magical_marauder

=Epic Character Builds - Magical Marauder=

Created by: Imna "Mithdradates" Lias Indispensable Edit Guy: Doug_G.

The Magical Marauder lives a cloistered life. His days are spent honing his skill in arms and improving his physical abilities. By night, he peers over ancient tomes, increasing his arcane ability. But don't let this fool you. When he steps onto the battle field, only the most foolish of warriors stands in his way. He cuts a swath through his foes with equal use of powerful spells and a deadly greatsword, his weapon of choice.

Magical Marauder

Overview Champion of Torm: 10 Fighter: 8 Wizard: Illusionist: 22

Race: Human Alignment: Any

Starting Stats Str: 16 Dex: 12 Con: 14 Int: 16 Wis: 8 Cha: 8

Final Stats Str: 26 Dex: 12 Con: 14 Int: 19 Wis: 8 Cha: 8

Final Skills Concentration: 43 Discipline: 43 Lore: 23 Spot: 41 Spellcraft: 40 Taunt: 21 Tumble: 20

Equipment Full Plate Greatsword Helmet Advantages

Level 9 illusionist spells. The Marauder has full mage casting abilities, however, because of his low wizard level and intelligence, his SR and DCs will be low. Can cast Epic Warding. As an epic spell, epic warding can't be dispelled. Hence, for 22 turns or 2000 points of damage, any enemy facing the Magical Marauder will have to deal with 50/+20 points of damage reduction. Can cast in armor. Though agile, the Marauder has seen his own blade turned by well-forged plate, and he knows he would be at a disadvantage if he did not make use of its protection. Has Devastating Critical with a greatsword. The Marauder knows that one does not have to hit an opponent many times if you do it right the first time. That is why he wields the greatsword, a long heavy blade that cuts through armor and bone with sickening ease. The long heavy blade also forces his opponents to use all their training to avoid being disarmed by the skillful warrior. Using his magic, he makes the weapon even more deadly, extending the weapon's threat range to 15-20 (30%). Has epic weapon specialization. An extra 6 points of damage per hit is always useful. In as much as the Magical Marauder makes use of damage reduction himself, he knows it is necessary to be able to punch through an enemy's damage reduction. Wizard spellcasting. The Marauder's motto is always be prepared. He can learn every spell that a mage can learn, except for enchantments. He then memorizes specific spells depending on his circumstances. Full fighter attacks per round and AB of 40 with a greatsword. He can almost fight as well as a pure fighter against any opponent he can't beat as a mage. Improved Combat Casting. The Marauder often has to use spells in the thick of battle. He has seen too many of his brethren drop their guard while casting. He will not make the same mistake.

Disadvantages

Mediocre hit points. Having just shy of 400 hit points, this is a good amount for a mage but poor for a fighter. The Marauder extends his staying power in combat with endurance and damage reduction spells. Low AC. With damage reduction and concealment spells, this isn't a problem unless his opponent has Devastating Critical. Mediocre saves. The Champion of Torm levels help a bit, and with spellcraft he can typically make saves against spellcasters, even with a 35 DC. Spells such as Spell Mantle and Globe of Invulnerability help even further against spell casters. However spellcasters aren't the only needs for saves; monstrous abilities and Devastating Critical also require saving throws. Here, the Marauder is vulnerable. Final Saves: Fortitude 29 (37) Reflexes 25 (33) Will 23 (31) No Evasion or Improved Evasion. His spells provide some spell resistance, and he should make his saves, but a Spell Mantle doesn't last long in a mage battle. Low caster level. The Marauder will have trouble against opponents with a high SR. Under those conditions, he will cast Greater Sanctuary followed by Black Blade of Disaster. He is not above letting a summoned subordinate do his fighting for him.

AB and Damage

No buffs, normal greatsword:

40/35/30/25 18+2D6 (17-20 X2) Devastating Critical DC 38

+12 to STR, True Strike, Flame Weapon, Keen Edge, Greater Magic Weapon, Normal Great Sword:

66/61/56/51 32+2D6 (+1D4+10 Fire) (15-20 X2) Devastating Critical DC 44

AC

23 - Fullplate, No buffs 43 - +5 Fullplate, +5 Ring of Protection, +5 Amulet of Natural Armor, Haste, Mage Armor

Favorite Spells

Level 1: True Strike, Mage Armor, Shield Level 2: Bull's Strength, Endurance, Flame Weapon, Death Armor Level 3: Displacement, Keen Edge, Flame Arrow, Greater Magic Weapon, Haste, Magic Circle Against Alignment Level 4: Improved Invisibility, Isaac's Lesser Missile Storm, Minor Globe of Invulnerability Level 5: Elemental Shield, Lesser Mind Blank, Lesser Spell Mantle, Mestil's Acid Sheath Level 6: Bigby's Forceful Hand, Isaac's Greater Missile Storm, Globe of Invulnerability, True Seeing, Greater Spell Breach, Greater Dispelling Level 7: Bigby's Grasping Hand, Banishment, Delayed Blast Fireball, Shadow Shield, Spell Mantle Level 8: Greater Sanctuary, Horrid Wilting, Mind Blank, Premonition Level 9: Black Blade of Disaster, Mordenkainen's Disjunction, Time Stop, Greater Spell Mantle Level 10: Epic Warding

Magic Item Wishlist

Immunity to critical hits item. With 50 points of damage reduction and immunity to critical hits, the Marauder knows he would turn even the sharpest blade. Strength and intelligence boosting items. The former will help his AB problems. The latter will increase the DC of his spells and grant bonus spells. Saving throw boosting item. The Marauder knows he will face wizards as well as warriors. Against the former he knows he needs defense. Evasion or Improved Evasion granting item. These items will greatly aid him in his duels with other spell casters. Spell Sequencing item. The Marauder knows that getting your defenses up quickly can be the difference between life and death.

Character Advancement History

Following is the path of the Magical Marauder during the first forty levels of his life.


 * Character Level || Class || Skill Increases || Feat Selection || Attribute Increase ||
 * 1 || Fighter || Concentration 4, Discipline 4, Taunt 2, Tumble 2, Save 8 || Weapon Focus (Greatsword), Toughness, Blind-Fight ||  ||
 * 2 || Fighter || Concentration 1, Discipline 1, Save 12 || Knockdown ||  ||
 * 3 || Wizard || Concentration 1, Spellcraft 6, Taunt 1, Tumble 1, Save 7 || Still Spell ||  ||
 * 4 || Wizard || Concentration 1, Spellcraft 1, Save 11 ||  || Strength ||
 * 5 || Wizard || Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 11 ||  ||   ||
 * 6 || Wizard || Concentration 1, Spellcraft 1, Save 15 || Combat Casting ||  ||
 * 7 || Fighter || Concentration 1, Discipline 5, Taunt 1, Tumble 1, Save 11 ||  ||   ||
 * 8 || Fighter || Concentration 1, Discipline 1, Save 15 || Weapon Specialization (Greatsword) || Strength ||
 * 9 || Fighter || Concentration 1, Discipline 1, Taunt 1, Tumble 1, Save 15 || Power Attack ||  ||
 * 10 || Fighter || Concentration 1, Discipline 1, Save 19 || Improved Critical (Greatsword) ||  ||
 * 11 || Fighter || Concentration 1, Discipline 1, Taunt 1, Tumble 1, Save 19 ||  ||   ||
 * 12 || Champion of Torm || Discipline 1, Spot 15, Save 9 || Improved Knockdown || Strength ||
 * 13 || Champion of Torm || Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 9 || Disarm ||  ||
 * 14 || Champion of Torm || Discipline 1, Spot 1, Save 13 ||  ||   ||
 * 15 || Champion of Torm || Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 13 || Extend Spell, Improved Disarm ||  ||
 * 16 || Champion of Torm || Discipline 1, Spot 1, Save 17 ||  || Strength ||
 * 17 || Champion of Torm || Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 17 || Cleave ||  ||
 * 18 || Champion of Torm || Discipline 1, Spot 1, Save 21 || Silent Spell ||  ||
 * 19 || Champion of Torm || Discipline 1, Spot 1, Taunt 1, Tumble 1, Save 21 || Great Cleave ||  ||
 * 20 || Champion of Torm || Discipline 1, Spot 1, Save 25 ||  || Strength ||
 * 21 || Wizard || Concentration 10, Spellcraft 17, Taunt 1, Tumble 1, Save 2 || Great Intelligence I, Epic Weapon Focus (Greatsword) ||  ||
 * 22 || Wizard || Concentration 1, Spellcraft 1, Save 6 ||  ||   ||
 * 23 || Wizard || Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 6 ||  ||   ||
 * 24 || Wizard || Concentration 1, Spellcraft 1, Save 10 || Improved Combat Casting || Strength ||
 * 25 || Wizard || Concentration 1, Spellcraft 1, Taunt 1, Tumble 1, Save 10 ||  ||   ||
 * 26 || Wizard || Concentration 1, Spellcraft 1, Save 14 || Great Intelligence II ||  ||
 * 27 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 14 || Epic Prowess ||  ||
 * 28 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Save 18 ||  || Strength ||
 * 29 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 18 ||  ||   ||
 * 30 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Save 22 || Overwhelming Critical (Greatsword) ||  ||
 * 31 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 22 || Great Intelligence III ||  ||
 * 32 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Save 26 ||  || Strength ||
 * 33 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 26 || Automatic Still Spell I ||  ||
 * 34 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Save 30 ||  ||   ||
 * 35 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 30 ||  ||   ||
 * 36 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Save 34 || Automatic Still Spell II, Automatic Still Spell III || Strength ||
 * 37 || Wizard || Concentration 1, Lore 1, Spellcraft 1, Taunt 1, Tumble 1, Save 34 ||  ||   ||
 * 38 || Champion of Torm || Discipline 18, Spot 18, Lore 5 || Devastating Critical (Greatsword) ||  ||
 * 39 || Wizard || Concentration 2, Lore 3, Taunt 1 || Epic Spell (Epic Warding) ||  ||
 * 40 || Fighter || Concentration 1, Discipline 2, Lore 4 || Epic Weapon Specialization (Greatsword) || Strength ||
 * Indicates this selection can be changed without affecting the integrity of the overall build.