User:Jota/RZ
| |||||||||
Rating box not supported outside of the main namespace. | |||||||||
Rate this article Discuss this article |
Contents
Introduction[edit]
AirMan!
References[edit]
- Tome material (links to follow)
- Fractional base saves
Game Rule Components[edit]
Spells, Powers, Soulmelds, Stances, etc...[edit]
0 mdash; arcane mark10, detect magic10, detect poison10, ghost sound10, light10, mage hand10, prestidigitation10, read magic10, resistance10
1 mdash; color spray10, protection from law10, ray of enfeeblement10, shield10, silent image10
2 mdash; glitterdust10, gust of wind10, protection from arrows10, whispering wind10
3 mdash; blink10, dispel magic10, hold person10
4 mdash; greater invisibility10, stoneskin10
5 mdash; telekinesis10
6 mdash;
7 mdash;
8 mdash;
9 mdash;
Level 10 - 9/5/4/3/2/1 - Superscript indicates level acquired.
Items[edit]
<- items used in this build ->
Progression[edit]
Starting Ability Scores (Before Racial Adjustments): 12/14/12/10/8/18
Race (Templates): Elemental-Bodied (Air)
Starting Racial Traits: +2 Dexterity, −2 Intelligence
ECL | Class/HD/LA | Base Attack Bonus |
Saving Throws | Feats | Class Features |
Special | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | Elemental Weird 1 | +0 | +0 | +0 | +2 | Sphere Focus (Air) | Elemental Origin, Sphere (Air - Basic) | — |
2nd | Elemental Weird 2 | +1 | +0 | +0 | +3 | — | Enhanced Sphere Access | — |
3rd | Elemental Weird 3 | +1 | +1 | +1 | +3 | <- feat(s) -> | Sphere (Air - Advanced) | — |
4th | Elemental Weird 4 | +2 | +1 | +1 | +4 | Hardiness of the Elements | +1 Charisma | |
5th | Elemental Weird 5 | +2 | +1 | +1 | +4 | <- feat(s) -> | Sphere (Air - Expert) | — |
6th | Elemental Weird 6 | +3 | +2 | +2 | +5 | <- feat(s) -> | Elemental Skills | — |
7th | Elemental Weird 7 | +3 | +2 | +2 | +5 | <- feat(s) -> | Sphere ( | — |
8th | Elemental Weird 8 | +4 | +2 | +2 | +6 | Unstoppable Force | <- class features gained -> | +1 Charisma |
9th | Elemental Weird 9 | +4 | +3 | +3 | +6 | <- feat(s) -> | Sphere | — |
10th | Elemental Weird 10 | +5 | +3 | +3 | +7 | <- feat(s) -> | Magical Training | — |
11th | Seer of the Tempest 1 | +5 | +3 | +3 | +9 | <- feat(s) -> | Increased Edge, Sonic Spells, Suffer the Firmament | — |
12th | Seer of the Tempest 2 | +6/+1 | +4 | +4 | +10 | <- feat(s) -> | Scary Noises | +1 Charisma |
13th | Seer of the Tempest 3 | +7/+2 | +4 | +4 | +10 | <- feat(s) -> | Winds | — |
14th | Seer of the Tempest 4 | +8/+3 | +4 | + 4 | +11 | Attune Domain: Storm | <- class features gained -> | — |
15th | Seer of the Tempest 5 | +8/+3 | +5 | +5 | +11 | <- feat(s) -> | Swift Winds | — |
16th | Seer of the Tempest 6 | +9/+4 | +5 | +5 | +12 | <- feat(s) -> | Uproar | +1 Charisma |
17th | Seer of the Tempest 7 | +10/+5 | +5 | +5 | +12 | <- feat(s) -> | Sense the Winds | — |
18th | Seer of the Tempest 8 | +11/+6/+6 | +6 | +6 | +13 | Attune Domain: Darkness, Blind Fighting | <- class features gained -> | — |
19th | Legendary Strategist 1 | +12/+7/+7 | +6 | +6 | +13 | <- feat(s) -> | A World of Opportunity, Assistance, Legacies of Command | — |
20th | Archmage 1 | +12/+7/+7 | +6 | +6 | +15 | <- feat(s) -> | <- class features gained -> | +1 Charisma |
Other Components[edit]
<- anything not covered by the previous sections ->
Highlights[edit]
<- How and why this build works, also a place to show off just what the build can do ->
Tactics[edit]
<- How does the build function in combat? What are the common actions one pulls off in a round? ->
Munchkin-Size Me[edit]
<- Take it to the next level ->
Side Notes[edit]
<- overview of additional info about this build ->
Really only need the five levels of Weird for expert access to the Air sphere, beyond that it doesn't matter too much. That said, the Swift Winds class feature from the Seer of the Tempest is the other key flavor ability from my perspective. If you're going to take 5 levels in Weird you might as well take 10 for Magical Training and then jump into the Seer, because taking 5 and then picking up another spellcasting class would just be stupid.
Limitations[edit]
<- conditions of when this build works, and, if needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. -> ->
Variants[edit]
<- Can something be switched for anything else? ->
Weird 5/Brute 10/Legendary Strategist 1/Fighter, Tome 4?
Miscellaneous[edit]
<- Any other side notes that don't fit in the above sections. ->