CB: The Orien Far Mage

The Orien Far Mage "); //-- By Darkgolem House Orien is famed for the mark of passage, allowing the dragonmarked members of their hows to travel great distances...

The Orien Far Mage

By Darkgolem

House Orien is famed for the mark of passage, allowing the dragonmarked members of their hows to travel great distances quickly.  The Orien Far Mage is a good example of a member of their house, able to travel efficiently over great distances without using their spell points to do so.  While one might question using dragonmarks to simulate what a wizard can do, recall that they have limited spell points, and that dimension door and teleport take useful high level spell slots.  This frees up those spell slots for other, more useful spells, while still retaining the ability to use teleport and dimension door.  In addition, dimension door has many uses, and since it is not available from scrolls, being able to use this ability innately is very useful.

In combat, the Orien Far Mage should use conjurations, and enlarge (since distance IS his or her specialty) when economical or necessary, keeping at a distance.  Furthermore, the far mage, unless having a specific reason not to do so, should place a dimension door in large combats, so as to have a means of egress for allies if things go wrong.  Expeditious retreat should be used for any combat of consequence.  Heightened Web is a powerful effect for the Orien Far Mage, because of his spell focuses.

Starting abilities:
Human (28 pt) Human (with Bonuses) Human (32 point)
Str 10  
Str 10 Str 10
Dex 10 
Dex 10 Dex 12
Con 12 Con 12 Con 14
Int 18 Int 25
Int 18
Wis 10 Wis 10 
Wis 10
Cha 10 Cha 10
Cha 10
           
(Below information based upon 28 point build, level 14)

Hit Points: 80

Armor Class: 10 +  items/spells

Saving Throws:
Fortitude: +5
Reflex: +4
Will: +9

Class/Race Features:
Expeditious Retreat 5/day (least dragonmark)
Dimension Door 3/day (lesser dragonmark)
Teleport 1/day (greater dragonmark)
Bonus Metamagic Feat at Levels 1,5,10
+4 Skill points at level 1
+1 skill points/level past level 1
+1 feat at level 1

Skills:
Concentration +18
Swim +8 1/2
Heal +8 1/2
Move Silently +8 1/2
Hide +8 1/2
Jump +8 1/2
Balance +10 1/2
Repair +14

Feats: Least Dragonmark of Passage, Mental Toughness, Enlarge Spell, Spell Focus: Conjuration, Extend Spell, Lesser Dragonmark of Passage, Greater Dragonmark of Passage, Heighten Spell, Greater Spell Focus: Conjuration

Enhancements:
Energy of the Scholar 4
Improved Enlarge 1
Lineage of Energy 1
Energy Manipulation 2
Concentration 2
Lineage of Deadly Energy 1
Wizard Repair 1
Human Adaptability Intelligence 1
Improved Heightening 2
Wizard Intelligence 3
Improved Spell Penetration 2

Spells
(DC 17 + spell level, 18 + spell level for conjuration)
Spell Points:1016 (Base 680 + 65 Feats + 110 Enhancements  + 161 Ability bonuses)
(spell choices not shown, as wizards get all spells available)



Detailed progression by level:

Level 1
Class: Wizard
Feats: Least Dragonmark of Passage, Mental Toughness, Enlarge Spell
Skills: Concentration +4, Swim +2, Heal +2, Move Silently +2, Hide +2, Jump +2, Balance +2
Enhancements: Energy of the Scholar 1, Energy Manipulation 1

Dimension Door is useful for bad situationsLevel 2
Class: Wizard
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2
Enhancements: Improved Enlarge 1, Wizard Intelligence 1

Level 3
Class: Wizard
Feats: Spell Focus: Conjuration   
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2
Enhancements: Lineage of Energy 1, Concentration 1

Level 4
Class: Wizard
Ability Score:Intelligence +1
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2
Enhancements: Energy Manipulation 2, Concentration 2
       
Level 5
Class: Wizard
Feats: Extend Spell
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2
Enhancements: Wizard Intelligence 2, Lineage of Deadly Energy 1, Wizard Repair 1, Human Adaptability Intelligence 1
       
Level 6
Class: Wizard
Feats: Lesser Dragonmark of Passage
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2
Enhancements: Energy of the Scholar 2

Level 7
Class: Wizard
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2

Level 8
Class: Wizard
Ability Score: Intelligence +1
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1

Level 9
Class: Wizard
Feats: Greater Dragonmark of Passage
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1

Level 10
Class: Wizard
Feats: Heighten Spell
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1
Enhancements: Improved Heightening 1, Improved Heightening 2, Wizard Intelligence 3, Energy of the Scholar 3

On the way to the Portable HoleLevel 11
Class: Wizard
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1
Enhancements: Improved Spell Penetration 1

Level 12
Class: Wizard
Ability Score: Intelligence +1
Feats: Greater Spell Focus: Conjuration
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1
Enhancements: Improved Spell Penetration 2

Level 13
Class: Wizard
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1
Enhancements: Energy of the Scholar 4

Level 14
Class: Wizard
Skills: Concentration +1, Swim +1/2, Heal +1/2, Move Silently +1/2, Hide +1/2, Jump +1/2, Balance +1/2, Repair +1




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