PDA

View Full Version : Kerri the Merry Fairy: A Rainbow of Buffs



Cruiser1
2012-12-09, 08:54 PM
http://tutorialfreakz.com/wp-content/uploads/2010/12/Fantasy-Art-Inspiration-11.jpg

"I've been playing with this combat system for a week now. And it's all about force multipliers. To win, you gotta pile bonus on bonus on bonus." - Parson Gotti, Erfworld 1:125 (http://www.erfworld.com/book-1-archive/?px=%2F125.jpg)

Kerri the Merry Fairy is a level 20 build that gives a specific example of how powerful buffs can be. It operates on the following concepts:


Buffs: Quality buffing is powered by many spell slots (Sorcerer with high CHA), plus access to Miracle (Rainbow Servant) to give access to all spells 7th level and below, plus lots of Persistent metamagic (Spelldancer + Incantatrix + Divine Metamagic). Kerri is effectively a solo version of Team Solar (http://www.giantitp.com/forums/showthread.php?t=188138) that's almost as powerful (but not as extreme since it's self-contained in a single character).
Equipment independent: The most versatile high powered character isn't dependent upon items. With all her buffs, Kerri is almost as effective completely naked (http://www.giantitp.com/forums/showthread.php?t=45529), where gear just makes her Save DC's and such higher.
Fairies: Lots of magic + effectively naked + rainbows (Rainbow Servant) + fey based racial choices brings to mind fey. Fairies are not necessary to the build, but provide additional theme to add flavor to it.

Race: Human + Half-Fey + Minor Fey Bloodline

Human: Needed for extra skill points and bonus feat, both of which Kerri uses a lot of.
Half-Fey template: For the fairy theme. Like Celia, you're now a medium humanoid with wings. :smallsmile: LA +2, however it can be bought off (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) with 16K XP. You get a ton of goodies, such as stat bonuses, numerous spell-like abilities, and (Ex) flight.
Minor Fey Bloodline: More fairy theme. More goodies, such as +1 untyped CHA (very useful as it bumps Kerri's CHA to 44 giving another 9th level spell slot), and +1 CL. Buy the Bloodline pseudo-level for 3K XP.

Normally you'd never give up a caster level in a caster build. However Half-Fey is so strong, and Minor Fey Bloodline is so cheap, it's not necessarily a bad deal being a level 19 caster with those additions. Interestingly, level 19 to 20 is 19K XP. Paying off the +2 LA and the bloodline is 16K + 3K = 19K exactly, so a "level 20" build (i.e. a build where you're given 190K XP to work with) is exactly enough for level 19 + the extra Fey goodies (171K + 16K + 3K = 190K). We're using the balanced interpretation of Bloodline payoff (http://brilliantgameologists.com/boards/index.php?topic=7167), where taking the bloodline "level" at level 1 for just 1K XP is too broken, and at level 12 for 12K XP isn't worth it.
Build: Sorcerer 1/Rainbow Servant 10/Spelldancer 1/Sacred Exorcist 1/Incantatrix 6

Sorcerer: Sor chosen to take advantage of Sor only spells like Wings of Cover, Wings of Flurry, and (Greater) Arcane Fusion. Sor also has extra spell slots, and no spellbook to fit the equipment independent theme.
Rainbow Servant: To get Miracle and other Cleric spells on the spell list. Three domains to play with are also useful. Rainbows fit fairy theme.
Spelldancer: Only one level is needed to persist buffs. Use Sheltered Vitality to make yourself immune to fatigue and CON damage so you can Spelldance infinitely. Limited in that you can't persist Necromancy and Evocation buffs with Spelldancer, so use other methods for those schools.
Sacred Exorcist: Only one level is need for turn undead. That allows Divine Metamagic, where Kerri gets many turn attempts from very high CHA.
Incantatrix: Use Metamagic Effect to persist Necromancy and Evocation spells already cast. The bonus metamagic feats are important too, since the build is feat intensive.

Also pick up the Metamagic Specialist (PHB2) ACF to trade familiar (which could be considered equipment) for ability to apply metamagic rapidly 3+INT per day (which is semi-useful).
Assumptions: D&D 3.5 is filled with so many rules which can be interpreted in different ways, that it's important to list assumptions we're making for the build:

Early entry: Early entry techniques work. We need to cheese plus two levels of spellcasting (cast level 3 spells) to get into Rainbow Servant at level 2. Use Sanctum Spell for +1, and Versatile Spellcaster + Heighten Spell for another +1.
Rainbow Servant: This PrC has full casting progression (text trumps table, or use Portuguese version (http://brilliantgameologists.com/boards/index.php?topic=5213.0)). If this is ruled not to be the case, you need to get Miracle on your Sor spell list some other way, such as the feats Arcane Disciple (Luck) or Planar Touchstone (Catalogues of Enlightenment: Luck).
Metamagic: Metamagic feats stack in the order you want, and influence existing effects. For example, Extend applied to Persist lasts 48 hours. More importantly, Ocular Spell applied to a touch or variable range spell (which normally isn't valid for Persist Spell) makes the result a fixed range spell, which can then be persisted.
Miracles: When reproducing spells (i.e. not paying 5000 XP) it doesn't require a deity's attention. One may rule that casting Miracle a dozen or so times in a row could make the deity say enough already and stop it from working. Of course, that would depend on the deity, where for example Boccob the uncaring god of magic isn't likely to mind and should actually approve of a PC making an extreme display of magic.
Miracle + Metamagic: Miracle can apply metamagic feats if the total slot is still 7th level or lower, e.g. duplicate an Empowered Cone of Cold. Also, Miracle really does "duplicate the casting" of whatever other spell. That means if you Spelldance before casting Miracle to duplicate a spell, the spell brought forth by Miracle can have metamagic applied to it.

Feats: Feats are limited resources, and after race/class are the most defining characteristics of a build, so need to be chosen well:
SourceFeatUsed for[/TD]
Flaw #1Eschew MaterialsNaked theme
Flaw #2Maximize SpellGood buffs
TraitQuickFaster speed
Human bonusVersatile SpellcasterMiracle from 8th level slots
Level 1Combat CastingSpelldancer qualification
Level 3Ocular Spell Persisting buffs
Level 6Persist SpellPersisting buffs
Level 9Repeat Spell2 for 1 buffs
Level 12Divine Metamagic (Repeat)Repeating Miracle
Level 15Residual MagicRepeating Miracle twice as often
Level 18Elder Giant Magic+CL, to reach CL 25-27
Inx level 1Invisible SpellArcane Spellsurge efficiency
Inx level 4Energy Substitution (Cold)Nuke options
Bloodline bonusTwin SpellNuke options
Otyugh HoleIron WillIncantatrix qualification


This build requires feat retraining (PHB2 page 193). For example, three feats at level one initially need to be Versatile Spellcaster, Heighten Spell, and Sanctum Spell for early entry into Rainbow Servant. Retrain Sanctum Spell and Heighten Spell (or Dark Chaos shuffle them, although that requires more gold and/or XP) as soon as you can cast 3rd level spells naturally.

Spelldancer requires the feats Dodge, Mobility, Endurance, and Combat Casting. That's a horrible feat tax, but we can pay it without actual feats. You need to cast Heroics to give yourself Dodge and Mobility, and Miracle to cast Extended Unfailing Endurance to give yourself Endurance (it lasts 40+ days), before Spelldancing buffs. Additional feat retraining can be used if it's ruled that when leveling up you need to quality for PrC's naturally and unbuffed. Then you take Dodge, Mobility, and Endurance as natural feats, take Spelldancer 1 at level 13, and then retrain them to other feats at levels 14 through 16, and finally buff yourself in order to re-enable and actually use Spelldancing.

Gaining extra feats: If you need more feats (for example the DM doesn't allow flaws) there are ways to get more (and without dropping into utter cheese such as using certain interpretations of Chaos Shuffling to get infinite feats):

Dump Eschew Materials and Invisible Spell: They're only present for the naked theme (just buy a spell component pouch), and for fun (e.g. with Arcane Spellsurge), but neither are necessary for the buff routine.
Dump Energy Substitution (Cold) and Twin Spell: They're only present so Kerri's nukes can be more powerful and have other energy types, but neither are necessary for the buff routine.
Free Combat Casting: If Web sources are allowed in your campaign, cast Mirror Move (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a) to give yourself Combat Casting (cast Summon Monster VII to bring in a Djinni, or Summon Monster VIII to bring in a Lillend, and watch it defensively cast a spell).

For deity, Kerri needs to worship one with the Planning domain, in order to be able to switch a Rainbow Servant domain to Planning, in order to get Extend Spell which enables Persist Spell. Greater Deity Boccob is a good choice (has Planning domain in CW page 146) which fits a purely magic buff character. Greater Deity Ubtao is a good choice too (jungle deity fits the Rainbow Servant Couatl temples). Both are Neutral, although Kerri is probably NG (like Pixies) since one of her buffs makes all her spells [good].
Variants: Every build can be tweaked in any number of ways, and with all the details that go into this build Kerri is no exception:

Level 20: Dump the Half-Fey template and Minor Fey bloodline, and replace them with a standard 20th caster level. That would be Incantatrix level 7, gaining a bonus metamagic feat. That's a definitely simpler and arguably stronger build, since it gains an extra 9th level spell known (use it for Absorption described below if you want to be cheesy).
Wizard: Replace Sorcerer 1 with Wizard 1. Then you can pick up extra 8th and 9th level spells. However that loses a number of 9th level spell slots, misses out on powerful Sor only spells, and with a spellbook makes it harder to be equipment independent.
Body Outside Body: Cast Body Outside Body, and let your clones use Cooperative Metamagic to Repeat your Miracles. That lets you avoid the feats Divine Metamagic and Residual Magic, and the Sacred Exorcist level, which gives you an extra Incantatrix level and three extra feats. However, that uses up an extra Miracle, is less versatile (you need to stop and make clones every time you want to apply metamagic), and requires buffing your clones so they can make the high Spellcraft checks.
Vow of Poverty: If you're not going to use equipment, might as well formalize it and take Vow of Poverty. However that takes two extra feats (one if you retrain one of the VoP bonus exalted feats to Sacred Vow), and buffs can reproduce everything VoP gives you. Kerri is not only free of relying upon equipment, but is also free of constricting vows that might limit how she chooses to use equipment. :smalltongue:
Infinite spells: Add Absorption (http://www.giantitp.com/forums/showthread.php?t=212739) to your spells learned, and you can use it to cast infinite spells. That allows you to buff yourself with every 7th level and below spell ever printed, significantly increasing your power. However for our purposes we're avoiding infinite loops like this. Every optimized build below Pun-Pun is an exercise in where to draw the line in what to allow vs. disallow. :smallyuk:

Equipment: Even though Kerri technically doesn't need any equipment, she can still take advantage of 760K gold WBL of a level 20 character:

As Xykon says (http://www.giantitp.com/comics/oots0657.html), "Power, it isn't something you put on or take off like a jacket. It's something you just ARE." Kerri's WBL is used in ways that actually improve herself, such as inherent bonuses and permanent feats from magical locations (CS), instead of just buying pretty baubles that can be disjoined or stolen:

PriceItemUsed for
705985Staff of Wish (27 charges)Use to get +5 inherent bonus to CHA, WIS, INT, CON, +4 inherent to DEX, and +3 to STR. (Slightly Cheaper than equivalent tomes.)
8825Power Stone (Genesis)Because every high level caster needs their own private demiplane. (Cheaper than a scroll.)
3000Otyugh Hole visitIron Will feat. Recorded as part of WBL.
5000Heward's Hall visitSkill Focus (Dance) feat. Recorded as part of WBL.
2000Frog God's Fane visitSkill Focus (Religion) feat. Recorded as part of WBL.
1500Ivory crownFocus item for Shapechange. The one physical item Kerri needs, although it's non-magic.
250Feat retrainingRetrain Heighten Spell, Sanctum Spell, Dodge, Mobility, and Endurance.
33440GoldLeftover gold (Kerri rests on it like a dragon in her demiplane :smallcool:)

Miracle: Repeat Spell and Miracle make a powerful combination:
Repeat Spell can be used to get two Miracles for the price of one. Twin Spell says the same spell takes effect twice (where a counterspell will remove both instances) and all decisions must be the same for both instances. However Repeat Spell (two pages earlier in CA) specifically says the spell is cast separately in the next round, and only says targeting has to be the same. Therefore a Repeat Heroics can give you two different Fighter feats, and a Repeat Miracle can allow you to duplicate two different spells (as long as you're buffing yourself with both castings). This allows Kerri to nearly double the amount of buffs with her spell slots.

Unfortunately Miracle is an Evocation spell, so a Repeat Miracle can't be Spelldanced (and even if it could, we want the expensive metamagic like Persist applied to the duplicated spells, not Miracle itself). Enter Divine Metamagic, which works very well for a CHA caster. CHA 44 allows 20 turn undead usages, or 20/(3+1) = 5 instances per day of applying Repeat to Miracle.

Even that can be increased, with Residual Magic. Use Divine Metamagic to Repeat one Miracle. Then cast Miracle again, this time using Residual Magic to apply Repeat for free. This combination allows 10 instances per day of applying Repeat to Miracle. CHA 44 gives seven 9th level spell slots and nine 8th level spell slots, which means 11 castings of Miracle per day (7 from 9th level slots + 4 from 8th level slots using Versatile Spellcaster), or 21 Miracles per day counting the 10 instances of Repeat.

A downside of the 10 Repeat Miracles from Residual Magic is they can't have spelldancing applied to the spell they duplicate, since Residual Magic needs to be applied in the next round after the first casting. Or rather, you can squeeze in one round of spelldancing: Cast Miracle, use Divine Metamagic to apply Repeat. Next round, Spelldance up Extend Spell, during which the Repeat Miracle is automatically cast. Next round, cast Miracle again, using Residual Magic to apply Repeat to it, and the spells duplicated by Miracles #3 and #4 pick up Extend Spell for free. Finally use Incantatrix Metamagic Effect to apply Persist spell to either or both of the duplicated spells.
Spells known: With Miracle, Sorcerer spells known doesn't matter as much. The spells to actually know are:

High level spells: 8th and 9th level spells that aren't reproducible with Miracle (i.e. Shapechange, Superior Invisibility, Greater Arcane Fusion, and Polymorph Any Object).
Combat spells: Swift or immediate action spells, that you actually want to cast in combat (i.e. Celerity, Assay Spell Resistance).
Combo spells: 1st, 4th, and 7th levels spells that are good for combining in (Greater) Arcane Fusion, (e.g. True Strike + Orb of Fire, or True Casting + Wings of Flurry).

Here's Kerri's spells known list. Spells marked as "(Divine)" are Cleric list spells learned (or Sorcerer retrained) after finishing Rainbow Servant. Spells suffixed with "*" are persisted buffs. (Superior Invisibility usually isn't needed, but will be Persisted when cast.)

0: Arcane Mark, Cure Minor Wounds (Divine), Dancing Lights, Detect Magic*, Mage Hand, Mending, Prestidigitation*, Read Magic, Summon Holy Symbol*
1: Conviction (Divine)*, Disguise Self, True Casting, True Strike, Wieldskill (Divine)*
2: Alter Self, Divine Insight (Divine), Heroics*, Wings of Air*, Wings of Cover
3: Battlemagic Perception*, Fireball, Haste*, Major Image
4: Assay Spell Resistance, Celerity, Freedom of Movement (Divine)*, Orb of Fire, Ruin Delver's Fortune*, Sheltered Vitality (Divine)*, Wings of Flurry
5: Arcane Fusion, Moonbow
6: Greater Dispel Magic, Heal (Divine)
7: Energy Immunity*, Greater Shadow Conjuration*, Greater Teleport
8: Greater Arcane Fusion, Superior Invisibility*, Polymorph Any Object*
9: Miracle (Divine), Shapechange*

Buff list: Kerri's standard buff list. All 9th level castings after Shapechange are Miracle duplicating the spell.

0x4: Detect Magic, Prestidigitation, Read Magic, Summon Holy Symbol
1x3: Conviction, , Wieldskill (Concentration) + Wieldskill (Spellcraft)
2x6: Wings of Air, Heroics (Dodge) + Heroics (Mobility), Heroics (Improved Initiative) + Heroics (Improved Toughness), Heroics (Martial Study: Mind Over Body) + Heroics (Matial Study: Action Before Thought), Heroics (Martial Study: Moment of Perfect Mind) + Heroics (Martial Stance: Stance of Alacrity), [Divine Insight]
3x2: Haste, Battlemagic Perception
4x4: Sheltered Vitality, Freedom of Movement, Ruin Delver's Fortune (Fort) + Ruin Delver's Fortune (Ref), Ruin Delver's Fortune (Will) + Ruin Delver's Fortune (HP)
7x2: Energy Immunity (Fire) + Energy Immunity (Acid), Greater Shadow Conjuration (Create Magic Tattoo: +1 CL) + Greater Shadow Conjuration (Create Magic Tattoo: +2 Atk)
8x2: Polymorph Any Object, [Mark of the Enlightened Soul]
9x6: Shapechange, Life's Grace + Mind Blank, Nixie's Grace + Mark of the Enlightened Soul, Glorious Master of the Elements + Favor of the Martyr, Inner Beauty + Chasing Perfection, Hymn of Praise + Dispelling Buffer

Also you get free Foresight, True Seeing, and Analyze Dweomer from Air Weird form. All the above are persisted buffs, applied through Spelldancing. Exception: Favor of the Martyr and Glorious Master of the Elements are Necromancy and Evocation school, so have their metamagic applied through Metamagic Effect. Divine Insight is needed once to make the DC 18+(7+1+3+6)x3 = 69 Spellcraft check to apply Persist to Glorious Master of the Elements. True Casting is used before Glorious Master of the Elements so all its nukes are +10 against enemy SR. One 8th level slot is spent as part of Mark of the Enlightened Soul, so all 7th level and below nukes are +50% damage against evil creatures. Dispelling Buffer (http://www.d20srd.org/srd/psionic/powers/dispellingBuffer.htm) is a Psionic buff, but at 6th level it's still equivalent or less powerful than a 7th level spell duplicatable with Miracle.

2x2, 4x1: Also need to cast Heroics twice to get Dodge and Mobility to enable Spelldancing, and cast Sheltered Vitality to make yourself immune to stat damage and fatigue before Spelldancing. (Once done, it's more efficient to just cast them again with Spelldancing to make them Persistent, then use limited per day Incantatrix abilities to Persist the existing castings.) These only need to be done when starting from an unbuffed state. Kerri reapplies her buff routine each day, so this is rarely necessary.

9x2: Occasionally need to cast Repeat Miracle twice to duplicate the following: Unfailing Endurance (to get Endurance to enable Spelldancing) + Substitute Domain (Law to Planning to get Extend Spell), Substitute Domain (Air to Protection to get access to Mind Blank) + Contingency (Celerity, because it's useful). All these extra castings last over 50 days (1 day per CL) when Extended, so rarely need to be done. (Note Favor of the Martyr will grant Endurance too if "benefit of the Endurance feat" is ruled to mean the actual feat instead of just its effects, after all the biggest benefit of a bad feat like Endurance is qualification for PrC's. :smallwink:)
Spell slots: A summary of Kerri's total spell slots, and how many are used for the standard daily buff routine.
Cast Polymorph Any Object with two 7th level slots to allow more Miracles. It's good to leave some spell slots open (especially for Miracles) for versatility in facing whatever may arise:

[TR]LevelTotalUsedLeft
0642
11138
21064
31028
41046
510010
6909
7945
8918
9761


Another important asset is Incantatrix Metamagic Effect, which can be done 3+INT=16 times per day. 2 are used for Extending/Persisting Necromancy spell Favor of the Martyr, and 3 are used for Extending/Persisting/Maximizing Evocation spell Glorious Master of the Elements. Use 8 more to Extend/Persist Protection From Law (Half-Fey spell list ability), Foresight, True Seeing, and Analyze Dweomer (Weird abilities). That leaves 5 for any non-Spelldanceable buffs brought forth with remaining Miracles.
Immunity list: Kerri is invulnerable to just about everything. Here's the immunities and their sources:

All damage: Shapechange (granting regeneration) + Favor of the Martyr (immune to non-lethal damage)
Poison: elemental type, Ruin Delver's Fortune
Charm and compulsion, pain: Favor of the Martyr
Fatigue, exhaustion, ability damage, ability drain: Sheltered Vitality
Daze: Favor of the Martyr
Grapple: Freedom of Movement
No need to breathe, eat, or sleep: elemental type
Critical, stun, flanking: elemental type
Energy drain, negative levels, magical death effects, disease from undead: Life's Grace
Possession: Protection From Law
Always warned of danger: Foresight
All divination spells: Mind Blank
All enchantment spells: Half-Fey template

It's easier to list the things Kerri is NOT immune to after her default buffs. Since her saves are so high and don't autofail on natural 1's, immunity to them really isn't needed. However even those potential holes can easily be overcome if willing to use some of her remaining Miracles:

Disease: Nezram's Amethyst Aura (LEoF)
Blindness: Vision of the Omniscient Eye (DM)
Deafness: Nezram's Emerald Energy Shield (LEoF)
Touch attacks, rays: Ray Deflection (SC)
Silence effects: Joyful Noise (SC)
Planar effects: Planar Bubble (SC)

Buffs: Some comments on powerful buffs and spell combinations:

Immune to damage: Shapechange into a form with regeneration (like Air Weird), meaning all damage taken is non-lethal. Also cast Energy Immunity for Fire and Acid to be immune to the only damage that overcomes that regeneration. Favor of the Martyr makes you immune to non-lethal damage. You are now immune to all forms of damage! It's too bad Monstrous Regeneration (which granted true regeneration) was reprinted as Greater Vigor in SC (which only grants fast healing).
Shapechange: Change into an Air Elemental Weird (FF). You get Breathsense, Regeneration 10, high DR, SR 25. Most significant is Prescience, allowing you to cast all of the following at will as a free action: Analyze Dweomer, Clairaudience/Clairvoyance, Contact Other Plane, Detect Thoughts, Discern Location, Find the Path, Foresight, Greater Scrying, Legend Lore, Locate Creature, Locate Object, Tongues, True Seeing, Vision! Elemental type is great too, since you don't breathe, eat, or sleep, and are immune to poison, paralysis, stun, criticals, and flanking.
Polymorph Any Object: Polymorph into a form with high INT, i.e. White Ethergaunt (FF) at 27 INT is the highest non-always-evil form with <= 15 HD. Polymorph Any Object is the only form changer giving INT, while Shapechange is the only form changer giving (Su) abilities. Cast both so you get both the high INT and the (Su) abilities of the best forms.
Alter Self: You're allowed to change into yourself, so cast it after the above to replace your current form with your original winged human form, while still having the good stats and abilities of the White Ethergaunt and Air Weird. If you want human form without the Half-Fey wings, Alter Self into a Sirine, which is a fey looking like a human female.
Caster level: Cast Create Magic Tattoo (with Greater Shadow Conjuration to avoid paying the 100 gold material cost each time) to get +1 CL. Cast Mark of the Enlightened Soul to make all of your spells gain the [good] descriptor, which combined with Good domain gets another +1 CL.
Saving throws: Cast Heroics x4 to gain the feats Martial Study x3 (Mind Over Body, Action Before Thought, and Moment of Perfect Mind) and Martial Stance (Stance of Alacrity). That allows you to replace all three saving throw types with Concentration skill checks (meaning no failure on natural 1) as a free action 1/round (and as an immediate action one additional time per round). That means Kerri is guaranteed to never fail a saving throw DC 42 or below, unless forced to do so 3+ times in a round.
Defense: Note Kerri doesn't have Quicken Spell, since it's inefficient. If she wants to cast two spells a round, she'll use a remaining Miracle for Arcane Spellsurge (DM), combined with Invisible Spell metamagic to make spells either a standard action or swift action. However, Kerri prefers to keep her swift/immediate action for Celerity or Wings of Cover, to stop anything that strong opponents might do.
Immortality: Stay in an Astral Projection (temporarily Shapechange into a Nightmare or Shedu (FF) to cast it) which keeps your real body in stasis. Also, Kerri spends most of her time as an elemental, which doesn't age. Finally, if you ever want to be young again, kill yourself while having a Contingent Last Breath (SC) up to be reincarnated in a new young adult body without level loss, and then use Miracle to get your old body shape back (http://www.d20srd.org/srd/spells/reincarnate.htm).
Nuking #1: For continual damage, Kerri casts Extended Persistent Maximized Glorious Master of the Elements. Since it's cast with Miracle, apply +0 metamagic Non-Lethal Substitution (Electricity) in the process, so you can do free non-lethal nuking too if you want to subdue a target alive. That's an evocation spell, so can't Spelldance it. Instead, cast it normally, then use Incantatrix Metamagic Effect to apply the metamagic. That's normally a 17th level spell slot requiring a DC 69 Spellcraft check, which Kerri can make with her +47 combined with casting Divine Insight for +15, and taking 10.
Nuking #2: For high damage, Spelldance ahead of time a Repeat Twin Ocular Maximized Moonbow. Releasing from both eyes in the next hour then does 3x10x60x2x2x1.5 = 1080 damage to evil creatures. Focused mailman builds do better, but this isn't bad for one 5th level spell slot. If you need to hit something with high SR or in an antimagic field, Spelldance a Repeat Twin Ocular Maximized Orb of Fire (or Cold via Energy Substitution), which does 15x6x2x2x1.5 = 540 damage to evil creatures for one 4th level spell slot.
Nuking #3: For extra high damage, cast Greater Arcane Fusion, and for the 7th level slot cast a nuke, and for the 4th level slot cast Celerity. In the standard action provided by Celerity, cast Greater Arcane Fusion again, and repeat the process. This allows continual nukes until you run out of 8th and 9th level slots (and 7th level with Versatile Spellcaster). Specifically, this can be done 11 times in a row even after the buff routine, which equals 1732 damage on average with Moonbow (or 2376 force damage always with Wings of Flurry, assuming the 7th level spell can be used to cast a Maximized 4th level spell). We're assuming a balanced interpretation here that provides a 7th level slot instead of a 7th level spell, to avoid cheese of casting Sanctum Greater Arcane Fusion to easily give infinite spells (which means infinite standard actions and infinite damage).

Stats: Given 38 point buy (the number of points for Champion Array or the equivalent to 18,16,14,12,10,8) arrange them as follows:
StatBuyBaseComments
STR912Dump, since gets replaced with Shapechange.
DEX1117Need at least 13 to qualify for Dodge and hence Spelldancer. Can dump if you allow qualifying for feats and PrC with buffs.
CON912Dump, since gets replaced with Shapechange.
INT1823Should be at least 14, since need lots of skill points, with Tumble, Perform (Dance), and Knowledge (Religion) needed cross-class.
WIS916Can dump, since nothing depends on it.
CHA1832Needs to be high, since Sorcerer uses CHA.


For base unbuffed stats, Half-Fey adds +2 DEX, -2 CON, +2 WIS, +4 CHA. Fey Bloodline adds +1 CHA. Level up points add +4 CHA. Inherent bonuses add +3 STR, +4 DEX, +5 CON, +5 INT, +5 WIS, +5 CHA. Could gain additional mental stats with venerable age, although youth fits the fairy theme better. With buffs up (which they are 24/7) stats get significantly higher:

StatValueMath
STR2821 base (Shapechange into Weird) + 3 inherent + 4 enhancement (Chasing Perfection).
DEX2814 base (Shapechange into Weird) + 4 inherent + 6 enhancement (Nixie's Grace) + 4 sacred (Inner Beauty).
CON2617 base (Shapechange into Weird) + 5 inherent + 4 enhancement (Chasing Perfection).
INT3627 base (Polymorph Any Object into White Ethergaunt (FF)) + 5 inherent + 4 enhancement (Chasing Perfection).
WIS2016 base + 4 enhancement (Chasing Perfection).
CHA4432 base + 8 enhancement (Nixie's Grace) + 4 sacred (Inner Beauty).


Note 44 CHA is close to Aphrodite (DaD, CHA 47), and Sune (FaP, CHA 50). Kerri is about as Charismatic as it's possible to get without getting into trouble with jealous deities. :smallamused:
Caster Level: All of the below are untyped bonuses:
ValueSourceComments
19Base caster level
1Fey bloodline
1Create Magic TattooCast with Greater Shadow Conjuration so free
1Mark of the Enlightened SoulMakes all spells [good], combined with Good domain
2Hymn of PraiseRainbow Servant Cleric spells cast as divine
3Elder Giant MagicWith 1-3 rounds of extended casting
27Total


Kerri's caster level for spells is always at least 24. With 1-3 rounds of extended casting she can raise that to 27 (which is applied to all her morning buffs).

The DC to dispel is 11+CL. Dispelling Buffer gives +5. Hence for all buffs the DC is 11+5+27 = 43. The highest a dispel check can ever be is 40 (20 on 1d20 roll + Max CL 20 for a spell like Greater Dispel Magic or Reaving Dispel). Therefore it's impossible to remove any of Kerri's buffs with any non-epic Dispel Magic spell.

With all Kerri's immunities and buffs at a high enough CL that they can't be Greater Dispelled, the only way to beat her is to first remove them with Mage's Disjunction. However getting Disjunction or related attacks to stick isn't trivial. She can block any targeted spell as immediate action with Wings of Cover (or cast Celerity as an immediate action if it's not targeted), use Battlemagic Perception to counterspell as a free action, and as another free action say a keyword to activate Contingent Celerity to move or teleport out of the way. In summary you need 4 actions in a row (or 4 Wizards Disjoining her at once) to interrupt all Kerri's countermeasures.

The other way to defeat Kerri is the same Achilles Heel any other magic focused character has: an antimagic field. Inside antimagic, Kerri changes from a godly character that can curbstomp any epic monster (http://www.d20srd.org/indexes/epicMonstersAndObstacles.htm) to little better than a Commoner. If only there were a way to work Initiate of Mystra into the build! Foresight should trigger if Kerri is about to enter antimagic, or somebody radiating an antimagic field is about to affect her with it. However, presumably somebody with both Mind Blank (which blocks all divinations) and Antimagic Field up won't trigger Foresight.
Skills: Skills are the bread and butter of non-combat D&D. Kerri is more skilled than a Mary Sue character in a bad piece of fanfic. :smalltongue:

Concentration: +41 = 23 ranks + 8 CON bonus + 10 competence (Wieldskill)
Spellcraft: +47 = 22 ranks + 2 synergy +13 INT bonus +10 competence (Wieldskill)
Diplomacy: +35 = 14 ranks + 4 synergy + 17 CHA bonus
Perform (Dance): +30 = 10 ranks + 17 CHA bonus + 3 Skill Focus (Dance)

Use Wieldskill on any other skills you want +10 to, such as Diplomacy and Bluff to be a decent diplomancer.
Stats: Specifically hp, AC, DR, speed, saves:
269 hp: 68 base - 19 (Quick) + 152 CON bonus + 19 (Heroics: Improved Toughness) + 49 temp (Ruin Delver's Fortune). Kerri doesn't really care about HP, since she's immune to damage.

AC 26: 10 base + 9 DEX bonus + 4 natural (Shapechange: Weird) + 1 dodge (Haste) + 2 insight (Foresight). Kerri doesn't care about AC either, since she's immune to damage and grappling. However you can easily raise it by 4 by using a 7th level slot to cast Greater Shadow Conjuration (Mailed Might of the Magelords).

DR 10/- from Shapechange (Weird) form, and DR 5/cold iron (Nixie's Grace). Again not important since immune to damage.


Land speed 70: 30 base + 10 (Quick) + 30 enhancement (Haste).
Fly speed 110: (30 + 10 (Quick)) x 2 (Half-Fey) = 80 base + 30 enhancement (Haste).
Swim speed 60: 30 base (Nixie's Grace) + 30 enhancement (Haste).

Kerri rarely needs to make a saving throw since they are usually replaced with Concentration checks (see above), allowing her to never fail a saving throw DC 42 or below, even on a natural one. For actual saves when they happen, they all gain +22 = +17 luck (Ruin Delver's Fortune) + 5 morale (Conviction).

Fort: +34 = 4 base + 8 CON bonus + 22.
Reflex: +42 = 8 base + 9 DEX bonus + 2 insight (Foresight) + 1 dodge (Haste) + 22.
Will: +47 = 20 base + 5 WIS bonus + 22.

Melee: With her Waif Fu (http://tvtropes.org/pmwiki/pmwiki.php/Main/WaifFu), Kerri can punch out the Hecatonceries!
The Hecatonceries (http://www.d20srd.org/srd/epic/monsters/abomination.htm#hecatoncheires) is a wimp. Suppose Kerri is flying around, minding her own business, when suddenly 1000 Hecatonceries' jump out and attack. She's getting attacked 1000x100 = 100K times a round! Fortunately, with her immunities there's no way for them to harm her, however how can she take them out with finite spells and when Hecatonceries has such high SR? Kerri is a caster, and prefers magic to uncivilized melee. Nevertheless, Kerri can do extra buffs to make herself decent in melee:

Cast 11 extra spells. The spells cast from 9th level slots are duplicated with Kerri's remaining Miracles:

2x2: Heroics (Improved Unarmed Strike) + Heroics (Weapon Focus: Unarmed Strike), Heroics (Power Attack)
7x1: Create Magic Tattoo (+1 attack luck)
9x4: Divine Power + Giant Size, Align Fang + Wraithstrike, Lion's Charge + Greater Magic Fang, Ferocity of Sanguine Rage

Attack rolls: 19 BAB (Divine Power) -2 (Noncombatant flaw) +1 Weapon Focus (Unarmed Strike) +9 STR bonus +5 enhancement (Greater Magic Fang) +2 competence (Create Magic Tattoo) +1 luck (Create Magic Tattoo) +1 untyped (Haste) -8 Size (Giant Size) -6 (Power Attack) +2 (roll, ignoring natural 1's) = 43

An attack sequence of at least 43/43/38/33/28 (Lion's Charge + faster movement rate allows full attacks each round) is guaranteed to hit the Hecatonceries touch AC (Wraithstrike) of 28 on all 5 hits, barring natural 1's.

Damage rolls: 1d3 (unarmed) +28 STR bonus +5 enhancement (Greater Magic Fang) +13 untyped (Ferocity of Sanguine Rage) +6 (Power Attack) = 53.

Each hit does at least 53 damage (Align Fang ensures her hits overcome regeneration). Five hits against DR 20 do 165 total. Assume 5% of hits are misses due to natural 1's (reduce damage by 5%) combined with fast healing 50, and Kerri does 106 net damage to a Hecatonceries a round. That kills it in 10 rounds or 1 minute. Kerri can punch to death 1000 Hecatonceries in 1000 minutes, or under 17 hours. :smallbiggrin:

Olo Demonsbane
2012-12-09, 09:45 PM
Wow, excellent build! My latest character also happened to be a Persist-o-mancing Half-Fey.

I only wonder if Rainbow Servant is really worth the full ten levels. Your divine spells are Miracle, Heal, Sheltered Vitality, Freedom of Movement, Divine Insight, Conviction, Wieldskill, and Cure Minor Wounds.
Miracle, which is the lovely spell this build is based around, seems like it could be acquired through a Contemplative dip.
Sheltered Vitality is, correct me if I'm wrong, unnecessary through your use of Shapechange into a Weird.
Heal is nice, but fairly useless if you are immune to damage and most of its curable side effects.
The rest are good spells, but I personally wouldn't spend those nine levels on them when you can maneuver your way into delicious morsels like Dweomerkeeper 4.

In any case, wonderful job!

Doorhandle
2012-12-09, 11:49 PM
Welp. If I even needed to find a character who could Merrily streak through the 9 hells, I've found it.

kardar233
2012-12-10, 02:44 AM
This is my favourite kind of high-level character; someone who can play like a melee character and also bust out the game breaking if necessary. I've made several Persist-everything-short-the-kitchen-sink characters, so here's my thoughts.

Kerri isn't quite as invulnerable as you think she is. I'll go through a few ways I'd go about killing her, assuming I can get at her rather than her Projection:


Pure damage. Immunity to fire and regeneration is a good combo for immunity, but Searing Spell bypasses it. You have 269 HP, and a decent Mailman will kill you in a single spell. I suggest using Crystalline Troll/Immune to Sonic, War Troll/Immune to Acid or Delay Death instead. I prefer Delay Death as I like to use Shapechange for proactive things.
Save-or-X. Sure, the Diamond Mind save counters are handy, but you can only use each one once per encounter. If someone does some DC boosting and then slugs you with more than one spell on the same save (probably Fort) you could be in a serious pickle.
Blasphemy. She isn't immune to the Word line, and her lowered HD make her vulnerable. A CL 29 Blasphemy will insta-kill her, no save. I suggest Greater Spell Immunity, but you'll need to use your Sorcerer spells known to get it on your list. Silence also works, though you'll need to make some of your own preparations.
Dispelling/AMF. Your high caster level renders you immune to most dispelling but someone using Reserves of Strength (possibly coupled with Inquisition Domain) could get you. An AMF will be tough to stick to you but a big payoff if it works. MDJ is a better idea, though. You've got a lot of good defence mechanisms that'll stop these from sticking, but there are some ways to get through.

The Timey-Wimey AMF One-Two: This assumes I know where you are, possibly through a Power Stone of Metafaculty or some such. I Gate in a monster with his own casting. Solar is a good bet. I have him prepare an Antimagic Field and a Greater Teleport, then cast Time Stop. He Greater Teleports to you, walks up beside you and casts AMF. When the Time Stop ends, he grapples you and kills you. Unfortunately, Contingency won't save you here. This is a tough one to beat, and I don't know a way around it sub-Epic except for Initiate of Mystra.
The Finessed Disjunction: I open up with a Disjunction, you hit Battlemagic Perception to counter it. Fire off a (Sudden?) Quickened Disjunction, you hit Celerity to counter it, I hit Battlemagic Perception to counter that, you hit your Contingent Celerity and I counter it with Divine Defiance. Works the same way with a powerful Dispel, except you might use Wings of Cover instead of Celerity as your immediate action. A good way to beat this would be using Craft Contingent Spell to set up more Contingencies than they can dispel.
The Brute Force Disjunction: I boost my CL high enough that you can't counter my Dispels/Disjunctions and do the same as above.
The Transfunction Disjunction: I cast Maximized/Extended Time Stop (depending on the interpretation) and then Energy Transformation Field keyed to Disjunction on you, step into the field, cast a couple of spells (enough to hit 9 spell levels) and then before the Time Stop ends, step out of the Field and ready an action to kill you with whatever spell I feel like. Time Stop drops, you get Disjunctioned and then I hit you with whatever kill spell I feel like. You have no opportunity to cast or counter or trigger any spells. There really isn't a way out of this.

Turn/Rebuke: Spending most of your time in an Elemental form opens up this weakness. Someone with a high enough CHA (a 44 like yours would be enough) and Substitute Domain (Air) could Rebuke you into a cowering mess. Getting it off is an issue, but at least it's not a spell so you can't dispel it.
Dread the Dreadnought: A savvy opponent could Shapechange into an Astral Dreadnought (MotP 159) and do all sorts of nasty things. They could try an easier version of the AMF Time Stop One-Two using its Antimagic Cone and grappling capability. If they're really mean they can kill you through your Astral Projection by doing the One-Two, using one of the ways to count you as flanked or flat-footed and then severing your silver cord, killing you instantly. As a variation of the One-Two, I can't think of a good way to get out of this outside of Initiate of Mystra.



Suggestions:

Get Craft Contingent Spell and just make 19 Contingent Celerities (plus your own from the Contingency spell). This means that you'll be able to out-action most enemy kill plans. However, since you're 19th-level and they're 20th-level, if they try the same tactic they can have one more than you can. Watch out.
Instead of relying on Shapechange for damage immunity, use Delay Death. That opens up Shapechange forms for offensive uses like turning into dragons.
Cover up the Word weakness with a Greater Spell Immunity. It'll cost you a Sorcerer spell known, but it's worth it not to be killed by some cleric who spent a couple of feats on CL-boosting or uses Consumptive Field.
Get more kill capability. Swap Elder Giant Magic for Reserves of Strength to make Glorious Master of the Elements much nastier, and move around feats for Searing Spell. You don't want to be slowed down by people immune to fire. I'm personally fond of stacking the breath weapon spells in SpC with a Shapechange dragon form to make gigantic breath weapon attacks, but there are plenty of ways to go about it.
Get Initiate of Mystra. Dragon Magic's ruling on Initiate feats isn't permissive enough to let you get it with your current build, but try to find some way to get it. If you burn enough slots on AMF, you can get out of any of the Disjunction-based scenarios above (as they won't be able to burn through your stacked AMFs) except for the Transfunction Disjunction, which will still kill you.


Lastly, if you're not at all fazed by the thought of your DM beating your head in with the XPH (and trust me, there are few things that will prompt as justified a bludgeoning response as this), use the spell Dweomer of Transference (http://www.d20srd.org/srd/psionic/spells/dweomerOfTransference.htm). But don't forget that I warned you.

Well-built characters of this type are downright terrifying. At one point, I had a 20th-level Persistomancer storm the Nine Hells naked with a pair of silver candlesticks for fun.

avr
2012-12-10, 03:02 AM
Cute, but the early entry shenanigans to get into Rainbow Servant at character level 2 put it into theoretical optimisation rather than actual use IMO.

kardar233
2012-12-10, 05:28 AM
I forgot to mention: the idea of using a whole bunch of Repeating Miracle casts to fill your Divine spellcasting needs is really cool and I wish I'd thought of it. You could try looking into Echoing Spell if your buff routine takes long enough.

I'm looking into Sha'ir as a platform, but Rainbow Servant's text keeps most of the Cleric spells you get as Divine so it takes ages for your gen to get any of them, which kind of makes the point moot.

Cruiser1
2012-12-10, 11:17 AM
I'll go through a few ways I'd go about killing her, assuming I can get at her rather than her Projection:
Thank you for all these thoughts! It's fun to think like an optomizer, and design strong builds and ways to overcome them. :smallbiggrin:

Pure damage. Immunity to fire and regeneration is a good combo for immunity, but Searing Spell bypasses it.
Does Searing Spell (Sand) bypass regeneration? It seems like that feat just converts half of a fire spell's damage to untyped damage, and doesn't say anything about regeneration. For Kerri, the fire damage is absorbed by Energy Immunity, and the untyped damage is converted into non-lethal which is then ignored by Favor of the Martyr.

Save-or-X. Sure, the Diamond Mind save counters are handy, but you can only use each one once per encounter. If someone does some DC boosting and then slugs you with more than one spell on the same save (probably Fort) you could be in a serious pickle.
Yes, indeed. That's why it's best to save immediate actions for Wings of Cover or Celerity to block or evade powerful attacks. Of course, if the enemy can do multiple actions a round, Kerri's in trouble, which shows how high level combat is all about action economy. :smallcool:

Blasphemy. She isn't immune to the Word line, and her lowered HD make her vulnerable. A CL 29 Blasphemy will insta-kill her, no save. I suggest Greater Spell Immunity, but you'll need to use your Sorcerer spells known to get it on your list. Silence also works, though you'll need to make some of your own preparations.
Blasphemy won't harm Kerri, since she's immune to daze, paralysis, and magical death effects. Similarly, Power Word Blind/Stun/Kill won't harm her, since they're all mind-affecting and blocked by Mind Blank. (Those three are also blocked since they're Enchantment spells or magical death effects.) Greater Spell Immunity is indeed an excellent buff, and being a Clr8 spell can be cast via Miracle.

Dispelling/AMF. Your high caster level renders you immune to most dispelling but someone using Reserves of Strength (possibly coupled with Inquisition Domain) could get you.
Another interesting way of taking down Kerri's buffs is with a Truenamer of all things. :smalltongue: The utterance Spell Rebirth is a dispell that works without any caster level check or save.

He Greater Teleports to you, walks up beside you and casts AMF. When the Time Stop ends, he grapples you and kills you. Unfortunately, Contingency won't save you here. This is a tough one to beat, and I don't know a way around it sub-Epic except for Initiate of Mystra.
And even with Initiate of Mystra, that requires having an action to cast in the antimagic field, which is still suppressing your buffs. Once Kerri's inside antimagic and as strong as a wet paper bag, the Solar (best accompanied by a few friends) can just ready actions to melee through her 68 unbuffed hp before she gets a chance to teleport away.

The Finessed Disjunction: I open up with a Disjunction, you hit Battlemagic Perception to counter it. Fire off a (Sudden?) Quickened Disjunction, you hit Celerity to counter it, I hit Battlemagic Perception to counter that, you hit your Contingent Celerity and I counter it with Divine Defiance. Works the same way with a powerful Dispel, except you might use Wings of Cover instead of Celerity as your immediate action. A good way to beat this would be using Craft Contingent Spell to set up more Contingencies than they can dispel.
A fun example of high level combat, that again shows how it's all about action economy. Craft Contingent Spell is expensive but certainly very effective.

The Brute Force Disjunction: I boost my CL high enough that you can't counter my Dispels/Disjunctions and do the same as above.
That prevents Battlemagic Perception counterspells from working, although the (Contingent) Celerity is still effective to move out of the way. Since Battlemagic Perception counterspell is a free action, Kerri probably tries that first, and if it fails to counter then she moves on to using her immediate action.

The Transfunction Disjunction: I cast Maximized/Extended Time Stop (depending on the interpretation) and then Energy Transformation Field keyed to Disjunction on you.
Yes, Energy Transformation Field (http://www.giantitp.com/forums/showthread.php?t=230105) can be used offensively. Initiate of Mystra is a good way around antimagic field, however there are no ways to cast inside Energy Transformation Field, and few think to include that spell in their Contingencies.

Turn/Rebuke: Spending most of your time in an Elemental form opens up this weakness. Someone with a high enough CHA (a 44 like yours would be enough) and Substitute Domain (Air) could Rebuke you into a cowering mess.
With all her immunities, I would expect Kerri would be immune to turning. Rebuking (http://www.d20srd.org/srd/combat/specialAttacks.htm#evilClericsandUndead) of any type is a channelling of negative energy, and Life's Grace i.e. Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) makes you immune to negative energy effects.

Dread the Dreadnought: A savvy opponent could Shapechange into an Astral Dreadnought (MotP 159) and do all sorts of nasty things. If they're really mean they can kill you through your Astral Projection by doing the One-Two, using one of the ways to count you as flanked or flat-footed and then severing your silver cord, killing you instantly.
Once you're Astral Projected, presumably both your real self and your projection can be buffed separately. Kerri's real self in stasis on her private demiplane (not affected by any antimagic field) has a Contingent Revivify or related spell, so if her projected cord is cut her real self gets revived.

Instead of relying on Shapechange for damage immunity, use Delay Death. That opens up Shapechange forms for offensive uses like turning into dragons.
Very sound advice. Of course each additional buffs stresses a build that's already doing many tricks to get as many spells as possible. If Kerri is allowed Absorption, then she has infinite spells and can buff with Delay Death and many other powerful combos.

Get Initiate of Mystra. Dragon Magic's ruling on Initiate feats isn't permissive enough to let you get it with your current build, but try to find some way to get it.
Yeah, Kerri can ALMOST take Initate of Mystra already. It's allowed for any class with the Cleric spell list that requires a deity (such as Favored Soul). Rainbow Servant nicely covers the Cleric spell list, but unfortunately has no mention of deity.

Use the spell Dweomer of Transference (http://www.d20srd.org/srd/psionic/spells/dweomerOfTransference.htm).
Oh yes, psionic novas are fun! Cast Mental Pinnacle (http://www.d20srd.org/srd/psionic/spells/mentalPinnacle.htm) on your familiar (assuming you have one) so its a Psion, followed by Dweomer of Transference on it. Cast a zillion spells at your familar so it has a zillion power points, and then it nukes any opponent with a massive augmented Mind Thrust.

kardar233
2012-12-10, 12:51 PM
Thank you for all these thoughts! It's fun to think like an optomizer, and design strong builds and ways to overcome them. :smallbiggrin:

Does Searing Spell (Sand) bypass regeneration? It seems like that feat just converts half of a fire spell's damage to untyped damage, and doesn't say anything about regeneration. For Kerri, the fire damage is absorbed by Energy Immunity, and the untyped damage is converted into non-lethal which is then ignored by Favor of the Martyr. Searing Spell doesn't actually change the typing of the damage (like a Sanctified One of Kord would) so yes, you're still vulnerable to it. Try using one of the other invulnerability tricks.

Blasphemy won't harm Kerri, since she's immune to daze, paralysis, and magical death effects. Similarly, Power Word Blind/Stun/Kill won't harm her, since they're all mind-affecting and blocked by Mind Blank. (Those three are also blocked since they're Enchantment spells or magical death effects.) Greater Spell Immunity is indeed an excellent buff, and being a Clr8 spell can be cast via Miracle. Death effects are effects with the [Death] descriptor. Blasphemy doesn't have the [Death] descriptor and isn't [Mind-Affecting] either, so you're not immune to it. Greater Spell Immunity or Silence are still necessary.

Another interesting way of taking down Kerri's buffs is with a Truenamer of all things. :smalltongue: The utterance Spell Rebirth is a dispell that works without any caster level check or save. Would you look at that. I have played in one game where I was planning and mentioned "I could really use a 20th-level Truenamer right now..." oddly enough, it wasn't for the Gate SLA.

And even with Initiate of Mystra, that requires having an action to cast in the antimagic field, which is still suppressing your buffs. Once Kerri's inside antimagic and as strong as a wet paper bag, the Solar (best accompanied by a few friends) can just ready actions to melee through her 68 unbuffed hp before she gets a chance to teleport away. Having IoM would (depending on your interpretation) allow you to use your Contingency as well, giving you a couple of escape actions.

A fun example of high level combat, that again shows how it's all about action economy. Craft Contingent Spell is expensive but certainly very effective. You've got 630,000 WBL, you can blow some on saving your own life.

That prevents Battlemagic Perception counterspells from working, although the (Contingent) Celerity is still effective to move out of the way. Since Battlemagic Perception counterspell is a free action, Kerri probably tries that first, and if it fails to counter then she moves on to using her immediate action. Yeah, it just knocks out one more of your defences.

Yes, Energy Transformation Field (http://www.giantitp.com/forums/showthread.php?t=230105) can be used offensively. Initiate of Mystra is a good way around antimagic field, however there are no ways to cast inside Energy Transformation Field, and few think to include that spell in their Contingencies. Oh, you were the one that made that thread. Nice. ETF is my favourite mage-killer spell as when used in the Transfunction Disjunction with a Nagahydra to pump spell slots you can drop a ton of Disjunctions, which is really handy for Initiates of Mystra that cover themselves in tons of AMFs. I also use it for a similar Time Stop nova on a non-IoM target by using my favourite blasting spell like Maw of Chaos without killing all my 9th-level slots.

With all her immunities, I would expect Kerri would be immune to turning. Rebuking (http://www.d20srd.org/srd/combat/specialAttacks.htm#evilClericsandUndead) of any type is a channelling of negative energy, and Life's Grace i.e. Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) makes you immune to negative energy effects. That's unsupported by RAW, though probably a reasonable house rule. Rebuking will still ruin your day.

Once you're Astral Projected, presumably both your real self and your projection can be buffed separately. Kerri's real self in stasis on her private demiplane (not affected by any antimagic field) has a Contingent Revivify or related spell, so if her projected cord is cut her real self gets revived. That's... a clever plan. So you'll need to find her demiplane to kill her. Metafaculty is the way to go here.

Yeah, Kerri can ALMOST take Initate of Mystra already. It's allowed for any class with the Cleric spell list that requires a deity (such as Favored Soul). Rainbow Servant nicely covers the Cleric spell list, but unfortunately has no mention of deity. Yeah, it's a tough one. I can't currently think of a way to get it.

Oh yes, psionic novas are fun! Cast Mental Pinnacle (http://www.d20srd.org/srd/psionic/spells/mentalPinnacle.htm) on your familiar (assuming you have one) so its a Psion, followed by Dweomer of Transference on it. Cast a zillion spells at your familar so it has a zillion power points, and then it nukes any opponent with a massive augmented Mind Thrust. Not quite what I was referring to... "For the duration of the spell, any spells cast at the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target." No spells work at all. Disjunction? Nope, absorbed. It's damn brutal.

Responses in BOLD.

I'd suggest looking into a good method of demiplane defence. My personal favourite is setting my home base in a Dream of Metal-like Microcosm, as since it's a dream demiplane you can dictate your rules and basically play god.

Looking back, you posted on one of my early threads on this exact subject. Interesting.

Cruiser1
2012-12-10, 02:07 PM
Cute, but the early entry shenanigans to get into Rainbow Servant at character level 2 put it into theoretical optimisation rather than actual use IMO.
You can do a build almost as good without any early entry: Sorcerer 6/Rainbow Servant 10/Spelldancer 1/Incantatrix 3. As the original post says, every build is an exercise in what to allow vs disallow. In an actual game, I would expect a DM to veto quite a few things in a build like this before the early entry. :smalltongue:

From a game design standpoint, it's interesting to consider what rulings actually are able to shut down optimized builds. Most nerfs won't affect Kerri too much since there are build variations or alternative buffs that can acquire similar abilities. However one thing that will totally shut down a persistomancer build is to disallow Persist Spell.

This makes me think it's possible to have "Tiers" for optimization tools, where Persist Spell is a "Tier Alpha" trick since it can do so much, and there's no other way to do what it gives you. Things like Incantatrix Metamagic Effect are "Tier Beta" since they're extremely powerful, but are doable by other classes or means, and their main benefit to better enable a "Tier Alpha" trick.

Story
2012-12-10, 05:25 PM
One nitpick: Catalogues of Enlightenment only gives you the domain power, not the spell access.



Anyway, I think getting your DM to agree to Rainbow Servant as full progression will be difficult, let alone allowing early entry and retraining shenanigans like that. But I suppose it doesn't matter for TO.

Acanous
2012-12-10, 06:00 PM
Hm. Personally I'd have gone with War Weaver instead of Rainbow Servant for buffing, but that's for ensuring as many people get buffed at once as possible. If you're self contained, it's not neccisary.

Thourough build, mate.

Cruiser1
2012-12-10, 09:21 PM
One nitpick: Catalogues of Enlightenment only gives you the domain power, not the spell access.
The base ability of the Catalogues of Enlightenment planar touchstone site is indeed just the domain power. However, the higher order ability of that site allows you to cast one spell from the domain. Unfortunately you can only cast the spell once before recharging (just as Arcane Disciple only allows you to cast a domain spell once per day) however in both cases that doesn't matter, since you never cast Miracle directly. With the Absorption buff, you instead use the spell energy it gives you to cast Miracle as many times as you want. The Absorption spell specifically says "the spells so cast don't disappear from your list of prepared spells or count against the number of spells you can normally cast per day".

In summary, Planar Touchstone (Catalogues of Enlightenment: Luck domain) or Arcane Disciple (Luck domain), combined with the Absorption spell, allows an arcane caster to cast Miracle multiple times per day. That's the technique to use if Rainbow Servant is unavailable or ruled to not have full casting progression. If Absorption is available, that's a more powerful build in general, since you can replace the 10 levels of Rainbow Servant with a better PrC, such as 7 levels of Initiate of the Seven Fold Veil (since veils are frequently ruled to block antimagic fields).

Story
2012-12-10, 10:18 PM
Nice. It didn't occur to me to use Absorption to get around the 1/day limit. One intersting thing is that it says you can cast spells "you know or have prepared". In context, the first part's clearly supposed to refer to spontaneous casters, but since a Wizard is generally considered to know every spell they've scribed, you've suddenly got full spontaneous casting of your scribed spells. This could also save you some levels on Absorption by reducing the number of spells you have to use Miracle for.

Cruiser1
2012-12-11, 02:33 PM
I only wonder if Rainbow Servant is really worth the full ten levels. Miracle, which is the lovely spell this build is based around, seems like it could be acquired through a Contemplative dip.
Rainbow Servant is indeed only used to gain access to Miracle. My previous post above mentions some alternative ways of getting it. Rainbow Servant, if ruled to give full casting, is one nice way of getting access to multiple divine spells. Also, if early entry techniques are allowed, it's one of the few PrC's that can be entered at level 2, since it has such low skill rank requirements. In other words, might as well take it if you can instead of additional base class levels.

The Contemplative PrC (CD) grants an additional domain in its first level, which is a nice way to get domains such as Luck. However, it requires being able to cast level 1 divine spells, and it only advances divine class spellcasting, so unfortunately it doesn't help an arcane spellcasting class like Sor or Wiz gain access to Miracle.

Sheltered Vitality is, correct me if I'm wrong, unnecessary through your use of Shapechange into a Weird.
Heal is nice, but fairly useless if you are immune to damage and most of its curable side effects.
Elemental Weirds are of the Elemental type. Elemental type (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType) gives you immunity to poison, sleep, paralysis, stunning, critical hits, and flanking, along with not needing to eat, sleep, or breathe. That's a large number of nice immunities that can be picked up for one spell (Shapechange) which is why Kerri chooses to be in elemental form by default. However elemental type doesn't give immunity to fatigue, exhaustion, ability damage, or ability drain, all of which the Sheltered Vitality buff gives you (and which are necessary for extensive Spelldancing).

The Heal spell is indeed not necessary when you're immune to damage and poison. Heal does cure disease, which Kerri isn't immune to by default. If Kerri does somehow get dispelled and starts taking damage or negative effects, then the Heal spell becomes important. Basically, since Kerri picked up Cleric spell access, Heal is one of the most versatile Cleric spells to have. She's designed to be a strong solo character (independent of everything, even equipment) but Heal is one of the best spells to cast on party members or allied NPC's if present.

Story
2012-12-11, 05:52 PM
The DC to dispel is 11+CL. Dispelling Buffer gives +5. Hence for all buffs the DC is 11+5+27 = 43. The highest a dispel check can ever be is 40 (20 on 1d20 roll + Max CL 20 for a spell like Greater Dispel Magic or Reaving Dispel). Therefore it's impossible to remove any of Kerri's buffs with any non-epic Dispel Magic spell.


You spent all that time looking for buffs, but didn't bother looking for buffs the opponents might use to dispel you?

By my count, you can get dispel up to +44, letting you dispel CL53 spells on a natural 20. See this thread for details (http://www.giantitp.com/forums/showthread.php?t=264049).

Cruiser1
2012-12-12, 05:37 PM
Death effects are effects with the [Death] descriptor. Blasphemy doesn't have the [Death] descriptor and isn't [Mind-Affecting] either, so you're not immune to it. Greater Spell Immunity or Silence are still necessary.
Death spells (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#descriptor) have the [Death] descriptor. Death attacks (http://www.d20srd.org/srd/specialAbilities.htm#deathAttacks) are something different, and include some non-[death] spells, and non-spells such as various (Su) effects. There exist [death] spells that aren't death attacks, such as Avasculate (SpC). Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) specifically says it defends against both "death spells", as well as "magical death effects". A death effect presumably includes death attacks (especially since the "death attack" section says Death Ward defends against them). After all, if somebody were insta-killed by Blasphemy, shouldn't that count as a death attack that Raise Dead doesn't work upon? Note I still agree Silence and Greater Spell Immunity are great buffs, if for no other reason than the planar banishment effect of Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) can be an annoying end to your righteous romp through the lower planes. :smallwink:

Having IoM would (depending on your interpretation) allow you to use your Contingency as well, giving you a couple of escape actions.
I would interpret Initiate of Mystra as not allowing a contingent spell to work in an antimagic field. Contingency (http://www.d20srd.org/srd/spells/contingency.htm) says the spell is actually cast ahead of time, where its effect merely chooses to take place at a later time. Since the spell isn't actually being cast in the antimagic field, but rather a previous spell is being suppressed, IoM will only help you if one interprets that the caster level check can be done for any of your suppressed spells (instead of just spells you're in the process of casting). If you can do that, IoM becomes even more powerful, since you can re-enable all your buffs inside antimagic, instead of just using IoM to quickly teleport out of the antimagic field.

That's unsupported by RAW, though probably a reasonable house rule. Rebuking will still ruin your day.
It seems reasonable that Death Ward should stop rebuking. Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) specifically says you're immune to "any negative energy effects" (although it doesn't define what that means or give examples). Rebuking (http://www.d20srd.org/srd/combat/specialAttacks.htm#evilClericsandUndead) specifically says casters "channel negative energy to rebuke or command" whatever. What "negative energy effects" are there other than rebuking, that isn't a death spell, death attack, or energy drain? I agree Turning will still ruin Kerri's day, since it's a positive energy effect (unless she buffs with Life Ward to potentially block it).

So you'll need to find her demiplane to kill her. Metafaculty is the way to go here.
Metafaculty (http://www.d20srd.org/srd/psionic/powers/metafaculty.htm) is very powerful. However one limitation is that it only works on a "creature you have seen before". If the manifestor hasn't seen you directly (and Remote Viewing won't work since you're under Mind Blank) then they can't use Metafaculty on you. If you're hiding in your demiplane all the time, it will still be challenging for new opponents at least to break in.

"For the duration of the spell, any spells cast at the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target." No spells work at all. Disjunction? Nope, absorbed. It's damn brutal.
Wow, I missed the area of effect clause, and just saw Dweomer of Transference (http://www.d20srd.org/srd/psionic/spells/dweomerOfTransference.htm) as a giant capacitor to build up a big nuke. However (like much of D&D 3.5) there are some annoying ambiguities in this spell. What does "cast at the subject" mean? A fireball cast directly at the subject's square will definitely be absorbed. However if the fireball is just cast near instead of directly "at the subject", it's not clear that would also be absorbed just because they're within the area of effect. (If it does still absorb there's all kind of cool things you can do, like defend against the Locate City bomb by having one person hidden in town with Dweomer of Transference on them.) Another limitation is that Dweomer of Transference only works on a "psionic creature" (i.e. that already has power points). If you're not a Psion or something like an Elan, you need to cast Mental Pinnacle (http://www.d20srd.org/srd/psionic/spells/mentalPinnacle.htm) on yourself, which means no spellcasting for the duration.

kardar233
2012-12-13, 12:18 AM
Death spells (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#descriptor) have the [Death] descriptor. Death attacks (http://www.d20srd.org/srd/specialAbilities.htm#deathAttacks) are something different, and include some non-[death] spells, and non-spells such as various (Su) effects. There exist [death] spells that aren't death attacks, such as Avasculate (SpC). Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) specifically says it defends against both "death spells", as well as "magical death effects". A death effect presumably includes death attacks (especially since the "death attack" section says Death Ward defends against them). After all, if somebody were insta-killed by Blasphemy, shouldn't that count as a death attack that Raise Dead doesn't work upon? Note I still agree Silence and Greater Spell Immunity are great buffs, if for no other reason than the planar banishment effect of Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) can be an annoying end to your righteous romp through the lower planes. :smallwink:

I found this (http://community.wizards.com/go/thread/view/75882/19538102/implosion_vs_death_ward?pg=1) thread about Implosion and Holy Word, and there are a couple of good arguments in it. Let me sum up. Here's the argument against Death Ward working:
Death Ward protects against Death spells and "magical death effects", and if "magical death effects" included all spells that caused death then it would make the "protects against Death spells" part redundant. Thus, "magical death effects" means something else, the logical assumption being Death Attacks like you cited above. Now, let's find a Death Attack. Looking through MM1, I see the Bodak. The entry for their Death Gaze reads: "Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based." There, it has Death as a descriptor in the first sentence of the effect. It's a (Su) effect, so it's magical. It's thus covered by "magical death effects". From this, I draw the conclusion that the "magical death effects" line protects against Death Attacks and [Death] effects that are not spells (as those would be covered under Death spells) and instead are Spell-like or Supernatural Abilities.
Furthermore, while Slay Living/Finger of Death have the [Death] descriptor and the Bodak's Death Gaze has Death as its effect description, Blasphemy has no mention of Death, square bracketed or otherwise. It states that the affected creatures is "killed" or "dies", but never uses the term Death.
However: RAW Dispute! Let's summon Curmudgeon. Umm.... "Factotum sneak attack stacking rules!"

I would interpret Initiate of Mystra as not allowing a contingent spell to work in an antimagic field. Contingency (http://www.d20srd.org/srd/spells/contingency.htm) says the spell is actually cast ahead of time, where its effect merely chooses to take place at a later time. Since the spell isn't actually being cast in the antimagic field, but rather a previous spell is being suppressed, IoM will only help you if one interprets that the caster level check can be done for any of your suppressed spells (instead of just spells you're in the process of casting). If you can do that, IoM becomes even more powerful, since you can re-enable all your buffs inside antimagic, instead of just using IoM to quickly teleport out of the antimagic field. I actually interpreted IoM as letting you check CL to see if your spells persist in an AMF, but I can definitely see how it would be read the other way.

It seems reasonable that Death Ward should stop rebuking. Death Ward (http://www.d20srd.org/srd/spells/deathWard.htm) specifically says you're immune to "any negative energy effects" (although it doesn't define what that means or give examples). Rebuking (http://www.d20srd.org/srd/combat/specialAttacks.htm#evilClericsandUndead) specifically says casters "channel negative energy to rebuke or command" whatever. What "negative energy effects" are there other than rebuking, that isn't a death spell, death attack, or energy drain? I agree Turning will still ruin Kerri's day, since it's a positive energy effect (unless she buffs with Life Ward to potentially block it).
A negative energy effect that isn't part of Death Ward's description already? Easy. Negative levels. Enervation specifically calls out using negative energy to give you negative levels. I'm still not sold on Death Ward protecting against Rebuke, but there's definitely an argument there.

Metafaculty (http://www.d20srd.org/srd/psionic/powers/metafaculty.htm) is very powerful. However one limitation is that it only works on a "creature you have seen before". If the manifestor hasn't seen you directly (and Remote Viewing won't work since you're under Mind Blank) then they can't use Metafaculty on you. If you're hiding in your demiplane all the time, it will still be challenging for new opponents at least to break in.
Assuming I've seen the Astral Projection of you, I could probably get away with killing it, then Metafaculty-ing before you get a chance to recast Astral Projection, as you're still the same person.

Wow, I missed the area of effect clause, and just saw Dweomer of Transference (http://www.d20srd.org/srd/psionic/spells/dweomerOfTransference.htm) as a giant capacitor to build up a big nuke. However (like much of D&D 3.5) there are some annoying ambiguities in this spell. What does "cast at the subject" mean? A fireball cast directly at the subject's square will definitely be absorbed. However if the fireball is just cast near instead of directly "at the subject", it's not clear that would also be absorbed just because they're within the area of effect. (If it does still absorb there's all kind of cool things you can do, like defend against the Locate City bomb by having one person hidden in town with Dweomer of Transference on them.) Another limitation is that Dweomer of Transference only works on a "psionic creature" (i.e. that already has power points). If you're not a Psion or something like an Elan, you need to cast Mental Pinnacle (http://www.d20srd.org/srd/psionic/spells/mentalPinnacle.htm) on yourself, which means no spellcasting for the duration.
Dropping a feat on Wild Talent makes you a psionic creature, so you're elegible. There are plenty of ambiguities, but here's a possible resolution for the area one: Area effects aren't cast at a person but rather at a square, so in order for the area attack clause to work at all it would have to include spells that weren't specifically cast at you. Of course, using Dweomer in this way is a total abuse of the rules as it was clearly never intended to protect you from all spells ever, which is one of the reasons it'll earn you a book to the head.

Responses once again in BOLD.