Spellcasting Powerhouse (3.5e Optimized Character Build)

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Introduction

Tired of your spells being weaker than you'd like? Want an extra boost in spellcasting power? Watch swarms of enemies fall in batches to your powerhouse abilities. (Offer not currently available to divine spellcasters, psionic manifesters, meldshapers, or non-arcane mages.)

What we try to do is take the Wild Mage PrC and make up for the caster level penalty with the Practised Spellcaster feat.

gollark: ↑↑↑
gollark: No. Really. It's just amazing.
gollark: The only problem is that it's so amazing I'm unworthy of using it.
gollark: No, 0 is good too.
gollark: 11

References

Player's Handbook, Complete Arcane, Complete Mage

Game Rule Components

Items

<- items used in this build ->

Progression

None. This optimization has a static effect that does not scale with character level.

NOTE: Keeping track of differing CL's with the UM can be tricky. Be sure to be careful when keeping track of the Practiced Spellcaster caster benefits as they can be applied at different time to either offset the adjustment from Wild Mage or to boost the base caster level before the Wild Mage adjustment is applied, depending on the die roll.

Starting Ability Scores (Before Racial Adjustments): <- starting ability scores before racial adjustments ->

Race (Templates): Human, or any with a bonus feat at 1st level.

Starting Racial Traits:

ECLClass/HD/LAFeatsSkillsSpellsKnownLevelEffective Caster LevelSpecial
1stWizard 1Magical Aptitude, Empower SpellKnowledge (arcana) 4, Knowledge (the planes) 4, Spellcraft 4, Use Magic Device (cc) 4/2Wiz 1Wizard 1Summon familiar, Scribe Scroll
2ndWizard 2Spellcraft 1(5), Use Magic Device (cc) 1(5/2.5)Wiz 2Wizard 2
3rdWizard 3Practiced Spellcaster (Wizard)Spellcraft 1(6), Use Magic Device (cc) 1(6/3)Wiz 3Wizard 3
4thWizard 4Spellcraft 1(7), Use Magic Device (cc) 1(7/3.5)Wiz 4Wizard 4
5thWarmage 1Spellcraft 1(8), Use Magic Device (cc) 1(8/4)Wiz 4/War 1Wizard 5 (4 + 1 prac), Warmage 1Armored mage (light), warmage edge
6thWild Mage 1Practiced Spellcaster (Warmage)Wiz 5/War 1
(increase could be applied to Warmage level)
Wiz 6 (4 Wiz + 1 Wild + prac),
War 5 (1 + 4 prac)
(From this point on all ECL are -3+1d6 for Wild Magic effect)
Wild magic
7thUltimate Magus 1Wiz 5/War 2Wiz 8 (4 + 1 Wild + 2 prac + 1 arc pow),
War 7 (1 + 1 UltM + 4 prac + 1 arc pow)
Arcane spell power +1
8thUltimate Magus 2Wiz 6/War 3Wiz 9 (4 + 1 Wild + 1 UltM + 2 prac + 1 arc pow),
War 8 (1 + 2 UltM + 4 prac + 1 arc pow)
Expanded spell knowledge (1st level or lower)
9thUltimate Magus 3(?)Wiz 7/War 4Wiz 10 (4 + 1 Wild + 2 UltM + 2 prac + 1 arc pow),
War 9 (1 + 3 UltM + 4 prac + 1 arc pow)
Augmented casting
10thUltimate Magus 4Wiz 7/War 5Wiz 12 (4 + 1 Wild + 2 UltM + 3 prac + 2 arc pow),
War 11 (1 + 4 UltM + 4 prac + 2 arc pow)
Arcane spell power +2, expanded spell knowledge (2nd level or lower)
11thUltimate Magus 5(?)Wiz 8/War 6Wiz 13 (4 + 1 Wild + 3 UltM + 3 prac + 2 arc pow),
War 12 (1 + 5 UltM + 4 prac + 2 arc pow)
Bonus metamagic feat
12thUltimate Magus 6(?)Wiz 9/War 7Wiz 14 (4 + 1 Wild + 4 UltM + 3 prac + 2 arc pow),
War 13 (1 + 6 UltM + 4 prac + 2 arc pow)
Expanded spell knowledge (3rd level or lower)
13thUltimate Magus 7Wiz 9/War 8Wiz 16 (4 + 1 Wild + 4 UltM + 4 prac + 3 arc pow),
War 15 (1 + 7 UltM + 4 prac + 3 arc pow)
Arcane spell power +3
14thUltimate Magus 8Wiz 10/War 9Wiz 17 (4 + 1 Wild + 5 UltM + 4 prac + 3 arc pow),
War 16 (1 + 8 UltM + 4 prac + 3 arc pow)
Expanded spell knowledge (4th level or lower)
15thUltimate Magus 9(2?)Wiz 11/War 10Wiz 18 (4 + 1 Wild + 6 UltM + 4 prac + 3 arc pow),
War 17 (1 + 9 UltM + 4 prac + 3 arc pow)
Bonus metamagic feat
16thUltimate Magus 10Wiz 12/War 11Wiz 20 (4 + 1 Wild + 7 UltM + 4 prac + 4 arc pow),
War 19 (1 + 10 UltM + 4 prac + 4 arc pow)
Arcane spell power +4, expanded spell knowledge (5th level or lower)

Note: I have only input the minimum required skills/feats to take the prestige classes. All other skill and feat choices are left to your own preferences. Also, for the Effective Caster Levels, I have not included the Wild Mage -3+1d6 at every level. The Wildmage's ability states "ANY time you cast a spell roll a d6..." It does get tricky since you can add the bonus from Practiced Spellcaster at whatever point it gives the most bonus. I believe, at some point in the progression, due to the Arcane Spell Power class ability of the Ultimate Magus, the Wild Mage level adjustment will always end up providing a bonus. At any rate... here's my best shot at the progression:

Full information for the Ultimate Magus PrC (detailed in Complete Mage) can also be found on the WotC website at: http://www.wizards.com/default.asp?x=dnd/ex/20061010a&page=3

Another helpful resource is the "Preliminary Ultimate Magus Handbook" thread found here: http://community.wizards.com/go/thread/view/75882/19872322/Preliminary_Ultimate_Magus_Handbook

Other Components

<- anything not covered by the previous sections ->

Highlights

<- How and why this build works ->

Munchkin-Size Me

<- Take it to the next level ->

Side Notes

<- overview of additional info about this build ->

Limitations

<- conditions of when this build works ->

DM Counters

<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->

Miscellaneous

<- Any other side notes that don't fit in the above sections. ->



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