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Melee Mage Build

Posted: Tue Apr 06, 2010 12:00 am
by *Product of Void
someone I spoke to IG was pondering making a crafter character who is also fun to hunt with. They have not played a wizard before so I figure a melee type of wizard.

Wizard/EK/ swashbuckler seems to make the most sense perhaps 2 levels of fighter too.

here is my idea let us see what other ideas folks have.

http://nwn2db.com/build.php?id=22506&version=1

kinda a neat design

figure this using say a rapier you will do your int X2 damage

with a +5 item (most of it was designed with that in mind) that means +12 x 2 = 24 damage extra per hit.

bab 22
dex +5
GMW +5
=32

ref 13 lowest save
+6 spell
+3 dex item
+4 save item
+6 spell craft
=32

SR is considered a 28 level caster meaning SR 38 you have 50% chance to over come

Spell DC
says 21 then add 3 for item meaning 24+ spell level meaning 25~33 for spell DC.

Hit points 260 listed though add 90 for con item = 350

so what you think? how to improve?

Melee Mage Build

Posted: Tue Apr 06, 2010 12:00 am
by *cryptc
can't use a rapier two-handed.

edit: oh right was the epic feat that made for the x2 int damage, my mistake... still though, no armor, low ac...

Melee Mage Build

Posted: Tue Apr 06, 2010 12:00 am
by *Product of Void
low ac?

dex with item +5
sheild ac +6
base 10
natural +5
dodge +2 boots
deflection +5
armor +5 (+6buffed)
haste (+1 buffed)
tumble could get 10 easy (+1)

improved expertise for those times you want to be a sheild (+6)

grand total 46

seeing I run around with ac 47 and adventure with ac 40 some times its pretty good. should be able to go anywhere.

switching toughness for still spell would allow armour use
studded leather adds 3 to ac
a large sheild adds 1 to ac
then you have to cast everything a level higher or use three epic feats as well.

my view not worth it.

Melee Mage Build

Posted: Tue Apr 06, 2010 12:00 am
by *mute83
id say its a medium. low is like +1 - +3 or so

Melee Mage Build

Posted: Wed Apr 07, 2010 12:00 am
by *SanguineOrchid
Add invisible blade instead of fighter and you can add 5 points of int bonus to ac, adding that in with tumble and all the other fun magey stuff can get you up to 60 ac

SB 3, Wiz12 , EK 10, IB 5

Wizard frontloaded with PSC puts you at casting level 24 at max disabling all but 20 roll on greater dispelling to undo buffs, IB will add extra damage if you forceful or grasping an enemy to finish it off quickly, firebrands to soften groups followed by perfect two weapon fighting if you max dex and leave int base at 16 +4 int item

Human or Moonelf would be best race choices in my opinion. AB would be relatively low but with grease and mass curse of impending blades, firebrands and ice storms to soften everything up and a missile storm here and there it should be able to solo most stuff.

As dex based it'll be slow to start but by the end it'll be really really mean (especially if Etherealness works right)

As int based, more casting power and more damage when it does hit, but would rely heavily on the spellcasting for enemy control with the melee as mop-up to save damage spells.

Adding craft wand into the build for flame arrow/lesser missile storm damage output and to cover a lot of the basic buff spells to save spell slots wouldn't hurt either.

Melee Mage Build

Posted: Wed Apr 07, 2010 12:00 am
by *Tildryn
To elaborate further on the prior build, if loss of casting power isn't as much of an issue it's also possible to start with 18 Dex, 15-16 Int, use an item to supplement that up to being able to cast spells, gain 25 Dex through level-ups, and gain Perfect Two-Weapon Fighting. Combined with a Wizard 8/EK 10/SB 5/IB 5 layout to gain BAB 26 and thus the full 13 attacks/round when hasted. As well as a monstrously high AC and AB in addition to quite a bit of damage.

Melee Mage Build

Posted: Wed Apr 07, 2010 12:00 am
by *Lost and not Found
If someone makes a character with swashbuckler levels, I expect to see something like this: http://www.youtube.com/watch?v=i_vSC_g-_gc

But, my long time favourite class combination has been that of: Rogue / Wizard / Eldritch Knight / Arcane Trickster, and the reason for that has been the flexibility in variations.

And to monkey what Tildryn said before me, a character's casting power can be freely neglected, while keeping the caster levels as high as possible. This is because there are class combinations that allow really luridiculous saves not mention the saves of epic monsters, thus to have competative spell DC's your need make considerable sacrifices for it.

Here is an example, and I did not upload this build myself: http://nwn2db.com/build.php?id=20061&version=1
There is still some wiggle room to get the spell DC's a bit tad higher, but it is obvious that we are dealing with a one trick pony, who is likely to face difficulties getting his spell DC all the way up there.

And to get those one or two extra high level bonus spells slots, you need to focus mianly on increasing your primary casting stat. On how much you need to invest, you can check it in here: http://nwn2.wikia.com/wiki/Ability_modifier

But, we got the caster level which is relatively cheap to increase. The caster level defines from the buff spell durations to your caster's chances at penetrating opponent's spell resistance...

And off I need to go... Post left unfinished.