Entry number 9:
Originally Posted by RukamukRukamuk
Venerable Desert Loredrake DWK Battle Sorcerer 4/Swiftblade 10/Abjurant Champion 5/ Paragnostic Apostle 1
Spoiler: blocks of textShow
Desert Kobold: (SRD, RoTD 39)
-4 STR, +2 DEX, -2 WIS (Venerable adds +3 WIS/INT/CHA) -4 STR, +2 DEX, +1 WIS, +3 INT, +3 CHA
Small, (+1 attack/AC, -4 grapple, +4 hide) Humanoid (Dragonblood, reptillian)
No light sensitivity, +2 survival, Heat Endurance (+4 Fort vs hot weather)
Speed 30, +1 NA, Darkvision 60
Loredrake: (DoE 31)
Cast as a Sorcerer 2 levels higher, add Spellcraft to skills list, reduce any RHD to d10’s
Dragonwrought Kobold (DWK) (RoTD 100)
Type changes to Dragon (humanoid, reptilian), retain kobold racial traits, immune to magic sleep/paralysis. Darkvision 60, Lowlight. +2 skill bonus related to dragon ancestry (p103).
d8 HD, 1 less spell known (minimum 1)/spell slot (minimum 0) per level, use Cleric BAB progression, remove Bluff from class list, gain proficiency with any light or 1h martial weapon of choice (rapier), and light armor. Can cast in light armor w/o ASF.
Draconic Right of Passage (RoTD 43)
can cast any 1st lvl sorcerer spell as a SLA 1/day, CL=char lvl
Ghostly Tail – RoTD: tail of force can make AoO, deal 2d6 +1/lvl damage
Divine Companion ACF: CChamp 52
cast targeted spells at companion who then stores the spell levels for later use. Can store a number of spell levels equal to your caster level. Companion can’t be affected by spells, SLA’s, anti-magic effects, dispel checks. Uses your CL for any checks required.
(Su) Healing: standard action, heal you for 1d6/spell level released
(Su) Shielding: swift action, Deflection bonus to AC, and Resistance bonus to saves equal to spell levels released. Lasts 1 rd/CL
Magical Affinity (Dead Levels)
Starting at Sorc 2, gain +2 on Know Arcana checks to identify dragons, total of +4 on check at 4th
Full BAB/ 6/10 CL
-Spring attack at 1st, Bounding Assault at 7th as bonus feats
-Swift surge grants a bonus to attack rolls, dodge and REF saves. An extra 1d6 damage if you move 10ft, and later at 10th 2d6 if you move 20ft, and stacks with Haste
-Blurred Alacrity starts at 20%, and ends at 50% miss chance for melee and ranged attacks
-Sudden Casting allows for casting Haste as a free action 1/rd
-Arcane Reflexes adds a total of +6 to Initiative w/o stat boosting equipment
-Evasive Celerity starts at 20%, and ends at 50% miss chance for targeted spell defense
-Fortified Hustle means your Haste can no longer be dispelled by any means, and Haste becomes an (Ex) ability.
-Diligent Rapidity grants Freedom of Movement while under the effect of Haste, and lets you walk on water as a double move action
-Perpetual Options allows you to trade the extra attack you’d make, from haste, for various actions
-Innervated Speed allows you to cast Haste in a 6th slot or higher and replicate Time Stop for 1-4 rounds
Abjurant Champion: CMAGE 50
Full BAB/CL progression
Abjurant Armor: any abj. spell that grants armor/shield bonus to ac, (bonus) is increased by AbCh level
Extended Abjuration: double duration of all abj spells you cast
Swift Abjuration: cast all abj spells as a swift action, max spell lvl 1/2 class lvl (rounded up)
Arcane Boost: burn a spell slot to gain 1 of the following: bonus on attack rolls = spell lvl, weapon damage = 2x spell lvl, AC = spell lvl, saves = spell lvl, Resistance = 5xspell lvl
Martial Arcanist: CL = BAB
Paragnostic Apostle: CChamp 94
Knowledge is Power – Penetrating Insight: +1 to CL checks to overcome SR/dispel checks
Lore: (like Bardic Lore) 1d20+1+INT
STR 10, DEX 16, CON 12, INT 11, WIS 11, CHA 16
STR 6, DEX 18, CON 12, INT 14, WIS 12, CHA 19
4=WIS, rest into CHA
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Loredrake Battle Sorcerer +0 +0 +0 +2 Conc 4, Know Arc 4, Spellcraft 4, cc-Tumble 2 Dragonwrought, (B)Expeditious Dodge Divine Companion ACF, Spells, Draconic Rite of Passage – Ghostly Tail 2nd Battle Sorcerer 2 +1 +0 +0 +3 Conc 5, Know Arc 5, Spellcraft 5, cc-Tumble 2.5 Magical Affinity - Dragons 3rd Battle Sorcerer 3 +2 +1 +1 +3 Conc 6, Know Arc 6, Spellcraft 6, cc-Tumble 3 Mobility 4th Battle Sorcerer 4 +3 +1 +1 +4 Conc 7, Spellcraft 7, cc-Know Rel 1 5th Swiftblade +4 +1 +3 +6 Balance 1, Conc 8, Jump 1, Tumble 4, cc-Know Rel 2 (B)Spring Attack Swift Surge +1/0ft 6th Swiftblade 2 +5 +1 +4 +7 Balance 2, Conc 9, Tumble 5, cc-Know Rel 2.5, cc-Sleight 1 Assume Supernatural Ability Blurred Alacrity (20%), +1 SC 7th Swiftblade 3 +6 +2 +4 +7 Balance 3, Conc 10, Tumble 7, cc-Know Rel 3, cc-Sleight 2 Sudden Casting, Blurred Alacrity (30%), +1 SC 8th Swiftblade 4 +7 +2 +5 +8 Balance 4, Conc 11, cc-Sleight 3, cc-Know Rel 4 Arcane Reflexes, Blurred Alacrity (40%), Swift Surge +1/10ft 9th Swiftblade 5 +8 +2 +5 +8 Balance 5, Conc 12, cc-Sleight 4, cc-Know Rel 5 Elusive Target Evasive Celerity (20%), Blurred Alacrity (50%), +1 SC 10th Swiftblade 6 +9 +3 +6 +9 Nimble Charge, Tumble 9, cc-Sleight 5 Evasive Celerity (30%), +1 SC 11th Swiftblade 7 +10 +3 +6 +9 Conceal Spellcasting, cc-Know Local 2 (B)Bounding Assault Evasive Celerity (40%), Swift Surge +2/+10ft 12th Swiftblade 8 +11 +3 +7 +10 Tumble 11, cc-Know Local 4 Combat Casting Evasive Celerity (50%), Diligent Rapidity, +1 SC 13th Swiftblade 9 +12 +4 +7 +10 Conc 15, Tumble 12, cc-Know Local 5 Perpetual Options, +1 SC 14th Swiftblade 10 +13 +4 +8 +11 Acrobatic Backstab, Conc 16, Spellcraft 8, cc-Sleight 6 Innervated Speed, Swift Surge +2/+20ft 15th Abjurant Champion +14 +4 +8 +13 Swift Concentration, Conc 17, Spellcraft 9 Craft Contingent Spell Abjurant Armor, Extended Abjuration, +1 SC 16th Abjurant Champion 2 +15 +4 +8 +14 Conc 18, Spellcraft 10, cc-Tumble 13 Swift Abjuration, +1 SC 17th Abjurant Champion 3 +16 +5 +9 +14 Conc 19, Spellcraft 13 +1 SC 18th Abjurant Champion 4 +17 +5 +9 +15 Conc 20, Spellcraft 14, cc-Tumble 14 Arcane Strike Arcane Boost, +1 SC 19th Abjurant Champion 5 +18 +5 +9 +15 Conc 21, Spellcraft 15, cc-Tumble 15 Martial Arcanist, +1 SC 20th Paragnostic Apostle +18 +5 +9 +17 Conc 22, Spellcraft 16, Know Arc 9 Holy Texts, Knowledge is Power – Penetrating Insight, Lore, +1 SC
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 0-5/4 1-4/2 - - - - - - - - 2nd 0-5/5 1-5/2 2-2/1 - - - - - - - 3rd 0-5/5 1-5/3 2-3/1 - - - - - - - 4th 0-5/6 1-5/3 2-4/1 3-2/1 - - - - - - 6th 0-5/6 1-5/4 2-5/2 3-3/1 - - - - - - 7th 0-5/7 1-5/4 2-5/2 3-4/1 4-2/1 - - - - - 9th 0-5/7 1-7/4 2-6/3 3-6/2 4-4/1 - - - - - 10th 0-5/8 1-7/4 2-6/3 3-6/2 4-5/1 5-3/1 - - - - 12th 0-5/8 1-7/4 2-6/4 3-6/3 4-6/2 5-4/1 - - - - 13th 0-5/8 1-7/4 2-6/4 3-6/3 4-6/2 5-5/1 6-2/1 - - - 15th 0-5/8 1-7/4 2-6/4 3-6/3 4-6/3 5-6/2 6-3/1 - - - 16th 0-5/8 1-7/4 2-7/4 3-6/3 4-6/3 5-6/2 6-5/1 7-2/1 - - 17th 0-5/8 1-7/4 2-7/4 3-6/3 4-6/3 5-6/3 6-6/2 7-3/1 - - 18th 0-5/8 1-7/4 2-7/4 3-6/3 4-6/3 5-6/3 6-6/2 7-4/1 8-2/1 - 19th 0-5/8 1-7/4 2-7/4 3-6/3 4-6/3 5-6/3 6-6/2 7-5/2 8-3/1 - 20th 0-5/8 1-7/4 2-7/4 3-6/3 4-6/3 5-6/3 6-6/2 7-5/2 8-4/1 9-2/1Spoiler: spells known, etcShow
0- Caltrops, Detect Magic, Ghost Sound, Open/Close, Read Magic, Resistance, Sonic Snap, Touch of Fatigue
1- Color Spray, Nerveskitter, Protection from Evil, Shield
2- Alter Self, Shatter, Touch of Idiocy, Wings of Cover
3- Haste, Blink, Dragonskin
4- Dimensional Anchor, Greater Invisibility, Polymorph
5- Baleful Polymorph, Feeblemind, Spell Theft
6- Imbue Familiar with Spell Ability, Disintegrate
7- Limited Wish, Antimagic Ray
8- Greater Shadow Evocation
Alter Self: since we’re a dragon, we can turn into other dragons:
Wrymling: Black, Green, White, Brass, Copper, Fang, Battle, Ethereal, Styx, Shadow, Mercury, Steel, Mist, Song, Crystal, Sapphire, Orange, Yellow, Incarnum, Rattelyr, Sand, Spire. As well as Crested Felldrake, Spitting Felldrake, Horned Felldrake, Portal Drake, Pseudodragon.
Humanoid side gives:
Gnomes, Goblins, Halflings, Hobgoblins, Kobolds, Lizardfolk, Locathah, Merfolk, Orc, Troglodyte, Bugbears, Dwarves, Duergar, Elves, Githyanki/ziri
Fun w/ Alter Self/Polymorph, and Assume Su:
Hydras of various Heads, Wyvern, Remorhaz, Roper, Thoon Elder Brain, various dragon forms, Mind Flayer, Annis Hag, War Troll, Legendary Ape, Sun Giant, Rust Monster, Folugub, Basilisk, Gauth, Beholder, Choker, Cloaker, Displacer Beast, Gorgon, Sea Hag, Cryo/Pyro Hydra, Lamia ETC
Hydras can attack w/ all their heads at no penalty, even after a move/charge, which synergizes nicely w/ spring attack/bounding assault.
Displacer Beast gets 50% miss chance, combine that w/ Swiftblade for 100% miss chance total…
Blurred Alacrity and Evasive Celerity both state that their bonus doesn’t stack w/ spell effects but the displacer beasts miss is a (Su) ability, not a spell effect… further, shapechange would allow the pack lord instead of the base beast.
Greater Shadow Evocation: Contingency Spell, Delayed Blast Fireball, Forcecage, Mage’s Sword, Prismatic Spray, Reality Maelstrom (MoTP, 3.0 but updated to a 9th in SpC, so may be inelligible), Slashing Dispel
Some fun things from Limited Wish:
Absorb Mind, Alert Bebilith, Animate Dread Warrior, AMF, Antipathy, Archon’s Focus, Armor of Darkness (+13 to AC at 19th level), Awaken, Banishment, Battletide, Bewildering Mischance, Blinding Beauty, Break Enchantment, Call Lightning Storm, Celestial Aspect (pair w/ multiheaded hyrda and Horns of Cervidal), Commune, Control Winds, Greater Bestow Curse (demonologist 3rd, lol, 8th lvl sorc spell), Greater Blindsight, Greater Blink, Permanency, Devil’s Ego (to become an outsider for alter self/polymorph fun), Dispel Evil/Good/Law, Greater Dispel Magic, Disrupting Weapon, Divine Retribution, Dominate Person/Living Construct, Draconic Polymorph, Entomb, Eyebite (which by strict RAW “the effects are cumulative” means that something failing the save each round takes cumulative penalties…), Fabricate, Favor of the Martyr, Flesh to Salt/Stone, Forbidden Speech, Gemjump, Ghost Storm, Ghould Gauntlet, Guards and Wards, Heal, Heartfreeze, Greater Luminous Armor, Mineralize Warrior, Minor Servitor, Mummify, Plane Shift, Reciprocal Gyre, Refusal, Revivify, Righteous Might, Skyhurling, Slay Living, Spectral Touch (if you allow it to work w/ Ghostly Tail), Spell Resistance, Symbol of Pain/Spell Loss, Wall of Greater Dispel Magic ( which is a 5th Bard spell in the Underdark, but 8th and therefor ineligible in SpC)
And of course, anything else in line w/ any of these varying power levels as you deem fit to “wish” for. How about, “the next attack by X is automatically a confirmed critical”?
How about, “
1-Expeditious Dodge (Req dex 13) +2 dodge bonus to AC vs 1 opponent when moving 40ft in a round
3- Mobility (Req dodge) +4 dodge bonus vs AoO
5- Spring Attack – can move before and after an attack, doesn’t provoke AoO from your target
6- Assume Supernatural Ability
9- Elusive Target
11- Bounding Assault
12- Combat Casting
15- Craft Contingent Spell
18- Arcane Strike
this build requires a flaw to function, it could literally be anything available and really not matter once you start the shape changing shenanigans.
Conceal Spellcasting: make a sleight of hand check vs spot check. If successful, observer can’t make AoO, or attempt to counterspell.
Swift Concentration: maintain concentration as a swift action
Nimble Charge: run or charge across difficult terrain w/o needing a balance check
Acrobatic Backstab: succeed on a tumble check to move through an opponent’s space. Treat them as flat footed against the next melee attack you make during this turn.
Know Arcana 5 = +2 to spellcraft
Know Local 5 = +2 Gather Info
Tumble 5 = +2 Balance and Jump
Spoiler: level by levelShow
5-Behold the power of Loredrake. At 1st level, you’re casting as a 3rd level sorcerer. At 2nd Level you have access to Alter Self forms of 4 HD. Divine Companion turns spell ranks into healing or saves/AC which can’t be dispelled or affected by AMF or similar effects, this will be more important later. And at 5th, albeit with the use of a flaw, you’ve qualified for the SI a full two levels before anyone else could, this becomes important later on. As such, you gain +1 to attacks and do +1d6 damage whenever you move 10ft in a round while hasted. All the feats in this block w/ the exception of DWK are taxes for later on.
10- 6 ranks into Swiftblade, and picked up both Assume Supernatural Ability, and Elusive Target. The first opens a bajillion options for both in combat as well as out of combat options. The second gives you 3 tactical maneuvers. Elusive Target’s maneuver’s don’t specify that they can only be used 1/encounter, so they should be usable every round. Already topped out at 50% miss chance for ranged/melee combat, and at 30% for spell combat. Nimble charge negates difficult terrain, and Arcane Reflexes adds +5 to initiative (+6 at 16th), (if casting nerveskitter, the init bonus is now +14). 7th level brings Polymorph, which among other things replaces your own physical scores w/ that of whatever you turn into, thus negating your weak STR score for melee combat. 10th level brings Baleful Polymorph to the field.
15- Completed all 10 ranks in Swiftblade, and get access to the Time Stop ability at level 14, 3 levels before a pure wizard, and 4 levels before a pure sorcerer. Picked up Craft Contingent Spell for all the shenanigannery that can cause. 3 skill tricks in this block, Conceal Spellcasting can make all spells un-counterable, and prevent AoO’s for using them in combat. Acrobatic Backstab makes enemies flat footed (no dex to ac), and Swift Concentration makes that a swift action. Diligent Rapidity is free freedom of movement while hasted, and if it comes up, walking on water. Perpetual options is maximized action economy. Moved into Abjurant Champion, the 1st level of which grants class level in bonus to any ac/shield spell affecting you. As early as level 12, you have 6th level spell slots. If you chose to take Imbue w/ Spell Ability before Disintegrate, you could imbue spellcasting to your divine companion, who because it isn’t affected by anti-magic effects, could then cast spells (max 5th level) within an AMF or similar environment even if you couldn’t yourself. Rocks fall, DM dies.
20- Finished off Abjurant Champion, all our abjurations can be cast as swift actions (up to 3rd level), and last 2x as long. You can now burn spell slots for more options than those granted by your divine companion. Martial Arcanist makes your CL equal to your BAB, which is 18. And, because you get to apply effects in the order most advantageous to you, Loredrake adds 2 to that, and you’re at a CL of 20, thus replicating the Practiced Spellcaster feat w/o actually taking it. The last rank is taken in Paragnostic Apostle, which grants you a further +1 to your CL, so 21, to overcome SR or for dispel checks. The last feat taken is Arcane Strike, which allows yet another way to burn spell slots, this time for direct to hit and plus damage per spell rank. End up as an 18th level sorcerer for casting progression, at a CL of 20 (21) with a BAB of +18 with full alter self/polymorph/shapechange/Haste abuse in place.
2- at level 2, you’re casting as a 4th level sorcerer, with access to Alter Self forms of 4HD.
6- Assume Supernatural opens a massive can of options/abilities
14- essentially at will time stop online, although only a few uses a day right now, still massively OP, combined w/ Imbue familiar to negate AMF's or other like abilities.
15- Craft Contingent.
19- Martial Arcanist essentially deletes lost caster levels, even if a tad late.
Spoiler: options, options, optionsShow
This build focuses on having as many possible options for any given situation. Alter Self, Polymoprh, Shapechange, Divine Companion, Assume Supernatural Ability, Imbue Familiar, Arcane Boost, Perpetual Options, Limited Wish, Greater Shadow Evocation, Craft Contingent and all the things you can do with Haste. You have an overwhelming array of options for any situation.
Craft Contingent + Limited Wish/Gemjump = automatic greater teleport to a specific location w/o any miss chance.
Limited Wish to attach metamagic to a spell and have its altered level be in line w/ the restrictions on LW.
Limited Wish to cast Planar Binding to call an Efreeti for 3 full wishes…and use those for 3 staffs of 50 wishes… this is really the fallacy of Limited Wish, and doesn’t really relate to the SI except that you can use it to duplicate some really zany magic items or outright create them this way.
Complete Arcane: Craft Contingent Spell 77/139
Complete Champion: Divine Companion 52, Paragnostic Apostle 94
Complete Mage: Abjurant Champion 50
Complete Warrior: Arcane Strike 96, Ellusive Target 110
Dragons Of Eberron: Loredrake 31
Races of the Dragon: Dragonwrought 100, Draconic Right of Passage 43, Ghostly Tail 113, Kobold 39
Races of the Wild: Expeditious Dodge 150
Savage Species: Assume Supernatural Ability 30
SRD/PHB: Feats (Mobility, Combat Casting)
http://www.d20srd.org/srd/variant/ra...alVariants.htm Desert Kobold
http://www.d20srd.org/srd/variant/cl...terClasses.htm Battle Sorcerer
http://archive.wizards.com/default.a.../cwc/20061013a Dead Levels (Magical Affinity)
as always for CHA based characters, the slippers of battledancing (DMG2) are advantageous as an equipment option, more so for a swiftblade.
The build is pretty feat starved, having already used a flaw. But recreating a feat as a weapon enhancement to gain weapon finesse would benefit this build in allowing your rapier to use that.