D&D 3.5 Jester Many Faces Build: Unveiling Identities

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Article-at-a-Glance

  • Discover the unique abilities of The Jester Many Faces build in D&D 3.5.
  • Learn how to leverage the Master of Masks class to enhance your gameplay.
  • Explore the equipment progression for maximizing your character’s effectiveness.
  • Master the battle tactics that make The Jester Many Faces a strong opponent.
  • Become a part of Stellar Dragons to interact with fellow D&D fans and enhance your gaming journey.
Many Faces

Level Distribution

Click on the level for more information

Level 1 Brief:

This Swashbuckler/Jester build for Level 1 utilizes Weapon Finesse and Combat Expertise, focusing on agile combat with high dexterity and finesse.

Stat Block Level 1:

The Jester Many Faces : Male, Half-Elf Godblooded (Vecna) Swashbuckler 1; CR 1; Medium Humanoid (Elf); HD 1d10+0; hp 10; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk +1; Grp +3; Atk Shortsword +3 (1d6+2/19-20) or Light Crossbow +3 (1d8/19-20); Full Atk Shortsword +3 (1d6+2/19-20) or Light Crossbow +3 (1d8/19-20); SA None; SQ Elven Blood, Low-Light Vision; AL CN; SV Fort +2, Ref +2, Will +0; Str 14, Dex 14, Con 10, Int 16, Wis 8, Cha 15.

Skills and Feats:

Bluff 4, Disguise 4, Perform (Act) 4, Perform (Comedy) 4; Weapon Finesse, Combat Expertise. Special Attacks and Qualities: Elven Blood: Can use magic items as if an elf; Low-Light Vision: See twice as far as a human in conditions of dim light.
Possessions: Shortsword, Light Crossbow, Chainshirt, Heavy Shield, Whip.

Level 5 Brief:

Versatile in combat with Weapon Finesse and Insightful Strike. Bluff, Disguise, and Perform skills support deception.

Stat Block Level 5:

The Many Faced One[1]: male, Half-Elf Godblooded of Vecna Jester 2/Swashbuckler 3/Half-Elf Paragon 2; CR 5; Medium humanoid (elf); HD 5 (1d6+1d8+3d10); hp 29; Init +2; Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk +4; Grp +6; Atk +6 Elven Courtblade (1d10+2) or +6 Short Sword (1d6+2); Full Atk +6 Elven Courtblade (1d10+2) or +6 Short Sword (1d6+2); SA none; SQ Jester’s Audacity, Jester’s Performance, Fascinate, Inspiring Quip, Divided Ancestry (Sound Imitation), Elven Vision (low-light vision), Grace +1; AL CN; SV Fort +2, Ref +6, Will +0; Str 14, Dex 14, Con 10, Int 16, Wis 8, Cha 15.

Skills and Feats:

Bluff 8, Disguise 8, Perform (Act) 8, Perform (Comedy) 8; Weapon Finesse, Combat Expertise, Versatile Performer, Improved Trip. Special Attacks and Qualities: Jester’s Audacity: +2 morale bonus to attack rolls, Weapon Finesse: use Dex with light weapons, Insightful Strike: add Int to damage with light weapons, Fascinate: make subjects fascinated, Grace +1: add bonus to Reflex saves.
Possessions: Elven Courtblade, Short sword, Chainshirt, Light crossbow, Heavy shield, Whip.

Level 10 Brief:

A versatile combatant who excels in both melee and ranged combat, spellcasting, and scouting. Can change masks for varied abilities such as sneak attack, spell-like abilities, and caster level boosts.

Stat Block Level 10:

The Many Faced One[1]: male, Half-Elf Godblooded of Vecna Jester 5/Swashbuckler 3/Master of Masks 2; CR 10; Medium humanoid (elf); HD 10d6+2; hp 45; Init +2; Spd 30 ft.; AC 21, touch 12, flat-footed 19; Base Atk +7; Grp +9; Atk +9 melee (1d8+2/19-20, Elven Courtblade) or +9 ranged (1d8/19-20, Light Crossbow); Full Atk +9/+4 melee (1d8+2/19-20, Elven Courtblade) or +9 ranged (1d8/19-20, Light Crossbow); SA Jester’s Performance, Fascinate, Sneak Attack; SQ Jester’s Audacity, Master of Masks Persona Masks (Jester’s Mask, Assassin’s Mask, Angel’s Mask, Gladiator’s Mask), Improved Uncanny Dodge; AL NE; SV Fort +4, Ref +8, Will +3; Str 14, Dex 14, Con 10, Int 16, Wis 8, Cha 17.

Skills and Feats:

Bluff +15, Disguise +15, Perform (Act) +15, Perform (Comedy) +15, Tumble +12; Weapon Finesse, Combat Expertise, Versatile Performer, Imperious Command, Power Attack, Combat Panache. Special Attacks and Qualities: Jester’s Audacity, Jester’s Performance, Fascinate, Mask Specialist, Many Faces (2, Move), Improved Uncanny Dodge, Elven Vision, Grace +1, Inspire Courage, Insightful Strike, Divided Ancestry, Sneak Attack (Assassin’s Mask).
Possessions: Elven Courtblade, Light Crossbow, Chain Shirt, Heavy Shield.

Level 15 Brief:

Versatile, tactical Jester/Swashbuckler with multiple masks for different roles. Excels in melee with Elven Courtblade, strong caster with boosted spells, and adept at disguises and bluffs.

Stat Block Level 15:

The Many Faced One[1]: male, Half-Elf Godblooded of Vecna Jester 5/Swashbuckler 3/Half-Elf Paragon 2/Master of Masks 10; CR 15; Medium humanoid (elf, human); HD 1d10+3d10+2d8+10d6; hp 68; Init +2; Spd 30 ft.; AC 20, touch 13, flat-footed 17; Base Atk +11; Grp +13; Atk +16 Elven Courtblade (1d10+5/18-20) or +13 Light Crossbow (1d8/19-20); Full Atk +16/+11 Elven Courtblade (1d10+5/18-20) or +13 Light Crossbow (1d8/19-20); SA Sneak attack +2d6, spell-like abilities; SQ Jester’s Audacity, masks (7), many faces, persuasion, insightful strike, grace +1, divided ancestry, elven vision; AL CN; SV Fort +7, Ref +13, Will +6; Str 14, Dex 14, Con 10, Int 16, Wis 8, Cha 15 (+1 with masks).

Skills and Feats:

Bluff +19 (8 ranks + 6 Cha + 5), Disguise +19 (8 ranks + 6 Cha + 5), Perform (Act) +19 (8 ranks + 6 Cha + 5), Perform (Comedy) +14 (8 ranks + 6 Cha), Use Magic Device +12 (+8 ranks + 4 Cha); Weapon Finesse, Combat Expertise, Versatile Performer, Improved Trip, Imperious Command, Combat Panache, Improved Disarm, Power Attack. Special Attacks and Qualities: Sneak attack +2d6, spell-like abilities from masks, command and inspire quip, persona masks (Jester’s, Assassin’s, Angel’s, Gladiator’s, Faceless’s, Archmage’s), many faces up to 3/day (swift), persuasion, insightful strike, grace +1, divided ancestry, elven vision.
Possessions: Elven Courtblade, Shortsword, Whip, Light Crossbow, Chainshirt, Heavy Shield, various masks.

Level 20 Brief:

Master of deception and combat versatility. Uses masks to adapt for different combat roles, spellcasting, and support functions.

Stat Block Level 20:

The Many Faced One[1]: male, Half-Elf Godblooded of Vecna Jester 5/Swashbuckler 3/Half-Elf Paragon 2/Master of Masks 10; CR 20; Medium humanoid (elf); HD 20d6+0; hp 90; Init +2; Spd 30 ft.; AC 16, touch 11, flat-footed 14; Base Atk +13; Grp +15; Atk +15 melee (1d10+2/19-20, Elven Courtblade) or +13 ranged (1d8/19-20, Light Crossbow); Full Atk +15/+10/+5 melee (1d10+2/19-20, Elven Courtblade) or +13/+8/+3 ranged (1d8/19-20, Light Crossbow); SA Sneak Attack +2d6, Inspire Courage, Spell-Like Abilities; SQ Trap Sense +1, Evasion, Grace +1, Many Masks, Spell Resistance; AL CN; SV Fort +6, Ref +12, Will +9; Str 14, Dex 14, Con 10, Int 16, Wis 8, Cha 17.

Skills and Feats:

Bluff +23, Disguise +23, Perform (Act) +23, Perform (Comedy) +18, Improved Trip, Weapon Finesse, Combat Expertise, Versatile Performer, Imperious Command, Combat Panache, Power Attack, Improved Disarm, Deflect Arrows, Improved Feint, Snatch Arrows.

Special Abilities:

Sneak Attack +2d6, Evasion, Jester’s Audacity, Spell-Like Abilities, Many Masks.
Possessions: Elven Courtblade, Shortsword, Whip, Light Crossbow, Chainshirt, Heavy Shield.

Critical Milestones of Level Distribution

  • Level 1: Embrace Weapon Finesse and Combat Expertise for agile combat.
  • Level 6: Acquire the Gladiator’s Mask, enhancing your physical combat abilities.
  • Level 11: Gain the Many Faces ability, allowing swift mask changes mid-battle.
  • Level 16: Increase your charisma, further empowering your mask abilities.
  • Level 20: Attain Jester’s Audacity, boosting your combat and leadership prowess.

Equipment Progression for the Many Faces Build

Level RangeEquipmentDescription
1-5Chainshirt, Heavy Shield, Shortsword, WhipChainshirt: Light armor providing decent protection without hindering mobility.
Heavy Shield: Offers additional defense to deflect unexpected blows.
Shortsword: A versatile weapon for precise strikes.
Whip: Allows for crowd control and non-lethal damage.
5-10+1 Chainshirt, +1 Shortsword, Cloak of Elvenkind+1 Chainshirt: Magic armor that provides an additional +1 enhancement bonus to AC.
+1 Shortsword: Magic weapon with a +1 enhancement bonus to attack and damage rolls.
Cloak of Elvenkind: Grants a +5 competence bonus on Move Silently checks.
10-15Cloak of Charisma +2, Boots of Elvenkind, Headband of Intellect +2Cloak of Charisma +2: Increases Charisma by +2, enhancing performance abilities and spellcasting.
Boots of Elvenkind: Grants a +5 competence bonus on Move Silently checks, aiding in stealth.
Headband of Intellect +2: Increases Intelligence by +2, boosting skill checks and spellcasting ability.
15-20+3 Chainshirt, +3 Shortsword, Ring of Protection +2, Amulet of Health +2+3 Chainshirt: Magic armor that provides a +3 enhancement bonus to AC.
+3 Shortsword: Magic weapon with a +3 enhancement bonus to attack and damage rolls.
Ring of Protection +2: Grants a +2 deflection bonus to AC and saving throws.
Amulet of Health +2: Increases Constitution by +2, boosting hit points and overall durability.

Combat Scenarios & Strategies for the Many Faces Build

One of the key strategies of The Jester Many Faces is utilizing the unique abilities provided by each mask. Switching between the Gladiator, Assassin, and Jester masks during combat can provide the flexibility necessary to overcome any danger. Utilizing the Many Faces skill, you have the capability to rapidly alternate between masks to easily transition into various combat functions, including inflicting harm, performing magic, or aiding comrades.

Donning the Gladiator’s Mask boosts your close-quarter combat skills and improves your effectiveness in face-to-face fights. When you wear the Archmage[2]’s Mask, you can cast spells and obtain spell-like powers. It’s important to choose the right mask at the appropriate time in order to keep your rivals confused.

Master of Deception: Sneak Attacks and Subterfuge Tactics

The Jester build focuses on more than just flashy combat; it also involves strategic thinking and deception. By being able to execute surprise attacks, you can inflict additional harm on opponents who are caught unawares. This works best when paired with the Assassin’s Mask, providing extra bonus to sneak attack damage.

  • Strike from the shadows when an enemy is engaged with an ally.
  • Use the environment to your advantage, hiding and ambushing foes.
  • Employ feints and misdirection to create openings for devastating sneak attacks.

Combat Scenarios

  • Ambushing a patrol: Use the Faceless’s Mask to approach undetected, then strike with a sneak attack.
  • Defending a stronghold: Employ the Gladiator’s Mask to bolster your defensive capabilities.
  • Magical duel: Don the Archmage’s Mask to counter enemy spells with your own.
  • Mass combat: Utilize the Lord’s Mask to inspire allies and intimidate foes.
  • Chasing a fleeing target: Switch to the Angel’s Mask for enhanced mobility and pursue relentlessly.

Party Synergy for the Many Faces Build

In a party, The Jester Many Faces can take on the role that’s most needed at the moment. You can be a front-line fighter, a stealthy rogue, or even a spellcaster, depending on the situation. Complementing the traditional roles of your companions, you fill the gaps and strengthen the party’s overall capabilities. For those interested in an adaptable combatant, consider exploring the battle dancer’s adaptable role builds.

  • Communicate your role-switching to keep allies informed and ready to adapt.
  • Complement the strengths and cover the weaknesses of your party members.
  • Use your masks to offer tactical advantages in combat, bolstering your allies’ efforts.

Strengths & Weaknesses of the Many Faces Build

WeaknessCounter
Indecision in Mask SelectionPrepare a strategy for common scenarios in advance: Pre-plan which masks to use in different situations to reduce hesitation.
Reliance on SurpriseMix up tactics to remain unpredictable: Use a variety of skills, masks, and abilities to keep enemies guessing.
Limited SpellcastingChoose spells that complement your combat style: Focus on spells that enhance mobility, disguise, and versatility.
Use Magic Items: Equip items like a Wand of Cure Light Wounds or Scrolls of Invisibility.
Resource ManagementKeep track of mask uses and plan for rest periods: Monitor your mask usage and ensure you rest adequately to replenish abilities.
Party DependenceCommunicate clearly to ensure synergy with teammates: Plan and discuss strategies with your party to ensure effective teamwork.

Roleplaying Themes

Roleplaying The Jester Many Faces offers a wealth of creative opportunities. Your character is a master of disguise, a performer who can be anyone, anywhere. This duality should be reflected in how you interact with the world and the characters within it.

Incorporating the Character’s Backstory within the Campaign

Your backstory is a treasure trove of plot hooks and character development. Were you an entertainer who stumbled upon ancient masks? Or perhaps a spy who uses performance as a cover? Use your backstory to add depth to your character and drive their motivations.

Secrets of The Jester Many Faces: In-Game Mysteries and Revealments

As The Jester Many Faces, secrets are your currency. Whether you’re concealing your true intentions or the nature of your next move, keeping others in the dark can give you the upper hand. Let these mysteries unfold naturally, surprising both fellow players and their characters. Master the art of deception with techniques akin to those used by a Shadow Acrobat, blending into the background until the moment of revelation.

Cultural Influence & Traditions

Your character’s use of masks can draw from real-world cultural influences and traditions. Research different masking traditions from around the world to add authenticity and richness to your portrayal.

  • Incorporate elements of Venetian masquerade into your character’s aesthetic.
  • Draw inspiration from Japanese Noh theater for your character’s mannerisms.
  • Adopt motifs from Mesoamerican rituals to add mystique to your masks.
Many Faces

FAQ

What Unique Advantages Does The Jester Many Faces Build Provide?

The Jester Many Faces offers unparalleled versatility. With a mask for every occasion, you can adapt to any role needed—damage dealer, spellcaster, or support. Your unpredictability is your greatest asset.

How Can I Effectively Use Masks During Gameplay?

To use masks effectively, you must understand each one’s abilities and limitations. Plan your mask changes strategically, and don’t be afraid to switch roles if the situation calls for it. Remember, flexibility is your strength. For more insights on role adaptability, consider exploring the concept of a versatile dragonborn tradition.

What is the Best Equipment Plan when Leveling The Jester Many Faces?

Your equipment should enhance your dexterity and charisma. Invest in items that support your role as a master of disguise and deception, such as cloaks of elvenkind or boots of elvenkind.

  • Cloak of Elvenkind: For improved stealth.
  • Boots of Elvenkind: To bolster your agility.
  • Bracers of Armor: For a non-restrictive defense.

What Party Roles Does This Build Best Support?

The Jester Many Faces is skilled in many different areas. You have the opportunity to fill any hole in your party’s team, whether it be a scout, a striker, or even a last-minute spellcaster. Your responsibility is to assist and improve the abilities of your group.

Can The Jester Many Faces Be Adapted for Different Campaign Styles?

Yes, The Jester Many Faces is highly adaptable. Whether your campaign is combat-heavy, roleplay-intensive, or a mix of both, this build can thrive. Tailor your mask choices and strategies to fit the campaign’s needs.

Discover More and Sharpen Your Skills

Interested in exploring the art of The Jester Many Faces further? Become part of our group of D&D fans where you can swap stories, seek guidance, and discover fresh tactics to improve your gaming experience.

Join the Adventure: Why Become a Member of Stellar Dragons?

Becoming a member of the Stellar Dragons community opens a portal to a world of exclusive content, expert insights, and a network of fellow D&D players. Join us and become part of a growing family of adventurers!

Benefits of Joining the Stellar Dragons Discord Community

You will have access to materials, campaign concepts, and one-on-one guidance as a member to assist you in realizing The Jester Many Faces. You will also be able to take part in discussions and events that are exclusive to members. As well as other benefits like these:

  • Access to a friendly D&D player community.
  • Resources and exclusive content to improve your gameplay.
  • Opportunities to participate in community campaigns and events.

Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. Jester – The Many Faced One – D&D 3.5 ( Many Faced One )

The Many Faced One

Many Faced One

“Then, who are you, really?” Finally asked the scribe as he rubbed his flowing white beard, pensively.

With a wistful tone, the Lord Banker replied, “As you can imagine, living so many lives can make things…” A long pause, “hard to remember at some point. I was so many people…”

“A gladiator, who worked for the criminal underworld as a bruiser,” he said, as he removed yet another mask to now have the face of a tough, rugged man with many scars.

“I was a drug dealer, nicknamed the Angel,” he continued, and removed yet another face. ‘He’ now took on a semi-angelic, androgenous face with platinum tones.

As he spoke, he continued to remove faces – masks – the Scribe growing more unsettled with each passing moment, “I was behind a secret thug organization. Mastermind of the terrorists who blew up the King’s treasury. Even battle master of this here arena.” With a weak grin on his face, “I was every person with any ounce of importance in this city.”

He let out a sigh.

“But I suppose, all of this was merely to escape who I truly was,” he continued, as he removed his final mask, “a clown, and a murderer…”

The Scribe, completely oblivious to what was happening around them, finally saw the real face of the man he once thought a friend.

Race

Half-Elf Godblooded of Vecna

Class

Jester 5/Swashbuckler 3/Half-Elf Paragon 2/Master of Masks 10 (1 LA Buyback)

Ability Score

Str 14/Dex 14/Con 10/Int 16/Wis 8/Cha 15

Skills

Bluff 8, Disguise 8, Perform(Act) 8, Perform(Comedy)

Equipment

Shortsword, Whip, Light Crossbow, Chainshirt, Heavy Shield, an Elven Courtblade

Goal

You can do it all. You can cast spells reliably, fight well both in melee and ranged. You’re also a capable scout, face, and even support.

It all depends on the combination of masks you wear at the time. With the gladiator mask you can use an Elven Courtblade. Which will enable you to use both weapon finesse and power attack with two hands.

That’s only one of your seven masks, each with a variety of abilities ranging from sneak attack to spell-like abilities and boosting your caster levels.

Also, Master of Masks is one of my favorite PrCs in 3.5, and it fits so well with Jester that I had to make such a build.

LevelClassHDFeatSpecial
1Swashbuckler10Weapon Finesse, Combat Expertise
2Jester1d6Jester’s Audacity, Jester’s Performance, Fascinate, Inspiring Quip
3Half-Elf Paragon1d8Versatile Performer, Improved TripDivided Ancestry, Elven Vision
4Half-Elf Paragon1d8Persuasion, +1 Cha
5Swashbuckler1d10Grace +1
6Swashbuckler1d10Imperious CommandInsightful Strike
7Master of Masks1d6Persona Masks (Jester’s Mask, Assassin’s Mask)
8Master of Masks1d6Lord’s Mask, +1 Cha
9Master of Masks1d6Combat PanacheMask Specialist, Angel’s Mask
10Master of Masks1d6
11Master of Masks1d6Many Faces(2, Move), Gladiator’s Mask
12Master of Masks1d6Power AttackHidden Mask, +1 Cha
13Master of Masks1d6Faceless’s Mask
14Master of Masks1d6Many Faces(3, Swift)
15Master of Masks1d6Improved DisarmArchmage’s Mask
16Master of Masks1d6Many Faces(4, Immediate), +1 Cha
17Jester1d6Deflect Arrow
18Jester1d6Improved FeintTaunt
19Jester1d6
20Jester1d6Snatch ArrowJester’s Audacity +2, +1 Cha
2. Wizard – The Archmage – D&D 3.5 ( the Archmage )

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

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