Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[fitd]Of gentlemen and scoundrels...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="fireinthedust" data-source="post: 5415574" data-attributes="member: 51930"><p>DARPG</p><p> </p><p>BLOOD MAGE BUILD (sort of)</p><p> </p><p>This is a 5-level build for a Primal mage who'll be ready for the Blood Mage material by level 6 or 7 (whenever a Talent comes up for use so he can access said spells). In the meantime, he's good as a blaster-mage for the party. Note the suspicious Heal spell for an otherwise blasty mage!</p><p>I really wish in RAW there was a new spell *every* level, not just every other level, so once Blood Mage (from the playtest) was available he could start taking spells. Over 20 levels, who cares, but grind to get what you want is still grind. </p><p> </p><p>Name:</p><p>Race: human</p><p>Background: Circle Mage</p><p> </p><p>Ability Scores (1st level)</p><p> </p><p>Com 0</p><p>Con 1</p><p>Cun (2+1) 3</p><p>Dex 2</p><p>Mag (3+1) 4</p><p>Per 1</p><p>Str 0</p><p>Will (1+1) 2</p><p> </p><p>Background Benefits (Circle Mage)</p><p>+1 Magic; +1 Cunning; +1 Willpower</p><p>Speak Trade Tongue, Ancient Tevene</p><p> </p><p>Class Benefits</p><p>WG: Brawling, Staves</p><p> </p><p>HP: 25 (20+1+4)</p><p> </p><p>Level 1)</p><p>Arcane Lance (+4; 1d6+(magic) 4; range 16 yards)</p><p>Spells: Heal; Rock Armor; Winter's Grasp</p><p>Mana Points: 18 (10+4+4)</p><p> </p><p>2) +1 Magic; HP +5 (30); MP: +9 (28); </p><p>Focus: Primal; Spell: Flame Blast</p><p> </p><p>3) +1 Con; T: Primal Magic (novice); F: Initiative (+4 total)</p><p>HP +6 (35); MP +9 (36)</p><p> </p><p>4) +1 Magic; HP +6 (41); MP +10 (50</p><p>Spell Lance (3sp +spell)</p><p>Spell: Daze (or Drain Life, or Mind Blast, or Spell Wisp)</p><p>Focus (primary): </p><p> </p><p>5) +1 Con; HP 55 (+7); MP: 60 (+10);</p><p>Focus: Stealth</p><p>Talent: Primal Magic (primal spells cost 1 less)</p><p>Bonus Primal Spell: (shock)</p><p> </p><p>LEVEL 5 FINAL ALTERATIONS</p><p> </p><p>Com 0</p><p>Con 3</p><p>Cun 2</p><p>Dex 2</p><p>Mag 6</p><p>Per 1</p><p>Str 0</p><p>Will 2</p><p> </p><p>DEF 12</p><p>Speed 12</p><p>Spell Power 16; 18 for Primal; 17/19 with Spell Wisp (if taken)</p><p>HP: 55</p><p>MP: 60</p><p>Initiative: +4</p><p>Arcane Lance +6/1d6+6</p><p>Focuses: Primal, Arcane Lore, Initiative, Stealth, +1 primary focus</p><p>Talents: Primal Magic (novice & Journeyman), Lore (novice)</p><p> </p><p> </p><p>[sblock=author's note]</p><p> </p><p>The mage is frustrating, because there's so much going on that I'd like to grab, and a real lack of space to put it in. It challenges my hoarding tendencies.</p><p> </p><p>I admit I've never played a session, so I'm not sure which spells are the best-in-play (anagram BIP; possible term "bippy" spells? Bippy?)</p><p> </p><p>I think Mages should be built to complement the party. The most useful spells are Heal, Rock Armor, and Spell Wisp (ah, precious +1 Spellpower). The rest are whatever floats your boat, though I wouldn't turn my nose up at Daze or Weakness as Control spells. Any of the Primal Spells do their job.</p><p> </p><p>The issue in combat, I'm thinking, is that some of the spells are AoE, which means the mage won't be near their friends and will be vulnerable to stealthy lurker types. Or they'll hit their friends.</p><p> </p><p>I'll try a few different builds, and I may go for a 10-level spread soon, looking at the playtest. I'm happy with the ability scores (I'd go either Con or Dex secondary; Dex if it wasn't for the blood mage stuff). Primal has the best Novice power for sure.</p><p> </p><p>This is assuming the players & GM only used Set 1, and not the Playtest, btw. Thus not simply adding in the Blood Mage material at level 3.</p><p> </p><p>If I was going pure Primal, I'd go Dex instead. Otherwise staying generally the same.[/sblock]</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5415574, member: 51930"] DARPG BLOOD MAGE BUILD (sort of) This is a 5-level build for a Primal mage who'll be ready for the Blood Mage material by level 6 or 7 (whenever a Talent comes up for use so he can access said spells). In the meantime, he's good as a blaster-mage for the party. Note the suspicious Heal spell for an otherwise blasty mage! I really wish in RAW there was a new spell *every* level, not just every other level, so once Blood Mage (from the playtest) was available he could start taking spells. Over 20 levels, who cares, but grind to get what you want is still grind. Name: Race: human Background: Circle Mage Ability Scores (1st level) Com 0 Con 1 Cun (2+1) 3 Dex 2 Mag (3+1) 4 Per 1 Str 0 Will (1+1) 2 Background Benefits (Circle Mage) +1 Magic; +1 Cunning; +1 Willpower Speak Trade Tongue, Ancient Tevene Class Benefits WG: Brawling, Staves HP: 25 (20+1+4) Level 1) Arcane Lance (+4; 1d6+(magic) 4; range 16 yards) Spells: Heal; Rock Armor; Winter's Grasp Mana Points: 18 (10+4+4) 2) +1 Magic; HP +5 (30); MP: +9 (28); Focus: Primal; Spell: Flame Blast 3) +1 Con; T: Primal Magic (novice); F: Initiative (+4 total) HP +6 (35); MP +9 (36) 4) +1 Magic; HP +6 (41); MP +10 (50 Spell Lance (3sp +spell) Spell: Daze (or Drain Life, or Mind Blast, or Spell Wisp) Focus (primary): 5) +1 Con; HP 55 (+7); MP: 60 (+10); Focus: Stealth Talent: Primal Magic (primal spells cost 1 less) Bonus Primal Spell: (shock) LEVEL 5 FINAL ALTERATIONS Com 0 Con 3 Cun 2 Dex 2 Mag 6 Per 1 Str 0 Will 2 DEF 12 Speed 12 Spell Power 16; 18 for Primal; 17/19 with Spell Wisp (if taken) HP: 55 MP: 60 Initiative: +4 Arcane Lance +6/1d6+6 Focuses: Primal, Arcane Lore, Initiative, Stealth, +1 primary focus Talents: Primal Magic (novice & Journeyman), Lore (novice) [sblock=author's note] The mage is frustrating, because there's so much going on that I'd like to grab, and a real lack of space to put it in. It challenges my hoarding tendencies. I admit I've never played a session, so I'm not sure which spells are the best-in-play (anagram BIP; possible term "bippy" spells? Bippy?) I think Mages should be built to complement the party. The most useful spells are Heal, Rock Armor, and Spell Wisp (ah, precious +1 Spellpower). The rest are whatever floats your boat, though I wouldn't turn my nose up at Daze or Weakness as Control spells. Any of the Primal Spells do their job. The issue in combat, I'm thinking, is that some of the spells are AoE, which means the mage won't be near their friends and will be vulnerable to stealthy lurker types. Or they'll hit their friends. I'll try a few different builds, and I may go for a 10-level spread soon, looking at the playtest. I'm happy with the ability scores (I'd go either Con or Dex secondary; Dex if it wasn't for the blood mage stuff). Primal has the best Novice power for sure. This is assuming the players & GM only used Set 1, and not the Playtest, btw. Thus not simply adding in the Blood Mage material at level 3. If I was going pure Primal, I'd go Dex instead. Otherwise staying generally the same.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[fitd]Of gentlemen and scoundrels...
Top