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Rebel7284
2023-04-22, 07:26 PM
In the Kobold thread I mentioned re: Epic feats



- Improved Spell Capacity: Takes some shenanigans to break, but extremely broken if done right. (Nar Demonbinder + Domains comes to mind for early 9s)


So I inspired myself to make a build!


Kigge is sick and tired of those darn Gnomes with their unnatural hatred of Kobolds tricking his people with illusions, and even turning those illusions into reality!
Time to fight fire with fire!
Kigge will form his own Illusionist Kabal and work with other draconic creatures to become the most flexible caster he can be to defend his people from the gnomy menace!


Venerable Desert Kobold (True Neutral or Neutral Evil)
(No light sensitivity, +2 racial bonus on Survival checks.)



Racial -4 Str, +2 Dex, +3 Int, +1 Wis, +3 Cha

32 Point Buy suggestion:
10 Str, 10 Dex, 14 Con, 15 Int, 9 Wis, 17 Cha

Starting scores
6 Str, 12 Dex, 14 Con, 18 Int, 10 Wis, 20 Cha

Put level up points into charisma



Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1st
Conjurer
0
0
0
2
Know(Arcana) 4, Know(Planes) 4, Know(Nature) 4,
Spellcraft 4, Sense Motive 2*, Intimidate 2*

Dragonwraught, Scribe Scroll[B]
Abrupt Jaunt


2nd
Conjurer
1
0
0
3
Know(Arcana) 5, Know(Planes) 5, Know(Nature) 4,
Spellcraft 5, Sense Motive 2*, Intimidate 2.5*
Bluff 1*




3rd
Conjurer
1
1
1
3
Know(Arcana) 6, Know(Planes) 6, Know(Nature) 4,
Spellcraft 6, Sense Motive 2*, Intimidate 3*
Bluff 2*
Spell Focus[Conjuration]



4th
Conjurer
2
1
1
4
Know(Arcana) 7, Know(Planes) 7, Know(Nature) 4,
Spellcraft 7, Sense Motive 2*, Intimidate 3.5*
Bluff 3*




5th
Conjurer
2
1
1
4
Know(Arcana) 8, Know(Planes) 8, Know(Nature) 4,
Spellcraft 8, Sense Motive 2*, Intimidate 4*
Bluff 4*

Spontaneous Divination


6th
Master Specialist
2
1
1
6
Know(Arcana) 9, Know(Planes) 9, Know(Nature) 4,
Spellcraft 9, Sense Motive 2*, Intimidate 4.5*
Bluff 4*, Hide 1*
Heighten Spell, Skill Focus Spellcraft[B]



7th
Ultimate Magus
2
1
1
8
Know(Arcana) 9, Know(Planes) 10, Know(Nature) 4,
Spellcraft 9, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 1*, UMD 4
Iron Will[B] (Otyugh Hole magical location)
Arcane Spell Power +1


8th
Nar Demonbinder
2
1
1
10
Know(Arcana) 9, Know(Planes) 10, Know(Nature) 4,
Spellcraft 9, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 4*, UMD 4

Fiendish familiar, inimical casting


9th
Ultimate Magus
3
1
1
11
Know(Arcana) 9, Know(Planes) 10, Know(Nature) 4,
Spellcraft 9, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 4*, UMD 10
Spell Focus[Illusion]
Expanded spell knowledge[Silent Image]


10th
Shadowcraft Mage
3
1
1
13
Know(Arcana) 13, Know(Planes) 10, Know(Nature) 4,
Spellcraft 13, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 4*, UMD 10

Cloak of shadow


11th
Shadowcraft Mage
4
1
1
14
Know(Arcana) 14, Know(Planes) 10, Know(Nature) 4,
Spellcraft 14, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 4*, UMD 10, Survival 3*

Silent Illusion


12th
Shadowcraft Mage
4
2
2
14
Know(Arcana) 15, Know(Planes) 10, Know(Nature) 4,
Spellcraft 15, Sense Motive 2*, Intimidate 5*
Bluff 4*, Hide 4*, UMD 10, Survival 4*, +4
(Planar) Touchstone[Catalogues of Enlightenment] =>
Extend Spell
Shadow Illusion


13th
Ultimate Magus
4
3
3
14
+6 UMD here, then keep maxing
Know(Arc) and Spellcraft
and the rest is free
Skill Focus[Knowledge Religion][B]
(Frog God’s Phane magical location)
Augmented casting


14th
Loremaster
4
3
3
16

Improved Spell Capacity[B]



15th
Sand Shaper
4
3
3
18

Improved Spell Capacity
Desert insight, dust magic, sand shape


16th
Shadowcraft Mage
5
3
3
19


Extended Illusion


17th
Shadowcraft Mage
5
3
3
19


Powerful shadow magic


18th
Archmage
5
3
3
21

Improved Heighten Spell
Arcane Reach


19th
Archmage
6
3
3
22


Mastery of Shaping


20th
Archmage
6
4
4
22


High Arcana



Levels 1-7: Being a Wizard with Abrupt Jaunt is extremely helpful for early game survivability.
Spontaneous Divination is used to enter Ultimate Magus as a single-classed wizard.
Master Specialist gives a feat for free to enter Archmage later.

Levels 8-13: One of the first things you can do after entering Nar Demonbinder is use spellcasting services to have another dragon cast Dragonblood Spell Pact(Dragons of Faerûn) to permanently give you access to Dragonblood Spell Pact. Now, for just a little bit of experience, you can trade those mediocre Nar Demonbinder spells for spells of equal level from ANY spell list (assuming you can find spontaneous casters who know it who have the dragonblood subtype)! Nice!
You finally enter Shadowcraft Mage, after using Ultimate Magus to add Silent Image to your Nar Demonbinder Spell list. At SCM 3, in addition to the flexibility of Dragonborn Spell Pact, you can effectively cast 1.9 schools of magic spontaneously! Dipping Ultimate Magus a third time, you also get the ability to apply metamagic to first level spells by sacrificing a spell or slot 4x a day. I suggest applying Heighten Spell to Silent Image. :smallbiggrin:
Also, don't discount the fiendish Familiar. Good SLAs especially commune, and the ability to speak and use magic items while inheriting your skill ranks opens up all sorts of shenanigans.

Level 14: You gain 8th level spells and a 9th level slot at the same time, 3 levels earlier than a Wizard would! While at this level, you are probably just using the 9th level slot for heightened Silent Image, that's still pretty darn powerful!

Level 15: Sand Shaper gives you 43 spells known including a 9th level spell. That's a LOT of fuel for Dragonblood Spell Pact! First order of business would be finding someone who can be convinced to trade you Miracle in exchange for Summon desert ally IX. Admittedly a VERY poor trade for the other party! You also get a 10th level spell slot here which will probably just be a second copy of your 9th level spell until level 18!

Levels 16-20: Admittedly a bit anti-climatic here, your Shadow Illusion ability improves and Improved Heighten Spell unambiguously allows you to heighten to 10 to emulate 9th level spells. Archmage abilities are nifty too!

Final casting is:
- Full++ Nar Demonbinder: 10th level spells
- Conjurer 14: 7th level spells

Build notes:
- This assumes that a DM is okay with getting Epic Feats as a Dragonwraught Kobold. The wording explicitly allows it, but also clearly this is not what the designers intended.
- Sandstorm page 54 explicitly allows using the Touchstone feat to visit and benefit from other Touchstone sites.
- Using either Primary Contact or Codex Anathema, it's possible to enter Nar Demonbinder early. However, that either requires flaws or pooling all of your party's money and then some or both.
- Why yes, Ur Priest-> Shadowcraft Mage is simpler and gets Miracle at about the same time, but I wouldn't be showcasing all the Epic dragon-y goodness. :smallbiggrin:
- The BAB/Fort/Reflex saves are kinda poopy. There are ways around it of course.
- I forgot to add Concentration to skills, kinda essential for a caster. Not gonna edit now.
- You probably need a headband of intellect to make sure that Loremaster's secret grants a feat.

Rebel7284
2023-04-22, 11:58 PM
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