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View Full Version : Optimization favored soul + apprentice + tiamat sublevel + fell drain



daremetoidareyo
2019-11-07, 10:21 AM
Heres the relevant rules text:


Apprentice (Dungeon Master's Guide II, p. 176) [General] A character with this feat has apprenticed himself to a master in order to speed his learning and bolster his skills.

Spellcaster: A spellcaster mentor could be a priest of the character's religion, a teacher at a wizard's guild, or an inventor seeking a protege. Spellcaster mentors are not as useful as the other seven mentors for characters who cannot cast spells themselves. A spellcaster grants her apprentice a +2 competence bonus on Spellcraft checks. The tutelage of a spellcasting mentor grants additional benefits only if the apprentice shares the same class as his mentor. The apprentice only gains these benefits when he gains a level in this class; he retains all the other benefits of this feat (the bonus skills and the bonus on Spellcraft checks) regardless of what class he chooses to gain a level in. If the apprentice and his mentor are arcane spellcasters, he gains one additional spell known at 1st level. Wizards gain this spell in their spellbooks, and spontaneous casters such as sorcerers or bards gain an additional 1st-level spell beyond their normal number of spells known. As the apprentice gains levels, he is able to learn additional spellcasting techniques from his mentor; wizards can copy from their mentor's spellbook at no charge. Spellcasters who do not prepare spells (such as a bard or sorcerer) gain increased flexibility with the spells they know. Each time an apprentice gains another of these levels, he can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged. If the character and his mentor are divine spellcasters who prepare spells (such as clerics, druids, paladins, or rangers), he can select one spell he knows as a preferred spell. This can be a spell of any level he can cast. Once per day, the apprentice can spontaneously cast a preferred spell by swapping out any prepared spell of an equal spell level. He can only have one preferred spell at a time, but each time he gains a level in the associated class, he can change his preferred spell to a different spell. Associated Skills: Knowledge (any one), Use Magic Device.


Dragon Magic p.13:

Bahamut/Tiamat sub lv: Benefit: You grow claws that deal damage (1d6 points if you are Medium, 1d4 if you are Small, and 1d8 if you are Large). As a full attack, you can make one primary natural attack with each of your two extremities, or you can make one secondary natural attack with one claw when attacking with a melee weapon. The claws are treated as magic weapons for the purpose of overcoming damage reduction. In addition, you can choose a sorcerer spell (rather than a cleric spell) as your newly learned 1st-level spell. As long as the spell remains on your list of spells known, you can treat it as being on your class spell list for all purposes. You also gain the Dragontouched feat (page 18) as a bonus
feat.


negative level
A loss of vital energy resulting from energy drain, spells, magic items, or magical effects. A successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.

-1 on all skill checks and ability checks.
-1 on attack rolls and saving throws.
-5 hit points.
-1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.

Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). (The DC is provided in the attacker's description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature's level is also reduced by one.

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).

Source: PHB, DMG

Can one, at level 4, apply fell drain to a cantrip, damage themselves to gain a negative level and then swap the sorcerer spell upon re-gaining 4th level?

Khedrac
2019-11-07, 11:10 AM
No, as you haven't lost a level - you merely have a negative level.
When the negative level goes away the penalties it applied are removed so you regain access to the spell previously made inaccessible.

To actually lose a level you would need for the negative level to become permanent at whcih point your character is recalculated a level lower and then level up as normal.