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Author Topic: A Hathran/Chameleon trick  (Read 1232 times)
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OblivionSmurf83
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« on: September 22, 2010, 01:10:04 PM »

THE BUILD UP

So, just reading over the Hathran class from Player's Guide to Faerun. Obviously, the class is broken as is. However, pay close attention to the wording of Rashemi Spirit Magic:

"A hathran’s training in the unique magic of her homeland gives her uncanny versatility. Beginning at 1st level, a hathran who prepares spells may choose to spontaneously cast any spell she knows in place of any spell of the same level that she has prepared, even if it is not on the same spell list as the substituted one. If the hathran normally does not prepare spells, she may instead utilize metamagic feats without the additional casting time normally required, though a spell so altered still uses up a higher-level spell slot, as normal. The hathran must be within the boundaries of Rashemen to use this ability, and there is no limit to the number of times she may do so." (Emphasis mine)

Now, take a look at Races of Destiny's Chameleon class:

"Arcane Focus: Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook..."

"Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does..."

According to the Player's Handbook, Wizards "may know any number of spells (see Writing a New Spell into a Spellbook, page 179)." (PH 57). Page 179 then goes on to state the process for learning a spell - importantly, you can 'know' any spell, even if you can't cast spells of that level yet.

Clerics know all their spells, and 'may prepare and cast any spell on the cleric spell list (page 183), provided that he can cast spells of that level' [PH 32].

THE TRICK


A Hathran who has taken 1 level of Chameleon knows all Divine spells in existence, and can learn any Arcane spell in existence. She can thus use Rashemi Spirit Magic to spontaneously cast any spell in existence.


AN EVEN BETTER TRICK

Since Rashemi Spirit Magic is gained at 1st level, and the Chameleon trick only needs 1 level of Chameleon, you can really combine this trick with a whole host of other broken builds. For example, the following is a valid build:

Druid 5/Planar Shepherd 2/Hathran 1/Chameleon 1/Planar Shepherd 8/Sacred Exorcist 1/Druid 2

This would give you the ability to spontaneously cast any spell in the game, DMM, and the Planar Shepherd's usual brokenness.



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PhaedrusXY
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« Reply #1 on: September 22, 2010, 01:18:08 PM »

I don't think clerics know spells of levels they can't cast yet. It should work on the arcane side, though, for sure.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
OblivionSmurf83
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« Reply #2 on: September 22, 2010, 01:32:08 PM »

I don't think clerics know spells of levels they can't cast yet. It should work on the arcane side, though, for sure.

Mm, the problem here is on page 180 of the PH:

'Each time such a character receives a new level of divine spells, he or she learns new spells from that level automatically.'

The question is, how does this interact with the Hathran? Obviously, if the Hathran didn't exist, all the line would say would be "Oh, you can cast a new spell level? There you go."

With Hathran, does this count as a new spell level? Certainly Rashemi Spirit Magic allows you to cast spells from any of your spellcasting classes, which suggests you're getting new levels of Divine spells as you progress in the class.

In the alternative, yes, you are confined to every Arcane spell in existence. In that case, I'd just recommend adding in a level of Archivist as well, and using the Prayerbook to get your way.
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PhaedrusXY
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« Reply #3 on: September 22, 2010, 02:16:13 PM »

Spell lists are kept up with separately. I don't see how anything in the hathran changes this, for the purposes of accessing higher level spells. It just lets you use slots from one class for spells you already know from another.

An archivist would certainly work better than a cleric for this, as that is unassailably legal.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
BruceLeeroy
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« Reply #4 on: September 22, 2010, 02:59:08 PM »

So, how do you go about using this trick outside of Rashemen without an Acorn of Far Travel?

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PhaedrusXY
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« Reply #5 on: September 22, 2010, 03:08:44 PM »

So, how do you go about using this trick outside of Rashemen without an Acorn of Far Travel?


Name your animal companion Rashemen? Big Grin
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
BeholderSlayer
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« Reply #6 on: September 22, 2010, 03:13:35 PM »

So, how do you go about using this trick outside of Rashemen without an Acorn of Far Travel?


Name your animal companion Rashemen? Big Grin
Name your ROBE Rashemen.
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Lo77o
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« Reply #7 on: September 22, 2010, 04:31:40 PM »

Bring a flag, and claim the area your in.
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Gods_Trick
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« Reply #8 on: September 22, 2010, 09:22:23 PM »


Acorn of Annexion: Plant acorn > Declare the land now belongs to Rashemen > Profit!
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Caelic
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« Reply #9 on: September 22, 2010, 09:44:09 PM »

Bring a flag, and claim the area your in.



"No flag, no magic!  Those are the rules that I've just made up."
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Lo77o
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« Reply #10 on: September 23, 2010, 09:35:27 AM »

"No flag, no magic!  Those are the rules that I've just made up."

Chill there Izzard the Wizzard Smile
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OblivionSmurf83
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« Reply #11 on: September 23, 2010, 10:20:01 AM »

As amused as I am by all these responses, why do we need a way around the Acorn again? Seems like an elegant solution to me!
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The_Mad_Linguist
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« Reply #12 on: September 23, 2010, 11:07:54 AM »

So, how do you go about using this trick outside of Rashemen without an Acorn of Far Travel?

Giant flying embassy stronghold.
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OblivionSmurf83
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« Reply #13 on: September 27, 2010, 10:15:56 AM »

Another idea:

The Magical Training feat in PgtF gives you the ability to cast three cantrips per day as either a Sorcerer or Wizard. If you choose to cast as a Wizard, you:

'You have a spellbook with three 0-level spells of your choice from the sorcerer/ wizard list. You prepare your spells exactly as a wizard does.'

That is to say, this feat, combined with Hathran, could allow you to add the Sor/Wiz spell list to any spellcasting class you feel needs it. While this gives you less choice in spells than the Chameleon/Archivist route, it also doesn't cost you a caster level.
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BruceLeeroy
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« Reply #14 on: September 27, 2010, 02:14:28 PM »

As amused as I am by all these responses, why do we need a way around the Acorn again? Seems like an elegant solution to me!
Because it's the obvious solution.
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PlzBreakMyCampaign
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« Reply #15 on: September 27, 2010, 03:11:52 PM »

I say good job. Its like Beholder mage without the action economy or PAO.
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Endarire
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« Reply #16 on: September 28, 2010, 05:59:54 PM »

Hathran requires the Ethran [Regional] feat.  Magical Training is a [Regional] feat.

You can only have one regional feat.
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Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
The_Mad_Linguist
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« Reply #17 on: September 28, 2010, 06:07:49 PM »

There's a mostly equivalent kalamar feat that's region-based, but doesn't have the [regional] tag
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« Reply #18 on: September 28, 2010, 07:55:33 PM »

TML: What's the feat's name and source?
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Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"
The_Mad_Linguist
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« Reply #19 on: September 28, 2010, 08:00:36 PM »

Kingdoms of Kalamar - Player's guide. (also known as "rulebook IV" for some reason)  Magical Affinity.  Prereqs are int 13+; and Raised in Cosdol or Pel Brolenon; or Gray Elf, High Elf, Rock Gnome
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Linguist, Mad, Unique, none of these things am I
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