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  1. #1
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    Jun 2006
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    Question My first build! help?

    This is myy attempt to make a death knight class. uses pale master and melee attacks for dmg wiht self buffs,minions and some spells. please help me make this build better by giving me soem feed back.



    Level 20 Lawful Good Drow Male
    (20 Wizard)
    Hit Points: 120
    Spell Points: 1786

    BAB: 10/10/15/20
    Fortitude: 6
    Reflex: 6
    Will: 11

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (28 Point) (Level 1) (Level 20) (Level 20)
    Strength 15 19 19
    Dexterity 10 10 11
    Constitution 10 11 11
    Intelligence 20 23 28
    Wisdom 8 8 8
    Charisma 10 10 10

    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 2 8.5 8.5
    Bluff 0 0 0
    Concentration 4 23 25
    Diplomacy 0 0 0
    Disable Device n/a n/a n/a
    Haggle 0 0 0
    Heal -1 4.5 4.5
    Hide 0 0 0
    Intimidate 0 0 0
    Jump 4 15.5 15.5
    Listen -1 -1 1
    Move Silently 0 0 0
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 5 9 9
    Search 7 17 20
    Spot 1 7 9
    Swim 2 15 15
    Tumble 2 11.5 11.5
    Use Magic Device 2 11.5 11.5

    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Jump (+2)
    Skill: Search (+2)
    Skill: Spot (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Two Handed Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Spell (1): Detect Secret Doors
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Mage Armor
    Spell (1): Master's Touch
    Spell (1): Tumble
    Spell (1): Shield
    Spell (1): Burning Hands
    Enhancement: Elven Enchantment Resistance I
    Enhancement: Elven Perception I
    Enhancement: Improved Concentration I
    Enhancement: Wizard Energy of the Scholar I

    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Swim (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Chill Touch
    Spell (1): Feather Fall
    Enhancement: Elven Arcane Fluidity I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I

    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Swim (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Power Attack
    Spell (2): Blur
    Spell (2): Bull's Strength
    Enhancement: Elven Dexterity I
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Energy Manipulation I

    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (2): False Life
    Spell (2): Lesser Death Aura
    Enhancement: Improved Concentration II
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Wizard Subtle Spellcasting I

    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+0.5)
    Skill: Jump (+0.5)
    Skill: Swim (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Haste
    Spell (3): Heroism
    Enhancement: Elven Enchantment Resistance II
    Enhancement: Wizard Spell Penetration I

    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Wizard Pale Master I

    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Swim (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Death Aura

  2. #2
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    Default

    hmm i ****ed it up but i got rest of pale master summons and some other stuff for feats i got quicken spell,cleave,mental toughness

  3. #3
    The Hatchery Hutoth's Avatar
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    Default

    go for 14 con if possible.
    pick up the Toughness feat.
    Anaplian and Csimian
    Brotherhood of the Wolf
    AUREON/ KEEPER 2006-2009 | CANNITH 2010-

  4. #4
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    Default

    would 18 or 19 intel be godo enough for spells?

  5. #5
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    Quote Originally Posted by ubermonster View Post
    would 18 or 19 intel be godo enough for spells?
    Yeah more or less , but there is a general issue with the concept of the build . Now I have heard that a Fighter 2 / Palemaster 18 is viable but would have no idea how to build it properly or how to sort out the bab issue .
    That may be what you are looking for though .

  6. #6
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    is there some clickie i can get to sort out the bab? or if i went 2 fighter would it solve the bab issue?

  7. #7
    Community Member Kourier's Avatar
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    You can use items with charges of divine power to increase your Base attack bonus to 20 temporarily. It beats using Tenser's, which prevents spellcasting.

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