The Aims of this Build:
- Epic viable Crowd Control and Insta-kill
- Solo capability
- Acceptable melee abilities
- Effective sneaking and trap skills
I read the request of TehBeWop a few days ago, he wanted a battle wiz that is still capable of effective spell casting, and is capable of melee fighting. These builds are getting more and more common, but it was challenging to create one with no access to Monk.
This is what i came up with while tinkering with Pale Master and Rogue levels, it ended up better than i expected. Let's get into the details.
Race
Picked Elf for the all new Elven Arcanum, making up for the lost Spell Penetration and providing additional SP.
Class Split
13 Wizard: PM II with Shroud of the Vampire (Undead traits, self healing), access to CL7 crowd control spells
6 Rogue: Assassin I, 4d6+6 SA, Evasion, Skills
1 Fighter: Kukri Proficiency and an additional feat
Weapon of choice
Epic Midnight's Greetings: Get these ASAP, uses INT modifier for damage, making STR unnecessary. It is also a Ki weapon, so use Monk splash instead of Fighter if you have access to it.
Feats
Greater Focus in both Necromancy and Enchantment, Heighten was a must, Toughness for staying alive.
These left 3 Feats for melee, Imp. Crit boosts the threat range to [15-20].
You can swap feats and get ITWF instead of Weapon Finesse once you craft the Epic version of Midnight's Greetings, those grant finesse anyway.
Enhancements
After spending on high cost enhancements such as Elven Arcanum, Wizard Spell Pen and Improved Heighten I didn't have a lot of AP left, but i was still able to get the most useful ones.
Casting Stats
Enchantment and Necromancy DCs are only 2 less compared to a 18/2 Archmage, due to maximum spell level.
Obtainable Spell Penetration is only 1 less compared to a 18/2 WF Archmage, the loss from caster level is compensated by Elven Arcanum.
Base DC: 10(base), +7(spell lvl), +2(Feat), +2(Vampire), +2(Item), +15(INT, no consumables)=38 unbuffed
Spell Penetration: 13(CL), +4(Elven Arcanum), +4(Feats), +3(Wiz Spell Pen), +3(Item)[=U]27 stable[/U]
Playstyle
Mash bluff and use CC spells to get sneak attacks, Assassin also has a fancy debuff, Soulshatter, which decreases Spell Pen and Will save on sneak attacks.
Compliment TWF with damage over time spells such as high DC Burning Blood and Melf's.
Try to keep Death Aura on at all times, that and vampirism should heal well enough. Use Neg. Energy Burst and harm clickies in emergency.
Tomes are not required, but recommentedCode:Character Plan by DDO Character Planner Version 3.9.1 DDO Character Planner Home Page Level 20 True Neutral Elf Male (1 Fighter \ 6 Rogue \ 13 Wizard) Hit Points: 240 Spell Points: 968 BAB: 11\11\16\21 Fortitude: 11 Reflex: 13 Will: 10 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 8 10 Dexterity 16 18 Constitution 14 16 Intelligence 18 28 Wisdom 8 10 Charisma 8 10 Tomes Used +1 Tome of Dexterity used at level 3 +1 Tome of Intelligence used at level 3 +2 Tome of Strength used at level 7 +2 Tome of Dexterity used at level 7 +2 Tome of Constitution used at level 7 +2 Tome of Intelligence used at level 7 +2 Tome of Wisdom used at level 7 +2 Tome of Charisma used at level 7 Level 1 (Rogue) Feat: (Selected) Toughness Level 2 (Wizard) Feat: (Wizard Bonus) Spell Focus: Necromancy Level 3 (Wizard) Feat: (Selected) Weapon Finesse Level 4 (Wizard) Ability Raise: INT Level 5 (Fighter) Feat: (Fighter Bonus) Two Weapon Fighting Level 6 (Wizard) Feat: (Selected) Greater Spell Focus: Necromancy Level 7 (Wizard) Feat: (Wizard Bonus) Spell Focus: Enchantment Level 8 (Wizard) Ability Raise: INT Level 9 (Wizard) Feat: (Selected) Greater Spell Focus: Enchantment Level 10 (Wizard) Level 11 (Wizard) Level 12 (Wizard) Ability Raise: INT Feat: (Wizard Bonus) Heighten Spell Feat: (Selected) Spell Penetration Level 13 (Wizard) Level 14 (Wizard) Level 15 (Rogue) Feat: (Selected) Improved Critical: Slashing Weapons Level 16 (Wizard) Ability Raise: INT Level 17 (Rogue) Level 18 (Rogue) Feat: (Selected) Greater Spell Penetration Level 19 (Rogue) Level 20 (Rogue) Ability Raise: INT Enhancement: Rogue Damage Boost I Enhancement: Rogue Damage Boost II Enhancement: Rogue Haste Boost I Enhancement: Rogue Haste Boost II Enhancement: Elven Arcanum I Enhancement: Elven Arcanum II Enhancement: Elven Arcanum III Enhancement: Elven Arcanum IV Enhancement: Rogue Subtle Backstabbing I Enhancement: Wizard Improved Heightening I Enhancement: Wizard Improved Heightening II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Rogue Assassin I Enhancement: Rogue Sneak Attack Accuracy I Enhancement: Rogue Sneak Attack Training I Enhancement: Rogue Sneak Attack Training II Enhancement: Improved Hide I Enhancement: Improved Hide II Enhancement: Improved Move Silently I Enhancement: Improved Move Silently II Enhancement: Wizard Spell Penetration I Enhancement: Wizard Spell Penetration II Enhancement: Wizard Spell Penetration III Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence III Enhancement: Fighter Toughness I Enhancement: Wizard Pale Master I Enhancement: Wizard Pale Master II Enhancement: Shroud of the Vampire