Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*

To be honest with you I wanted to make my sword an intelligent items at one point... but without my item to give me a better will save I advised against it.... well to be honest I wasn't sure it would be allowed in the first place... but I would have loved to have my sword as an intelligent item...
 

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Here is what i have so far, the problem is that i don't know how to list the elemental traits. What she is immune to, what her type is... Bah! Also, i was thinking of having her ride a horse, i have to check if i can swap Riding for any of the skills i have taken. I would need some suggestions for spells and items as well :)

[sblock=work in progress]
Silivrenniel Louet
"The Sunkeeper"

Chaotic Good Female Sun Elf Wizard 5 / Elemental Savant (Fire) 10 / Archmage 5

Bloodline: Sun

Patron Deity: none (sun worshiper)

EXP: 10,000



Racial modifiers: +2 Intelligence, –2 Constitution.

Strength
12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 25 (+7)
Wisdom 10 (+0)
Charisma 10 (+0)

Size: Medium
Age: 238
Height: 5' 0"
Weight: 92 lb
Eyes: Emerald Green with bright yellow marks (Elemental Savant trait)
Hair: Light Blonde
Skin: Pale Brown with a slight yellow glow (Elemental Savant trait)

Appearance: A very short and slender elven woman with delicate features, who wears her shoulder length, wheat coloured hair, tucked away in a tight bun at the back of her head. She very rarely undoes her hair, but when she does it shows it's waviness.

Silivrenniel possesses natural elven beauty and elegance, but her stern features and the power and authority emanating from her glowing eyes, make the observant more likely to be intimidated than to find her attractive. Due to delving deep in the mysteries of the element of Fire, Silivrenniel now bears the marks of her ties to it as an Elemental Savant. Her eyes are littered with constantly shifting gold-coloured lights, as if beams of sunlight are reflecting in a pond.

Her skin, the usual light tan colour of a Sun Elf, now seems of a lighter complexion as it emanates a permanent soft glow of a yellow tint, barely noticeable during the day, but present nevertheless.

Silivrenniel is a powerful spellcaster and her strength and knowledge give her confidence, making her bold and decisive. She does not make friends easily, as everything must first be ground to dust by her frighteningly potent mind, before it is allowed a place near her defenses.



Total Hit Points: ?


Speed: 30 feet

Armor Class: 15 = 10 + 3 [Studded Leather] + 2 [dexterity]

Touch AC: 12
Flat-footed: 14

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: - [constitution]
Reflex save: - [dexterity]
Will save: - [wisdom]
Attack (handheld): - [base]
Attack (missile): - 2 [dexterity]
Grapple check: - [base]

Light load: -
Medium load: -
Heavy load: -
Lift over head: -
Lift off ground: -
Push or drag: -




Languages: How many do i get?


Feats:

Quicken Spell
Energy Substitution: Fire
Spell Focus: Evocation
Spell Focus: Necromancy
Greater Spell Focus: Evocation
Skill Focus: Spellcraft
Craft Magic Arms And Armor
Energy Admixture


Appraise
Balance
Bluff
Climb
Concentration
Craft
Craft (Draw)
Diplomacy
Disguise
Escape Artist
Forgery
Gather Information
Heal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Ride
Search
Spot
Sense Motive
Survival
Swim
Use Rope

Spells:


[sblock=Level Advancement]

1: Wizard - Concentration + 4, Decipher script + 4, Knowledge (arcana) +4, Knowledge (the planes) +4, Knowledge (religion) +4, Knowledge (local) +4 Spelllcraft + 4, gain Scribe Scroll

Feat: Quicken Spell

3: Wizard

Feat: Energy Substitution: Fire

4: Wizard Int raised to 21

5: Wizard Concentration + 9, Decipher script + 9, Knowledge (arcana) +9, Knowledge (the planes) +9, Knowledge (religion) + 9, Knowledge (local) +9 Spelllcraft + 9

Bonus Feat: Spell Focus: Evocation

6: Elemental Savant (Fire) Concentration + 10, Knowledge (arcana) +10, Knowledge (the planes) +10, Spellcraft + 10, Craft: Weaponsmithing +1, Craft: Armorsmithing + 2

Feat: Spell Focus: Necromancy

7: Elemental Savant (Fire) Concentration + 11, Knowledge (arcana) +11, Knowledge (the planes) +11, Spellcraft + 11, Craft: Weaponsmithing +3, Craft: Armorsmithing + 3

8: Elemental Savant (Fire) Int raised to 22,

Concentration + 12, Knowledge (arcana) +12, Knowledge (the planes) +12, Spellcraft + 12, Craft: Weaponsmithing +5, Craft: Armorsmithing + 5

9: Elemental Savant (Fire)

Feat: Greater Spell Focus: Evocation

12: Elemental Savant (Fire) Int raised to 23

Feat: Skill Focus: Spellcraft

15: Elemental Savant (Fire) Concentration + 19, Knowledge (arcana) +19, Knowledge (the planes) +19, Spellcraft + 19, Craft: Weaponsmithing +19, Craft: Armorsmithing + 19

Feat: Craft Magic Arms And Armor

16: Archmage Int raised to 24

Concentration + 20, Knowledge (arcana) +20, Knowledge (the planes) +20, Spellcraft + 20, Craft: Weaponsmithing +20, Craft: Armorsmithing + 20, Knowledge (religion) +12

18: Archmage

Feat: Energy Admixture

20: Archmage Int raised to 25

Concentration + 24, Knowledge (arcana) +24, Knowledge (the planes) +24, Spellcraft + 24, Craft: Weaponsmithing +24, Craft: Armorsmithing + 24, Knowledge (religion) +24, Knowledge (local) + 9, Decipher script + 9

[/sblock]




[sblock=Sun Elf]


* +2 Intelligence, –2 Constitution.
* Humanoid (Elf)
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Sun elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: A sun elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Sun elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. A sun elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Auran, Celestial, Chondathan, Draconic, Gnome, Halfling, Illuskan, Sylvan.
* Favored Class: Wizard. A multiclass sun elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
* Level Adjustment: +0

[/sblock]





Silivrenniel Louet's Equipment:



Backpack 2 gp 2 lb
Mirror 10 gp 1/2 lb
Flint & Steel 1 gp
Waterskins x1 1 gp 4 lb
Blanket, winter 5 sp 3 lb
Sewing needle 5 SP
Soap 5 SP 1 lb
Bedroll 1 sp 5 lb
Trail rations x 3: 1 gp 5 sp, 3 lb
Spell component pouch 2 lb

_____
Total:

GP on person:



More about Silivrenniel Louet:

The Louets were an ordinary human family, living in a rural village nested deep in the fertile farmlands. They owned a farm and had no trouble providing for themselves, but were not rich by anyones standards. The family consisted of Robert, the grey haired father and patriarch of the family, Milinda his wife and mother of the four childredn - Jessy, the youngest daughter and Mark, John and Carla.

On a late summer evening the kids found an exquisitly carved wooden cradle, made of cherrywood and adorned with gold and silver, lying across the farm's doorstep. Inside was a tiny, crying baby girl, with a single note written in elaborate script, saying: Silivrenniel

The Louets were kind hearted folk and adotped the girl (who they were surprised to find out was Elven), and Silivrenniel (or Sila as they called her for short) became part of the family. The girl's youth was a happy and care free time, spent playing with her brothers and sisters and helping around the farm. She was different in that she did not sleep as the humans did, and could see much better during the night. But, the other kids did not condemn Silivrenniel for being of Elven descent - on the contary, she became an odity and quite popular with the boys, especially once she entered adolescense.

Her older sister Carla, was the only one who did not like Silivrenniel much, and never truly accepted her as a part of the family, since she had been fourteen when the baby girl appeared on the doorstep.

As they worked during the summer and their whole existense was dependant on the mercy of the sun, Silivrenniel became more and more fascinated with it as a symbol of good. The nearby village's priest had already identified Sila as a Sun Elf, and now the girl had began exploring the roots of her existense. But, seeing as how her family lived hundreds of leauges away from any Elven settlements, and no one knew much about Sun Elves in particular, the girl clung to the name and the belief that the sun is indeed the life giving entity that supports the whole world.

As luck would have it, an experienced Wizard decided to settle in the village when Sila was seventeen, the arcane spellcaster trying to evade the distractions of the larger cities. He quickly noticed the girl's aptitude for magic and her quick wits, and Silivrenniel's parents were overjoyed when he offered to tutor her free of charge.

Silivrenniel spent the next eleven years studiyg witht the Wizard. By the time all her brothers and sisters were married and with children, Sila was still blossoming in to womanhood and had just become a full fledged Wizard.

When her mentor decided to go travel the planes, in search of a legendary artifact, Sila decided it was time to part ways with her family. From then on, her life escalated in to much quicker pace, and the girl had become an adventurer.

Silivrenniel was amazed at the vastness of this world and the other worlds she visited with her mentor, and she quickly outgrew the little farm of her foster parents and the boring life of a human peasant. She was eternally grateful, however, and visited them at least once per year, leaving gold and presents each time.

Being an Elf ment that eventually, Silivrenniel would outlive everyone - her parents, siblings, her mentor, even her nephews, nieces and their children as well. For more than two hundred years Sila was known as a benefactor to the Louet family, a recurring ancient relative that would tell them stories of their great great grand parants and that always help out with money, knowledge or even magic.

In her own personal quest to research the sun and it's nature, Silvanriel abandoned the broad studies of general Wizardry, for the more specified path of an Elemental Savant. It took her years of dedicated experimentation and study to become fully attuned with the element of Fire, but Sila's determination never faultered.

She had already made some contact with her own kind - the Sun Elves, but no one recognized her, and as she had been raised by humans, many viewed her as unsophisticated and plain. Silivrenniel did not like the assumptions her own kind made about her, and in stead dedicated herself to study of the sun and it's element.

Years had passed, and Sila had now gained formidable knowledge in the ways of magic. She had already gained immortality trough her link with the plain of fire, and had amassed a small fortune trough adventuring with various groups. The time had come for her to delve in to the high secres of arcane magic, and for that she needed seclusion and time to concentrate. Silivrenniel once again came home, some two hundred and twenty years after she had been brought here as an infant.

The original spot, where her parents had built thier farm so long ago, now hosued a much larger building, made of solid bricks and with wooden corrals for cows and horses. Silivrenniel chose a spot in the nearby woods, where she paid masons and laborers to erect a three story stone tower for her, made of white marble. Inside she had several rooms filled with various tomes, magical ingredients and even a small forge (as she had dedicated much of her time to explore the effects fire had over different metals). The last eighteen yers, Silivrenniel spent in unlocking the fearsome potential of the best arcane spells she could learn, truly earning the title of Archmage.

Her family was now a bit reluctant to seek her out, as simple folk feared magic and Elves. Sila, however, never forgot the kindness of her foster parents, and thus, the Louet family enjoyed her support nevertheless.

[/sblock]
 

Things left to do:
Decide what to spend rest of money on.
Complete Tatterdemalion's skills and feats.
Complete Sigil's feats.

Questions left to ask:
One thing I'm considering would be a mobile stronghold, like a floating tower or a large airship or even a house with legs. Easily doable in the rules, but I wanted to see if that would be inappropriate for the game or the setting.

I'm really hung up on what feat to take for my "human bonus feat." Possibilities include: Spell Penetration. Arcane Mastery. Ability Affinity: Eldritch Blast. Iron Will. Great Fortitude.

Suggestions from anyone are welcome, including ideas I haven't listed here. :)

[sblock]Name: "Sigil"
Race: Human (fey)
Class/Level: Warlock 20
Exp:

Desc: The woman who now calls herself Sigil is as apt as not to cloak herself in various illusionary guises, finding the exercise of creativity and imagination somewhat invigorating. Her natural form is beautiful, if showing some signs of her alien heritage. She is tall and slim, with an ageless face and skin that is tinted greenish blue. She tends to wear relatively simple, but elegant garb...silk gowns and dresses, sometimes leaning towards more gossamer materials; typically in shades of green, violet and blue. At one hip she carries a long, slender wand of spiraling, tapering crystal. At the other is a broad-bladded fencing dagger that she wields in her left hand. Around her shoulders is an aquamarine shawl that loops around her arms.

Strength (STR) 10 (2pts) 0
Dexterity (DEX) 24 (6 pts + 4 inherent + 6 enh) +7
Constitution (CON) 20 (4 pts + 2 inherent + 6 enh) +5
Intelligence (INT) 12 (4 pts) +1
Wisdom (WIS) 12 (4 pts) +1
Charisma (CHA) 34 (16 pts +5 lvl + 5 inherent + 6 enh) +12

Alignment: Neutral Good
AC: 32 (10 +7 dex +8 armor +5 deflection, +2 insight), Flatfoot 25, Touch 24
Buffed AC: 36 (+4 force shield)
Hit Points: 182
Movement: 30' Ground, 30' flight, Good

Init: +7
Base Attack Bonus: +15/+10/+5
Melee Attack: +15/+10/+5
Ranged Attack: +22
Fort: +16 (+6 base +5 resist +5 Con)
Reflex: +20 (+6 base +5 resist +7 dex +2 insight)
Will: +18 (+12 base +5 resist, +1 wis)

Race Abilities
Bonus Feat
Bonus Skills

Class Abilities:
Eldritch Blast 11d6
Detect Magic at will
DR 5/cold iron
Deceieve Item (take 10 on UMD checks, even under stress)
Fiendish Resiliance 5
Energy Resistance 10: Fire and Cold
Imbue Item

Skills:
Bluff +36 (15+12+6+3)
Concentration +25 (20+5)
Knowledge (Arcana) +3 (2+1)
Sense Motive +21 (20+1)
Spellcraft +24 (23 ranks +1)
Use Magic Device +27 (12+12+3)

Feats
1 Fey Heritage (+3 to save vs Enchantment)
1
3 Craft Wondrous Item
6 Leadership
9 Quicken Spell Like Ability: Eldritch Blast
12 Extra Invocation: Eldritch Chain
15 Craft Contingent Spell
18 Extra Invocation: Eldritch Cone

Languages - Common, Sylvan, Elven

Invocations (CL 20, Base DC 22)
Least
- Eldritch Spear
- Beguiling Presence (+6 to Bluff, Diplomacy, and Intimidate)
- See the Unseen (See Invis + Darkvision 60')

Lesser
- Eldritch Chain
- Charm (Charm Monster, Will DC 26, only 1 victim at a time)
- Fell Flight (fly speed = ground speed)
- Flee the Scene (75' dim door, leaves Major Image of caster)

Greater
- Eldritch Cone (Ref DC 27 for 1/2)
- Devour Magic (+15 melee touch, +20 caster level)
- Noxious Blast (Fort DC 28 to avoid Nauseated for 1 min)
- Painful Slumber of the Ages (Will Save DC 28)

Dark
- Retributive Invisibility
- Dark Foresight
- Eldritch Doom (Ref DC 30 for 1/2)

Money - 165k (26exp left to spend)

Weapons -
Grimbich - A rod of iron as thick as a man's thumb, about which coils the ornately and breathtakingly realistically sculpted serpentine body of a black dragon, wings held close to its body and head facing outward along the rod's axis. When Sigil empowers the rod with her magic, the tiny dragon animates and spews forth magically intense acid! Sigil created this to help her deal with the minions of the Winter Queen, many of which were resistant to pure magic, but which magically conjured materials, like acids, could harm normally.
Rod of Eldritch Power (Greater Invocation: Vitriolic Blast), 54,000 (self crafted for 27,000 + 2160xp)

Armour -
Arms of War - Forearm vambraces clearly designed to protect the wearer in battle, the Arms are overlarge, stretching from wrist to elbow, and arch out away from the arms in a gentle, finlike slope. They're made of magically empowered leather made from the hides of fantastic beasts, and reinforced with the bright white/silver of mithril.
Bracers of Armor +8 and Con +6, 59,000gp (32,000 + (18,000 + 9,000)), 4720xp

Gear -
-

- On person
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb

- In Pouches
Small steel mirror, 10gp, .5lb
Money

Magic -
Jahara's Exquisite Looking Glass (mirror of Mental Prowess) - A full length mirror in a frame of gold and platinum formed into bas relief of strange creatures, both fair and foul, twining and curling and merging into one another. The mirror's surface is not glass, nor metal, nor any substance easily identified. 175,000.

Annulus Pax (ring of spell turning) - A ring of intense magic, originally made by a fey lord who forsook the courts and the intrigue, and instead made himself a diplomat and peacemaker. He's credited now with the uneasy truce between Seelie and Unseelie, and a good many other pacts and oaths that limit the wild nature of Faerie to make it less overtly violent. The ring's magic is simple enough. It turns force back on itself. Spells are rebounded back to the origin. 98,280gp

Crown of the Summer Queen - This circlet is made of a golden band and a silver band, interwoven together in helixes with foil leaves and vines curling and twining around each other. At the forehead sits a bright, finely cut diamond. The resplendence of it enhances the wearer's presence, lending them an aura of magnificence and regality.
Charisma +6, 36,000 and Circlet of Persuasion, 6750, Self crafted for (21,375gp and 1710xp)

Mask of Lies - An elegant masquerade mask that fits over the upper nose, eyes and forehead. Black, with swirls of white that seem to writhe and twist slowly. It can cast Disguise Self continuously, blocks any detection of alignment, and the subtle hypnotic effect of the white lines gives the wearer +5 circumstance bonus to Bluff checks. (Self crafted for 8500gp and 680xp)

Greater Chauseble of Fey Power - A long, shawl-like garment of light blue and silver hue, the Chauseable is worn across her shoulders, and twines loosely around her arms. When she casts elfbolts (eldritch blasts), crackles of energy discharge down its length. (self crafted for 9000gp and 720xp)

Vest of Resistance +5, - A short, brief garment of gold-trimmed royal blue silk, embroidered with protective runes and symbols. 25,000.

Ring of Protection +5 - A simple steel band with the icon of a shield on top that projects magical force at incoming attacks to knock them away. 50,000.

Gloves of Dexterity +6, 36,000
Handy Haversack, 2000

Tome of Leadership +5, 137500
Tome of Dexterity +4, 110000
Tome of Con +2, 55000

Wand of Shield, 750

Contingent Spells: (21,300gp total)
When I am reduced to 20 hit points or less: Heal (3300, 264xp)
When I fail a save against Feeblemind: Heal (3300, 264xp)
When I am subject to a spell causing instant death: Death Ward (1400, 112xp)
When I am subject to life energy drain: Death Ward (1400, 112xp)
When I am swallowed whole: Dimension Door (1400, 112xp)
When I am grappled for more than 2 rounds: Freedom of Movement (1400, 112xp)
When I am paralyzed: Freedom of Movement (1400, 112xp)
When I am subject to Imprisonment: Freedom (7650, 612xp)
When I fall more than 10 feet: Feather Fall (50, 4xp)

Background: Pending
[/sblock]

[sblock=Cohort]Tatterdemalion
Pixie Bard 13
Small Fey
Hit Dice: 13d6+52 (100 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 27 (+1 size, +9 Dex, +1 natural, +4 armor, +2 deflection), touch 22, flat-footed 18
Base Attack/Grapple: +9/+3
Attack: Short sword +24 melee (1d4+3/19–20) or longbow +24 ranged (1d6+3/x3)
Special Attacks: Spell-like abilities, special arrows, Spells
Special Qualities: Bardic music, damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 28
Saves: Fort +13, Ref +21, Will +16
Abilities: Str 6, Dex 28, Con 18, Int 16, Wis 16, Cha 31
Skills: 36+72
Feats: DodgeB, Weapon FinesseB, Captivating Melody, Versatile Performer, Versatile Spellcaster, Subsonics, 12

Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
1/day - lesser confusion (DC 21), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 21), dispel magic, entangle (DC 21), permanent image (DC 26; visual and auditory elements only)

Special Arrows (Ex):
Memory Loss: An opponent struck by this arrow must succeed on a DC 21 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 21 Fortitude save or be affected as though by a sleep spell.

Bardic Music:
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness
Song of Freedom

Bardic Knowledge +16

Spellcasting (Bard CL 13, DC 20+lvl)
0 3 Ghost Sound, Mending, Mage Hand, Message, Dancing Lights, Prestidigitation
1 5 Joyful Noise, Inspiration Boost, Improvisation, Identify
2 5 Harmonic Chorus, Reveille, Sonorous Hum, Tongues
3 5 Haunting Tune, Love's Lament, Cure Serious Wounds, Crushing Despair
4 3 Lingering Chorus, Ruin Delver's Fortune, Dimension Door, Modify Memory
5 1 Hidden Lodge, Wail of Doom

Equipment: 260gp
Weapon
Short Sword +5, 50,310
Short Bow +5, 50,330

Armor
Bracers of Armor +4

Gear
Masterwork Harp, 100gp
Cloak of Charisma +6, 36,000
Gloves of Dexterity +6, 36,000
Amulet of Health +4, 16,000
Bracers of Armor +4, 16,000
Vest of Resistance +5, 25,000
Ring of Protection +2, 8,000
Goggles of Night, 12,000
[/sblock]

[sblock=Contingent Spell Costs]

Level (min CL) Cost (mkt)
1 100gp
2 600gp
3 1500gp
4 2800gp
5 4500gp
6 6600gp
7 9100gp
8 12000gp
9 15300gp[/sblock]
 
Last edited:

Myth - What is the function of your Craft Magic Arms and Armor feat? I don't even see any magical armor or weapons on your sheet. With the build you're going for right now, might I recommend the Feat Practiced Spellcaster from Complete Arcane (I think), instead of CMagic Arms and Armor?

Practiced Spellcaster will give you up to +4 on Caster Level up to your HD. It will let you be a full CL 20 even though Elemental Savant causes you to not get +1 spells at a couple of levels. Note: it does not increase your # of spells known or per day, only your CL for variable spell effect like duration and dice and opposed checks etc.

Jemal - what do you think of the Paragnostic info I posted for you yesterday? Is the class/concept cool with you?
 

Shayuri: You could grab Ability Focus for one of your Invocations to add +2 to its Difficulty Class, though that might be better spent at a higher level than as a bonus Human Feat to add more breadth as to which ones you could select.
 

I gave her the craft feat so that she can make herself one of these once we hit epic :D But, i was thinking, when i hit lvl 22 i will get the level 9 spells i am missing right? I will finish this char tonight or on Friday (as tomorow i will be out)
 

Myth - you'll need this feat below, but it's prereq's are Craft Magic Arms & Armor + Craft Wonderous Item. I'm sure if you're looking at Epic it might require an epic version as well since all the other craft feats seem to have Epic analogs.

Craft Construct

As for Caster Level, there is a difference between what level spells you can cast, how many of them per day & "Caster Level".

As an Elemental Savant those "-" under the Spellcasting column in level advancement, mean that right now you cast spells as an 18th level Caster (I think ES' have 2 "-" entries). So for penetrating other people's SR, you will be 1d20+18 and you only get the spells of a 18th level wizard and all the "X/caster level" parts of your spells will only be 18x.

With your current build you will get the full spell complement of a Wiz 20 and have a Caster Level of 20 at Character Level 22. I.e. full spells/day & 1d20+20 and all "x/caster level" will be 20x.

If you take Practiced Spellcaster on the other hand, right now you will have the spells/day & known of a Wiz 18, but your Caster Level will be 20. So you would roll 1d20+20 to penetrate SR, and all "x/caster level" effects would be 20x. Then at level 22, you will ahve the full spells/day & known as a Wiz 20, but a Caster Level of 22

Hopefully this makes sense to you.
 

Is there a feat that would "stack" with improved Natural attack? It reads that it can be taken multiple times, but each time to a different natural weapon..... so do I need to qualify what I am putting the Improved Natural Attack feat on?
 

OnlyTheStrong: Nothing "stacks" with Improved Natural Attack, featwise. Likewise, monks only have one natural attack, which is their unarmed attack.
 


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