style="font-family: tahoma;">The Master of Minions
By
Darkgolem
The master of minions is a person
who likes to have lots of friends. With excellent abilities to
penetrate spell resistance, skills in necromancy and enchantment, and
the ability to create iron, steel and mithril guardian minions, the
master of minions always has followers available. In an
adventure, the master of minion can create undead (make sure to have
control undead available), plus summon a flaming sphere (use heighten)
and summon a monster or a
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=446">guardian
(the guardians are generally better). Plus the master can charm
large numbers of monsters to assist. Using basic area of effect
buffs such as haste makes the master of minions a formidable general of
a dangerous army.
In combat, the master should avoid bringing attention to him or her
self. Instead, stay in the rear and allow your allies to do your
work. Occasionally take the time take out key targets,
preferrably with a
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=377">necromatic
or enchantment spell. Remember to charm allies over time, so they
don't all snap out of it at the same time. It is wise, if you
summon mummies, to carry around remove disease and curse potions.
The master of minions has force spells as a minor focus so as to be
able to repair guardians in combat. Finally, recall that
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=264">extend
does not extend the time between saves for charm and similar
spells. Quicken should be used when in duress or to avoid losing
concentration checks.
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style="font-family: tahoma; font-weight: bold;">Starting
abilities:
Bonuses)
10
10
12
14
10
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(Below information based upon 28
point build, level 14)
Hit Points: 90
Armor Class: 10 + Items/spells
href="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/use_of_charms.jpg">
alt="Charmed Minions"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/use_of_charms.jpg"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">Saving
Throws:
Fortitude: +5
Reflex: +4
Will: +9
Class/Race Features:
Bonus Feat at level 1
+4 Skill Points at level 1, +1 sp/level after
Skills:
Haggle + 3 1/2
Concentration +18
Repair +24
Heal +8 1/2
Hide +8 1/2
Move Silently +8 1/2
Swim +8 1/2,
Jump +8 1/2
Feats: Extend Spell, Mental
Toughness, Spell Focus: Enchantment, Spell Focus: Necromancy, Heighten
Spell, Greater Spell Focus: Enchantment, Greater Spell Focus:
Necromancy, Quicken Spell, Spell Penetration
Enhancements:
Energy of the Scholar 4
Wizard Repair 1
Force Manipulation 2
Wizard Concentration 1
Wizard Intelligence 3
Human Improved Recovery 1
Wizard Repair 2
Iron Companion
Lineage of Force 1
Human Versatility 1
Steel Companion
Improved Heightening 1
Human Adaptability Intelligence 1
Mithril Companion
Improved Spell Penetration 3
Spells:
Spell Points: 1026 (680 Base + 110 Enhancements + 75 Feats + 161
Ability Scores)
(wizard spells not shown, since all spells available to wizards)
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style="font-family: tahoma;" size="-1">Detailed
progression by level:
Level 1
Class: Wizard
Feats: Extend Spell, Mental Toughness, Spell Focus: Enchantment
Skills: Concentration +4, Repair +4, Heal +2, Hide +2, Move Silently
+2, Swim +2, Jump +2,
Enhancements: Energy of the Scholar 1, Wizard Repair 1, Force
Manipulation 1, Wizard Concentration 1
Level 2
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Enhancements: Wizard Intelligence 2, Human Improved Recovery 1
Level 3
Class: Wizard
Feats: Spell Focus: Necromancy
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Enhancements: Lineage of Force 1, Human Versatility 1
Level 4
Class: Wizard
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Enhancements: Wizard Repair 2, Iron Companion
href="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/buff_charms.jpg"> alt="Buffing Minions"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/buff_charms.jpg"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">Level
5
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Feats: Heighten Spell
Enhancements: Steel Companion, Improved Heightening 1
Level 6
Class: Wizard
Feats: Greater Spell Focus: Enchantment
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Enhancements: Human Adaptability Intelligence 1, Energy of the Scholar 2
Level 7
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2
Enhancements: Wizard Intelligence 2
Level 8
Class: Wizard
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Mithril Companion, Improved Spell Penetration 1
Level 9
Class: Wizard
Feats: Greater Spell Focus: Necromancy
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Energy of the Scholar 3
Level 10
Class: Wizard
Feats: Quicken Spell
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Wizard Intelligence 3
Level 11
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Improved Spell Penetration 2
Level 12
Class: Wizard
Feats: Spell Penetration
Ability Score: Intelligence +1
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Force Manipulation 2
Level 13
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Energy of the Scholar 4
Level 14
Class: Wizard
Skills: Concentration +1, Repair +1, Heal +1/2, Hide +1/2, Move
Silently +1/2, Swim +1/2, Jump +1/2, Haggle +1/2
Enhancements: Improved Spell Penetration 3 style="font-family: tahoma;">
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