As far as casters go, take Pale Master.
+2AC/4LVL starting at level 1
Immunity to Critical Hits
Immunity to Paralysis
Immunity to Hold
Immunity to Stun
+3HP/LVL starting @ LVL5
Extra Spell Slots every 2nd level (Do atleast 17 levels of Wizard first to get lvl 9 spells)
Last level take rogue, +8ac from tumble
I got 33 AC while naked at level 40 this way.
19wizard/20palemaster/1rogue
With level 16 gear he would have 51 with 5% spell failure
Wizard strategy guide
- Chela Kirg
- Noob
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- Joined: Thu Jan 27, 2005 4:23 am
I'm considering the pale master class. There are some great advantages but if i'm right some totally crushing disadvantages.
Swapping 10 wizard levels for pale master:
+6 natural ac. (not sure what arcane amulets give, but not as much i bet)
immunity to paralysis, hold and stun. (nice)
immunity to crit! (and sneak attacks, very nice)
+50HP. (handy)
+4 fortitude save. (handy)
free summons.
undead graft.
-5 levels of spells per day (as expected)
-10 levels to spell duration (extend i suppose)
-10 levels to spell damage (empower i suppose, ouch though)
-10 to dispelling (use spell breaches)
but if i'm right here are the killers:
-10 to spell penetration.
-10 to dispel resist!
i'll be dreadful at penetrating spell resistance, so boss monsters, druids , clerics and anyone else with decent level 16 gear will be all but immune to my attack spells. i can make up +6 from feats (but those 3 feats would normally make me awesome versus SR, now they make me almost adequate). a mords or greater spell breach will be pretty much required before even beginning to attack.
also my buffs can be dispelled ridiculously easily! someone of my level will dispel 95% of my buffs in one shot and leave me sans protection from spells, stoneskin, premonition, spell mantle, true sight, stat buffs etc and turn me into fluffy-bunny-kill-me-now man - more than negating the defensive benefits of the PM class. (-4ac cats+mage armour, -100 HP premonition, -8 saves protection from spells)
i believe epic spells are cast at character level so at least epic mage armour will stay (if i ever get it).
am i right here?
Swapping 10 wizard levels for pale master:
+6 natural ac. (not sure what arcane amulets give, but not as much i bet)
immunity to paralysis, hold and stun. (nice)
immunity to crit! (and sneak attacks, very nice)
+50HP. (handy)
+4 fortitude save. (handy)
free summons.
undead graft.
-5 levels of spells per day (as expected)
-10 levels to spell duration (extend i suppose)
-10 levels to spell damage (empower i suppose, ouch though)
-10 to dispelling (use spell breaches)
but if i'm right here are the killers:
-10 to spell penetration.
-10 to dispel resist!
i'll be dreadful at penetrating spell resistance, so boss monsters, druids , clerics and anyone else with decent level 16 gear will be all but immune to my attack spells. i can make up +6 from feats (but those 3 feats would normally make me awesome versus SR, now they make me almost adequate). a mords or greater spell breach will be pretty much required before even beginning to attack.
also my buffs can be dispelled ridiculously easily! someone of my level will dispel 95% of my buffs in one shot and leave me sans protection from spells, stoneskin, premonition, spell mantle, true sight, stat buffs etc and turn me into fluffy-bunny-kill-me-now man - more than negating the defensive benefits of the PM class. (-4ac cats+mage armour, -100 HP premonition, -8 saves protection from spells)
i believe epic spells are cast at character level so at least epic mage armour will stay (if i ever get it).
am i right here?
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- Arrogant Snob
- Posts: 1064
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jester speaks the truth. RDD and PM increase your "natural" natural armour. As does the Armour Skin feat. Amulets add an enhancement bonus to your Natural Armour. That means they stack. ;)
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
- Chela Kirg
- Noob
- Posts: 20
- Joined: Thu Jan 27, 2005 4:23 am