Fitzy
Spoiler: Stub
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LG Forest Gnome Illusion Focused Specialist Wizard 3/Master Specialist 4/Shadowcraft Mage 4/Spellthief 1/Sacred Exorcist 1/SWS 2/SFP 5
Forest Gnome (MM 131)

+2 CON -2 STR, Small (+1 AC/attack, +4 Hide/+8 in wooded, -4 Grapple)
Speed 20, Lowlight, +2 DC on illusions cast, +1 attack vs kobolds/goblinoids/orcs/reptilian humanoids, +4 dodge to AC vs giants
+2 Listen/Craft Alchemy

SLA (Req CHA 10) 1/day dancing lights, ghost sound, prestidigitation
Pass w/o trace (Su): free action, self only as druid of gnomeís class levels
Automatic Languages: Gnome, Elven, Sylvan, forest animals

Point Buy:
S8,D13,C12,I18,W13,C10
Racial:
S6,D13,C14,I18,W13,C10
All points into INT


1- Spell Focus (Illusions): +1 DC
3- Heighten Spell Ė can prepare spells at a level higher than its base level (2nd level spell as 4th, etc)
6- Earth Sense: req con/wis 13: while touching the ground, move action to sense creatures in 20ft radius
9- Earth Spell: while standing on earth/soil, when heightening spells, treat it 1 spell lvl, and 1 caster lvl higher (but not w/ air, fire, water spells)
12- Point Blank Shot Ė stupid feat taxes
15- Ocular Spell Ė any ray or other then personal target spell can be stored in each eye, treated as 60ft ray attack
18- Master Spellthief - can now steal up to 9th level spells, and regain lost casting from Spellthief



Bonus Spells:
1 to 7: 1-1, 2-1, 3-1, 4-1
8 to 15: 1-2, 2-1, 3-1, 4-1, 5-1
16+ depends on gear bonusís


Specialist Wizard (PHB) 58: 1 additional spell slot per level and +2 to spellcraft checks, lose 2 schools
Focused Specialist ACF: CMage 34, lose 1 spell slot per level, gain 2 more illusion spell slots per level, lose another school but canít be divination
Shadow Shaper: SRD: gain Hide at 1st lvl, INT+DEX to Hide at 5th, +1 DC to illusions at 10th, Gain HiPS at 15th, in shadows that grant concealment instead grant total concealment (as if invisible) at 20th
Immediate Magic ACF: PHB2 68: lose familiar, gain mirror image (figment) as an immediate effect SLA INTx/day

Gnome Illusionist racial sub level (RoS 149)
GIS can cast the following at this level instead of actual level:
0-Silent Image, Ventriliquism
1-Leomundís Trap, Minor Image
2-Illusory Script, Major Image
3-Illusory Wall
4-Persistant Image
5-Programmed Image
And CL -1 for either Evocation, Transmutation, or Conjuration (canít be banned school).

Spoiler: Tables
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Gnomish Focused Illusionist +0 +0 +0 +2 Hide 2, Know Arc 4, Know Dungeon 4, Know Rel 4, Know Planes 4, Spellcraft 4, cc-Bluff 1 Spell Focus - Illusion Shadow Shaper ACF, Immediate Magic ACF, Spells, Scribe Scroll
2nd Illusionist 2 +1 +0 +0 +3 Hide 3, Know Arc/Rel/Planes 5, cc-Bluff 2 - -
3rd Illusionist 3 +1 +1 +1 +3 Conc 1, Hide 4, Know Arc/Rel/Planes 6 Heighten Spell -
4th Master Specialist +1 +1 +1 +5 cc-Bluff 3, Conc 2, Know Arc/Rel/Planes 7 (B) Skill Focus - Spellcraft +1 SC
5th Master Specialist 2 +2 +1 +1 +6 cc-Bluff 4, Conc 3, Know Arc/Rel/Planes 8 - Expanded Spellbook, +1 SC
6th Master Specialist 3 +2 +2 +2 +6 Conc 4, Know Arc/Rel/Planes 9, Spellcraft 7 Earth Sense, (B)Greater Spell Focus - Illusions +1 SC
7th Master Specialist 4 +3 +2 +2 +7 Conc 5, Know Arc/Rel/Planes 10, Spellcraft 9 - +2 DC Illusions, +1 SC
8th Shadowcraft Mage +3 +2 +2 +9 Bluff 6, Conc 7, Hide 6, Know Arc 11, Spellcraft 11 - Cloak of Shadow, +1 SC
9th Shadowcraft Mage 2 +4 +2 +2 +10 Bluff 8, Conc 9, Hide 9, Know Arc 12, Spellcraft 12 Earth Spell Silent Illusion, +1 SC
10th Shadowcraft Mage 3 +4 +3 +3 +10 Conc 12, Hide 12, Know Arc 13, Spellcraft 12, Swift Concentration - Shadow Illusion, +1 SC
11th Shadowcraft Mage 4 +5 +3 +3 +11 Conc 13, Hide 14, Know Arc 14, Spellcraft 13, Spot 3, False Theurgy - Extended Illusion, +1 SC
12th Spelltheif +5 +3 +3 +13 Conc 14, Hide 12, Spellcraft 15, Spot 9 Point Blank Shot +1d6 SA, Trapfinding, Steal Spells (0-1st)
13th Sacred Excorcist +5 +3 +3 +15 Conc 15, Spellcraft 16, cc-Spot 10, Know Rel 13 - Excorcism, Turn Undead, +1 SC
14th Spellwarp Sniper +5 +3 +3 +17 Conc 16, Hide 14, Know Arc 15, Spellcraft 17, Spot 12, Spot the Weak Point - Spellwarp, +1 SC
15th Spellwarp Sniper 2 +6 +3 +3 +18 Conc 17, Hide 18, Know Arc 16, Spellcraft 18, Spot 14 Ocular Spell Sudden Raystrike +1d6, +1 SC
16th Silver Pyromancer +6 +3 +3 +20 Conc 18, Know Arc 19, Spellcraft 19, cc-Spot 15.5 - Pryomancer, Purge Undead, Bow Proficiency
17th Silver Pryomancer 2 +7 +3 +3 +21 Conc 19, Know Arc 20, Know Rel 18, Spellcraft 20 - Sacred Flame, +1 SC
18th Silver Pryomancer 3 +7 +4 +4 +21 cc-Bluff 11, Conc 20, cc-Hide 19, Know Arc 21, Know Rel 21, Spellcraft 21 Master Spellthief Smite Spell 1/day, +1 SC
19th Silver Pryomancer 4 +8 +4 +4 +22 cc-Bluff 12, Conc 21, cc-Hide 20, Know Arc/Rel 22, Spellcraft 22 - Persistent Fire, +1 SC
20th Silver Pyromancer 5 +8 +4 +4 +22 cc-Bluff 13, Conc 22, cc-Hide 21, Know Arc/Rel 23, Spellcraft 23 - Smite Spell 3/day (blinding), +1 SC


Spells/day not counting bonus from high INT: CL 18 base.
Spells per Day/+'s indicate illusion slots
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2+3 +3 - - - - - - - -
2nd 3+3 1+3 - - - - - - - -
3rd 3+3 1+3 +3 - - - - - - -
4th 3+3 2+3 1+3 - - - - - - -
5th 3+3 2+3 1+3 +3 - - - - - -
6th 3+3 2+3 2+3 1+3 - - - - - -
7th 3+3 3+3 2+3 1+3 +3 - - - - -
8th 3+3 3+3 2+3 2+3 1+3 - - - - -
9th 3+3 3+3 3+3 2+3 1+3 +3 - - - -
10th 3+3 3+3 3+3 2+3 2+3 1+3 - - - -
11th 3+3 3+3 3+3 3+3 2+3 1+3 +3 - - -
13th 3+3 3+3 3+3 3+3 2+3 2+3 1+3 - - -
14th 3+3 3+3 3+3 3+3 3+3 2+3 1+3 +3 - -
15th 3+3 3+3 3+3 3+3 3+3 2+3 2+3 1+3 - -
17th 3+3 3+3 3+3 3+3 3+3 3+3 2+3 1+3 +3 -
18th 3+3 3+3 3+3 3+3 3+3 3+3 3+3 2+3 1+3 +3
19th 3+3 3+3 3+3 3+3 3+3 3+3 3+3 2+3 2+3 1+3
20th 3+3 3+3 3+3 3+3 3+3 3+3 3+3 3+3 2+3 2+3

Spoiler: Magicks
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Some fun illusion spells:
0- all
1- color spray, Instant Diversion, Net of Shadows, Silent Image, Ventriloquism
2- Hypnotic Pattern, Invisibility, Mirror Image, Phantasmal Assailants, Phantom Trap,
3- Cone of Dimness, Legion of Sentinels, Major Image, Shadow Binding,
4- Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration
5- Friend to Foe, Shadow Evocation, Shadow Guardians
6- Permanent Image, Shadow Walk
7- Project Image, Greater Shadow Conjuration, Simulacrum
8- Screen, Greater Shadow Evocation
9- Shades, Weird

Shadow Conjuration (up to 6th lvl)

Shadow Evocation (up to 7th lvl)

Shadow Illusion (any spell from evocation, or conjuration (creation/summoning), even from banned schools, up to 8th lvl, because you can heighten or Earth Spell to get higher level spells)
1-Arcane Bolt, Kelgoreís Fire Bolt, Lesser Orb of Fire, Ray of Flame
2-Aganazzarís Scorcher, Fireburst, Mark of X, Scorching Ray, Summon Swarm
3-Vile Drown, Fireball
4-Black Tentacles, Blast of Flame, Blistering Radiance, Orb of X, Parboil
5-Call Dretch Horde, Call Lemure Horde, Call Nightmare, Call Zelekhut, Shroud of Flame
6- Contingency, Orbs of Various Energy
7-Delayed Blast Fireball, Dragon Ally, Prismatic Spray, Reality Maelstrom, Summon Aspect of Bahamut
8-Incendiary Cloud, Trap the Soul

Now, thereís two lines of thought here that both involve shadow illusion. The first applies to Earth Spell that prohibits you from applying that to spells of the air, fire, or water descriptor. BUT, you arenít casting one of those, youíre casting a figment spell and having it instead act like one of these spells, so you can still heighten and get the increased CL benefits from Earth Spell in this way.

The other line of thought is that when youíre applying Sacred Flame to fire spells, are you in fact casting a fire spell, or is it an illusion spell that is just doing fire damage? The same for Shadow Evocation/Greater. Now, Shadow Evocation should work because if they fail their will save, they take the full effects of the spell youíre duplicating.

Also with Shadow Illusion, you can go another route, you arenít casting the spell you duplicate, youíre casting the original figment and since itís instead acting as another spell for itís effects, you should be able to cast spells that have opposite alignments such as as Vile Drown (EVIL) without losing out on the Silver Pyromancer features.

Further, Sacred Flame states damage from fire spells, but also states that scorching ray would deal x damage, 1/2 of which would be unresistable, and later all of it. Shadow Evocation lets you cast Scorching Ray, and therefor can apply Sacred Flame to it. Also, any Illusion that is cast that mimics or is a fire spell, and the will save is failed, should also apply that additional d6 the following round that is Persistant Fire.


Spoiler: Breakdown:
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Spoiler: Classes
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Focused Specialist Wizard (Illusion): Banned Schools include: Necromancy, Enchantment, Abjuration. Dumping the Familiar since it would only advance to a 3rd level wizard, and instead picking up immediate magic to allow between 4-6 uses/day of Mirror image as an immediate action SLA. As a focused specialist, weíll lose 1 spell slot per level, but gain 3 illusion slots per level. Gnomish Illusionist also allows earlier access to a few spells. Between Gnome and Spell Focus all illusions are starting out at +3 to the DC. Heighten Spell is picked up now, but will come into play later on.

Master Specialist: Full Spellcasting progression, Skill Focus Spellcraft as a bonus feat, a free spell of up to 3rd level added to spellbook, another +1 to illusion dcís (+4 total now), and then another +2 to illusion dcís (+6 now).

Shadowcraft Mage: Full Spellcasting Progression, 30% miss chance due to concealment in other than daylight, Can apply Silent and Extend Spell to illusions free, can infuse figment spells to make them more real. Can mimic any wiz/sorc spell of conjuration (Summon/creation) or evocation spell 1 lower than level of illusion, and deal 10% damage/level of the spell even if will save is made.

Spellthief: gotta have that d6 sneak attack. Plus, weíre already a bit of a sneaky character, and will be able to use the steal spell mechanic moving forward.

Sacred Excorcist: gotta have that Turn Undead, plus this gives us spell progression!

Spellwarp Sniper: This really should be a 3 level class, and even still weíre only taking 2 ranks in it. First off, spellwarp turns an area spell into a ray spell for touch attack fun to which we can apply most of the other things in this build to them, sadly since weíre only taking 2 ranks, we can only affect 2nd level spells and below before adding on to themÖ Sudden raystrike treats ray spells as sneak attacks, so now you can ray attack and steal a spell, and apply all the things to the ray as well.

Silver Pryomancer: Any fire spell is treated as CL = Character Level. Purge undead takes turn attempts and treats them as 30ft AoE for 19d6. 4/5ths spellcasting progression to top out at Wizard 19, and add the Paladin spell list to your known spells as arcane. First half, then later all of fire spell damage become unresistable as it turns into sacred damage. First once, then 3x/day you can add smite to a spell (+50% damage vs evil, +4 to the CL check vs SR, -2 to save) and the capstone blinds an evil creature for a round if they fail their save. Any failed save also results in 1d6 fire (or sacred) damage the following round.

Spoiler: Levels
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Sweet Spots: 10 & 18

Five: A gnomish illusionist w/ a huge pile more spells than normal. The only thing controversial in this block is Shadow Shaper. It forces you to dump bonus feats from being a wizard, but it provides you w/ things before you would have bonus feats anyways, leading me to believe it should work w/o attaining them in the first place.

Ten: Big bonuses to the DC of all illusions now. Earth Spell is online to further boost both CL and spell levels. Can combine all this w/ Shadow illusion for big big abuse.

Fifteen: Two unavoidable dips for Sneak Attack, and Turn Undead. Spellthief however does provide steal spells, which will combine w/ Raystrikes later to both provide dealing damage and stealing spells. Ocular Spell doubles up on this allowing to turn normal ray or personal spells into ray attacks at increased range, and raystrike stacks w/ sneak attack to both do more damage and steal spells from your opponents.

Twenty: Master Spellthief allows your one level of Spellthief to now become a full class as far as stealing spells go, so now you can steal up to 9ths. It also gives us back the lost CL from that dip, it's a win/win. Finish off w/ Silver Pyromancer for all the fiery goodness detailed already.



Spoiler: Sources
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Complete Adventurer: Spellthief
Complete Divine: Sacred Exorcist
Complete Mage: Master Specialist
Complete Scoundrel: False Theurgy, Master Spellthief, Spellwarp Sniper, Swift Concentration
Five Nations: Silver Pyromancer
Lords of Madness: Ocular Spell
Monster Manual: Forest Gnome
PHB: Feats, Wizard
Races of Stone: Shadowcraft Mage, Earth Sense/Spell