Ultimate Buffer (3.5e Optimized Character Build)

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Introduction[edit]

The warmage. One look at it, and an experienced player is unimpressed. But with proper optimization, it can be taken to absurd levels of power. Such as Rainbow Servant. Get the entire Cleric spell list spontaneously in addition to your arcane spellcasting, and then use all those buff spells to pump up your allies. With War Weaver, you're buffing the entire party all at once, and for far cheaper than normal. You know why wizards are called Batman? Because they can prepare for anything. Now so can you. Only you don't have to prepare. You just react. If you hate bookkeeping but still want some absurd power, this is for you.

References[edit]

Races of Destiny, Complete Arcane, Heroes of Battle, Complete Divine, Races of the Dragon, Player's Handbook, Deities & Demigods, Complete Mage, Dungeon Master's Guide,

Game Rule Components[edit]

Starting Stats: Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 18

Spells, Powers, Soulmelds, Stances, etc...[edit]

Familiarize yourself with the Cleric spell list. There's a ton of buff spells, and since you'll be buffing the party on the fly, you'll need to know what's best for the moment. And keep track of who's in your tapestry, because if you don't, you might need to send your Raven familiar in with a wand of Cure Light Wounds. Only issue is the skills (requirements listed here because I'm lazy). You'll need 4 ranks in Knowledge (arcana) by level 2, 15 ranks in Spellcraft by level 12, 6 ranks in Knowledge (arcana) by level 16, and 6 ranks in Craft (weaving) by level 16. The only skill you'll need to grind constantly is Spellcraft, and to make that DC 15 Craft (weaving) check for your Eldritch Tapestry, just take 10. Grinding Concentration is also a good idea as well, since you'll be close to the front lines. Investing in Use Magic Device is also a good idea if you'll be giving wands to your familiar (which I recommend).

Items[edit]

Give your raven familiar (through Obtain Familiar) a wand of Cure Light Wounds, and they'll be keeping your allies on their feet long enough for you to focus your spells on buffing them. Or blast the enemy with wands while saving your spells for buffs. You're really just using the wands and staves for damage. but hey, if you're the last one standing, you're definitely going to need to be in two places at once. Learn from the batman wizards and prepare some wands and scrolls. Besides, a Cloak of Charisma will help your buffing, so get one ASAP. It's all about your Charisma, so boost it through the roof.

Progression[edit]

The Save progression is simply the base save bonus.

Race: Illumian. The Krau sigil is vital, as it'll net you entry into Rainbow Servant at level 2.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Warmage 1 +0 +0 +0 +2 Versatile Spellcaster, Improved Sigil (krau), Practiced Spellcaster (warmage) Warmage Edge, armored mage (light) Two flaws of your choice. I recommend Weak Will and Noncombatant.
2nd Rainbow Servant 1 +0 +0 +0 +4 Detect Evil, Extra domain (Good)
3rd Rainbow Servant 2 +1 +0 +0 +5 Obtain Familiar
4th Rainbow Servant 3 +1 +1 +1 +5
5th Rainbow Servant 4 +2 +1 +1 +6 Extra Domain (Air), grow wings
6th Rainbow Servant 5 +2 +1 +1 +6 Enhanced Power Sigils
7th Rainbow Servant 6 +3 +2 +2 +7
8th Rainbow Servant 7 +3 +2 +2 +7 Detect Chaos, Extra Domain (Law)
9th Rainbow Servant 8 +4 +2 +2 +8 Extend Spell
10th Rainbow Servant 9 +4 +3 +3 +8
11th Rainbow Servant 10 +5 +3 +3 +9 Cleric spell access, detect thoughts
12th Cleric 1 +5 +5 +3 +11 Metamagic Spell Trigger Turn undead, domain (Magic), domain (Liberation)
13th Spellthief 1 +5 +5 +3 +13 Sneak attack =1d6, steal spell (0 or 1st), trapfinding
14th Spellthief 2 +6 +5 +3 +14 Detect Magic, Spellgrace +1, steal spell effect
15th Marshal 1 +6 +7 +3 +16 Skill Focus (Diplomacy), Enlarge Spell Minor aura
16th War Weaver 1 +6 +7 +3 +18 Eldritch Tapestry
17th War Weaver 2 +7 +7 +3 +19 Quiescent Weaving 1
18th War Weaver 3 +7 +8 +4 +19 Persistent Spell Quiescent Weaving 2
19th War Weaver 4 +8 +8 +4 +20 Quiescent Weaving 3
20th War Weaver 5 +8 +8 +4 +20 Enlarged Tapestry, Quiescent Weaving 4

Other Components[edit]

<- anything not covered by the previous sections ->

Highlights[edit]

Clerics have a ton of buff spells, and Warmages get a ton of spell slots. Combined, you're getting good use out of those otherwise useless Warmage spell slots. Cleric spell access combined with the fact that the Warmage is a spontaneous caster who knows every spell on his spell list means no preparation. Just throw out whatever spells you need in the moment. No planning whatsoever. And Eldritch Tapestry combined with all those beautiful Cleric buff spells means you're turning the party into absolute beasts much more easily and cheaply than normal.

Munchkin-Size Me[edit]

Not really much to munchkin, but hey, Gestalt is always cheesy. Convince your DM to let you use Generic Warrior for a metric buttload of feats you can use on anything. Artificer is always cheesy, especially since you have Cleric spells and the Magic domain, throwing out a huge chunk of UMD checks and become everyone's first stop for enchanted gear. Going Artificer will also free up a feat, since at level 4 you get Craft Homunculus. I recommend making a Dedicated Wright, a Packmate, and an Iron Defender. Dedicated Wright because it frees up time that would otherwise be used for crafting, Packmate because it can store potions (so have it run around as a medic), and Iron Defender because you're at your weakest in melee and need a guard dog (pun intended). With that extra feat, take Improved Homunculus. Give your Packmate flight, and your Iron Defender a bunch of extra HP.

Side Notes[edit]

Your familiar is much more powerful than you realize. If you have to, buff yourself through the roof, and share spells, so your raven familiar changes from a nuisance to a major threat. Or just give them a wand of Magic Missile and watch the carnage.

Limitations[edit]

You're at your worst at low levels. With no Cleric casting until level 11, you're the blaster. Only you haven't invested in anything that'll boost your blasting. Your crap Fortitude and Reflex saves are going to hurt, big time, as will your low hit points (3d6+15d4+2d8 with crap Constitution).

DM Counters[edit]

Dispel. Dispel dispel dispel. You're not going to hit the party unless you remove the buffs. Spellthieves are also pretty brutal against this build, but you're going to need a lot of them to truly counter this build. Targeting Fortitude is a good strategy as well, since it's going to be terrible. Reflex is good as well, considering crappy hit points.




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