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Aegis013
2011-09-29, 01:23 PM
I'm in a level 3 through epic, high optimization, campaign (level 5 now) and I'm building a Killer Gnome (with DM's approval, I sent him the handbook and everything so he could read it at his leisure, explained what it does and the upper limits of miracle spamming powers, which he approved). Right now I'm simply playing "God" with buffs/debuffs and battlefield control, and I intend to take levels 11-20 as Incantatrix.

My question to you wonderful gentlemen, is as a Killer Gnome/Incantatrix, what metamagics would it be best to invest my bonus metamagic feats on?

Extend -> Persistent Spell is a pretty obvious choice, and from there I'm thinking Quicken and Twin Spell, and maybe considering Fell Drain.

Build is Whisper Gnome - Illusionist 2/Master Specialist 2/Illusionist 1/Shadowcraft Mage 5/Incantatrix 10 (early qualification via earth spell was approved for Shadowcraft Mage entry)
(With Gnome Illusionist sub levels at 1 and 5 from Races of Stone)

My feats are:
Flaw 1 - Spell Focus (Illusion)
Flaw 2 - Heighten Spell
1 - Earth Sense
3 - Earth Spell
(4 - Skill Focus (Spellcraft) from Master Specialist)

And I intend to get:
6 - Signature Spell: Silent Image
9 - Iron Will (prereq for Incantatrix)
(11 - Extend from Incantatrix)
12 - Arcane Thesis: Silent Image
(14 - Persistent Spell from Incantatrix)
15 - Arcane Disciple (Luck)
(17 - Quicken Spell from Incantatrix)
18 - Undecided, considering Enhanced Shadow Reality (but without Shadowcrafter it seems like a waste)
(20 - Undecided Metamagic from Incantatrix)

If it's any consideration, I have the focused specialist character option so my banned schools are Enchantment, Evocation and Necromancy, and at 11th level when I enter Incantatrix, I have to ban either Conjuration or Transmutation (I'm going to ban Conjuration... which sucks, but Transmutation takes the lead around that level in power of spells, plus I can cover some of the Conjuration base with my Silent Image)

Also, I already have an eternal Collar of Umbral Metamorphosis, (trick approved by the DM) so Maximize spell is not a good option.

So, any thoughts suggestions or build tips would be helpful. Thank you in advance.

gkathellar
2011-09-29, 01:35 PM
Why aren't you grabbing Shadowcrafter in addition to Shadowcraft Mage?

Incanur
2011-09-29, 10:15 PM
I really don't think you need any help here, friend. :smallamused:

Cog
2011-09-29, 11:04 PM
Build is Whisper Gnome - Illusionist 2/Master Specialist 2/Illusionist 1/Shadowcraft Mage 5/Incantatrix 10 (early qualification via earth spell was approved for Shadowcraft Mage entry)
(With Gnome Illusionist sub levels at 1 and 5 from Races of Stone)
That's not how multiclassing works. At your fifth character level, you're still only taking your third level of Wizard; the second gnome sub level can only be taken at Wizard 5.

Biffoniacus_Furiou
2011-09-29, 11:39 PM
Use the Otyugh Hole detailed in Complete Scoundrel to get Iron Will without spending a feat on it.

Put Residual Magic from Complete Mage in there somewhere, so every other Silent Image you cast gets Heightened for free. More like you cast a Heightened Silent Image, then the next round cast a Quickened Silent Image and it's Heightened for free, and another Heightened Silent Image that same round. Every round after is a Quickened Silent Image that's Heightened for free, and then another Heightened Silent Image.

Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus): Silent Image, or maybe Ability Focus: Shadow Illusion, or possibly even Ability Focus: Spellcasting, is a pretty good choice. Enhanced Shadow Reality is still a pretty good choice.

Seriously consider taking Master Specialist up to 4th level after 20, you'll have a net gain of +3 DC to all of your Shadow Illusions for it.

Andion Isurand
2011-09-30, 01:15 AM
I would consider Node Spellcasting (Earth) + Metanode Spell, in conjunction with using the (shadowcast) Acorn of Far Travel spell on an oak tree placed in the center of an earth node, via Quall's Feather Token.

Acorn of Far Travel
Transmutation
Level: Druid 2, Ranger 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One acorn
Duration: 1 day/level or until expended
Saving Throw: None
Spell Resistance: No

Acorn of far travel must be cast upon an acorn that is still attached to a living oak tree. As you cast the spell, the spirit of the oak tree wells into the acorn, which detaches into your hand once the casting is complete. As long as you carry the acorn (and as long as the acorn is not stored in an extradimensional space like a bag of holding), you are considered to be standing under that oak tree's canopy (and thus within an area of forested terrain). Whenever you cast a spell that has additional effects when cast in forested terrain (such as deadfall, creaking cacophony, fey ring, or splinterbolt), you can choose to use the acorn as an additional material component for that spell. Doing so consumes the acorn immediately, but the spell's effects manifest as if you stood in forested terrain no matter what your actual location. Likewise, you can use the acorn as an oak tree for spells like tree stride or transport via plants; this also consumes the acorn.

Dryads gain an additional benefit from this spell. If a dryad spellcaster casts this spell on an acorn harvested from her bonded oak tree, she is considered to be in contact with her tree at all times, despite the actual distance between her and the tree. A dryad spellcaster can thus use this spell to travel great distances from her tree without growing sick.

You can have only one acorn of far travel spell in effect at any one time. If you cast it more than once, any acorn of far travel spells you may have already in effect immediately end. The magic of the spell is not bonded to you, though. You can pass the infused acorn to others, allowing them to gain the benefits of this spell.

Material Component: A fallen leaf taken from the oak tree from which the acorn is to be harvested.

That way you can remotely use the power of the earth node to make all your spontaneously cast silent image spells persistent (if using a class 5 or greater earth node) without adjusting spell level, and possibly count as always standing on the ground for the purposes of Earth Spell.

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At 21st level, I would consider dipping for a level of cloistered cleric for Knowledge Devotion and the Gnome & Illusion domains... combined with the Tenacious Magic [silent image] epic feat to help you regain all your persistent spell buffs in the event of dispel or disjunction.

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And if you are going to go into battle with a bunch of "shadowcast" Simulacrums, the Battle Mage Tactics feat for you and the lot of them, might be a good one to consider.

You can also do a little feat exchange by "shadowcasting" Embrace/Shun the Dark Chaos (Fiendish Codex I) to grant your simulacrums the Combat Expertise, Improved Combat Expertise and Allied Defense feats... turning them into bodyguard AC sources.

And if you can.... "shadowcasting" Mineralize Warrior and giving lycanthropy (suitable to alignment) to your simulacrums can also buff their HP and improve their HD and BAB.

Keld Denar
2011-09-30, 01:27 AM
If you want to really use your Signature Spell ability with Shadow Illusion, I'd recommend taking Rapid Metamagic. Its normally for sorcerers and other spontaneous casters, but it actually works out very beneficially for you when you spontaneously cast Silent Images to avoid the full round action casting time.

Also, there is a distinct lack of Residual Magic (CMage) in your build. With that much Metamagic, its a crying shame not to have it.