Need some help deciding on a character

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So here's the deal. A friend asked for me to join a short one shot campaign, and I believe there are going to be only 2 or 3 of us. I know for sure one of my friends is doing the Wiz/Master Specialist/Iniate of the Sevenfold veil/Abjurant champion. I think the other person was a swashbuckler or something. The DM is kind of on the hard side, or so I hear, so I want to go caster, besides I prefer casters anyway.
I was actually thinking about going the Druid 3/Wizard 3/Arcane Heirophant 10/Mystic Theurge 4.
The game is going to be ECL 17-18, and there is literally no character wealth. We only get basic equipment.
So aside from the standard heirophant, I was thinking about going Incantatrix route with a sorc or something.
Or maybe a Dread Necro/Sand shaper... way too many choices.
Any suggestions would be greatly appreciated. Pretty much any book is available, but I would like to stray away from dragon mags. Oh! and if you want to suggest other caster types, I prefer spontaneous over prepared.
ECL 17-18 .... with no Equipment???

try this:


Warmage 1/ Monk 1/ Psion 5/ Cerebremancer 10

Attributes(32 point buy) :

10 Str(base 10)
14 Dex(base 10+4 VOP)
14 Con(base 12+2 VOP)
26 Int(Base 16 +4 lvls +6 VOP
14 Wis(base 14)
15 Cha(base 15)


Precocious Apprentice ... (Human Bonus)
1st lvl: Practiced Caster(Warmage)
2nd lvl: Monastic Training(Cerebremancer)(monk Bonus)
3rd lvl: Tashalatora(Cerebremancer)
Extend Power(psion Bonus)
6th lvl: Sacred Vow
7th lvl: (psion Bonus)
9th lvl: Vow of poverty
12th lvl: Metamorphic Transfer
15th lvl: Carmondine Monk ....... Int to AC instead of Wis

11th lvl Warmage Spells, 5th lvl max(15th lvl caster)
15th lvl Psion Powers, 8th lvl max(15th lvl Manifester)
11th lvl Monk Abilities(AC, Greater Flurry of Blows, 13th for Unarmed Damage)

VOP Benifits:... for 17th lvl character

4 Bonus Exalted feats
+6/+4/+2 Enhancement(3 Abilities)..... i would do this: Int, Dex, Con
+9 Exalted AC
+2 Natural Armor
+2 Deflection AC/
+4 Enhancement to all attacks
+3 Resistance all saves
constant Endure Elements
Energy Resistance 5 (All Elements)
Freedom of movement constant
mind shielding(similar to ring)
No need to Breath
No need to Eat or Drink

note..... before you took the VOP... spend all your money(36000 GP) to learn some new Powers thru Psychic Chirgury:[indent]
Claws of the Vampire(PW 3rd lvl).... cost 16730gp
Strength of My Enemy(PW 2nd lvl)... cost 11730gp
Claws of the Beast(PW 1st lvl)... cost 6730gp[/indent]

Powers Known:

Crystal Shard
Precognition, Offensive
Entangling ectoplasm
Control Flames
Claws of the beast(bought)

Ego Whip
Share Pain
Crystal Storm
Detect Hostile Intent .... or Psychoportive Shelter
Strength of My Enemy(bought)

Dispel Psionics
Touch Sight
Time Hop
Energy Retort
Claws of the Vampire(bought)

Divination, psionic
Wall of Ectoplasm

Plane Shift, Psionic
Ectoplasmic Shambler
Psionic True Seeing
Anticipatory Strike

Psionic Disintegrate
Temporal Acceleration

Energy Conversion
Divert Teleport

8th lvl:
Teleport, Psionic Greater

Spells Known:.... remember you can ADD Int to damage for all of these, if it casuses continuous damage- you ADD your Int to each round of damage
0th Level:
Acid Splash(PH p196) – Orb deals 1d3 damage.
Disrupt Undead(PH p223) – Deals 1d6 damage to one undead.
Light(PH p248) – Object shines like a torch.
Ray of Frost(PH p269) – Ray deals 1d3 Cold damage.

1st Level
Accuracy(CArc p96) – Doubles weapon’s range increment.
Burning Hands(PH p207) – 1d4 fire damage per level(max 5d4).
Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Fist of Stone(CArc p107) – Gain +6 Strength and Natural Slam Attack.
Hail of Stone(CArc p110) – Stones deal 1d4/level (max 5d4) damage to creatures in the area.
Magic Missile(PH p251) – 1d4+1 force damage; +1 missile per two levels above 1st (max 5 missiles)
Orb of Acid, Lesser(CArc p115) – Ranged touch attack deals 1d8 Acid damage + 1d8 per two levels beyond 1st (max 5d8).
Orb of Cold, Lesser(CArc p116) – Ranged touch attack deals 1d8 Cold damage + 1d8 per two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser(CArc p116) – Ranged touch attack deals 1d8 Electricity damage + 1d8 per two levels beyond 1st (max 5d8).
Orb of Fire, Lesser(CArc p116) – Ranged touch attack deals 1d8 Fire damage + 1d8 per two levels beyond 1st (max 5d8).
Orb of Sound, Lesser(CArc p116) – Ranged touch attack deals 1d6 Sonic damage + 1d6 per two levels beyond 1st (max 5d6).
Shocking Grasp(PH p279) – Touch delivers 1d6 per level (max 5d6) of electricity damage.
True Strike(PH p296) – Add +20 insight bonus to your next attack roll.

2nd Level
Blades of Fire(CArc p99) – Your melee weapons deal +1d6 Fire damage for 1 round.
Continual Flame(PH p213) – Makes a permanent, heatless torch.
Fire Trap(PH p231) – Opened object deals 1d4 + 1 per level fire damage.
Fireburst(CArc p107) – Subjects adjacent to the caster take 1d8/level Fire damage.
Flaming Sphere(PH p232) – Creates a ball of fire, 2d6 damage, lasts 1 round per level.
Ice Knife(CArc p112) – Magical shard of ice deals 2d8 cold damage.
Melf’s Acid Arrow(PH p253) – Ranged touch attack; 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max).
Pyrotechnics(PH p267) – Turns fire into blinding light or choking smoke.
Scorching Ray(PH p274) – Ranged touch attack, deals 4d6 fire damage, +1 ray/4 levels (max 3).
Shatter(PH p278) – Sonic vibration damages objects or crystalline creatures.
Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line.

3rd Level
Fire Shield(PH p230) – Creatures attacking you take 1d6 + 1 per level damage (fire damage for a Warm Shield, cold damage for a Chill Shield); you are protected from cold (in the case of a Warm Shield) or heat (in the case of a Chill Shield).
Fireball(PH p231) – 1d6 fire damage per level, 20’ radius.
Flame Arrow(PH p231) – Arrows deal +1d6 fire.
Gust of Wind(PH p238) – Blows away or knocks down smaller creatures.
Ice Storm(PH p243) – Hail deals 5d6 damage in cylinder 40’ across.
Lightning Bolt(PH p248) – Electricity deals 1d6 damage per level.
Poison(PH p262) – Touch deals 1d10 Constitution damage, repeats in 1 minute.
Ring of Blades(CArc p121) – Blades surround you, damaging other creatures (1d6+1/lvl damage).
Sleet Storm(PH p280) – Hampers vision and movement.
Stinking Cloud(PH p284) – Nauseating vapors, 1 round per level.

4th Level
Blast of Flame(CArc p99) – 60’ cone of Fire (1d6 per level damage, max 10d6).
Contagion(PH p213) – Infects subject with chosen disease.
Evard’s Black Tentacles(PH p228) – Tentacles grapple all within a 15’ spread.
Orb of Acid(CArc p115) – Ranged touch attack deals 1d6 per level Acid damage (max 15d6) and the target may be Sickened for 1 round.
Orb of Cold(CArc p115) – Ranged touch attack deals 1d6 per level Cold damage (max 15d6) and the target may be Blinded for 1 round.
Orb of Electricity(CArc p116) – Ranged touch attack deals 1d6 per level Electricity damage (max 15d6) and the target may be Entangled for 1
Orb of Fire(CArc p116) – Ranged touch attack deals 1d6 per level Fire damage (max 15d6) and the target may be Dazed for 1 round.
Orb of Force(CArc p116) – Ranged touch attack deals 1d6 per level Force damage (max 10d6).
Orb of Sound(CArc p116) – Ranged touch attack deals 1d4 per level Sonic damage (max 15d4) and the target may be Deafened for 1 round.
Phantasmal Killer(PH p260) – Fearsome illusion kill subject or deals 3d6 damage.
Shout(PH p279) – Deafens all within cone and deals 5d6 damage.
Wall of Fire(PH p298) – Deals 2d4 fire damage out to 10’ and 1d4 out to 20’. Passing through wall deals 2d6 + 1 per level.

5th Level
Arc of Lightning(CArc p97) – Line of electricity between two creatures (1d6/level damage).
Cloudkill(PH p210) – Kills up to 3 HD; 4-6 HD save or die; 6+ HD take Constitution damage.
Cone of Cold(PH p212) – 1d6 cold damage per level (max 15d6).
Fire Shield, Mass(CArc p106) – Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater(CArc p107) – Subjects within10’ take 1d8/level fire damage.
Flame Strike(PH p231) – Smites foes with divine fire (1d6 / level).
Prismatic Ray(CArc p118) – Ray of light blinds target, deals random effect.

Cool. Thanks, but basic equipment also means no wealth and no getting psychic chirgury, but thanks. Also, I don't really know psionics that well so I'm trying to stray away from it, though your input is appreciated. I'll definitely have it on my list of definite maybes.
hmm, seems that your party lacks a healer. Why wouldnt you play a cleric?


race:illumian with krau sigil+any.
pick monk (cobra stike variant from ua) 2 levels.
cleric 15 (or any number of PrC:s with full casting)

Gain some melee feats for free, evasion, wis to ac.
then take DDM:persist for a great melee character + spellcasting. And VOP (vow of powerty) is a MUST! as Carnivore used it in he´s doublecaster.

ac with starting abilities: dex14(+vop) wis 18(+4+vop) : 4 dex,7 wis, 9 vop, 2 natural : ac 32 + any from spells.

saves:9,5,9 cleric + 3,3,3 monk, +3 vop: 15,11,15


cleric 13/swordsage 4
take practiced spellcaster feat,sacred vow,VOP,extend, persist, DMM:persist, imp. unarmed strike/any if using weapon.
initiator level 10 = lv5 manouvers

swordsage nets you some nice manouvers and stances, weapon focus, WIS to AC, wis to DMG (one martial school)
place VOP bonuses to +6 wis,+4 dex, +2 con.

ac with starting abilities: dex14(+vop) wis 18(+4+vop): 4 dex,7 wis, 9 vop, 2 natural : ac 32 + any from spells.

saves:8,4,8 cleric + 1,4,4 SS, +3 vop: 12,11,15
dont know if 1 or 2 is better, with 1 you are better caster.
Then again with 2 you have some nice manouvers to use while in combat, spellcasting is lot weaker tough.

depends how you want to play.