Dracolexi: balanced? [Archive] - Wizards Community

Post/Author/DateTimePost
delewobmesid

04-05-07, 11:04 AM
My Triad is considering giving access to this prestidge class at level 5 through a meta org; is this a balanced prestidge class?
taylorj

04-05-07, 11:07 AM
My Triad is considering giving access to this prestidge class at level 5 through a meta org; is this a balanced prestidge class?

IIRC, the big benefit of Dracolexi was getting Power Word spells earlier. Unless there are inherently broken Power Words in the game, what could really go wrong?
delewobmesid

04-05-07, 11:18 AM
IIRC, the big benefit of Dracolexi was getting Power Word spells earlier. Unless there are inherently broken Power Words in the game, what could really go wrong?

your not looking at the 'side' words you pick up; for example at first level, everyone can understand what your saying (not broken); at 4th level you get unlimited healing (caster level in healing every round); at 7th recall spell slot at highest level; 10th free empower every casting;

Is there an errate for Races of Dragons?
taylorj

04-05-07, 11:27 AM
your not looking at the 'side' words you pick up; for example at first level, everyone can understand what your saying (not broken); at 4th level you get unlimited healing (caster level in healing every round); at 7th recall spell slot at highest level; 10th free empower every casting;

Couldn't you only use a given word once per target per day or something? So you could heal each member of the party your caster level in healing... once a day. Useful, certainly, but not brokenly powerful, particularly at the level you're getting it. At 9th level, a wizard has better things to do than give someone the equivalent of a maximized CLW once per mod.

I forget the precise language on the uses of draconic words, but I'm pretty sure it wasn't truly "unlimited uses with no restrictions".
delewobmesid

04-05-07, 11:32 AM
as far as I could see it was 'once a round'
Paul H

04-05-07, 05:27 PM
Races of the Dragon, Pg 80

"You can use each Draconic word any number of times per day, but no more than one word can be used each round (nor can you use the same word more than once per round). No creature can be targeted by the same Draconic word twice in a 24-hour period".

Italics are mine. Yep you can use it at will, is even a swift action, but the party can only benefit once each per word per day.

These 'instant' free feats could be a bit broken - depending on the interpretation of 'creature'. If the answer is yes, the caster counts as a creature, so can only use the 'free' feats (eg extend spell for Ssearth) once per day casting their own spells, then it's OK.

The main problem I see is the access to the new Power Word.... spells. Are they 'Closed'?

Cheers
Paul H
Samwise

04-05-07, 11:23 PM
The main problem I see is the access to the new Power Word.... spells. Are they 'Closed'?

Cheers
Paul H

You don't want Power Word Pain to be used in the campaign.
Britt

04-05-07, 11:52 PM
Power Word: Pain is in the "Not in a thousand years; over my cold, undead, but still right sexy, body" category. If it's not on the Closed list it's only because we didn't address that book with the LGCS.
Samwise

04-06-07, 12:06 AM
What if is open to anyone who survive having it cast on their character -
In an intro adventure.
And only if you are a sorceror or wizard already.
That would be fair, wouldn't it?
:D

Oh, and since my wizard traveled more than a thousand years into the past in an adventure, does that mean he can use it?
:angelhide

The others are vaguely harmless, though I expect someone, somewhere, could figure out how to stack Power Word Fatigue in an irritating manner. That one though . . .
*SHUDDER*
"The Spell Which Must Not Be Cast"
magebeast

04-06-07, 02:20 AM
You don't want Power Word Pain to be used in the campaign.

Are you saying that we don't want NPCs using it? Because I'm not seeing it as all *that* mean. It's so slow acting.
bitznarf

04-06-07, 02:41 AM
Are you saying that we don't want NPCs using it? Because I'm not seeing it as all *that* mean. It's so slow acting.

Just think of how much healing it would take to counteract this... if it were legal, it could very easily show up in an intro mod... we don't want it in LG. Its not as big a problem at higher APL's where things like lesser vigour would be more readily available. But the potential is there for 16d6 (on average 10d6) damage.. from a first level spell, caster level 1... with no save.
Samwise

04-06-07, 02:51 AM
Are you saying that we don't want NPCs using it? Because I'm not seeing it as all *that* mean. It's so slow acting.

Have you analyzed the damage potential?
1d6 damage for 4d4 rounds
That's 3.5 damage every round for 10 rounds, or 35 damage.
A 1st level wizard or sorcerer typically has 6 hp.
That puts him at -29.
Assuming you have a cleric with the healing domain who took cure light wounds as his domain spell, his spells will heal an average of 22.5 damage. So you can save the wizard, and have 2 or 3 cure minor wounds spells left for the day.
If your cleric doesn't have the healing domain, you have a 50/50 chance of saving the wizard by blowing all your spells for the day.
Just how many potions and scrolls of cure light wounds does your APL 2 party have anyway?

It isn't much better for any other 1st level character. Each HD higher adds 2 hp, as will a 16 Con. With a d12, 20 Con, and Toughness, average damage still drops you to -15 hp, and the cleric needs to start burning spells.

And then the next encounter begins . . .

Or not.
Three 1st level sorcerers is an EL 3 encounter, and you just got three of those things dropped on you in one round. At 3.5 damage per round on three different people, even a cleric with a happy stick is going to have trouble saving everyone. (He heals you every three rounds for 5.5 damage while you take 10.5 damage. At the end of 9 rounds, our d4 HD/14 Con people are at -9, and our d6 HD/14 Con people are at -7, with another 3.5 damage coming at them. Pick which one lives. (Unless the d4 guy has failed a stabilize check and is already dead of course.)

It doesn't matter how slow the damage is if it overloads any reasonable healing reserve a group might have at a particular level.
WotC_Tulach

04-06-07, 03:00 AM
Of course, this is just with the spell itself. A Sudden Empowered version would do even more damage. Or, a sorcerer that manages to have it fire off on 3 different targets over 3 rounds ...
Maesto

04-06-07, 03:10 AM
ooh! ooh! ooh! Can I chain it?
Madfox11

04-06-07, 03:36 AM
I thought we already closed that spell? I certainly remember us saying it would be closed when it was first published...
Samwise

04-06-07, 03:44 AM
ooh! ooh! ooh! Can I chain it?

Chaining defeats the purpose.
Because of howPower Word spells work, they are tied to the hp of the target, they have worse effects on critters already wounded or that start with few hp. For Power Word Pain specifically, the threat to d8, d10, and d12 HD characters drops off significantly at APL 4, and for d4 and d6 HD characters around APL 6. Chaining it up 4th level means you can't use it at APL 2.

But let's add to the madness:
Since it is verbal component only, we don't need to worry about spell failure. A kobold sorcerer 1 can be decked out in half-plate and tower shield for AC 22 (or total cover). With any decent blockers, he should get off at least two spells, likely three, and possibly all four.

Or we could go for true theater of the absurd: knight 2/sorcerer 1. AC 26 (+1 full plate, +1 tower shield, +1 Dex, +1 size), 27 hit points, plus whatever cruelty his two feats inflict, and maybe even some other AC boosting magic.

Of course for sublime absurdity, just have a 17th level wizard running around using it with the innate spell feat, slaughtering whole villages as the bad guy at APL 14.
You don't need to count how many ways this spell can be abused, but how many ways you can find to include it where it isn't being abused.
King Kashue

04-06-07, 04:37 AM
Just how many potions and scrolls of cure light wounds does your APL 2 party have anyway?.

Every one of my characters has 6 potions and at least 4 scrolls by the time they hit second level...My cleric has 10 scrolls...


As a player, when you "grow up" in Onnwal, you develop 'cautious' habits :D
Mommy was an Orc

04-06-07, 10:37 AM
Just how many potions and scrolls of cure light wounds does your APL 2 party have anyway?

How about very few. Wand of CLW is now Any access... :)
Samwise

04-06-07, 11:59 AM
Remember, this can be dropped in an intro with only marginal cause to call it unfair (unless you think EL 3 encounters should be standard in intros, I don't), and is more than reasonable for a standard APL 2 adventure.

Mind you, I think it's right that people start dropping that much on healing consumables, but should we do a quick survey at our local venues for how many others feel the same?

And even if you have, see above for how effective it will be if you get hit with more than one power word pain at the same time.
Should we add a check for how many parties have multiple divine casters to use them? :D
Timlagor

04-06-07, 02:54 PM
Adding the low level dispel spell might help somewhat.
boolean

04-07-07, 09:02 AM
Power Word: Pain is in the "Not in a thousand years; over my cold, undead, but still right sexy, body" category. If it's not on the Closed list it's only because we didn't address that book with the LGCS.

I can think of one situation in which you might allow PW: Pain.

If they ever release errata for RotD, they might change PW: P to the correct level.

There's common speculation that PW: P and one of the other power word spells were accidentally switched in level, and PW: P should be third or fourth level.
GreatSiron

04-07-07, 07:10 PM
What are the requirements for this class? I got access to this today (and Ruathar). :dancin:

And is it really that good? (Better than Fatespinner/Divine Oracle)?
Timlagor

04-07-07, 07:46 PM
Looks like it's going to get CLOSED in the next DC so I wouldn't worry about it.
GreatSiron

04-07-07, 11:04 PM
Seriously? I thought they were going just close PW: Pain? Man, that stinks.
Maesto

04-08-07, 04:22 AM
Unless you can only use the special word things on yourself once each per day, this seems like an overpowered PRC.

Ruathar is a great casting PRC. It's a great springboard into any other PRC, as it basically opens up all of the skills, and gives you skillpoints, as well as other bonuses. Better than sorceror levels any day. Also good saves.
GreatSiron

04-08-07, 01:45 PM
Ok, I will post one more question, and hope it will be answered. (People seem to like giving me the runaround).

Can a wizard take this prestige class, or does it require sorcerer lvls like Dragon Disciple?
Samwise

04-08-07, 01:50 PM
Ok, I will post one more question, and hope it will be answered. (People seem to like giving me the runaround).

Can a wizard take this prestige class, or does it require sorcerer lvls like Dragon Disciple?

The class requires:
"Must be able to spontaneously cast 2nd-level
arcane spells, must know at least one languagedependent
spell."

I am pretty sure that requires bard, beguiler, or sorcerer.
GreatSiron

04-08-07, 02:04 PM
The class requires:
"Must be able to spontaneously cast 2nd-level
arcane spells, must know at least one languagedependent
spell."

I am pretty sure that requires bard, beguiler, or sorcerer.

Unless the feat Alacritous Cogitiation counts as casting spontaneously, then I suppose its a moot point.

At least I still qualify for Ruathar. I wonder if we get to keep the item we get with it's first class ability?
Madfox11

04-09-07, 07:32 AM
At least I still qualify for Ruathar. I wonder if we get to keep the item we get with it's first class ability?

This has been dealt with in the Dispel Confusions: yes you get to keep the item, it must be from the list provided in the prestige class description (unless noted otherwise on the AR) and it must be noted down as 0 gp on the MIL.

Pieter Sleijpen
RPGA Living Greyhawk Circle Member
The Splintered Suns
Hariman

04-10-07, 01:40 AM
Upon examining the class, I'd say that it IS balanced.

Although you CAN use certain draconic words all day every day. But there are restrictions on how to use each word, and on what certain words can be applied to.

Take "Valignat" (Burn) a tenth level dracolexi word of power.: You can only hit each enemy once with this word, for 5d6 damage. Not a lot at level 15, even with no save.. Additionally, only FIRE SPELLS can be empowered or widened. A large number of monsters are fire resistant or fire immune.

Or perhaps "Veschik (Replenish)" the seventh level dracolexi "extra spell slot" word. You can only apply this word to SPONTANEOUS SPELL SLOTS. So you'd better have a Favored Soul for a healer. Bards, Beguilers, Hexblades, Sorcerers and Warmages all get the benefit though.

AND you lose a level of spellcasting. Sure, you can get a free extend spell for a lot of spells, but you lag behind the normal spellcasting of your class.

It's a cool class, but not broken. It's actually protected from being as broken as it could be because the worse power word spells are getting "Closed".

Hariman
Timlagor

04-10-07, 12:32 PM
(I read that) The Funky Summoning Class was Closed purely because it got to do something with Gate and The Circle isn't allowed to mess about with classes (just say yes or no)... in any even we'll see what happens soon enough.
bitznarf

04-10-07, 12:35 PM
Gate + (a monster that can cast wish) = infinte wishes. Same goes for a candle of invocation.
King Kashue

04-10-07, 03:07 PM
(I read that) The Funky Summoning Class was Closed purely because it got to do something with Gate and The Circle isn't allowed to mess about with classes (just say yes or no)... in any even we'll see what happens soon enough.

However, they can close abilities that mimic spells that are closed.

The Alter self tattoo for the Tattooed monk class, for instance.
Maesto

04-12-07, 12:06 PM
What's the cheese with a candle of invocation?
bitznarf

04-13-07, 01:17 PM
Basically a cheap way for any character to use a gate spell, thus starting the infinite wish loop by casting Wishes out of a custom Ring of Infinite wishes created by Spell-like Wishes from powerful Outsiders (which, as spell-like abilities, can create magic items at no XP or GP cost to the caster, and as Wishes, require no feats to create).

Look for 'The Wish and The Word' as linked in this post Campaign Smashers (http://boards1.wizards.com/showthread.php?t=587555)

Character #1

Poster Name: K

Character Name: The Wish
"I want you to stop Wishing."
"Would you say that you Wish that I stop Wishing?"
"No."

Race/Class/Level: Human Warlock 12/Initiate of the Seven Veils 7/Mage of The Arcane Order 1.

System: Forgotten Realms

Short Description: This character manipulated several loopholes in the laws of magic to devestate his enemies and survive his brother's magical powers. By casting Wishes out of a custom Ring of Infinite wishes created by Spell-like Wishes from powerful Outsiders (which, as spell-like abilities, can create magic items at no XP or GP cost to the caster, and as Wishes, require no feats to create).

Mostly, he just Wishes his problems away by emulating a vast array of potential spells with Wish.

High-end effects are cast from Divinely Quickened Scrolls created by Wish.

Ability Scores:
Str: 8 (dependant on current templated "human" form gained with Polymorph Any Object)
Dex: 8 (see above)
Con: 8 (See above)
Int: 18 (23 + items)
Wis: 8 (13 + items)
Cha: 18 (34)

Character Sheet:
Diety: None
Alignment: Varies with the current casting of a Contingent Atonement,
Hit Points: Average, but with bumper crops of temp HPs and Con-boosted HPs
Saves: Fort 6/Ref 6/ Will 15(with +6 from a Cloak of Resistance and a Roving +6 for Devil's Own Luck)


Progression:
1 Warlock 1 Magical Training(for spellcasting) Precocious Apprentice(for a 2nd level spell)
2 Warlock 2
3 Warlock 3 Supernatural Transformation(Eldritch Blast)
4 Warlock 4
5 Warlock 5
6 Warlock 6 Spell Focus(Abjuration)
7 Warlock 7
8 Warlock 8
9 Warlock 9 Skill Focus(Spellcraft)
10 Warlock 10
11 Warlock 11
12 Warlock 12 Greater Spell Focus(Abjuration)
13 Initiate of the Seven Veils 1/Warlock 12
[To get into IoSV, you need five Abjurations, with one at 4th level. Combined with the Warlock Invocations that are Abjuations effects like Devour Magic. Voracious Dispelling, and Entropic Warding and spell gained from (which count as spells for meeting PrC requirements per the Complete Arcane pg 70) and spells from Magical Training off the Wizard list for more abjurations, while Precocious Apprentice provides the needed ability to cast 2nd level spells]

14 Initiate of the Seven Veils 2/Warlock 12
15 Initiate of the Seven Veils 3/Warlock 12 Sudden widen
16 Initiate of the Seven Veils 4/Warlock 12
17 Initiate of the Seven Veils 5/Warlock 12
18 Initiate of the Seven Veils 6/Warlock 12 Cooperative Spell
19 Initiate of the Seven Veils 7/Warlock 12
20 Mage of the Arcane Order 1/Initiate of the Seven Veils 7/Warlock 12

Skills of note:
Use Magic Device: 35 (and takes 10 with Warlock's 4th level power to boot)

Spells of Note:
--Eldritch Might(20th, as a Supernatural power, which punches through SR)
--Full 20th level Warlock casting and Invocations with crazy-go-nuts powers to boot.

Items of Note:
--Ring Of Infinite Divinely Quickened Wishes
(created by an Efreet or Pit Fiend or
whatever's spell-like ability used at the behest of my cast Gate Scroll
bought using my normal treasure).
--Used Scrolls of Gate and Heroism and Quickened Guidance and that Bard +skill spell
--Used Wishes for +5 Inherant Bonuses to all stats
--+6 cloak of Charisma
--Contingent spells(creatd with the Contingent spell feat tat I don't need with a Wish) created by the above Ring with crazy effects like
Atonement spells that change my alignment to match the casting of the Word's spells.
--Contingent Wishes to avert any ill event

What Books are Needed for this Build?
PHB
DMG
Complete Arcane
Player's Guide to Faerun
Savage Species


Character #2
Poster Name: Frank Trollman (ftrollma@ucsc.edu)

Character Name
The Word
"I'm sure you've sinned against something. That
will be your downfall.

Race/Class/Level: The Word is a Human Sorcerer 1/
Assassin 1/Wujen 1/ Warmage 1/Mage of the Arcane Order 9/
Wizard 1/Sublime Chord 1/ Suel Arcanamach 1/Emancipated
Spawn 2/Bard 1. Yes, Really.

System: These characters are from the Forgotten Realms,
although with minimal alteration could be transferred to
other settings.

Short Description: The Word can throw Holy Words and
Blasphemies at caster level 110, as supernatural abilities
that automatically penetrate all SR. Both The Wish and The
Word are immune to both spells, but anything else with
less than 99 hit dice dies without recourse to a saving
throw or spell resistance. Of course, he's also got full
spellcasting in the traditional sense, so he's hardly
powerless against creatures which are immune to his big
trick.

Ability Scores:

Str: 10 (21)
Dex:10 (21)
Con: 12 (21)
Int: 14 (19)
Wis:14 (31)
Cha: 14 (31)

Character Sheet:

The Word distains all deities equally and is Lawful Evil.
He currently looks like a completely non-descript man
somewhere between his twenties and thirties. His height,
weight, and girth are all exactly average, because
he's been transformed back into the platonic ideal of a
“human”. His skin and eye color are the deep tan you get
when you mix all possible human colorations together in a
vat.

Hit Points: 169, Saves: Fort: +16, Will:
+39, Ref: +18

Progression:


Using the magic of the Thought Bottle, the Word acually
loses and regains levels
three times, so levels are all shown in the order taken,
with the appropriate levels he
has at that point. Because a lot of levels are being
taken, retaken, and reshuffled, we will always place the
level which is presently being incremented as the first
list level at each point (however transient that point may
be).

First Life: Human
1 Bard 1 Iron Will, Spell Focus: Evil
2 Ranger 1/ Bard 1
3 Ranger 2/ Bard 1 Still Spell, rapid
shot
4 Ranger 3/ Bard 1 endurance
5 Wu Jen 1/Ranger 3/ Bard 1 Silent Spell
6 Ur Priest 1/ Wu Jen 1/Ranger 3/ Bard 1
cooperative spell
7 Ur Priest 2/ Wu Jen 1/Ranger 3/ Bard 1
8 Ur Priest 3/ Wu Jen 1/Ranger 3/ Bard 1
9 Ur Priest 4/ Wu Jen 1/Ranger 3/ Bard 1 extend
spell
10 Ur Priest 5/ Wu Jen 1/Ranger 3/ Bard 1
11 Ur Priest 6/ Wu Jen 1/Ranger 3/ Bard 1
12 Ur Priest 7/ Wu Jen 1/Ranger 3/ Bard 1
persistent spell
13 Ur Priest 8/ Wu Jen 1/Ranger 3/ Bard 1
14 Ur Priest 9/ Wu Jen 1/Ranger 3/ Bard 1
15 Ur Priest 10/ Wu Jen 1/Ranger 3/ Bard 1
contingent spell
16 Fighter 1/Ur Priest 10/ Wu Jen 1/Ranger 3/ Bard
1 dodge
17 Fighter 2/Ur Priest 10/ Wu Jen 1/Ranger 3/ Bard
1 mobility
18 Swashbuckler 1/Fighter 2/Ur Priest 10/ Wu Jen
1/Ranger 3/ Bard 1 Weapon Finesse, divine persistent
spell
19 Contemplative 1/Swashbuckler 1/Fighter 2/Ur
Priest 10/ Wu Jen 1/Ranger 3/ Bard 1 Spell Focus:
Enchantment (from the domination domain)

Here's where the magic kicks in: The Word stores all of
his copius XP in a Thought Bottle, and is killed by a
Shadow. Based upon his long range plans and hatred of the
gods, it is most probable that he voluntarily is
killed by a Shadow. He uses his own Rebuke Undead ability
to force a Shadow that he created with a Create Undead
spell to kill him. This causes him to transform into a
Shadow Spawn... exactly as he intended.

Second Life: Shadow
He is brought back as a Shadow Spawn. This means that his
effective character level is reset to 10 as per Savage
Species page 210. His stats are now Str -, Dex 14, Con -,
Int 6, Wis 12, Cha 13.

10 3 Shadow Hit Dice, Point Blank Shot,
Alertness
11 Bard +1 Cha
12 Bard
13 Bard
14 Bard
15 Emancipated Spawn, +1 Cha
16 Bard
17 Bard
18 Bard
19 Sublime Chord, +1 Cha

Third Life: Rakshasa
The Word does not actually die, but he does undergo a
Ritual of Vitality (Savage Species, page 150), this sets
him back 105,000 XP, leaving him barely enough XP to be
13th level. He can't drop the racial levels until the
Ritual goes off, so instead he loses a bunch of Bard
levels. As per the FAQ, the highest class levels (in this
case the Bard levels) are lost first, reducing him to a
Shadow 10/ Sublime Chord 1/ Emancipated Spawn 1/ Bard 1,
and then replacing the Shadow levels with 14 levels of
Rakshasa. This replaces his physical stats with Str 12,
Dex 14, Con 16, it does not change his mental stats
(although they do go up with the racial class features of
the Rakshasa, as depicted on page 191 of the MM). For
simplicity, Rakshasa abilities that don't stay after the
Word changes his race again and do not affect Prestige
Class entrance are being omitted. He loses all the feats
and skills accumulated during those levels, so
unfortunately he won't have Profession: Astrologer
anymore. Dang!

1 Rakshasa 1 Combat Casting, All Martial
Weapons
2 Rakshasa 2, +2 Int
3 Rakshasa 3
4 Rakshasa 4
5 Rakshasa 5 Alertness
6 Rakshasa 6
7 Rakshasa 7, +2 Wis
8 Rakshasa 8
9 Rakshasa 9, +2 Cha
10 Rakshasa10
11 Rakshasa 11 combat reflexes
12 Rakshasa 12
13 Rakshasa 13, +2 Cha
14 Rakshasa 14
Rakshasa levels hook us up with Tumble, Jump, and the
Language of Ancient Suloise.
15 Sublime Chord 1/Rakshasa 14, +1 Wis
16 Emancipated Spawn 1/Sublime Chord 1/Rakshasa 14
17 Bard 1/Emancipated Spawn 1/Sublime Chord
1/Rakshasa 14
18 Emancipated Spawn 2/ Bard 1/Sublime Chord
1/Rakshasa 14
19 Suel Arcanamach 1/Emancipated Spawn 2/ Bard
1/Sublime Chord 1/Rakshasa 14 elusive target, +1
Wis

Fourth Life: Human Again
The Word undergoes the Ritual of Vitality again, but this
time becomes a lowly human. This removes all of the
Rakshasa levels, so the accumulated feats of comnbat
casting, alertness, and combat reflexes are
lost. But then he picks up 14 new levels by touching the
Thought Bottle again.

1 Emancipated Spawn 1 combat reflexes, sudden
extend
2 Bard 1/ Emancipated Spawn 1
3 Emancipated Spawn 2/Bard 1 elusive target
Elusive Target is not presently legal, but it was legal
when he got it, and the level he got it in has not gone
away, so it sticks around and he can't use it until his
BAB goes up past 6 – such as when he casts a Divine
Persistent Divine Power.
4 Suel Arcanamach 1/Emancipated Spawn 2/Bard 1, +1
Wis
5 Sublime Chord 1/ Suel Arcanamach 1/Emancipated
Spawn 2/Bard 1
6 Wizard 1/Sublime Chord 1/ Suel Arcanamach
1/Emancipated Spawn 2/Bard 1 scribe scroll, Inate
Spell: Blasphemy (that's the one from PGtF)
7 Mage of the Arcane Order 1/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
Mage of the Arcane Order, of course, adds to the Sublime
Chord Caster Levels.
8 Mage of the Arcane Order 2/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
sudden empower, +1 Wis
9 Mage of the Arcane Order 3/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
Supernatural Transformation: Blasphemy
10 Mage of the Arcane Order 4/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
11 Mage of the Arcane Order 5/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
12 Mage of the Arcane Order 6/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
Improved Initiative, +1 Wis
13 Mage of the Arcane Order 7/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
14 Mage of the Arcane Order 8/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
15 Mage of the Arcane Order 9/ Wizard 1/Sublime
Chord 1/ Suel Arcanamach 1/Emancipated Spawn 2/Bard 1
Inate Spell: Holy Word, Supernatural Transformation:
Holy Word
16 Warmage 1/Mage of the Arcane Order 9/ Wizard
1/Sublime Chord 1/ Suel Arcanamach 1/Emancipated Spawn
2/Bard 1 , +1 Wis
17 Wujen 1/ Warmage 1/Mage of the Arcane Order 9/
Wizard 1/Sublime Chord 1/ Suel Arcanamach 1/Emancipated
Spawn 2/Bard 1 quicken spell
18 Assassin 1/Wujen 1/ Warmage 1/Mage of the Arcane
Order 9/ Wizard 1/Sublime Chord 1/ Suel Arcanamach
1/Emancipated Spawn 2/Bard 1 Great Fortitude
19 Sorcerer 1/ Assassin 1/Wujen 1/ Warmage 1/Mage
of the Arcane Order 9/ Wizard 1/Sublime Chord 1/ Suel
Arcanamach 1/Emancipated Spawn 2/Bard 1

Final Ability Scores: Str 10, Dex 10, Con 10, Int 8, Wis
20, Cha 20, he also has 5 inherent bonuses to each stat,
and +6 enhancements to each stat – so his final scores
are:

21, 21, 21, 19, 31, 31. Not terribly impressive, but they
don't need to be.


feats: Iron Will, Spell Focus: Evil, Still Spell,
rapid shot, endurance,Silent Spell, cooperative spell,
extend spell, persistent spell, contingent spell, dodge,
mobility, Weapon Finesse, divine persistent spell, Spell
Focus: Enchantment, combat reflexes, sudden extend,
elusive target, scribe scroll, Inate Spell: Blasphemy,
sudden empower, Supernatural Transformation: Blasphemy,
Improved Initiative, Inate Spell: Holy Word, Supernatural
Transformation: Holy Word, quicken spell, Great Fortitude

Skills of note:
Search: 22 ranks
Disable Device: 22 ranks
Hide: 8+ ranks
Disguise: 10 ranks
Move Silently: 8+ ranks
Knowledge: Arcana 13 ranks
Knowledge: Religion 22 ranks
Spellcraft: 22 ranks

Note: I'm being purposefully vague about exactly how many
skills he has, because he's used the Savage Species
rituals several times – and exactly what happens to your
skills when that happens is up for debate. It is entirely
possible that he still has the Profession: Astrologer, the
Tumble, the Jump, and all that crap left over from his old
races.

Spells of Note:

The Word takes full advantage of the excentricities of the
Ur Priest and the Sublime Chord. The Sublime Chord resets
all of your arcane caster levels to the sum of all of your
arcane caster levels. So in this case, since The Word has
8 separate Arcane Spellcasting classes with a caster
level of 11. If he pulls an Orange Ioun Stone out of his
pocket, all 8 classes increase by one, and all eight of
them are set to the new sum – of 12. Repeat this with 17 more Stones, and we get a grant total of 28 for all his classes. The Ur Priest,
which The Word can use as if he had all 10 levels of it
thanks to his “Recall Class Features” ability of the
Emancipated Spawn class, takes as its caster level half
the sum of all other caster levels. In this case, that's
half of eight times 28, which is 112, plus a base caster
level of 10. So The Word casts all Arcane Spells at level
28, and all Divine spells at level one hundred and
twenty-two.

The most important spells that The Word has are Holy
Word and Blasphemy – both of which can be cast
as spell-like abilities or supernatural abilities 3
times/day. As supernatural abilities. The important part
is the spellcaster levels that they can be cast at, which
is one hundred and ten or higher. The other important part
to keep in mind is that The Word is technically possessed
of every single alignment, which means that when he
casts Blasphemy he is not “not evil”, and when he
casts Holy Word he is not “not good”. This means
that is “evil” for the purposes of Holy Smite, but so
what?

The Word also amuses himself by periodically casting
Clerical buffs on himself and his brother. Who would turn
down an Extended Superior Resistance? It grants a
+6 Resistance Bonus to all saves and lasts over nine days.

Of more limited scope are the Sublime Chord spells. Most
notable among them are Mordenkainen's Disjunction,
Shapechange, Gate, Polymorph Any Object, Mind Blank,
Greater Teleport, Otto's Irresistable Dance, Mass Charm,
and Modify Memory. Of course, to an extent it doesn't
really matter what spells he knows, because he's also got
a spell pool for being a member of the Arcane Order. He
can tax the spellpool out to half his caster level – which
in this case means that he can suck out 155 spell levels.

Items of Note:
18 Orange Ioun Stones for +caster level each (and more when added together) for 564,000.

They aren't items, exactly, but The Word invested in
several Rituals of Vitality. The Rakshasa transformation
set our hero back 196,000 gp, paid in 14 stages of 14,000
gp. The human transformation was much cheaper – costing
only 7,000 gp. He also underwent two Rituals of Alignment
to gain the [Good] and [Chaotic] subtypes.

The only truly necessary item is the Thought Bottle, that
marvelous trinket from the Complete Arcane.

What books are needed for this build?
Player's Handbook, Dungeon Master's Guide, Monster Manual,
Savage Species, Complete Warrior, Complete Divine,
Complete Arcane, Player's Guide to Feyrun.

The Duo

Are these characters the perfect duo?

Yes.

The Wish and The Word are the most powerful spellcasters.
Ever. The Word has stolen the powers of the gods
themselves, and The Wish has torn the rigid rules of
arcane power asunder. The two of them flippantly disregard
the guidelines of spells/day limits or caster level
paradigms that so constrain lesser spellcasters. Having
broken free of the self-imposed limitations of Arcane and
Divne Magic, The Wish and The Word can adventure with
confidence against Epic Challenges and gods. There has
never been a published challenge which is a serious threat
to the brothers.

How would the Duo kick ass against the following?

Aberrations/Magical Beasts etc:
The Terrasque is slain in a one/two action of The Word
reciting the Blasphemy of all Blasphemies that instantly
kills it, and The Wish makes the plea that forbids its
return. A single Blasphemy or Holy Word backed up by a
Wish kills it in one round.

Constructs:
Some of those Epic Golems are a problem. Not so much the
poor Colossus, whose Antimagic Field is absolutely no help
at all against The Word's 100% chance of blowing it down
with a Disjunction. But against creatures which are simply
Magic Immune, The Wish pulls out all the stops with his
unlimited Summon Monster VIIIs, as well as formiddable
battlefield shaping prowess. An Adamantine Golem must deal
with the fact that The Wish can wish for intervening Walls
of Iron faster than the Adamant Golem can tear them down –
and The Wish can pull in some teleporting and burrowing
monsters besides. An Adamant Golem must deal with a
bottomless supply of expendable monsters coming from the
other end of an impassable barrier – which it simply
cannot do. Remember: Admantine Golems are not immune to
extraordinary Light Energy damage. They aren't even
resistant to it. With enough Lantern Archons, you can kill
one in a round. The Wish can get enough Lantern Archons.

Failing that, of course, any Construct that The Word can
see is something he can turn himself into, with all of his
buffs still applying (spells don't drop off just because
you are no longer a legal target or Enlarge Person
wouldn't work at all). With his Divine Persistent Divine
Power going 24/7, he can punch out an Adamantine Golem
with little fanfare.

Dragons:
The Wish can wish them a Slime Wave, which does
pretty nasty things to any Dragon large enough to make
these two care. Of course, even a Great Wyrm Prismatic
Dragon “only” has 78 hit dice – which is not enough to
forstall an instant kill by a long shot.

Elementals/Outsiders:
Since the vast majority of outsiders are a snap, and since
The Wish and The Word are very strongly in the Athar camp,
we will deal with their plans to wipe out two appropriate
challenges: Hextor and Heironius. These powerful gods hate
our heroes, which would be very bad if they didn't
constantly benefit from Mind Blank. So The Wish
wishes them into the presence of Hextor, or uses a
Gate out of the Ring of Spell Storing, and The Word
has a readied action with a Supernatural Ability of
Holy Word or a Holy Word as a contingent
spell. In either case, Hextor's puny spell resistance is
rendered moot (either because The Word has a spellcaster
level that is over sixty points higher than Hextor's SR,
or because Supernatural Abilities bypass all SR) and
Hextor dies a horrible death because he's facing a Holy
Word above the magic number of caster level 67. By a
huge margin. If currently necessary, The Wish uses up one
of his Contingency Atonements to survive. If they
used a contingency Holy Word to slay Hextor, The
Word can open up another Gate on his own round to
Heironius and slay him with a contingency Blasphemy
in the very same round.

Undead:
The Atropal only has 66 hit dice, so it can't survive a
single Holy Word from The Word. Also, its Neagtive
Energy Aura can't penetrate The Word's Death Ward, nor can
any of its othe gimics. The most powerful Undead the world
has seen is chaffe before the might of The Word by
himself. To compound such greta fortune, The Wish can Wish
up a pizza, that the brothers might enjoy a meal on the
blasted hillock that stands where the power of detah
itself showed the hubris to make itself manifest in the
form of the malformed fetus of a would-be god.

Traps:
The Word has a substantial Search Skill, and The Wish
loses nothing by replicating a Find Traps spell
with one of his unlimited wishes.

Political Intrigue:
The Wish can replicate such fabulous Bardic Spells as
Glibness with Wishing, and can crank his Bluff
Checks into the low hundreds with little strain. A Bluff
check that high acts as a suggestion, so basically he can
tell people to knock off all the intrigue and start
tearing down the churches – and they'll just go do that.
Also he can read everyone's mind, detect all alignments,
know truth from lies, and fact from fiction.

Diplomatic Maneuvers:
The Wish has access to a number of divinations. That
number is “all of them”. Also they can Diplomacize the
iron out of the ground. Actually, they have to use
Polymorph Any Object for that – but that's really OK. With
functionally limitless wealth in gold, gems, food, and
magic, they can bribe everyone they don't feel like
killing. They can have a truly “big tent” diplomatic
program because The Wish can just wish up anything that
anyone wants as a negotiating strategy carrot, and The
Word can kill basically anyone as a negotiating tactic
stick.

A BBEG/ Mastermind/ Warlord:
The Wish and The Word are themselves undetectable, and
have no particular need for constant territory. It then
becomes merely a question of whether The Wish and The Word
can find the enemy Mastermind – since the Mastermind will
never find them. On arival, The Word can dump a
Disjunction, a truly Irressistable Dance, or a Holy
Word as appropriate. The Wish can use any spell he feels
like; I'm partial to Irrsessistable Dances alternated with
summonings and attack Wishes, but you can have a grab bag
here.
The Wish and The Word can come up with Gather Information
checks that will tell them the kind of toothpaste the
Mastermind's parents used when he was a kid, and have
access to an unlimited number of Communes and Discern
Locations, so finding the guy shouldn't be much of a
problem.

Mobs:
Hordes are of little problem when you can slap a room
clearing spell that will clear the room of any group of
Hecatoncheires, let alone mobs of weaker creatures. The
Word has several such spells, and The Wish has all the
rest.

Overwhelming Odds:
The Word gives his brother the solemn protection of all
the gods, which manifests itself as Spell Resistance,
Death Ward, Etc. at a caster level of 110 (or more, if he
pulls out the other Orange Ioun Stones – they stack). This
means that both of them have SR of 122, as well as a
substantial number of immunities. They can slay any
monster, man, or god ever printed in any sourcebook or
compendium of horrors that I am aware of, often in less
than a round. Nevertheless, should they encounter some
horror from beyond the spheres so horrible, so unspeakable
that it has as yet not been statted, The Wish still
has recourse in that he can undo the very laws of
causality themselves and remove all traces of such an
ill-fated adventure. The Wish of “I wish we never
went on this adventure” is still available. If all else
fails, The Wish and the Word can flea beyond and before
any possible pursuit can even have begun through the
cosmic mulligan.
Hariman

04-13-07, 10:05 PM
Unless the feat Alacritous Cogitiation counts as casting spontaneously, then I suppose its a moot point.

At least I still qualify for Ruathar. I wonder if we get to keep the item we get with it's first class ability?

Alacritous Cogitation states that it can only be used one per day. So no bonus spell there.

It's a good class, but not broken.