PDA

View Full Version : Build help: Master Transmogrifist



_flint_
2013-01-13, 12:03 PM
I have been building a character baed around the master transmogrifist. I know it's a sub-par class, but polymorphing is overpowered as it is, so i don't mind. Here's the specifics:

ECL 20, 32 point-buy, all WotC rulebooks, no dragon magazines,low cheese

I need tricks, advice, etc.

Here's what I have so far:


ALIGNMENT:Chaotic neutral
STR:8
DEX:16
CON:14
INT:18
WIS:8
CHA:8
CLASS:Wizard 7/master transmogrifist 10/??? 3
RACE:Neraphim
LANGUAGES:Neraphim, slaad, common, celestial, abyssal
DOMAINS:Transmutation
FAMILIAR:Toad
FEATS:scribe scroll, spell focus(transmutation), extend spell, metamagic school focus, eschew materials, chain spell, arcane thesis(polymorph), practiced spellcaster, ???
SKILL RANKS:Bluff 20, concentration 20, disguise 17, knowledge(arcana) 20, knowledge(the planes) 10, spellcraft 20, ??? 24
ALTERNATE CLASS FEATURES:Domain wizard

FAVORED SHAPES Cryohydra, will-o-wisp, war troll, ???

Turok124
2013-01-13, 12:25 PM
Personal favorite trick-
Feats: assume supernatural ability, heighten breath, quicken breath.

Turn into a pyroclastic dragon with a titan's con score (if you use a
Wu Jen instead if wizard, you can use giant size as well...). Disintegrate just about anything with a super high dc.

Probably not what you're looking for, but thought i would share

Biffoniacus_Furiou
2013-01-13, 12:33 PM
Wizard 5/ Incantatrix 4/ Mindbender 1/ Master Transmogrifist 10
Get Iron Will for 3,000 gp via the Otyugh Hole to qualify for Incantatrix. Ban Evocation on taking it. Be sure to get Mindsight from Lords of Madness (p126), and learn the spell Ray of Stupidity (SC), possibly even get Split Ray (CA).

Use Metamagic Effect and Cooperative Metamagic with Persistent Spell, primarily for Draconic Polymorph from the Draconomicon. You can always cast another Polymorph or Alter Self on top of that to change into something else, and when it ends you'll go back to the form you took with Draconic Polymorph. You can even Alter Self into yourself and retain the ability scores of your Draconic Polymorph form. You'll typically want to add a Will-O’-Wisp's Immunity to Magic onto any form you take.

Take Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm) at 3rd and invest every skill point you get from 4th+ into it for the greatest return, and put as much as possible toward Spellcraft. You can take ten on your Spellcraft checks for the above Incantatrix abilities as long as you're not rushed or in combat. Note that you can use Cooperative Metamagic on your own spells as long as you're not in combat, as the action economy system only exists during initiative. Make your item familiar a ring and wear a glove or gauntlet over it so opponents will never have line of sight or line of effect to it so they can't target it directly or Slight of Hand it. An Item Familiar is an intelligent item, which is regarded as a Construct, and you can't disable or destroy a construct by dispelling or disjoining and they continue to function in antimagic and dead magic areas.

Take Fell Drain Spell (LM), cast Fire Shield and add Fell Drain and Persistent Spell onto it, for both modes of Fire Shield. Do the same with Death Armor (SC). When anything hits you in melee it gets three negative levels. Note that it specifies weapons with exceptional reach can avoid that, which means a creature with exceptional reach wielding a non-reach weapon is still subject to those spells if it hits you. There are tons of persistable buffs out there, so you shouldn't ever need to worry about dying.

I'd spend most of the time in the form of a War Troll (MM3), and use the spell Energy Immunity: Acid (SC) so nothing can get through your regeneration. Note that while it's a very physically strong form, you still don't have the BAB or HP to be a melee character. Master Transmogrifist is not a Gish class, you're still a feeble squishy Wizard who should probably avoid melee. That said, between persistent buffs for defense and persistent Wraithstrike to always hit, you could do melee if you really want to, but only if you're sufficiently buffed.

_flint_
2013-01-13, 01:21 PM
Wizard 5/ Incantatrix 4/ Mindbender 1/ Master Transmogrifist 10

Isn't that just the generic incantatrix build with half the levels swapped out?


Personal favorite trick-
Feats: assume supernatural ability, heighten breath, quicken breath.

Turn into a pyroclastic dragon with a titan's con score (if you use a
Wu Jen instead if wizard, you can use giant size as well...). Disintegrate just about anything with a super high dc.

Probably not what you're looking for, but thought i would share

Oh, man I love that feat! There are so many broken supernatural abilities out there.

WinWin
2013-01-13, 02:58 PM
Master Specialist (Transmuter) might be worth 4 levels for the minor esoterica.

The 1 round delay on a dispelled polymorph effect gives you enough time to raise another without worrying about losing the defences of your altered form.

It would also give you one of the prerequisite feats for Archmage. Only really worth it in your case for Reach Spell, which would allow the chaining of touch spells...

Unfortunately, most of the benfits of Master Transmogrophist only apply to the caster. You might be able to gain the benefits of extended change and infinite variety on other targets, providing the primary target is the caster.