Anthrowhale
2013-04-29, 11:44 PM
The Stutter can make essentially any L4- spell (save yes, SR Yes, attack yes) spell hit. This build shares similarity in goals with the mailman (http://community.wizards.com/go/thread/view/75882/19868534/The_Mailman:_A_Direct_Damage_Sorcerer), but is radically more comprehensive, offering many different tactics than direct damage.
Further discussion on minmaxboards (http://www.minmaxboards.com/index.php?topic=10160.0).
Core elements:
Archivist from Heroes of Horror
Twin Spell from Complete Arcane
Supernatural Spell from Dweomer Keeper
Arcane Thesis from PHBII
Alternate Source Spell from Dragon 325
Easy Metamagic from Dragon 325
The baseline build uses nothing setting specific, and no flaws to increase feats.
Assumptions:
I assume that all arcane spells can be had in divine variants using Alternate Source Spell and (if necessary) Arcane Preparation.
I assume a prestige class with a domain requirement can be qualified for using the Substitute Domain spell.
I assume nightsticks don't stack, because that makes persistomancy too easy.
I assume that you can Wish for a spell with metamagic at the adjusted metamagic level.
I assume Anyspell can be memorized like any domain spell by an archivist, but when cast it allows storing an L2- arcane spell only in a 3rd level domain slot. I assume that the 1 spell slot/level allowed for domain spells by a prepared caster acquiring a domain counts as a domain slot.
I assume that a sorcerer spell scribed as a divine spell using Alternate Source Spell and Arcane Preparation then learned by an Archivist remains a Sorcerer spell for the purpose of casting via Arcane Fusion.
An example build is:
LG Human Archivist 3/Church Inquisitor 2/Dweomer Keeper 3/Sacred Exorcist 1/Dk 1/Contemplative 1/Lore master 1/DK 6/Human Paragon 2
For a 32 point buy, I'd go with:
8 Str
10 Dex
14 Con
18 Int
14 Wis
10 Chr
The classes have complex interactions:
An Archivist can cast any Divine spell including Anyspell which allows casting an L2- arcane spell, as required for Dweomer Keeper.
Church Inquisitor grants the inquisition domain, which we can Substitute Domain to Magic as required for Dweomer Keeper.
Dweomer Keeper grants Supernatural Spell, Mantle, and a Metamagic Reducer, all of which are used heavily.
Sacred Exorcist grants Turn Undead which fuels DMM.
Contemplative grants the magic domain on a permanent basis, preventing Dispel magic from wiping out class abilities. Substitute domain can be used for the Planning domain.
Lore Master grants a bonus feat for those with high Int. In general, we are feat starved.
Human Paragon 2 grants another bonus feat. It's taken at the end so spell progression is not crimped.
Feats:
1 Invisible Spell --- We need a metamagic for Twin's prereq and this one is almost always useful.
Human Twin Spell --- The only metamagic we really require.
Archivist Scribe Scroll --- Required for Dweomer Keeper
3 Easy Metamagic[Twin Spell] --- Not useful yet, but soon.
6 Alternate Source Spell --- Multiple uses, not quite yet.
9 Arcane Thesis[Arcane Fusion] --- Acquire with Alternate Source Spell
12 Persistent Spell --- Extend Spell from Substitute Domain[Planning]
Frog God's Fane: Skill Focus[Knowledge[Religion]] --- For Lore Master
Lore master DMM[Persistent Spell] --- Required for divine casters, right?
15 Arcane Thesis[Greater Arcane Fusion] --- Another Alternate Source Spell
18 Arcane Thesis[Wish] --- This one, we can Alternate Source ourselves.
Human Paragon Arcane Thesis[Limited Wish] --- Another Alternate source.
How to be a better Mailman:
Generally, Stutter beats Mailman at the Mailman's game at all levels except L8, essentially because Twin Spell is a more efficient metamagic multiplier.
The opening levels have similar damage output. At level 5-6 Flesh Ripper (BoVD) is a divine spell that is marginally more efficient than what is available to a sorcerer. At level 7-8, Twin Orb is effective.
Level 9 is the first real departure: Twin Arcane Fusion(Sound lance, Orb) does an expected 135 damage if the save fails. For all future levels, Stutter can deal far more damage than any opposition is likely to be able to absorb.
Legality is tricky here: Twin is +4. Easy Metamagic[Twin] makes it +3. Arcane Thesis subtracts 1 for Twin, 1 for Easy MM[T], and 1 for Alternate Spell Source, making Twin +0.
At level 13, divine Avasculate + arcane Twin Arcane Fusion (Greater Orb, Orb) for an expected 286 damage. Here, we take advantage of Arcane Spell Surge which makes the arcane spell swift.
At level 15, divine Greater Arcane Fusion (Avasculate, Greater Orb) + arcane Twin Greater Arcane Fusion (Avasculate, Greater Orb) does an expected 735.
At level 17, shapechange allows Chronotryrn letting you cast the above twice, increasing damage to 6615.
At level 18, you can add a Twin Wish or Wish Twin to each spell, cranking expected damage to 687960.
How to be a better Persistomancer:
Although persistent spells aren't required to benefit from the Stutter, they are helpful. Persistent magic benefits in 3 ways here:
The DK capstone reduces cost by 1.
Stutter has access to all the best spells of essentially all lists.
Getting an appropriately high number of turns is always tricky. Middle aged (+1) + Nixie's Grace (+8 enhance) +5 inherent +4 Sacred (Inner Beauty) +4 Morale (Snowsong) provides 11+3=14 turns. Add a nightstick (+4) and a Reliquary holy symbol to reach 20, adequate for 3 persistent spells.
Using an appropriate metamagic rod of Extend, the duration can be doubled allowing you to keep 6 spells persisted at all times. The shortlist I have is:
Choose Destiny, Domain 9, Races of Man. Probability of save fail is .25%.
Arcane Spell Surge, Wizard 7, Dragon Magic. Reduces arcane spell casting time.
Holy Star, Cleric 7, Spell Compendium. Instead of a reserve feat.
Friendly Fire, Wizard 4, Exemplars of Evil. Supernatural for mailman invulnerability.
Favor of the Martyr, Paladin 4, Spell Compendium. Immune daze for celerity abuse + immune nonlethal for damage immunity in a regenerating form.
Permeable Form, Wizard 3, Aberrations. Incorporeal.
Fun strategies:
It is helpful to abbreviate things as the combinations become complex.
T = Twin
A = Arcane Fusion
G = Greater Arcane Fusion
L = Limited Wish
W = Wish
S = Supernatural
Time Stop at level 12. Use T A[Celerity, L1] from level 12+ to exchange a standard action for two standard actions. Note that persisted Favor of the Martyr prevents daze. This is the same level that a Ruby Knight Windicator build kicks in.
Unavoidable damage. S T W T G[Force Missiles, T L T A[Force Missiles, L1]] = 560 points of force damage that never misses.
Chchchcharm. Divine Disjunction + arcane S T W T G[Charm Monster, T L T A[Charm Monster, L1]] forces 20 saves to avoid being charmed on a stripped-defenseless opponent.
The giant sucking sound. S T W T G[Enervate, T L T A[Enervate, L1]] drains an expected 50 levels.
S L Permanency = free undispellable permanent spells.
The pesky +5. Dweomer Keeper offers only 4 Supernatural spells, but you need 5 wishes cast in a row to max the inherent bonus on stats. S T W ["Stat X would increase in a cumulative fashion"] eliminates that pesky limitation.
Instant resurrection. One limitation of Supernatural spell is that it only applies to standard action or shorter spells. Arcane Spell Surge helps, but the expensive spells we want to cast that are free under Supernatural spell typically require more time. However, when Wish or Limited Wish imitate a spell, the casting time of that spell is one standard action. Hello Awaken, Permanency, Energy Transformation Field, Simulacrum, Resurrection, Symbol, etc...
I'm sure there are many other strategies as well. It is important to recall that only Sorcerer spells can be cast within G or A and divine spells are more limited by level within W or L.
Getting around SR/Saves/to-hit:
Spell resistance is is directly eliminated by Supernatural Spell 4/day. Via an appropriate choice of persistent attack spell (Holy star, Unearthly beauty, etc...) this can function all day.
To-hit issues can be eliminated using Surge of Fortune. This is straight forward, except that it is important to note that this works with recursive Twin. From Twin Spell:
Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells...
Hence A Twin Wish Twin Greater Arcane Fusion [Enervation, Twin Limited Wish Twin Arcane Fusion [Orb, Enervation] ] requires only 3 attack rolls. The First Enervation hits 4 times, while the Orb and second Enervation hit 16 times each.
From Surge of Fortune:
The result of the next attack roll ... is treated as a natural 20.
Since we can resolve (Greater) Arcane Fusion in either order, we can ensure that the enervation hitting 16 times hits with a natural 20, inducing 40 negative levels.
Eliminating saves is another application of recursive Twin.
... with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).
implying Twin Wish Twin Greater Arcane Fusion [Charm Monster, Twin Limited Wish Twin Arcane Fusion [??, Charm Monster] ] imposes 20 saves. For a typical adversary, there is only a 36% chance that they save.
At different levels, the number of distinct spells launchable by level is:
L9 1 (any) or 2 Wish
L8 2 (Sorcerer/Wizard) or 4 Greater Arcane Fusion
L7 2 (any) or 4 (Sorcerer) or 8 Limited Wish
L6 2 (any) or 8 (Sorcerer/Wizard)
L5 8 (any) or 16 (Arcane Fusion)
L4 8 (any) or 20 (Sorcerer)
L3 16 (any) or 20 (Sorcerer)
L2 16 (any) or 40 (Sorcerer)
L1 16 (any) or 56 (Sorcerer)
L0 16 (any) or 56 (Sorcerer)
The probability of not rolling a one on a save are:
1 spell: .95
2 spells: 0.90
4 spells: 0.81
8 spells: 0.66
16 spells: 0.44
20 spells: 0.36
40 spells: 0.13
56 spells: 0.06
Note that all of these techniques can be used simultaneously with sufficient preparation.
Mantle spells are usually an afterthought for a Dweomer Keeper. But our choices are almost forced on us:
Alter Fortune --- an optional one. L3- choices available.
Arcane Fusion --- the big problem with Mantle is that it only works for selected spells. Problem gone.
Limited Wish --- As AF
Greater Arcane Fusion --- as LW
Wish --- as GAF
This provides sorcerer-class spell versatility, but with a much larger range of available spells. In some ways, this is better than even a Beholder Mage, since they can't cast Wish or Limited Wish for free. Combined with (possibly undispellable) Persistomancy for defense provides a sturdy versatile build that can easily switch roles from encounter to encounter.
Comments/suggestions/doubts/thoughts welcome.
Further discussion on minmaxboards (http://www.minmaxboards.com/index.php?topic=10160.0).
Core elements:
Archivist from Heroes of Horror
Twin Spell from Complete Arcane
Supernatural Spell from Dweomer Keeper
Arcane Thesis from PHBII
Alternate Source Spell from Dragon 325
Easy Metamagic from Dragon 325
The baseline build uses nothing setting specific, and no flaws to increase feats.
Assumptions:
I assume that all arcane spells can be had in divine variants using Alternate Source Spell and (if necessary) Arcane Preparation.
I assume a prestige class with a domain requirement can be qualified for using the Substitute Domain spell.
I assume nightsticks don't stack, because that makes persistomancy too easy.
I assume that you can Wish for a spell with metamagic at the adjusted metamagic level.
I assume Anyspell can be memorized like any domain spell by an archivist, but when cast it allows storing an L2- arcane spell only in a 3rd level domain slot. I assume that the 1 spell slot/level allowed for domain spells by a prepared caster acquiring a domain counts as a domain slot.
I assume that a sorcerer spell scribed as a divine spell using Alternate Source Spell and Arcane Preparation then learned by an Archivist remains a Sorcerer spell for the purpose of casting via Arcane Fusion.
An example build is:
LG Human Archivist 3/Church Inquisitor 2/Dweomer Keeper 3/Sacred Exorcist 1/Dk 1/Contemplative 1/Lore master 1/DK 6/Human Paragon 2
For a 32 point buy, I'd go with:
8 Str
10 Dex
14 Con
18 Int
14 Wis
10 Chr
The classes have complex interactions:
An Archivist can cast any Divine spell including Anyspell which allows casting an L2- arcane spell, as required for Dweomer Keeper.
Church Inquisitor grants the inquisition domain, which we can Substitute Domain to Magic as required for Dweomer Keeper.
Dweomer Keeper grants Supernatural Spell, Mantle, and a Metamagic Reducer, all of which are used heavily.
Sacred Exorcist grants Turn Undead which fuels DMM.
Contemplative grants the magic domain on a permanent basis, preventing Dispel magic from wiping out class abilities. Substitute domain can be used for the Planning domain.
Lore Master grants a bonus feat for those with high Int. In general, we are feat starved.
Human Paragon 2 grants another bonus feat. It's taken at the end so spell progression is not crimped.
Feats:
1 Invisible Spell --- We need a metamagic for Twin's prereq and this one is almost always useful.
Human Twin Spell --- The only metamagic we really require.
Archivist Scribe Scroll --- Required for Dweomer Keeper
3 Easy Metamagic[Twin Spell] --- Not useful yet, but soon.
6 Alternate Source Spell --- Multiple uses, not quite yet.
9 Arcane Thesis[Arcane Fusion] --- Acquire with Alternate Source Spell
12 Persistent Spell --- Extend Spell from Substitute Domain[Planning]
Frog God's Fane: Skill Focus[Knowledge[Religion]] --- For Lore Master
Lore master DMM[Persistent Spell] --- Required for divine casters, right?
15 Arcane Thesis[Greater Arcane Fusion] --- Another Alternate Source Spell
18 Arcane Thesis[Wish] --- This one, we can Alternate Source ourselves.
Human Paragon Arcane Thesis[Limited Wish] --- Another Alternate source.
How to be a better Mailman:
Generally, Stutter beats Mailman at the Mailman's game at all levels except L8, essentially because Twin Spell is a more efficient metamagic multiplier.
The opening levels have similar damage output. At level 5-6 Flesh Ripper (BoVD) is a divine spell that is marginally more efficient than what is available to a sorcerer. At level 7-8, Twin Orb is effective.
Level 9 is the first real departure: Twin Arcane Fusion(Sound lance, Orb) does an expected 135 damage if the save fails. For all future levels, Stutter can deal far more damage than any opposition is likely to be able to absorb.
Legality is tricky here: Twin is +4. Easy Metamagic[Twin] makes it +3. Arcane Thesis subtracts 1 for Twin, 1 for Easy MM[T], and 1 for Alternate Spell Source, making Twin +0.
At level 13, divine Avasculate + arcane Twin Arcane Fusion (Greater Orb, Orb) for an expected 286 damage. Here, we take advantage of Arcane Spell Surge which makes the arcane spell swift.
At level 15, divine Greater Arcane Fusion (Avasculate, Greater Orb) + arcane Twin Greater Arcane Fusion (Avasculate, Greater Orb) does an expected 735.
At level 17, shapechange allows Chronotryrn letting you cast the above twice, increasing damage to 6615.
At level 18, you can add a Twin Wish or Wish Twin to each spell, cranking expected damage to 687960.
How to be a better Persistomancer:
Although persistent spells aren't required to benefit from the Stutter, they are helpful. Persistent magic benefits in 3 ways here:
The DK capstone reduces cost by 1.
Stutter has access to all the best spells of essentially all lists.
Getting an appropriately high number of turns is always tricky. Middle aged (+1) + Nixie's Grace (+8 enhance) +5 inherent +4 Sacred (Inner Beauty) +4 Morale (Snowsong) provides 11+3=14 turns. Add a nightstick (+4) and a Reliquary holy symbol to reach 20, adequate for 3 persistent spells.
Using an appropriate metamagic rod of Extend, the duration can be doubled allowing you to keep 6 spells persisted at all times. The shortlist I have is:
Choose Destiny, Domain 9, Races of Man. Probability of save fail is .25%.
Arcane Spell Surge, Wizard 7, Dragon Magic. Reduces arcane spell casting time.
Holy Star, Cleric 7, Spell Compendium. Instead of a reserve feat.
Friendly Fire, Wizard 4, Exemplars of Evil. Supernatural for mailman invulnerability.
Favor of the Martyr, Paladin 4, Spell Compendium. Immune daze for celerity abuse + immune nonlethal for damage immunity in a regenerating form.
Permeable Form, Wizard 3, Aberrations. Incorporeal.
Fun strategies:
It is helpful to abbreviate things as the combinations become complex.
T = Twin
A = Arcane Fusion
G = Greater Arcane Fusion
L = Limited Wish
W = Wish
S = Supernatural
Time Stop at level 12. Use T A[Celerity, L1] from level 12+ to exchange a standard action for two standard actions. Note that persisted Favor of the Martyr prevents daze. This is the same level that a Ruby Knight Windicator build kicks in.
Unavoidable damage. S T W T G[Force Missiles, T L T A[Force Missiles, L1]] = 560 points of force damage that never misses.
Chchchcharm. Divine Disjunction + arcane S T W T G[Charm Monster, T L T A[Charm Monster, L1]] forces 20 saves to avoid being charmed on a stripped-defenseless opponent.
The giant sucking sound. S T W T G[Enervate, T L T A[Enervate, L1]] drains an expected 50 levels.
S L Permanency = free undispellable permanent spells.
The pesky +5. Dweomer Keeper offers only 4 Supernatural spells, but you need 5 wishes cast in a row to max the inherent bonus on stats. S T W ["Stat X would increase in a cumulative fashion"] eliminates that pesky limitation.
Instant resurrection. One limitation of Supernatural spell is that it only applies to standard action or shorter spells. Arcane Spell Surge helps, but the expensive spells we want to cast that are free under Supernatural spell typically require more time. However, when Wish or Limited Wish imitate a spell, the casting time of that spell is one standard action. Hello Awaken, Permanency, Energy Transformation Field, Simulacrum, Resurrection, Symbol, etc...
I'm sure there are many other strategies as well. It is important to recall that only Sorcerer spells can be cast within G or A and divine spells are more limited by level within W or L.
Getting around SR/Saves/to-hit:
Spell resistance is is directly eliminated by Supernatural Spell 4/day. Via an appropriate choice of persistent attack spell (Holy star, Unearthly beauty, etc...) this can function all day.
To-hit issues can be eliminated using Surge of Fortune. This is straight forward, except that it is important to note that this works with recursive Twin. From Twin Spell:
Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells...
Hence A Twin Wish Twin Greater Arcane Fusion [Enervation, Twin Limited Wish Twin Arcane Fusion [Orb, Enervation] ] requires only 3 attack rolls. The First Enervation hits 4 times, while the Orb and second Enervation hit 16 times each.
From Surge of Fortune:
The result of the next attack roll ... is treated as a natural 20.
Since we can resolve (Greater) Arcane Fusion in either order, we can ensure that the enervation hitting 16 times hits with a natural 20, inducing 40 negative levels.
Eliminating saves is another application of recursive Twin.
... with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).
implying Twin Wish Twin Greater Arcane Fusion [Charm Monster, Twin Limited Wish Twin Arcane Fusion [??, Charm Monster] ] imposes 20 saves. For a typical adversary, there is only a 36% chance that they save.
At different levels, the number of distinct spells launchable by level is:
L9 1 (any) or 2 Wish
L8 2 (Sorcerer/Wizard) or 4 Greater Arcane Fusion
L7 2 (any) or 4 (Sorcerer) or 8 Limited Wish
L6 2 (any) or 8 (Sorcerer/Wizard)
L5 8 (any) or 16 (Arcane Fusion)
L4 8 (any) or 20 (Sorcerer)
L3 16 (any) or 20 (Sorcerer)
L2 16 (any) or 40 (Sorcerer)
L1 16 (any) or 56 (Sorcerer)
L0 16 (any) or 56 (Sorcerer)
The probability of not rolling a one on a save are:
1 spell: .95
2 spells: 0.90
4 spells: 0.81
8 spells: 0.66
16 spells: 0.44
20 spells: 0.36
40 spells: 0.13
56 spells: 0.06
Note that all of these techniques can be used simultaneously with sufficient preparation.
Mantle spells are usually an afterthought for a Dweomer Keeper. But our choices are almost forced on us:
Alter Fortune --- an optional one. L3- choices available.
Arcane Fusion --- the big problem with Mantle is that it only works for selected spells. Problem gone.
Limited Wish --- As AF
Greater Arcane Fusion --- as LW
Wish --- as GAF
This provides sorcerer-class spell versatility, but with a much larger range of available spells. In some ways, this is better than even a Beholder Mage, since they can't cast Wish or Limited Wish for free. Combined with (possibly undispellable) Persistomancy for defense provides a sturdy versatile build that can easily switch roles from encounter to encounter.
Comments/suggestions/doubts/thoughts welcome.