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So our Serpent's Skull party just reached 15th level, and my Gnomish Illusionist is in need of not one, but two feats.
The first is most likely going to be Truename, for a planetar, but I am at a loss for the other.
Currently, I have:
He is CG, generally a pleasant and helpful fellow, and thoroughly fascinated with the Mwangi, Saveth-Yi, and all the craziness that is transpiring in the Serpent's Skull adventure path.
Party includes a Guide Ranger (arrows of doom from him), Skirmisher Rogue, and Bard (buff guy of awesomeness).
So, any suggestions? I'd like to avoid a second truename discovery, as it seems just a little bit too cheesy.

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Metaphor's (abridged) Stat Block, if that makes this easier...
BAB 7 CMB 5 CMD 17
Abilities: Str 9, Dex 14, Con 21, Int 23, Wis 12, Cha 12
SQ: Gnomish Magic, Hatred, Illusion Resistance, Keen Senses, Obsessive, Arcane Bond, Extended Illusions (+7 rds), Favored Class: Wizard (Skills), -25% time to craft wondrous items, +4 Spellcraft to build them, scry on familiar 1/day.
SA: Blinding Ray (9/day) Standard action, 30’ ranged touch attack, blinded for 1 rd. Creatures with HD > Wizard level = Dazzled for 1 rd., Invisibility Field (14 rds/day)
Feats: Alertness(B), Scribe Scroll(B), Effortless Trickery, Spell Focus (Conjuration), Augment Summoning, Craft Wondrous Item(B), Arcane Builder (Wondrous Items), Improved Familiar, Craft Wand(B), Craft Staff, Staff Like Wand
Skills: Appraise +18, Bluff +15, Craft(Alchemy) +10, Craft (Trapmaking) +15, Disguise +9, Fly +22, Knowledge (Arcana) +15, Knowledge (Engineering) +11, Knowledge (History) +11, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Religion) +11, Knowledge (Planes) +11, Linguistics +23, Perception +21 (Simile w/in 5’), Spellcraft +23, Stealth +26, Use Magic Device +15
Combat Gear: smokestick, potion of waterbreathing (2), flask of acid (3), figurine of wondrous power (golden lions), potion of gaseous form, potion of cure moderate wounds, potion cure light wounds (3), potion cure serious wounds, nitharit blossom, antitoxin, potion of blur (4), potion of heroism (2), lesser rod of extend [X][_][_], lesser rod of extend [_][_][_], lesser rod of empower [_][_][_]
Wands: web (DC 18/ 11 Charges), knock (5 charges), magic missile (5d4+5 / 46 charges), scorching ray (47 charges), ant haul (50 charges), shield (49 charges), darkvision (44 charges), darkvision (50 charge), Summon III (50 charges)
Staff:(10 Chg) 3/day: locate object, detect secret doors, dispel magic (1 charge), disintegrate (2 charges)
Scrolls: shield, obscuring mist, reduce person, pyrotechnics, flaming sphere, haste, fly (2), magic circle, twine double, create undead (CL 15)
Gear: spell component pouch, mwk light crossbow, bolts, dagger, adventuring gear (food, water, bedroll, lamp, 2 pints oil, waterproof bag), spellbook, bracers of armor +4, card of illusion (peryton), water resistant scroll tube, pearl of power 1, pearl of power 2 (2), eloko bell (DC 14 suggestion to approach up to 24 HD of people within 60’), ring of protection +2, ring of sustenance, masterwork darkwood club, headband of int +4 (Bluff, UMD), belt of constitution +4, muleback cords, hat of twine double, vest of resistance +2, 200gp diamond dust, 150gp gold dust, 48 small javelins, Azlanti statue (2000 lbs, currently shrunk item for 5 more days)
Spells Prepared (Caster Level 14 // Concentration +20 // Ranged Touch +9
0th: Detect Magic, Mage Hand, Message, Open/Close
1st: Ant Haul, Feather Fall, Mage Armor, Reduce Person, Silent Image, Unseen Servant, Ventriloquism, Vanish Pearl []
2nd: Bear’s Endurance, Glitterdust, Invisibility, Minor Image, Resist Energy, Scorching Ray, See Invisibility Pearl [] []
3rd: Arcane Sight, Fireball, Fly, Haste, Invisibility Sphere, Shrink Item
4th: Ball Lightning, Black Tentacles, Dimension Door (2), Greater Invisibility, Wall of Fire
5th: Teleport, Teleport, Seeming, Overland Flight, Telepathic Bond
6th: Veil, Wall of Iron, Disintegrate, Flesh to Stone, Shadow Walk
7th: Project Image, Summon Monster VII, Mass Invisibility
Metaphor’s Spellbook: Cantrips: All except Enchantment, Necromancy
1st: Animate Rope, Ant Haul, Burning Hands, Color Spray, Comprehend Languages, Dancing Lantern, Enlarge Person, Feather Fall, Mage Armor, Magic Missile, Obscuring Mist, Reduce Person, Shield, Silent Image, Unseen Servant, Vanish
2nd: Bear’s Endurance, Create Pit, Eagle’s Splendor, Flaming Sphere, Fox’s Cunning, Glitterdust, Invisibility, Minor Image, Mirror Image, Pyrotechnics, Rope Trick, Scorching Ray, See Invisibility, Web
3rd: Arcane Sight, Displacement, Fireball, Fly, Haste, Invisibility Sphere, Magic Circle, Phantom Steed, Summon Monster III, Shrink Item, Water Breathing
4th: Dimension Door, Greater Invisibility, Phantasmal Killer, Summon Monster IV
5th: Mirage Arcana, Overland Flight, Seeming, Telepathic Bond, Teleport
6th: Disintegrate, Flesh to Stone, Shadow Walk, Veil, Wall of Iron,
7th: Project Image, Summon Monster VII, Greater Teleport, Mass Invisibility
Captured Spellbooks:
[b]Book of Jigeke the Exile (Necromancer) 0th: Penumbra, 1st: Burning Hands, Chill Touch, Disguise Self, Mage Armor, Protection from Good, Ray of Enfeeblement, Sculpt Corpse, Shield, True Strike, Ventriloquism 2nd: Command Undead, Create Treasure Map, Ghoul Touch, Spectral Hand, Stone Call, Web, Blindness/Deafness, False Life, Hypnotic Pattern, Summon Swarm 3rd: Blood Biography, Ray of Exhaustion, Vampiric Touch, Vitriol, Fly 4th: Animate Dead, Contagion, Enervation
Book of Issilar the Enchanter 1st: Burning Hands, Charm Person, Magic Missile, Shield 2nd: Cat’s Grace, Flaming Sphere, Hideous Laughter, Protection from Arrows, Scorching Ray, Spider Climb 3rd: Hold Person, Lightning Bolt, Protection from Energy
Unknown Saveth-Ye Necromancer’s Book 1st: Alarm, Charm Person, Crafter’s Fortune, Forced Quiet, Identify, Shocking Grasp, Ray of Enfeeblement 2nd: Acid Arrow, Bear’s Endurance, Blur, Command Undead, Darkness, Knock, Resist Energy, Touch of Idiocy 3rd: Blink, Dispel Magic, Flame Arrow, Lightning Bolt, Mad Monkeys, Ray of Exhaustion, Vampiric Touch 4th: Animate Dead, Ball Lightning, Bestow Curse, Black Tentacles, Fear, Hallucinatory Terrain, Scrying, Simulacrum, Wall of Fire 5th: Astral Projection, Baleful Polymorph, Cloudkill, Fabricate, Lightning Arc, Waves of Fatigue

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There are some cool enchantment spells. If you're not constantly fighting undead, taking Opposition Research into Enchantment and packing Confusion, Dominate Monster, and so forth might not be a bad idea.
You're also getting to the point where transmutation spells are starting to get some offensive punch. Spell Focus (Transmutation) for a Flesh to Stone on the occasional enemy wizard is another option.
And then, as a third option (sort of a combo), take Greater Spell Focus (Conjuration) and Persistent Spell for persistent glitterdust, stinking cloud, aqueous orb, hungry pit, etc. Enemies fail their throws against your spells all the time when they have to pass twice.