I didnt bother to read the rest of the comments cause the answer are so simple. GM is above the gods, if ur GM allows you to be level 1 and controlling an armor from your tower far far away, then you can do it. screw the system.. DnD are not rules, they are merely guide lines.First off, I'm new to the forums. Though I've kind of been lurking (only "kind of" because this site comes up a lot when I'm searching for D&D stuff) for a while, so haldo to everyone.
If you don't care for the backstory you can skip to where it says "TLDR"
Well, me and my group will be starting our first "official" campaign in a few weeks. In it, we will be playing a band of evil characters who go around doing evil things. So far we have a Rakshasa Beguiler, an Orc Barbarian, and a Human Fighter. Because we have two melee characters and a hybrid character (not really sure what beguilers do), and because in our other campaign I play a support character, I decided I should be a wizard.
TLDR
I came up with the idea of a character who wouldn't actually travel with the other members of the party. Instead, he would be locked away in a tower or prison controlling a suit of armor or skeleton (or something) from afar and channeling his magic through it. The only problem is I don't know how to explain his means of doing so. We're starting out at level 1, which means I couldn't do this unless I said this guy (the actual wizard) was like level 12, and even then he could only do it for a few minutes.
So I would appreciate some ideas on how to execute this, because I'm pretty much stumped.
Also, we play a fairly easygoing combination of 3.0 and 3.5 using all the appropriate books
GM can alter, remove, add to the rules as he wants.
Go to your GM, present your idea and ask "Can i do this? my character controles the armor through a powerful ritual"