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Squirrelloid
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« on: June 11, 2008, 08:34:34 AM » |
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Purpose: I was starting to think about the Bigby's spells specifically, and then TM20 highlights them as good spells not requiring a save in a thread. I happen to agree. The problem is that (1) the top bigby spell is level 15, which is ok for running through epic, but a higher level hand spell would be nice, and (2) they can try to escape against either your Fortitude or Reflex defense. The silver lining is that the relatively low-level availability and their shear duration makes them good as a schtick because you'll get a lot of use from them each day. And good fortitude defense means pumping Con, and that sounds like a good time for Githyanki and specializing in a staff implement.
The goal here is to (1) use no spell which allows a save, (2) manage to be a control wizard despite that. I imagine this will end up with a lot of similarities to the Master of Time from my wizard handbook, except its not an orb mage.
Riff Raff, a handyman, Githyanki Wizard/Blood Mage/Archmage Attributes: Str 8 Con 18 Dex 12 Int 18 Wis 12 Cha 10
Wizard features: staff focus, cantrips, spellbook, etc...
At-Will Spells: ray of frost, scorching burst
Encounter Spells: 1st: icy terrain 3rd: colorspray (close) 7th: winter's wrath 13th: icy terrain -> prismatic burst 17th: winter's wrath -> crushing titan's fist 23rd: no change 27th: colorspray -> forcecage
Daily Spells: 1st: flaming sphere, freezing cloud 5th: bigby's icy grasp*, web 9th: wall of fire, ice storm 15th: flaming sphere, freezing cloud -> bigby's grasping hands*, wall of ice 19th: wall of fire, ice storm -> cloudkill, wall of ice*, retrain previous wall of ice to otiluke's 25th: bigby's icy grasp, web -> elemental maw, bigby's icy grasp* 29th: no changes
Utility Spells: 2nd: shield*, expeditious retreat 6th: wall of fog*, dispel magic 10th: blur*, arcane gate 16th: stoneskin, fly* 22nd: timestop*, mordenkainen's magnificent mansion
Spell Notes: (1) You can't make attacks with timestop actions, but you can sustain powers that deal damage when you do so... awesome.
Key Feats Heroic: Ritual Casting (b), Improved Initiative (1), Wintertouched Paragon:Lasting Frost, Lightning Reflexes, Great Fortitude, Solid Sound
Other Feat notes: (1)Its probably worth retraining for Lightning Reflexes or Great Fortitude to keep your bigby holds as strong as possible when hitting paragon. (Possibly grabbing both right away using retraining and your available feat at 11th). (2)Grab defensive feats like Armor Proficiency (Leather) - chances are you can maintain good defenses all around. (3)You'll have the feats for skill feats or other utility (Jack of All Trades, Linguistics). (4) You're going to trade out much of your cold mojo by high levels, you might consider retraining wintertouched and lasting frost, but you might not (you still have some cold spells to make it useful).
General Notes: (1)He pumps con and int every level. (2)Blood Mage is useful for Bolstering Blood on powers that will do damage over multiple turns. Destructive Salutation is still good even without the orb focus, and blood pulse can combo wonderfully with the party. You also have a great constitution score for burning blood. Your next best choice for paragon path is likely Spellstorm Mage. (3) You should have topnotch fortitude and reflex defenses to keep creatures locked into those hand spells, which will do extra damage each round from bolstering blood (and can potentially hold a target next to something damaging, like Wall of Ice, should you decide you need to use multiple dailies in one battle).
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