Ultimate Huge Divine Battle Sorcerer (3.5e Optimized Character Build)

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Introduction[edit]

I tryed to maximize all the important statistics of the character to be dominant in any combat. He has high AC, saves and damage. It is important to buff himself with long duration and persistent spells and when the battle starts he swiftly uses some short duration ones. He is a chaotic good character because I used the Paladin of Freedom alternate class from Unearthed Arcana but if someone use this build can freely change his alignment to lawful good if he wishes.

References[edit]

Players Handbook 3.5
Unearthed Arcana
Complete Arcane
Complete Champion
Complete Warrior
Complete Mage
Complete Divine
Magic Item Compedium
Dungeon Master's Guide 2
Draconomicon
Dragon Magic
Races of the Dragon

Game Rule Components[edit]

Race[edit]

Star Elf

Classes[edit]

Sorcerer(4)/Paladin of Freedom(2)/Spellsword(1)/Abjurant Champion(5)/Sacred Exorcist(8)

Alternative Class Features[edit]

Stalwart Sorcerer Divine Companion Paladin of Freedom

Basic Abilities[edit]

elite array
STR 13 +1
DEX 14 +2
CON 12 +1
INT 10 +0
WIS 8 -1
CHA 15 +2 ==> 20 +5

Progression[edit]

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Sorcerer +0 +0 +0 +2 Otherworldly, Weapon Proficiency (Greatsword), Weapon Focus (Greatsword) Stalwart Sorcerer, Divine Companion
2nd Sorcerer +1 +0 +0 +3
3rd Sorcerer +1 +1 +1 +3 Combat Casting
4th Sorcerer +2 +1 +1 +4 Ability Increase: Charisma +1
5th Paladin of Freedom +3 +3 +1 +4 Aura of good, detect evil, smite evil 1/day
6th Paladin of Freedom +4 +4 +1 +4 Travel Devotion Divine grace, lay on hands
7th Spellsword +5 +6 +1 +6 Ignore spell failure 10%
8th Abjurant Champion +6/+1 +6 +1 +8 Abjurant armor, extended abjuration Ability Increase: Charisma +1
9th Abjurant Champion +7/+2 +6 +1 +9 Extend Spell Swift abjuration
10th Abjurant Champion +8/+3 +7 +2 +9
11th Abjurant Champion +9/+4 +7 +2 +10 Arcane boost
12th Abjurant Champion +10/+5 +7 +2 +10 Persistent Spell Martial arcanist Ability Increase: Charisma +1
13th Sacred Exorcist +10/+5 +7 +2 +12 Exorcism, turn undead
14th Sacred Exorcist +11/+6/+1 +7 +2 +13 Detect evil, resist possession
15th Sacred Exorcist +12/+7/+2 +8 +3 +13 Power Attack Chosen foe +1
16th Sacred Exorcist +13/+8/+3 +8 +3 +14 Dispel evil 1/week Ability Increase: Charisma +1
17th Sacred Exorcist +14/+9/+4 +8 +3 +14 Consecrated presence
18th Sacred Exorcist +14/+9/+4 +9 +4 +15 Arcane Strike Chosen foe +2
19th Sacred Exorcist +15/+10/+5 +9 +4 +15 Dispel evil 2/week
20th Sacred Exorcist +16/+11/+6/+1 +9 +4 +16 Holy aura 1/day Ability Increase: Charisma +1

Items[edit]

Head: -
Face: -
Neck: Amulet of Health +6 (36000 gp) Torso: -
Body: -
Waist: Belt of Battle (12000 gp)
Shoulders: Cloak of Charisma +6 (36000 gp)
Arms/Wrists: Strongarm Bracers (6000 gp)
Hands: -
Feet: -
Ring: Ring of Greater Counterspells (16000 gr)
Ring: -
Weapon: +1 Large Greatsword of Collision (8500 gp)

Total Cost: 121000 gp

Sorcerer Spells (Spells Known/Spells Per Day)[edit]

Level 0 (9/6)
whatever you like, doesn't really matter
Level 1 (5/9)
shield, true strike, protection from evil, hoard gullet, enlarge person
Level 2 (5/8)
wraithstrike, wings of cover, bull's strength, +1 more
Level 3 (4/8)
greater mage armor, greater magic weapon, spiderskin, ferocity of sanguine rage
Level 4 (4/8)
ruin delver's fortune, voice of the dragon, +2 more
Level 5 (4/8)
dismissal, flight of the dragon, draconic polymorph, duelward
Level 6 (3/7)
superior resistance, disintegrate, greater dispel magic
Level 7 (3/7)
arcane spellsurge, energy immunity, antimagic field
Level 8 (2/6)
greater arcane fusion, moment of prescience
Level 9 (1/4)
mordenkainen's disjunction

Comments on Spell[edit]

  • Shield now gives a +9 shield bonus to AC and is automatically extended. Duration 40 minutes
  • Protection from Evil, to prevent mind control. Duration 40 minutes (automatically extended)
  • Hoard Gullet, for carrying big stuff.Duration 20 hours
  • Persistent Bull's Strength. Duration 24 hours
  • Extended Spiderskin +5 Enhancement bonus on his existing Natural Armor. Duration 6 1/2 hours
  • Persistent Wraithstrike. All attacks are TOUCH ATTACKS. Duration 24 hours
  • Greater Mage Armor. +6 Armor Bonus to AC. 20 hours
  • Greater Magic Weapon, +5 attack, +5 damage. 20 hours
  • Persistent Ferocity of Sanguine Rage. +10 Morale bonus on Damage. 20 hours
  • Extended Voice of the Dragon, +10 Intimidate, +10 Bluff, +10 Diplomacy. 6 1/2 hours
  • Extended Flight of the Dragon, 6 1/2 hours flight
  • Superior Resistance, +6 Resistance bonus on Saves. 24 hours
  • Moment of Prescience. Backup Buff for emergency only
  • Ruin Delver's Fortune. IMMEDIATE ACTION luck bonus equal to charisma modifier on one save of your choise for 1d4 rounds + an extra bonus (evasion if you choose reflexes)
  • Wings of Cover. IMMEDIATE ACTION to avoid being damaged
  • Disintegrate. To escape from Forcecages
  • Duelward. to counter mordenkainen's disjunctions and antimagic fields

Highlights[edit]

How and why this build works?
When the battle begins, he uses the shielding ability of his divine companion to get a +20 deflection bonus to AC and +20 resistance bonus to saves. This is a swift action.

AC[edit]

Base 10
Dexterity Modifier +1
Shield +9
Natural +5
Armor +6
Deflection +20
TOTAL 51

Saving Throws[edit]

Fortitude +5 Con Modifier +9 Base +8 Charisma Modifier (Divine Grace) +20 Resistance = +42
Reflex +1 Dex Modifier +4 Base +8 Cha Modifier +20 Resistance = +33
Will -1 Wis Modifier +16 Base +8 cha mod + 20 resistance = +43
Don't forget that as an immediate action you can cast ruin delver's fortune to get a +8 luck bonus on one saving throw

Highlights (cont.)[edit]

By spending 2 turn undead uses (11 total) he can move as a swift action (travel devotion) so that leaves him with a full attack at the end of his movement.
His attack bonus with his large greatsword is +25/+20/+15/+10 and all attacks are considered touch attacks. (don't worry it will get much higher soon enough. keep reading...)
Damage is 3d6 + 24 + Power Attack and Arcane Strike (this will also get very higher)

Now for the real deal. I think I forgot to comment one spell from the above list. DRACONIC POLYMORPH!!!
This is similar to the Polymorph spell only MUCH better. The assumed form can have a maximum of 20 hit dice. +8 strength above the average of the creature and +2 constitution above the average of the creature.
So what does this mean?
Titan Form.

STR 55 +22
DEX 12 +1
CON 47 +18
INT 10 +0
WIS 8 -1
CHA 28 +8
AC 63, touch 53, flat-footed 62
HP an average of 420
Attack +43/+38/+33/+28 (all attacks are considered touch attacks) - Power Attack + Arcane Strike
Damage 6d6 (his large greatsword becomes gargantuan)+53 + Power Attack + Arcane Strike
Fortitude +55
Reflex +33
Will +43

Move as a swift action by using the travel devotion ability 6/day and get a full attack at the end of your movement.
Use the Ring of Greater Counterspells to counter Greater Dispel Magic.
Use Mordenkainen's Disjunction and Antimagic Field + Dualward to counter the effects.

Munchkin-Size Me[edit]

  • Gloves of Dexterity +4
  • +4 Twilight Mithral Full Plate

Those two items will result to an AC of 70, but you will have a 5% spell failure

The weapon can get some elemental enchantmets for more damage.

Limitations[edit]

The player must be VERY careful when he is about to cast a spell because spell slots are vital for this character. Spell slots must be used primarly to add spell levels to your divine companion and only when it's necessary for boosting other aspects of the character (attack, damage, saves).

Can't function as expected inside an antimagic field, so counter it or avoid it. Dead magic zones are your enemy.

DM Counters[edit]

Use Greater Arcane Fusion to cast two 7th level spells on an 8th level spell slot to add spell levels to your divine companion. This way you'll add 14 levels by sacrificing only one 8th level slot.

Miscellaneous[edit]

I'm waiting for your comments on the discussion page. Don't be harsh it's the first time I am posting a character build. I am sorry in advance if someone is dissapointed by the build and find it underpowered. This build is considered very powerful among my playing party so I posted it in order to help players of my level of DnD experience and knowledge. I didn't build a character that will be banned from every DM because of his pure awesomeness, I just posted a build that has considerably high AC, Saves and Damage output for an average adventure (at least I think they are high). Thanks for taking time to read this. See ya:P!!!


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