Post by Yojimbo on Mar 18, 2014 18:23:59 GMT
Mystic of Callarduran
29 Cleric/11 Wizard
This build is a Theurge, which is a combination of the classes Wizard and Cleric, you get increased spell penetration and decreased caster levels. The real benefit to this build is you have access to both classes spell books with some limitations. You can't use level 9 spells without adequate levels of the class, i.e. 17 Wizard levels for level 9 spells. You can however use the slots for metamagics if you have enough of the class casting stat, i.e. 19+ points of intelligence for wizard's level 9 slots. This build chose to dedicate more levels to Cleric than Wizard. The class split chosen allows you access to the great Wizard buff Ethereal Visage while and maximizes bonus feats to enable more spell Foci. The Domain is reflective of the Illusion Foci which is a solid choice for defensive purposes and based on the free feat in it the remaining Foci choices are more standard for a Cleric while providing some additional bonuses.
Sub-race choice:
Svirfneblin
There are few open sub-races that benefit wizard or cleric without a penalty to the other class. Sverfneblin does not give any benefit to Wizard other than as a gnome a free Spell Focus in Illusion while giving you +2 to Wisdom stat for Cleric. You also gain bonus skill points of 2 per level however for levels 1 to 40 you will not get them until level 41. You will not receive any experience point penalty for dual classing because Cleric is a favored class of the Svirfneblin.
Class choices:
-Wizard (Wiz): The wizard class gives you many attack based and instant death spells at your disposal and bonus feats during normal levels. HG has special epic spells for each spell school focus and they require 25 minimum of the caster class.
-Cleric (Clr): The Cleric will have access to 2 Domains, which often provide bonus spells though many will cross over with your Wizard spell book. You also have a wide variety of healing and resurrection spells. Spells do not need to be learned they are added to your spell book when you achieve the proper spell level.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Please note that Tumble uses base ranks only.
Starting Stats:
Sub-race Edits:
Pre-Epic:
Pre Epic Notes:
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Legendary:
Legendary Notes:
You must obtain and read the Epic Spell Penetration Tome before L42.
Final Stats:
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Spell School Choices:
The spell schools I chose seem best suited for this type build and below is a quick list of reasoning you are free to select any spell schools of your choosing.
Illusion: Free foci from race but provides a boost to defense and works well with the selected Domains.
Necromancy: Eternal return epic and boost to offensive power and synergizes with selected Domains.
Evocation: This is you offensive power nearly all offensive spells cast will come from and benefit from this focus.
Spell Selection Notes:
Your wizard spell book will need to be mostly populated via reading scrolls and using Arcane Research Gems so learn most of your defensive buffs and then learn select offensive spells as most will have little to no effect when cast. What spells to use where is too vast a topic so ask your party and study on the spell changes in HGE found here.
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted. This toon is small sized so if you use a caster staff you won't be able to use a flag or torch so I suggest a Fashion Accessory such as Susurrus of Sorcere and a Flag/Torch or Shield in the off hand.
Paragon Feats:
Paragon notes:
I chose PSK in Necromancy & Illusion because it will greatly benefit the party. Necromancy will also allow a 2nd use of Eternal Return.
29 Cleric/11 Wizard
This build is a Theurge, which is a combination of the classes Wizard and Cleric, you get increased spell penetration and decreased caster levels. The real benefit to this build is you have access to both classes spell books with some limitations. You can't use level 9 spells without adequate levels of the class, i.e. 17 Wizard levels for level 9 spells. You can however use the slots for metamagics if you have enough of the class casting stat, i.e. 19+ points of intelligence for wizard's level 9 slots. This build chose to dedicate more levels to Cleric than Wizard. The class split chosen allows you access to the great Wizard buff Ethereal Visage while and maximizes bonus feats to enable more spell Foci. The Domain is reflective of the Illusion Foci which is a solid choice for defensive purposes and based on the free feat in it the remaining Foci choices are more standard for a Cleric while providing some additional bonuses.
Requirements
Must have 9 levels of Cleric, 9 levels of Wizard, 18 base Intelligence, and 18 base Wisdom before level 20.
Benefits
On achieving Theurge status at level 18 or 19, the Theurge receives Epic Skill Focus (Spellcraft) as a free feat.
Spells
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) - 1 to calculate caster level.
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) + 1 to calculate spell penetration.
All spells follow standard rules for calculating DC.
Must have 9 levels of Cleric, 9 levels of Wizard, 18 base Intelligence, and 18 base Wisdom before level 20.
Benefits
On achieving Theurge status at level 18 or 19, the Theurge receives Epic Skill Focus (Spellcraft) as a free feat.
Spells
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) - 1 to calculate caster level.
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) + 1 to calculate spell penetration.
All spells follow standard rules for calculating DC.
Sub-race choice:
Svirfneblin
"Gnome - Svirfneblin" - requires Gnome base SR0 +1/lvl, CON -2, CHR -2, DEX +2, WIS +2, free feat: Darkvision, saves +2, listen +2, hide +2, speaks Undercommon
There are few open sub-races that benefit wizard or cleric without a penalty to the other class. Sverfneblin does not give any benefit to Wizard other than as a gnome a free Spell Focus in Illusion while giving you +2 to Wisdom stat for Cleric. You also gain bonus skill points of 2 per level however for levels 1 to 40 you will not get them until level 41. You will not receive any experience point penalty for dual classing because Cleric is a favored class of the Svirfneblin.
Class choices:
-Wizard (Wiz): The wizard class gives you many attack based and instant death spells at your disposal and bonus feats during normal levels. HG has special epic spells for each spell school focus and they require 25 minimum of the caster class.
-Cleric (Clr): The Cleric will have access to 2 Domains, which often provide bonus spells though many will cross over with your Wizard spell book. You also have a wide variety of healing and resurrection spells. Spells do not need to be learned they are added to your spell book when you achieve the proper spell level.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Craft Armor
- Now grants +1 AC per 40 points.
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
- Now grants +1 AC per 40 points.
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Please note that Tumble uses base ranks only.
Starting Stats:
Level 1 | Wiz (1) | STR: 6 DEX: 10 CON: 12 WIS: 16 INT: 18 CHA: 8 | Greater Spell Focus Illusion | Concentration: 4 Heal: 4 Lore: 4 Spellcraft: 4 | Any Alignment |
Sub-race Edits:
DEX: 12 CON: 10 WIS: 18 CHA: 6 | Darkvision | Hide +2 Listen +2 | Spell Resistance: 0+Lvl | Universal Saves +2 | Speaks Undercommon |
Pre-Epic:
Level 2 | Wiz (2) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 3 | Wiz (3) | Spell Focus Evocation | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 4 | Wiz (4) | WIS +1 (19) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 5 | Wiz (5) | Extended Spell | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 6 | Wiz (6) | Greater Spell Focus Evocation | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 7 | Wiz (7) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 8 | Wiz 8) | WIS +1 (20) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 9 | Wiz (9) | Spell Focus Necromancy | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 10 | Clr (1) | Domain Death Domain Plant | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 11 | Clr (2) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 12 | Clr (3) | WIS +1 (21) | Greater Spell Focus Necromancy | Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 13 | Clr (4) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 14 | Clr (5) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 15 | Clr (6) | Empower Spell | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 16 | Clr (7) | WIS +1 (22) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 17 | Clr (8) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 18 | Clr (9) | Maximize Spell | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 19 | Clr (10) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 20 | Clr (11) | WIS +1 (23) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Pre Epic Notes:
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Level 21 | Clr (12) | Great Wisdom I (24) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 22 | Clr (13) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 23 | Clr (14) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 24 | Clr (15) | WIS +1 (25) | Great Wisdom II (26) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 25 | Clr (16) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 26 | Clr (17) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 27 | Wiz (10) | Great Wisdom III (27) Epic Spell Focus Evocation | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 28 | Wiz (11) | WIS +1 (28) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 29 | Clr (18) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 30 | Clr (19) | Great Wisdom IV (29) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 31 | Clr (20) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 32 | Clr (21) | WIS +1 (30) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 33 | Clr (22) | Great Wisdom V (31) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 34 | Clr (23) | Epic Spell Focus Illusion | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 35 | Clr (24) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 36 | Clr (25) | WIS +1 (32) | Great Wisdom VI (33) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 37 | Clr (26) | Epic Spell Focus Necromancy | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 38 | Clr (27) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 39 | Clr (28) | Great Wisdom VII (34) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 40 | Clr (29) | WIS +1 (35) | Great Wisdom VIII (36) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Legendary:
Level 41 | Clr (30) | Concentration +1 Craft Armor +44 Discipline +20 Heal +1 Lore +1 Spellcraft +1 Tumble +20 | ||
Level 42 | Clr (31) | WIS +1 (37) | Legendary Spell Penetration* | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 |
Level 43 | Clr (32) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 44 | Clr (33) | WIS +1 (38) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 45 | Clr (34) | Legendary Spell Focus Illusion | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 46 | Clr (35) | WIS +1 (39) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 47 | Clr (36) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 48 | Clr (37) | WIS +1 (40) | Legendary Spell Focus Evocation | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 |
Level 49 | Clr (38) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 50 | Clr (39) | WIS +1 (41) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 51 | Clr (40) | Legendary Spell Focus Necromancy | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 52 | Clr (41) | WIS +1 (42) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 53 | Clr (42) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 54 | Clr (43) | WIS +1 (43) | Epic Reflexes | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 |
Level 55 | Clr (44) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 56 | Clr (45) | WIS +1 (44) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 57 | Clr (46) | Great Wisdom IX (45) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 Tumble +10 | |
Level 58 | Clr (47) | WIS +1 (46) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 59 | Clr (48) | Concentration +1 Craft Armor +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 60 | Clr (49) | WIS +1 (47) | Great Wisdom X (48) | Concentration +1 Craft Armor +1 Discipline +10 Heal +1 Lore +1 Spellcraft +1 |
Legendary Notes:
You must obtain and read the Epic Spell Penetration Tome before L42.
Final Stats:
Cleric 29 Wizard 11 | STR: 6 DEX: 12 CON: 10 WIS: 48 INT: 18 CHA: 6 | Concentration: 63 Craft Armor: 63 Discipline: 30 Heal: 63 Lore: 63 Spellcraft: 63 Tumble: 30 | Fortitude: 51 Reflex: 49 Will: 72 | SR: 60 | SP: 69 |
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Spell School Choices:
The spell schools I chose seem best suited for this type build and below is a quick list of reasoning you are free to select any spell schools of your choosing.
Illusion: Free foci from race but provides a boost to defense and works well with the selected Domains.
Necromancy: Eternal return epic and boost to offensive power and synergizes with selected Domains.
Evocation: This is you offensive power nearly all offensive spells cast will come from and benefit from this focus.
Spell Selection Notes:
Your wizard spell book will need to be mostly populated via reading scrolls and using Arcane Research Gems so learn most of your defensive buffs and then learn select offensive spells as most will have little to no effect when cast. What spells to use where is too vast a topic so ask your party and study on the spell changes in HGE found here.
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted. This toon is small sized so if you use a caster staff you won't be able to use a flag or torch so I suggest a Fashion Accessory such as Susurrus of Sorcere and a Flag/Torch or Shield in the off hand.
Paragon Feats:
Level 63 | Paragon Spell Penetration |
Level 66 | Paragon Spell Focus Evocation |
Level 69 | Paragon Spell Focus Illusion |
Level 72 | Paragon Spell Focus Necromancy |
Level 75 | Paragon Spell Knowledge Necromancy |
Level 78 | Paragon Spell Knowledge Illusion |
Paragon notes:
I chose PSK in Necromancy & Illusion because it will greatly benefit the party. Necromancy will also allow a 2nd use of Eternal Return.