Article-At-A-Glance
- These Wizard builds showcase strengths, weaknesses, and strategic efficiency in battles.
- Provides insights into optimizing wizards through item selection and spell specialization.
- Addresses limitations like gear dependency and school specialization trade-offs.
- Covers varied strategies from defensive maneuvers to high mobility wizards with armor.

Strengths & Weaknesses
| Build Name | Strengths | Weaknesses |
|---|---|---|
| The Archmage[1] |
|
|
| The Cobra[2] |
|
|
| Fire Evoker |
|
|
| The Hermit[3] |
|
|
| The War Wizard[4] |
|
|

The Archmage
The Archmage[1] harnesses a powerful combination of specialized abjuration and enhanced caster level, making it a terror to opposing spellcasters. With significant boosts to spellcasting abilities through feats and the High Arcana, it offers stellar offensive and defensive options.
- The Archmage[1]’s major strength lies in its unparalleled ability to boost caster level, providing a massive +2 to +7 bonus on spells, allowing for casting spells with overwhelming power and efficiency.
- Despite its strengths, the build suffers from limited spell access due to forbidden schools: Conjuration and Necromancy, which restrict useful spells like ‘Teleport’.
- Utilize the ‘Kaleidoscopic Doom’ feature to transform simple disarmaments like Dispels into deadly attacks, turning defensive maneuvers into lethal strategics.
The Cobra
The Cobra[2] build combines powerful necromancy with exceptional crossbow skills to dominate both combat and stealth. Specializing in cold magic, it can efficiently disable enemies while supporting an undead army.
- The build excels in necromancy, enabling the user to instantly raise defeated foes as undead, providing a formidable and resilient force.
- A significant limitation is the absence of the Rebuke Undead ability, which restricts the number of controlled undead minions.
- The Cobra[2] employs cold-based spells that not only deal damage but also ignore cold resistance and immunity, giving a strategic edge in battles.


Fire Evoker
The Fire-Evoker specializes in devastating area of effect spells with unparalleled control over energy types to counter resistances and immunities. With a focus on the Evocation school, and without fear of harming allies, it brings explosive power to any encounter while maintaining flexibility in spellcasting.
- The Fire-Evoker’s major strength is its overwhelming ability to alter spells through feats like Empower Spell and Quicken Spell, alongside High Arcana abilities, granting exceptional versatility and potency in dealing damage.
- A main drawback is the restriction of selecting Forbidden Schools, like Illusion and Necromancy, possibly limiting utility outside direct damage-dealing spells.
- Utilizing the High Arcana ability ‘Mastery of Shaping’, the Fire-Evoker can shape area spells to avoid harming allies, allowing for aggressive use of powerful evocation spells in tight quarters without worry.
The Hermit
The Hermit[3] is a powerful Vanara Wizard build specializing in summoning, capable of manipulating evil creatures for good causes. With its impressive conjuration abilities and unique use of the Malconvoker class, it stands among the strongest in D&D 3.5 builds.
- Abrupt Jaunt allows short-distance teleportation as an immediate action, offering unparalleled defensive versatility.
- Illusion and Necromancy schools are forbidden, limiting the variety of available spells.
- Use Imbued Summoning to cast Haste for free on your summoned creatures, dramatically enhancing their combat effectiveness.


The War Wizard
Combining spellcasting prowess with melee combat capabilities, the War Wizard[4] utilizes heavy armor without penalties, giving it an edge in both offense and defense. Leveraging persist spells and the unique abilities of multiple prestige classes, this build offers versatility and resilience in battles.
- The War Wizard[4] excels in transforming spells into extended, persistent buff effects, such as Divine Power and Greater Ironguard, thanks to the Incantatrix class, allowing it to be formidable in melee combat while maintaining strong magical abilities.
- The build sacrifices a range of illusion spells due to the Incantatrix’s Focused Study, which could limit tactical options when sustaining invisibility or creating diversions.
- Utilizing Rune Magic from the Runesmith class, the War Wizard[4] can inscribe spells as runes, allowing heavy armor usage without affecting spell casting, further boosting its defensive capabilities while maintaining functionality as a powerful spellcaster.
FAQ
What is a standout feature of The Archmage[1] Wizard build?
The Archmage[1] excels in defensive spells and battlefield control. This build can achieve a Caster Level Boost of +2 to +7 using Wild Mage and Practiced Spellcaster. With specialization in Abjuration and the Initiate of the Sevenfold Veil, The Archmage[1] is tough against spellcasters. It can also become immune to certain attacks, enhancing its survival in combat.
How does The Cobra[2] Wizard build handle necromancy?
The Cobra[2] combines stealth and necromancy to raise undead quickly. It uses Fell Animate to amplify its necromantic prowess, enabling immediate undead creation. This build also specializes in cold damage and can bypass cold resistance. Superior skill in stealth lets it surprise foes, providing a tactical edge in combat.
What are key considerations for the Fire Evoker Wizard build?
The Fire Evoker casts powerful evocation spells with high save DCs, making it hard for foes to resist. Its versatility allows changing spell elements using High Arcana. While effective in battles, it lacks utility due to excluding Illusion and Necromancy schools. Relying on Circle Magic can boost spell effectiveness but needs careful planning.
Can The Hermit[3] Wizard thrive without much equipment?
The Hermit[3] is exceptionally viable with minimal gear, relying more on abilities. Abrupt Jaunt provides instant teleportation for strategic margins. Its summoning skills, both augmented and imbued, compensate for any equipment scarcity. Access to powerful outsiders serves as potent allies, making it formidable even when lightly equipped.
How does party dynamics impact The War Wizard[4]’s tactics?
The War Wizard[4] shines in parties that leverage its versatile tactics. Casting in heavy armor thanks to rune magic boosts durability, essential in team settings. It maintains defense with persisted spells like Divine Power, supporting front-line roles. Mobility through Spring Attack lets it adapt combat styles as party needs shift in battle.
Join us at Stellar Dragons for more Wizard builds!
Call to Action Explore each build by trying a comparison game in your next session and discover hidden synergies. Do you think one of these comparisons could be the best build in D&D 3.5? Join us on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7 and share your insights!
The Archmage
As both leads would go, they reunited rapidly back at the Academy, for it turns out that the real target was none other than the Headmaster himself. They hurried themselves, but their guard dropped a little.
“The Headmaster is not only one of the rare Archmages out there, but he also is an Abjurer to top it up,” said the older brother in a way to calm the rest of his group. Yet something was wrong. He knew it. All this strategy and false flags. He had encountered such a clever killer only once in the past.
His concerns did not go unnoticed. The girl in the white coat put a hand on his shoulder.
“You have my sister and I now. I know something is gnawing at you, but this time, you have us to cover your backs.”
The two brothers smiled, and they proceeded up the tower, only to find the door leading into the headmaster’s quarters wide opened…
Race
Human
Classes
Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4
Ability Scores
Str 8/Dex 14/Con 14/Int 18/Wis 10/Cha 10
Skills
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge(Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 15, Use Magic Devices 4
Feats
1-Magical Aptitude
Human 1-Metamagic School Focus(Abjuration)
Wizard Bonus 1-Scribe Scroll
3-Spell Focus(Abjuration)
Master Specialist Bonus 5-Skill Focus(Spellcraft)
6-Practiced Spellcaster
9-Greater Spell Focus(Abjuration)
Bonus Wizard 9-Extend Spell
12-Spell Focus(Enchantment)
15-Quicken Spell
18-Improved Counterspell
Most of our feats serve as Prerequisites fulfilling. Then again, the ability to reduce the level adjustment of Extend Spell to zero a few times per day via Metamagic School Focus is nothing to sneeze at, and Improved Counterspell fits in just well with being an Abjurer.
Practiced Spellcaster however is of note. As a Wild Mage, we get a permanent -3 penalty to our Caster Level in exchange to be able to roll 1d6 and add that amount to our Caster Level each time we cast a spell. With Practiced Spellcaster, we outright cancel that penalty, meaning we get a straight +1d6 to our caster level at all time which is ridiculously good, and all that starting level 6(meaning at level 6 we can possibly cast spells with a caster level of 12. Hello 10d6 Fireball four levels early).
Special Abilities
Specialist School(Abjuration)
Forbidden Schools(Conjuration, Necromancy)
Familiar(Toad)
High Arcana 17-Spell Power
High Arcana 18-Mastery of Counterspelling
High Arcana 19-Arcane Reach
High Arcana 20-Spell-Like Ability(Dispel Magic-9th Level)
We specialize in Abjuration, making us what amounts to an expert anti-spellcasters wizard. Having to choose Conjuration as one of the Forbidden Spells hurts my soul to no end, but Contingency alone for an Abjurer Specialist is too good to pick Evocation. If that doesn’t bother you, absolutely do switch up those.
Our High Arcana gives us another +1 to Caster Level on top of our Wild Mage’s Wild Magic, meaning a +2 to +7 to CL of all our Spells, the ability to cast touch spells at a 30ft. range, sending counterspelled spells back at sender and the Spell-Like Ability to Dispel Magic 6/day which is really good considering our Caster Level.
Equipment
Early on, you will be relying on a good old Light Crossbow for support and your obvious Spellbook and Component Pouch. Later on, adding a Rod of Absorption to your arsenal can only do great things to further emphasize your anti wizardry. Otherwise, standard stuff for high level wizards you would normally look for(Robe of the Archmagi, Magic Staffs, Wands etc).
Final Thoughts on the Build
So, our Caster Level is 21-27 at any time we cast a spell at a minimum(namely, before spells shenanigans). We are a master of the Abjuration School, meaning protection and countering other spellcasters is our specialty. Yet we remain quite effective against most other situations too. And for those who complain that there are no offensive spells in Abjuration: Maw of Chaos? Dispel Magic? Explosive Runes Bombs? Energy Vulnerability+Fireball? Also, we still have Evocation (Because a Contingency->Wall of Force is always a good panic button. Or Contingency->Prismatic Wall/Sphere for extra hilarity).
Finally, as an Initiate of the Sevenfold Veils, we get access to various Wards and Veils which, if used correctly, can be used to become what amounts to immune to almost everything, get total control over the battlefield and completely and utterly disrupt the enemy movements while dealing them significant damage and debuffs (Initiate of the Sevenfold Veil is largely considered one of the best prestige classes in the game and frankly? As contrarian as I like to be, I have to admit it is up there powerscale-wise). And all of that is just the Wardings, don’t get me started on its other features like Kaleidoscopic Doom turning your Dispels into downright lethal events once per day or the fact that dispelling your Abjuration becomes near impossible with Unimpeachable Abjuration…
We finish up as Archmage rounding up our few weaknesses and adding more versatility to our spellcasting and counterspelling, turning us into one of the best anti-batman wizard possible. Whether that makes us the Joker is entirely up to your interpretation of course ~
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
9 |
Magical Aptitude, Metamagic School Focus(Abjuration, Scribe Scroll |
School Focus(Abjuration), Forbidden School(Conjuration, Necromancy), Familiar |
|
2 |
Wizard |
1d4+2 |
- |
- |
|
3 |
Wizard |
1d4+2 |
Spell Focus(Abjuration) |
- |
|
4 |
Wizard |
1d4+2 |
- |
+1 Int |
|
5 |
Master Specialist |
1d4+2 |
Skill Focus(Spellcraft) |
- |
|
6 |
Wild Mage |
1d4+2 |
Practiced Spellcaster |
Wild Magic |
|
7 |
Geometer |
1d4+2 |
- |
Glyph of Warding, Spellglyph |
|
8 |
Geometer |
1d4+2 |
- |
Book of Geometry, +1 Int |
|
9 |
Wizard |
1d4+2 |
Greater Spell Focus(Abjuration), Extend Spell |
- |
|
10 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 1/Day, Unimpeachable Abjuration, Red Veil |
|
11 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Unanswerable Strike +2, Orange Veil |
|
12 |
Initiate of the Sevenfold Veil |
1d4+2 |
Spell Focus(Enchantment) |
Warding 2/Day, Yellow Veil, +1 Int |
|
13 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Reactivating Warding, Green Veil |
|
14 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 3/Day, Blue Veil |
|
15 |
Initiate of the Sevenfold Veil |
1d4+2 |
Quicken Spell |
Unanswerable Strike +4, Double Warding, Indigo Veil |
|
16 |
Initiate of the Sevenfold Veil |
1d4+2 |
– |
Kaleidoscopic Doom, Violet Veil, Warding 4/Day, +1 Int |
|
17 |
Archmage |
1d4+2 |
- |
Spell Power |
|
18 |
Archmage |
1d4+2 |
Improved Counterspell |
Mastery of Counterspelling |
|
19 |
Archmage |
1d4+2 |
- |
Arcane Reach |
|
20 |
Archmage |
1d4+2 |
- |
Spell-Like Ability(Dispel Magic 6/Day), +1 Int |
The Cobra
They rushed into the room, only to realize that they were too late. The Headmaster was dead, a single crossbow bolt protruding from his skull.
As they searched the room for evidence, the older brother looked at the bolt. It was handcarved in a very peculiar manner.
He knew at that moment what it meant, and anger overtook him, yet he barely managed to keep control. All but the girl in the white coat were clueless to his emotional turmoil. She took him aside.
“What did you find?” She stared at him with a lover’s concern. He couldn’t hide it any longer.
“I know who is behind this. And we will not catch her.”
“Her?” asked the woman, corking an eyebrow.
“Yes. The only person in the world more capable than I in matters both of magic and of stealth.”
He leaned forward and whispered two words that took the woman by surprise, yet explained all too well the anger her loved one felt:
Race
Human
Classes
Fleshcrafter Wizard 2/Human Paragon 3/Assassin 1/Ultimate Magus 9/Elemental Savant 1/Frost Mage 4
Ability Scores
Str 8/Dex 16/Con 13/Int 18/Wis 9/Cha 8
Skills
Disguise 4, Hide 8, Knowledge(Arcana) 8, Knowledge(The Planes) 4, Move Silently 8, Spellcraft 8
Feats
Flaws: Vulnerable, Murky Eyed
1-Point-Blank Shot
Human 1-Precise Shot
Flaw-Snowcasting
Flaw-Fell Animate
Wizard Bonus 1-Craft Construct
3-Weapon Finesse
Human Paragon Bonus 3-Frozen Magic
6-Practiced Spellcaster(Assassin)
9-Hand Crossbow Focus
Ultimate Magus Bonus 11-Energy Substitution(Cold)
12-Crossbow Sniper
15-Exotic Weapon Proficiency(Great Crossbow)
Ultimate Magus Bonus 15-Lord of the Uttercold
18-Weapon Focus (Great Crossbow)
20-Piercing Cold
Okay, we have a lot to unpack here.
Point-Blank Shot and Precise Shot will make our Ranged Spell Attacks considerably more effective, but also will add to our Crossbow attacks which we will be using. As an Assassin we become proficient with Hand Crossbows, making Hand Crossbow Focus a must for our Crossbowyer part. Later on, we get Weapon Proficiency and Weapon Focus for the Great Crossbow which deals some significant damage. Why is all this relevant? Because of Crossbow Sniper which will let us add half our Dex bonus to damage, suddenly making Crossbows surprisingly viable.
Oh, and we also get Weapon Finesse for if Melee becomes unavoidable.
As a Fleshcrafter ACF Wizard, we gain Craft Construct which in itself opens up some really interesting options(golems are great additions to our arsenal). But our real game is in our Necromancy. This is where Fell Animate and Lord of the Uttercold come into play. Whenever we kill a creature via a spell affected by Fell Animate, we raise it immediately as an undead under our control. That is amazeballs for our goals here. And Lord of the Uttercold lets us kill things really fast while healing our undeads in Areas of Effects. Frozen Spell, Energy Substitution and Piercing Cold make all our spells into Cold Spells and lets us downright ignore Cold Resistance and even affect creatures that are Immune to Cold damage.
Special Abilities
School Specialization(Necromancy)
Forbidden Schools(Conjuration, Enchantment)
As a Fleshcrafter Wizard, we must specialize in Necromancy. That suits us just fine.
Equipment
Start the game with a few daggers and a Light or Heavy Crossbow, along with your Spellbook and Component Pouch. Eventually, grab yourself a Rapier for when melee is inevitable(and early Death Attacks until you get the Sniper’s Eye Spell which will let you Death Attack at Ranged). Grab a Hand Crossbow, and eventually a Great Crossbow. Rest of Equipment is standard Wizard stuff, although Bracers of Archery may be a nice addition and an Assassin’s Dagger is always welcomed for increased Death Attack DC.
Portable Holes are always a must for Necromancers for minion storage and I would be remiss if I didn’t mentioned it.
Final Thoughts on the Build
So, we are a top tier Arcane-Based Necromancer. We lose the Rebuke Undead Ability which hurts our amount of controlled undead a fair lot, but Necromancy does not limit itself to raising the dead. It is all about killing things too. And we are extremely good at it. Growing an army of the dead is just an added bonus, a cherry on top if you will. And we are fairly good at it too I must add.
We are extremely effective with our Crossbows allowing us to downright murder people without relying too much on spellcasting and keeping our real specialty as a trump card for most occasions. We also happen to be an excellent scout with great stealth capability. We can sacrifice Assassin Spells to fuel our Wizard Spells with Fell Animate without raising the spell’s level and all our spells can be Cold Spells, meaning we can apply Lord of the Uttercold on all of them.
As if all that is not enough, we completely disregard Cold Resistance and mostly disregard even Cold Immunity which is huge for our damage dealing.
Add to all of this the fact that we do cast spells as a 20th level Wizard and suddenly this build becomes legitimately terrifying. And while yes we only have a single die of Sneak Attack and our Death Attack’s DC is pretty much solely relying on our Int, they do come in handy as clutches.
As for that somewhat low dc Death Attack(which with our massive Intelligence Bonus I somewhat contest in itself), we are a specialist Necromancy. Debuffing Saving Throws is our Specialty.
I have played this build in the past and it is surprisingly viable. Nay, terrifyingly effective. It does require a lot of wits and good analysis skills to pilot most effectively, but even casually it remains a very fun build that blends some of the best elements of Necromancy and Sneaky Characters together and I cannot recommend it enough for you to try!
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
5 |
Point-Blank Shot, Precise Shot, Fell Animate, Snowcasting, Craft Construct |
Flaws(Vulnerable, Murky Eyed), Stitched Flesh Familiar, Reaper’s Touch |
|
2 |
Human Paragon |
1d8+1 |
- |
Adaptive Learning |
|
3 |
Human Paragon |
1d8+1 |
Frozen Magic, Weapon Finesse |
- |
|
4 |
Human Paragon |
1d8+1 |
- |
+3 Int |
|
5 |
Wizard |
1d4+1 |
- |
- |
|
6 |
Assassin |
1d6+1 |
Practiced Spellcaster(Assassin) |
Death Attack, Poison Use, Sneak Attack +1d6 |
|
7 |
Ultimate Magus |
1d4+1 |
- |
Arcane Spell Power +1 |
|
8 |
Ultimate Magus |
1d4+1 |
- |
Expanded Spell Knowledge(0 or 1st lvl), +1 Int |
|
9 |
Ultimate Magus |
1d4+1 |
Hand Crossbow Focus |
Augmented Casting |
|
10 |
Ultimate Magus |
1d4+1 |
- |
Arcane Spell Power +2, Expanded Spell Knowledge(2nd) |
|
11 |
Ultimate Magus |
1d4+1 |
Energy Substitution(Cold) |
- |
|
12 |
Ultimate Magus |
1d4+1 |
Crossbow Sniper |
Expanded Spell Knowledge(3rd), +1 Int |
|
13 |
Ultimate Magus |
1d4+1 |
- |
Arcane Spell Power +3 |
|
14 |
Ultimate Magus |
1d4+1 |
- |
Expanded Spell Knowledge(4th) |
|
15 |
Ultimate Magus |
1d4+1 |
Lord of the Uttercold, Exotic Weapon Proficiency(Great Crossbow) |
- |
|
16 |
Elemental Savant |
1d4+1 |
- |
Elemental Specialty(Cold), Cold Resistance 5, Int +1 |
|
17 |
Frost Mage |
1d4+1 |
- |
Natural Armor +1 |
|
18 |
Frost Mage |
1d4+1 |
Weapon Focus(Great Crossbow) |
Resistance to Cold 15 |
|
19 |
Frost Mage |
1d4+1 |
- |
Gain Knowledge |
|
20 |
Frost Mage |
1d4+1 |
Piercing Cold |
Natural Armor +2, Int +1 |
The Hermit
Their Red Wizard contact provided them two leads to investigate the murder from the college. They split up to investigate both leads. The ranger sister and the Knight brother arrived at the secluded hut deep in the wood. Supposedly it belonged to the hermit who was last in contact with the head of Necromancy department.
They were considerably surprised and on their guard when the door was opened by a Succubi dressed uncomfortably in a butler attire.
“We…are here to meet the master of the house?” Asked the brother, his hand on the pommel of his sword.
The succubi simply nodded and let them in.
Their surprise and confusion only grew when they saw the master in question, a monkeyfolk sitting quiety reading a book of prayer to the deity of the paladin order as he addressed them without even looking up:
“You are here because of that old fart’s death are you? Sit down, and take notes, I will not repeat myself…”
Race
Vanara
Classes
Wizard 7/Thaumaturgist 5/Malconvoker 8
Ability Scores
Str 4/Dex 12/Con 14/Int 18/Wis 18/Cha 12
Skills
We need at least 4 ranks in both Bluff and in Knowledge(The Planes), but you should still heavily invest in Spellcraft and Concentration as these two are pretty much mandatory for any spellcaster.
Feats
1-Arcane Disciple (Summoning)
Bonus 1-Scribe Scroll
3-Spell Focus(Conjuration)
Bonus 5-Extend Spell
6-Obtain Familiar
9-Fell Drain
Bonus 9-Augment Summoning
12-Imbued Summoning
Bonus 12-Skill Focus(Bluff)
15-Improved Familiar
18-Improved Initiative
Picking Arcane Disciple will let us fulfill the Thaumaturgist’s prerequisite to be able to cast Lesser Planar Ally. We get Augment Summoning from said Thaumaturgist class so instead, since we swap our Familiar for an Alternative Class Feature, we can pick Obtain Familiar, and later on Improved Familiar to get ourselves an Imp.
Imps are pretty much the best possible familiar possible, and they are super on theme for a malconvoker so that is perfect. We pick both Extend Spell, Imbued Summoning and Fell Drain as out two metamagic feats. Extend will allow us to double the duration of our buffs, summons and battlefield control spells.
Fell Drain in turn will turn our damaging spells extremely deadly by dropping negative levels on damaged targets. Finally, Imbued Summoning will allow us to apply any 3rd level spell on our summoned creatures. Being able to throw a Haste for free on a summoned creature(s) is ridiculously good.
Special Abilities
School Focus(Conjuration)
Forbidden Schools(Illusion, Necromancy)
Immediate Magic(Abrupt Jaunt)
We are a Conjuration specialist, which allows us to switch out Familiar for Immediate Magic. Specifically, for Abrupt Jaunt. This ability is easily one of the strongest in the entirety of 3.5 and that should be saying something. This ability lets you, a number of times per day equal to your intelligence modifier, teleport 10 feet as an immediate action. Dragon uses Breath Weapon? Teleport 10 feet just outside of it’s effect, completely cancelling the need to even roll a Reflex save. Someone attacks you? 10 feet teleport out of reach, out of damage. The possibilities are limitless.
Equipment
Your spellbook, a component pouch and that’s pretty much it.
Final Thoughts on the Build
So, you have a (Int mod/day) get out of jail for free card from the get go and you somehow only keep increasing in power from there. Your summons are empowered by your Augment Summoning and Imbued Summoning feats making them considerably stronger, and their duration is automatically doubled from Thaumaturgist(and yes, it explicitely cumulates with Extend Spell), your damage spells are nasty and eat levels from your enemies, you have the best possible familiar in the game AND a Planar Cohort of some sort.
Now, if you want a nasty, nasty trick, that lets you get an Outsider as Cohort. Aasimars and Tieflings are Outsiders with a +1 LA. Cohort caps at lvl 17. So you could get an Aasimar Cleric 16 as a Cohort. If you want something with a bit more flair, well, Vrocks, Succubi and Erinyes are all available too.
Best part? As a Malconvoker, you can roll Bluff to summon evil creatures even if you are good. And when you summon evil creatures, you summon more of them. Combined with Imbued Summoning this gets ridiculous really fast. This build is probably one of the strongest in all of my guides so far.
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
6 |
Arcane Disciple, Scribe Scroll |
Abrupt Jaunt |
|
2 |
Wizard |
1d4+2 |
– |
– |
|
3 |
Wizard |
1d4+2 |
Spell Focus(Conjuration) |
– |
|
4 |
Wizard |
1d4+2 |
– |
+1 Int |
|
5 |
Wizard |
1d4+2 |
Extend Spell |
– |
|
6 |
Wizard |
1d4+2 |
Obtain Familiar |
– |
|
7 |
Wizard |
1d4+2 |
– |
– |
|
8 |
Thaumaturgist |
1d4+2 |
– |
Improved Ally, +1 Int |
|
9 |
Thaumaturgist |
1d4+2 |
Fell Drain, Augment Summoning |
– |
|
10 |
Malconvoker |
1d4+2 |
– |
Deceptive Summons, Unrestricted Conjuration |
|
11 |
Malconvoker |
1d4+2 |
– |
Planar Binding |
|
12 |
Malcovoker |
1d4+2 |
Skill Focus(Bluff), Imbued Summoning |
+1 Int |
|
13 |
Malconvoker |
1d4+2 |
– |
Deceptive Summons(Fury) |
|
14 |
Malconvoker |
1d4+2 |
– |
Fiendish Legion |
|
15 |
Malconvoker |
1d4+2 |
Improved Familiar |
Deceitful Bargaining |
|
16 |
Malconvoker |
1d4+2 |
– |
Deceptive Summons(Resistance), +1 Int |
|
17 |
Malconvoker |
1d4+2 |
– |
Improved Calling |
|
18 |
Thaumaturgist |
1d4+2 |
Improved Initiative |
Extended Summons |
|
19 |
Thaumaturgist |
1d4+2 |
– |
Contingent Conjuration |
|
20 |
Thaumaturgist |
1d4+2 |
– |
Planar Cohort, +1 |
The War Wizard
As the first couple was dealing with the strange hermit, the other two headed to the city to meet the other lead, who also happened to be the older brother’s contact for the warmage monastery.
“So…are you going to tell me what was that between you two earlier?” The white coated woman asked as they walked in the muddied street.
The man scratched his chin while looking up. Clearly he was uncomfortable.
“Well, it’s a long story…a family story…”
The woman raised an eyebrow.
“I thought you two were the only surviving members of your house?” She asked.
“Well, it’s complicated, began the man as he opened the door of the guild which stopped both of them in their tracks as inside a dwarf in armor was casting a fireball at several undead assaillants…“
Race
Dwarf
Classes
Wizard 5/Incantatrix 3/Swiftblade 1/Havoc Mage 5/Dragonslayer 1/Runesmith 5
Ability Scores
Str 10/Dex 13/Con 14/Int 18/Wis 14/Cha 6
Skills
Concentration 6, Craft(Stoneworking) 8, Knowledge(Arcane) 8, Spellcraft 8, Tumble 2
Feats
1-Iron Will
1-Scribe Scroll
3-Dodge
5-Extend Spell
6-Mobility
6-Persist Spell
9-Arcane Disciple(War)
9-Spring Attack
12-Spell Penetration
15-Skill Focus(Concentration)
18-Combat Casting
Between Persist Spell and Arcane Disciple to grab spells such as Divine Power, we are turning this Wizard into a formidable melee combattant. We are also surprisingly mobile with Spring Attack.
Finally, Skill Focus(Concentration) and Combat Casting means that casting defensively is never going to be a problem.
Equipment
We begin as a classic wizard, and as thus we will be grabbing a Spellbook and a Component Pouch. As soon as we get the Rune Magic ability however, we can go ahead and buy(or craft) ourselves a suit of Adamantine Full Plate as we gain proficiency in Heavy Armor via Dragonslayer. We also want to grab a good one handed melee weapon such as a Dwarven Waraxe.
Final Thoughts on the Build
Via Incantatrix we can Persist Spells virtually for free, so constant Divine Power, Greater Ironguard and Wraithstrike shenanigans.
As a Dwarf we are already surprisingly resilient to a variety of things, and via the Runesmith PrC we get to cast spells as Runes, canceling Somatic Components meaning wearing Heavy Armor becomes a legitimate choice for us. Meaning our Defenses are crazy high by default and via our vast collection of spells they can get in the stratosphere really, really fast.
Offensively, we make excellent use of Divine Power granting us all but a High BAB, great Strength and Haste which is amplified by Swiftblade, making us ridiculously mobile. To top it off, via Battlecast, we can deliver spells up to 8th lvl via weapon attacks for incredible damage bursts or giving debuffs on top of adding to the dps of the team in melee.
As a Spellcaster, you stay a generalist, so a few less spells per day, but in exchange you only lose Illusions due to the Incantatrix’s Focused Study and thus maintain a vast repertoire of backup options.
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
9 |
Iron Will, Scribe Scroll |
Familiar(Toad) |
|
2 |
Wizard |
1d4+2 |
- |
- |
|
3 |
Wizard |
1d4+2 |
Dodge |
- |
|
4 |
Wizard |
1d4+2 |
- |
+1 Int |
|
5 |
Wizard |
1d4+2 |
Extend Spell |
- |
|
6 |
Incantatrix |
1d4+2 |
Mobility, Persist Spell |
Focused Study (Illusions) |
|
7 |
Incantatrix |
1d4+2 |
- |
Cooperative Metamagic |
|
8 |
Incantatrix |
1d4+2 |
- |
+1 Wis, Metamagic Effect |
|
9 |
Swiftblade |
1d6+2 |
Arcane Disciple(War), Spring Attack |
Swift Surge(+1/+0) |
|
10 |
Havoc Mage |
1d8+2 |
- |
Battlecast (2nd Level) |
|
11 |
Havoc Mage |
1d8+2 |
- |
- |
|
12 |
Dragonslayer |
1d10+2 |
Spell Penetration |
+1 Int, Aura of Courage, Damage Bonus |
|
13 |
Runesmith |
1d6+2 |
- |
Rune Magic |
|
14 |
Havoc Mage |
1d8+2 |
- |
Battlecast (4th Level) |
|
15 |
Havoc Mage |
1d8+2 |
Skill Focus(Concentration) |
- |
|
16 |
Havoc Mage |
1d8+2 |
- |
+1 Int, Battlecast (8th Level) |
|
17 |
Runesmith |
1d6+2 |
- |
Stonecraft Expertise |
|
18 |
Runesmith |
1d6+2 |
Combat Casting |
Share Runes |
|
19 |
Runesmith |
1d6+2 |
- |
- |
|
20 |
Runesmith |
1d6+2 |
- |
+1 Int, Permanent Rune |
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