Master of Illusion (3.5e Optimized Character Build)

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Introduction

Under Work

References

PHB, DMG, MM, Complete mage (Master Specialist), Races of Stone (schadowcraft mage)

Game Rule Components

Spells, Powers, Soulmelds, Stances, etc...

Items

Headband of intellect +6, Tome of Clear Thought +5, Bracers of armor +8, Gloves of Dexterity +6, Cloak of Resistance +5

Progression

Starting Ability Scores (Before Racial Adjustments): Max into INT. 2-nd choice into CON, 3-rd into DEX

Race (Templates): Gnome (forest)

Starting Racial Traits: STR -2, CON +2

Level Class Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1 Wizard 1 0 0 0 2 Spell Focus (Illusion) Summon familiar, Scribe Scroll School of specialization (Illusion), Prohibited schools: Evocation and Necromancy. Expand Spellcraft, Knowledge (arcana) and Concentration for max. Bluff and Hide until they reach 4.
2 Wizard 2 1 0 0 3
3 Wizard 3 1 1 1 3 Heighten spell
4 Wizard 3, Master Specialist 1 1 1 1 5 Skill Focus (spellcraft) Ability increase INT
5 Wizard 3, Master Specialist 2 2 1 1 6 Expanded spellbook
6 Wizard 3, Master Specialist 3 2 2 2 6 Extend Spell Greater Spell Focus
7 Wizard 3, Master Specialist 4 3 2 2 7 Minor school esoterica
8 Wizard 3, Master Specialist 5 3 2 2 7 Expanded spellbook Ability increase INT
9 Wizard 3, Master Specialist 5, Shadowcraft Mage 1 3 2 2 9 Any Cloack of shadow
10 Wizard 3, Master Specialist 5, Shadowcraft Mage 2 4 2 2 10 Silent Illusion
11 Wizard 3, Master Specialist 5, Shadowcraft Mage 3 4 3 3 10 Shadow Illusion
12 Wizard 3, Master Specialist 5, Shadowcraft Mage 4 5 3 3 11 Any Spell Focus Extend Illusion Ability increase INT
13 Wizard 3, Master Specialist 5, Shadowcraft Mage 5 5 3 3 11 Powerful shadow magic
14 Wizard 3, Master Specialist 5, Shadowcraft Mage 5, Archmage 1 5 3 3 13 High Arcana (Mastery of Shaping)
15 Wizard 3, Master Specialist 6, Shadowcraft Mage 5, Archmage 1 6 4 4 14 Any Caster level increase +1
16 Wizard 3, Master Specialist 6, Shadowcraft Mage 5, Archmage 2 7 4 4 15 High Arcana (Mastery of Elements) Ability increase INT
17 Wizard 3, Master Specialist 7, Shadowcraft Mage 5, Archmage 2 7 4 4 15 Moderate school esoterica
18 Wizard 3, Master Specialist 8, Shadowcraft Mage 5, Archmage 2 8 4 4 16 Any Expanded spellbook
19 Wizard 3, Master Specialist 9, Shadowcraft Mage 5, Archmage 2 8 5 5 16 Caster level increase +1
20 Wizard 3, Master Specialist 10, Shadowcraft Mage 5, Archmage 2 9 5 5 17 Major school esoterica Ability increase INT

Highlights

DC for Illusion spells: 10 + spell Lvl + 1 (race) + 13 (assuming 18 initial int) + 2 (spell focus) = 26-35 (Or 28-37 if spell have DC "Will disbelief")

With Shadow illusion and powerful shadow magic you can cast figment spells like a shadow evocation or conjuration. After your targets disbelief(!) they work, but with 20%+spell level*10% reality. For example, minor image (2-nd lvl spell) can copy any up to 1-st lvl evocation, or conjuration (summoning/creation) spell (reality 40%). Highten spell is your best friend. And better. Shadow-casted fireball is still illusion with "Will disbelief", and you can use skills of Archmage to change it.

Munchkin-Size Me

You may chose all 5 lvl of Archmage. If one will be spellpower, you lose only Major esoterica. Some of Arch High arcana is worth it.

Limitations

To be honest, its may be a typical Evoker witch only one prohibited school.

DM Counters

If anything wants Fortitude or Reflex save, you have very small chance to survive. But remember. You are illusionist. If enemy see you, you are not worth your hat.

Miscellaneous

Fell free to comment here. - Your grammar is terrible. - I agree with the former comment.


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