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.


style="font-family: tahoma;">
style="font-family: tahoma; font-weight: bold;">Starting
abilities:

cellpadding="2" cellspacing="2">
style="font-family: tahoma;">Human (28 pt) style="font-family: tahoma;">Human (with
Bonuses)
style="font-family: tahoma;">Human (32 point) style="font-family: tahoma;">Str 10  

style="font-family: tahoma;">Str
10
style="font-family: tahoma;">Str 10 style="font-family: tahoma;">Dex 10 

style="font-family: tahoma;"> Dex
10
style="font-family: tahoma;">Dex 12 style="font-family: tahoma;">Con 12 style="font-family: tahoma;">Con
12
style="font-family: tahoma;"> Con
14

style="font-family: tahoma;">Int 18 style="font-family: tahoma;">Int 25

style="font-family: tahoma;">Int 18

style="font-family: tahoma;">Wis 10 style="font-family: tahoma;">Wis
10 

style="font-family: tahoma;">Wis 10

style="font-family: tahoma;">Cha 10 style="font-family: tahoma;">Cha 10

style="font-family: tahoma;">Cha 10

style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;">       
   

(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)


style="font-family: tahoma;">


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;">


style="font-family: tahoma;">

class="pn-content-page-body">[ class="pn-content-page-body"> href="http://forums.tentonhammer.com/forumdisplay.php?f=178">Want
to Post a Build of Your Own? Do it HERE! class="pn-content-page-body">]







To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.

Last Updated: Mar 13, 2016

Comments