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danielxcutter
2016-12-25, 09:43 AM
Note: Thought exercise.

So I took a look at the Chameleon prestige class, and it seems really fun. One thing I find really fun is that in terms of spells, you have access to the entirety of the Bard, Paladin, Ranger, Assassin, Blackguard, Spellthief, Hexblade, and Duskblade lists, as lots of other spells from other lists. Also, with a dip in Master of Masks, you can grab the Gladiator mask, which grants all exotic and martial weapon proficiencies.

So, anyone have advice for a Chameleon build with a one-level dip in MoM? I need general advice, from spells to grab from feats to take.

Pyromancer999
2016-12-25, 10:10 AM
Note: Thought exercise.

So I took a look at the Chameleon prestige class, and it seems really fun. One thing I find really fun is that in terms of spells, you have access to the entirety of the Bard, Paladin, Ranger, Assassin, Blackguard, Spellthief, Hexblade, and Duskblade lists, as lots of other spells from other lists. Also, with a dip in Master of Masks, you can grab the Gladiator mask, which grants all exotic and martial weapon proficiencies.

So, anyone have advice for a Chameleon build with a one-level dip in MoM? I need general advice, from spells to grab from feats to take.

I don't have much advice myself in particular(except to take Factotum, all hail Factotum), but this guide (http://www.minmaxboards.com/index.php?topic=135.0) has a lot of advice, including a list of spells by class for spells to poach. One general trick is to find a PrC or other class that has a spell as a spell of a much lower level than it is for most classes(ex. Haste as a level 1 spell from Trapsmith, which is normally a level 3 spell), to gain earlier access to those effects.

Another thing is that if you want crafting feats or whatnot(crafting is very viable via the floating bonus feat Chameleons get), be sure to have some spellcasting beforehand, as you can't use the casting from Chameleon to qualify for feats that need a caster level.

Venger
2016-12-25, 11:43 AM
I don't have much advice myself in particular(except to take Factotum, all hail Factotum), but this guide (http://www.minmaxboards.com/index.php?topic=135.0) has a lot of advice, including a list of spells by class for spells to poach. One general trick is to find a PrC or other class that has a spell as a spell of a much lower level than it is for most classes(ex. Haste as a level 1 spell from Trapsmith, which is normally a level 3 spell), to gain earlier access to those effects.

Another thing is that if you want crafting feats or whatnot(crafting is very viable via the floating bonus feat Chameleons get), be sure to have some spellcasting beforehand, as you can't use the casting from Chameleon to qualify for feats that need a caster level.

Since I've been beaten to the punch with the link to the alway-helpful handbook, I'll provide my notes of useful spells on arcane and divine lists up to 5 with attribution of what class is being pulled from, school and cost for arcanes, and a list of good floating feats.

The focus is more on spells you can get more cheaply, you can always pull from the normal cleric, druid, etc list in addition.




11 pages
Abjuration
Resistance: Subject gains +1 on saving throws.*

Conjuration*
Acid Splash

Divination *
Detect Magic
Detect Poison
Read Magic

Necromancy
Disrupt undead Wizard 0

Transmutation*
Amanuensis Wizard 0
Launch Item:
Mage Hand:

Universal
arcane mark 0
Prestidigitation.


22 pages
Abjuration
Protection from Energy (DS 54) Trapsmith 1 25gp
Shield (PHB 278) Sorcerer/Wizard 1 25gp
Undetectable Alignment (PHB2 11) Beguiler 1 25gp

Conjuration
Benign Transposition (SC 27) Sorcerer/Wizard 1 25gp
Black Bag (BoVD 86) Assassin 1 25gp
Grease (PHB 237) Sorcerer/ Wizard 1 25gp
Hail of stone wuj 1 25gp
Mage Armor Sorcerer/Wizard 1
Mordenkainen’s buzzing bee (spc 41) sor/wiz 1 25gp
Orb of Acid, Lesser sor/wiz 1
Orb of Electricity, Lesser sor/wiz 1
Stand sor/wiz 1 25


Divination
Comprehend Languages Sorcerer/Wizard 1
True Casting sor/wiz 1
True Strike Sorcerer/Wizard 1


Enchantment
Charm Monster sor/wiz 1
Immediate Assistance (cmage 108) bard 1 25gp
Stay the hand bard 1 25gp
Tasha’s Hideous Laughter (PHB 292) Bard 1 50gp

Evocation*
Burning Hands Sorcerer/Wizard 1
Magic Missile Sorcerer/Wizard 1
Shocking Grasp

Illusion
Color Spray Sorcerer/Wizard 1
Nystul’s Magic Aura (PHB 257) Sorcerer/Wizard 1 25gp
Secret Weapon sor/wiz 1 25
Shadow Double (DotU 63) Assassin 1 25gp

Necromancy*
Chill Touch: *
Ghoul Touch:
Ray of Enfeeblement:

Transmutation*
Accuracy (CArc 96) Wu Jen 1 25gp
Cobra’s Breath (CArc 101) Wu Jen 1 25gp
Enlarge Person Sorcerer/Wizard 1
Expeditious Retreat: Sorcerer/Wizard 1
Feather Fall: Sorcerer/Wizard 1
Fist of Stone.
Hoard Gullet sor/wiz 1 25gp
Knock (DS 54) Trapsmith 1 25gp
Mighty wallop sor/wiz 1 25
Nerveskitter
Ray of Clumsiness (Wizard) 25
Reduce Person. Sorcerer/Wizard 1
Spider Climb (BoED 75) Slayer of Domiel 1 25gp



50 pages
Abjuration
Arcane Turmoil (CMage 96) Sor/wiz 2 150gp
Dispel Magic (DS 54) 2 Trapsmith 1 25gp


Conjuration
Acid Arrow sor/wiz 2
Baleful Transposition sor/wiz 2
Choke (Tome and Blood 86) Sorcerer/ Wizard 2 150gp
Clothier’s Closet (MoE 95) Sorcerer/ Wizard 2 150gp
Earthen grasp wuj 2 150
Fire shuriken Assassin 2 150
Glitterdust Sorcerer/Wizard 2
Kelgore’s grave mist sor/wiz 2 150


Divination
Clairaudience/Clairvoyance 2 150(Trapsmith)
See Invisibility Sorcerer/Wizard 2

Enchantment
Entice Gift (BoVD 93) Sorcerer/ Wizard 2 150gp
Ray of Stupidity (SC 167) Sorcerer/ Wizard 2 150gp
Sadism sor/wiz 2 150
Suggestion (PHB 285) Bard 2 200gp
Touch of Idiocy (PHB 294) Sorcerer/Wizard 2 150gp
Miser’s Envy (SC 142) Bard 2 200gp

Evocation
Ice Blast wuj 2 150
Lightning Blade (CArc 113) Wu Jen 2 150gp
Scorching Ray Sorcerer/Wizard 2
Ray of the Python (PHB2 122) Bard 2 200
Ray of Ice (Wizard) 150
Rainbow Beam (SpC 165) Sor/wiz 2 150gp
Seeking Ray (PHB2 124) Sorcerer/Wizard 2 150gp
Sonorous Hum (SC 196) Bard 2 200gp
Sting Ray (SpC 206) Sor/wiz 2 150
Wings of Cover (RoD 120) Sorcerer 2 200gp

Illusion
Bladeweave sor/wiz 2
Blur (PHB 206) Sorcerer/ Wizard 2 150gp
Doublespeak (Bard 2) CMage 102 200gp
False Lie (Bard 2) CMage 104
Reflective Disguise (SC 171) Bard 2 200
Invisibility: Sorcerer/Wizard 2
Mirror Image Sorcerer/Wizard 2
Shadow Spray (SC 186) Sorcerer/Wizard 2



Necromancy
Blindness/Deafness Sorcerer/Wizard 2
Bone chill (frost 89) sor/wiz 2 150
Bonefiddle Bard 2
Command Undead (PHB 211) Sorcerer/Wizard 2 150gp
Escalating Enfeeblement (CMage 103) Sor/wiz 2 150
Ghoul Touch sor/wiz 2
Kelgore’s grave mist sor/wiz 2 150
Kiss of the Toad (CArc 113) Wu Jen 2 150gp
Ray of Weakness (SC 168) sor/wiz 2
Spectral Hand Sorcerer/Wizard 2
Stolen Breath (SC 207) Sor/wiz 2
Vampiric Touch Corrupt Avenger 2
Wither Limb (BoVD 110) Mortal Hunter 2 150gp

Transmutation
Alter Self (PHB 197) Sorcerer/ Wizard 2 150gp
Baleful Transposition (SC 23) Sorcerer/ Wizard 2 150gp
Belker Claws (SC 26) Sorcerer/ Wizard 2 150gp
Cat’s Grace Trapsmicth 2
Fox’s Cunning Trapsmith 2
Gaseous Form (DS 54) Trapsmith 2 25gp
Ghost Touch Armor (SC 102) Sorcerer/ Wizard 2 150gp
Haste (DS 54) Trapsmith 2 150gp
Knock (sorcerer/wizard 2)
Quick potion sor/wiz 2
Stone Shape 2 (Trapsmith) 150
Whirling Blade (SC 238) Sorcerer/ Wizard 2 150gp




48 pages
Abjuration
Break Enchantment (DS 54) Trapsmith 3 375gp
Greater Dispel Magic 3 (Trapsmith) 375
Repelling shield sor/wiz 3

Conjuration
Caustic smoke (cmage 98) sor/wiz 3 375
Charm Monster (PHB 209) Bard 3 575gp
Corpse candle sor/wiz 3
Create Fetch (CSco 96) Assassin 3 375gp
Dimension Door (DS 54) Trapsmith 3 375gp
Dimension step sor/wiz 3 375
Scattering trap sor/wiz 3
Stinking Cloud Sorcerer/Wizard 3
Toxic Tongue Assassin 3 375
Wall of Stone (DS 54) Trapsmith 3 375gp

Divination
Ferocity of Sanguine Rage sor/wiz 3 375
Treasure Scent (Bard) 525
Unluck Sorcerer/Wizard 3

Enchantment
Crushing Despair (HoH 87) Dread Necromancer 3 450gp
Geas, Lesser (PHB 235) Bard 3 575gp
Glibness (PHB 236) Bard 3 575gp
Love’s Lament (CoR 31) Bard 3 525gp
Puppeteer (Bard) 525
Ray of Dizziness (Bard) 525

Evocation*
Deafening blast (cmage 101) bard 3 575
Explosive Runes (PHB 228) Sorcerer/Wizard 3 375gp
Fireball Sorcerer/Wizard 3
Great Thunderclap 3 sor/wiz 3 375
Ice Storm warmage 3 450
Rainbow Blast (SpC 165) sor/wiz 3 375
Sound Lance Sorcerer/Wizard 3

Illusion
Shadow Binding sor/wiz 3
Cloak of Khyber sor/wiz 3

Necromancy*
Crushing Despair (HoH 87) Dread Necromancer 3 450gp
Curse of impending blades sor/wiz 3
Disrupt Undead, Greater (SC 68) Sor/wiz 3 375
Doom Scarabs (PHB2) Duskblade 3 675gp
Undead Lieutenant (SC 226) Sorcerer/Wizard 3 375gp
Wrack (Mortal Hunter) 375


Transmutation
Amorphous Form (SC 9) Sorcerer/Wizard 3 375gp
Arms of Plenty (LoM 209) Sorcerer/ Wizard 3 375gp
Create Fetch (CSco 96) Assassin 3 375gp
Dolorous Blow (Bard) 3 575
Fangs of the Vampire King (Assassin) 375
Ferocity of Sanguine Rage sor/wiz 3 375
Fracturing weapon hb 3
Fly (Wizard)
Heart of water sor/wiz 3
Greater mighty wallop sor/wiz 3 375
Scorpion Tail (RoE 191) Sorcerer/ Wizard 3 375gp
Shrink Item (Wizard)
Slow (PHB 280) Sorcerer/Wizard 3 375gp
Steeldance (SpC 206) sor/wiz 3



32 pages

Abjuration
Break Enchantment 4 (Trapsmith)700
Hide from Dragons (Assassin) 4 700


Conjuration
Bloodstar sor/wiz 4 700
Evard’s Black Tentacles: Sorcerer/Wizard 4
Rain of Spines wu jen 4 700gp
Solid Fog sor/wiz 4
Translocation Trick wizard 4 700


Divination
Assay Spell Resistance Sorcerer/Wizard 4
Implacable Pursuer (Assassin) 4 700


Enchantment
Hold monster bard 4 700
Morality Undone (Mortal Hunter) 4 700


Evocation
Creeping darkness wuj 4 700gp
Defenestrating Sphere Sorcerer/Wizard 4
Ice storm sor/wiz 4
Vortex of teeth sor/wiz 4
Thunderlance (sc 220) sor/wiz 4 700gp


Illusion
Invisibility, Greater Sorcerer/Wizard 4
Sensory Deprivation (SC 182) Bard 4 1000
Shadow Form (Assassin) 700


Necromancy
Bestow Curse Sorcerer/Wizard 4
Burning Blood Sorcerer/Wizard 4
Enervation Sorcerer/Wizard 4
Fear Sorcerer/Wizard 4
Finger of Agony sor/wiz 700gp
Heart ripper Assassin 4 700


Transmutation
Corporeal instability sor/wiz 4 700
Poison needles wuj 4 700
Polymorph Sorcerer/Wizard 4



Conjuration
Arc of lightning sor/wiz 5 1125gp
Cloudkill

Divination
Enchantment
Dominate Person sor/wiz 5
Feeblemind sor/wiz 5
Mass suggestion bard 5 1625
Mind fog sor/wiz 5 1125



Evocation
Cone of Cold sor/wiz 5
Fire breath wuj 5 1125
Firebrand sor/wiz 5 1125

Illusion
Mass reflective disguise bard 5 1625
Mislead bard 5 1625
Persistent image sor/wiz 5 1125
Seeming sor/wiz 5 1125
Shadow Evocation sor/wiz 5 1125
Shadow walk bard 5 1625

Necromancy
Channeled Lifetheft (CMage 98) Sor/wiz 5 1125
Kiss of the vampire sor/wiz 5 1125
Magic Jar
Necrotic Skull Bomb sor/wiz 5 1125


Transmutation
Body harmonic bard 5 1625
Disintegrate duskblade 5 2125
Draconic polymorph sor/wiz 5 1125
Fiendform sor/wiz 5 1125

Universal
Arcane fusion sor 5 1125

Spell Haven
Wall of force sor/wiz 5 1125






Divine sacrifice (blackguard)
Embrace the wild (ranger)
Fairie fire (druid)
Impeding stones (druid)
Instant of power (druid)
Kuo-tua skin (druid)
Resurgence (Blackguard/Cleric/Paladin)
Rot of Ages (Druid)
Sandblast (druid)
Snake’s swiftness (druid)
Skunk Scent (druid)
Spider Hand (cleric)
Spore field (druid)
Spymaster’s coin (bard)
Winged watcher (druid)


Blinding Spittle (Druid)
Breath of the Jungle (Druid)
Briar web (druid)
Decomposition (Druid)
Drifts of the Shalm (druid)
Fortissimo (bard)
Ice Darts (bard)
Increase Virulence (blackguard)
Jaws of the Moray (druid)
Master Air (druid)
Predator’s cry (druid)
Saltray (druid)
Spider Legs (Cleric)
Snake’s swiftness, mass (druid)


Animate Dead (Cleric)
Blessing of bahamut (paladin)
Chain of eyes (cleric)
Column of Ice (Druid)
Crumble (Druid)
Dolorous motes (cleric)
Earth Hammer (paladin)
Enduring Scrutiny (paladin)
Entangling Staff (druid)
Evard’s menacing tentacles (druid)
Fangs of the Vampire King (Blackguard)
Fell the Greatest Foe (paladin)
Find the Gap (paladin)
Giant’s Wrath (Druid)
Good Hope (Bard)
Greenfire (Druid)
Haboob (Cleric)
Icelance (Druid)
Infernal Threnody (Bard)
Infestation of Maggots (Druid)
Mystic Lash (cleric)
Prayer (cleric)
Ring of Blades (Cleric)
Searing Light (Cleric)
Shadow Cache (bard)
Spark of Life (Cleric)
Spiritjaws (Druid)
Venomfire (druid)


Aspect of the Werebeast (RoE 184) (Druid)
Bleed (CChamp 117) (Blackguard)
Boreal Wind (Druid)
Claws of the Savage (Druid)
Doomtide (CDiv 163) (cleric)
Eye of the Hurricane (Druid)
Friendly Fire (druid)
Implacable Pursuer (Blackguard)
Last Breath (Druid)
Lower Spell Resistance (cleric)
Manifest life (paladin)
Murderous Mist (Druid)
Ray Deflection (Bard)
Revenance (Blackguard)
Slipsand (Druid)
Spell theft (bard)
Stone metamorphosis (cleric)
Summon Giants (disciple of thrym)
True Seeing (Cold iron warrior)
Vortex of teeth (druid)
Wall of Sand (cleric)


Bewildering Mischance cleric 5
Bind to hell cleric 5
Blizzard (Druid) 5
Bolts of bedevilment bard 5
Choking Sands cleric 5
Entomb (disciple of thrym)
Flesh to Ice (Druid)
Flesh to Salt (Druid)
Frostbite (cleric)
Improved Blink (bard)
Owl’s Insight (Druid)
Phantom Stag (Druid)
Rejuvenation Cocoon (Druid)
Revivify (Cleric)
Spore Cloak (Druid)
Wall of thorns (druid)


Blind-Fight
Combat Casting
Corpsecrafter
Corrupt Spell
Craft Wondrous Item
Divine Intercession
Exotic Weapon Proficiency
Explosive Spell
Extend Spell
Extra Turning
Fell Animate
Fell Drain
Great Fortitude
Improved Critical
Improved Initiative
Insightful Reflexes
Iron Will
Lightning Reflexes
Lolth’s Caress
Master of Poisons
Open Minded
Poison Spell
Profane Agony
Rapid Metabolism
Retributive Spell (+1)
Run
Sadistic Reward
Scribe Scroll
Silent Spell
Skill Focus
Stand Still
Still Spell
Vampire Hunter
Versatile Spellcaster

Crake
2016-12-25, 03:45 PM
A level of eidetic wizard if your DM allows that ACF (from dragon magazine) will allow you to slowly accumulate every single spell ever in your eidetic spellbook by just using your floating bonus feat to get extra spell over and over and over again.

Just make sure you boost your CL high enough to qualify, because you can't qualify using chameleon class features (as per what it says at the start of the class entry).

That, combined with dual focus allows you to access literally every spell up to 6th level, but if you're not averse to shenanigans you can get that up to 9th level spells at level 12, two levels earlier than ur-priests.

danielxcutter
2016-12-25, 05:33 PM
Wow. Just wow. I had no idea that people had done so much research on the PrC. Thanks!

Particle_Man
2016-12-25, 11:22 PM
Another thing is that if you want crafting feats or whatnot(crafting is very viable via the floating bonus feat Chameleons get), be sure to have some spellcasting beforehand, as you can't use the casting from Chameleon to qualify for feats that need a caster level.

One way around that is Warlock 12 to get the "use UMD to craft without knowing the spell" ability but that is a high investment.

Kelb_Panthera
2016-12-25, 11:34 PM
People like to say "start with factotum" but that's not great advice. It does a little bit of everything... eventually. It's not front loaded enough for that. I like incarnate for switching skils around to go with the different aptitude foci with only a one level dip in something skill-oriented for disguise. Factotum isn't the worst option for that but it's not dramatically better than the alternatives either.

stanprollyright
2016-12-25, 11:48 PM
Take combat expertise, power attack, improved unarmed, dodge. Now you have prereqs for tons of floating feats. Also use it to craft during downtime.

I'd go with either Bard 5/Chameleon 10 or Factotum 3/Duskblade 3/Chameleon 10.

WhamBamSam
2016-12-26, 03:46 AM
Adding to the list of spells Venger posted...

No Light is a favorite cantrip of mine, though it's not as great for Chameleons, as they're usually human and don't have innate Darkvision.

Hunter's Eye and Hunter's Mercy are sometimes fun. Both are 1st level Divine off the Ranger list.

Animate Dead is 2nd level Arcane off of the Death Master list.

Lesser Planar Binding is 3rd level Arcane and Planar Binding 4th level Arcane off of the Demonologist spell list.

Greater Dispel Magic is actually a 3rd level Trapsmith spell, not 5th.

A number of normally higher level spells, including Otto's Irresistible Dance, Greater Bestow Curse, and Familial Geas are available as both Arcane and Divine 6th level spells off the Bard list.

I'd also advise checking out Piggy Knowles' Archer Build Thread (http://www.giantitp.com/forums/showthread.php?284283-Piggy-Knowles-Archer-Build-Thread), which has several Chameleon builds and some useful posts about the virtues of Chameleon on archer builds.

Venger
2016-12-26, 08:31 AM
Adding to the list of spells Venger posted...

No Light is a favorite cantrip of mine, though it's not as great for Chameleons, as they're usually human and don't have innate Darkvision.

Hunter's Eye and Hunter's Mercy are sometimes fun. Both are 1st level Divine off the Ranger list.

Animate Dead is 2nd level Arcane off of the Death Master list.

Lesser Planar Binding is 3rd level Arcane and Planar Binding 4th level Arcane off of the Demonologist spell list.

Greater Dispel Magic is actually a 3rd level Trapsmith spell, not 5th.

A number of normally higher level spells, including Otto's Irresistible Dance, Greater Bestow Curse, and Familial Geas are available as both Arcane and Divine 6th level spells off the Bard list.

I'd also advise checking out Piggy Knowles' Archer Build Thread (http://www.giantitp.com/forums/showthread.php?284283-Piggy-Knowles-Archer-Build-Thread), which has several Chameleon builds and some useful posts about the virtues of Chameleon on archer builds.

All good choices.

You are, of course, correct about GDM. In the game I actually got to play a chameleon in, my gm said I couldn't get a discount of more than 1 level from trapsmith, so I treated it as a virtual 5, though trapsmith only casts up to third level spells. went in and corrected the list to avoid confusion.

WhamBamSam
2016-12-26, 11:05 AM
All good choices.

You are, of course, correct about GDM. In the game I actually got to play a chameleon in, my gm said I couldn't get a discount of more than 1 level from trapsmith, so I treated it as a virtual 5, though trapsmith only casts up to third level spells. went in and corrected the list to avoid confusion.Ah, makes sense. I think you have a few other Trapsmith spells out of place for presumably the same reason. Haste and Dispel Magic are both Trapsmith 1 for instance. In the case of Greater Dispel it mostly only matters in terms of the spell slot, since the Chameleon's CL won't have exceeded 10 until you're only a level away from 5ths.

One more (admittedly not great) spell that you can sneak in a level early is Cat's Grace as 1st level Divine off of the Cat Domain (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c). It's April Fools material though.

lichbolado12
2016-12-26, 11:11 AM
The true evil is approaching...
The end of time, The magic schools and Towers are being annihilated, Magocracy is under attack. Is your tower prepared?
The true sorcerer king is claiming his throne!
"Worms, you usurped with your false magic. I am the magic, kneel or die!"

https://s-media-cache-ak0.pinimg.com/564x/8c/56/e2/8c56e2eeb207eab79d3a2d1ba5d05e7e.jpg

What you will be Wizandry Defenses?


No infinite loop, Artifact or Epic Level Handbook. All official and Licensed book is allowed

Practical Optimization:
No infinite loops
Max 1 summon while combat(Gate, Planar Ally, Ice Assassin or Similar)
Allowed Familiar, Druid Animal Companion or Similar
No Optimized Summon or Ally


Black Scar CR 20
HP 814 (20 HD)
Male fey Marshal 1/ Divine Stalwart Dragon-Blooded Sorcerer 5/Tainted Sorcerer 1/ Dweomerkeeper 10/ /Zhentarim Skymage 3
LE Large Fey (Evil, Dragonblooded); Master of the Hunt Body(MM V.202)
Init +168;
AC 173, touch 132, flat-footed Never;
Immune electricity, exhaustion, fatigue, mind-affecting
spells and abilities
Fort +178, Ref +188, Will +196
Speed 210 ft fly, 490 ft(Dragon)
Melee +5 Ego Glaive(non metal/Quintessence) +178/+173/+168/+165 (6d8+52/19–20×3) (Touch Attack)
Space 20 ft.; Reach 30 ft.

Special Actions Supernatural Spell 4/day, Dexterity Aura, Divine Companion, Domain Acess, Draconic Spell-like, Fly Mount(Greater Wyrm Steel Dragon), Enigma Aura, Blood Component, Tainted Supression, Tainted Metamagic, Tainted Spellcasting, Arcane Sight, Hidden Spell, Share Spell.



Sorcerer Spells Known (CL 60th)(DC 140+ Spell level): Knowstones to acess new spells
9th—Wish, Ice Assassin, Shapechange, Invoke Magic, Imprisonment, Mage Disjunction, Sphere of Ultimate Destruction, Alamanther Return, Mind Rape, Putrefation(Dragon #300), Srinshee's Spell Shift, Instant Refuge, Miracle(Lucky Domain)
8th—Greater Arcane Fusion, Superior Invisibility, Minute Form, Greater Betow Curse, Greater Celerity, Mystic Shield, Mind Blank, Moment of Prescience, Veil of Undead, Ghost Form
7th—Planar Bubble, Arcane Spellsurge, Limited Wish, Body outside Body, Antimagic Aura, Hide from Dragons
6th—Mental Pinnacle, Antimagic Field, Eye of Oracle, Force Shapechange, Analyze Dweomer, Trance of The Verdant Domain, Contingency Spell, Vileblade(Dragon #300)
5th—Arcane Fusion, Teleport, Greater Blink, Telekinesis, Baleful Polymorph, Kiss of the Vampire, Wall of Stone, Shadow Form, Transfusion(Dragon #339), Investiture of the Orthon
4th—Celerity, Friendly Fire, Ruin Delver's Fortune, Voice of the Dragon, Otiluke's Supressing field, Blacklight, Stifle Spell, Temporal Repair, Betow Curse
3rd—Permeable Form, Vision of the omniscient eye, Gust Wind , Dolorous Blow, Antecipate Teleport, Nauseating Breath, Spiderskin
2nd—Wings of Cover, Heroic, Wraithstrike, Whirling Blade, Chamaleon, Suffer to flesh, Blur, Cloud of Knives, Celerity lesser, Dissonant Chant
1st—True Strike, True Casting, Hail of Stone, Eyes of Avoral, Strenght of True Form, Undetectable Aligment, Shieldbearer, Improvisation



Dragon Mag Spells:
Temporal Repair Drag 350 pg 61
Corruption Spells, Putrefation Drag 300 pg 56
Transfusion spell drag 339


Sorcerer Acess to everyspell?

Tower of the Rings are sets of theurgy rings(Comp Arcane pg146), giving access to all spells for the sorcerer, similar to the mage of the arcane order.
Theurgy Rings gives access to cleric spells / Wizard / Druids / Bards to Tower leaders.
Summons / Ice Assassins / Simulacruns / Minions / Dragon Pet refills the rings.
Black Ethergaunt = Wizard Spells Acess
Planetar = Cleric Spells Acess
Abeil Queen = Druid Spells acess


Useful Non Sorcerer spell:

Cleric Spells:

9th—Greater Visage of Deitie, Monstruous Thrall, True Ressurection
8th—General of the Undead, Mind Blank
7th—Blasphemy, Holyword
6th—
5th—Divine Agility, Surge of Fortune
4th—Divine Power, Consumptive Field, Death Ward, Freedom of Moment, Mark of the Enlightened Soul
3rd—Sheltered Vitality, That Art Thou, Spark of Life
2nd—Find Trap
1st—Sanctuary, Hide from Undead

Druid Spell:

9th—Greater Whirlwind
8th—Unearthly Beauty, Stormrage
7th—
6th—
5th—Owl's Insight
4th—
3rd—
2nd—
1st—


Magic Domain Acess

Magic Aura:
Identify:
Dispel Magic:
Imbue with Spell
Spell Resistance:
Antimagic Field:
Spell Turning:
Protection from SpellsMF
Mage's Disjunction

Necrotic spell acess

Corrupt Spell acess

Spell-like: Wings of Cover/3day, Share to allies, Celerity

Abilities Str-, Dex 93, Con 37, Int 35, Wis 72, Cha 118

Feats 38 feats(detail below); Extend Spell, Transdimentional Spell, Combat Casting, Iron Will, Persistent Spell, Twin Spell, Practical Metamagic(Twin Spell), Craft Contigent Spell, Arcane Thesis(Greater Arcane Fusion), Rapid Spell, Sculpt Spell, Silent Spell, Still Spell, Smiting Spell, Fell Draining Spell, Mother Cyst Spell, Item Familiar(Max Hide skill), Draconic Heritage(Deep Dragon), Corrupt Arcane, Sanctum Spell, Arcane Strike, Spell focus(Necromancy), Undead Battery, Planar Touchstone(Catalogues of enlightenment-Trickery Domain), Fell Energy Spell, Mage Killer, Practiced Spellcaster, Supernatural Instinct, Improved Counterspell, Reactive Counterspell, Divine Sorcery(Lucky Domain), Dark Speech, Violate Spell, Divine Sorcery(Cold Domain), Earth Spell, Earth Sense, Heighten Spell, Reserves of Strength.

Heroic Spell: Mounted Combat

Free Empower Spell: Symbiotic Creature

Skills Hide +223(238 when Shapechange), Spot +164, Bluff +142, Diplomacy +87, Performy +46, Disguise +98, Spellcraft +38, Use Magic Device +60, Use Psion Device +60,Knowledge(Religion) +10, Knowledge(Planes/Arcane) +36
Highlight
Stealth:
The Black Scar can hide and spy on their opponents with ease
+238 hide check, Superior Invisibility, Nondetection, Ex Vecna-Blooded, MindBlank, Supernatural Blacklight(Invoke Magic),
Black Scar will hardly be detected, if detected , it uses second impression skill trick to avoid being detected.
he uses Analyze Dweomer to discover all the craft contigent spell , to avoid surprises .
It will analyze all spells and target effects, will analyze all target weaknesses before attacking.
No risk, he used ice assasin(Black Scar clone controled by Necrotic Tumor + Mindrape) to avoid being attacked , it also uses riding dragons(Greater Wyrm Shadow Dragon) to use spells and attack targets with ease ( Skymage )
Great advantages in the initiative(+168 initiative)
Smiting Spell + Whirling Blade = Supernatural Imprisonment(142 save), Greater Betow Curse(141 save), Antimagic Aura(140 save).

If the target cast spells / Spell-like or Supernatural abilitie, it will be intercepted.(Mage Killer/Supernatural Instinct feats)
The intercepted target will be affected by smiting spells.(it can be deadly)

Black scar can throw multiples spells per round.

Twin Greater Arcane Fusion
Slot 7, Twin Arcane Fusion
Slot 4, Sanctum Arcane Fusion

Each Arcane Fusion
Slot 4: Twin Celerity
Slot 1: Sanctum Lesser, Celerity


12 standard action + 6 move action(Sharing Spells with the Dragon PET and Ice Assassin)
Yes, they also have multiples actions


Greater Arcane Fusion Versatility, it can use any known spell, being possible to use several different combos.(very powerful combinations . It can be extremely deadly)
He can persist all spells that have access .


Body Outside Body
His clones can cast several supernatural abilities , including mage disjunctun , wishes, wings of cover .
If the enemie want to escape to your demiplane, the enemie have problems, Mental Pinnacle + Psicrown Metafaculty will find him. And I know all about your plan. Knowledge(Planes). And do not even try to block my entry, Supernatural Wish (Teleport) can bypass any defenses.
Each Body Outside Body can use Spell-like Celerity + Mage Disjunction, or Share Spell-like Wings of Cover


Combat Tatic
Do not try to escape, Investiture of the Orthon + Earth Temporal Repair can end your plans.


The Ice Assassin Attacks closely, Approaching with TowerShield, If you use Spells or Supernatural abilities will be intercepted by Mage Killer feat + Supernatural Instinct. If successful, all spells of the smiting spell will be discharged. You are in serious trouble. Try not to move, or you will be hit by more AoO.

Meanwhile Black Scar uses his move speed and standard action to keep his distance. Take Care, it Can Launch Multiplied Maximized Empowered Enlarger Earth Transdimentional Twin Hail of Stones + Supernatural Maximized Empowered Earth Enlarger Transdimentional Twin Sphere of Ultimate Destruction. When you have enough damage from the hail of the stones, you can easily disintegrate.

Do not try to use mage disjunction, you will have problems.
1) Will be intercepted by Ice Assassin.
2) Will not have enough range, Black Scar will keep the distance.
3) It will take a counterspell + Srinshee's Spell Shift = Your magic will come back against you
4) You will need a caster level check DC 78. Otherwise your abjuration has failed.(Otiluke Supressing Field)


You'd better not use Ice Assassin on yourself. Ice Assassin has Cold Subtype. Cold Domain will be fun, rebuke or command your Ice Assassin. Can Wizard do the same thing? It may, however, have to act first that my Ice Assassin (Impossible) and Wings of Cover + Supernatural Instinct feat will bring trouble for you.
Each Body outside Body clones rebuke/command your ice assassin.


Class Entry:
Divine Sorcerer: Complete Champion. PG 54
Domain acess(Entry Dweomerkeeper): Your Depth of belief allow you to channel divine power the way a cleric does

Dragonblood Sorcerer: Races of the Dragons. Pg 107
Spell-like Ability acess:

Stalwart Sorcerer: Complete Champion Pg 37
2 bonus feat:

Venerable Master of Hunt Body

STR
Ability Augmentation (Fell Energy Spell feat + Kiss of the Vampire) +2 all ability bonuses

Base 35
+5 Wishes
+6 Visage Of The Deity, Greater
+2 Drugs
+4 Elation (Morale)
-10 Minute Form
+8 Extract Gift (Enchant)
+30 (Consumptive Field) (Limitless)
-16 Transfusion

Total 64(+27)

Dexterity
Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all ability bonuses

Base 40
+5 Wishes
+2 Drugs
+12 Divine Agility ( Enchantment )
+8 Minute Form
+6 Visage of the Deity, Greater
+4 Elation
+16 Transfusion
Total 93 DEX(+41)

Constituition
Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all ability bonuses

Base 38
+5 Wishes
+2 Drugs
+6 Visage Of Deite
+4 Elation
-2 Minute Form
-16 Transfusion

Total 37(+13)

Intelligence
Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all ability bonuses

base 16
+5 Wishes
+8 Extract Gift ( Ench )
+4 Visage of the Deity, Greater
+2 Drugs

Total 35(+12)

Wisdow
Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all ability bonuses

+18 Base
+5 Wishes
+3 Ages
+6 Visage of the Deity, Greater
+2 Drugs
+32 Owl's Insight ( Competence )
+8 Extract Gift ( Enchant )
-2 Magic Blooded

Total 72(+31)

Charisma
Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all ability bonuses

Base 18
+5 Level
+5 Wishes
+2 Magic Blooded
+2 Unseelie Fey
+1 Magical Location (Worm of Minauros)
+6 Devil Ego ( Profane Bonus )
+6 Righteous Aura ( Sacred )
+6 Visage of the Deity, Greater
+2 Drugs
+3 Age
+40 Powerleech ( Always Draining From my Dragon Pet )
+6 Snowsong
+16 Transfusion

Total 118 Charisma(+54)



Saves: Ability Augmentation ( Fell Energy Spell feat + Kiss of the Vampire ) +2 all bonuses

Fort: 8 +13(Con)+3(Resistence)+56(Persisted Ruin Delver's Spell)+54(Shapechange to Death Giant MMIII) +65(Shield(Su)-Divine Sorcerer) = 199(207 against spells/spell-like)

Reflex: 6 +41(Dex)+3(Resistence)+56(Persisted Ruin Delver's Spell)+54(Shapechange)+65(Divine Companion)=225(233)

Will: 13 + 31(Wis)+3(Resistence)+3(Iron Will)+56(Persistend Ruin Delver's Spell)+54(Shapechance)+65(Divine Companion)=220(233)
Skills:
(Fell Energy Spell feat + Kiss of the Vampire) +2 all bonuses
Improvisation(+35 luck to skills when Back Scar need) + Sadism spell

*Planar Touchstone(Catalogue)= Trickery Domain; Hide, Disguise, Bluff acess
*Draconic Heritage(Deep)=Spot acess
*Extract Gift = +15 all skills

Hide: 23 +41(Dex)+51(Dexterity Aura/Marshal)+30(item Familiar) +16(Minute Form)+7(Spiderskin)+12(Chamaleon)+6(Greater Heroism)+22(Forestfold)+15(Extract) = +223

Spot: 23+31(Wis)+51(Death Giant)+10(Eye of the avoral spell)+12(Vision of the ominiscient eye)+22(That Art Thou)+15(Extract)=+164

Bluff: 23+54(Charisma)+6(Greater Heroism)+12(Voice of the Dragon)+32(Gibliness potion)+15(extract)= +142

Diplomacy: 0+54(Charisma)+6(Greater Heroism)+12(Voice of the Dragon)+15(Extract)=+87

Disguise: 13+54+6+10+15= +98

Spellcraft: +38

Use Magic Device: +60

Use Power Device: +60

Knowledge(Planes): +36

Knowledge(Arcane):+36


AC

AC: 10 + 65 Deflection(Shield(Su)/Divine Companion/Divine Sorcerer)+41(Dex)+5(Eye of the Oracle)+4(Cover Dragon) +7(Insight)= 132 Touch

Initiative

Initiative: +41(Dex)+54(Dexterity Aura/Marshal)+10(Gear)+7 Primal Instinct + 54(Death Giant)+2(Traits)= +168

Attack roll

All attack is touch attack, vorpal and autoconfirm crit, The Weapon uses invoke magic + Blacklight spell, then eliminates the enemy's DEX AC.

Attack Roll: 1d20(Choose 20/Surge of Fortune)+20(Divine Power)+ 41(DEX)+5(Enchant)+6(Morale)+8(Minute Form)+20(Arcane Strike feat)+20(True Strike)+3(Haste)+35(Improvisation)= +178(crit hit)

Whirling Blade attack Roll: 1d20(Choose 20/Surge of Fortune)+20(Divine Power)+ 54(STR)+5(Enchant)+6(Morale)+8(Minute Form)+20(Arcane Strike feat)+20(True Strike)+3(Haste)+35(Improvisation)= +183(Crit hit)


Caster Level

Caster Level: 64 Caster Level
Base 20
Bead of karma: +4 caster
Suffer to flesh: +5
Arcane Gloves: +2
Tatoo: +3
Adept Spirit +3 Insight
Mark of the Enlightened Soul(Good Spells), +2 Untype
Earth Spell feat + Reserver of Strengh Consumptive Field=+25
Defenses
Hide
Defenses: Shieldbearer + Reflective TowerShield = Total Cover
Craft Contigent Spell Condition: When the enemy cast Mage Disjunctun or similar with metamagic effect : Twin Greater Arcane Fusion
he uses Invoke Magic Supernatural Blacklight and abuse of hiding check
If the enemy cast some supernatural or magic effect will be intercepted(Mage Slayer/Supernatural Instinct) , no DEX AC (Blacklight)

Shapechange + Strengh of the true form
Good Picks: Death Giant, Shadesteel Golem, Aspect of Leviitan(Elder Evil), Mother Beholder

Metamagic Reducer
Undead Battery + Summon Undead = free 74 metamagic slots

Feat

38 Feats: Embrace the Dark Chaos/Shun the Dark Chaos/Pysichic Reformation/Retraining rules:
18 level = 7 feats
Elf Original Race= 5 feats
Marshal Bonus=1 feat bonus
Draconic Bloodline bonus = 2 feat bonus
Flaws: 2 bonus
7 Site locations( Othy Hole, Metamagic Storm and others ): 7 bonus feat
Elder Evil fighting = 5 bonus feat
Tainted= 2 Bonus feat
Symbiotic Creature= Free Empowered Spell
Stalwart= 2 bonus feat
Seling Soul= 2 bonus feat
Zhentarim Skymage=3

DC
DC Check: Evil Subtype and Undead are ignore tainted negative effect.
Evil Subtype and Kiss of the Vampire(Undead)
The limit for tainted score will be the maximum that it can survive without evil subtype.
DC=10+144(Tainted Score)+ Spell level +10(If Irresistible spell)

Pet
It is incredibly efficient , Share Spells(Skymage) combined with powerful spells can be very dangerous

Buffs

Buffs: Extend/Persist everything if possible.
Earth Spell Temporal Repair
Srinshee's Spell Shift
Shapechange(Death Giant/Shadesteel Golem or Elemental Weirdy)
Hide Life
Greater Visage of Deitie(Good)
Foresight(Elemental Weirdy)
Invisibility Superior
Minute Form
Mystic Shield
Veil of Undead
Mind Blank
Moment of Prescience
General of Undead
Unearthly Beauty
Stormrage
Arcane Spellsurge
Planar Bubble
Extraordinary Spell aim/Selective Spell Antimagic Field
Eye of Oracle
Analyse Dweoper
Greater Blink
Kiss of the Vampire
Owl Insight
Divine Agility
Surge of Fortune
Friendly Fire
Ruin Delver's Fortune x3
Voice of the Dragon
Consumptive Spell
Supernatural Spell Blacklight(Invoke Magic)
Supernatural Spell Death Ward(Invoke Magic)
Supernatural Spell Freedom of Moment(Invoke Magic)
Supernatural Spell Sheltered Vitality(Invoke Magic)
Second day, Supernatural Sanctum Kiss of the vampire(Invoke Magic)
Invoke Magic Permeable Form
Vision of The omniscient eye
Dolorous Blow
Antecipate Teleport
Spiderskin
That Art Thou
Heroic x5
Whaithstrike
Chamaleon
Bladeweave
FellDrain Maximized Twin Cloud of Knive(Invoke Magic)
Find Trap
Forestfold
Gibliness(potion)
Primal Insting(potion)
Eye of Avoral
Strenght of the true form
undetectable aligment
Shieldbearer
Shadow Form
Imbue with spell ability
When the king is attacked: Twin GAF
When the enemie use Time Stop: Time Stop
When the king attack: Twin GAF
When the Enemie use Celerity or Similar:Twin GAFx14
Infinite Loop or Limitless loop
Pay attention: This is a way to have a viable and acceptable battle on an adventure.
Infinite loop has no clear definition. So I will try to define it.

Any action which has no limit established then have any multiple feats, spells, bodys:
Example: Shun the Dark Chaos an Otughy Holed (Multiples Feats) or Other sites multiple times.
Infinite Greater Arcane Fusion
Infinite Money or a limit not set.
Infinite Spells or a limit not set
Any action that may be abusable accumulating the same effect repeatedly, even if it really is not infinite:
Example: Awaken + Animal shapechange = Magical Beast
New Animal shapechange + New Awake

Craft contingency spell is not an infinite loop, it has a set limit. Max your HIT DICE.

Detail, this build is able to use all these tricks. But it will be only a TO build.

FAQ:
Q: How you will use Metafaculty?
A: Mental Pinnacle + Psicrown Metafaculty + Use Psionic Device=60 Manifester level + Surge of Fortune

Q:How you will counter craft contingent spell?
A: Analyse Dweomer and know your trigger condition

Q: Mindsight can detect you?
A: No. Superior Invisibility block all senses except touch.

Q: Master of The Hunt Body?
A: This is a Optimized Character. True, Mindswift against Master of The Hunt Body

Q: Ice Assassin of youself?
A: Yes, Black Scar use your shadow clone to avoid dangerous. Ice Assassin + Mindrape + Necrotic Tumor Black scar control them.

Q: Infinite spell or DC check?
A: No. Every spellcaster can use infinite loops, Black Scar never use more spell than Sorcerer daily spell + Charisma Bonus
Black Scar limits its tainted score the most he would survive without evil subtype

Q: Towershield unable your attack?
A: Yes, but Arcane Fusion is not an offensive spell; Target:Personal

Q: Use Dragonpact/retraining/Shun of the dark chaos/Embrance of the dark chaos/Psychic Reformation is infinite loop?
A: No, Change limited spell/feat per another is no a infinite loop.

Q: How do you apply metamagic in lvl 9 spells?
A: Undead Battery feat

Q: how you cast divine spells?
A: Imbue with spell ability/ Domain Acess ACF/ Planar Touchstones(catalogues)

1) Wizard more versatile? False, Black scar can CAST and METAMAGIC(Usually persisted) ANY SPELL. (Wizards Spells, Cleric Spells, Druid Spells, Bard Spells). Also, Miracle and Supernatural Wish say hellow.
2) Sorcerer as base casting. It's invencible.
3) "if you were to put the same amount of effort into optimizing a wizard, what would you make?". Wizards cant beat Black Scar. It's impossible for them. No matter how optimized it is.
4) Wizards is UNABLE to use any trick that Sorcerer King can do. Only sorcerer can use the listed tricks.





Black Scar attack started
https://store.donanimhaber.com/20/b8/bd/20b8bdbffe0891e9a8703f6fd34b7a3a.png



First Twin GAF
Slot 7: Sculpt(Line/Cone) Selective(Ice Assassin/Clone) Antimagic Field
Slot 4: Sanctum Arcane Fusion

Slot 4: Twin Empower Maximized Transdimention Enlarger Fell Drain Hail of Stones
Slot 1: Twin Empower Maximized Transdimention Enlarger Fell Drain Hail of Stones

25 negative damage + 1300 damage

After it, if your Wizard survive, they are staggered
Nonlethal Maximized Empowered Twinned Transdimentional Obedient Avalanche.
Wizards are Unconcious and Buried(Staggered character cant use full round action, they cant scape)


Magic itens dont work inside AMF
Tinfoil Hat Trick dont work, Hail of stones also do damage on objects. Your wall is destroyed, affecting the wizard normally.


Next combo or it's enough to kill them?



Do you think he's alive? You have serious problems.
https://cdn.meme.am/cache/instances/folder689/18650689.jpg

Do you think it's enough to survive?
If you are undead or construct, when it 0 HP, it will be destroyed. Hide Life Protect Only for Dying and Dead Condition. You will be affected normally.

Back Scar will cast Invoke Magic + Supernatural Transdimentional Sanctum Twin Telekinesis. You are immobilized and inside the AMF.
If you are outside the AMF, your freedom of movement will be supressed by Otiluke's Supressing Field.


If you're Undead
Invoke Magic + Supernatural Smiting Twin Spark of Life. You're vulnerable.

If you're Construct
Invoke Magic + Supernatural Smiting Twin Humanoid Essence. You will be vulnerable.

If you are not Undead or Construct and still survive.
Invoke Magic + Supernatural Smiting Twin Touch of Juiblex = You are Vulnerable.


This is enough. Or do I need to go to the next one?





I'm disappointed with the Wizards, Necrotic Plague is the only one who tried to survive the first 2 combos. But he failed, and now he is Blind, Deaf and Sterile(Betow Curse). He also went to level 60 and returned to level 1 to suffer this humiliation,
He abandoned all of his ability to cast spells just to try to survive Black Scar attacks. Even so, he is incapable of overcoming it. I'm ashamed.
He has a constant antimagic field around him, stopping him from casting spells.. I'll explain better.

1:Wizard (feats:Tougness, Troll-blooded, Sculpt Self. Flaw: Inattentive)
2-19:Wizard
20:Incantifier
Spoiler: Prestige Races
Hide
Note that Prestige Races are extraodrinary abilities unless they give some type of casting (in which case, they're SU. I'll label these with a SU). Sorry for the breif desc criptions, but the full write-up for these would be long as heck.
Memory Trick: You can store your conciousness in several ways, as a Thought Bottle. Based on the Thought Bottle
Unchained Focus: You are resistant to effects that would stop your motion or alter your thinking, as Freedom of Movement and Mind Blank. In addition, the first 6 spell levels of spells or spell-like abilities that target you each day are returned at their caster, as spell turning. Based on Cowl of Warding.
Martyr's Focus: You ignore many effects that would stop you and resist death, as Favor of the Marty. Based of an item of continuous Favor of the Martyr.
Earthly Focus: Magic ceases to work in a 10 feet spread around you, as per Antimagic Field. Based off an item of continuous Antimagic Field. based off an item of continuous Antimagic Field
Deathly Focus: You are immune to crits and sneak attack, but take a -4 penalty to Charisma, as Living Undeath. based on an item of continous Living Undeath.
Grounded Focus: You are unable to be moved extradimensionally, as dimensional anchor. Based off an item of continuous Dimensional Anchor.
Ghostly Focus: You are incorporeal, as Ghostform. Based off an item of continuous Ghostform.
Orthon Focus: You take up some traits of the Orthon as per Investiture of the Orthon. based off an item of continuous Investiture of the Orthon.
Shapeshifter's Focus: You may alter your form once per round as a free action, as Shapechange. Based off an item of continuous Shapechange.
Centered Focus: +1 armor bonus to AC, immune to all death spells, magical death effects, and energy drain, and any negative energy effects. Based on +1 Soulfire Bracers of Armor.
Frosty Focus: You are immune to fire damage, as per Energy Immunity. based off an item of continuous Energy Immunity.
Basic Focus: You are immune to acid damage, as per Energy Immunity. based off an item of continuous Energy Immunity.
Vitality Focus: You are resistant to many attacks on your life force, as Sheltered Vitality. based on an item of continuous Sheltered Vitality.
Stable Focus: You again a +1 armor bonus to ac, and are impervious to any transmutation that would alter your form, though you may allow specific spells to bypass this imperviousness. Based on +1 Proof against Transmutation Bracers of Armor.



Sculpt Self
You have the ability to modify the essence of your being.
Benefit: You may spend XP to gain prestige race alterations. You cannot spend the XP for a prestige race alteration if that expenditure would reduce your level.

A creature must meditate for one day per 1,000 XP of the cost of the prestige race alteration, and the creature is presumed to spend about 8 hours meditating each day. You cannot rush the process by meditating more than 8 hours each day. Small interruptions or light activity do not disrupt this process so long as the creature spends about 8 hours a day meditating, but fighting, casting spells, using magic items, or other mentally or physically intensive activities ruin the day's meditation. Unlike a spellcaster creating a magic item, interruptions merely ruin the day's work, not the whole process. Thus, a creature can take as long as it wishes to gain the prestige race alteration.

Once gained, the prestige race alteration cannot be taken away. Loss of levels due to energy drain and other effects never take away a prestige race alteration, and they cannot be dispelled. Most of the effects of a prestige race alteration are considered extraordinary abilities, but any spellcasting ability granted by the prestige race alteration should be considered supernatural. You cannot take the same prestige race alteration more than once.

Creating Your Own Prestige Race Alterations
The possible effects of prestige race abilities are nearly limitless, but the XP cost can make certain alterations unlikely to be used. This article presents prestige race alterations worth up to 11,980 XP. This approaches the upper limit of what many players will be willing to pay for the benefits, and it limits the prestige race alteration to characters of 12th level or higher. When designing your own prestige race alterations, cheap benefits like skill bonuses are the most likely to be chosen and used by players.

Determining the XP cost of a prestige race alteration is simple in concept, but the math can become complicated. First, determine the cost of each of the granted abilities as through they were all qualities of separate magic items that have no space limitation. You might want to add an ad-hoc price increase due to the fact that the "items" can never be stolen or destroyed, but consider that they can also never be given to another party member who might need them or be sold to buy a better item, and that a feat is required to gain the benefits. Total all those prices. Once you have determined the total price in gold pieces, divide that cost by 5 to learn the XP cost. Note that if the prestige race alterations build upon one another, as in the case of the mineral focus's increasing natural armor benefit, you'll need to subtract the cost of the previous benefit from the cost of the new benefit before adding that to your calculations for the total gold piece cost of the prestige race alteration's qualities.


Only the continuous shapechange item is enough to make it return to level 0.

17(Minimum Caster level)x9(Spell Level)X4(continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4)x2(An item that does not take up one of the spaces on a body costs double)x2000gp=2.448.000 golds.

2.448.000/5=489.600xp

Yes, it does not have enough XP, even though it is level 20.

All items listed by it, total costs 6,717,600 gold and 1384,920xp
It needs to be level 60 or higher.

But, I'll ignore that he can not be level 20. Also Black Scar will not cast Mage Disjunction and then kill you with Supernatural Putrefaction (Dragon 300) or Greater Betow Curse or Trap the Soul.
[B]
1) You are still vulnerable to Nonlethal damage. You have not passed the first combo yet.
2) You can not regenerate vile damage, Violate Spell feat. You are vulnerable to multiple Violated hail of the stones.
3) Black Scar does not want to kill you, he will cast Invoke Magic + Smiting Supernatural Betow Curse (Alternative Curses). You are now Blind and Deaf, 50% chance not to act and it is sterile.
4) Now you will The Last Wizard (No magic), Blind and Deaf, Every item/Cloth will be removed as proof of Sorcerer superiority.
5) Curses: Blind and Deaf, 50% chance not act, Sterile, Everybody forgot you(Dragon 348)


The last Wizard, now is Black Scar new PET.
10 year after
https://cdn.mensagenscomamor.com/resize/400x225/content/images/int/frases_louco.jpg

https://store.donanimhaber.com/20/b8/bd/20b8bdbffe0891e9a8703f6fd34b7a3a.png

Venger
2016-12-26, 11:25 AM
Ah, makes sense. I think you have a few other Trapsmith spells out of place for presumably the same reason. Haste and Dispel Magic are both Trapsmith 1 for instance. In the case of Greater Dispel it mostly only matters in terms of the spell slot, since the Chameleon's CL won't have exceeded 10 until you're only a level away from 5ths.

One more (admittedly not great) spell that you can sneak in a level early is Cat's Grace as 1st level Divine off of the Cat Domain (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c). It's April Fools material though.

Yeah that's probably true, I'll go in and fix them in a bit

Darrin
2016-12-26, 04:46 PM
If you can fit it in somewhere, I recommend Cleric 1/Ordained Champion 3 for Channel Spell. This allows you to turn any creature into a fish (aquatic escape), a spider (lesser spider form, or if you bootstrap up your spell slots, stuff like transcend mortality.

Ruethgar
2016-12-26, 07:18 PM
Race: Awakened Monkey(advanced if you can swing that but it's cheesy enough already), you have to burn a feat on Human Heritage(damn were-monkeys always breeding) but the 3d10 HD for 0 ECL means you get an extra feat at level one to burn on it and you also start with a max skill rank of 7 for early entry into Chameleon such that you aren't losing spell level advantage vs. a Wizard at level 3. Unfortunately Chameleon suffers from not being able to be advanced beyond the base 10 levels aside from CL via Uncanny/Bloodline/Legacy Champion.

It should also be noted that the Shape Soulmeld feat does not remove your soulmelds when you lose it, only the ability to shape them. The melds last until dispelled or dismissed meaning you can fill up to where your Con allows in soulmelds, shaping 1/day and never dismissing it. The relatively light cost of maybe one feat for Bonus Essentia and a few days of shaping off screen is a small price to pay for the added versatility.

Edit: Of course if you didn't mind not having opposable thumbs you could instead do an Awakened Chameleon Creature Chameleon taking Chameleon, casting Chameleon.

Kelb_Panthera
2016-12-26, 07:32 PM
Race: Awakened Monkey(advanced if you can swing that but it's cheesy enough already), you have to burn a feat on Human Heritage(damn were-monkeys always breeding) but the 3d10 HD for 0 ECL means you get an extra feat at level one to burn on it and you also start with a max skill rank of 7 for early entry into Chameleon such that you aren't losing spell level advantage vs. a Wizard at level 3. Unfortunately Chameleon suffers from not being able to be advanced beyond the base 10 levels aside from CL via Uncanny/Bloodline/Legacy Champion.

That's not how RHD, LA, and ECL work. An anthro monkey is ECL 3 because of those 3 RHD unless it has a LA too. It'll take 3000 xp to get it's first level in a class just as though it were a human going from it's third level to it's fourth.

Ruethgar
2016-12-26, 08:33 PM
That's not how RHD, LA, and ECL work. An anthro monkey is ECL 3 because of those 3 RHD unless it has a LA too. It'll take 3000 xp to get it's first level in a class just as though it were a human going from it's third level to it's fourth.

I said Awaken, not Anthro, awaken on the MMI animals has a set ECL depending on the animal regardless of other factors on the animal. Advanced Titanic Warbeast Dungeonbred Magebred Chamelon Creature Monkey, when Awakened, has its ECL set to 0, the same as the Awakened base Monkey until DM adjudication. So it would start just like a human, 0 xp to get its first level in a class.

Kelb_Panthera
2016-12-26, 08:49 PM
I said Awaken, not Anthro, awaken on the MMI animals has a set ECL depending on the animal regardless of other factors on the animal. Advanced Titanic Warbeast Dungeonbred Magebred Chamelon Creature Monkey, when Awakened, has its ECL set to 0, the same as the Awakened base Monkey until DM adjudication. So it would start just like a human, 0 xp to get its first level in a class.

Animals don't have ECL's listed in the MM at all because they're not suitable for player characters without modification. What are you even on about?

VisitingDaGulag
2016-12-27, 12:15 AM
They are suitable after awaken, and have RAW LA if you dig for the dragon mag.

I suggest looking at that spreadsheet of all the spells. You can use it to find the best "deals" on spells.

Also chameleons, like binders, warlocks or artificers, make great crafters. :smallcool:

Crake
2016-12-27, 01:02 PM
They are suitable after awaken, and have RAW LA if you dig for the dragon mag.

I suggest looking at that spreadsheet of all the spells. You can use it to find the best "deals" on spells.

Also chameleons, like binders, warlocks or artificers, make great crafters. :smallcool:

Yeah, but regardless, your ECL cannot be below your HD, as having hit dice is equivilent to having a level. Having 3 RHD automatically means you're AT LEAST ECL3.

Ruethgar
2016-12-27, 02:27 PM
Yeah, but regardless, your ECL cannot be below your HD, as having hit dice is equivilent to having a level. Having 3 RHD automatically means you're AT LEAST ECL3.

Dragon Magazine #293 sets ECL directly, not LA. So any monkey, no matter how many non-type-changing templates or how much advancement is applied to it, is ECL 0 when awakened. You can have a gargantuan 25HD monkey that is is ECL 0 when awakened if you really wanted and you are immune to a book to the head.

Crake
2016-12-27, 02:42 PM
Dragon Magazine #293 sets ECL directly, not LA. So any monkey, no matter how many non-type-changing templates or how much advancement is applied to it, is ECL 0 when awakened. You can have a gargantuan 25HD monkey that is is ECL 0 when awakened if you really wanted and you are immune to a book to the head.

Oh, I see the confusion here. Monkeys have 1HD (which would be swapped out for a class level presumably) which is why an awakened monkey has an ECL of 0, because it would start off with just the class levels.

The confusion arose when i read what kelb said about the anthro monkey having 3 HD. So yes, an awakened monkey is fine I guess.

Kelb_Panthera
2016-12-27, 03:00 PM
Oh, I see the confusion here. Monkeys have 1HD (which would be swapped out for a class level presumably) which is why an awakened monkey has an ECL of 0, because it would start off with just the class levels.

The confusion arose when i read what kelb said about the anthro monkey having 3 HD. So yes, an awakened monkey is fine I guess.

Awaken (http://www.d20srd.org/srd/spells/awaken.htm) adds 2 HD to any animal it targets, therefore the awakened monkey has 3HD and is ECL 3, minimum.

Which issue of dragon is that from? I've got a hunch about the source of the confusion.

Bingo. March 2002. It's before the 3.5 conversion and the proper introduction of the current LA, RHD, ECL system.

CaPtMalHammer
2016-12-27, 03:09 PM
I like Chameleons as faces of parties. They do make great crafters but can be a great role play asset in a party. Favorite build is Beguiler into Chameleon with a dip into Master of Masks. :)

Crake
2016-12-27, 03:40 PM
Awaken (http://www.d20srd.org/srd/spells/awaken.htm) adds 2 HD to any animal it targets, therefore the awakened monkey has 3HD and is ECL 3, minimum.

Which issue of dragon is that from? I've got a hunch about the source of the confusion.

Bingo. March 2002. It's before the 3.5 conversion and the proper introduction of the current LA, RHD, ECL system.

Oh, I completely forgot that awaken added 2 HD, ah well, regardless. Awakened creature's ECL return back to the realm of DM discretion it seems.

Ruethgar
2016-12-27, 06:10 PM
Bingo. March 2002. It's before the 3.5 conversion and the proper introduction of the current LA, RHD, ECL system.

But it is still valid 3.5 content until the DM says otherwise and this is intended to be a thought exercise so naturally TO should be considered, as should RAW.

It should be noted that Chameleon aptitudes cannot qualify you for feats or options, so the example in the aforementioned guide about taking Extra Slot with heighten abilities to get 9th level spells can only work if you have casting advanced from something else, which, while not impossible, is a little hard to fit in without dragon cheese.

For example:
Silverbrow White Dragonspawn Abomination: Sorcerer 5/Chameleon 10/Sorcerer 5 can have up to Sorcerer 17 casting.

Kelb_Panthera
2016-12-27, 07:47 PM
But it is still valid 3.5 content until the DM says otherwise and this is intended to be a thought exercise so naturally TO should be considered, as should RAW.

You're forgetting part of the rule; still valid with some minor, necessary adjustments. Creatures from before the current LA/ECL system was in place need their LA, if any, assigned and their ECL is equal to that, plus any RHD, plus class levels; same as any other creature. You don't get to just pretend the change never happened same as how you have to adjust a PrC that offers intuit direction or scry to reflect the new system or add or subtract feats to reflect the new 1 + 1/3 HD rule.

An awakened ape is ECL 3, minimum.

Grod_The_Giant
2016-12-27, 09:14 PM
People like to say "start with factotum" but that's not great advice. It does a little bit of everything... eventually. It's not front loaded enough for that. I like incarnate for switching skils around to go with the different aptitude foci with only a one level dip in something skill-oriented for disguise. Factotum isn't the worst option for that but it's not dramatically better than the alternatives either.
I'm going to second this. The Magic of Incarnum classes (especially the Incarnate) are among the best switch-your-entire-schtick-every-day guys out there, and they do a great job of scaling with relatively few levels invested. I'd recommend something like Rogue 1/Totemist 2/Incarnate 2, with Bonus Essentia as your 6th level feat; that gives you both the huge offensive power of the Totem meld and the the raw versatility of the Incarnate list, and nearly-to-entirely enough essentia to max out any single meld you shape.

danielxcutter
2016-12-27, 09:20 PM
I'm going to second this. The Magic of Incarnum classes (especially the Incarnate) are among the best switch-your-entire-schtick-every-day guys out there, and they do a great job of scaling with relatively few levels invested. I'd recommend something like Rogue 1/Totemist 2/Incarnate 2, with Bonus Essentia as your 6th level feat; that gives you both the huge offensive power of the Totem meld and the the raw versatility of the Incarnate list, and nearly-to-entirely enough essentia to max out any single meld you shape.

Oooo, that seems like something.

Btw, is it just me, or are you replying to my thought question threads more often since I started using green text?

Grod_The_Giant
2016-12-27, 09:45 PM
Oooo, that seems like something.

Btw, is it just me, or are you replying to my thought question threads more often since I started using green text?
I think it's just you. But yeah, it should be a lot of fun. Incarnum is very strong early on, when a lot of capacity boosters first appear, but seem like they might eventually peter out when scaling starts to slow down. Adding the later-blooming Chameleon, though...?

(For what it's worth, I'd suggest Able Learner and Craven at first level and Expanded Capacity at 3rd)

WhamBamSam
2016-12-27, 09:46 PM
Also note that your floating feat can be used on Open Chakra feats that scale with level.

Kelb_Panthera
2016-12-27, 10:06 PM
I'm going to second this. The Magic of Incarnum classes (especially the Incarnate) are among the best switch-your-entire-schtick-every-day guys out there, and they do a great job of scaling with relatively few levels invested. I'd recommend something like Rogue 1/Totemist 2/Incarnate 2, with Bonus Essentia as your 6th level feat; that gives you both the huge offensive power of the Totem meld and the the raw versatility of the Incarnate list, and nearly-to-entirely enough essentia to max out any single meld you shape.

Last time I made one I went changeling something 1/ incarnate 4/ chameleon 10/ whatever X and got an anyweapon, that one shirt-slot item from RoE that can turn into any garment, a glamered modular armor (planar handbook, I think) and just went whole-hog on the "be a different character every day" idea.

I miss Art. I should revive him sometime.

danielxcutter
2016-12-28, 08:13 AM
I think it's just you. But yeah, it should be a lot of fun. Incarnum is very strong early on, when a lot of capacity boosters first appear, but seem like they might eventually peter out when scaling starts to slow down. Adding the later-blooming Chameleon, though...?

(For what it's worth, I'd suggest Able Learner and Craven at first level and Expanded Capacity at 3rd)

Noted. Any advice for the last five levels?

Grod_The_Giant
2016-12-28, 10:18 AM
Noted. Any advice for the last five levels?
Umm... you could add Incarnate +2/Totemist +3 for more essentia and binds, but that's not that strong for 15th+ level... Sublime Chord wouldn't do you any good even if you could get your hands on Bardic Music... is there a way to fake your way into Hierophant? Or maybe some other weird caster-y PrC that no-one normally bothers with because it isn't worth losing caster levels?

Ruethgar
2016-12-28, 11:56 AM
It should also be noted that once you've used Shape Soulmeld from your floating slot, you can potentially get rid of it while still having the Soulmeld shaped up to your Soulmeld cap. Of course if they are ever dispelled by some means you'll have to reapply(over a week if you maxed out), but still nice.

DarkSonic1337
2016-12-28, 12:37 PM
You can try to finagle your way into arcane archer to shoot some spells at people and abuse casting times

Tome of Battle dips can get you higher level maneuvers.

Fighter for MOAR FEETS!?

WhamBamSam
2016-12-28, 03:03 PM
You can try to finagle your way into arcane archer to shoot some spells at people and abuse casting times

Tome of Battle dips can get you higher level maneuvers.

Fighter for MOAR FEETS!?It's tricky to get into both Arcane Archer and Chameleon. A Chageling with Racial Emulation can do it, and a Half-Elf can do it by taking Half-Elf Paragon at first level or a flaw so you can take both Human Heritage and Able Learner.

If you want more feats outside of Fighter bonus feats you might consider Marshal (just have your floating feat set to Skill Focus (Diplomacy) when you level up, and you can pick whatever you want in its place, and you get to add Cha to something or other) or Heir of Siberys (it's only a net +1 feat you care about over 3 levels, +2 if your DM lets you use your floating feat to temporarily meet the Heroic Spirit prereq, but you also get Mind Blank out of the deal).

You could take a level of Cloistered Cleric or a couple of Death Delver or something to get some Turn/Rebuke attempts so you can qualify for DMM and then use the multiple turn pools that Chameleon can grant you each day to do even more. Of course, if you wanted that, you'd probably be better off swapping out your initial Rogue level for Cloistered Cleric with the Planning and Trickery domains.

danielxcutter
2016-12-28, 06:24 PM
Hmmm... All nice ideas. Btw, how does Master of Masks sound?

Kelb_Panthera
2016-12-28, 06:28 PM
Hmmm... All nice ideas. Btw, how does Master of Masks sound?

Since chameleon doesn't qualify you for anything, it's not a terrible wrap-up. It doesn't offer much outside of the gladiator mask's EWP (all) but neither do most of the rest of your options.

WhamBamSam
2016-12-28, 06:39 PM
You can also effectively get all exotic weapon proficiencies, unless you want to wield a Kaorti Resin Spiked Chain or something, for a warblade dip and a feat, since EWP can be switched around with Weapon Aptitude.

Grod_The_Giant
2016-12-28, 07:50 PM
Hmmm... All nice ideas. Btw, how does Master of Masks sound?
Doesn't really add anything? It's generally just a lesser version of tricks you already had. I second the Tome of Battle dip; with non-initiator levels still counting somewhat towards advancement, it's probably your best bet for picking up useful tools not already in your wheelhouse. Otherwise, uh... I guess you could try Uncanny Trickster or Legacy Champion and see if your DM will let you extend the casting progression at all. That might be fun...

danielxcutter
2016-12-28, 08:08 PM
Doesn't really add anything? It's generally just a lesser version of tricks you already had. I second the Tome of Battle dip; with non-initiator levels still counting somewhat towards advancement, it's probably your best bet for picking up useful tools not already in your wheelhouse. Otherwise, uh... I guess you could try Uncanny Trickster or Legacy Champion and see if your DM will let you extend the casting progression at all. That might be fun...

Uncanny Trickster/Legacy Champion abuse often provokes AoOs from many DM, unfortunately. :smallbiggrin: Warblade or Swordsage on the other hand...

Grod_The_Giant
2016-12-28, 08:49 PM
Uncanny Trickster/Legacy Champion abuse often provokes AoOs from many DM, unfortunately. :smallbiggrin: Warblade or Swordsage on the other hand...
Throw a bit of Ardent in there too, why don't you; see how many subsystems we can graft onto one character.