Quote Originally Posted by Threadnaught
Xamnim 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

HP: 511-720

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.

Attack/Grapple: +28/+28

Ranged/Touch: +30

Base Attack Bonus: +10/+5

Initiative: +21

AC: 30

Touch: 30

FlatFooted: 9

For: +19

Ref: +27

Wil: +33

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
Lvl0: 4
Lvl1: 8
Lvl2: 7
Lvl3: 7
Lvl4: 7
Lvl5: 7
Lvl6: 6
Lvl7: 6
Lvl8: 6
Lvl9: 6

Spells Known
Spoiler: 0th level
Show
Acid Splash
Amanuensis [SpC]
Arcane Mark
Caltrops [SpC]
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Electric Jolt [SpC]
Flare
Ghost Sound
Launch Bolt [SpC]
Launch Item [SpC]
Light
Mage Hand (Domain)
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Repair Minor Damage [SpC]
Resistance
Silent Portal [SpC]
Sonic Snap [SpC]
Stick [SpC]
Touch of Fatigue

Spoiler: 1st level
Show
Alarm
Benign Transposition [SpC]
Color Spray
Ebon Eyes [SpC]
Endure Elements
Enlarge Person
Expeditious Retreat (Domain)
Feather Fall
Floating Disc
Grease
Locate City [RoD]
Mage Armor
Magic Weapon
Mount
Nerveskitter [SpC]
Obscuring Mist
Protection from Evil
Reduce Person
Silent Image
Spontaneous Search [SpC]
True Strike

Spoiler: 2nd level
Show
Dark Way [SpC]
Disguise Undead [SpC]
Glitterdust
Hideous Laughter
Invisibility
Levitate (Domain)
Mirror Image
Ray of Stupidity [SpC]
Resist Energy
Rope Trick
See Invisibility
Spectral Hand
Web

Spoiler: 3rd level
Show
Anticipate Teleportation
Blacklight
Dispel Magic
Fireball
Fly
Haste (Domain)
Lightning Bolt
Magic Circle Against Evil
Phantom Steed
Shivering Touch [Frost]
Shrink Item
Tongues

Spoiler: 4th level
Show
Assay Spell Resistance [SpC]
Black Tentacles
Celerity [PHB2]
Dimension Door
Dimensional Anchor
Enervation
Ironbones [SpC]
Mirror Image, Greater [PHB2]
Polymorph (Domain)
Ray Deflection [SpC]
Solid Fog
Stoneshape
Stoneskin

Spoiler: 5th level
Show
Baleful Polymorph (Domain)
Cloudkill
Death Throes [SpC]
Enlarge Person, Greater [SpC]
Overland Flight
Passwall
Planar Tolerance [SpC]
Reduce Person, Greater [SpC]
Spiritwall
Telepathic Bond [SpC]
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Force

Spoiler: 6th level
Show
Anticipate Teleportation, Greater [SpC]
Cloak of the Sea [SpC]
Control Water
Disintegrate (Domain)
Dispel Magic, Greater
Flesh to Stone
Freezing Fog [SpC]
Hardening [SpC]
Howling Chain [SpC]
Interplanar Telepathic Bond [SpC]
Planar Binding
Stone to Flesh
True Seeing

Spoiler: 7th level
Show
Antimagic Ray
Awaken Undead [SpC]
Banishment
Control Weather
Energy Absorption [CM]
Energy Immunity [SpC]
Instant Summons
Ironguard [SpC]
Planar Bubble [SpC]
Project Image
Reverse Gravity (Domain)
Scrying, Greater
Teleport, Greater
Teleport Object
Vision

Spoiler: 8th level
Show
Bestow Curse, Greater [SpC]
Dimensional Lock
Discern Location
Fimbulwinter [Frost]
Incendiary Cloud
Invisibility, Superior [SpC]
Iron Body (Domain)
Maze
Mind Blank
Plane Shift, Greater [SpC]
Spell Engine [SpC]
Temporal Stasis

Spoiler: 9th level
Show
Astral Projection
Foresight
Gate
Genesis
Ice Assassin [Frost]
Invisibility, Superior [CAr]
Mage's Disjunction
Replicate Casting [SpC]
Shapechange (Domain)
Teleportation Circle
Time Stop
Wish



Elf Bloodline
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.
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.