Building a 12th Warmage

Gez said:
You mean for background justification? One can always work.

Sure, just saying, that Warmage and Sharess would be a rather weird combination. :)

How so?

When cast, the spell allows to prepare in its slot a wizard spell from a scroll or spellbook, which can then be cast.

No, that is not what it does...

When cast, the spell allows to prepare in its DOMAIN slot a wizard spell from a scroll or spellbook, which can then be cast.

A very important difference!

Bye
Thanee
 
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Thanee said:
When cast, the spell allows to prepare in its DOMAIN slot a wizard spell from a scroll or spellbook, which can then be cast.

A very important difference!

Ah, but see, Arcane Disciple lets you cast only one spell from the domain per spell level and per day. So, effectively, you get one spell slot you can use for the domain (or for normal spells). This is your domain slot.

It can be interpreted different ways. IMHO, the reference to a "domain slot" was there because it assumes the spellcaster will be a cleric (of course) and it was the simplest way to formulate it. (Also prevents some possible abuse with a wand of anyspell and the cleric preparing a dozen or so of wizard spells in his normal spell slots.)
 

For Advanced Learning, my current selection is this:
Forceful shove (1st-level, from FFG DungeonCraft), Leomund's secure shelter (3rd-level, PHB), hall of fire (5th-level, FFG Spells & Spellcraft), and mark of death (8th-level, Complete Book of Eldritch Might).

Forceful shove pushes an opponent one-to-four squares away and knock him prone, always useful against those who want to base you. Hall of fire is perfect for crowd control, allowing you to protect the party within the sheltered inside of the hall while opponents outside can't see you and get badly burnt if they try to pass through. Mark of death, once high enough to get access to it, will give a protection against death effects.

Now I'm trying to tackle equipment. 12th-level character means 88 000 gp, and who would believe it's awfully little? :)

Things I'd like to have (and it's sadly impossible to have them all) include:
  • Immovable rods (7500 a piece) -- rather useless at this level, but so fun!
  • Ring of holy spells (25000) -- gives +2 save DC on spells cast on evil creatures. Very very interesting, but expensive.
  • Magic carpet (20000 for the smallest) -- even with the Travel domain, one still needs a way to get long-range, long-duration flight, and the carpet is the stylishest way to have that.
  • Figurine of wondrous power: bronze griffon (10000) -- for half the price of the carpet, 6 hours of flight twice a week. Can attack, but requires the Ride skill for travelling uses.
  • Figurine of wondrous power: obsidian horse (28500) -- the most expensive of the travel item, but also the only one in that price range that gives planar travel as well. Only for a Waukeenite, as it's not something a Good character would want to use often.
  • Cloak of charisma/headband of intellect/perl of wisdom (4000, 16000, or 36000) -- the character concept requires good Cha and good Wis to get access to his spells, and it benefits strongly from a nice Int. These items will probably be necessary unless rolling munchkinesque scores.
  • +3 weapon (18300+) -- I'd like a weapon with the magetuned and manawall crushing enhancement (both cost +1) from the CBEM. Magetuned gives a +4 luck bonus to attack (useful for a low-BAB character), manawall crushing lowers the Spell Resistance of the enemy by one point each time you score a hit. (Of course, as magetuned is redacted, it only confers the bonus to wizards and sorcerers -- I'd make it work for warlocks, warmages and wu jens too, but this may require a bit of negociation.) Would it be worth to make it a +4 weapon (32000) in order to have ghost touch in addition?
  • Protection! One needs a good AC. Warmages can wear medium armor without risking spell failure, so that's a plus. But rings of protection and amulets of natural armor are expensive. A ghost touch mithral breastplate seems an interesting deal, but that's very expensive.
  • Heward's handy haversack (2000) -- I don't know if anyone bothers with bags of holding anymore. Heward's is cheaper, does not risk destruction and loss of equipment through piercing, and does not tear reality apart when it meets a portable hole.

Any other idea? Recommendations?
 

Gez said:
Any other idea? Recommendations?

It'd help if we knew your classes and feats, but...

Metamagic rods. A lesser Empower Rod can jack up your fireballs three times/day and only costs $9k.

You have no business in melee, so a weapon isn't really a good idea. At most, a bow, in the event you run out of spells...but if you're out of spells, you're screwed anyway.

Figure:

Headband of Intellect +4 (16k)
Cloak of Charisma +4 (16k)
Pearl of Wisdom +2 (4k)
Heward's Handy Haversack (2k)
Metamagic rod of Lesser Empower (9k)
+2 Mithral Breastplate (8400)
+2 Mithral Buckler (5165)
Amulet of Natural Armor +2 (8k)
Ring of Protection +2 (8k)
Vest of Resistance +3 (9k) (from Complete Arcane)

That adds up to 85,565 gp, which leaves you some mad money for, say, a magic weapon or whatnot.

This also gives you an AC of 24 before Dex bonus, which is not too shabby. Yes, your touch AC isn't nearly as good, but them's the breaks.

Brad
 

Classes? Wizard 12.
Feats? Once or twice AD, Extra Edge, and the others undecided. Weapon Focus: Ranged Spell, and Ranged Spell Specialization would complete the Warmage Edge nicely, as would Point Blank Shot.
 

OK, equipment goes like this:

  • Hevard's Handy Haversack 2 K
  • 1x1 Flying Carpet 20 K
  • +2 Belt of Magnificence 25 K
  • +3 Mithril Chain Shirt 10.1 K
  • +3 Darkwood Shield 9.257 K
  • +2 Ring of Protection 8 K
  • +1 Amulet of Natural Armor 2 K
  • +3 Cloak of Resistance 9 K
  • Field Provision Box 2 K
  • Remains 643 gp for minor utilities.
 

Gez said:
OK, equipment goes like this:

  • Hevard's Handy Haversack 2 K
  • 1x1 Flying Carpet 20 K
  • +2 Belt of Magnificence 25 K
  • +3 Mithril Chain Shirt 10.1 K
  • +3 Darkwood Shield 9.257 K
  • +2 Ring of Protection 8 K
  • +1 Amulet of Natural Armor 2 K
  • +3 Cloak of Resistance 9 K
  • Field Provision Box 2 K
  • Remains 643 gp for minor utilities.

Field Provisions Box is a good buy; I don't think it fits into the Heward's though, but you never have to worry about food and water.

If you can, switch the Cloak of Resistance to the Vest. There's no cost difference, and that frees up the cloak slot, which has many more things in it than Vest does.

Also, I'm kind of surprised that your DM let you buy the Belt of Magnificence. But, hey, if he lets you, it's probably the best option.

Brad
 

Gez said:
Classes? Wizard 12.
Feats? Once or twice AD, Extra Edge, and the others undecided. Weapon Focus: Ranged Spell, and Ranged Spell Specialization would complete the Warmage Edge nicely, as would Point Blank Shot.

What are your advancement plans? Warmage all the way up?

War Wizard of Cormyr is a VERY good PrC for warmages. Arcane Devotee also provides a good lead-in, and would be kind of appropriate for your PC.

If you went with those, you'd need to make sure and take Enlarge Spell and Widen Spell.

Also, one level of spellblade is good for BAB and Save-buffing, and gives +1 casting on the first level.

Brad
 

Twin Spell -- double your spell, double your warmage edge. Twinned magic missile is better than most level 5 spells.

Arcane Preparation and Quicken Spell. Prep a Quickened magic missile and cast as Twinned magic missile in the same round for 15x (1d4+2) = 52 damage and 3x edge. Serious ouchies.

Quickened True Strike means you're probably gonna hit whatever you're aiming at.

Don't forget to pump up your Use Magic Device skill so you can activate scrolls. Check out synergy bonuses and Circlet of Persuasion (but that uses same slot as your Headband of Intellect).
 

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