Okay, so I have had this in my PM box to myself a good while ago. Due to user error related computer difficulties, I lost all of my character notes except the ones that I private messaged to myself on this forum. So... of this post, all I have is the table of contents, and a rough version of section 1. The rest I will have to reconstruct from memory (which is rather shaky; it's been a while, and I'm trying to memorize the human skeletal system this week).
It'll be slow going, judging by the length of time I've had this stuff sitting around without being interested in posting it.
1. Reserves of Strength shenanigans
a. Elan transmuter example
b. Other spells that might benefit
2. The Super-Rebuker
THEORY
a. Fusion
i. Problems - separate creature?
b. Celestial Channeling
i. Problems - alignment?
c. Various combinations of the above
i. Problems - whose ability? also: getting the proper abilities together while preserving the important ones
PRACTICE
e. Dragon Cohort + Celestial Version
f. No Leadership Version
g. No Channeling Version
The problem of "who does this ability belong to?"
1 - Fusion) It belongs to the fused creature.
2 - Channeling) It still belongs to the original creature, but the channel target can use it.
The problem of "do these rebuking levels stack?"
1 - Fusion) Yes.
2 - Channeling) {slightly shakier conclusion than the others. see below.} No. They are still possessed by different creatures. The channel target has access to its own (and each of the channeled creatures') Rebuke Undead ability separately, with separate uses/day pools.
If the above "2 - Channeling" is wrong:
Leadership, Undead Leadership, Extra Followers, Thrallherd, etc to get as many followers as possible, as well as as many bigzombiedragons as possible. Shapechange the bigzombiedragons into Atropals, and then clowncar all of them into one body with Channeling.
d. Considered and discarded: Leadership + Channeling to combine all followers into 1 rebuker.
Intermission - practical Circle Magic
a. Early entry
b. Increasing hit dice
Intermission part 2 - Corpse Acquisition
a. Gate?
b. Statue?
c. Wish/miracle?
3. Power Sigils / Illumian Words - Viable as a non-illumian?
a. Assume Supernatural Ability (needed twice)
b. Metamorphic Transfer? (also needed twice but otherwise superior)
c. More channeling abuse
d. The NPC dragon solution (shapechange, strength of the true form)
4. Let's make ability rip not suck
a. The target
b. The donor
c. The cost
d. The time
5. Okay sure let's go infinite
a. Turn baby turn! Disco inferno!
b. The ghost with the most
c. Reserves of what now
i. The nigh-omniscient non-artificer
ii. Turn into everything except a sharn
Before I begin, it's worth noting that I assume Reserves of Strength lets you go as high as your caster level, rather than only to the normal cap plus 3. From what I remember, there's no rules text anywhere indicating that it's the latter option, but it's still a pretty big assumption of mine, and is potentially contentious.
Keep in mind that it's supremely unpolished at the moment (basically more notes to self than a real resource). I'll have to work on that as I go along. Corrections and whatnot are extremely welcome, as always.