Anthrowhale
2017-06-04, 09:14 AM
In this thread (http://www.giantitp.com/forums/showthread.php?522562-Retiering-the-Classes-Evangelist-Favored-Soul-Healer-Mystic-Spont-Cleric) there was an open question: How powerful is an optimized Warmage 20 compared to an optimized Favored Soul 20? For the purpose of this exercise I'm assuming no optional rules and no prestige classes with wealth by level limits obeyed. Otherwise anything legal goes including Dragon Magazine. My opinion of the Favored Soul and the Warmage both went up significantly after thinking about this carefully.
The Warmage seems significantly superior to some of the other tier 3s such as Warblade, Crusader, and Sword Sage by making heavy use of off-list spell access via the Drake Helm, even when taking into account wealth by level. The optimized Warmage (Captain Nova) is generally not threatened by CR-appropriate monsters although there are very specific ones or tier 1 casters which might challenge it. Without a Drake Helm (or Knowstones) they seem more appropriate for Tier 3 as Arcane Disciple and Eclectic Learning effectively provide Bard-level spell power.
A Warmage could lose most of their spells known without appreciably affecting what they can do, so the primary method of optimization is via off-list access.
There are 5 approaches to off-list access:
Runestaves from Magic Item Compendium. These categorically do not work: the explanation off page 224 says that they only allow casting of spells on list which is useless for a warmage.
Arcane Disciple from Complete Divine. This does work, but it's much more limited than some people seem to believe. You must choose a deity, adopt the alignment of the chosen deity, and you can only use repeatedly for domains of that deity. Unfortunately, Customize Domain from the Dragon #325 does not apply so the spells on the domain list are also not particularly easy to choose.
Knowstones from Dragon 333. Knowstones are great for giving spell access but they are explicitly discussed as an optional rule. The use of optional rules does not seem in scope for tiering discussions as there are many of them and they get pretty odd.
Drake Helm from Explorer's Handbook (Eberron). This explicitly adds spells to the spell list and spells known and does not limit the spell to any list---a Wyrm Wizard could allow access to any spell. It's expensive but within a factor of 2 of Knowstones.
Advanced/Eclectic Learning class feature. Advanced Learning (access to S/W evocation spells) is nearly useless, but Eclectic Learning (access to any S/W spell at one extra spell level) is reasonably useful.
The Drake Helm is the clear winner amongst these approaches. It's reasonable to object based on it being setting specific, but so is Arcane Disciple via the choice of deities. Anyways, I'm allowing it here and the restriction of 'no setting specific material' would drastically reduce high end optimization for a Warmage.
Using the Drake Helm, Arcane Disciple, and Eclectic Learning requires cherry picking about two dozen spells which in combination with the right feats make the Warmage much more powerful. That's possible, although it's a pretty tricky optimization. Maybe there is something better?
We're going to use a combination of feats and spells which synergize.
1 Heighten Spell. Ability to cast a second level spell.
Human: Versatile Spellcaster. Access to second level spells known at first level.
3 Twin Spell. Doubles the effects of all spells and useful for action manipulation.
6 Easy[Twin]. Twin spell costs 1 less.
(Warmage 7) Sudden Empower
9 Arcane Mastery. Makes Otiluke's Suppressing Field into AMF-light.
(Warmage 10) Sudden Enlarge
12 Arcane Disciple[Animal Domain]. Shapechange and Antilife shell are standouts. The deity must be evil, like Malar.
15 Extend Spell. A useful prerequisite.
(Warmage 15) Sudden Widen
18 Persistent Spell. Great spells work all day rather than rounds.
(Warmage 20) Sudden Maximize
First we break the action economy.
Arcane Fusion. A level 5 spell that casts a level 4 and Level 1 spell form the Sorcerer list.
Favor of the Martyr. Immunity to Daze, Stun, Charm, Compulsion, Nonlethal, Pain, Exhausted, Fatigued, Nauseated, Sickened, or Staggered for minute/level
Celerity. Trades an immediate action for a standard action+daze.
Arcane Spellsurge. Standard action spells become swift action and full round spells become standard action. We'll Persist this for all-day benefit.
Twin Celerity is a standard action spell that generates two standard actions + daze. If the first action is used to cast Favor of the Martyr the daze is negated and we can nova through all L4+ spells as needed to resolve encounters. Also, we can cast Arcane Fusion [Twin <any L4- spell>, Twin <any L1- spell] as an immediate action via Shapechange[Tome Dragon] for Free Metamagic (-3 levels) + Easy Metamagic[-1 level] making the Warmage into something of a swift action Mailman.
Next we have some attack buffing spells (all via the Drake Helm).
Darkfire This does 5d6 fire on a melee or 120' ranged attack. Via Persistent Extend spell it works for two days. Via Sudden Mazimize and Sudden Empower it does an expected 38 damage/hit on a touch attack. Via a Lesser Rod of Energy Substitution[Acid] we can maintain an acid hand and a fire hand.
Mantle of the Icy Soul You have a [cold] descriptor which is a prerequisite for Algid Enhancement
Algid Enhancement Leveragable for a +14 enhancement bonus to all attacks and a +14 deflection bonus.
Divine Power Base Attack +10, Str+6(enhance)
Altogether, these spells provide a nearly unavoidable all-day baseline damage of 155 fire or acid per round at a 120' range spread over 4 attacks that are very likely to hit against most opponents.
More general buffing spells must be chosen carefully given wealth-by-level constraints, but several seem worthwhile with a Drake Helm.
Nixie's Grace Dex+6(enhance), Chr+8(Enhance). This helps with targeting and saves money on items. Persist for all-day goodness.
Mass Lesser Vigor Fast Heal 1 for you and lucky allies persisted all day.
Barkskin Natural Armor+5(Enhance)
Magic Vestment Armor+5(Enhance), Shield+5(enhance). Yes, we will win the armor class war.
Greater Magic Weapon With a +1 defending weapon gives AC+5
Consumptive Field CL+50%, Strength+lots, DC 24.
Suppressing Field Antimagic Field-light for one school at a time.
Ruin Delver's Fortune Saves+charisma(Luck), Evasion, Immune Poison
Friendly Fire Immune to ranged attacks
Owl's Insight Wis+20(insight) for 1 hour, so Arcane Disciple does not create MAD.
Resist Energy Resist 30 to energy
Snowsight See through Snow
Obscuring Snow 30' radius no one sees but you
These are all long lasting or made long lasting via Persistent Spell Spell which acts as +3 metamagic using the -3 discount from Shapechange[Old Tome Dragon]. In the case of Arcane Spellsurge, remember that Versatile Spellcaster allows casting a +3 metamagic on a 7th level spell. These spells cost most of wealth-by-level: 554K gp.
Eclectic Learning Spells provide cheaper access for the 4 spells chosen. Note that eclectic spell can be one level higher than normal via Versatile Spellcaster + Heighten Spell.
Warmage 3: Nerveskitter provides an initiative bonus of +5.
Warmage 6: Heroics as a level 3 spell provides perhaps 7 fighter bonus feats all day.
Warmage 11: Draconic Polymorph[War Troll] after Shapechange[Old Tome Dragon] provides an exceptional Gish form.
Warmage 16: Greater Plane Shift. Strategic transport a solved problem
A few items round out the character.
Hathran Mask of True Seeing. Illusions Lose
Mithril Dastana+1+Soulfire Immune death spells&effect, negative energy, energy drain
Belt of Battle Init+2(competence)+ actions
Mithril Chain Shirt
Mithril Shield
chosen weapons
Armor Spikes+1+Warning Init+5(Insight)
Shield Spikes+1+defending AC+5
Sandals of the Vagabond Init+2(luck)
Cloak of Resistance Saves+5
Rod, Lesser Substitution[Acid] Few things are immune to Acid and Fire.
Drake Helm, 4 sockets Cast off-list spells
Putting everything together, you have an epic scale monster.
True Seeing + Snowsight + Darkvision 60'.
AC 71 (Dex+6, Armor+10, Shield+7, Natural Armor+19, Defending+5, Deflect+14)
Total Concealment [Obscuring Snow]
Fort 31 (Warmage+6, Con+10, Resist+5, Luck+10)
Refl 27 (Warmage+6, Dex+6, Resist+5, Luck+10) + Evasion
Will 27 (Warmage+12, Resist+5, Luck+10) + Immune Mind-affecting
Initiative +24 (Imp. init+4, Dex+6, Competence+2, Insight+5, Luck+2, Nerveskitter+5)
Ranged Touch attack+40 (base attack+20, Dex+6, Enhance+14) for 30+5d6/2 Fire or Acid
Melee attacks+71 (base attack+20, Str+37, Enhance+14) for by-weapon damage
Caster level 40 (20 base +20 Consumptive Field)
Strength 85 (39 Draconic Polymorph[War Troll], Consumptive Field+40, Enhance+6)
Dexterity 22 (16 Draconic Polymorph[War Troll], Enhance+6)
Constitution 31 (Draconic Polymorph[War Troll])
Intelligence 14
Wisdom 10 (8 base, enhance+2) rising to 30 when casting Owl's Insight.
Charisma 31 (18 base, Enhance+8, Level+5)
Immunity to death spells&effects, negative energy, energy drain, Ranged attacks, Poison. +FoTM for 40 minutes/casting.
Resist all elements 30, Spells & SLAs of all schools via Otilukes Suppressive Field at Caster level 39.
You can cast as many spells as you have slots as a swift action (Arcane Fusion[Twin Celerity] under Arcane Spellsurge) and have the repertoire of a Mailman build. You can do all-day damage like a Warlock except generally more/better. You can also function as a fighter who happens to have a strength of 85(!) and can choose a half-dozen feats freely each day. You are immune to ranged attack and an Antilife Shell preventing many melee attacks. Those which survive must deal with AC:No. You lack tactical (low spot) and strategic (no scry) information gathering and can be damaged by supernatural abilities (i.e. dragonbreath) but have high saves and evasion to compensate. Most of these abilities come online late (level 16+) as all-day abilities, but many can be enjoyed on a short-term basis earlier. At all levels, you have access to one higher level of spells known due to the mechanics of Warmage + Versatile Spellcaster + Heighten Spell.
The Favored Soul can't leverage off-list access, but they do get an enormous number of spells known from the Cleric list. I generally haven't regarded spontaneous casters as particularly good at self-buffing, but the Favored Soul is an exception---they have spells known at a level similar to the number of spell slots at a level and can succeed more easily than prepared casters via Practical Metamagic[Persistent Spell] and Versatile Spellcaster. Leveraging this maximally results in a character that is not challenged by any CR appropriate encounter and generally capable of taking on the entire epic level handbook with the sole exception of other optimized tier-1 casters. Many of the level 20 abilities can come online much earlier as well.
I'm imagining this build as a Lawful Evil Silverbrow human Favored Soul of Mystra that fights in the Blood War daily---it's hard to imagine anything else which is really appropriate or challenging. Two notes are important: Mystra honors the LN alignment of her predecessor implying LE worshipers are allowed and Favored Souls have full access Initiate feats according to Dragon Magic.
The set of feats for LHoM are fairly straightforward.
Human: Extend Spell
1 Versatile Spellcaster
3 Mother Cyst
Bonus Cerebrosis
Bonus Iron Will
6 Persistent Spell
9 Initiate of Mystra
12 Easy Metamagic[Persistent Spell]
15 Practical Metamagic[Persistent Spell]
18 Ocular Spell
The spells known list is very long. Most of this is buffs, but with enough other spells for quite a bit of versatility.
We take advantage of several effects for moderate increases in spells known. A Domain Staff (Complete Champion) provides extra spells known for the day (no off-list access though!). We have two and alternate which one is attuned each day. Cerebrosis and Mother Cyst both add to spells known. We use the spells known swap mechanic from (one spell 2 levels lower than the maximum every two FS levels) to switch from weirdo useless spells to chosen spells.
In the below, I use 'E' to indicate Extend, 'P' to indicate Persistent, and 'O' to indicate Ocular. Every Extend or Persistent spell is active for the working day (8 hours) or longer.
Read Magic
PE Detect Magic
No Light Darkness in 20' radius
Summon Holy Symbol Never without focus
+ others
Ice Slick 20' square fall, balance check for half move
Omen of Peril 90% chance determine Safety, Peril, or Great Danger in next hour
Heartache Helpless 1 round will neg.
E Eyes of Avoral Spot+8(racial)
OPE Sanctuary Can't be attacked Will DC 34 Neg
E Conviction Saves+5(morale) for day
E Ebon Eyes See in Normal and Magical Darkness (Swapped for Aching Dread)
(Mysticism Domain) PE Divine Favor Attack/Damage+3(Luck)
PE Find Traps Search+10(Insight) for finding traps
E Divine Insight Any Skill+15(insight)
Guidance of the Avatar Any Skill+20(Competence) in next minute
E Benediction Saves+2(Luck), reroll a save to end for day
E Sense Weakness: Autoconfirm critical threat once
PE Cloud of Knives Free attack@caster level 1d6+5
OPE Brambles Attack+1(enhance), Damage+10(enhance) (Swapped for Call Ameobic Crawler )
Necrotic Cyst Encyst Fort Neg
Necrotic Scrying Scry Encysted
O Shivering Touch 3d6 dex damage
PE Darkfire 120' range 5d6 fire
PE Mass Lesser Vigor
(War Domain Staff) E Magic Vestment Armor & Shield +5(enhance)
PE Vision of the Omniscient Eye Spot+10(insight), Immune Blind, dazzle
E Girallon's Blessing 2 extra arms
E Tongues: Speak any language
Deeper Darkness 60' radius shadowy light for day/level (Swapped for Dimension Rift)
OPE Shield of Warding AC/Refl+5(Sacred) (Swapped for Far Realm Visitation)
Necrotic Bloat Encysted takes 10d6 damage half vile
Wall of Sand Weak Suffocate
E Freedom of Movement Unimpeded for day
PE Lesser Holy Transformation Str/Con+2(Sacred), Fly 60'(good), Darkvision, Outsider(good)
PE Recitation AC/Saves+3(Luck)
Divination 90% good advice
Mark of the Enlightened Soul: spell damage+50% vs evil, all spells good
OPE Delay Death No death from hp damage. (Swapped for Call Cranial Encyster)
(War Domain Staff) PE Divine Power BAB=character level, Str+6(Enhance), 20 temp hp
PE Consumptive Field Caster level +1/death Will DC 37 Neg (Swapped for Lingering Raver)
Necrotic Domination Dominate Person on Encysted Will Neg
Wall of Stone shape battlefield, Refl or trap
True Seeing No illusions
Surge of Fortune Natural 20 as immediate action in next caster level rounds
Boreal Wind 15d4 Cold in a line to long range Fort neg for round/level
Streamers 4x5d10 damage on any action for round/level
Greater Stone Shape 10 ft^3/level
(Mysticism Domain Staff) PE Righteous Might Str+8(size),Con+4(size),NA+4(enhance), DR15/good
Extract Gift Chr/Dex/Con+6(enhance) (Swapped for Soul-Blasting Dread)
Necrotic Burst Encysted die Fort 15d6 half vile
Heal Combat Healing
PE Eyes of the oracle: AC/Saves+2(insight)+ready action
E Mantle of the Icy Soul Gain cold type
E Algid Enhancement level/3 attack (enhance), temp hp, AC(Deflect)
E Antilife Shell Life can't approach.
E Superior Resistance Party Resist+6
E Energy Immunity (Swapped for Call Kaortic Hulk)
Necrotic Eruption Encysted (Die + 20' radius 15d6 half vile Relf half + Necrotic Cyst to damaged) Fort 15d6 half vile
Greater Plane Shift Planar teleport
Holy Word Nongood die in 40' radius
Scrying, Greater Scry the world.
E Planar Bubble Crazy uses
Blasphemy Nonevil die in 40' radius
Consumptive Field, Greater Caster level -> Infinity
Finger of Expulsion Kill 1 or 2 creatures Will Neg
Necrotic Tumor Control forever (no resistance) Fort Suggestion in day/level
Spread of Contentment no save shift creatures to Indifferent or better in 500' radius spread for hour/level
E Visions of the Future Saves+2(Sacred), AC+2(Dodge), Discharge for Saves/AC+25 for 1 turn
E Antimagic Field I have magic. You do not.
E Veil of Undeath Undead Immunities
Earthquake Many effects
Call Nightseed Summon 2 Nightseeds for round/level
Necrotic Empowerment Round/level Dex/Int/Wis+8(enhance), NA+8, Fort+5(Competence), 100 temp hp
Miracle Omnispell
Gate 50HD monsters solve many problems
Erupt Apocalpyse now
Summon Monster IX Large variety of possible summons
Welcome the Ameobic Sea 20' radius 20d6 damage Fort 5d6 + Panic 1 minute Fort Panic 1 round
Necrotic Termination Encysted die beyond True Resurrection Fort 25d6 half vile
Magical items are entirely used during the daily buffing routine only for AMF compatibility.
2x Rod, Lesser Extend
3x Rod, Extend
Otyugh Hole
Rod, Lesser Maximize
Ankh of Ascension
Rod, Greater Subst(Acid)
10x Wishes
Cerebrosis
Extract Gift, Dex+6(enhance), Con+6(enhance), Cha+6(enhance)
Weakening arm graft
Strong Leg graft
Fast Leg graft
Long Arm graft
Clawed Arm graft
Antena Graft
Mysticism Domain Staff
War Domain Staff
Strand of Prayer Beads(Karma)
Orange Ioun Stone
Robe, Arcane Might
Mithril Dastana
Mithril Chain Shirt
Mithril Shield
Long Range Elvencraft Serrenwood composite longbow
other weapons
Putting this together, LHoM is only vulnerable to very specific attack forms.
LE Medium Outsider [good, cold]
Darkvision 60' + see in magical darkness (True Seeing at will) + Spot 22 (much higher with Owl's Insight+29, Divine Inspiration+15, Benediction+20)
AC 69 (Dex+5, Armor+10, Shield+7, Deflect+21, Sacred+5, Natural Armor+4, Luck+3, Insight+2, Dodge+2)
Fort 38 (FS+12, Con+8, Resist+6, Luck+5, Morale+5, Sacred+2) + Immune unless harmless or affects objects
Refl 40 (FS+12, Dex+5, Resist+6, Luck+5, Morale+5, Sacred+5, Insight+2)
Will 36 (FS+12, Wis+4, Resist+6, Luck+5, Morale+5, Sacred+2, Iron Will+2) + Immune Mind-affecting
Initiative +5
Ranged Touch attack+49 (base attack+20, Dex+5, Enhance+21, Luck+3) for 30 Fire (45 vs evil) or 5d6 Acid (x1.5 vs evil)
Melee attacks+115 (base attack+20, Str+71, Enhance+21, Luck+3) for by-weapon damage
Caster level 50/60(buffs) (20 base +29 Consumptive Field+4 Prayer Bead:Karma+4 Ankh of Ascension+1 Orange Ioun Stone+1 Robe of Arcane Might)
Strength 156 (12+120 Consumptive Field+6 Enhance+4 Clawed Arm+8 Size+2 Sacred)
Dexterity 22 (13+1 Inherent+6 Enhance)
Constitution 26 (13+2 Inherent-1 Cerebrosis+6 Enhance+4 Size+2 Sacred)
Intelligence 10
Wisdom 18 (14 +4 Inherent) (+Owl's Insight)
Charisma 32 (16 base, Enhance+6, Level+5, inherent+5)
Immunity to Mind-Affecting, Paralysis, Stunning, Death, Suffocation, Poison, Sleep, Critical Hits, Non-lethal, Starvation, Massive Damage, Fort unless harmless or affects objects, Energy Drain, Ability Drain, Fatigue, Exhaustion, Physical Ability Damage, Cold, Fire, Acid, Electricity, Sonic, Death by Damage, Encumbering Magic, Grapple, Dazzle, Blindness, Spells, SLAs, and Su via Antimagic Field.
The LHoM generally comes online fairly early and has a large number of no-save-just-die tricks.
L1. Heartache followed by Coup de Grace is a standard action will save or die.
L4. A +30 bonus to any skill check is possible
L6. Necrotic Domination gives access to Dominate Person 3-4 ECL early via Mother Cyst + Versatile Spellcaster
L8. Wall of Sand. This kills weak foes in confined spaces with no save.
L8. Maximized Shivering Touch is a melee touch attack that kills
L10. AMF+Magic available via a Magic Domain Staff + Initiate of Mystra + Versatile Spellcaster
L12. Greater Dominate Monster via Necrotic Tumor.
L14. Persistent Maximized Darkfire
L15. Persistent Consumptive Field
L15. Holy Word & Blasphemy autokill nongood and nonevil.
L16. Spread of Contentment is a [mind-affecting] hours/level spread with no save shifting Hostile to Indifferent.
L18. Miracle[Owl's Insight] creates very high DC Consumptive Field / Sanctuary.
L18. Erupt goes Nuclear.
L18. Persistent Delay Death
Altogether, I find domain access (e.g. Evangelist, Arcane Disciple) and the raw number of spells less meaningful than I had previously so Favored Soul > Evangelist, Mystic. A Cleric or Spontaneous Cleric still has an edge in early access to Persistent Spell via DMM[Persist]. A Healer seems significantly weaker than a Warmage and should not be in the same tier. A Warmage without a Drake Helm is probably similar to a Healer with Sanctified Spells.
The Warmage seems significantly superior to some of the other tier 3s such as Warblade, Crusader, and Sword Sage by making heavy use of off-list spell access via the Drake Helm, even when taking into account wealth by level. The optimized Warmage (Captain Nova) is generally not threatened by CR-appropriate monsters although there are very specific ones or tier 1 casters which might challenge it. Without a Drake Helm (or Knowstones) they seem more appropriate for Tier 3 as Arcane Disciple and Eclectic Learning effectively provide Bard-level spell power.
A Warmage could lose most of their spells known without appreciably affecting what they can do, so the primary method of optimization is via off-list access.
There are 5 approaches to off-list access:
Runestaves from Magic Item Compendium. These categorically do not work: the explanation off page 224 says that they only allow casting of spells on list which is useless for a warmage.
Arcane Disciple from Complete Divine. This does work, but it's much more limited than some people seem to believe. You must choose a deity, adopt the alignment of the chosen deity, and you can only use repeatedly for domains of that deity. Unfortunately, Customize Domain from the Dragon #325 does not apply so the spells on the domain list are also not particularly easy to choose.
Knowstones from Dragon 333. Knowstones are great for giving spell access but they are explicitly discussed as an optional rule. The use of optional rules does not seem in scope for tiering discussions as there are many of them and they get pretty odd.
Drake Helm from Explorer's Handbook (Eberron). This explicitly adds spells to the spell list and spells known and does not limit the spell to any list---a Wyrm Wizard could allow access to any spell. It's expensive but within a factor of 2 of Knowstones.
Advanced/Eclectic Learning class feature. Advanced Learning (access to S/W evocation spells) is nearly useless, but Eclectic Learning (access to any S/W spell at one extra spell level) is reasonably useful.
The Drake Helm is the clear winner amongst these approaches. It's reasonable to object based on it being setting specific, but so is Arcane Disciple via the choice of deities. Anyways, I'm allowing it here and the restriction of 'no setting specific material' would drastically reduce high end optimization for a Warmage.
Using the Drake Helm, Arcane Disciple, and Eclectic Learning requires cherry picking about two dozen spells which in combination with the right feats make the Warmage much more powerful. That's possible, although it's a pretty tricky optimization. Maybe there is something better?
We're going to use a combination of feats and spells which synergize.
1 Heighten Spell. Ability to cast a second level spell.
Human: Versatile Spellcaster. Access to second level spells known at first level.
3 Twin Spell. Doubles the effects of all spells and useful for action manipulation.
6 Easy[Twin]. Twin spell costs 1 less.
(Warmage 7) Sudden Empower
9 Arcane Mastery. Makes Otiluke's Suppressing Field into AMF-light.
(Warmage 10) Sudden Enlarge
12 Arcane Disciple[Animal Domain]. Shapechange and Antilife shell are standouts. The deity must be evil, like Malar.
15 Extend Spell. A useful prerequisite.
(Warmage 15) Sudden Widen
18 Persistent Spell. Great spells work all day rather than rounds.
(Warmage 20) Sudden Maximize
First we break the action economy.
Arcane Fusion. A level 5 spell that casts a level 4 and Level 1 spell form the Sorcerer list.
Favor of the Martyr. Immunity to Daze, Stun, Charm, Compulsion, Nonlethal, Pain, Exhausted, Fatigued, Nauseated, Sickened, or Staggered for minute/level
Celerity. Trades an immediate action for a standard action+daze.
Arcane Spellsurge. Standard action spells become swift action and full round spells become standard action. We'll Persist this for all-day benefit.
Twin Celerity is a standard action spell that generates two standard actions + daze. If the first action is used to cast Favor of the Martyr the daze is negated and we can nova through all L4+ spells as needed to resolve encounters. Also, we can cast Arcane Fusion [Twin <any L4- spell>, Twin <any L1- spell] as an immediate action via Shapechange[Tome Dragon] for Free Metamagic (-3 levels) + Easy Metamagic[-1 level] making the Warmage into something of a swift action Mailman.
Next we have some attack buffing spells (all via the Drake Helm).
Darkfire This does 5d6 fire on a melee or 120' ranged attack. Via Persistent Extend spell it works for two days. Via Sudden Mazimize and Sudden Empower it does an expected 38 damage/hit on a touch attack. Via a Lesser Rod of Energy Substitution[Acid] we can maintain an acid hand and a fire hand.
Mantle of the Icy Soul You have a [cold] descriptor which is a prerequisite for Algid Enhancement
Algid Enhancement Leveragable for a +14 enhancement bonus to all attacks and a +14 deflection bonus.
Divine Power Base Attack +10, Str+6(enhance)
Altogether, these spells provide a nearly unavoidable all-day baseline damage of 155 fire or acid per round at a 120' range spread over 4 attacks that are very likely to hit against most opponents.
More general buffing spells must be chosen carefully given wealth-by-level constraints, but several seem worthwhile with a Drake Helm.
Nixie's Grace Dex+6(enhance), Chr+8(Enhance). This helps with targeting and saves money on items. Persist for all-day goodness.
Mass Lesser Vigor Fast Heal 1 for you and lucky allies persisted all day.
Barkskin Natural Armor+5(Enhance)
Magic Vestment Armor+5(Enhance), Shield+5(enhance). Yes, we will win the armor class war.
Greater Magic Weapon With a +1 defending weapon gives AC+5
Consumptive Field CL+50%, Strength+lots, DC 24.
Suppressing Field Antimagic Field-light for one school at a time.
Ruin Delver's Fortune Saves+charisma(Luck), Evasion, Immune Poison
Friendly Fire Immune to ranged attacks
Owl's Insight Wis+20(insight) for 1 hour, so Arcane Disciple does not create MAD.
Resist Energy Resist 30 to energy
Snowsight See through Snow
Obscuring Snow 30' radius no one sees but you
These are all long lasting or made long lasting via Persistent Spell Spell which acts as +3 metamagic using the -3 discount from Shapechange[Old Tome Dragon]. In the case of Arcane Spellsurge, remember that Versatile Spellcaster allows casting a +3 metamagic on a 7th level spell. These spells cost most of wealth-by-level: 554K gp.
Eclectic Learning Spells provide cheaper access for the 4 spells chosen. Note that eclectic spell can be one level higher than normal via Versatile Spellcaster + Heighten Spell.
Warmage 3: Nerveskitter provides an initiative bonus of +5.
Warmage 6: Heroics as a level 3 spell provides perhaps 7 fighter bonus feats all day.
Warmage 11: Draconic Polymorph[War Troll] after Shapechange[Old Tome Dragon] provides an exceptional Gish form.
Warmage 16: Greater Plane Shift. Strategic transport a solved problem
A few items round out the character.
Hathran Mask of True Seeing. Illusions Lose
Mithril Dastana+1+Soulfire Immune death spells&effect, negative energy, energy drain
Belt of Battle Init+2(competence)+ actions
Mithril Chain Shirt
Mithril Shield
chosen weapons
Armor Spikes+1+Warning Init+5(Insight)
Shield Spikes+1+defending AC+5
Sandals of the Vagabond Init+2(luck)
Cloak of Resistance Saves+5
Rod, Lesser Substitution[Acid] Few things are immune to Acid and Fire.
Drake Helm, 4 sockets Cast off-list spells
Putting everything together, you have an epic scale monster.
True Seeing + Snowsight + Darkvision 60'.
AC 71 (Dex+6, Armor+10, Shield+7, Natural Armor+19, Defending+5, Deflect+14)
Total Concealment [Obscuring Snow]
Fort 31 (Warmage+6, Con+10, Resist+5, Luck+10)
Refl 27 (Warmage+6, Dex+6, Resist+5, Luck+10) + Evasion
Will 27 (Warmage+12, Resist+5, Luck+10) + Immune Mind-affecting
Initiative +24 (Imp. init+4, Dex+6, Competence+2, Insight+5, Luck+2, Nerveskitter+5)
Ranged Touch attack+40 (base attack+20, Dex+6, Enhance+14) for 30+5d6/2 Fire or Acid
Melee attacks+71 (base attack+20, Str+37, Enhance+14) for by-weapon damage
Caster level 40 (20 base +20 Consumptive Field)
Strength 85 (39 Draconic Polymorph[War Troll], Consumptive Field+40, Enhance+6)
Dexterity 22 (16 Draconic Polymorph[War Troll], Enhance+6)
Constitution 31 (Draconic Polymorph[War Troll])
Intelligence 14
Wisdom 10 (8 base, enhance+2) rising to 30 when casting Owl's Insight.
Charisma 31 (18 base, Enhance+8, Level+5)
Immunity to death spells&effects, negative energy, energy drain, Ranged attacks, Poison. +FoTM for 40 minutes/casting.
Resist all elements 30, Spells & SLAs of all schools via Otilukes Suppressive Field at Caster level 39.
You can cast as many spells as you have slots as a swift action (Arcane Fusion[Twin Celerity] under Arcane Spellsurge) and have the repertoire of a Mailman build. You can do all-day damage like a Warlock except generally more/better. You can also function as a fighter who happens to have a strength of 85(!) and can choose a half-dozen feats freely each day. You are immune to ranged attack and an Antilife Shell preventing many melee attacks. Those which survive must deal with AC:No. You lack tactical (low spot) and strategic (no scry) information gathering and can be damaged by supernatural abilities (i.e. dragonbreath) but have high saves and evasion to compensate. Most of these abilities come online late (level 16+) as all-day abilities, but many can be enjoyed on a short-term basis earlier. At all levels, you have access to one higher level of spells known due to the mechanics of Warmage + Versatile Spellcaster + Heighten Spell.
The Favored Soul can't leverage off-list access, but they do get an enormous number of spells known from the Cleric list. I generally haven't regarded spontaneous casters as particularly good at self-buffing, but the Favored Soul is an exception---they have spells known at a level similar to the number of spell slots at a level and can succeed more easily than prepared casters via Practical Metamagic[Persistent Spell] and Versatile Spellcaster. Leveraging this maximally results in a character that is not challenged by any CR appropriate encounter and generally capable of taking on the entire epic level handbook with the sole exception of other optimized tier-1 casters. Many of the level 20 abilities can come online much earlier as well.
I'm imagining this build as a Lawful Evil Silverbrow human Favored Soul of Mystra that fights in the Blood War daily---it's hard to imagine anything else which is really appropriate or challenging. Two notes are important: Mystra honors the LN alignment of her predecessor implying LE worshipers are allowed and Favored Souls have full access Initiate feats according to Dragon Magic.
The set of feats for LHoM are fairly straightforward.
Human: Extend Spell
1 Versatile Spellcaster
3 Mother Cyst
Bonus Cerebrosis
Bonus Iron Will
6 Persistent Spell
9 Initiate of Mystra
12 Easy Metamagic[Persistent Spell]
15 Practical Metamagic[Persistent Spell]
18 Ocular Spell
The spells known list is very long. Most of this is buffs, but with enough other spells for quite a bit of versatility.
We take advantage of several effects for moderate increases in spells known. A Domain Staff (Complete Champion) provides extra spells known for the day (no off-list access though!). We have two and alternate which one is attuned each day. Cerebrosis and Mother Cyst both add to spells known. We use the spells known swap mechanic from (one spell 2 levels lower than the maximum every two FS levels) to switch from weirdo useless spells to chosen spells.
In the below, I use 'E' to indicate Extend, 'P' to indicate Persistent, and 'O' to indicate Ocular. Every Extend or Persistent spell is active for the working day (8 hours) or longer.
Read Magic
PE Detect Magic
No Light Darkness in 20' radius
Summon Holy Symbol Never without focus
+ others
Ice Slick 20' square fall, balance check for half move
Omen of Peril 90% chance determine Safety, Peril, or Great Danger in next hour
Heartache Helpless 1 round will neg.
E Eyes of Avoral Spot+8(racial)
OPE Sanctuary Can't be attacked Will DC 34 Neg
E Conviction Saves+5(morale) for day
E Ebon Eyes See in Normal and Magical Darkness (Swapped for Aching Dread)
(Mysticism Domain) PE Divine Favor Attack/Damage+3(Luck)
PE Find Traps Search+10(Insight) for finding traps
E Divine Insight Any Skill+15(insight)
Guidance of the Avatar Any Skill+20(Competence) in next minute
E Benediction Saves+2(Luck), reroll a save to end for day
E Sense Weakness: Autoconfirm critical threat once
PE Cloud of Knives Free attack@caster level 1d6+5
OPE Brambles Attack+1(enhance), Damage+10(enhance) (Swapped for Call Ameobic Crawler )
Necrotic Cyst Encyst Fort Neg
Necrotic Scrying Scry Encysted
O Shivering Touch 3d6 dex damage
PE Darkfire 120' range 5d6 fire
PE Mass Lesser Vigor
(War Domain Staff) E Magic Vestment Armor & Shield +5(enhance)
PE Vision of the Omniscient Eye Spot+10(insight), Immune Blind, dazzle
E Girallon's Blessing 2 extra arms
E Tongues: Speak any language
Deeper Darkness 60' radius shadowy light for day/level (Swapped for Dimension Rift)
OPE Shield of Warding AC/Refl+5(Sacred) (Swapped for Far Realm Visitation)
Necrotic Bloat Encysted takes 10d6 damage half vile
Wall of Sand Weak Suffocate
E Freedom of Movement Unimpeded for day
PE Lesser Holy Transformation Str/Con+2(Sacred), Fly 60'(good), Darkvision, Outsider(good)
PE Recitation AC/Saves+3(Luck)
Divination 90% good advice
Mark of the Enlightened Soul: spell damage+50% vs evil, all spells good
OPE Delay Death No death from hp damage. (Swapped for Call Cranial Encyster)
(War Domain Staff) PE Divine Power BAB=character level, Str+6(Enhance), 20 temp hp
PE Consumptive Field Caster level +1/death Will DC 37 Neg (Swapped for Lingering Raver)
Necrotic Domination Dominate Person on Encysted Will Neg
Wall of Stone shape battlefield, Refl or trap
True Seeing No illusions
Surge of Fortune Natural 20 as immediate action in next caster level rounds
Boreal Wind 15d4 Cold in a line to long range Fort neg for round/level
Streamers 4x5d10 damage on any action for round/level
Greater Stone Shape 10 ft^3/level
(Mysticism Domain Staff) PE Righteous Might Str+8(size),Con+4(size),NA+4(enhance), DR15/good
Extract Gift Chr/Dex/Con+6(enhance) (Swapped for Soul-Blasting Dread)
Necrotic Burst Encysted die Fort 15d6 half vile
Heal Combat Healing
PE Eyes of the oracle: AC/Saves+2(insight)+ready action
E Mantle of the Icy Soul Gain cold type
E Algid Enhancement level/3 attack (enhance), temp hp, AC(Deflect)
E Antilife Shell Life can't approach.
E Superior Resistance Party Resist+6
E Energy Immunity (Swapped for Call Kaortic Hulk)
Necrotic Eruption Encysted (Die + 20' radius 15d6 half vile Relf half + Necrotic Cyst to damaged) Fort 15d6 half vile
Greater Plane Shift Planar teleport
Holy Word Nongood die in 40' radius
Scrying, Greater Scry the world.
E Planar Bubble Crazy uses
Blasphemy Nonevil die in 40' radius
Consumptive Field, Greater Caster level -> Infinity
Finger of Expulsion Kill 1 or 2 creatures Will Neg
Necrotic Tumor Control forever (no resistance) Fort Suggestion in day/level
Spread of Contentment no save shift creatures to Indifferent or better in 500' radius spread for hour/level
E Visions of the Future Saves+2(Sacred), AC+2(Dodge), Discharge for Saves/AC+25 for 1 turn
E Antimagic Field I have magic. You do not.
E Veil of Undeath Undead Immunities
Earthquake Many effects
Call Nightseed Summon 2 Nightseeds for round/level
Necrotic Empowerment Round/level Dex/Int/Wis+8(enhance), NA+8, Fort+5(Competence), 100 temp hp
Miracle Omnispell
Gate 50HD monsters solve many problems
Erupt Apocalpyse now
Summon Monster IX Large variety of possible summons
Welcome the Ameobic Sea 20' radius 20d6 damage Fort 5d6 + Panic 1 minute Fort Panic 1 round
Necrotic Termination Encysted die beyond True Resurrection Fort 25d6 half vile
Magical items are entirely used during the daily buffing routine only for AMF compatibility.
2x Rod, Lesser Extend
3x Rod, Extend
Otyugh Hole
Rod, Lesser Maximize
Ankh of Ascension
Rod, Greater Subst(Acid)
10x Wishes
Cerebrosis
Extract Gift, Dex+6(enhance), Con+6(enhance), Cha+6(enhance)
Weakening arm graft
Strong Leg graft
Fast Leg graft
Long Arm graft
Clawed Arm graft
Antena Graft
Mysticism Domain Staff
War Domain Staff
Strand of Prayer Beads(Karma)
Orange Ioun Stone
Robe, Arcane Might
Mithril Dastana
Mithril Chain Shirt
Mithril Shield
Long Range Elvencraft Serrenwood composite longbow
other weapons
Putting this together, LHoM is only vulnerable to very specific attack forms.
LE Medium Outsider [good, cold]
Darkvision 60' + see in magical darkness (True Seeing at will) + Spot 22 (much higher with Owl's Insight+29, Divine Inspiration+15, Benediction+20)
AC 69 (Dex+5, Armor+10, Shield+7, Deflect+21, Sacred+5, Natural Armor+4, Luck+3, Insight+2, Dodge+2)
Fort 38 (FS+12, Con+8, Resist+6, Luck+5, Morale+5, Sacred+2) + Immune unless harmless or affects objects
Refl 40 (FS+12, Dex+5, Resist+6, Luck+5, Morale+5, Sacred+5, Insight+2)
Will 36 (FS+12, Wis+4, Resist+6, Luck+5, Morale+5, Sacred+2, Iron Will+2) + Immune Mind-affecting
Initiative +5
Ranged Touch attack+49 (base attack+20, Dex+5, Enhance+21, Luck+3) for 30 Fire (45 vs evil) or 5d6 Acid (x1.5 vs evil)
Melee attacks+115 (base attack+20, Str+71, Enhance+21, Luck+3) for by-weapon damage
Caster level 50/60(buffs) (20 base +29 Consumptive Field+4 Prayer Bead:Karma+4 Ankh of Ascension+1 Orange Ioun Stone+1 Robe of Arcane Might)
Strength 156 (12+120 Consumptive Field+6 Enhance+4 Clawed Arm+8 Size+2 Sacred)
Dexterity 22 (13+1 Inherent+6 Enhance)
Constitution 26 (13+2 Inherent-1 Cerebrosis+6 Enhance+4 Size+2 Sacred)
Intelligence 10
Wisdom 18 (14 +4 Inherent) (+Owl's Insight)
Charisma 32 (16 base, Enhance+6, Level+5, inherent+5)
Immunity to Mind-Affecting, Paralysis, Stunning, Death, Suffocation, Poison, Sleep, Critical Hits, Non-lethal, Starvation, Massive Damage, Fort unless harmless or affects objects, Energy Drain, Ability Drain, Fatigue, Exhaustion, Physical Ability Damage, Cold, Fire, Acid, Electricity, Sonic, Death by Damage, Encumbering Magic, Grapple, Dazzle, Blindness, Spells, SLAs, and Su via Antimagic Field.
The LHoM generally comes online fairly early and has a large number of no-save-just-die tricks.
L1. Heartache followed by Coup de Grace is a standard action will save or die.
L4. A +30 bonus to any skill check is possible
L6. Necrotic Domination gives access to Dominate Person 3-4 ECL early via Mother Cyst + Versatile Spellcaster
L8. Wall of Sand. This kills weak foes in confined spaces with no save.
L8. Maximized Shivering Touch is a melee touch attack that kills
L10. AMF+Magic available via a Magic Domain Staff + Initiate of Mystra + Versatile Spellcaster
L12. Greater Dominate Monster via Necrotic Tumor.
L14. Persistent Maximized Darkfire
L15. Persistent Consumptive Field
L15. Holy Word & Blasphemy autokill nongood and nonevil.
L16. Spread of Contentment is a [mind-affecting] hours/level spread with no save shifting Hostile to Indifferent.
L18. Miracle[Owl's Insight] creates very high DC Consumptive Field / Sanctuary.
L18. Erupt goes Nuclear.
L18. Persistent Delay Death
Altogether, I find domain access (e.g. Evangelist, Arcane Disciple) and the raw number of spells less meaningful than I had previously so Favored Soul > Evangelist, Mystic. A Cleric or Spontaneous Cleric still has an edge in early access to Persistent Spell via DMM[Persist]. A Healer seems significantly weaker than a Warmage and should not be in the same tier. A Warmage without a Drake Helm is probably similar to a Healer with Sanctified Spells.