DC and be a power casting mage, glass cannon type and all that, I wanted a Mage Tank that had put physicality into his defense and could focus his magic on offense

Edit-However I would think that Spellcasting focus is kind of a waste with red wizards spell power so i could change that, but other then that I am happy and think this is a pretty solid build

Last edited on 30th July 2010
+0Rating: By Thorsson on 31st July 2010(post hidden)

Any full casting Wizard with Auto-Still is a solid build at level 30. That doesn't alter the fact that this is poor for a number of reasons:

1. You waste a Feat by not taking Fighter before EK

2. You can't wear Armor until level 21, because you are not proficient (so taking Still Spell so early is useless as well)

3. You spend a lot of Feats on boosting Evocation and yet you end up with mediocre DCs. Either boost DCs or concentrate on No Save Spells.

4. The DR is completely useless if you are not going to be attacked with Adamantine Weapons, and not that good even if you are. The whole point of an Armored Wizard is that you can have godly AC, especially if you take ICE as you have been advised.

5. RWoT gets a bonus Feat at level 10, so better to get that rather than take the 10th EK level. Indeed I think if you take level 10 you could go to F2/EK8 and end up with the same Caster level, thus getting a second free Feat.

+0Rating: By Specterhunter on 1st August 2010(post hidden)

3. You spend a lot of Feats on boosting Evocation and yet you end up with mediocre DCs. Either boost DCs or concentrate on No Save Spells.

what would be a good school for no save spells?

+0Rating: By Thorsson on 2nd August 2010(post hidden)
Most of the best No Save spells are Evocation. Just a waste having a high DC on them. Get Epic Spell Penetration and Improved Combat Expertise (drop Toughness).


You must be logged in to comment on this build.

Export Build
Export Type






Export Options:
Start New Build

Select your build options.

Game Version
Maximum Level

You can change these options from inside the builder
via the Options and Utilities menu but it may require
an engine restart.