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Feats/Items for Ultimate Warmagus

Discussion in 'Dungeons & Dragons + Other RPGs' started by Master of Nuhn, Feb 18, 2013.

  1. Master of Nuhn

    Master of Nuhn Wear it like a crown Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

    Dec 16, 2001
    Likes Received:
    [​IMG] I'm currently creating a back-up character for a 3.0 (mixed with 3.5) D&D table top campaign. I'm playing a Dwarven Battlrager/Pious Templar of Hanseath now who's getting himself into a lot of trouble (which should be expected...)

    I'm creating my first spellcaster and I guess I could use some help.
    So far I got this:
    Human Warmage1/Transmuter4/Ultimate Magus8 (level 13 total).
    Stuff I won't be playing: Beguiler (I now it's supposed to be better than warmage) and Rainbow Servant. Nor will I use the Practised Spellcaster trick.

    My stats are: Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 16. This includes the bonus from level ups, but not from items. Evocation is my specialist's banned school.

    In our campaign planes do not really exist, so anything that has to do with planes works differently or is non-existent. Also, Psionics are no magic and "otherworldly". Anything influencing mind-affecting effects is influencing psionics as normally, though. Teleportation is difficult but very useful every week or so. There's little rest for the party, so I won't be able to spend time creating items.

    My role will be some firepower, knowledge and some utility spells.

    What I'm looking for are good feats that help and items I should have. There simply are too many and I don't know where to start looking.

    If anyone has some experience with arcane casters, please give me tips on must-haves.


    Edit: I could max out Use Magic Device, which suits my background perfectly. Would you suggest doing that? I already can cast almost all arcane spells. Is it of any use then?
    Last edited: Feb 18, 2013
  2. LKD Gems: 31/31
    Latest gem: Rogue Stone


    Aug 13, 2002
    Likes Received:
    What I have to say is probably overly simple, but whatever. Here goes:

    Ability boosting wondrous items are a must, especially since your spellcasting abilities are spread over Charisma and Intelligence.

    I'd invest in as many protective devices as possible -- even though you can wear light armour, it won't always help you, and all the protection you can get is worth the investment. Rings of Protection, rings of Mind shielding (the one from DMG2) -- heck, I'd have half a mind to take the Extra Rings feat from Eberron so as to wear 4 -- Rings of wizardry are great for boosting spells known, and given your split caster level, you want to play up the variety to make up for what you lack in caster level and higher level spells.

    Get a reach polearm with the weapon characteristic from Complete Arcane that grants proficiency with the wielded weapon -- you likely won't use it too often, but if some douche tries to get close, you can clobber him with an attack of opportunity and have a good likelihood of hitting him.

    I'd take Skill Focus Concentration, Combat Casting, Mobile Casting, and Extraordinary Concentration -- your spells are your lifeline, and anything that lessens your chances of having your casting interrupted, the better. There's a wondrous item in Complete Mage or Adventurer, a cloak, that helps with concentration.

    Why do you not wish to take Practiced Spellcaster?

    UMD is worth maxing out, even at the expense of Spellcraft for a few levels. Being able to use healing items would be just freaking awesome, and obviate the need for a cleric. Also, once you max both Spellcraft and UMD, it's worth it for the bonuses -- you'll learn any arcane spell you come across.

    Get a cool staff -- Power or Magi -- at higher levels it helps to have a staff so you can channel feats and your caster level through your item. Some scrolls or wands for spells that don't need high caster levels or cost XP would be helpful, too.

    Persistant spell might be worth it if you are in charge of divinations and countering illusions.

    Your Fort and Ref saves are going to suck badly. Insightful reflexes could help in that department, but no feat of which I am aware replaces Con with Int or Cha. I'd suggest a full panoply of core ability enhancing wondrous items -- Gauntlets of Dex, Amulet of Con, Periapt of Wisdom, Headband of Intellect, Cloak of Cha. I guess you don't need the Belt of Strength.
    Last edited: Apr 17, 2013
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