Master of Illusion (3.5e Optimized Character Build)

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Introduction[edit]

Under Work

References[edit]

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

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Items[edit]

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

Progression[edit]

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[edit]

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[edit]

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[edit]

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

DM Counters[edit]

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[edit]

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


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