need advice on spellcasting character


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Aurio said:
The dm used to be your typical power gamer so i want to make a REALLY broken spellcaster (or manifester) knowing he can't say anything about it and to show him how annoying it can be.
Actually, he will probably admire you for choosing to play his game (powergaming) and wondering why everyone else is choosing to be so lame.
 

Cheater of Mystara

human Cleric of Mystra 5/ Dweomerkeeper 10/Divine Disciple 5

Dweomerkeeper is from the Complete Divine Web enhancement.
Divine Disciple is from Players Guide to Faerun

1 Cleric1 (Magic/Rune) Magical Training, Divine Metamagic (Persistant)
2 Cleric2
3 Cleric3 Extend Spell
4 Cleric4
5 Cleric5
6 Dweomerkeeper1 Initiate of Mystra
7 DwK2
8 Divine Disciple1
9 DiD2 Extra Turning
10 DiD3
11 DiD4 (Spell Domain)
12 DiD5 Quicken Spell
13 DwK3
14 DwK4
15 DwK5 Reach Spell
16 DwK6
17 DwK7
18 DwK8 Maximize Spell
19 DwK9
20 DwK10

recommended Spells for Mantle of Spells:

6th summon monster III

this one is discussable. i think its quite handy to have some summoning ready all the time.

Anyspell would be also nice, of course

13th greater anyspell

you can prepare any arcane spell of up to 5th level. polymorph self, create magic tatoo, the list is endless

15th greater dispel magic

you never know when you need this one.
counterspell if you want, dispel when you want and never waste a spell-slot on the spell

17th heal

just in case your party thinks a cleric should be an healer. you can prepare combat-, utility and buff-spells and have some spontaneus heal ready nontheless.

19th miracle

just combine this one with your su-ability and after a few days no member of your party will feel the need to read a tome anymore

talk to your gods (read: DM) before if they like all these "miracles" happen every day, maybe its wise to choose something else

why is this build called "Cheater of Mystra"?

This build combines nearly all abilities from the new books PGtF and CD.

Spells at lvl 14 for example:
- persistant holy star: spell turning, +10 AC or 7d6 fire damage. the whole day.
- quickened divine favor: +6 to attack and damage
- extended spikes for +10 damage
- extended magic vestment (*2) for +8 AC
- extended greater magic weapon for +4 to attack and damage
- extended shield of faith (only 28 min) +6 AC
- polymorph self (planetar) for +17 AC, Str 25, Dex 19, Con 20, Immunity to acid, cold, and petrification, fly 90 ft. (good), large size
- persistant righteus might, size huge, +8 Str, +4 Con, +4 AC, DR 10/evil (if your DM let it stack with polymorph, otherwise get divine power)

(this list does not claim to be complete)

without magic equipment:
AC: 63 (10 + 12 (fullplate) + 6 (animated shield) + 6 (deflection) + 21 (natural) - 2 (size) + 10 (circumstance))
Attack: +30/+25 ( 9 (BAB) +11 (str) + 6 (divine favor) + 4 (gmw)) [smile into the face of ANY monster]
Damage: 4d6 (huge darkwood greatsword) + 36

This build is just gamebreaking. I'll explain why.
At high levels you are surrounded by an antimagic field all the time. nobody can cast spells at you and all spell-effects you come close to are supressed. also all magic items. but YOU can still cast spells and all your normal spells are up and running. Everything but artifacts and deities is useless against you while you rain death and destruction and are buffed up to the head.
You are polymorphed all day into some big-a** outsider. at lvl 12 for example into an kelvezu, adding 1d6 con-drain and 8d6 sneak-dice to your attacks as well as giving you str 29, dex 31 and con 18 including the associated hitpoints...
Thats still not all folks. You can as well transform your spells into su-abilities certain times per day. means: no material components, no XP-cost. thats miracle, gate, everything for free. There are a lot of abuses a creative player can find, i wont mention them all here but if you dig the appropriate threads you'll find a few

Be prepared to 15-ton-bricks falling on you, DMs banning all and everything from their game and you being forced to play a commoner. anyhow, enjoy this build!
 

SRD said:
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

So +3 luck bonus to attack and damage at level 14.... not +6

SRD said:
Magic Weapon, Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component: Powdered lime and carbon.

So +3 enhancement bonus at level 14, not +4... ditto for Magic Vestment.

SRD said:
Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.

So +4 deflection bonus there, at 14th level
 
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