A quick example (messy)
(BTW: I think ignoring magic items is a mistake, as mid-to-high level characters are heavily dependant on their items for their total "power").)
Dwarven wizard 12
Making him a transmuter would give him more staying power at the cost of some versatility.
32 point buy.
14,14,16,16,8,8
Add +2 Con and -2 Cha from dwarf
Add +2 Con and +1 Int for level 4/8/12.
Total
Str 14, Dex 14, Con 20, Int 17, Wis 8, Cha 6
1,3,6,9,12 + 2 Wizard metamagic
Extend Spell, Quicken Spell
Power Attack, Expertise, Improved Trip, EWP: Spiked Chain, Combat Reflexes
Spells prepared:
This list would look different in a real game but you asked for the (unrealistic) "fully buffed in melee" version, which requires variation. For one thing I'd make sure to have more polymorph spells prepared. Some or all of the 5th level spell could be replaced with extended versions of lower level spells.
6th (2): Tenser's Transformation, Greater Heroism
5th (3): Overland Flight, 2x Quickened True Strike
4th (3): Stoneskin, Improved Invisibility, Polymorph
3rd (5): Blink, Haste, Greater Magic Weapon, Keen Weapon
2nd (5): Alter Self, Extended Mage Armor, 2x False Life, Protection From Arrows
1st (5): 3x Shield, Expeditious Retreat, 2x Ray of Enfeeblement
Polymorphing into an annis hag gets the character Str 25 and +10 natural armor as well as natural weapons and special attacks. Treant is another good option. Probably not quite as sick in melee as the hydra, but still nice, and more versatile. (Thanee: How are you casting tenser's transformation in hydra form? )
Fully buffed, annis hag polymorph, finishing with transformation (lots of rounds used):
AC: 31 (10 - 1 size + 3 Dex + 10 natural armor + 4 armor from mage armor + 4 shield from shield spell + 1 haste) (Can add 5 with expertise.)
Opponents have 50% miss chance for invisibility and then 50% for blink.
DR from stoneskin.
HPs (average): 115 + 27 temporary (4+11d4+12*7 + 1d10+10 false life + 12 greater heroism)
AB: +30/+30/+25/+20/+25 (bite) (Weapon attacks: +12 BAB + 9 Str + 4 Greater Heroism + 1 Haste + 2 Invisible + 3 Greater magic Weapon - 1 Size. Then bite at -5 without the GMW.) (Less if using Expertise or Power attack)
20% miss chance on attacks from blink. (May not be worth it in some cases.)
Damage Large spiked chain: 2d6 + 16, 19-20/2x (+13 Str +3 GMW, keen weapon)
Damage bite: 1d6 +4 (+4 Str)
Add more damage from power attack depending on opposition's AC (max +24 if transformation.).
Can use Improved Trip to trip opponents moving within the 20' reach. (+4 Improved Trip + 4 Large + 9 Str = +17 on opposed check.)
That was a lot of numbers. I don't think I want to do that for the other situations you mentioned. Just keep in mind that many spells can be cast before an encounter begins, greatly reducing buff time. 1 hour /level spells can last an entire day with Extend Spell. (Buff in the evening, so that the spells are available for re-casting if dispelled while adventuring.) 10 minutes/level spells will last an entire "dungeon". Alter self (troglodyte) and heroism are both basic 10 min/level buffs. 1 minute/level spells can last several enocounters and can be stacked before facing major opposition.
Edit: TT requires a magic item (potion) as a material component. Not allowed by the OP's rules.
(BTW: I think ignoring magic items is a mistake, as mid-to-high level characters are heavily dependant on their items for their total "power").)
Dwarven wizard 12
Making him a transmuter would give him more staying power at the cost of some versatility.
32 point buy.
14,14,16,16,8,8
Add +2 Con and -2 Cha from dwarf
Add +2 Con and +1 Int for level 4/8/12.
Total
Str 14, Dex 14, Con 20, Int 17, Wis 8, Cha 6
1,3,6,9,12 + 2 Wizard metamagic
Extend Spell, Quicken Spell
Power Attack, Expertise, Improved Trip, EWP: Spiked Chain, Combat Reflexes
Spells prepared:
This list would look different in a real game but you asked for the (unrealistic) "fully buffed in melee" version, which requires variation. For one thing I'd make sure to have more polymorph spells prepared. Some or all of the 5th level spell could be replaced with extended versions of lower level spells.
6th (2): Tenser's Transformation, Greater Heroism
5th (3): Overland Flight, 2x Quickened True Strike
4th (3): Stoneskin, Improved Invisibility, Polymorph
3rd (5): Blink, Haste, Greater Magic Weapon, Keen Weapon
2nd (5): Alter Self, Extended Mage Armor, 2x False Life, Protection From Arrows
1st (5): 3x Shield, Expeditious Retreat, 2x Ray of Enfeeblement
Polymorphing into an annis hag gets the character Str 25 and +10 natural armor as well as natural weapons and special attacks. Treant is another good option. Probably not quite as sick in melee as the hydra, but still nice, and more versatile. (Thanee: How are you casting tenser's transformation in hydra form? )
Fully buffed, annis hag polymorph, finishing with transformation (lots of rounds used):
AC: 31 (10 - 1 size + 3 Dex + 10 natural armor + 4 armor from mage armor + 4 shield from shield spell + 1 haste) (Can add 5 with expertise.)
Opponents have 50% miss chance for invisibility and then 50% for blink.
DR from stoneskin.
HPs (average): 115 + 27 temporary (4+11d4+12*7 + 1d10+10 false life + 12 greater heroism)
AB: +30/+30/+25/+20/+25 (bite) (Weapon attacks: +12 BAB + 9 Str + 4 Greater Heroism + 1 Haste + 2 Invisible + 3 Greater magic Weapon - 1 Size. Then bite at -5 without the GMW.) (Less if using Expertise or Power attack)
20% miss chance on attacks from blink. (May not be worth it in some cases.)
Damage Large spiked chain: 2d6 + 16, 19-20/2x (+13 Str +3 GMW, keen weapon)
Damage bite: 1d6 +4 (+4 Str)
Add more damage from power attack depending on opposition's AC (max +24 if transformation.).
Can use Improved Trip to trip opponents moving within the 20' reach. (+4 Improved Trip + 4 Large + 9 Str = +17 on opposed check.)
That was a lot of numbers. I don't think I want to do that for the other situations you mentioned. Just keep in mind that many spells can be cast before an encounter begins, greatly reducing buff time. 1 hour /level spells can last an entire day with Extend Spell. (Buff in the evening, so that the spells are available for re-casting if dispelled while adventuring.) 10 minutes/level spells will last an entire "dungeon". Alter self (troglodyte) and heroism are both basic 10 min/level buffs. 1 minute/level spells can last several enocounters and can be stacked before facing major opposition.
Edit: TT requires a magic item (potion) as a material component. Not allowed by the OP's rules.
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