Hi!
This is what I have so far:
Beguiler 1/Marshal 1/Truenamer 11
Middle Aged
Charisma 22
Int 16
Wis 10
Con 10
Str 7
Dex 7
Alignment
Lawful Evil
Feats:
Flaw
Noncombatant (-2 on melee attacks)
Flaw
Vulnerable (-1 AC)
Feat:
Adaptive Learner
Feat:
Mortalbane
Trait Illiterate
1: Skill Focus (Truespeak)
3: Item Familiar
6: Extend Utterance
9: Empower Utterance
12: Quicken Utterance
Truespeak: 16+16 item familiar +6 Charisma +3 Intelligence +7 faustian pact +5 amulet of the Silver Tongue +2 circumstance (masterwork tool)+5 Membership in the Paragnostic Assembly +10 Universal Aptitude +2 sigil +1 illiterate +3 skill focus +2 competence (Harper Token) +2 morale=80
Skills:
Truespeak 16+16 item familiar
Concentration 16
Use Magic Device 16
Literacy 2
Beyond that, I'm not sure where to put my skill points, having 79 left
As Beguiler and Able Learner make clear, I want to play kind of a skill monkey – the +10 from Universal Aptitude does help – and when there is time, motivate ability score adds another 6, so essentially, I already have +16 to all skills. What should I put the skill points into? Is it better to focus on few skills, making success absolutely safe, or should I spread them out a bit?
Items:
Amulet of the Silver Tongue (2500)
Masterwork tool (50)
Harper Token (300)
Membership in the Paragnostic Assembly (5630)
Minor Schema of Metamagic Item (Persitant Spell) 6000
Minor Schema of Metamagic Item (Persitant Spell) 6000
Wand of Universal Aptitude (750)
Wand of Heightened Universal Aptitude (1500)
Helm of Tactics 2000 (+1 to minor aura for 10 rounds, 3/day)
Rod of Magical Precision 12000
Rod of Magical Precision 12000
I intend to use a variant from Complete Arcane, magic ceramic tiles instead of potions. Those have to be broken to be activated. The 3rd level Lexicon of the Crafted Tool Utterance Rebuild Item lets you restore an item destroyed in the last round to perfect functionality, including magic properties – so I can get a lot of these tiles by using and then repairing them, circumventing the fact that they were intended to be single use items:
24 hour duration buffs:
Favorable Sacrifice (13000 GP) SR 30, DR 20/magic, resistance acid, cold, electricity, fire,
and sonic 20
Primal Instinct (250 GP) +5 competence initiative, survival
Create Magic Tattoo (400 GP) +1 deflection
Create Magic Tattoo (1400 GP) +2 constitution
Create Magic Tattoo (1400 GP) +2 dexterity
Crown of Protection (3000 GP) PHB II +1 deflection, +1 resistance to saves
400 minute buffs, repeated 3/day
Extended Heroism (3000 GP) +2 morale attacks, saves, skill checks PHB p. 240
Extended Benediction (2000 GP) +2 luck on saves, CC 116
Extended Halo of Sand (3000 GP) +4 deflection AC
Extended Conviction (2000 GP) +5 Morale to saves
Extended Heroics (3000 GP) Feat: Combat Intuition => Truenamer needs to know which DC to go for.
200 minute buffs, repeated 5/day
Blessings of the Snake Mother (3000 GP) +2 Con, Alertness, Ghostwalk 49
25820 GP left
What useful items should I spend that money on?
LEM
2 first level
Universal Aptitude
Inertia Surge
3 second level
Perceive the Unseen
Speed of the Zephyr
Temporal Twist
4 third level
Greater Speed of the Zephyr
Temporal Spiral
Vision Sharpened
Seek the Sky
3 4th level
Confounding resistance
Potent Word of Nurturing
Breath of Cleansing
LCT
1 First Level
Fortify Armor
1 Second Level
Analyze Item
1 Third Level
Rebuild Item
LPM
1 First Level
Fog from the Void
1 Second Level
Energy Vortex
Previous Post
Hi!
I'm currently trying to build a truenamer for the Test of Spite (13th level), 28 point buy, two flaws, one trait, item familiar allowed, 110000
GP
Right now, I'm considering Illumnian or human as a race.
Feats:
0: Cosmopolitan (Faerun, +2 Truespeak)
0: Mortalbane (BoVD, +2d6 do damage dealing spell-likes, 5/day for each spell-like)
0: Trait: Illiterate, +1 to truespeak
1: probably Skill Focus: Truespeak or Boost Spell-like Ability (BoVD, +2 to DC of spell-likes, 3/day for each spell-like)
3: Item Familiar
6: Extend Utterance
9: Quicken Utterance
12: Empower Utterance
I don't know yet where to go with the build.
The only thing certain right now is that I won't take Truenamer at first level, to get the +2 from Cosmopolitan. It's not much, but it's unnamed.
I was thinking either
Something 1/Paragnostic Initiate 1/Truenamer 11
=> So I can get the +10 bonus from being a member of the Paragnostic Assembly instead of only +5. To do that, you need an Affiliation Score of 23.
+6 from levels, +1 from being member of a class that has at least 3 knowledge skills as class skills, +1 for P. Initiate, +1 from worshipping knowledge, +1 for having been a member for 5 years (costs 130/month=7800 GP), +13 for having 5 ranks in a knowledge skill (+1 each) and 10 ranks in a knowledge skill (2 each) => investment of 65 skill points in knowledge skills).
I would have to have a high int to pull that off, so I would have to focus on the non-save utterances.
Quickened Empowered Mortalbane Potent word of Nurturing for 12d6, nonsave
Heightened Extended Empowered Mortalbane Potent word of Nurturing for 12d6, nonsave.
However, this isn't enough to kill an optimized 13th level character, and I have no idea how to survive for a second round.
The other way I considered was
Marshal 1/Truenamer 12,
maximizing charisma instead of int for motivate charisma. That way, I could get the normal DC for saves - or boost 1 spell-like to a really high save: +2 (Boost spell-like ability) +2 Ability Focus (MM), +2 Spell-like Ability focus (Races of Faerun) +6(half level) + 8 charisma (18 start +2 level +6 item) +10 (base)= 30
The Truenamer has several Save or Suck abilities, among them Temporal something (3rd level) for 3 rounds of daze (this was the one why I considered the high-save-truenamer).
Basically having 3 rounds to pull of the above, with a chance of the quickened utterances failing.
So, what do you think?
Thank you all in advance!
Thanks and best regards,
Aharon