Yet another build I had not seen about these forums, the Orbizard. Here we go again...
The goal of this build is to make a lockdown Wizard that specializes in taking troublesome opponents out of the fight in a permanent fashion. The build accomplishes this by a combination of items, feats, and class features that eventually make it almost impossible for a target to succeed on a saving throw against an incapacitating condition, such as stunning or unconsciousness. As a secondary goal, the build seeks to exploit the fact that it is forced to use a Longsword by maximizing its Melee capacity.
This build functions in the role of battlefield controller; he hinders opponents with debilitating effects and zone effects more than actual damage. Every so often, however, you can shine in the damage department if you prepare a spell such as Wall of Fire or Disintegrate. The build's true power, however, lies in incapacitation; the Orb of Imposition class feature allows you to put a powerful lockdown on one creature per encounter, be it on a daze, immobilize, slow, or unconsciousness, or even something as mundane as ongoing damage. If it requires a save to end, you're not letting them out of it. This build also has fantastic Melee capacity (for a Wizard); Melee Training allows you to use your strongest stat for your Melee basic attack, and Leather Proficiency combines with your sky-high Int to give you a fairly decent AC. As a matter of fact, all your defenses are fairly strong, even Fortitude.
This build usually works by pelting spells in the back, attempting to keep opponents locked down. If a Controller or another opponent with weak Melee capacity approaches the Wizard, or if you get a chance to engage them, draw your sword and go toe-to-toe with them, especially after L11, because The One Sword dazes and it is spammable. If you get a nice opportunity, lock your opponents down with Sleep or a similar spell, and use your Orb to take the most dangerous target out in a permanent fashion.
As far as Solos go, strike early and gratuitously; after a quick attack buff from your friendly neighborhood Leader (or from yourself), put them down with Sleep or Legion's Hold, and watch them squirm as your party rips them to pieces. :D
Questions/thoughts/comments are welcome.
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Orbizard, L1
Race: Human
Class: Wizard
Implement Mastery: Staff of Defense
Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 10 (+0)
Int 20 (+5)
Wis 12 (+1)
Cha 12 (+1)
Basic Melee
Dagger: +2 vs. AC (1d4-1 damage)
Default Save Penalty: +0
HP: 27; Bloodied: 13; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/12/16/14
Initiative: +4; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: grasping shadows
Daily Powers: flaming sphere, sleep
Daily Spell Slots:
Level 1 or lower - 1
Skills: Arcana (+10), Dungeoneering (+6), History (+10), Insight (+6), Religion (+10)
Feats: Improved Initiative, Toughness
Rituals: comprehend language, silence, Tenser's floating disk
Gear: dagger, orb, spellbook, staff, standard adventurer's kit, 14 gp
Race: Human
Class: Wizard
Implement Mastery: Staff of Defense
Ability Scores, with racial adjustments:
Str 8 (-1)
Con 12 (+1)
Dex 10 (+0)
Int 20 (+5)
Wis 12 (+1)
Cha 12 (+1)
Basic Melee
Dagger: +2 vs. AC (1d4-1 damage)
Default Save Penalty: +0
HP: 27; Bloodied: 13; Surges: 7 (6 HP)
AC/Fort/Ref/Will: 16/12/16/14
Initiative: +4; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: grasping shadows
Daily Powers: flaming sphere, sleep
Daily Spell Slots:
Level 1 or lower - 1
Skills: Arcana (+10), Dungeoneering (+6), History (+10), Insight (+6), Religion (+10)
Feats: Improved Initiative, Toughness
Rituals: comprehend language, silence, Tenser's floating disk
Gear: dagger, orb, spellbook, staff, standard adventurer's kit, 14 gp
Levels 2-10
L2. +4 HP, +1 to all level-dependent abilities, new feat: Armor Proficiency (leather), new utility powers: expeditious retreat, shield
L3. +4 HP, new encounter power: color spray
L4. +4 HP, +1 to all level-dependent abilities, +1 Int (21), +1 Wis (13), new feat: Blade Initiate
L5. +4 HP, new daily powers: phantasmal assailant, web, new rituals: enchant magic item, transfer enchantment
L6. +4 HP, +1 to all level-dependent abilities, new feat: Implement Expertise (orbs), new utility powers: dimension door, wall of fog
L7. +4 HP, new encounter power: winter's wrath
L8. +4 HP, +1 to all level-dependent abilities, +1 Int (22), +1 Wis (14), new feat: Acolyte Power (fate-spurned foe), new utility power: fate-spurned foe (replaces dimension door, wall of fog)
L9. +4 HP, new daily powers: ice storm, wall of fire
L10. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Proficiency (longsword), new utility powers: blur, resistance
L2. +4 HP, +1 to all level-dependent abilities, new feat: Armor Proficiency (leather), new utility powers: expeditious retreat, shield
L3. +4 HP, new encounter power: color spray
L4. +4 HP, +1 to all level-dependent abilities, +1 Int (21), +1 Wis (13), new feat: Blade Initiate
L5. +4 HP, new daily powers: phantasmal assailant, web, new rituals: enchant magic item, transfer enchantment
L6. +4 HP, +1 to all level-dependent abilities, new feat: Implement Expertise (orbs), new utility powers: dimension door, wall of fog
L7. +4 HP, new encounter power: winter's wrath
L8. +4 HP, +1 to all level-dependent abilities, +1 Int (22), +1 Wis (14), new feat: Acolyte Power (fate-spurned foe), new utility power: fate-spurned foe (replaces dimension door, wall of fog)
L9. +4 HP, new daily powers: ice storm, wall of fire
L10. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Proficiency (longsword), new utility powers: blur, resistance
Orbizard, L11
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Ability Scores, with racial adjustments:
Str 9 (-1)
Con 13 (+1)
Dex 11 (+0)
Int 23 (+6)
Wis 15 (+2)
Cha 13 (+1)
Basic Melee
+2 cunning longsword: +7 vs. AC (1d8+1 damage)
Default Save Penalty: -2 (-3 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -2
Orb of Ultimate Imposition (Daily) -1
Maximum Penalty: -7 (-8 v. Will defense)
HP: 73; Bloodied: 36; Surges: 7 (18 HP)
AC/Fort/Ref/Will: 27/21/25/23
Initiative: +11; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: color spray, grasping shadows, the one sword, winter's wrath
Daily Powers: flaming sphere, ice storm, phantasmal assailant, sleep, wall of fire, web
Utility Powers: blur, expeditious retreat, fate-spurned foe, resistance, shield
Daily Spell Slots:
Level 1 or lower - 1
Level 5 or lower - 1
Level 9 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Skills: Arcana (+16), Dungeoneering (+12), History (+16), Insight (+12), Religion (+16)
Feats: Acolyte Power (fate-spurned foe), Armor Proficiency (leather), Blade Initiate, Implement Expertise (orbs), Improved Initiative, Second Implement (orb), Toughness, Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, raise dead, silence, Tenser's floating disk, transfer enchantment
Gear:
+2 cunning longsword
+2 battle harness leather armor
+2 cloak of resistance
+1 orb of ultimate imposition
+1 defensive staff
Belt of vim +1
Gloves of piercing
Phrenic crown (heroic tier)
Mindiron vambraces (heroic tier)
Spellbook
Standard adventurer's kit
Changes from L10:
+10 HP, +1 Str (9), +1 Con (13), +1 Dex (11), +1 Int (23), +1 Wis (15), +1 Cha (13), new encounter power: the one sword, new feat: Second Implement (orb), new paragon path: Wizard of the Spiral Tower, new rituals: disenchant magic item, raise dead
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Ability Scores, with racial adjustments:
Str 9 (-1)
Con 13 (+1)
Dex 11 (+0)
Int 23 (+6)
Wis 15 (+2)
Cha 13 (+1)
Basic Melee
+2 cunning longsword: +7 vs. AC (1d8+1 damage)
Default Save Penalty: -2 (-3 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -2
Orb of Ultimate Imposition (Daily) -1
Maximum Penalty: -7 (-8 v. Will defense)
HP: 73; Bloodied: 36; Surges: 7 (18 HP)
AC/Fort/Ref/Will: 27/21/25/23
Initiative: +11; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: color spray, grasping shadows, the one sword, winter's wrath
Daily Powers: flaming sphere, ice storm, phantasmal assailant, sleep, wall of fire, web
Utility Powers: blur, expeditious retreat, fate-spurned foe, resistance, shield
Daily Spell Slots:
Level 1 or lower - 1
Level 5 or lower - 1
Level 9 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Skills: Arcana (+16), Dungeoneering (+12), History (+16), Insight (+12), Religion (+16)
Feats: Acolyte Power (fate-spurned foe), Armor Proficiency (leather), Blade Initiate, Implement Expertise (orbs), Improved Initiative, Second Implement (orb), Toughness, Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, raise dead, silence, Tenser's floating disk, transfer enchantment
Gear:
+2 cunning longsword
+2 battle harness leather armor
+2 cloak of resistance
+1 orb of ultimate imposition
+1 defensive staff
Belt of vim +1
Gloves of piercing
Phrenic crown (heroic tier)
Mindiron vambraces (heroic tier)
Spellbook
Standard adventurer's kit
Changes from L10:
+10 HP, +1 Str (9), +1 Con (13), +1 Dex (11), +1 Int (23), +1 Wis (15), +1 Cha (13), new encounter power: the one sword, new feat: Second Implement (orb), new paragon path: Wizard of the Spiral Tower, new rituals: disenchant magic item, raise dead
Levels 12-20
L12. +4 HP, +1 to all level-dependent abilities, new feat: Spell Focus, new utility power: shape the dream
L13. +4 HP, new encounter power: prismatic burst (replaces color spray)
L14. +4 HP, +1 to all level-dependent abilities, +1 Int (24), +1 Wis (16), new feat: Melee Training (Intelligence)
L15. +4 HP, new daily powers: prismatic beams, wall of ice (replace flaming sphere, ice storm), new rituals: eye of warning, passwall
L16. +4 HP, +1 to all level-dependent abilities, new feat: Action Surge, new utility powers: displacement, stoneskin
L17. +4 HP, new encounter power: crushing titan's fist (replaces grasping shadows)
L18. +4 HP, +1 to all level-dependent abilities, +1 Int (25), +1 Wis (17), new feat: Weapon Focus (heavy blades)
L19. +4 HP, new daily powers: disintegrate, Evard's black tentacles (replace phantasmal assailant, web)
L20. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Expertise (heavy blades), new daily power: Corellon's blade
L12. +4 HP, +1 to all level-dependent abilities, new feat: Spell Focus, new utility power: shape the dream
L13. +4 HP, new encounter power: prismatic burst (replaces color spray)
L14. +4 HP, +1 to all level-dependent abilities, +1 Int (24), +1 Wis (16), new feat: Melee Training (Intelligence)
L15. +4 HP, new daily powers: prismatic beams, wall of ice (replace flaming sphere, ice storm), new rituals: eye of warning, passwall
L16. +4 HP, +1 to all level-dependent abilities, new feat: Action Surge, new utility powers: displacement, stoneskin
L17. +4 HP, new encounter power: crushing titan's fist (replaces grasping shadows)
L18. +4 HP, +1 to all level-dependent abilities, +1 Int (25), +1 Wis (17), new feat: Weapon Focus (heavy blades)
L19. +4 HP, new daily powers: disintegrate, Evard's black tentacles (replace phantasmal assailant, web)
L20. +4 HP, +1 to all level-dependent abilities, new feat: Weapon Expertise (heavy blades), new daily power: Corellon's blade
Orbizard, L21
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage
Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 26 (+8)
Wis 18 (+4)
Cha 14 (+2)
Basic Melee
+4 cunning longsword: +27 vs. AC (2d8+15 damage)
Default Save Penalty: -5 (-7 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -4
Orb of Ultimate Imposition (Daily) -3
Maximum Penalty: -14 (-16 v. Will defense)
HP: 118; Bloodied: 59; Surges: 8 (29 HP)
AC/Fort/Ref/Will: 37/30/34/32
Initiative: +19; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: crushing titan's fist, prismatic burst, the one sword, winter's wrath
Daily Powers: Corellon's blade, disintegrate, Evard's black tentacles, prismatic beams, sleep, wall of fire, wall of ice
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, resistance, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 9 or lower - 1
Level 15 or lower - 1
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1
Skills: Arcana (+23), Dungeoneering (+19), History (+23), Insight (+19), Religion (+23)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Implement Expertise (heavy blades), Improved Initiative, Melee Training (Intelligence), Second Implement (orb), Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object
Gear:
+4 cunning longsword
+4 battle harness feyleather armor
+4 cloak of displacement
+3 orb of ultimate imposition
+1 defensive staff
Belt of vim +2
Fireburst boots
Gloves of piercing
Mindiron vambraces (paragon tier)
Phrenic crown (paragon tier)
Spellbook
Standard adventurer's kit
Changes from L20:
+10 HP, +1 Str (10), +1 Con (14), +1 Dex (12), +1 Int (26), +1 Wis (18), +1 Cha (14), new epic destiny: Archmage, new feat: Arcane Mastery, new rituals: planar portal, view object
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage
Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 26 (+8)
Wis 18 (+4)
Cha 14 (+2)
Basic Melee
+4 cunning longsword: +27 vs. AC (2d8+15 damage)
Default Save Penalty: -5 (-7 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -4
Orb of Ultimate Imposition (Daily) -3
Maximum Penalty: -14 (-16 v. Will defense)
HP: 118; Bloodied: 59; Surges: 8 (29 HP)
AC/Fort/Ref/Will: 37/30/34/32
Initiative: +19; Speed: 6
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: crushing titan's fist, prismatic burst, the one sword, winter's wrath
Daily Powers: Corellon's blade, disintegrate, Evard's black tentacles, prismatic beams, sleep, wall of fire, wall of ice
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, resistance, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 9 or lower - 1
Level 15 or lower - 1
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1
Skills: Arcana (+23), Dungeoneering (+19), History (+23), Insight (+19), Religion (+23)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Implement Expertise (heavy blades), Improved Initiative, Melee Training (Intelligence), Second Implement (orb), Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object
Gear:
+4 cunning longsword
+4 battle harness feyleather armor
+4 cloak of displacement
+3 orb of ultimate imposition
+1 defensive staff
Belt of vim +2
Fireburst boots
Gloves of piercing
Mindiron vambraces (paragon tier)
Phrenic crown (paragon tier)
Spellbook
Standard adventurer's kit
Changes from L20:
+10 HP, +1 Str (10), +1 Con (14), +1 Dex (12), +1 Int (26), +1 Wis (18), +1 Cha (14), new epic destiny: Archmage, new feat: Arcane Mastery, new rituals: planar portal, view object
Levels 22-29
L22. +4 HP, +1 to all level-dependent abilities, new feat: Spell Accuracy, new utility powers: mass fly, Mordenkainen's mansion
L23. +4 HP, new encounter power: acid storm (replaces winter's wrath)
L24. +4 HP, +1 to all level-dependent abilities, +1 Int (26), +1 Wis (19), new feat: Robust Defenses
L25. +4 HP, new daily powers: necrotic web, prismatic spray (replace Evard's black tentacles, prismatic beams), new rituals: forbiddance, observe creature
L26. +4 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: shape magic
L27. +4 HP, new encounter power: confusion (replaces acid storm)
L28. +4 HP, +1 to all level-dependent abilities, +1 Int (28), +1 Wis (20), new feat: Epic Reflexes
L29. +4 HP, new daily powers: greater ice storm, legion's hold (replace wall of fire, wall of ice)
L22. +4 HP, +1 to all level-dependent abilities, new feat: Spell Accuracy, new utility powers: mass fly, Mordenkainen's mansion
L23. +4 HP, new encounter power: acid storm (replaces winter's wrath)
L24. +4 HP, +1 to all level-dependent abilities, +1 Int (26), +1 Wis (19), new feat: Robust Defenses
L25. +4 HP, new daily powers: necrotic web, prismatic spray (replace Evard's black tentacles, prismatic beams), new rituals: forbiddance, observe creature
L26. +4 HP, +1 to all level-dependent abilities, new feat: Epic Will, new utility power: shape magic
L27. +4 HP, new encounter power: confusion (replaces acid storm)
L28. +4 HP, +1 to all level-dependent abilities, +1 Int (28), +1 Wis (20), new feat: Epic Reflexes
L29. +4 HP, new daily powers: greater ice storm, legion's hold (replace wall of fire, wall of ice)
Orbizard, L30
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage
Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 28 (+9)
Wis 20 (+5)
Cha 14 (+2)
Basic Melee
+6 cunning longsword: +38 vs. AC (2d8+18 damage)
Default Save Penalty: -6 (-9 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -5
Orb of Ultimate Imposition (Daily) -5
Maximum Penalty: -18 (-21 v. Will defense)
HP: 154; Bloodied: 77; Surges: 8 (38 HP)
AC/Fort/Ref/Will: 46/44/48/46
Initiative: +26; Speed: 6 (teleport)
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: confusion, crushing titan's fist, prismatic burst, the one sword
Daily Powers: Corellon's blade, disintegrate, greater ice storm, legion's hold, necrotic web, prismatic spray, sleep
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, mass fly, Mordenkainen's magnificent mansion, resistance, shape magic, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Level 25 or lower - 1
Level 29 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1
Level 22 or lower - 1
Level 26 (Epic Destiny) - 1
Skills: Arcana (+32), Dungeoneering (+27), History (+32), Insight (+27), Religion (+32)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Epic Fortitude, Epic Reflexes, Epic Will, Implement Expertise (orbs), Improved Initiative, Melee Training (Intelligence), Robust Defenses, Second Implement (orb), Spell Accuracy, Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, forbiddance, observe creature, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object
Gear:
+6 cunning longsword
+6 battle harness starleather armor
+6 cloak of displacement
+5 orb of ultimate imposition
+1 defensive staff
Belt of vim +3
Boots of teleportation
Gloves of piercing
Opal ring of rememberance
Mindiron vambraces (epic tier)
Nullifying ring
Phrenic crown (epic tier)
Spellbook
Standard adventurer's kit
Changes from L29:
+4 HP, +1 to all level-dependent abilities, new feat: Epic Fortitude
Race: Human
Class: Wizard
Implement Mastery: Orb of Imposition, Staff of Defense
Multiclass: Swordmage
Paragon Path: Wizard of the Spiral Tower
Epic Destiny: Archmage
Ability Scores, with racial adjustments:
Str 10 (+0)
Con 14 (+2)
Dex 12 (+1)
Int 28 (+9)
Wis 20 (+5)
Cha 14 (+2)
Basic Melee
+6 cunning longsword: +38 vs. AC (2d8+18 damage)
Default Save Penalty: -6 (-9 v. Will defense)
Modifiers:
Fate-Spurned Foe (Daily): -2
Orb of Imposition (Encounter): -5
Orb of Ultimate Imposition (Daily) -5
Maximum Penalty: -18 (-21 v. Will defense)
HP: 154; Bloodied: 77; Surges: 8 (38 HP)
AC/Fort/Ref/Will: 46/44/48/46
Initiative: +26; Speed: 6 (teleport)
Cantrips: ghost sound, light, mage hand, prestidigitation
At-will Powers: illusory ambush, magic missile, thunderwave
Encounter Powers: confusion, crushing titan's fist, prismatic burst, the one sword
Daily Powers: Corellon's blade, disintegrate, greater ice storm, legion's hold, necrotic web, prismatic spray, sleep
Utility Powers: blur, displacement, expeditious retreat, fate-spurned foe, mass fly, Mordenkainen's magnificent mansion, resistance, shape magic, shape the dream, shield, stoneskin
Daily Spell Slots:
Level 19 or lower - 1
Level 20 (Paragon Path) - 1
Level 25 or lower - 1
Level 29 or lower - 1
Utility Spell Slots:
Level 2 or lower - 1
Level 6 or lower - 1
Level 10 or lower - 1
Level 12 (Paragon Path) - 1
Level 16 or lower - 1
Level 22 or lower - 1
Level 26 (Epic Destiny) - 1
Skills: Arcana (+32), Dungeoneering (+27), History (+32), Insight (+27), Religion (+32)
Feats: Acolyte Power (fate-spurned foe), Action Surge, Arcane Mastery, Armor Proficiency (leather), Blade Initiate, Epic Fortitude, Epic Reflexes, Epic Will, Implement Expertise (orbs), Improved Initiative, Melee Training (Intelligence), Robust Defenses, Second Implement (orb), Spell Accuracy, Spell Focus, Toughness, Weapon Expertise (heavy blades), Weapon Focus (heavy blades), Weapon Proficiency (longsword)
Rituals: comprehend language, disenchant magic item, enchant magic item, eye of warning, forbiddance, observe creature, passwall, planar portal, raise dead, silence, Tenser's floating disk, transfer enchantment, view object
Gear:
+6 cunning longsword
+6 battle harness starleather armor
+6 cloak of displacement
+5 orb of ultimate imposition
+1 defensive staff
Belt of vim +3
Boots of teleportation
Gloves of piercing
Opal ring of rememberance
Mindiron vambraces (epic tier)
Nullifying ring
Phrenic crown (epic tier)
Spellbook
Standard adventurer's kit
Changes from L29:
+4 HP, +1 to all level-dependent abilities, new feat: Epic Fortitude
The goal of this build is to make a lockdown Wizard that specializes in taking troublesome opponents out of the fight in a permanent fashion. The build accomplishes this by a combination of items, feats, and class features that eventually make it almost impossible for a target to succeed on a saving throw against an incapacitating condition, such as stunning or unconsciousness. As a secondary goal, the build seeks to exploit the fact that it is forced to use a Longsword by maximizing its Melee capacity.
This build functions in the role of battlefield controller; he hinders opponents with debilitating effects and zone effects more than actual damage. Every so often, however, you can shine in the damage department if you prepare a spell such as Wall of Fire or Disintegrate. The build's true power, however, lies in incapacitation; the Orb of Imposition class feature allows you to put a powerful lockdown on one creature per encounter, be it on a daze, immobilize, slow, or unconsciousness, or even something as mundane as ongoing damage. If it requires a save to end, you're not letting them out of it. This build also has fantastic Melee capacity (for a Wizard); Melee Training allows you to use your strongest stat for your Melee basic attack, and Leather Proficiency combines with your sky-high Int to give you a fairly decent AC. As a matter of fact, all your defenses are fairly strong, even Fortitude.
This build usually works by pelting spells in the back, attempting to keep opponents locked down. If a Controller or another opponent with weak Melee capacity approaches the Wizard, or if you get a chance to engage them, draw your sword and go toe-to-toe with them, especially after L11, because The One Sword dazes and it is spammable. If you get a nice opportunity, lock your opponents down with Sleep or a similar spell, and use your Orb to take the most dangerous target out in a permanent fashion.
As far as Solos go, strike early and gratuitously; after a quick attack buff from your friendly neighborhood Leader (or from yourself), put them down with Sleep or Legion's Hold, and watch them squirm as your party rips them to pieces. :D
Questions/thoughts/comments are welcome.
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