Article-At-A-Glance
- The Cobra[1] combines cold spell mastery with necromantic arts for raising undead armies.
- Utilizes precision and stealth, maximizing both magical and ranged combat effectiveness.
- Incorporates construct crafting, adding depth, tactical adaptability, and versatile combat options.
- Strategies tackle weaknesses including health, melee, conjuration, and anti-magic with countermeasures.

Click on the level for more information
At Level 1, this character starts with a focus on ranged spell attacks and crossbows. With Point-Blank Shot and Precise Shot, her accuracy with both spell and weapon attacks is enhanced. As a Fleshcrafter Wizard, she’s already gaining an edge with Craft Construct, preparing her for future construct creation. Specializing in Necromancy, she leverages Fell Animate to raise undead immediately upon a kill.
Stat Block Level 1:
Unnamed Character: female, human Wizard 1; CR 1; Medium humanoid (human); HD 1d4+1; hp 5; Init +3; Spd 30 ft; AC 12, touch 12, flat-footed 9; Base Atk +0; Grp -1; Atk Light Crossbow +3 ranged (1d8/19-20) or Dagger +2 melee (1d4-1/19-20); Full Atk Light Crossbow +3 ranged (1d8/19-20) or Dagger +2 melee (1d4-1/19-20); SA Fell Animate; SQ Reaper’s Touch, Stitched Flesh Familiar (pending), Necromancy specialization, Forbidden Schools (Conjuration, Enchantment); AL Neutral; SV Fort +1, Ref +3, Will +2; Str 8, Dex 16, Con 13, Int 18, Wis 9, Cha 8.
Skills, Abilities, and Feats:
Disguise 4, Hide 8, Spellcraft 8, Move Silently 8; Point-Blank Shot, Precise Shot, Fell Animate, Snowcasting, Craft Construct.
Special Attacks and Qualities:
Fell Animate allows immediate raising of undead upon a kill.
Possessions: Light Crossbow, 10 bolts, Dagger, Spellbook, Component Pouch.
At level 5, this character is focused on being an Arcane-based Necromancer with a specialty in crossbow warfare. Utilizing the Fleshcrafter Wizard class, they can craft constructs and control undead, making them formidable in both magic and combat. With a human race for flexibility, and a mix of wizard and paragon classes, they have multiple abilities and spells at their disposal. Crafted constructs and undead minions provide strategic advantages.
Stat Block Level 5:
Cobra: female, human Wizard/Fleshcrafter 2/Human Paragon 3; CR 5; Medium humanoid (human); HD 5d4+1; hp 18; Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +1; Atk Light Crossbow +5 (1d8/19-20) or Melee Rapier +3 (1d6/18-20); Full Atk Light Crossbow +5 (1d8/19-20) or Melee Rapier +3 (1d6/18-20); SA Death Attack, Fell Animate; SQ School Specialization (Necromancy), Adaptive Learning, Craft Construct; AL NE; SV Fort +2, Ref +4, Will +7; Str 8, Dex 16, Con 13, Int 21, Wis 9, Cha 8.
Skills, Abilities, and Feats:
Disguise +8, Hide +11, Knowledge (Arcana) +12, Knowledge (The Planes) +8, Move Silently +11, Spellcraft +12; Point-Blank Shot, Precise Shot, Fell Animate, Craft Construct, Snowcasting, Weapon Finesse.
Special Attacks and Qualities:
Able to create undead with spells, specialize in Necromancy.
Possessions: Light Crossbow, Rapier, Daggers, Spellbook, Component Pouch, possibly Portable Hole for minion storage.
This character is an Ultimate Magus at level 10, specializing in cold spell damage and Arcane mastery. Their skill with a crossbow adds adaptability, and they successfully strike a balance between magic and stealth. When they use specific spells to kill adversaries, they can produce zombie minions, demonstrating their expertise in necromancy. The character is strong against common defenses because they can also get around immunity and cold resistance.
Stat Block Level 10:
Cobra: female, human Ultimate Magus 3; CR 10; Medium humanoid (human); HD 7d4+7; hp 26; Init +3; Spd 30 ft.; AC 16, touch 14, flat-footed 13; Base Atk +4; Grp +3; Atk +9 ranged (1d10/19-20, great crossbow) or +8 melee (1d6/18-20, rapier); Full Atk +9 ranged (1d10/19-20, great crossbow) or +8 melee (1d6/18-20, rapier); SA Death Attack, Cold Spellcasting; SQ Necromancy Specialization, Augmented Casting, Arcane Spell Power +2; AL Neutral; SV Fort +3, Ref +6, Will +9; Str 8, Dex 16, Con 13, Int 18, Wis 9, Cha 8.
Skills, Abilities, and Feats:
Disguise 4, Hide 8, Knowledge (Arcana) 8, Move Silently 8, Spellcraft 8; Point-Blank Shot, Precise Shot, Fell Animate, Snowcasting, Craft Construct, Weapon Finesse, Practiced Spellcaster (Assassin), Hand Crossbow Focus.
Special Attacks and Qualities:
Necromancy spells enhanced with Fell Animate produce undead servants; Cold spells ignore resistance and immunity.
Possessions: Light crossbow, rapier, bracers of archery, spellbook, component pouch.
At level 15, the Cobra[1] build shines as both a powerful spellcaster and a proficient crossbow wielder. Specializing in necromancy, this build can create undead minions easily and manipulate cold-based spells to deadly effect thanks to Fell Animate and Lord of the Uttercold. The Cobra[1] excels in utilizing crossbows with abilities like Crossbow Sniper and Exotic Weapon Proficiency that maximize its damage output.
Stat Block Level 15:
The Cobra[1]: female, Human Fleshcrafter Wizard 2/Human Paragon 3/Assassin 1/Ultimate Magus 9; CR 15; Medium humanoid (human); HD 9d4+3d8+1d6; hp 66; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +8; Grp +7; Atk Hand Crossbow +14/+9 (1d4+2) or Great Crossbow +15/+10 (1d10+2); Full Atk Hand Crossbow +14/+9 (1d4+2) or Great Crossbow +15/+10 (1d10+2); SA Death Attack, Sneak Attack +1d6; SQ Stitched Flesh Familiar, Reaper’s Touch, Arcane Spell Power +3, Expanded Spell Knowledge, Elemental Specialty (Cold), Natural Armor +1; AL N; SV Fort +8, Ref +11, Will +12; Str 8, Dex 16, Con 13, Int 18, Wis 9, Cha 8.
Skills, Abilities, and Feats:
Disguise +4, Hide +8, Knowledge (Arcana) +8, Knowledge (The Planes) +4, Move Silently +8, Spellcraft +8; Point-Blank Shot, Precise Shot, Fell Animate, Snowcasting, Craft Construct, Weapon Finesse, Frozen Magic, Practiced Spellcaster (Assassin), Hand Crossbow Focus, Energy Substitution (Cold), Crossbow Sniper, Exotic Weapon Proficiency (Great Crossbow), Lord of the Uttercold.
Special Attacks and Qualities:
As a Fleshcrafter Wizard, gains Craft Construct and specialization in Necromancy, able to reanimate the dead and cast spells as cold-based attacks that disregard resistance. Benefits from an extensive range of magical and stealth capabilities.
Possessions: Hand Crossbow, Great Crossbow, daggers, Rapier, Light Crossbow, Spellbook, Component Pouch, Bracers of Archery, Assassin’s Dagger, Portable Hole.
The Cobra[1] is crafted as a Human Necromancer utilizing a versatile array of feats and class features. The character seamlessly blends spellcasting with crossbow proficiency, making it deadly both at range and in close quarters. By channeling cold-based spells enhanced through various metamagic feats, the build excels at debuffing and damaging foes, while raising undead minions. These strategies are further supported by stealth capabilities and a unique combination of class abilities from Wizard, Human Paragon, Assassin, Ultimate Magus, Elemental Savant, and Frost Mage.
Stat Block Level 20:
The Cobra[1]: female, Human Fleshcrafter Wizard 2/Human Paragon 3/Assassin 1/Ultimate Magus 9/Elemental Savant 1/Frost Mage 4; CR 20; Medium Humanoid (Human); HD 5d4+10 plus 3d8+6 plus 1d6+1 plus 9d4+18 plus 1d4+1 plus 4d4+4; hp 96; Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +10; Grp +9; Atk Great Crossbow +16 (2d8/19-20) or Rapier +9 (1d6-1/18-20); Full Atk Great Crossbow +16/+11/+6 (2d8/19-20) or Rapier +9/+4 (1d6-1/18-20); SA Death Attack, Sneak Attack +1d6; SQ School Specialization (Necromancy), Forbidden Schools (Conjuration, Enchantment), Adaptive Learning, Spellcasting, Elemental Specialty (Cold), Natural Armor; AL Neutral; SV Fort +9, Ref +9, Will +16; Str 8, Dex 16, Con 13, Int 22, Wis 9, Cha 8.
Skills, Abilities, and Feats:
Disguise +4, Hide +11, Knowledge (Arcana) +21, Knowledge (The Planes) +17, Move Silently +11, Spellcraft +21; Point-Blank Shot, Precise Shot, Fell Animate, Snowcasting, Craft Construct, Weapon Finesse, Frozen Magic, Practiced Spellcaster (Assassin), Hand Crossbow Focus, Energy Substitution (Cold), Crossbow Sniper, Exotic Weapon Proficiency (Great Crossbow), Lord of the Uttercold, Weapon Focus (Great Crossbow), Piercing Cold.
Special Attacks and Qualities:
Master of cold-based spells ignoring resistance and immunity, can raise undead minions upon spellcasting kills, proficient with crossbows maximized with crossbow sniper feats.
Possessions: Great Crossbow, Rapier, Hand Crossbow, Bracers of Archery, Assassin’s Dagger, Spellbook, Component Pouch, Portable Hole for undead storage.
Milestones Of Character Development
- Levels 1-5: Start with core feats like Point-Blank Shot, Precise Shot, and Fell Animate. Specialize in Necromancy and gain Craft Construct for golem creation. Enjoy using ranged attacks with the bonuses provided, and begin developing stealth skills through the Human Paragon class.
- Levels 6-10: Enter the Assassin class to acquire Death Attack, Sneak Attack, and Poison Use. Transition into Ultimate Magus to boost spell power, gaining access to the Hand Crossbow Focus feat. Enhance spell versatility and effectiveness with Augmented Casting ability from Ultimate Magus.
- Levels 11-15: Solidify ranged combat prowess with Energy Substitution (Cold) and Crossbow Sniper feats. Further explore spellcasting options as an Ultimate Magus, culminating in Lord of the Uttercold and Exotic Weapon Proficiency for the Great Crossbow. This period focuses on strengthening cold-based attacks and improving crossbow usage.
- Levels 16-20: Develop further as an Elemental Savant and Frost Mage, harnessing cold elemental powers and gaining resistances. Optimize existing abilities with Weapon Focus and Piercing Cold to bypass enemy defenses. Increased Natural Armor and intelligence ensures survivability and mastery over necromantic spells.
Core Abilities & Features
Master of Cold and Undeath
The Cobra[1] build is engineered to leverage the chilling power of cold magic and the necromantic arts. It starts with specialization in Necromancy, pushing the focus towards spells that raise and manipulate the undead. The combination of Fell Animate and Lord of the Uttercold creates an undead army with spells, turning enemies into allies in the form of instant undead minions. The energy substitution to cold, coupled with Piercing Cold and Frozen Magic, makes many spells cold-dependent, bypassing resistances and immunities, ensuring spells pack a punch even against cold-resistant foes.
Precision and Stealth
Stealth plays a critical role in the Cobra[1]’s success. Skills like Hide, Move Silently, and abilities from the Assassin class enable the Cobra[1] to strike undetected. The build focuses on ranged precision through feats like Point-Blank Shot and Precise Shot, ensuring spells and crossbow attacks hit their mark. Crossbow Sniper and Hand Crossbow Focus maximize the damage, allowing half the Dexterity bonus in damage and marking ranged attacks as efficient as the magical ones. The use of weapon finesse complements the close encounters where melee might be unavoidable.
Constructs and Clever Utilization
The Cobra[1] doesn’t just rely on spells and bows; it also taps into construct crafting by the Craft Construct feat, allowing golems to join the fray. These are formidable allies that complement the undead army, providing robust strategy depth. The equipment, like daggers, crossbows, and rapiers, ensure versatility in combat situations. Tactical use of spells can drain minions or power up Wizard spells, showcasing adaptability. Lastly, utilizing a Portable Hole for undead storage adds a practical touch to the necromantic overtones, always ready for stealth and surprise undead deployments.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Light Crossbow & Magic Quiver | Start with a Light Crossbow for early ranged attacks. A Magic Quiver will ensure you always have arrows on hand. |
| L1-5 | Spellbook & Component Pouch | Essential for casting spells. Keep it well-stocked with materials. |
| L6-10 | Hand Crossbow & Bracers of Archery | As an Assassin, upgrade to a Hand Crossbow for increased precision. Bracers enhance your accuracy. |
| L6-10 | Assassin’s Dagger | Useful for melee and boosts your Death Attack DC. |
| L11-15 | Great Crossbow & Portable Hole | The Great Crossbow offers significant damage. The Portable Hole is perfect for storing your undead minions. |
| L11-15 | Cloak of Resistance +2 | Increases your overall saving throws and survivability. |
| L16-20 | Greater Bracers of Archery | Further boost for your crossbow capabilities, crucial at higher levels. |
| L16-20 | Ring of Spell Battle | Allows you to counter or redirect spells, making you a formidable combatant. |
Combat Scenarios
- Dungeon Crawls:
- In the tight corridors of a dungeon, the Cobra[1]’s ability to stealth and snipe makes it a formidable threat. Using spells like Lord of the Uttercold combined with Cold Substitution can clear rooms while sustaining undead minions. Deploy summoned constructs for bait or blocking while you position for optimal spellcasting or crossbow use.
- Open Fields:
- Utilize the openness of fields to your advantage by maintaining distance. Start with ranged attacks using the Great Crossbow. When foes get closer, switch to ice-based spells enhanced by Energy Substitution and Piercing Cold for high damage output, often catching them off guard with their now irrelevant cold defenses.
- Ambushes:
- Your skills in stealth come to the forefront here. Begin with sneaky positioning using Move Silently and Hide. Open with a Death Attack or a devastating chilly barrage. Follow up with Hand Crossbow shots powered by Crossbow Sniper. Should melee ensue, Weapon Finesse ensures your agility aids rather than hinders your combat.
- Defensive Stands:
- When forced to hold ground, fortify your position with summoned constructs and undead minions. Keep enemies at bay with chilling area effect spells, utilizing Lord of the Uttercold. Employ the Great Crossbow for any that breach the outer defenses, ensuring each shot counts with Weapon Focus and Crossbow Sniper synergies.
- Urban Encounters:
- The chaos of urban settings plays to your advantage. Blend into the crowd using Disguise and Hide. Start engagements with subtle Ranged Attacks using spells to disorient or divide. Deploy Necromancy to sow panic, leveraging the environment to minimize spell component usage while maximizing impact.
Weaknesses & Counters
| Weakness | Counters |
|---|---|
| Low Constitution (Con 13) | Obtain Amulet of Health (+2 to Constitution) to boost HP and Fortitude saves. |
| Limited Melee Capability | Use Weapon Finesse with a Rapier or carry an enhanced Short Sword of Subtlety (+4 to Attack and Damage Rolls when Sneaking). |
| Forbidden Schools (Conjuration, Enchantment) | Use Spell Storing Items for critical Conjurations and Enchantments (e.g., Wands or Scrolls). |
| Weak in Direct Attacks and Saves | Take the Cloak of Resistance (+1 to +5 to all saving throws) to improve survivability. |
| Vulnerability to Anti-Magic Effects | Keep a Ring of Counterspells (cast “Dispel Magic” to protect against Dispel) handy. |
Roleplaying the Cobra Wizard
Opportunities for Character Depth
The Cobra[1], offers a rich tapestry for character development and dramatic storytelling. By having a sibling who is the only person in the world more capable than your character, you’re not only setting the stage for intense family drama but also providing constant internal conflicts.
In roleplaying sessions, let your character occasionally dwell on memories of their sister—perhaps a shared childhood, a haunting moment of camaraderie, or even a bitter breakup. These reflections can provide depth and provoke questions about the cost of ambition and the nature of family ties. As you adventure, the ‘Cobra’ persona becomes not just a name but a metaphor for the duality within and the responsibility that shadows great power, much like a snake’s venom can both harm and protect.
Themes of Complexity and Cold
This character thrives in complexity, both in tactical engagements and in personal relationships. The game’s mechanics support a sense of cold precision—your spells, like your character’s demeanor, leave a chill. Their penchant for necromancy paired with precise crossbow expertise speaks to a life spent mastering death as both an art and a weapon. The character’s Necromancy specialization and their skill with crossbows aren’t just combat tools; they are reflections of a mind that understands both finesse and finality.
Playing this character can explore moral ambiguity. How does your character reconcile causing death to create life, even if it’s in the undead form? What does it mean to break the natural order for one’s own aims? Conversations during in-game downtime can add layers to the campaign’s moral canvas, challenging not just your character but your party. Ultimately, this roleplaying path encourages you to question what it means to lead and the shadow one casts, much like your spells casting cold beyond what most can bear.

FAQ
How does the Cobra[1] excel in combat?
The Cobra[1] excels by leveraging cold magic and necromancy. It uses spells to control and transform enemies into undead allies. The Cobra[1] also utilizes precision, employing stealth and crossbows for effective ranged strikes. This combination makes it versatile in various combat scenarios.
What are the key skills needed for a Cobra build?
Skills such as Hide and Move Silently are crucial for stealth. Crossbow-related skills like Point-Blank Shot enhance Cobra’s ranged accuracy. Necromancy specialization helps in raising undead allies. Having a balance of these skills allows effective execution of strategies.
Can the Cobra[1] handle anti-magic effects?
Yes, but it requires preparation. Keeping a Ring of Counterspells can help against Dispel Magic. Having strategic positioning is essential to avoid direct exposure. Use stealth and non-magical attacks against anti-magic zones where possible.
How does roleplaying Cobra deepen the experience?
Roleplaying the Cobra[1] allows exploration of complex themes. Embrace the duality of power and morality in your character’s narrative. Incorporate family dynamics, like rivalry with a more capable sibling, for dramatic storytelling. This depth enriches the campaign experience for everyone.
What are the Cobra[1]’s weaknesses and how can they be addressed?
The Cobra[1] has low constitution; use an Amulet of Health to boost it. For limited melee capability, employ Weapon Finesse with a Rapier. Counter vulnerability to anti-magic effects with stealth and physical attacks. These counters help maintain Cobra’s effectiveness.
Join us at Stellar Dragons with the Cobra Wizard!
Try incorporating a Cobra Wizard into your next game. Do you think the Cobra[1] Wizard could be the best build in D&D 3.5? Join the discussion on the Stellar Dragons Discord at https://discord.gg/uAPvgEq6Z7
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 |
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