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  1. #1
    Community Member PopeJual's Avatar
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    Oct 2009
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    Default Plan for a Transmutation/Enchantment Archmage

    Edit: changed a bit to fix errors that Gurgar78 and LunaCee pointed out. AP costs will be calculated after lunch.

    I hear rumors that Enchantments are pretty nice in many quests and in a lot of Epic content. Mass Hold Monster is handy enough on its own that to make extra bonuses to your DC on Enchantment spells worthwhile. Add in disco balls and other Enchantment spells that allow a saving throw and you have yourself a character that can provide a lot of benefit to a party.

    Flesh to Stone is also pretty nice. Getting a Flesh to Stone DC high enough to be effective everywhere would also be nice.

    Since I saw the Archmage PrE, I started thinking about making a high DC Enchanter/Transmuter. It's likely that going for both Enchantments and Transmutations will require too many feats and too many AP for the enhancements, but I figured I'd give it a shot.

    Attributes:
    Max Int, 16 Con, leftover points into Str or Cha


    Feats:
    1. Spell Focus Enchantment (pre-req)
    2. Spell Focus Transmutation (pre-req)
    3. Greater Spell Focus Enchantment (pre-req)
    4. Greater Spell Focus Transmutation (pre-req)
    5. Mental Toughness
    6. Toughness
    7. Maximise
    8. Extend
    9. Heighten
    10. Insightful Reflexes
    11. Spell Penetration
    12. Greater Spell Penetration
    13. Wizard Past Life: Arcane Initiate
    You get 7 feats for levels and 5 feats for Wizard bonus feats. If you want the past life feat, you're pretty much forced into Human and you still don't have room for Empower or nice-to-haves like Insightful Reflexes. I believe that you can drop Greater Spell Focus Enchantment and still qualify for

    Enhancements:

    Human +1 Int
    Wizard +3 Int (pre-req)
    Toughness I and II
    +Fire enhancements
    +Ice enhancements if they are broken out from Fire
    +Force/Repair enhancements I and II, but certainly not enough AP for more than that.
    Maximise and Heighten discount enhancements

    Archmage I-V
    Spell Mastery I Transmutation (-50 SP)
    Spell Mastery II Transmutation (-75 SP)
    Spell Mastery I Enchantment (-50 SP)

    Improved Concentration IV (pre-req)
    Energy of the Scholar IV (pre-req)


    Brain-locked spells
    Arcane Bolt
    Arcane Blast
    Transmutation I Jump (-25 SP)
    Transmutation II Knock (-50 SP)
    Transmutation III Haste (-75 SP)
    Transmutation IV Stone to Flesh (-100 SP) *really? Stone to Flesh? Can a spell get more worthless?*
    Transmutation V Flesh to Stone (-125 SP)


    Spell Points:
    +400 SP for Archmage I-V
    -250 SP for Spell Mastery
    -375 SP for spell like abilities


    Just wanted to put this down so that I can think more about it and figure out what Enhancements are/aren't worth taking and whether this is even possible. If it does work out, then there won't be a single mobile, active enemy in any quest that doesn't have a red name.
    Last edited by PopeJual; 09-23-2010 at 11:21 AM.

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