the old stuff:
[spoiler]
For the next caster i want to play i wanted to go evil. i remembered that there was a zentharim caster prc.
after looking it up and realizing the flying mount class ability allowed anything and the only limit is HD
i thought: totally wanna ride a pitfiend
calculation:
the pitfiend has 18HD
and the Flying mount ability says a mount can have (prc classlevels(5) +1 +charisma) HD
18-6=12
so we need a cha bonus of 12!
charisma of 34
34-5(levels)-6(item)-3(class abilites)-5(tome or wish)
34-19=15
so this can be done starting with a charisma of 15
[/spoiler]
So i went with quite a few changes mostly i tried to pull off Silverbrow Human to get dragonblood subtype.
Dragonblood subtype allows me to get better effects from certain spells as well as practiced metamagic which enables me to empower maximize and twin combust for massive damage!
But instead Silverbrow Human i went with Draconic Heritage (Amethyst dragon)
which kindly provides 2 of the 4 spells i need for Zentharim skymage as well as dragonblood!
---
new:
i have squeezed in a level of mindbender. which gives telepathy and together with a shifted level of warmage delays Fiend-Blooded 2 (Fiendish Sorcery) so i can take a 4th level spell.
this spell is from the paladin list (necromancy spell) that most important renders us immune to daze (the only drawback you have from celerity)
i have also thrown the familiar out of the window for rapid metamagic
now i have to get rid of that sorcerer2 and that i'm happy The Build
[spoiler]
lvl | class | lvl | bab | fort | ref | will | hd | bsp | features | feats | cl | cl sum | devoted to elder evil feats | lvl spells |
1 | human paragon | 1 | 0 | 0 | 0 | 2 | 8 | 4 | adaptive learning | combat casting, eschew materials | 0 | 0 | evil's blessing | - |
2 | sorc | 1 | 0 | 0 | 0 | 2 | 4 | 2 | metamagic specialist | | 1 | 1 | | 1 |
3 | sorc | 2 | 1 | 0 | 0 | 1 | 4 | 2 | | Blood calls to blood | 1 | 2 | | |
4 | human paragon | 2 | 1 | 0 | 0 | 1 | 8 | 4 | bonus feat | weapon focus | 1 | 3 | | |
5 | human paragon | 3 | 0 | 1 | 1 | 0 | 8 | 4 | ability boost +2 | | 1 | 4 | insane defiance | 2 |
6 | fiend blooded | 1 | 0 | 0 | 0 | 2 | 4 | 2 | fiendish companion, +1ac | Draconic Heritage (amethyst) | 1 | 5 | | |
7 | Mindbender | 1 | 0 | 2 | 0 | 2 | 4 | 2 | telepathy | | 1 | 6 | | 3 |
8 | warmage | 1 | 0 | 2 | 0 | 2 | 4 | 2 | arcane aegis 1, battle magic +1 | | 1 | 7 | | |
9 | fiend blooded | 2 | 1 | 0 | 0 | 1 | 4 | 2 | fiendish sorcery | iron will | 1 | 8 | | 4 |
10 | warmage | 2 | 1 | 1 | 0 | 1 | 4 | 2 | armored spellcasting 5%, metamagic | empower spell | 1 | 9 | vile martial strike | |
11 | warmage | 3 | 0 | 0 | 1 | 0 | 4 | 2 | arcane aegis 2, battle magic +2 | | 1 | 10 | | 5 |
12 | warmage | 4 | 1 | 1 | 0 | 1 | 4 | 2 | armored spellcasting 10%, metamagic | maximize spell | 1 | 11 | | |
13 | warmage | 5 | 0 | 0 | 0 | 0 | 4 | 2 | arcane aegis 3, battle magic +3 | mounted combat | 1 | 12 | | 6 |
14 | zentharim skymage | 1 | 0 | 2 | 0 | 0 | 4 | 2 | bonus scrolls, flying mount | | 1 | 13 | | |
15 | zentharim skymage | 2 | 1 | 1 | 0 | 0 | 4 | 2 | bonus scrolls, flying feat, craft wand | | 1 | 14 | chosen of evil | 7 |
16 | zentharim skymage | 3 | 0 | 0 | 1 | 1 | 4 | 2 | bonus scrolls, spell focus, share spells | twin spell | 1 | 15 | | |
17 | zentharim skymage | 4 | 1 | 1 | 0 | 0 | 4 | 2 | bonus scrolls, skillfocus, flying feat | | 1 | 16 | | 8 |
18 | zentharim skymage | 5 | 1 | 0 | 0 | 0 | 4 | 2 | bonus scrolls, enlarge spell | | 1 | 17 | | |
19 | fiend blooded | 3 | 0 | 1 | 1 | 0 | 4 | 2 | blood of fiends +1saves +1cha | practical metamagic:twin spell | 1 | 18 | | 9 |
20 | fiend blooded | 4 | 1 | 0 | 0 | 1 | 4 | 2 | fiendish sorcery, smiting spell 1/day | | 1 | 19 | willing deformity | |
[/spoiler]
The Spells
[spoiler]
level( 0 ) 9---Acid Splash
Detect Magic
Dancing Lights
Light
Ray of Frost
Ghost Sound
Mage hand
Mending
Prestidigitation
level( 1 ) 5---Nerveskitter - +ini is always useful even at later levels
Grease - usefull all the time
Power word pain - kills nearly everything at lower levels. cast and run away
Magic Missile - always hits
?
True Casting <- from a wand since casterlevel means nothing. helps with spell resistance
True Strike <- from a wand. helps hitting
level( 2 ) 5---Detect Thoughts - its basically detect enemy. needed for zentharim skymage
Ray of Stupidity - hurts casters. kills animals and magical beasts (hydras) in one shot
Glitterdust - blinds and helps with invisibility
Scorching Ray - nice damage dealing spell
Combust - massive damage (if Empowerd Maximized Twinned and AutoCriticed due Surge of Fortune)
Invisibility - cant go wrong with that needed for zentharim,
bonus spell from draconic heritage level( 3 ) 4---Haste - party buff
Shivering Touch - dex damage kills big things (like dragons)
Ray of Dizziness - standard action or move.
Alter Fortune - immediate re roll
Suggestion - needed for zentharim,
bonus spell from draconic heritage
level( 4 ) 4---Enervation - negative levels hurt nearly everything
wings of flurry - nice damagedealing uncapped spell even better for dragonblood chars
Greater Mirror Image - very good defensive spell
Celerity - immediate action that grants a standard action but does
daze you
Favor of the Martyr (Paladin 4
via Fiendish Sorcery) - immunity to
daze and other stuff
level( 5 ) 4---Summon Monster V - needed for zentharim skymage has nice grappler The Animal of Choice[spoiler]
Fiendish Crocodile, Giant Huge Magical Beast (); CR 5; HD 7d8+28; hp 59;
Init +1; Spd 20 ft., swim 30 ft.; Space/Reach 15 ft./10 ft.;
AC 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15;
Base Atk +5; Grp +21; Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12);
Full Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12);
SA Improved grab, smite good; SQ Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr
5/magic, SR 12; AL CE; SV Fort +9, Ref +6, Will +3;
Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +1*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Improved Grab(Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath(Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills(): A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe [/spoiler]
Cloudkill - die or con damage
Wall of Stone - usefull for bridges whatever
Undying Vigor of the Dragonlords - healing for the sorcerer. better if you have dragonblood
level( 6 ) 3---Dispel Magic, Greater - finally spontaneous dispelling
Disintegrate - lots of damage and utility
True Seeing - see everything
level( 7 ) 3---Limited Wish - simply great. can be used to cast "Surge of Fortune" which can lead to tons of damage
Avsculate - cut the targets hitpoint in half!
Teleport, Greater - this plus celerity gets our ass to safty if needed
level( 8 ) 3---Otto's Irresistible Dance - you touch they lose!
Shadow Evocation, Greater - versatile
Greater Arcane Fusion - cast a 7th and a 4th level spell at the same time
level( 9 ) 2---frostfell - die OR take 20d6 on sucsessful save
?
+one of Enchantment, Illusion, or Necromancy school, OR contains the [Fire] descriptor any spell list!![/spoiler]
Items:
[spoiler]
Since this character can ignore 10% Arcane spell Failure
I go with this:
Twilight mithral breastplate +1
(+6 AC/ -1 Armor check/ 5% asf costs --> 8200gp)
heavy mithral shield
(+2 AC asf 5% costs --> 1020gp)
together
+8 AC
asf 10% (ignored thanks to class abilities)
for 9250gp
in comparison bracers of armor +8 cost 64000 gp
A better Armor would be:
[spoiler]
Basic armor for my casters has always been +1 Twilight Mithral Chain Shirt paired with Mithral Chahar-Aina and Dastana.
+6 Armor bonus, +1 (or higher if you invest more into it) enhancement, 0% ASF.
As Suggested by BowenSilverclaw here
http://brilliantgameologists.com/boards/index.php?topic=4982.msg171007#msg171007[/spoiler]
but i still go with my idea because the gamemaster really dislikes Oriental Adventures where Chahar-Aina and Dastana are from.
[/spoiler]
The Possible Mounts:
[spoiler]
Most interesting Mounts include:
The Pitfiend! cr 20 badass 18HD req. charisma of 34
The Greater Nightmare (Cauchemar) 15HD req. charisma of 28 (Astral projection at will)
Linnorn cr20 (17th level cleric casting) 13HD req. charmsima of 24 (9th level cleric spells!!!)
Nightmare 8HD req. charisma of 14 (still Astral projection at will)
the more charisma you have the earlier you can get those beasts
you can also exchange them if one dies you have to gain two levels in any spellcasting class and then you get another one
[/spoiler]