I didn't allow it because it's based off of shaky rulings. But some of it can be picked up and used in whatever you want to do with a wizard, and other posts will be made anonymously, including yours, Threadnaught, if you want to try again.Originally Posted by ThreadnaughtXamnim Rekrolpsidur Dezimitpo
Race: Necropolitan Gray Elf (Reincarnated to Raptoran, grew to Venerable, Reincarnated back to Gray Elf with 18 base Strength and Dexterity, created by Dread Necromancer 8/Enhanced Undead Necromancer Wizard 1 in a Fell Energy Desecrate with an altar)
Class: Domain (Transmutation) Elven Generalist Wizard 20
Str: 21 (+5)
Dex: 26 (+8)
Con: - ()
Int: 37 (+13)
Wis: 27 (+8)
Cha: 26 (+8)
All stats above are based on 32 point buy, with 16 points into Intelligence, 8 in Wisdom and 8 in Charisma. Reincarnation is assumed to be used enough to get the perfect Elf body after gaining the Raptoran's Aging effects. If it doesn't work that way, then Strength and Dexterity may be reduced by 6 each without really affecting the character too much.
Each stat is calculated with a +5 Inherent Bonus from Wish and Intelligence, Wisdom and Dexterity all benefit from the Elf Bloodline.
Other important stats.
Base Attack Bonus: +10/+5
Elf Bloodline allows Xamnim to use his Intelligence bonus on checks based on any physical activity as well as all Saving throws.
Flaws: Murky-Eyed: Reroll concealment, take worst result.
Vulnerable: -1 AC.
Feats: Collegiate Wizard, Aerenal Arcanist, Faerie Mysteries Initiate (), Eschew Materials, Item Familiar (Bonus Feat), Spontaneous Divination (Bonus Feat) Southern Magician (ignoring Regional prereq), Versatile Spellcaster, Improved Toughness.
A few iffy things here, FMI is of course, Dragon material. Item Familiar is gained through the Elf Bloodline, Spontaneous Divination and Versatile Spellcaster combine with the Eidetic Spellcaster ACF to make a Spontaneous Wizard and Southern Magician is assumed to be remodeled for Eberron, with the Aerenal Elves being south of Khorvaire.
Caster Level: 23 (further +2 on 1st level Spells 2/day, +4 for 10 minutes per day, if Create Magic Tattoo is allowed to stack with itself Caster Level is 29)
Spells Per Day
Spoiler: 0th levelShowAcid Splash
Electric Jolt [SpC]
Launch Bolt [SpC]
Launch Item [SpC]
Mage Hand (Domain)
Ray of Frost
Repair Minor Damage [SpC]
Silent Portal [SpC]
Sonic Snap [SpC]
Touch of Fatigue
Spoiler: 1st levelShowAlarm
Benign Transposition [SpC]
Ebon Eyes [SpC]
Expeditious Retreat (Domain)
Locate City [RoD]
Protection from Evil
Spontaneous Search [SpC]
Spoiler: 2nd levelShowDark Way [SpC]
Disguise Undead [SpC]
Ray of Stupidity [SpC]
Spoiler: 3rd levelShowAnticipate Teleportation
Magic Circle Against Evil
Shivering Touch [Frost]
Spoiler: 4th levelShowAssay Spell Resistance [SpC]
Mirror Image, Greater [PHB2]
Ray Deflection [SpC]
Spoiler: 5th levelShowBaleful Polymorph (Domain)
Death Throes [SpC]
Enlarge Person, Greater [SpC]
Planar Tolerance [SpC]
Reduce Person, Greater [SpC]
Telepathic Bond [SpC]
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Force
Spoiler: 6th levelShowAnticipate Teleportation, Greater [SpC]
Cloak of the Sea [SpC]
Dispel Magic, Greater
Flesh to Stone
Freezing Fog [SpC]
Howling Chain [SpC]
Interplanar Telepathic Bond [SpC]
Stone to Flesh
Spoiler: 7th levelShowAntimagic Ray
Awaken Undead [SpC]
Energy Absorption [CM]
Energy Immunity [SpC]
Planar Bubble [SpC]
Reverse Gravity (Domain)
Spoiler: 8th levelShowBestow Curse, Greater [SpC]
Invisibility, Superior [SpC]
Iron Body (Domain)
Plane Shift, Greater [SpC]
Spell Engine [SpC]
Spoiler: 9th levelShowAstral Projection
Ice Assassin [Frost]
Invisibility, Superior [CAr]
Replicate Casting [SpC]
Level Minor Intermediate Major 1st — — +2 on Spot checks 2nd — +2 on Spot checks Shadow Shaper 3rd — — Intelligence +1 4th +2 on Spot checks Shadow Shaper Item Familiar 5th — — Elf affinity +2 6th — Intelligence +1 Intellectual Agility 7th — — +2 on Listen checks 8th Shadow Shaper Item Familiar Evasion 9th — — Wisdom +1 10th — Elf affinity +2 Improved Cunning Defense 11th — — Elf affinity +4 12th Intelligence +1 Intellectual Agility Rapscallion 13th — — +2 on Concentration checks 14th — +2 on Listen checks Cunning Insight 15th — — Dexterity +1 16th Item Familiar Evasion Brains over Brawn 17th — — Elf affinity +6 18th — Wisdom +1 Shadow Shaper, Greater 19th — — +2 on Spellcraft checks 20th Elf affinity +2 Improved Cunning Defense Magical Nexus
Shadow Shaper (Ex): At 2nd level, Hide and Move Silently are treated as class skills for the character.
Item Familiar (Su): At 4th level, by establishing a link to a particular permanent magic item you can use worth at least 2000gp, you enable that item to gain power as you gain levels. The exact nature of the item and the powers may vary.
Intellectual Agility (Su): Starting at 6th level, a character can channel their intellect to more physical needs. They add their Intelligence bonus (if any) to their initiative checks and Reflex saves.
Evasion (Ex): At 8th level and higher, the character can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.
Improved Cunning Defense (Ex): At 10th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You do not gain this beneﬁt when wearing medium or heavy armor.
Rapscallion (Ex): At 12th level, a character may add their Intelligence modifier to all Bluff and Disguise checks.
Cunning Insight (Ex): When making an attack roll, damage roll, or saving throw, you gain a competence bonus on the roll equal to your Intelligence modiﬁer. Because this ability provides a competence bonus, it does not stack with itself.
Brains over Brawn (Ex): At 16th level, you gain your Intelligence bonus as a modiﬁer on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Shadow Shaper, Greater (Ex): At 18th level, the character can hide in plain sight (as the Ranger ability, except that the character need not be in natural terrain).
Magical Nexus: You can attempt to cast spells even within a dead magic zone or an antimagic field. In a dead magic zone, you must make a successful caster level check against a DC equal to 20 + the level of the spell you are trying to cast. In an antimagic field, you must make a successful caster level check against a DC equal to 11 + the caster level of the antimagic field. If this check is successful, your spell functions normally.
Things I've decided to give my Item Familiar, base Item a Ring of Darkhidden, as a Legacy Item. WiP.
Least Abilities: Lightbringer, Magical Cipher, Telekinetic. 3/6 Least Slots.
Lesser Abilities: Cunning, Darkvision, Knock, Obscurity and See Invisibility. 6/6 Lesser Slots.
Greater Abilities: 0/4 Greater Slots.
There you go, Xamnim, a campaign destroying weapon to be deployed only in emergencies. Built on some very shaky rulings, in order to keep the rest of the party standing regardless of optimization level.