Ehlonna’s Arch-Magus (Sorcerer 38 / Cleric 1 / Paladin 1)

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  • #643
    Orion

      Image by Stefan Keller

      I found this a fun DC spellcaster and tank hybrid build.

      There were a number of features which made it special:

      • Great spell casting, excellent spell penetration and Mord resistant buffs.
      • Extraordinary saves that are off the charts further buffed by +9 to saves against spells from spellcraft 45 modified
      • Great AC especially with spellsword equipment (equipment ie. drow mithral or elven chain shirts which reduces or removes arcane spell failure) including hitting the 20 Dodge AC cap with ease with the Divine Shield feat.
      • Empowered summons (ie summon I becomes summon II, summon II becomes summon III etc…)
      • Good enough HP to function as a ‘tank’ if needed
      • Adequate strength to equip armor and carry loot
      • Craft Wand and Craft Scroll, fabulous feats on persistent worlds

      The DC’s are not as high as other spellcasters, for example a Wizard/Sorcerer with Epic Spell Focus: Necromancy who had ending Intelligence/Charisma 38 with Charisma capped at 50 can have DC 45 Wail of the Banshees. This build’s Wail DC is 37 in contrast, which is quite a bit lower. In practice it was more than enough to deal with large mobs that assaulted me. Many enemies and bosses late game will have death magic immunity so in the end I chose +50% survivability by having more health (which is fabulous combined with the great saves and good AC).

      For environments that do not have spellsword equipment (ie. no equipment that can reduce arcane spell failure), I would change the build by:

      • swapping silent spell for still spell
      • dropping one great constitution and two great charisma feats
      • taking autostill spell I, autostill spell II and autostill spell III in epic levels
      • changing one +con attribute gain to +cha attribute gain to end with Con 16 (ending 330hp) and Cha 32 (up to 9 level 9 spells/day with capped Charisma)

      For single player modules where experience gain is limited, I would change the build by:

      • dropping craft wand and scribe scroll
      • taking spell focus necromancy and greater spell focus necromancy (for +4 to necromancy spell DCs) or expertise/improved expertise for +10 AC, if this is allowed when spellcasting

      Wail of the Banshee was a great spell against low level mobs of enemies without death magic immunity. It also doesn’t affect non-enemies, so the neutral NPCs fighting in this battle I did cause them to be hostile to me. (NWN EE, WoG PW Server)

      Features:

      Spell casting

      • Caster level 38 sorcerer spell casting
      • 38+1d20 spell penetration, 48+1d20 with Mords (-10) on non monks
      • Nine level 7-9 spells/day, ten level 3-6 spells/day, eleven level 1-2 spells/day, six cantrips with capped CHA
      • Cleric’s Animal Domain for empowered summon creature spells to assist with damage output
      • Silent, Empower, Maximize to adjust spell casting strategies at any time
      • Scribe Scroll and Craft Wand for lots of spells whenever one wants (swap these for SF/GSF: Necromancy in Single Player for more powerful Wiltings and Wails, or Expertise/Improved Expertise if this is allowed while spell casting)
      • Control of engagements with Empowered Summons, Grease, Color Spray, Stinking Cloud, Evards, Invisibility, Darkness, Bigby’s 6 and 7, Sunburst (blind em), Greater Sanctuary and Time Stop
      • Single target decimation with Mord/IGMS/Bigbys/Finger/Max Flame Arrow
      • Mob decimation with control spells plus Wail/Horrid Wilting/Max Icestorm/Firebrand/Sunburst/Evards

      Physical

      • 370hp up easily capped to 610hp with Mord resistant undispellable empowered Endurance
      • High AC hitting the +20 Dodge cap easily with even with no items with Haste (+4), EMA (+5), Mage Armor (+1)  and Divine Shield (+12-18), I could have gone higher than 65 but I didn’t need it.
      • Heavy Armor, Shield and Martial Weapon Proficiencies, Sorcerer Cleric and Paladin able to use a very wide range of equipment
      • Outrageous saves (40s-50s) plus spellcraft +9 against spells when double buffed (Con and Cha) – F48(57), W40(49) with capped CHA, R36(45) with Capped CHA and +6 Dex
      • Mord Resistant ‘undispellable’ 50% concealment with 38 turn duration improved invisibility, (generally only removable with invisibility purge later levels).
      • Haste & PnP Tensors for 51AB melee attacks with a +6 warhammer with flame weapon, 5 attacks per round, lasting 38 rounds, valuable in conserving spells in a rest restricted environment (PnP Tensors is a custom spell that is not usually available but is available in WoG)
      • Further damage reduction with Epic Warding lasting 38 rounds, soaking 1900 damage at +20/50
      • Mestil’s Acid Sheath and Elemental Shield for 1d8+76 acid and 1d8+38 fire damage per hit received from enemies who can actually hit you, lasting 38 rounds each. Switch off dodge, Dex and Tumble AC by clearing the action queue or taunting them to help them hit you, add epic warding if needed

      Here my character is fighting an enemy protected with Epic Mage Armor (the blue dots), Shadow Shield (the black outline on my character), Mestil’s Acid Sheath (the Green Lined circle) and Elemental Shield (the yellow-orange circle). She has Ultravision (the eyes above her head), Flame Weapon (the flaming sword) and Protection versus Alignment (a very faint golden line above her helmet). (NWN EE, WoG PW Server)

       

      Sorcerer(38), Cleric(1), Paladin(1), Human
      Lawful Good
      PvM 1-40, low-mid magic
      Not intended for PvP

      STR: 14
      DEX: 8
      CON: 16 (18)
      WIS: 8
      INT: 14
      CHA: 15 (34)

      Human: (Quick to Master)
      01: Sorcerer(1): Silent Spell, Power Attack
      02: Sorcerer(2)
      03: Cleric(1): Divine Shield, Domain Animal, Domain Sun
      04: Sorcerer(3): CHA+1, (CHA=16)
      05: Sorcerer(4)
      06: Sorcerer(5): Craft Wand (or SF: Necromancy or Expertise)
      07: Sorcerer(6)
      08: Sorcerer(7): CHA+1, (CHA=17)
      09: Sorcerer(8): Scribe Scroll (or GSF: Necromancy or Improved Expertise)
      10: Paladin(1)
      11: Sorcerer(9)
      12: Sorcerer(10): CHA+1, Toughness, (CHA=18)
      13: Sorcerer(11)
      14: Sorcerer(12)
      15: Sorcerer(13): Empower Spell
      16: Sorcerer(14): CHA+1, (CHA=19)
      17: Sorcerer(15)
      18: Sorcerer(16): Maximize Spell
      19: Sorcerer(17)
      20: Sorcerer(18): CON+1, (CON=17)
      21: Sorcerer(19): Great Constitution I, (CON=18)
      22: Sorcerer(20)
      23: Sorcerer(21)
      24: Sorcerer(22): CHA+1, Epic Spell: Epic Mage Armor, (CHA=20)
      25: Sorcerer(23): Great Charisma I, (CHA=21)
      26: Sorcerer(24)
      27: Sorcerer(25): Great Charisma II, (CHA=22)
      28: Sorcerer(26): CHA+1, Great Charisma III, (CHA=24)
      29: Sorcerer(27)
      30: Sorcerer(28): Great Charisma IV, (CHA=25)
      31: Sorcerer(29): Epic Spell: Epic Warding
      32: Sorcerer(30): CHA+1, (CHA=26)
      33: Sorcerer(31): Great Charisma V, (CHA=27)
      34: Sorcerer(32): Great Charisma VI, (CHA=28)
      35: Sorcerer(33)
      36: Sorcerer(34): CHA+1, Great Charisma VII, (CHA=30)
      37: Sorcerer(35): Great Charisma VIII, (CHA=31)
      38: Sorcerer(36)
      39: Sorcerer(37): Great Charisma IX, (CHA=32)
      40: Sorcerer(38): CHA+1, Great Charisma X, (CHA=34)

      Hitpoints: 370
      Skillpoints: 215
      Saving Throws (Fortitude/Will/Reflex): 36/34/27
      Saving Throw bonuses: Spells: +9
      BAB: 20
      AB (max, naked): 22 (melee), 19 (ranged)
      AC (naked/mundane armor/shield only): 13/24
      Spell Casting: Sorcerer(9)
      Alignment Changes: 0

      Concentration 43(47), Lore 3(5), Open Lock 1(0), Search 21(23), Spellcraft 43(45), Spot 21(20), Tumble 20(19)

      01: Concentration(4), Lore(3), Open Lock(1), Search(2), Spellcraft(3), Spot(2),
      02: Concentration(1), Spellcraft(2), Save(2),
      03: Concentration(1), Search(1), Spot(1), Save(2),
      04: Concentration(1), Save(6),
      05: Concentration(1), Search(1), Spot(1), Save(6),
      06: Concentration(1), Save(10),
      07: Concentration(1), Search(1), Spot(1), Tumble(5),
      08: Concentration(1), Spellcraft(4),
      09: Concentration(1), Search(1), Spot(1),
      10: Concentration(1), Save(4),
      11: Concentration(1), Search(1), Spellcraft(4), Spot(1),
      12: Concentration(1), Spellcraft(2), Save(2),
      13: Concentration(1), Search(1), Spot(1), Save(2),
      14: Concentration(1), Save(6),
      15: Concentration(1), Search(1), Spot(1), Save(6),
      16: Concentration(1), Save(10),
      17: Concentration(1), Search(1), Spot(1), Tumble(5),
      18: Concentration(1), Spellcraft(4),
      19: Concentration(1), Search(1), Spot(1),
      20: Concentration(1), Spellcraft(4),
      21: Concentration(1), Search(1), Spot(1),
      22: Concentration(1), Spellcraft(2), Save(2),
      23: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(1),
      24: Concentration(1), Spellcraft(1), Save(4),
      25: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(3),
      26: Concentration(1), Spellcraft(1), Save(6),
      27: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(5),
      28: Concentration(1), Spellcraft(1), Save(8),
      29: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(7),
      30: Concentration(1), Spellcraft(1), Tumble(5),
      31: Concentration(1), Spellcraft(1), Spot(1), Save(1),
      32: Concentration(1), Search(1), Spellcraft(1), Save(2),
      33: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(1),
      34: Concentration(1), Spellcraft(1), Save(4),
      35: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(3),
      36: Concentration(1), Spellcraft(1), Save(6),
      37: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(5),
      38: Concentration(1), Spellcraft(1), Save(8),
      39: Concentration(1), Search(1), Spellcraft(1), Spot(1), Save(7),
      40: Concentration(1), Spellcraft(1), Tumble(5),

      Recommended spells:

      Epic: Epic Mage Armor, Epic Warding

      Level 9: Time Stop, Mordenkainen’s Disjunction, Wail of the Banshee

      Level 8: Greater Sanctuary, Horrid Wilting, Sunburst

      Level 7: Shadow Shield, Bigby’s Grasping Hand, Summon VII or Finger of Death

      Level 6: Bigby’s Forceful Hand, Issac’s Greater Missile Storm, Greater Spell Breach (or Mass Haste or Flesh to Stone)

      Level 5: Mestil’s Acid Sheath, Lesser Mind Blank, Lesser Spell Mantle, Firebrand

      Level 4: Icestorm, Improved Invisibility, Elemental Shield, Lesser Spell Breach

      Level 3: Flame Arrow, Haste, Negative Energy Burst, Stinking Cloud

      Level 2: Endurance, Ultravision, Darkness, Flame Weapon, Bull’s Strength

      Level 1: Mage Armor, Grease, Protection against Alignment, Endure Elements, Color Spray

       

      Happy to clarify or explain the build if needed.

      #1179
      mimin63

        Hello Orion, I looked at some of your builds and I have a question. When you speak about Spellsword equipement, you speak about wearing only “Mithral shirt” medium, which allows you to have an ASF of -20% ? If you only wear this armor you are at 0% ASF. So if you wear a shield, your ASF increases from 15% to 50% depending on the shield. So how do you do with your build : “Ehlonna’s Arch-Magus Build – if spellsword equipment is available” to wear a shield ?

        #1182
        Orion

          Thanks mimin63 for your question!

          Spellsword equipment are items which reduce ASF (arcane spell failure) to zero. -ASF% (reduced arcane spell failure percentage) is applied to the character as a whole.

          So one can get shields with -ASF% as a magical property, but other items, such as bracers, helmets, rings etc, can also apply -ASF too to reduce the overall ASF to zero.

          Hope that helps

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