Foehn Elf-Friend


Foehn reading in her library.

CN Advanced Sylph (4 RHD) / Metamagic Specialist Sorcerer 1 / Ruathar 1 / Mindbender 1 / Dark Scholar 2 / Spellguard of Silverymoon 4 / Dark Scholar +2

Spoiler: Ability scores
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Base array (32 point buy): 8 STR / 10 DEX / 15 CON / 16 INT / 10 WIS / 16 CHA

Sylph modifiers: 6 STR / 12 DEX / 13 CON / 20 INT / 16 WIS / 22 CHA

After increases: 6 STR / 12 DEX / 14 CON / 20 INT / 16 WIS / 24 CHA


Spoiler: Story
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Spoiler: Advertisement
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Are you FED UP with your poor little wizards dying on you?

Have you HAD ENOUGH of surprise attacks, ranged snipers, and enemy death spells?

FOEHN ELF-FRIEND IS AT YOUR SERVICE

WHY CARE ABOUT SEEING YOUR MAGE WHEN YOU CAN SEE HER RESULTS

I mean you're kinda not seeing my results either, like you're seeing some dudes dying but you don't see what's killing them, anyway I hope that we can agree on the fact that I'm the one responsible for it and should be paid for it.


Also available for spell scroll execution (arcane and divine), lore recall, sorcerous mentoring (NO earth sorcerers, it's not a prejudice i just don't get along with them), teleportation services (intra- and extraplanar), permanency services, really funny pranks, entertainment for parties and weddings (no funerals they bum me out), private investigation, helping you cheat at 'honorable duels', diplomacy (elves preferred, results with non-elves not guaranteed)

CONTACT NOW TO INQUIRE ABOUT RATES!!!!!! PAYMENT IN GOLD, GEMS, SCROLLS, AND RARE BOOKS ALL UNDER CONSIDERATION

if you're a member of the Spellguard of Silverymoon please just ignore this, like c'mon dude nowhere in the oath does it say I can't make some money on the side.



Spoiler: Backstory
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Foehn starts off her career as a somewhat isolated sylph, living out her days in those mountain valleys she calls home, possessed of a powerful curiosity but content to sate it by spying on the odd traveller passing by. However, one day, she spots an elvish mage and his adventuring companions bravely fighting off a mountain troll. Feeling an odd affection she can't quite place, Foehn decides there and then to accompany them from a distance, and learn more about this elf.

For a long time, Foehn follows the adventurers unseen. Her help does not go unnoticed: battles are just a little bit easier, foes more prone to mistakes, at times the party finds tailor-made camping sites just as they sit down to rest, firewood piled up and the ground cleared of rocks, and on one notable occasion a pair of attacking wyverns are snatched out of the air by a freak whirlwind, which transforms into an air elemental seconds later.

At last, the mage puts the facts together and calls out to Foehn, who casts off her invisibility, explains her purposes, and formally requests to join the party.

Despite their different origins, Foehn and the elf find much to talk about. They share a love of learning, for magic, and nature. Both are well-acquainted with the melancholia of watching the things you love age while you stay the same, with Foehn recounting stories of the ice ages, when glaciers covered her home and she would admire their glint from the cold skies above. The elf introduces Foehn to books, which she rapidly takes to, and the two spend many a long night side by side, one reading while the other keeps watch over their sleeping allies. A love blooms between them, and one night the two wed, the other party members

Eventually, the two of them return to the mage's hometown, Silverymoon. Foehn isn't one to settle down, though, and while her husband takes care of the newly-hatched children, continues to hone her magical powers, going on distant expeditions to find new troves of knowledge. Her adventures bring her into contact with the Ebon Cabal, and though she stays out of their shadier business, Foehn has no problem with passing them information in return for rare tomes. Besides, those Luminous Order goons chased her off when all she did was take a look at their library, so as far as Foehn is concerned, they deserve to have their secrets leaked.

With her magical powers growing more and more, Foehn is invited to join Silverymoon's defense forces, a task she happily shoulders. The city is truly her home by now, and she regularly visits her former adventuring partners, now approaching old age, who have retired there as well. Still, most of the time she's out and about, tracking down new bits of lore, supporting adventuring parties, or even performing more mundane spellcasting services: all for very reasonable fees. She does have kids to put through college, after all!



Spoiler: Build table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save New Skills Feats Class Features
9th Advanced Sylph (4 RHD, +5 LA) +4 +4 +4 +4 Bluff 1, Balance 5, Concentration 7, Diplomacy 3, Intimidate 3, Knowledge (Arcana) 3, Knowledge (History) 3, Knowledge (Nature) 7, Knowledge (The Planes) 3, Listen 7, Move Silently 7, Sense Motive 3, Spellcraft 3, Spot 7, Survival 7 Silent Spell, Invisible Spell Outsider traits, 8th-level Sorcerer casting (RHD+4), Summon Elemental, Greater Invisibility, SR 14, Wild Empathy
10th Metamagic Specialist Sorcerer 1 +4 +4 +4 +6 Bluff 4, Concentration 8, Knowledge (Arcana) 6 - Metamagic Specialist (8/day)
11th Ruathar 1 +4 +4 +6 +8 Concentration 9, Diplomacy 4, Intimidate 4, Knowledge (Arcana) 9, Knowledge (History) 4, Sense Motive 4, Martial Weapon Proficiency (Longbow)B, Darkstalker Word of Friendship, Gift of the Elves
12th Mindbender 1 +4 +6 +6 +10 Concentration 10, Knowledge (Arcana) 10, Knowledge (History) 9 - Telepathy
13th Dark Scholar 1 +4 +6 +6 +12 Concentration 11, Knowledge (Arcana) 11, Knowledge (History) 10, Spellcraft 4 - Book Mastery (Histories of the Mad Empire, Vol II)
14th Dark Scholar 2 +5 +6 +6 +13 Concentration 12, Knowledge (Arcana) 12, Knowledge (History) 12, Spellcraft 7 Combat Casting Scholarly Lore
15th Spellguard of Silverymoon 1 +5 +6 +6 +15 Concentration 13, Knowledge (Arcana) 13, Knowledge (History) 13, Spellcraft 11 - Obligation, Token, Ward Attunement
16th Spellguard of Silverymoon 2 +6/+1 +6 +6 +16 Concentration 14, Knowledge (History) 14, Knowledge (The Planes) 5, Spellcraft 14 Deafening SpellB Metamagic Feat
17th Spellguard of Silverymoon 3 +6/+1 +7 +7 +16 Concentration 15, Knowledge (History) 15, Knowledge (The Planes) 9, Spellcraft 15 Mindsight Selective Spell
18th Spellguard of Silverymoon 4 +7/+2 +7 +7 +17 Concentration 16, Knowledge (History) 16, Knowledge (The Planes) 13, Spellcraft 16 Twin SpellB Metamagic Feat, Spellguard
19th Dark Scholar 3 +7/+2 +8 +8 +17 Concentration 17, Knowledge (History) 17, Knowledge (The Planes) 17, Spellcraft 17 Retrain Silent Spell to Quicken Spell if allowed Book Mastery (Book of the Stilled Tongue)
20th Dark Scholar 4 +8/+3 +8 +8 +18 Concentration 18, Knowledge (Arcana) 16, Knowledge (History), 18, Knowledge (The Planes) 18, Spellcraft 18 Versatile Spellcaster Book Mastery (The Ascendancy Manuscript)


Spoiler: Spells
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Spells per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9th 6 8 8 6 4 - - - - -
10th 6 8 8 7 5 - - - -
11th 6 8 8 7 6 4 - - - -
12th 6 8 8 7 7 5 - - - -
13th 6 8 8 7 7 5 - - - -
14th 6 8 8 8 7 6 4 - - -
15th 6 8 8 8 7 7 5 - - -
16th 6 8 8 8 7 7 6 4 - -
17th 6 8 8 8 7 7 7 5 - -
18th 6 8 8 8 7 7 7 6 3 -
19th 6 8 8 8 7 7 7 7 4 -
20th 6 8 8 8 7 7 7 7 5 3

Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9th 8 5 3 2 1 - - - - -
10th 8 5 4 3 2 - - - - -
11th 9 5 4 3 2 1 - - - -
12th 9 5 5 4 3 2 - - - -
13th 9 5 5 4 3 2 - - - -
14th 9 5 5 4 3 2 1 - - -
15th 9 5 5 4 4 3 2 - - -
16th 9 5 5 4 4 3 2 1 - -
17th 9 5 5 4 4 4 3 2 - -
18th 9 5 5 4 4 4 3 2 1 -
19th 9 5 5 4 4 4 3 3 2 -
20th 9 5 5 4 4 4 3 3 2 1

Known spells (level 20), acquired in order:
Cantrips: Acid Splash, Caltrops, Dancing Lights, Detect Magic, Ghost Sound, Launch Item, Read Magic, Sonic Snap, Mending
Level 1: Grease, Enlarge Person, Shield, Wall of Smoke, Charm Person
Level 2: Cloud of Bewilderment, Web, Heroics, Detect Thoughts, Summon Monster II
Level 3: Haste, Stinking Cloud, Shivering Touch, Major Image
Level 4: Solid Fog, Black Tentacles, Polymorph, Bloodstar
Level 5: Wall of Stone, Teleport, Cloudkill, Flesh to Salt
Level 6: Freezing Fog, Greater Dispel Magic, Bite of the Weretiger
Level 7: Choking Cobwebs, Summon Monster VII, Plane Shift
Level 8: Maze, Prismatic Wall
Level 9: Shapechange


Spoiler: Build Spotlights
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ECL 9
The 'pure' monster build is an 8th-level sorcerer, meaning you have access to 4th-level spells. Communication with allies while cloaked is a bit rough at these levels, but Silent Ghost Sound works if you need to stay perfectly cloaked, and in the worst case you can just yell something, cast a nonsilent spell, and immediately airskulk 45 ft. (half speed!) away to throw enemies off your trail (so even giant area spells like Cone of Cold or Circle of Death will not hit you, if aimed at your previous location).

You're also permanently affected by Greater Invisibility, and your pre-item skill modifiers are +16 move silently and +40 hide (+60 while immobile, note that your fly maneuverability is enough to hover and the underlying mechanism explicitly doesn't require you to flap your wings). Silent Spell lets you cast lower-level magic without having to reveal your position, and the longer casting time isn't too annoying when enemies will struggle to notice you casting or interrupt your spell. Lastly, once per day (preferably on a turn where you need to move quietly), you can summon a Large elemental of your choosing (even earth, which is thematically odd, but I'm not complaining).

Invisible Spell goes great with our spell selection. The main downside of encounter-ending spells like Grease, Web, or Black Tentacles is that, after the initial casting, enemies simply avoid them. By making the effect invisible, you make it much harder for foes to pin down where they can or cannot safely go. Illusion spells let you add an additional layer of unreality to screw with enemies, and also work to give allies deployable one-way cover (simply tell them beforehand to disbelieve, which should count as 'having proof' that the effect is not real). Note that we have some summoning spells on our list, but they're mostly there for utility/trapfinding: if a DM rules that Invisible Spell doesn't render the summoned monsters invisible, that's completely fine.

ECL 13
The sorcerer dip lets us advance our casting with PrCs, while also giving us the ability to apply metamagic without increased casting time eight times per day, or twice per encounter.

A level of Ruathar has earned us ranks in key skills, as well as mostly flavorful class features. That said, Gift of the Elves does list boots of +5 Move Silently among the options, which fit this character quite well. Also, as you're a chaotic caster, you could plausibly DCFS the free martial weapon proficiency with a pair of scrolls, but I'm not going to just assume that flies at your table. Darkstalker is a must on every stealth-based character.

Mindbender gives yet another few ranks in the useful knowledge skills, while also giving us Telepathy. This neatly solves the problem of communicating while hidden (assuming that Silent Ghost Sound isn't on the table for the round) and also enables Mindsight a few levels from now. Lastly, we enter Dark Scholar and get a minor benefit in some Will bonuses.

Wall of Stone is a bit of a curious feat. It helps divide groups of enemies and shape spell effects, but more interesting is its interaction with Invisible Spell. Ask your DM whether an Invisible Wall of Stone generates nonmagical invisible walls (made out of some theoretical material with no refractive index, complete transparency, and the properties of stone), nonmagical walls with magical invisibility on them, or simply fails to affect the spell entirely (though in the latter case, I am unsure what the 'visual manifestation' of Wall of Stone is, if not the visible wall of stone).

ECL 17
Combat Casting is even more useless for us than it is for most casters, but Spellguard ends up giving us two metamagic feats, so it's profitable on net. We also grab Mindsight, which is absolutely amazing in preventing ambushes, allowing for threat identification, and revealing huge amounts of information about dungeons you might explore.

After another level of Dark Scholar, which gives us the occasional useful Lore, we enter Spellguard of Silverymoon. Selective Spell has insane interactions with Invisible Spell: imagine a Web that your melee brutes can ignore, or a Solid Fog that only affects the enemy dragon. RAW there's also some shenanigans possible with the 'Casting a selective spell requires a full-round action.' wording, but I'm not going to pretend any table would let that slide. 7th-level spells are a bit less notable than previous levels have been, but Choking Cobwebs is extremely potent if you can layer it, and Summon Monster VII is incredibly versatile for a single known spell.

Deafening Spell isn't really good for most other casters, but for a character with sky-high Hide but so-so Move Silently, it's a godsent, especially with Bloodstar forcing repeated saves to large numbers of foes (yes, ability damage is damage). It's also a neat way to disturb enemy communications, mess with casters, and even make the surprise round just a tad more advantageous, if you use it to lower initiative.

ECL 20
Spellguard is another great feature for the support sorcerer: why keep quality spells like Shapechange (straightforwardly a 'spell that restores hit points'!) to yourself? Your other options for the effect are Shield (random immediate-action AC bonuses are never not useful) and Bite of The Weretiger (hope you like strength bonuses, mr melee guy), but note that a bunch of spell scrolls also benefit from this feature.

Speaking of spell scrolls: you can use clerical ones now, thanks to The Ascendancy Manuscript. If your party didn't have a divine utility caster (or simply nobody to cast Resurrection on the dead cleric), they do now. Dark Scholar also gives you automatic Silent Spell on everything 7th-level or lower, which is amazing. Higher-level spells are a lesser concern when it comes to giving away your position: Foehn's sole 9th-level spell is a long-duration buff, while her 8th-level spells serve to immediately separate her from a threat and can, if truly necessary, be cast with a manual Silent anyway (unless your DM allows retraining, in which case you don't have Silent Spell anymore).

We round our feat collection out with Versatile Spellcaster, which really helps cast all those high-level metamagic spells we want, and Twin Spell, because sometimes controlling two parts of the battlefield at once is what's needed.


Spoiler: Discussion
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The main issue of metamagic spontaneous casters is, of course, the restrictions on casting time. If you start casting a full-round spell, devastating as it may be, that's a clear sign for enemies to duck for cover, activate their defensive abilities, or just run up and shank you in the guts. This got me thinking: what if the enemies don't know you started casting? What if they don't even know you're there?

Invisibility was easy enough: Sylphs have considerable sorcerer casting and at-will Greater Invisibility, and after looking around for a way to get free Silent Spell on everything, I stumbled upon Dark Scholar and its Tome of the Stilled Tongue feature. Dark Scholar sees probably zero use ever, but it did a lot for this build so I made it one of the centerpieces. Mindbender was the obvious way to communicate silently, so I looked to fit that in as well.

From there, the build was under some pretty tight constraints: I needed to keep up full casting (because Sylph and Dark Scholar were both eating a level already), I needed to get the mindbender entry skills (none granted by sylph, one by sorcerer), and I needed to get additional entry skills for Dark Scholar (neither know(history) nor know(religion) were on the sorcerer list). And obviously, no prestige class could have major entry requirements, because the build was already down two feats from your standard human caster.

Spellguard of Silverymoon synergized well with the rest of the build, giving me free metamagic feats (at the cost of one useless feat tax), letting me share personal-range buffs that Foehn has no use for otherwise, and obviously negating any risk of screwing over your allies with BFC. Nothing baits enemies like a fighter standing in the open, only for it to be revealed there's two layers of invisible humanoid-ignoring Choking Cobwebs around his position. The only issue with Spellguard was that it didn't quite solve my skill problems, but fortunately Ruathar has very generous entry conditions and fully advances casting. Flavorwise, Ruathar+Spellguard fit very well together, and the story grew from there.


Spoiler: Variants
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My first thought for the build was to go Incantatrix, before realizing that sorcerer/incantatrix was one of the most boring entries imaginable. Also, Silent Spell wouldn't benefit from the metamagic reduction so in the end you'd be doing what every Incantatrix is doing anyway, which is slinging Twinned Repeated encounter-enders around, perhaps with a little more space to tack Silent on.

Before deciding on Spellguard of Silverymoon, I briefly considered Alienist as a knowledge-granting full-casting PrC, but Alienist required too many levels to break even on feats (not to mention that I like my summoner PrCs to not actively worsen summoning). That said, I really like the idea of a silent summoning platform conjuring horrors from beyond, while staying permanently invisible to hide her mutated form. If your DM lets you use one of the many alienist fixes out there, it might be worth a spin!

An early iteration of this build had Ocular Spell instead of Twin Spell, but I realized that the wording of Ocular Spell implies it might count as 'prepared casting', which is banned by the rules of this round. In an environment without such concerns, I recommend taking it over Twin.


Spoiler: Sources (non-core)
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Sylph - MM2 (+ update booklet)
Metamagic Specialist - PHB2
Ruathar - RotW
Dark Scholar - SGoS
Spellguard of Silverymoon - PGtF
Darkstalker, Mindsight - LoM
Mindbender, Twin Spell - CArc
Invisible Spell - CS
Versatile Spellcaster - RotD