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LibrarianHuntar
2012-02-01, 12:56 PM
I've seen the works of many great Optimizers. I was one of those who saw the rise of Pun Pun, and I realize that the now 4th edition centered WotC forums are no longer a place fo my like. So, I present some of the original works for those who still play 3.5 (and those who play Pathfinder, which is an adequete succesor to 3.5).
So, without further pomp, I present the works of the Khan the Destroyer, in kobold form.
Here is the example build I promised over on this thread: Incentive to Play a Kobold The Manipulate Form ability is explained here, operating under the Fair Use clause. Manipulate Form Hide
At will, a sarrukh can modify the form of any Scaled One native to Toril, except for aquatic and undead creatures. With a successful touch attack, it can cause one alteration of its choice in the target creature's body. The target falls unconcious for 2d4 rounds due to the shock of changing form. A successful DC 22 Fortitude dave negates both the change and the unconciousness. Sarrukh are immune to this effect. A sarrukh may use this ability to change a minor aspect of the target creature, such as the shape of its head or the color of its scales. It may also choose to make a much more significant alteration, such as converting limbs into tentacles, changing the overall body shape (snake to humanoid, for example), or adding or removing an appendage. Any ability score may be decreased to a minimum of 1 or increased to a maximum equal to the sarrukh's corresponding score. A sarrukh may also grant the target an extraordinary, supernatural, or spell-like ability or remove one from it. The change bestowed takes effect immediately and is permanant. Furthermore, the alterations are automatically passed on to all the creature's offspring when it breeds with another of its unmodified kind.
Behold Pun-Pun, the mighty kobold.

*** UPDATE ***

Ascension is now achievable (and has been for years... sorry) at level 1. All you need is the will and the know-how. Here's how:

1. Make sure that your alignment is not CE. LG would work best. You want to benefit the multiverse and there is no better way to do that than for it to be like puddy in your hands.
2. You need a Knowledge check of 25 to know that you can summon Pazazu like Beetlejuice. As a Psion with a Sage Psicrystal, an 18 Intelligence, the Skill Focus feat, four ranks in Knowledge (The Planes) and a masterwork item of relevance (say a book), you can take 10 to get 25. It's ok that you got bullied as a child for your narrow focus and strange fascination in all things relating to the planes. It will pay off in the end.
3. Summon Pazuzu by calling out his name three times. He'll appear and be like "Yo! What the hell?!?! What do you want Mor-tal? Power? I can give it!" You'll look all calm and not impressed and be like "I'd prefer a Lawful Evil aligned Candle of Invocation". "There is a price!" the demon lord will scream. "You must go closer to EV-ILL!!!" "Ok" you will say. "I shall be Neutral Good from now on." Pazuzu shouts "If you're going to stick with the one shift limit I would greatly prefer that you shifted to Lawful Neutral over Neutral Good!!!" You will look as if this is a deal breaker and you are ready to leave, then say "You're a real ballbuster but we have a deal."

Now you have your candle.
4. Use the Candle to Gate in an Efreeti. He is under your control so you will command him to grant you three wishes. The first is to Plane Shift to the Astral Plane. The second is for another Candle of Invocation. The third is to stop George Lucas from moving forward on Indiana Jones 5.
5. Use the Candle to Gate in a Sarruhk. Command him to grant you Manipulate Form through the use of Manipulate Form.

Ascend.

*** What follows is the older method of ascension ***

Pun-Pun, Divine Minion 1/Wizard 1/Master of Many Forms 3 Divine Minion 1. Wizard 1. Endurance, Alertness (through viper familiar) Master of Many Forms 1. Master of Many Forms 2. Assume Supernatural Ability Master of Many Forms 3. The Fast Wildshape ability of the Divine Minion allows Pun-Pun to wildshape as an 11th level druid. The 3 levels in Master of Many forms stack with the Fast Wildshape ability of the Divine Minion to allow Pun-Pun to assume the form of a Monstrous Humanoid with up to 14 HD, like the Sarruhk (note the errata on Master of Many Forms here, in the Complete Adventurer link). Pun-Pun wildshapes into a Sarruhk and uses Assume Supernatural Ability (Savage Species) to use the Manipulate Form ability. He uses Manipulate Form to bestow that very same ability (Manipulate Form) to his viper familiar. Pun-Pun dismisses his Sarruhk form, and orders the familiar to grant him the Manipulate Form ability, using Manipulate Form of course. Since Pun-Pun is a pathetic Kobold, he qualifies as a Scaled One (though a human or other creature could simply Wild Shape into a form that qualifies as a Scaled One). Pun-Pun now has the strongest ability in the game. * Pun-Pun was originally a Kobold Egoist 12. Thanks to Jedrious, Turok124, and Hobojimathome for the quicker build. Ability Scores: Pun-Pun grants himeslf the Wu-Jen spell Giant Size as a spell-like ability at-will. He casts it on his familiar through the Share Spells ability. This increases the viper to colossal size, granting the viper a +32 size bonus to strength. For the average tiny viper, that means his sterngth score went from 4 to 36. Using the Manipulate Form ability, the viper then increases Pun-Pun's strength score permanently, up to a maximum of 36 (the viper's own strength score). This is not a size bonus to strength. The viper is using the ability of Manipulate Form to increase and decrease a creature's ability score. No bonus is being given. Pun-Pun's base strength score, with no bonuses of any sort, is now 36. Pun-Pun dismisses the spell effect on the familiar and it goes back down to tiny size. The familiar's strength score goes back to 4. Pun-Pun uses Giant Size on himself, growing to colossal size and gaining a +32 size bonus to strength. His strength score is now 68. Pun-Pun uses the Manipulate Form ability to directly increase his familiar's strength score up to 68. Again, this isn't a size bonus that he is giving the familiar, he is actually increasing the base score to match his own. Pun-Pun dismisses his Giant Size effect, and he goes back to a small size with strength 36. The viper is still tiny size, with strength 68 now. The viper repeats the process of growing to colossal size and increasing Pun-Pun's strength score. Pun-Pun does the same. This process is repeated until Pun-Pun decides he is satisfied with his current strength score. 1. Cast Giant Size on familiar. Familiar becomes colossal and gains +32 size bonus to strength, giving the viper a total strength score of 36. 2. The viper uses Manipulate Form to increase Pun-Pun's strength score up to a maximum equal to the viper's strength score. In this case, 36. (This is not a bonus of any kind, he is augmenting Pun-Pun's original strength score.) 3. Pun-Pun dismisses the Giant Size effect on the viper. The viper goes back down to tiny size and 4 strength. 4. Pun-Pun casts Giant Size on himself. His strength score is 36 from step 2, now he goes colossal and gains a +32 size bonus to strength. His strength is 68. 5. Pun-Pun uses Manipulate Form to increase the strength of his tiny viper familiar. To match Pun-Pun's strength score, the viper's strength score is permanently increased from 4 to 68. 6. Pun-Pun dismisses the Giant Size effect on himself. He goes back to small size and 36 strength. 7. Pun-Pun casts Giant Size on his familiar. The viper becomes colossal and goes from 68 strength to 100 strength. 8. The viper uses Manipulate Form to permanently increase Pun-Pun's strength to 100. 9. Repeat process. We'll just assume Pun-Pun decides to have a strength score of 20,010 (for a modifier of 10,000). Now, Pun-Pun gets his other scores to the same ridiculous height. (Note that Pun-Pun's scores are assumed to be arbitrarily high. Yes, 20,010 is high, but it is even larger than that. A lot larger.) To increase his other scores, Pun-Pun needs two abilities. The first one is the Bellflower Tattoo of the Tattooed Monk (Complete Warrior). This ability allows Pun-Pun to add his charisma modifier as an enhancement bonus to any one of his ability scores. The second ability is the Void Release ability of the Void Disciple (Complete Divine). This will allow Pun-Pun to use his highest ability score modifier in place of a lower one. Pun-Pun uses his Bellflower Tattoo to add his charisma score as an enhancement bonus to dexterity. But instead of adding his charisma bonus, he uses Void Release to add his strength bonus. His strength bonus is +10,000. So, Pun-Pun's dexterity score is now 10,000. He then uses Manipulate Form to increase his familiar's dexterity up to 10,000 as well (remember, he isn't giving his familiar a bonus to dexterity, he is literally changing his familiar's base dexterity score to match his own). Pun-Pun then dismisses the Bellflower effect, and his dexterity goes back down to normal. The viper then uses Manipulate Form to increase Pun-Pun's dexterity score up to 10,000. This time, it isn't an enhancement bonus, the familiar is using Manipulate Form to permanently change Pun-Pun's dexterity score to 10,000. This process is repeated for each ability score. As Pun-Pun increases his strength score with the size-changing trick, he can continue to use this method to increase his other stats as well. For this reason, all of Pun-Pun's ability scores are assumed to be arbitrarily high. Special Abilities: According to the Monster Manual, all Special Attacks and Qualities are either Extraordinary, Spell-like, or Supernatural abilities. Manipulate Form can grant any of these. As such, Pun-Pun is assumed to have any ability that is beneficial to him or makes him more threatening as an opponent. Here is a list of abilities that he has (the list is nowhere near exhaustive): - All spells and powers as spell-like and psi-like abilities respectively, at-will. These are at an arbitrarily high caster/manifester level. This is because the caster/manifester level defaults to HD with spell-like and psi-like abilities, which Pun-Pun has a limitless amount of. - Multiple actions in each round. This is due to the Quickness ability of the Choker (Monster Manual), as well as the Dual Actions ability of the Chronotyryn (Fiend Folio) and the Schism psi-like ability (Expanded Psionics Handbook). - All beneficial feats. This is gained from the Chameleon prestige class (Races of Destiny). It has an extraordinary ability to gain a feat, and those feats can qualify for other feats. - An arbitrary amount of Fast Healing by gaining the Epic feat Fast Healing (Epic Level Handbook) a large number of times. - Immunity to weapon damage from the combined abilities of the Zodar (Fiend Folio) and Snowflake Ooze (Monster Manual 3). The abilities are Invulnerability and Split respectively. - Natural Invisibility from the Invisible Stalker (Monster Manual). - Regeneration of at least 40 (the amount of regeneration the Tarrasque has). This means all damage taken by Pun-Pun (if any) is non-lethal, and then his Fast Healing makes it go away. - All Energy Immunities. - Immunity to Polymorph, Petrification, or any other form-altering attack, Energy Drain, Ability Damage/Drain, Mind-Affecting Effects, All Energy Damage, Disease, Poison, Stunning, Sleep, Paralysis, Death Effects, Disintegration, Imprisoning/Banishing effects, Divine Damage, Aging Effects. - Immunity to all arcane spells of 6th level and lower and any spell that allows for Spell Resistance. The list goes on and on. Further, any ability with the Ex, Su, or Sp descriptor found in a base class or prestige class is fair game with Manipulate Form. If you can think of any combination of abilities possible within the rules, Pun-Pun can do it. Divinity: Pun-Pun has the Ice Assassin spell as a spell-like ability at-will. He uses it to copy an arbitrarily high number of gods. Pun-Pun then commands a god clone to make him a proxy. This makes Pun-Pun a rank 1 demigod. Pun-Pun then makes another creature (Lokiyn, the originator of the trick, used squirrels) a proxy. This lowers Pun-Pun to divine rank 0. Pun-Pun then orders another ice assassin god to make him a proxy. At divine rank 1 again, Pun-Pun invests another squirrel with a divine rank. Pun-Pun repeats this process a NI number of times. Then, he uses a standard action to recall each divine rank back from the squirrels. A NI number of squirrels with 1 divine rank invested equals a NI number of divine ranks recalled and gained by Pun-Pun. This gives Pun-Pun a NI divine rank. Since Salient Divine Abilities are based on divine rank, Pun-Pun has a NI number of salient divine abilities. (That is at least all of the ones in the book and includes the awesome Alter Reality.) Nut-Pun Rank 1 Demigod Squirrel Tiny Animal Hit Dice: 1/4d8 (2 HP) Initiative: +2 Speed: 80 ft. (16 squares), climb 20 ft. (4 squares) Armor Class: 15 (+2 size, +2 Dex, +1 divine rank) touch 15, flat-footed 13 Base Attack/Grapple: +0/-12 Attack: Bite +5 melee (1d3-4) Full Attack: Bite +5 melee (1d3-4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Salient Divine Ability, Domain Powers, Spell-like Abilities Special Qualities: Low-Light Vision, Scent, DR 15/epic, Divine Traits Saves: Fort +3, Ref +5, Will +2 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +11, Climb +13, Hide +15, Move Silently +11, Swim +3 Feats: Weapon Finesse Environment: Any Organization: Solitary, Pair, NI God Horde Challenge Rating: 1/8 Advancement: - Level Adjustment: - * Thanks to Lokiyn for this godly tactic. No squirrels were harmed in the making of this uber kobold. Buffing Time: Originally, I created Pun-Pun just to be the strongest character known. At the time, the amount of time it took to buff wasn't a big deal. Now that Pun-Pun is the latest golden hind, it sort of matters how quickly he can achieve this power. (I don't really think it is important, since anyone that defeats a 5th level kobold pre-ascencion isn't really accomplishing much, minus the Omniscificer.) So, here are a couple of methods to reduce the buffing time. Temporal Acceleration Pun-Pun has a NI manifester level for his psi-like abilities. Psi-like abilities are automatically augmented to the highest manifester level when used. This means that Pun-Pun can manifest Temporal Accelertion for a NI number of apparent rounds. That is enough time to buff himself accordingly. The only problem with this method is that Pun-Pun cannot interact with his familiar while under the effects of Temporal Acceleration. This means that Pun-Pun wouldn't be able to increase his strength score while using TA or become a proxy of an ice assassin god clone (though I think he might still be able to invest divine ranks and recall them, not sure though). Infinite Action Loop This is a combo that involves Affinity Field, Synchronicity, and Font of Power. Basically, both Pun-Pun and his familiar grant themselves Font of Power (Metamind prestige class). They both have the Affinity Field and Synchronicity psi-like abilities. The familiar manifests Synchronicity, giving himself a readied action. The familiar will use that readied action to manifest Synchronicity again. Meanwhile, the effect of Synchronicity (the readied action) is passed over to Pun-Pun through the Affinity Field. So, each time the familiar manifests Synchronicity, Pun-Pun gets a standard action. With Font of Power, the familiar can continue manifesting Synchronicity in the 1 round for free, endlessly. * Thanks to DisposableHero_ for this combo, and to Tempest Stormwind for helping me understand it. Limitless HD: There are several ways of going about this. Energy Charge: I think this is the easiest way. The relevant rules can be found on page 211 of the Monster Manual 3. Basically, it functions as the opposite of Energy Drain, adding effective HD to a creature. Since the effect is supernatural, Pun-Pun can give himself a NI number of HD and make it permanent with Alter Reality. * Thanks to RadicalTaoist for the Energy Charge discovery. Awaken: The original method I used. Basically, Pun-Pun takes the form of an animal and just uses his Awaken spell-like ability a NI number of times to gain HD. Boring, yes. But it gets the job done. Feed: This method involves Pun-Pun granting himself the Feed ability of the Barghest. Pun-Pun can then feed on humanoids to gain HD. The only hitch with this method is that it also involves using epic spells to summon humanoids with more HD than you. NI HD is useful because it will determine his caster/manifester levels for spell-like and psi-like abilities, the amount of essentia Pun-Pun can invest, and all of the regular stuff associated with HD (BAB, skills, saves, etc.). Limitless Reach: For limitless reach, one needs the Magic of Incarnum supplement. The Umbral Disciple prestige class is found on page 158. Its 10th level ability is called Kiss of the Shadows. This is a supernatural ability that you can invest essentia into. For each point of essentia you invest, your reach increases by 5 ft. The only limit is your essentia capacity. However, essentia capacity is based on your HD, and Pun-Pun's HD is limitless thanks to Energy Charge. Normally, the ability lasts only on your turn. But since it is a supernatural ability, it can be made permanent with the Alter Reality salient divine ability. Note that if Pun-Pun does not have sufficient reach to threaten someone, he can just immediately dump more essentia into it. And with a truly infinite Spot check (thanks to the Omniscificer trick) he can see anyone at any distance and wether or not he can reach them. Reaching Through the Planes: What good is limitless reach if you are limited to one plane? Enter the Planar Handbook. Here's the skinny as told by LoP: Planar Breaches Show
Okay. All Pun-Pun has to do is repeatedly cast Precipitate Complete Breach from the Planar Handbook a number of times equal to the number of planes he would like to reach across. Complete planar breaches, unlike most planar travel effects, allow continuous travel at-will between planes at the center of the breach rather than instantaneous (i.e. discrete) teleportation. Pun-Pun, presuming he has limitless reach, could reach through these holes and threaten any plane in the multiverse. This would require Pun-Pun sitting in the middle of an orrery array of Planar Breaches, continually recast around him in non-overlapping areas. If someone complains about orientation or line-of-sight, remember that the breaches are technically spherical, for 360 degree access/egress.* Thanks to LordofProcrastination for this trick. Limitless Speed: Pun-Pun can increase his speed without limit. This is thanks to the Incarnum Speed supernatural ability of Duskling Barbarian substituion level in Magic of Incarnum (page 44). It gives you a +10' enhancement bonus to speed for each point of essentia invested in the ability. And since Pun-Pun has NI essentia and NI essentia capacity, he can boost his speed limitlessly. And thanks to his Free Move salient divine ability, Pun-Pun can move up to his NI speed as a free action once each round. Other Infinites or Really High Statistics: There are a few things about Pun-Pun that are truly infinite and not simply 'limitless'. These are his saving throws, skill checks, and attack rolls. This is due to LoP's Inifnite Damage Loop, found here. Further, anything based off of these statistics will likewise be infinite. (For instance, the Thunderclap ability of the Stormsinger prestige class in Frostburn deals an amount of electrical damage equal to your perform check. Since your perform check is an infinity, your damage will likewise be infinite.) Pun-Pun's ability scores are not so much infinite as they are without limit. Pun-Pun can increase his ability scores instantly and by a very big number at a time. Using the Bellflower/Void Release combo, he basically doubles any ability score permanently with one action. Any statistic based off an ability score is therefore assumed to be NI (nigh infinite) or limitless. These are statistics such as armor class, ability checks, initiative checks, saving throw DC's, skill points, weapon damage, hit points, etc. Manipulate Form and Extreme Cheese: For the most part, when I refer to abilities possessed by Pun-Pun, I refer to abilities that already exist in a WoTC published sourcebook. The ability is either one seen in a base class or prestige class, or one seen in a monster stat block. However, the wording in the Manipulate Form text does not limit one to published abilities only. In fact, the descriptive text states that any ability can be granted, so long as it is Supernatural, Extraordinary, or Spell-like in nature. Allowing one the means to obtain most any ability found in published material is certainly broken. Allowing one to grant itself any ability it can conceive is ridiculousness beyond words. Basically, nothing is beyond the power of Pun-Pun, due to unrestrictive text in Manipulate Form. Pun-Pun can grant himself an ability as innocent as: Tough it Out Benefit: If Pun-Pun would go unconscious due to any effect, he instead reamins conscious. Or, he could grant himself an ability as powerful as: I Win Benefit: Pun-Pun cannot be harmed, directly or indirectly. Any act that would harm him automatically fails, at any place and at any given time. Further, Pun-Pun automatically succeeds at anything he attempts. Given this level of power with Manipulate Form, it would be easy to say he can do anything and no one can stop him. Generally though, I (and most everyone else that has participated in this exercise) do not use this power of Manipulate Form. It is much more fun to stay within the abilities found in the rulebooks, and doing so allows others to challenge Pun-Pun with a sliver of a chance . LordofProcrastination devised an interesting way to justify out of the ordinary abilities without simply conjuring them from thin air. 'Out of the ordinary abilities' is referring to abilities that would normally be found as supernatural or spell-like but instead granted to Pun-Pun as extraordinary. For example, Manipulte Form is normally a supernatural ability. However, Pun-Pun could easily stay within the parameters set by Manipulate Form and grant himself an extraordinary version of Manipulate Form. The benefit being that Pun-Pun can make himself completely immune to all magic and supernatural effects without hindering the use of his own Manipulate Form ability. This is all too easy though, so LordofProcrastination used the Epic Spell rules in the Epic Level Handbook to create a clever workaround. Here is the low down: Spoiler: Show
Okay, here's a little combo that will help clarify things even more for Pun-Pun. In particular, it will allow for the diversification of his abilities and get past some of the inherent rancor to the "sheer player-invention" aspect of Manipulate Form. Premise 1: Pun-Pun has access to Epic Spellcasting, and can create any pretty much Epic Spell he imagines. Premise 2: The Conjure, Fortify, and Life seeds can be used in conjunction to create entirely new creatures. Furthermore, these creatures can be given abilities based on any epic seed added which "replicates the desired ability." Whether these abilities are spell-like, supernatural, or extraordinary is up to the creator of the spell. Premise 3: The Shadow Seed can replicate any spell and any individual. The Transform seed can reproduce any creature/creature's abilities. The Ward Seed can produce immunity to any and all spells. The Reflect Seed offers protection from all ranged, melee, and spell-like attacks. And so on and so forth. Conclusion: Pun-Pun can create creatures with pretty much any ability, spell, or feature in any mode he desires, which can then be gained through the old Manipulate Form trick. Getting an (Ex) Manipulate Form ability should be first on the list, which would then mean that there's no worrying about gaining total magical immunity. Furthermore, this means that Pun-Pun no longer has to rely on active spells (epic or not), they can all be incorporated into himself as extraordinary (that is, non-magical) abilities of any duration/method of activation desired. * Thanks to LordofProcrastination for this trick. FAQ Q: Why would anyone ever play Pun-Pun? A: I have no clue. I don't think it would be much fun honestly. Pun-Pun was never created with the intention of being played, and any game that allows a Pun-Pun character will quickly degenerate from there. Pun-Pun is a character optimization build, more of a thought exercise than anything else. He demonstrates the limits that can be achieved within the rules as written and is not an actual PC Build for player use. Q: What sources are needed to pull this off? A: A few. Serpent Kingdoms (Sarruhk/Manipulate Form) Complete Series (Void Disciple, Tattooed Monk, Master of Many Forms) Divine Minion template Savage Species (Assume Supernatural Ability feat) PHB, DMG, MM The sources needed to simply get Manipulate Form are Serpent Kingdoms and the Core Rulebooks. After that, all books are used to reference abilities for Pun-Pun to obtain. Q: My DM won't allow the Divine Minion cheese, how else can I become Pun-Pun? A: Dude, he's not meant to played! That said, there are several ways. The easiest of course being a caster and getting Polymorph. Here are some examples: 1. Polymorph/Metamorphosis: Basically, any caster/manifester with access to this spell or power can transform into a Sarruhk (casters at 14 HD, manifesters at 14th manifester level). The feats Assume Supernatural Ability is needed for casters to use Manipulate Form while transformed, and Metamorphic Transfer is needed by manifesters. Level 14 for wizards and sorcerers. Level 12 for psions (Overchannel). Level 11 for changeling egoists (substitution level in Races of Eberron, Overchannel). 2. Illithid Savant: An Illithid character with 5 levels in the Illithid Savant prestige clas (Savage Species) can pull this off. However, it requires actually meeting and defeating a Sarruhk in-game, so it is largely dependent on the DM. Basically, you kill the Sarruhk and eat his brain. The 5th level ability of the Savant class allows you to acquire one special attack from a devoured brain. This will be Manipulate Form. ECL 20. 3. Soul Eater: A 6th level Soul Eater can shapechange (as the spell) into any creature it energy drains to death. This also involves actually meeting and killing a Sarruhk, so it is largely DM dependent. Basically, you use your energy drain attack to kill the Sarruhk and then you can Shapechange into the Sarruhk for 24 hours with your Soul Radiance ability. The quickest build would be something like Fighter 2/Ranger 3/Soul Eater 6. Level 11. 4. Omniscificer: As seen here in LoP's thread. Among other feats ( ), the Omniscificer should be able to obtain the Manipulate Form ability at level 4. This is because the Omniscificer will know how to obtain the ability, and convince anyone to help him get it with infinite skill checks. This is the quickest way to Pun-Pun power. Level 4. 5. Items: Any character with ranks in Use Magic Device (or Use Psionic Device) can use a spell-trigger item to cast polymorph and change into a sarruhk. These characters would still need Assume Supernatural Ability or Metamorphic Transfer to use the Manipulate Form ability. An item of Shapechange or Greater Metamorphosis would avoid the need for the feat, since supernatural abilities are assumed with Shapechange and GM. Q: Wouldn't the gods...? A: -- Under Construction -- Q: Size bonuses don't stack, so how do you get his ability scores so high? A: Please read the description of Manipulate Form again (it is at the top of the page). The ability allows you to increase another creature's ability score up to a maximum of your own corresponding ability score. So, if I have a strength score of 20, I can increase someone's else strength score all the way up to 20. I am not giving this creature a bonus to his score, I am actually changing his strength score (permanently) to 20, as if he had started the game with a base strength score of 20. The limit to this ability is your own ability score. You cannot increase someone's strength beyond your own strength. This is why Pun-Pun and his familiar use size-increases. Each time they go colossal, they gain a huge strength bonus. This increases the capacity they have to increase someone else's strength score. Q: Does the divine minion template really let you qualify for Master of Many Forms? A: I believe it does. Divine Minion allows you to wild shape as an 11th level druid. I take that to mean that the ability functions as the druid class feature Wild Shape. There are several threads that delve further into the issue, though I don't have the links for them at the time. Divine Minion is simply one of the quicker ways to obtain this level of power, not the only way. Q: I noticed that Psionics has a silent 'P' in it. Does this mean psionics is broken? A: Uh... what? Your question isn't really relevant, or logical, but I've seen similar concerns pop up recently so I will answer it nonetheless. The simple answer is 'no'. Psionics is probably the most well balanced system in 3.5 D&D. I refer you here, here, and here for more in-depth discussions on the matter. I think that is everything. All thoughts, questions, critiques appreciated.
See here for neat suff
http://community.wizards.com/go/thread/view/75882/19872646/Some_handy_links_for_CO_work

LibrarianHuntar
2012-02-01, 01:00 PM
Next, some Nasty Tricks, by Lord of Procrastination
Lord of Procrastination’s Dirty Tricks
LordofProcrastination's Dirty Tricks

Welcome to a series of short articles dedicated to sharing optimization concepts and combos from my personal playbook. While not as ground-shaking as my larger projects like the 100^10 Elite Optimization Challenge, Nanobots, the Twice-Betrayer of Shar, etc, I hope you enjoy these Dirty Tricks for what they are -- carefully explored pathways to optimization power.


Dirty Trick #1: Behold!

Summary

Through use of Polymorph any Object and Metamorphic Transfer, characters can qualify for Beholder Mage, a kickarse class.

Ingredients

Beholder Mage (prestige class) [Lords of Madness, pg 42-44]
Polymorph any Object (spell) [Players Handbook, pg 263]
Beholder (creature) [Monster Manual, pg 25]
Metamorphic Transfer (feat) [Expanded Psionics Handbook, pg 48]


The Trick

The Beholder Mage has three tricky requirements to meet. Two are listed up front: the character must be a "true beholder," and must "put out central antimagic eye." Hidden in the Spells section, the third requirement surfaces: "whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks."

The first is fairly simple. A "true beholder" is a racial distinction, differentiated from type, subtype, and even the "beholderkin" psuedotype. Normally, polymorph, alter self, and shapechange grant the "type" or "form" of a creature, but not race. However, Polymorph any Object spell is different. It says:
Quote:
Originally Posted by SRD 3.5, Polymorph any Object
This spell functions like polymorph, except that it changes one object or creature into another.
In the above wording there is none of this "form of" crap -- one creature or object becomes another creature or object, a ruling specifically differentiated from the previous half-arsedness of polymorph/alter self. So, if we were to pick "true beholder" as our designated new creature type, the target (presumably a character wanting to get some Beholder Mage power) would change into a true beholder, race and all. Due to quirks of the spell, the new true beholder would retain previous class features and abilities, but would be no less the beholder for it.

The second, "must put out central antimagic eye" has been a real stumbling block for people who previously considered entry into Beholder Mage. The trouble centers around the fact that while Polymorph any Object does grant the target a true central eye, the lack of supernatural abilities means that there is nothing formally "antimagic" about this semi-vestigial oculus. There are two ways to go about answering this problem -- one is to say that "central antimagic eye" refers to the eye commonly known for its antimagic properties, and thus "antimagic" is just an extra clarifier term since the phrase "central antimagic eye" literally never appears as-is anywhere else in any 3.5 book. According to this school of thought, poking out the vestigial central eye should be enough to count. I don't buy it. It would be a tough sell at best, especially to a potentially hard-line DM or RAW Lawyer.

The other way of thinking about the matter is to identify "antimagic central eye" with the eye from with the "Antimagic Cone" supernatural ability of true beholders is emitted. Thus, to give up such an antimagic ability, one must possess it in the first place. This is where Metamorphic Transfer comes in. This nifty feat actually lets you "gain" a supernatural ability from the powers of a creature that you shapechange into. The uses of said ability are limited, but what is important is the gaining, or possession of the ability, not the exercise thereof. Thus, the antimagic cone (su) ability can be obtained at the price of one feat, and can be then sacrificed for the greater good.

Once we're familiar with Metamorphic Transfer, the third issue, eye-ray-to-spell-stalk conversion matter falls into place quite nicely. As it turns out, all of the eye rays are listed as a single supernatural ability, "Eye Rays (su)" in the descriptive text and the stats block for the True Beholder, and can be thus snagged in one fell swoop with a single Metamorphic Transfer. I know some people may be saying, "hey, but the rays can do different things, aren't they individual powers?" The answer is typical D&D rules quirkiness -- by all measurable standards of power-identification (grouped listing in the statistics block for supernatural abilities, a single descriptive text header with (su) identifier, non-distinctive power listing, etc), the disparate capabilities of a Beholder's little eyes are technically all part of one single supernatural capability. One psionic feat later, you have the use of eye-rays to sacrifice, and your Beholder-Mage is set for liftoff!


The Possibilities

Making It Work
So, how soon can we slide into the Beholder Mage Class? Assuming that the character has 17 Int or higher a single application of Polymorph Any Object is can be permanent. Whether through Use Magic Device'ing a scroll (3,000 gp) or paying up for NPC spellcasting (1,200 gp), Beholderification should be available around 4th level for the average PC by DMG wealth standards.

Metamorphic Transfer is a slightly slower matter -- the "manifester level 5th" requirement means that obtaining it twice will have to wait until 5th or 6th level, taking advantage of a Psion/Psychic Warrior's 5th level bonus feat and the usual 6th level freebie. Of course, obtaining the prerequisite supernatural abilities could be accomplished through Shapechange or Master of Many Forms, but these options are generally slower and more time-sensitive than the aforementioned options.

Double Your Pleasure
So, now you're a Beholder Mage. Enjoy gaining a new level of available spells every time you advance. Have fun advancing in caster level twice as fast as everyone else. Spontaneous casting from an unlimited spell list? To put it colloquially, "Daaaaaang."

Decuple Your Fun
Did I forget to mention that you can cast 10 spells a round... all as free actions? Let that one brew for a while, then treat yourself to the first build opportunity ever to grant 9th-level arcane spellcasting and 9th level manifesting, simultaneously.

Sample Builds

PsiArcane Abomination: Psion 9/Beholder Mage 2/Cerebremancer 8/XYZ 1
Monstrous Ur-Theurge: Psychic Warrior 5/XYZ 1/Beholder Mage 2/Ur-Priest 2/Mystic Theurge 8/XYZ 2
Pure EyeMage: Psion 6/Beholder Mage 2/Cerebremancer 1/Incantrix 10/XYZ 1
Dedicated Beholderform Caster: Psion 6/Beholder Mage 2/Cerebremancer 2/Master Transmogrifist 10

LibrarianHuntar
2012-02-01, 01:09 PM
Nasty Trick 2, by LoP
Dirty Trick #2: The Perpetual Damage Machine

Summary

A number of damage-creating/redirecting spells can be used in tandem to create a self-sustaining pattern of infinite damage involving creatures of your choice. This infinite damage can be used for your own benefit.

Ingredients

Share Pain (power) [Expanded Psionics Handbook, pg 132]
Glory of the Martyr (spell) [Players Guide to Faerun pg 103, Book of Exalted Deeds, pg 99-100]
Delay Death (spell) [Races of Destiny pg 165]
Beastland Ferocity (spell) [Planar Handbook, pg 95]
Four or more participants other than the primary character.
A bucket of water.


The Trick

Cast Glory of the Martyr, targetting four or more willing creatures of your choice. These could be teammates, hired NPCs, animal companions, etc. Then, cast Share Pain once per creature, establishing the link directionality such that damage dealt to you is sent to them.

Consider the relationship between the caster and a single creature. The caster deals himself X damage. Thanks to Share Pain, the creature takes X/2 damage. Thanks to Glory of the Martyr, the caster takes X/4 damage. Since the caster gets back 1/4 of his original damage input from a single participant-spell-loop, we need four or more participants to get back the same amount we put in.

Let's do a test run. The caster drops a rock on his toe for 8 points of damage. The share pain iterations mean that 4 damage would be dealt to each of the participants. However, the glory of the martyr spell means that each of the participants only takes half of the share pain damage, while the caster is dealt 2 points per participant, resulting in 8 points total dealt to the caster.

That's one cycle. In the end, the caster is dealt 8 points of damage, the same amount as when we started. This 8 damage starts the whole cycle over again instantaneously, and the system begins to loop infinitely. Result: 4 damage dealt to the caster an infinite amount of times, resulting in infinite damage. The participants take 2 damage an infinite amount of times, also resulting in infinite damage. Given that no time is expended for this to work, this infinite damage is effectively dealt all in the same round, for as long as the system persists.

It's also important to note that if there are more than four participants, the amount of damage will continue to increase, as the cycle will be ending with more damage dealt to the the caster than was done at the start. The approximate formula is: (Original Damage) x (Number of Participants x 1/4)^(Cycle Number). The end result of this situation is infinite damage dealt an infinite amount of times. This is normally not desirious, especially if your participants are not immune to death from massive damage or would like to make concentration checks to cast spells.

The Possibilities

To do more than spectacularly explode with this trick, you need to do three things: stay alive during the loop, power some useful ability, and make it back afterwards.

Staying Alive
The first priority is simply not instantly collapsing as your hit points zoom to negative infinity. I suggest the Delay Death spell or the Frenzied Berserker's "Deathless Frenzy" ability. Both have limited duration, but your damage is no object.

Still, being alive but unconscious (in the "dying" state) is pretty uncool, too. You can use Beastland Ferocity, the Diehard feat, Boar's Ferocity (a Wild feat from Complete Divine), or Shifter Ferocity from Eberron to maintain functionality, i.e. continue to take actions.

I'm all ears for other options, since none of these have particularly nice durations without my Twice Betrayer persistification trick.

If you want to cast spells more efficiently, you can effectively share these "life support" spells by virtue of the War Weaver prestige class's "Eldritch Tapestry," the Affinity Field power, those spell-sharing gloves from the DMG II, or by having your participants be your familiar/animal companion/special mount and benefit from the "Share Spells" ability.

Damage converted to Power
So, you're bursting with infinite damage. Now do it with style.

The bland way to do this would be to redirect the damage to your enemies. Affinity Field or Forced Share Pain are probably the best way to do this.

However, if you're really interested in versatility, consider the "Holy Suffering" ability of the Martyred Champion of Ilmater (Players Guide to Faerun, page 185. Whenever dealt more than 50 damage in a round, the next round your character receives a +1 sacred bonus to attack rolls, saving throws, and skill checks for every 10 points of damage. That's right, +Infinity on your vital stats. Kickarse.

The masochism spell from the Book of Vile Darkness produces the same effect, too, if you're into that sort of thing.

While we're talking about the BoVD, check out the rules for sacrificing creatures. The power outputs (spell effects, virtual XP and GP) are dependent entirely on a Knowledge: Religion check. Combo with masochism for infinite craft-xp/gp gain from sacrificing a kobold...

Making it Back
Alright, you've had your power trip, and now it's time to pay the price. There are two ways out: suck it up and die, or somehow bring your hit points back to manageable levels. In both situations, you should dismiss your damage-dealing spells and let the loop fizzle first.

If you're feeling dirty, go the cheap way and stick your head in a bucket of water. The DMG's rules on drowning say that if you fail your constitution check, you go directly to 0 hit points exactly. So, voluntarily fail your constitution check and go from negative infinity to 0 without any hassle. Talk about baptismal rebirth...

A few spells replicate this drowning mechanic, or other wise set hit points at a manageable point from which contingent healing spells, fast healing, or your friendly cleric can take over. Miasma [Complete Divine] and drown [Underdark] are such spells to consider.

If you're feeling studly, don't be afraid to bite the dust. Contingent true resurrections are alright if you have the cash, and taking the 10th level in Ardent Dilettante means that you'll suffer no side effects even from lesser (i.e. cheaper) raise-dead/resurrection spells. Still, if you're dirty and cheap, snag Revivify from the Miniature's Handbook. It's a 5th level spell that resurrects with no side effects, but only works the round after someone's death. A friendly cleric could pick up the slack, but if you're the self-reliant type, cast/UMD it on yourself in conjunction with Delay Spell, and time it to activate the round after you bite it.

Sample Build: The Infinite Martyr of Ilmater

Race: Human
Classes: Cleric 7/Martyred Champion of Ilmater 5/Wizard 1/Psion 3/Beastmaster 4
Relevant Feats: Endurance, Nimbus of Light, Skill Focus (handle animal), Psicrystal Affinity, Delay Spell, Divine Metamagic (Delay Spell)
Relevant Special Abilities: Holy Suffering, 2 Animal Companions, Psicrystal, Familiar

Not exactly elegant, but that's never been Lawful Good's forte. However, the Infinite Martyr is entirely self-sufficient to produce a Perpetual Damage Mechanism, benefit from it, and make it out alive. The assorted magical companions are there to provide willing participants which efficiently share sustaining spells without the insecurities of relying on teammates or unfortunate peasants.


FAQ

Q:Wouldn't the original damage be split up between the different Share Pain iterations and thus give diminishing returns?
A: In answering this question, the first thing to remember in resolving this damage loop is that damage is not a conserved quantity. The spells/powers involved actually deal damage according to a trigger, not move around a limited amount of damage. All of the damage-related spells involved prevent "one half of the normal hit point damage" from a wound, and then deal damage equal to the amount "not dealt to the warded creature." This means that multiple iterations of Share Pain (etc) result in the caster taking one-half of the normal damage from a wound, rather than [1/(2*Number of Share Pain iterations)] damage. We could also make the argument from the standpoint of the spell-stacking rules, but the result is the same: having a bunch of Share Pains on your character still means s/he takes exactly half damage from any given wound.

Q: I like this dirty trick, but it's not as good as...
A: Yes, there are a few other infinite loop or nigh-infinite loop combos out there. This trick is just a new one with its own quirks, possibilities, and a healthy dose of style.

Q: Haven't you made enough [Descriptive Title] of [Faerunian God] builds?
A: Apparently, not quite yet.


Special Note

A specific version of the Perpetual Damage Machine is currently being used to challenge mighty Pun-Pun. Please go here to read the details and direct any Pun-Pun related comparisons or comments there as well.

LibrarianHuntar
2012-02-01, 01:17 PM
Nasty Trick 3, by LoP
Dirty Trick #3: Attack of the Clones
Summary

The Wu Jen spell Body outside Body can be made widely available, semi-permanent, and terribly useful for
constructing synergetic clone combos.

Ingredients
Body outside Body (spell) [Complete Arcane, pg 100]
Artificer (class) [Eberron Campaign Setting, pg 29-33]
Extra Spell (feat) [Complete Arcane, pg 79-80]
Metamagic Item (infusion) [Eberron Campaign Setting, pg 113-114]
Recaster (prestige class) [Races of Eberron, pg 157-161]
Divine Metamagic (feat) [Complete Divine, pg 80]
Incantrix (prestige class) [Player's Guide to Faerun, pg 61-63]

The Trick
From sci-fi epics to anime tropes to Zhentarim leaders, everybody loves clones. Body outside Body is the
most efficient way in D&D to obtain self-duplicates, even though the creators of the spell thought they were
keeping the cloning fun under control by preventing clones from casting spells. But what if one could cast
this 7th level spell and get duplicates who are not only more useful than a bunch of neutered casters (read:
medium-level commoners), but stuck around all day long? Preposterous!
This trick breaks down into three steps: getting ahold of Body Outside Body, selecting useful abilities that
synergize when cloned, and making it work when you need it.

Getting Body Outside Body
Body outside Body is a 7th level Wu Jen spell, not exactly the most mainstream spell in the canon. Unless
you want to deal with the less-than-spectacular Wu Jen spell-list, we'll have to steal Body outside Body for
others to use. For full-casters of other classes, the simplest way of doing this is the Extra Spell feat, which
allows characters to learn a new spell one level lower than their current maximum castable spell-level,
regardless of original spell-list source. This means that the character will have to obtain 8th level spellcasting,
a fairly easy goal.
Alternately, the Recaster prestige class offers the extended knowledge class feature at 2nd and 4th level
which essentially mimics the Extra Spell feat without costing a precious feat-slot of your own. It comes at the
price of a single-level drop in spellcasting progression and a straightjacketed race, but if you're strapped for
feats, it's the way to go. Finally, the Artificer, or any Use-Magic-Device expert, can effectively reproduce the
spell with items at relatively low cost.
LoP(tm) Brand Long-Lasting Clones
Making it work when you need it is surprisingly simple for one big reason: Body outside Body is persistifiable.
That is to say, it has a fixed range, and thus we can apply the Persistent Spell metamagic feat to it. Day-long
clones, rather than one-minute wonders? Yikes. Since Body outside Body is a 7th level spell, we'll have to use
metamagic shenanigans to apply Persistent Spell pre-epic. The usual suspects show up: Divine Metamagic,
the Spelldancer's spelldancing, the Incantrix's metamagic effect, and the Metamagic Item for Artificers. All
have the same result: 24-hour duplicates.

The Possibilities
The big point of customization for this trick is selecting a build which results in a character that plays well
when duplicated. The ground work of obtaining Body outside Body and persistification taken care of, the wide
world of possibilities lie before us. The important caveat to remember is that your duplicates keep pretty
much every capability of the original except the capacity to actually cast spells or use spell-trigger items.
Alternate power systems are the very first to spring to mind. Psionics and Incarnum. Both can be developed
side-by-side with the spellcasting capacity necessary to get to Body outside Body, via the Cerebremancer or
Soulcaster prestige classes. Your clones may not be able to cast spells per se, but obtaining the services of
three or more high-level nearly-full-progression psions or soulmelders at the price of a single Body outside
Body spell isn't shabby at all.
Things get even more awesome when we consider the inherent flexibility of psionics and incarnum. Load up
assorted Incarnum feats then produce a bunch of duplicates who can invest their essentia into different
abilities. Crank out a squad of mid-to-high-level psions to metaconcert with, or better, go nova in your place.
If versatility is your thing, learn psychic chirurgery and psychic reformation and have your duplicates
rearrange themselves to learn powers useful for the immediate situation which weren't anticipated with your
main character's power selection. Finally, if things get a little crowded, top it all off with fusion to recombine
your duplicates, merging into a single being with insane power points, a wide variety of powers manifestable,
and utter expendability in a single glorious multi-nova.
The Artificer has a knack for coming out just as good as anyone, and this trick is no exception. Infusions are
very clearly not spells, so when an Artificer uses metamagic item to persistify a Body outside Body staff, the
duplicates are 90% functional artificers. Sure, they can't use wands or staffs themselves, but they're a
nearly-free source of miscellaneous infusions, skill-monkeying, and free crafting. Since the BoB clones only
last a day, they're limited to around 1000 gp/item, but with Exceptional Artisan to speed up the process and
retain essence to reap the rewards, they're worth the investment of a single staff charge.
All sorts of miscellaneous class features synergize with this particular Dirty Trick. A straight-up arcane
Incantrix can appreciate the benefit of a bunch of BoB clones using cooperative metamagic or metamagic
effect to enhance the original's spells. If you plan ahead and purchase extra spellcraft-enhancing items,
Incantrix clones have the potential to partner up with every caster in your party, adding metamagic powers
without ever having to use spells themselves.
Chameleon is a tempting prospect for those willing to take a hit to spellcasting. A two-level dip earns each
duplicate a free-floating feat for each clone to use differently. Excellent free-floaters include Shape Soulmeld
and Expanded Knowledge. Dip deeply enough, and your character will be able to replicate the better part of a
party all by himself. Himselves. Whatever.
The list goes on and on. Warlock is nasty and nice, since Invocations are officially not spells and your BoB
clones would be 100% blast-and-cast ready. If the BoB-user isn't dead-set on being a full-caster, there are
countless prestige classes that offer independently-useful abilities that don't rely on spellcasting. Even
though alternate-system (infusions, incarnum, psionics) combos are probably the most spectacular, any
prestige class or feat that enables either stacking synergy or versatility are good to choose when you use this
Dirty Trick.

Sample Builds
Extremely Basic: Wu Jen 3/Psion 3/Cerebremancer 10/Spelldancer 1/XYZ 3
Metamagic Madness: Wizard 5/Incantrix 10/Recaster 5
Incarnum Expert:Cleric or Wizard 3/Incarnate 3/Soulcaster 10/XYZ 4
Artificer Knows Best: Artificer 20
Beholder BoB: Psion 6/Beholder Mage 2/Cerebremancer 8/Thrallherd 4
One-Man Team: Artificer 12/Chameleon 8
Ur-Cloner:Psion or Incarnate 10/Ur-Priest 2/Psychic Theurge or Sapphire Heirarch 8

Your Build Here:

Bonus Mini-Tricks

Clown Car Feats: When using Fusion on your clones, remember that your feats are pooled. This means that if
you've selected self-stacking feats, you've suddenly multiplied their benefits. Think "Extra Turning,"
"Extra/Rapid Stunning," "Extra Wild Shape," "Extra Smiting," "Extra/Extended Rage," "Toughness," or
"Improved Damage Reduction" for small fry, or "Extra Slot," "Extra Invocation," and "Familiar Spell" for
serious self-synergy.

Every Psionic Power: Learn psychic reformation and psychic chirurgery. Make some clones, and have them
use psychic reformation on themselves to learn powers you don't know already. Then, have them manifest
psychic chirurgery, footing the XP bill themselves, to transplant those powers directly into the original. Do
this enough times, and you'll know every power in existence. Yum.

Unlimited Permanent Wealth: Without abusing the D&D set market prices, even! Psionic-capable BoB clones
+ True Creation. Again, the clones foot the XP bill. Have them do it on your own free Genesis-created
demi-plane. Augmented with free items made by bend reality and reality revision. While vicariously remote
viewing all of the enemies your clones identified with metafaculty, but have been stripped of all their powers
by apopsi. Or, if an artificer, sipping from your unlimited supply of cherry-flavored potions. And other such
Dirty-Trick-enabled luxuries.

FAQ

Q: Hey, some of your sample builds aren't optimal. What about...
A: Excellent. They're meant to be samples, so any improvements suggested or entirely new BoB Builds would
be most welcome.

Q: Are you sure Extra Spell works like that? Divine casters shouldn't be able to ahold of arcane spells and
then apply divine metamagic to them.
A: Even though the Extra Spell feat is in Complete Arcane, its requirements and technical wording are
arcane/divine blind. Furthermore, any given spell isn't inherently "arcane" or "divine," it's just available to
certain classes who may cast spells as arcane or divine. Look at all the spells that are on multiple spell lists.

Q: Can anyone actually use this trick? I don't know if my sane DM would allow...
A: This particular Dirty Trick is pretty actual-game-friendly, since it primarily uses material from the generally
respectable Complete books, and the level of power yield depends both on long-term build planning and
player creativity in character. I've actually tried it out a few times, and the hilarious roleplaying implications
of cloning typically outweigh any backlash from heavy optimization.

Q: What about psionic-magic transparency? Wouldn't that mean that BoB clones can't use psionic powers?
A: There are two approaches to this, both of which result in agreeing that BoB clones should be capable of
using psionics.
The first is the "enumerated effects" approach, which Tleilaxu_Ghola expressed nicely. Because the
magicpsionics transparency rule has a specific part where it explains how things works mechanically, we have
a solid standard. Since loss of power manifesting as a result of spellcasting loss is not one of the facets of the
interaction rules, the transparency rule says that manifesting capability and spellcasting capability are
functionally independent.
The second approach is to use clear precedent. Consider the mental pinnacle spell in the Expanded Psionics
Handbook and SRD. Mental pinnacle gives the character psionic manifesting capability, and then says that
"you lose your spellcasting ability." If we were to interpret loss of ability to cast spells as the loss of ability to
manifest powers, then this spell would do exactly nothing. Certainly, this single case is not a definitive ruling,
but it is a valuable precedent confirming RAW support for the independence of manifesting capability and
spellcasting capability.

LibrarianHuntar
2012-02-01, 01:19 PM
Nasty Trick 4, by LoP
Dirty Trick #4: The Nasty Gentlemen

Summary
Symbiont's "Share Spell" ability and capability of taking actions allows for the wild synergetic multiplication of
many spells' effects.

Ingredients
Symbionts (creatures) [Magic of Eberron, pg 153-158]
Cerebral Symbionts (creatures) [Fiend Folio, pg 216-218]
Fiendish Symbionts (creatures) [Fiend Folio, pg 218-222]
Impure Prince (prestige class) [Magic of Eberron, pg 73-76]
Symbiont Master (feat) [Magic of Eberron, pg 51]
Spontaneous Summoner (feat) [Complete Divine, pg 85]

The Trick
Symbionts are handy. Err, "tentacle-y." They're entirely portable, have few, if any, formal limitations on the amount
that can bond with a single host, and provide a host of minor benefits to careful users, including minor stat boosts,
increased hit points, and spell-like abilities.
Nice, but hardly impressive.
Now let's go back to an often-overlooked aspect of symbionts: each symbiont has the "symbiont" subtype. Old news.
Now add this: the symbiont subtype includes the "Share Spells" ability. Huh, has potential. Let's throw in the fact that
this Share Spells ability is better than the familiar ability by the same name AND you can have as many of these
buggers as you can find/buy/etc. Getting somewhere. Next, realize that a good portion of the symbionts retain their
ability to take independent (though directed) actions, including attacks. Neat, now only if they could do something with
all of these actions. Enter spellcasting.
There is a host of powerful spells which give a character some capability which requires action to activate.
These spells are shared with all of a character's symbionts, who can use their own actions (attacks, move actions,
full-round-actions, standard actions, swift actions, etc) to gain offensive, defensive, or general-utility benefit.
The result is that a single casting of a spell intended to be used only once a round can be multiplied hundreds of times over.

The Possibilities
It keeps getting better.

Obtaining Symbionts:
Amazingly easy to do. As Magic of Eberron suggests, players can essentially consider symbionts as treasure for the
purpose of wealth calculation. The base prices range from 1,000 to 8,000 gp, reasonably accessible at all levels. For the
more economically-minded or particularly outrageous symbiont-using gentleperson, the Impure Prince prestige class
allows you to lure symbionts for only 100 gp a pop. If a Princely character is willing to spend all of their cash on becoming
a tentacle monster, this translates to 7,600 symbionts by level 20.
Alternately, a riskier manuever would be to Polymorph any Object objects or followers into symbionts for an additional
boost in your ranks.
Dispelling/disjunctioning would be a real risk, but until then, the sky's the limit.

Gaining Benefit (boring title, crazy implications)
The reason for the title of this Dirty Trick comes from the mental image of a character truly taking advantage of its implications:
a perfectly sophisticated and dignified-looking spellcaster who erupts into a mass of churning tentacles, grasping claws, spikes,
spewing gouts of fire and brimstone, and striking with uncanny potency at a moment's notice.
Imagery aside, the best spells to pick for this trick are the ones which have a range of "Personal" and/or a target of "You."
These spells are the ones easiest to share with your hundreds of glorified tapeworm buddies, and even better, are easily
persistified through the usual metamagic routes. Out of this broad category, go for spells which add natural attacks, enable
action-activated ranged abilities, enhance existing attack modes, or have a limited number of times which each individual "you"
can use the spell. Alternately, if you're not concerned with repeatability, non-personal-range spells are also permitted and can
be shared just as easily, if not for all day long.
Remember kids, the surgeon general says that playing with symbionts can be hazardous to your health, so stock up on
ability-damage immunity, or at least make certain to befriend at least one divine spellcaster with a bucketfull of restoration
handy. Sheltered Vitality from Libris Mortis, the Restoration and Heal chains, Construct Essence, and miscellaneous class/creature
abilities are all WotC-approved methods of safe symbiosis.
I've compiled a basic list of good spells to consider below, but I'm wide open for any other options. Remember that if a spell
produces negative side-effects (such as limiting spellcasting), you can always choose to have the spell affect your symbionts and
not your Nasty Gentleman himself. This makes Nightstalker's Transformation, Tenser's Transformation, and Mental Pinnacle all
excellent choices to produce a hyperdeadly, multi-talented mass of options.

Symbiont Synergetic Spells
Ranged Awesome Spells:
Dragon Breath (Wiz, Clr) [the Complete Divine version]
Righteous Glare (Wiz, Clr)
Lightning Ring (Wiz)
Undermaster (Wiz, Druid)
Nimbus of Light (Clr)
Darkfire (Clr)
Skull Eyes (Initiate of Cyric)
Holy Star (Initiate of Mystra)
Stormrage (Clr, Druid)
Produce Flame (Druid)
Blinding Beauty (Druid, Clr)
Unearthly Beauty (Druid)
Cast in Stone (Druid)
Melee-Based Spells:
Fist of Stone (Wiz)
Flame Dagger (Wiz)
Claw of Darkness (Wiz)
Gutsnake (Wiz)
Body Blades (Clr)
Black Talon (Initiate of Cyric)
Death Dragon (Clr)
Snakebite (Druid)
Spore Cloak (Druid)
Toothed Tentacle (Wiz)
Venomfire (Clr, Druid)
Meta-Enhancements:
Critical Strike (Wiz)
Grave Strike (Wiz, Clr)
Vine Strike (Druid)
Nightstalker's Transformation (Wiz)
Mental Pinnacle (Wiz)
Bladeweave (Wiz)
Wraithstrike (Wiz)
Tenser's Transformation (Wiz)
Divine Favor (Clr)
War Cry (Bard)
Kiss of the Vampire (Wiz)
Improvisation (Bard)
Divine Sacrifice (Paladin)
Swift Haste
Touch of Jorasco (Clr)
Dispel Evil/Good/Law/Chaos (Clr)
Arms of Plenty (Wiz)

Sample Builds

The Arcane Nasty Gentleman: Wizard 5/Incantrix 10/Impure Prince 5
This chap sneaks into Impure Prince using Extra Spell to gain Summon Nature's Ally, then Spontaneous Summoner to qualify
for Gatekeeper Initiate, the final pre-req. Impure Prince costs a single level of casting progression, but having top-notch
metamagic and cheap symbionts is worth the dip.

The Unnatural Gentleman: Druid 14/Master of Radiance 1/Impure Prince 5
Venomfire. Extra Spell: Divine Power. Divine Metamagic. Energy Admixture and Twin. The Tentacle Whip symbiont has a built-in
poison attack. 76d6 per attack times 4 attacks per tentacle times 7,600 tentacles. We're averaging 8 million damage a round,
and that's not even optimized.

The Double-Aberrent-Ironic Gentleman:
Psychic Warrior 5/Ranger 1/Beholder Mage 1/Impure Prince 5/Ur-Priest 2/Mystic Theurge 6
Lotsa spell options. Lotsa self-hatred. Lotsa awesome.

FAQ
Q: Oh. Em. Eff. Gee. 8 million damage a round. At very least.
A: Damn straight.

Q: Thousands of tentacles? That's just nasty.
A: I know, I know. Don't blame me, blame Keith Baker. And maybe anime.

Q: Um. What about BoB Cloning with this? Or Nanotech?
A: You don't even want to get me started...

Q: But doesn't the Impure Prince's "Lure Symbiont" ability limit a character to one symbiont at a time?
A: Nope. The ability specifies that you can obtain a new symbiont whenever your old one "gets killed or lost." It says nothing
about your old one staying dead or lost. Thus, a suitably nasty gentleman can kill or maze his original symbiont, only to raise or
retrieve the little guy after obtaining a new friend to play with.

Q: What if all of your symbionts don't want to do what you tell them? Wouldn't you need some way to control them to prevent
continually having to make Will saves to keep doing the things you want to do?
A: Yep. Gotta keep them in line somehow, unless you're playing a LE Aberration-minded truly Ungentle Nastyman. Here are some
good methods of symbiont-taming:

In-Character Role-Playing Jibber-Jabber
Necrotic Tumor
Geas/Quest and Lesser Geas
Planar Ally (Lesser, Standard, Greater)
Planar Binding (Lesser, Standard, Greater)
Custom Summoning Variant + Halaster's Fetch
Polymorph / Polymorph any Object
Undead Control (Rebuking, Spell-Based Control, Direct Raising)
The very last one is new. I noticed that the Zombie and Skeleton templates allow raised creatures to keep their old subtypes.
Therefore, the most easily available undead symbionts retain the all-important Share Spells ability. So, lure/purchase a symbiont,
kill it, and raise it as a loyal undead minion. Combined with General of Undeath and Undead Lieutenant, being a Nasty Necromancer
Gentleman has never been better!

LibrarianHuntar
2012-02-01, 01:37 PM
The Omniscifer, or the Kobold Catcher if you prefer, by LoP
The Omniscificer: A Rational Solution to the Pun-Pun Problem

I, LordofProcrastination, being of sound mind and rhetoric, hereby present a solution to the Kobold menace.
Moreover, I intend to do it with a 4th level character. Think I'm crazy? We'll see.

Disclaimer 1:
I intend this thread to be an intelligent and rational debate. To this end, I am organizing my solution into labeled premises. This will help
readers to both follow my logic and, if necessary, dispute it in an orderly fashion.
Disclaimer 2:
I admire Khan the Destroyer and his creation, Pun Pun. I was one of the very first to congratulate Khan on his creation, and hold them both in high regard. The very nature of Pun Pun's magnificence has inspired me to challenge it, not some petty jealousy or misunderstanding. I have read all of the relevant Pun Pun threads. Please consider this disclaimer as a good reason not to resort to ad-hominem assaults or generic assertions of invincibility.

Background Understanding

[Premise 1] Once a character becomes nigh-omniscient and nigh-omnipotent such as Pun-Pun is, circumstances make it impossible for new threats to arise. This is because said nigh-omniscient/omnipotent character would know about any new potential threats and have the capability to quash them before they have a chance to mature.
[Premise 2] With enough time, experience, etc, pretty much any moderately optimized character could become nigh-infinitely powerful. What is impressive about Pun-Pun is that this power level is accomplished with alarming speed, i.e. at level 5.
[Premise 3] Thus, the only accurate way to compare two or more nigh-omniscient characters would be to evaluate the amount of time it takes for these characters to reach their ultimate state.
[Premise 4] Controlling for DM temperament and nonmechanical circumstances, as we must on the Character Optimization Boards,
experience points obtained is the best way of comparing timeframes between characters. If character experience point levels are the same, then round-by-round analysis of capability curves would be necessary.

The Omniscificer:
Race: Elf
Class: Artificer 4
Feats: Elf Dilettante (1st level), Brew Potion (Artificer 2), Craft Wondrous Item (Artificer 3), Magical Artisan [Craft Wondrous Item] (3rd level), Legendary Artisan (Artificer 4)
UMD Bonus:
Code:
+2 Masterwork tool (circumstance)
+3 Item Enhancement (circumstance)
+4 Charisma
+2 Eagle's Splendor (slightly more Cha)
+7 Ranks
+6 Cloak of the Artificer (competence)
----
+24 (high enough to automatically succeed on all creation-relevant UMD checks

Items: (rather extensive calculations)

Spoiler:
Boots of the Resilient Worker (Single Use, Use-Activated) [CRAFTED x4]
- Spell replicated: Delay Death
- Base cost: Caster level (5) x Spell level (3) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Expert (0.7) = 473gp
- Gold to create: Base (473) x Magical Artisan (0.75) x Crafting (0.5) = 174 gp
- XP to create: Base (473) x Magical Artisan (0.75) x Legendary Artisan (0.75) x Crafting (1/25) = 11 xp
Boots of the Resilient Mastermind (Single Use, Use-Activated) [CRAFTED x1]
- Spell replicated: Delay Death
- Base cost: Caster level (5) x Spell level (3) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Artificer (0.7) = 473gp
- Gold to create: Base (473) x Magical Artisan (0.75) x Crafting (0.5) = 174 gp
- XP to create: Base (473) x Magical Artisan (0.75) x Legendary Artisan (0.75) x Crafting (1/25) = 11 xp
Goggles of the Martyr (Single Use, Use-Activated) [PURCHASED x1]
- Spell replicated: Glory of the Martyr
- Base cost: Caster level (7) x Spell level (4) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Artificer (0.7) = 882gp
- Gold to create: Base (882) x Crafting (0.5) = 441 gp
- XP to create: Base (882) x Crafting (1/25) = 36 xp
Bracers of Sharing and Caring (Single Use, Use-Activated) [PURCHASED x4]
- Power replicated: Share Pain
- Base cost: Manifester level (3) x Power level (2) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Expert (0.7) =
189 gp
- Gold to create: Base (189) x Crafting (0.5) = 95 gp
- XP to create: Base (189) x Crafting (1/25) = 8 xp
Gloves of the Painlord (Single Use, Use-Activated) [CRAFTED x1]
- Spell replicated: Masochism
- Base cost: Caster level (5) x Spell level (2) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Artificer (0.7) = 315gp
- Gold to create: Base (315) x Magical Artisan (0.75) x Crafting (0.5) = 119 gp
- XP to create: Base (315) x Magical Artisan (0.75) x Legendary Artisan (0.75) x Crafting (1/25) = 8 xp
Amulet of the Beast (Single Use, Use-Activated) [CRAFTED x1]
- Spell replicated: Beastland Ferocity
- Base cost: Caster level (2) x Spell level (1) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Artificer (0.7) = 63gp
- Gold to create: Base (63) x Magical Artisan (0.75) x Crafting (0.5) = 24 gp
- XP to create: Base (63) x Magical Artisan (0.75) x Legendary Artisan (0.75) x Crafting (1/25) = 2 xp
Masterwork Tool, Use Magic Device [PURCHASED x1]
- Per the PHB, 50 gp
Cloak of the Artificer [CRAFTED x1]
- Gives a +6 Competence bonus to Use Magic Device
- Base cost: Bonus Squared (6^2 = 36) x 100 x Skill Required (0.9) x Class Required, Artificer (0.7) = 2,268
- Gold to create: Base (2,268) x Magical Artisan (0.75) x Crafting (0.5) = 851 gp
- XP to create: Base (2,268) x Magical Artisan (0.75) x Legendary Artisan (0.75) x Crafting (1/25) = 51 xp
Ring of Calling to Collect (Single use, use-activated) [PURCHASED x1]
- Spell replicated: Sending
- Base cost: Caster level (7) x Spell level (4) x Single Use, Use Activated (50) x Skill Required (0.9) x Class Required, Artificer (0.7) = 882gp
- Gold to create: Base (882) x Crafting (0.5) = 441 gp
- XP to create: Base (882) x Crafting (1/25) = 36 xp
Total Gold Spent: 174x4 + 174x1 + 882x1 + 189x4 + 119x1 + 24x1 + 50x1 + 851x1 +882x1 = 3409 gp (of 5400 gp at 4th level)
Total XP: 11x4 + 11x1 + 8x1 + 2x1 + 51x1= 116 xp (well within craft reserve)

The Combination

[Premise 5] Having procured his items by money or self-industry, the Omniscificer equips himself and then pays a handful of gold for the services of three trained hirelings. By selecting hirelings of a certain profession, he obtains the temporary aid of four experts, all of whom possess a chosen skill, enabling their use of the Boots of the Resilient Worker.
[Premise 6] The Omniscificer lends a pair of Boots of the Resilient Worker and a pair of Bracers of Sharing and Caring to each of the
hirelings, and asks them to put them on, but not activate them until his signal. The Omniscificer then activates his items in order such that Glory of the Martyr, then Beastland's Ferocity, then Masochism, then Delay Death are working. Upon activating Masochism, he gives thesignal for the hirelings to activate their items, bracers first. Now there are four Share Pain effects active, all oriented Omniscificer => Hirelings. Everyone involved has their own Delay Death spell active as well.
[Premise 7] The Omniscificer tosses himself off of a nearby 80 ft cliff, deliberately fails his Jump check, and takes 8-48 damage. This sets off a Perpetual Damage Mechanism, and the hirelings immediately pass out. Instantly, the Omniscificer is sustaining an infinite amount of damage.

Disclaimer 3:
If you are unfamiliar with this mechanism, please read about it in the second of my "LoP's Dirty Tricks" articles, The Perpetual Damage
Machine. Likewise, please direct all comments and questions about the infinite damage loop involved here to that thread. For the purposes of this thread, you need to understand that the Omniscificer is sustaining infinite damage for as long as his Glory of the Martyr spell is active, and let's move on.
[Premise 8] The round after falling, the Omniscificer's masochism spell grants him a +1 bonus on skill checks, attack rolls, and saving
throws per 10 damage sustained. Since he sustained infinite damage last round, he now has +Infinity to these stats. That's right, not "nighinfinity," or "limitless," it's really "infinity infinity."
[Premise 9] Thanks to his Elf Dilettante spell, the Omniscificer is free to attempt any skill check he desires at a +Infinity bonus. The
Omniscificer uses this opportunity to learn everything. The Knowledge skills require no action to activate, and every check in any of the
broad categories instantly reveals everything there is to know about the subject. Thus, in a flash of an eye, the Omniscificer becomes
perfectly omniscient.
[Premise 10] Since the Omniscificer can know an infinite amount, and the D&D multiverse contains a finite amount of information (thanks to the limitations of published material), the Omniscificer knows every combination of action possible. Going by the sample topics, the Omniscificer knows everything there is to know about every type of creature. The Omniscificer knows the vulnerabilities of every creature that exists or might exist.
[Premise 11a] Knowing everything, the Omniscificer knows about the dangerous possibilities presented by some shapechanging kobold wandering elsewhere. Knowing all of this kobold's weaknesses, as he does any creature's weaknesses, the Omniscificer also knows what steps can be taken to ensure the destruction of either the kobold in question or the necessary stepping stones to full power in its path.
[Premise 11b] Though the Omniscificer's knowledge is infinite, it does not require "all knowledge" to successfully predict the pun-pun trick. Eager to make his power permanent, the Omniscificer conducts knowledge checks regarding all spells, items, abilities, powers, etc, in the multiverse. There is a finite number of spells/items/abilities/etc, due to the limited number and length of WotC publications. Next, he makes knowledge checks regarding the results of combining every one of these capabilities. He is now aware of every trick and loop made available through the combination of WotC spells/items/abilities/etc. This includes the pun-pun/manipulate form combination.
[Premise 11c] Knowing the pun pun combination, the Omniscificer is then able to determine the assorted factors and capabilities that must converge in any given character/circumstance for the combination to be activated. These characteristics include the capacity to transform into a Sarruhk, the presence of an ally/minion to set up the original manipulate-form exchange, the knowledge- vailability/ingenuity necessary to become cognizant of the combo, and a host of other enabling factors.
[Premise 11d] Knowing all of the factors necessary to activate the pun-pun/manipulate form combination, and furthermore knowing
everything about every creature in existence, and normalizing by the "Background Understanding" assumptions, the Omniscificer knows
that Pun Pun the Kobold is the creature possessing the most factors for being the first/next to activate the manipulate form combination.
Since the vast array of factors must converge in a single character for the combination to occur, and Premises 1-4 establish that the
combination has yet to occur, it is quite reasonable with infinite knowledge to identify differentiating factors that set Pun Pun the Kobold as the primary target of the Omniscificer's efforts.
[Premise 12a] The methodology of preventing the rise of Pun Pun is mostly irrelevant. The important thing is that the Omniscificer knows how to get it done. For imagination's sake, this could mean leveraging his intimate familiarity with all secrets to induce local rulers to hunt down and kill Pun Pun. This might mean that the Omniscificer knows the ancient riddle answer necessary to unlock a powerful creature that may act in gratitude. This might mean that the Omniscificer's infinite knowledge of the planes means that he knows exactly where to find a handy artifact. Like I said, the important thing is that against infinite knowledge, one potential cosmic threat as a 4th level character doesn't stand a chance.
[Premise 12b] After identifying the threat, the Omniscificer knows exactly how to prevent the activation of the pun-pun combination. For the sake of proving surety of this method without reliance on the manipulate form combination itself or excessive DM intervention, I will outline a few possible options that the Omniscificer could pursue.
[Premise 12c] The first step is the addition of an item enabling remote communication, ala sending or correspond. A single-use,
use-activated item based on either of these is well within the Omniscificer's remaining budget, and would enable direct communication with the gods and/or beings directly under the remote-senses and/or control of the gods. It's worth noting that the argument presented by a number of participants in this thread that the Omniscificer can immediately attract the attention of the gods through the use of an infinite Perform (god-attracting-haiku) check, or other such skill-based mechanism, still has validity. However, since the presence of an item enabling no-save contact with a god of choice helps remove uncertainty, let's run with that.
[Premise 12d] Sending and correspond enable communication-based interaction, which is the primary requisite for social skill use. After coming into communication with a deity of choice, the Omniscificer can use his assorted infinite social skills (Bluff/Diplomacy/Perform
/Intimidate/etc) to ensure that the contacted god immediately does a number of things for the Omniscifer.
* After selecting a god with Alter Reality, have the god make all of the Omniscificer's spells/powers permanent. Yay for continually-updating omniscience and eternally infinite skills.
* Make the god come to the Omniscificer and make him a Divine Proxy. Divine Rank 1 goes a long way towards finishing off all possible
activators of the pun-pun combination, especially because it entails greater teleportation at will.
* If we are being setting-specific, pick Shar and ask her to give the archetypal form trait to the Sarruhk. This is based on Catharz's assertion that Shar can do thus. Corroboration would be nice, if anyone can provide that.
* Alternately, we could go for Set, the current head-god of the remaining sarruhk (through his fabricated Sseth aspect), and have him
slaughter all of his worshippers.
Even if the god-meditated genocide or archetypal neutering don't seem "realistic enough" to convince you, it should be readily apparent that the mechanics of permanent infinite skills, instant transportation, and divine rank should be more than sufficient to assuredly dispose of potential activators of the pun-pun combination. Furthermore, brute destruction of potential activators is only the simplest of options available, and not even the most efficient at that. Mass memory-alteration, history revision, having the deity to whom Pun Pun is a divine minion removing said status, and limitation of certain magics/psionics altogether are all possible.
In short, once we have obtained the services of a god combined with infinite knowledge, there are few, if any, mechanical challenges
remaining for the Omniscificer's mission.
[Premise 13] Whether the Omniscificer chooses to act on his knowledge is a matter of character design and player's intent, not DM fiat. For the sake of simplicity, let's set the theoretical player's design to be such that this character does not wish to be surpassed. Call it the LoP default to paranoid self-preservation.
[Premise 14] After obtaining infinite knowledge, the Omniscificer dismisses Glory of the Martyr, lets the damage loop end, and puts his head into a pond until he starts to drown. Due to a quirk in the DMG drowning rules, this sets the Omniscificer back at 0 hit points, and his contingent Cure Minor Wounds kicks in to put him back to normal (plus infinite knowledge), and he can begin to take action as he sees necessary.

Wrap-Up and FAQ
[Premise 15] I posit that this combination is one of the quickest routes to omniscience available. While not as versatile as Pun-Pun's manipulate form trick, this character "gets there" first, and is thus pretty much guaranteed to stay on top.
[Premise 16] Other than speed, the Omniscificer has a leg-up on Pun Pun in thoroughness. That is to say, the Omniscificer can obtain actually infinite stats, rather than nigh-infinite or limitless capabilities.
[Premise 17] Some people will probably conjecture that this combination is just beating up on a poor 4th level kobold wizard, hardly an impressive feat. I beg to differ. The difference is primarily intent and guarantee. Compared to all other situations, the Omniscificer is the only way to see Pun-Pun's ascent coming and know how to stop him without relying on the fuzzy DM adjudication of godly intervention/nonintervention.
[Premise 18] It is possible that some people may attempt to take a misguided "hard line mechanical" stance against my rather tame interpretation of the reasonable effects of infinite knowledge and say that one cannot derive any in-game use from knowledge checks. May I point you to the PHB, where we can find the following describing the outcome of Knowledge Checks: "For every 5 points by which your check result exceeds the DC, you recall another piece of useful information." With an infinite knowledge bonus, you exceed any finite DC by an infinite amount, resulting in an infinite number of pieces of useful information.
[Premise 19] The Omniscificer method is also more robust than a number of the other Pun-Pun challenge scenarios in that it evaluates both of the characters from the same standing point in time, rather than relying on giving the challenger a temporal headstart. Even better, this build is capable of fully assessing and meeting the Pun-Pun threat without using what is essentially metagame knowledge of Pun Pun and his powers and capabilities gleaned from the character optimization boards.
[Premise 20] Yes, I know about the direct time-travel spell. It doesn't negatively affect this combination. Pun Pun has to obtain full power before he can cast that spell, and the Omniscificer knows how to stop the so-bold kobold before he reaches that power level, and thus time travel never enters the picture. At least not until the Omniscificer gets around to vacationing around the space-time continuum later on...
[Premise 21a] While I have argued for the identification of "necessary factors" for activation of the pun-pun combination as a simple method for choosing the largest/most-immediate threat of kobold ascension (in Premise 11), I would also like to assert the validity of the alternate, if cheesier, method. This would be making Knowledge(prophecy) or Knowledge(the future) or Knowledge(probabilistic situational evaluation) checks, and reaping the direct benefits. Though it is true that D&D's roll-based system injects a measure of uncertainty in event-by-event interactions involving characters, there is no denying the feasibility of future-determination within this heavily magical, and moreover, storybased, multiverse.
[Premise 21b] The fact that DM permission is required to introduce non-typical Knowledge fields is not a barrier to the use of this option in a Character Optimization scenario. DM's permission is required to take a prestige class (DMG 176), use Forgotten Realms setting material, and pretty much any material whatsoever from any book. Assuming a neutral, complicit DM is a necessity for advanced Character Optimization comparisons.
[Premise 22] On multiplicity. Some have argued that there could be a countless amount of 4th level kobolds out there on the crux of accomplishing the pun-pun combination, and thus would be impossible to identify and target any one of them. This argument leads into an endless spiral of reciprocal, equally unfounded counter-arguments. By that logic, we could say that there is a similarly countless number amount of elf artificers to match. For the sake of accurately comparing character/build capabilities, it is necessary to avoid this escalation.
[Premise 23] As another "clearing the ground" point, there is the question of information assimilation. The boringly easy answer to this issue, which would be significant only in real life, is to realize that information assimilation is actually developing knowledge of the
interrelations between data points. Knowledge of interrelations in or between subjects is a matter that can be resolved simply with another knowledge check, of which the Omniscificer has no shortage of capacity for.
Disclaimer 4:
I hope you've all enjoyed my faster, smoother way of pre-empting the Pun Pun problem for any given multiverse. I encourage comments and criticisms of any sort as you wish, but please, if you would like to object to anything, please organize your objections by premise. I wouldn't want to think I did all that ugly prefacing for nothing.
Special Note
In case you missed it earlier, the infinite loop the Omniscificer relies upon can be found in my recent Perpetual Damage Machine Dirty Trick thread.

LibrarianHuntar
2012-02-01, 01:42 PM
D and D Nanobots by LoP
The Nanobots Cometh

Please enjoy this new method of optimization. If you don't feel like reading in detail, skip straight to the "World Records Build" section for the rockem-sockem bits.

The Basic Idea

Obtain and power a massive horde of individual allies ("nanites"). Program these nanites with the capability to help you do anything through ally-enhancement abilities. Order them all to use the "Aid Another" option in the manner you see fit. Reap game-shattering benefits.

The Roles (or "What You Need to Become Nano-Enhanced")

So, we need:
1) A way to create/summon nanites (for simplicity, called "powering" nanites), and
2) A way to make these nanites cabable of passing the DC 10 skill or attack roll check necessary for each to contribute a +2 bonus to those they are helping (called "programming" the nanites).

I know that the vast majority of builds on the CO board are single-character builds, but as you can see here, two roles are necessary. A single character can fulfill both roles well enough, but D&D nanotechnology becomes even more potent when the whole party becomes involved. Let's work with "powering" and "programming" methodologies first, and then move on to integrate these capabilities into characters.

I. Powering your Nanites

After a long search and comparison with numerous methods, I have arrived at the conclusion that the best way of obtaining numerous individual allies which operate according to your will is use of the Animate Objects spell. Animate Objects animates one object of size Small or smaller per caster level with a duration of 1 round/level, and is a 6th level Bard/Cleric spell. Though the duration is limited, animate objects grants the versatility of being able to customize the objects you animate in size, capability, and flavor (more on customization later). Permanence is an option for 3000 experience points, an unsavory amount reserved only for those of high in-game need for exceedingly low-preparation action and xp to burn.

II. Programming your Nanites

However spunky, animated objects lack ranks in any skill whatsoever, and their dismal ability scores render them highly unlikely of successfully aiding characters (via the DC 10 skill/attack roll). This is where the Exemplar prestige class steps in. Found in Complete Adventurer, the Exemplar has every skill on its class list, great skill points, low entry requirements, and above all, the "Lend Talent" ability. Lend Talent allows the Exemplar to take a penalty on his/her skill checks up to his/her Exemplar class level while allies gain a competence bonus commensurate to this penalty.

The details are straightforward, but the essential bit of this ability is that it offers said bonus to all allies within 30 ft of the Exemplar. As a kicker, once activated, this power remains effective for as long as your character isn't snoring or dead. Suddenly, all of those nanites can make their DC 10 checks, netting a +2 bonus per nanite to the checks of whomever the nanites are gathered about (e.g. the "help-target"). With enough nanites, the net bonus from all of the Aid-Another actions not only will outweigh the penalties the Exemplar suffers, but will quickly provide a stellar advantage in whatever skill the nano-programmer desires.


The Mechanics of Nanobot Assistance (or "How to Make it Work")

I. Sizing:

In order to Aid Another (skill-wise), it is necessary for the nanites to be in a position to help. As Tiny-sized or smaller creatures with no reach whatsoever, most nanites will have to move into the same square as the help-target. Since the number of creatures that may fit unhindered in a square with a larger creature is determined by the nanite's size, it is necessary to make one's nanites the minimum size possible, Fine. 100 Fine creatures can fit into a single square with another creature of size Small or greater, so obtaining up to a +200 bonus will rarely be restricted by the help-target's size. However, in order to obtain the help of more than 100 nanites, one must somehow increase size (through any manner of transmutation spells, psionics, or abilities) such that s/he occupies multiple squares. No real trouble here, just a consideration.

II. The Check

The Aid-Another option is incredibly potent when taken on a large scale. Since most Nanite-Programmers have 9 or more levels in Exemplar, and thus give their subjects +9 on any skill they choose, success is literally guaranteed for 100% of involved nanites. For a single casting of Animate Objects at 20th level, this means +40 unnamed on nearly any check. However If the skill involves the Strength ability, because a Fine Animated Object's Str is 6, percentage of successfully contributing nanites drops several percentiles (dependant on exact Exemplar level). Still, with enough nanites, the chance of DC 10 failure will remain low enough that character will still gain huge bonuses.

On the Attack/AC side of things, the numbers-game figures more prominently. Using size-regression from the Tiny Animate Object found in the Monsters Manual (via Monsters Manual chart 4-2), we find that Fine nanites have an attack bonus of +5, meaning that only 50% on average will pass. For the average "CL 20" animate objects scenario, though, this still means +20 to AC or attack, hardly anything to scoff at for a 6th level spell functioning over multiple rounds.

As a side-note to the Attack/AC use of nanotechnology, having your nanites move into an opponent's square does produce an attack of opportunity. Actually, this isn't much of a bad thing. Out of a horde of 100-something nanites, it's doubtful that even a Combat-Reflexing two-weapon-fighter could put a meaningful dent in your helpers (especially if they're adamantine), and in even attempting the feat would waste valuable Attacks of Opportunity per round.


Optimal Use of Nanites (or "What to do Now that You can get +200 on Anything")

Time to whip out the Epic usages of nearly every skill in the book. :D With nanobots on their side, players gain pretty amazing skill and attack boosts. As always, there are ways to really make these high bonuses work for you. Here are a number of great ways to synergize (either for your Programmer/Powerer or for teammates) with Nanotechnology.

Perform Checks are used in a number of prestige classes not only to access abilities, but to set save DCs or even damage. With a chorus of nanobots humming along, you can use the Stormsinger's "thunderstrike" to deal check-result damage (Frostburn), heal damage and block spells/songs with a Seeker of the Song (Complete Arcane), create damaging area-effects with a singular reason to actually keep taking Sublime Chord levels, or mix in some Virtuoso to disrupt spellcasting.

Concentration is also a surprisingly good choice for the Programmer's lend talent aura. Spellcasters can really benefit from truly assured spellcasting, extra speed through Mobile Spellcasting or Extraordinary Concentration. If there's a Kensai in the team, boosting Concentration can mean the same thing as boosting Reflex saves.

The other miscellaneous choices are truly only limited by player ingenuity. The Justicar's hogtie ability is a little strange but handy, sniping with Hide is utterly reliable for a whole team once more, Intimidate can become feasible with high level opponents (via Intimidating Rage), and a Spellcraft-enhanced Incantrix will never be able to thank his nanites enough.

It's important to remember that a Nano-Programmer can activate and maintain up to 4 enabling lend-talent auras at a time (depending again on class level), so splitting up nanites to help a number of characters in a variety of tasks is an excellent option. As long as the golden 30-ft-radius is respected, nanotechnology can effectively enhance the actions of a whole team.

World Records Builds

The true beauty of Nanotechnology is that it doesn't involve simply exploiting some small broken loophole in the game. Moderate use of helpful hordes can be integrated into almost any challenging game without ruining the experience for non-optimized players. In fact, the very versatility and potentially multi-partisan nature of nanotechnology means that everybody in a team can get involved and gain benefits. The truth that Nanotechnology is pure 3.5, non-psionic, and doesn't involve hours of self-flagellation with an electric sword (vis a vis Shambling Mound and Zeugalak ) means a lot for playability and power.

I. Builds that Power Nanites (still collecting more from suggestions)
- Changeling Wizard 5/Mage of the Arcane Order 2/Incantrix 3/Recaster 3/Incantrix 4-10
- Cleric 5/Sacred Exorcist 2/Contemplative 1/

II. Builds that Program Nanites
- Bard7/Virtuoso 3/Exemplar 10
- Bard 5/Stormsinger 6/Exemplar 9
- Paladin 5/Kensai 6/Exemplar 9

III. Builds that Power AND Program
- Wiz 5/Mage of the Arcane Order 2/ Incantrix 4/Exemplar 9
- Artificer 11/Exemplar 9

IV. World Records Build

Classes: Cleric 5/ Dweomerkeeper 5/ Contemplative 1/ Exemplar 9
Race: Kenku (Monster Manual III, LA +0, Great Ally)
Domains: Magic and Planning, then Good via Contemplative
Base Caster Level: 19
Feats: Extend Spell (Planning Domain), Magical Training (1st), Divine Spell Power (3rd), Divine Metamagic (Extend, 6th), Consecrate Spell Trigger (9th), Skill Focus (your choice) (12th) Practiced Spellcaster (Cleric, 15th), Practiced Spellcaster (Cleric, 18th)
Items: Staff of the Once-Immobile Minions [x2] (detailed below, 55,688 gp), Night Sticks [x29] (Libris Mortis, 217,500 gp total), Strand of Prayer Beads (25,800 gp), Orange Ioun Stone (30,000 gp), Item of Cha +6 (36,000), Stone of Good Luck (DMG, 20,000 GP), Tome of Leadership and Influence +4 (DMG, 110,000 GP), Breastplate of Command (25,400 gp), Circlet of Persuasion (4,500), Contingent Giant Size (13,300 gp), Bag of Holding Type IV (10,000 gp), Metamagic Rod of Quicken (x3) (225,000 gp)
---- 734,488 spent (still under the typical 20th level limit)

Staff of the Once-Immobile Minions (27,844 gp)
---Animate Objects 375*CL 11 * SL 6 = 24,750 gp
---Mage Hand 375*CL 11*SL 1 *0.75 = 3094 gp

Turning Check Calculations (for Divine Spell Power)
+11 Cha (boosted by tome, enhancement, level bonuses, 32-point focusing) + 2 (breastplate of command) + 1 luck (luckstone) +2 (knowledge:religion) +3 competence (circlet of persuasion) +3 (Divine Spell Power) = +22 turning check, auto-maximizes the +4 bonus possible


Preparation:

Rounds 1-3: Activate Lend Talent ability three times, each for a different skill of choice.
Round 4: Activate Bead of Karma.
Rounds 5-34: Cast Animate Objects via the Staff of Once-Immobile Minions. Every time, Extend it with Divine Metamagic and activate with Consecrate Spell Trigger, giving each casting the Good descriptor. Uses own caster level, which is enhanced from 19 to 29 through Items (Orange Ioun Stone and Bead of Karma, +5), the Good Domain ability (+1), and Divine Spell Power (+4 through automatic maximum success on each turning check). The turning attempts necessary for the Consecrate Spell Trigger feat, the Divine Metamagic Feat, and the Divine Spell Power feat are supplied via Nightsticks.
Rounds 35-53: Keep casting Animate Object enhanced as before, but without Extending it with Divine Metamagic.
54-62: Switch over to backup staff during this period. Standard-action animate objects continue. Commence casting an additional version per round by use of your Metamagic Rods of Quicken.
Round 63: Laugh like a mad scientist as a free action, activating the Contingent Giant size, which increases personal size to Colossal. Cast Animate Objects once as a standard action and once with the last charge of the last Metamagic rod.
Round 64: Order all nanites to "Aid" you on a skill check chosen from the three lend talent auras in action. Since you are colossal and occupy 25 squares, all of your minions can touch you. At this point, there are 66 separate castings of Animate Object in play, each cast at CL 29, so some 1,914 Fine-sized nanobots help out, each supplying +3 to your check/roll (via Great Ally racial ability) for
a total bonus of +5,742 to almost any skill you desire.
Optionally, this could also mean a +4,593 bonus to AC or Attack

Yes, it's that powerful when you take nanotechnology to the extreme. I'm fairly certain that this busts just about every Skill bonus, AC, or Attack Bonus record on the Character Optimization board.

That said, there are still more places to go with Nanotechnology. Sans the giant build-up, nanite helpers can provide a boost of optimized help which doesn't necessarily break the game. I'm turning to the CO board's expertise to develop new, optimized Nanite Power and/or Nanite Programming builds, particularly in the realm of boosting nanite attack values and making use of on-call uber skill checks. I'll be posting additional content regularly, but your comments and suggestions are most welcome.



To get things started on the more sane and accessible side of Nanotechnology:
Alternate Methods of Nano-Power: (or "How Else to Obtain Your Miniature Horde")

Undead: Who wouldn't want an undead army that terrifies your enemies AND helps out around the lair?
- Strengths: High thematic potential, well-documented perfect mental control of minions, undead animation tends to have nigh-infinite durations, necromancy synergizes well with Dragon's theurgic feats.
- Weaknesses: Difficulty of procuring numerous Fine bodies at whim, social difficulties that arise from walking into town with a whirlwind of zombie bats, the innumerable spells, classes, and feats designed to kill undead which tend to work particularly well against low-HD minions, Animate Undead costs 25 gp per corpse. Yuck. More efficient methods include use of the "Fell Animate" feat from Libris Mortis, or the Plague of Undead, and Animate Legion spells.
- Getting it Done: If you're patient, use the Pale Master's 1/day componentless animate dead to slowly build an army. If you're impatient, carry bags of (bat) holding and use Fell Animate to kill and raise yourself a swarm at will. Plus, there's always the Dweomerkeeper's supernatural spell ability to skip out on costs.

Animals: The original (hamburger) helpers.
- Strengths: Reliability of duration of minion support, cheap, social acceptability, fuzzy wuzzy
- Weaknesses: Zero protections and low hp, skittish nature in-character, necessity of cranking up Handle Animal (unless you want to train bats for weeks at a time before they become of any use)
- Getting it Done: Boosting your Handle Animal skill through any number of conventional means. Nothing terribly odd here.

Planar Allies/Planar Binding/Spirit Binding: Borrowing minions from other realms = not likely to win much favor with anyone.
- Strengths: Your choice of assorted pint-sized outsiders and elementals, possible synergy through creature-particular special abilities
- Weaknesses: Generally unstable and unwilling servitors, possible undisclosed costs of summoning, spells in question summon only 1 or 1-4 creatures at a time
- Getting it Done: The spells are on your primary casting list. Move along...

Unseen Servant: Crazy as it seems, these nigh-forgotten helpers can pull off nanite behaviour. According to the PHB, an unseen servant "can't perform any task that requires a skill check with a DC higher than 10 or that requires using a skill that can't be used untrained." Thus they can make the exactly DC 10 check necessary to aid another.
- Strengths: Available at low levels, invisible and unobtrusive, huge duration, formless and shapeless nature leaves it up to you to determine how many can fit into one area, crazy arcane flavor
- Weaknesses: Inability to help out with AC or "to hit" rolls due to spell constraints, specific limitations on skill-help, extreme fragility (6hp, no protections)
- Getting it Done: The spell Servant Horde from Complete Arcane is a 5th level conjuration that produces 2d6+1/level (max +15) of these handy fellows. For the green at heart, Wood Wose from Complete Divine is a druid's unseen servant spell

Boguns: From the Complete Divine spell Beget Bogun, you can obtain a Tiny helper for only 25 xp. So cute
- Strengths: A high intelligence means that Marshal auras could apply, permanent duration,
- Weaknesses: 25 xp cost each, 8-hour creation time each
- Getting it Done: Just cast the spell. Boguns are probably not for the combat-minded, but if duration and versatility are your hot-buttons, begetting 20 boguns costs 500 less experience points than casting permanence on a 20th caster-level Animate Objects...

Gate: For those taking the role of the Nano-empowerer, this spell can be top notch in temporary low-cost nanite summoning.
- Strengths: HD-based multiple-creature-summoning potential, high customization, neato special effects
- Weaknesses: 9th level spell means inaccessible for some and expensive to multi-cast for others, still tough to find well-protected small minions in any MM book
- Getting it Done: If you're canny, the xp/monetary payment option for prolonged service could be potent with the right in-game haggling.

Prying Eyes: 1d4 + Caster level Fine-sized constructs with build-in Hide and Spot capabilities? Sound great.
- Strengths: Lower level spell than animate objects, natural Spot and Hide bonuses, hour-per-level duration, spell-related reporting abilities
- Weaknesses: Low combat durability (1 hp and no protections), slightly questionable rules mandate for non-spying activities
- Getting it Done: One dash of 9th-level-or-higher wizard, apply metamagic (twin, repeat) liberally

Alternate Methods of Nano-Programming: (or "How Else to Make your Horde Useful")

- Marshal: From first glance, taking levels in marshal seems like a quicker and more powerful way of enhancing your numerous companions via the assorted minor auras. However, the drawback appear rather quickly: only one skill-boosting aura can be in effect at once (i.e. no "spotting" AND "moving silently" at the same time), the auras only apply to allies with intelligence of 3 or higher (ruling out the vast majority of time-and-cost effective nanobot sources)

- Stat-Boosting: A variety of class abilities and spells can be used to affect allied creatures base abilities, the bonuses from which can be used to make skill checks or attack rolls to help out the Nano-enhanced team. The trouble is finding a balance between the types of boosts one can apply to large numbers of allies, the duration of both the enhancers and the nanobots themselves, and the relative utility of simply saving said spells for yourself. I haven't done the complete research on this particular topic yet, but my impression that stat-boosters that work on a truly significant scale are few and far between, forcing nano-enhanced players to deal with mere percentages of their drones making the checks necessary to help out each time.

- Warchanter: At the 10th level of this Complete Warrior prestige class, the Inspire Legion ability allows every creature within 60ft to adopt the base attack bonus of the highest BAB creature amongst them. Coupled with a +2 bonus on damage rolls, this ability automatically makes a nanoswarm battle-ready and highly damaging. Since this ability can be obtained by 15th level, versatility-minded programmers can still sneak in the essential 4 levels of Exemplar for skill aid.

FAQ (Work in Progress)

Q: Aren't nanobots or nanites or nanoagents specific technical entities that aren't adequately described by your middling-sized little constructs?
A: Yep. Consider this a D&D approximation -- I understand the distinction, but isn't it more fun to call these particular miniscule swarms of helpers nano-something?

Q: If caster level is the limiting factor for the number of objects animated and the duration of the spells, why haven't you used a tricked-out Use Magic Device check to crank out hundreds of nanites with each casting?
A: Unfortunately, the proper use of UMD in relation to staves (a popular source for Animate Objects castings is still hotly contested. Let's not dip our fingers into an acid-filled wishing-fountain for loose change when the mint's already open.

Q: Could the Dual Nano-Power-Programmer beat the H.I.V.E. at poker?
A: Depends on who casts cheat first. :P

(New Questions and Answers)

Q: What about the fact that animated objects and undead (among other nanobot types) are mindless? Doesn't that mean they can't use any skills?
A: The short answer is yes, they can use skills according to D&D rules. It's a matter of having non-Intelligence as opposed to zero intelligence. The detailed explanation can be found here.

Q: How about "Trained Only" skills? Can those be used too?
A: Yep, the Aid Another action allows creatures to help out with skills they normally wouldn't be able to fully comprehend on their own. The one full-skill exception is Use Magic Device, the only skill for which Nanobots do not claim the world record. For an in-depth reading and explanation of these rules, check out my clarification further down on this page.

Q: I read the Animate Objects spell in the SRD/PHB and it doesn't say anything about being able to Aid. What's the deal?
A: The deal is that animate objects spell creates "Animated Objects," full creatures that obey the caster's every command to the best of their abilities. The spell references back to the Monster Manual for complete details, and if you're interested in reading thorough rules explanations, you can find them in this thread, here and there.

Q: I want to make reeeeeaaaallly miniscule nanobots using animate objects, but the Monster Manual doesn't have a direct entry for Diminuative or Fine animated objects. Are itty bitty buddies even allowed? What can I do?
A: Luckily, the D&D creators foresaw sizing issues like this and made it easy to resize or create variably large creatures. The easiest and quickest way is to use the sizing table from page 291 of the Monster Manual. Just run it in reverse for making things smaller. Once more, a full rules discussion can be found anon.

Q: World records are neat, but isn't this stuff just mechanical jibberty jabber? I mean, could anyone actually use nanobots?
A: As much as I love making game designers cry, the real intention of this thread is to introduce a new way of using well-known but under-used game options for all-around optimization. If massive temporary hordes aren't for you, check out the Alternate Methods sections to mix and match nanotechnology tricks to fit your character concepts and needs.

Special Credit goes out to Carnivore and his animal helper thread which got me started along the path to ruin
Nanobot Flavor: Skills

An adamantine sphere is hardly the ideal source of aid for a variety of skills, but then again, animated objects (or animated basic geometric shapes for that matter) hardly represent the breadth of nanotechnology possibilities.

End result: A need for inventive, flavorful nanites or interesting in-game interpretations/schemes for existing nanobots to make things work. Here are are variety of options drawn from the fertile minds of this thread's contributors.


All-Around Skillful Nanobots (LordofProcrastination)

Looking for something? Animate a collection of glass shards or lenses that amalgamates into a 360-degree variable-magnification micro/tele-scope for all your Spot or Search checks. Maybe a spellcraft check or simply smart instructions could have your unseen servants bend the light passing through them a bit for a similar affect.

How about stealth? I'm a fan of camouflage-colored cloth strips that muffle your steps (Move Silently) and blend your entire team into the shadows (Hide). Boguns, prying eyes, and Bats already have hide-bonuses, so they're ready to roll from the get-go.

Mobility skills like Jump, Balance, Tumble, and Climb fare well enough with the image of hundreds of invisible, supportive pressures, or zestified by a set of well-trained springs.

Nanobots are probably toughest to sell when it comes to mental efforts. Then again, in a magical world, nonscientific explanations that would come off as New Age fluff in real life could hold serious weight in a superstitious world with multiple corresponding sub-systems/explanatory models of power derivation. Who knows, maybe a massive array of antennae really is the thing to focusing one's mind (Autohypnosis or Knowledge checks). Acupuncture needles or massage balls could relax the body into ignoring outside distractions, improving Concentration. For mystical types, rare-material objects or inherently magical minions could be commanded to subtlety redirect natural flows of magic to improve one's own arcane efforts (Spellcraft).

Precision skills definitely work well with the right tools. Does an animated swarm of surgical instruments (Heal, Disable Device, Forgery, Open Lock) sound like modern robo-mechanical assistance or a pack of interns to anybody else?

Charismatic efforts most likely are best attuned to the personal flavor of the character as well. For some, a scintillating array of semiprecious stones swirling harmoniously around one's body could be just the thing to distract (Bluff) or awe (Diplomacy) potential targets. Intimidating nanobots might hearken back to surgical tools or other spiky-looking threatening hordes, or just freak enemies out with the sense that they're being silently watched from every angle (prying eyes or unseen servants). I'd mention the potential of having your own thousand-piece band/chorus/orchestra for accompaniment, but I'm guessing that most Nano-Bards are already having a ball Performing for their friends and enemies.


The Crystal Connection (Tempest Stormwind)

I'd suggest crystalline objects for anything transparent (by the way, multiple lenses = powerful microscope. Given how loupes and lenses boost Appraise, imagine what this could do. For objects by weight, simply look at the various Strength scores of these devices, or what weight they can support before they drop). This has two advantages:

1) Psionic effects have an affinity for crystals. This means that you can better explain some of the mental affinities as generated psionic resonance (see the Shards for samples of this), and (due to psionics-magic transparency) accomplish similar feats to your supernatural ones listed above.

2) There's already an easy way to carry all of these, although it takes a wee bit of revising -- Hover Field. A sample revision is here, although I would have handled it differently (for instance, it's not out of range of a 1st level power to move "one object per level" subject to a total weight limit, which is itself augmentable). This means you aren't limited to the speed of the nanites, and you can move them as YOU see fit (if you revise the power that way).


Healthy Tidbit (Lokiyn)

How small can you make these animated objects? if you could get them small enough then for heal checks you could insert 100's of tiny beads or tiny star shaped bits of biodegradable material that help you repair the body from the inside out. (LoP Interjection-- due to the flexibility of D&D sizing options, this neat option is technically feasible for the less-than-squeamish.)


Tackling the Tricky Stuff (Zubon)

"A sheetlike object can fly (clumsy maneuverability) at half its normal speed." Remember when justifying to your DM that most of the objects cannot fly. The image of hundreds of floating adamantine balls is appealing, and one can see how they would easily assist in Jump, for example ("I have thousands of metal spheres supporting me as I leap to the top of the mountain"), but they might have issues since they only roll about. They do not hover. They could stack atop one another easily enough (Climb check, here we come!), but there are limits to what a sphere can do. Maybe use Fabricate to make thousands of Fine adamantine pixies. I hope you maxed ranks in Craft(Sculpting). Is a basket sufficiently sheetlike, or can the lid flutter? I like the idea of Craft(Basketweaving) being a source of nigh-endless power. At any rate, remember that we live and die by the rules, and the rules may not give your animated objects the abilities that spring to mind.

Your adamantine spheres can, however, do many things, especially given that they can roll, hop (Jump), and stack themselves. Improving your AC and aiding an attack seem to be easy to justify. Hey, there are thousands of spheres tripping you up, and you plan to dodge? You plan to hit me through this mound of metal?

Hide is another potential issue. It is easy to justify your hiding, especially given that you could have total cover from a layer of animated objects. The issue is their hiding, since they are using Aid Another rather than Hide. The same could easily apply to Move Silently. Sure, you are silent and invisible, but the orcs noticed thousands of scuttling objects, so they are going to investigate.

You get around many of these issues with Unseen Servants or carefully selected objects, but remember that animated objects only have so much power infused into them. If you can give them better shapes or mobility, your explanatory ability goes up very quickly.

Great idea with the magical pseudo-science, by the way. Super antennae, animated crystals, magic-channeling matter... yes yes, we can work with this... Perhaps a useful table would be a list of ideas for what sorts of objects would work well for each purpose. A few thoughts:

Survival (Get along in the wild): Animate every bit of (dead) wood, rock, debris, etc. in the area. These will dig up edible mushrooms, point the way to water, swarm over small game, etc. The poor deer, being attacked by hundreds of animated leaves... Your skill check of 1d20 +23 (ranks) -9 (lend talent) +3 (Skill Focus) +4 (Skill Artistry) +2 (synergy) +2 (Self Sufficient) +4 (Wisdom 18) +7,467 (Aid Another) feeds 3,748-3,758 people per day. Your army will have no problems if supply lines are cut.

Escape Artist will be a hard one, because it will be hard to do some of this in a situation in which you would need to make the check, besides slipping through a Wall of Force. What exactly you should animate depends on what you are escaping. Tiny blades would work well for many things, such as rope or when making the check to escape a grapple ("Please, hold onto me while hundreds of daggers are carving your flesh away from my body"). Hmm, maybe they should just attack in that case. Anyway, use your magical pseudo-science to explain how these gems/bits of mithral are helping you slip through the Wall of Force (sadly, they cannot follow unless the Aid each other in shifts to get through - untrained is allowed).

Decipher Script: Animate dictionary pages (individually), pens, inkpots, paper, whatever will help you look through things. Animate glass shards for the lens idea in picking out details. Use your animated ink and papers to draw comparisons between fifteen versions of the language over the centuries and set them side by side. In this case, you are using all this matter as an inefficient computer, helping your brain process information literally in parallel by putting the options side-by-side. Your library may be a bit cluttered when this is done, but tell them all to clean themselves up.
Building Your Nanobots:

Miniscule minions of doom have to come from somewhere. Since the main varieties of nanobots are originally objects, crafting them can be as easy as making an endless succession of Craft (metalworking or leatherworking or glassblowing) checks or as fast as whipping out a Fabricate spell. If you're aiming for combat-readiness and durability, it is essential to apply a healthy high-caster-level dose of the Hardness spell from Eberron to the unworked material. If your material of choice is, like mine, Adamantine, a single application of the above spell can boost hardness to 30+, easily enough to sustain the average already-halved energy damage area spell, the main area-attack threat to one's swarming horde.

Similarly, you can take advantage of the variable nature of the Animated Objects Monster Manual entry — give them wheels to push their movement speed over 80ft or make them from cloth for a flight speed. If you're feeling daring (and your DM is permissive), forge them with tiny built-in polearms or chains to give them reach capabilities (possibly allowing flanking, depending on your reading of the DMG pg 29).

On to the nitty-gritty. Nanobots have to be very small, and not just for flavor reasons. The amount that can fit in your square (and thus can aid you) is directly limited by their size. If your help-target is Medium, 100 Fine creatures can fit without restriction in its square. For more details on creature-fitting mechanics, go for pg 29 of the DMG once more — I'll be sticking with Fine for the sake of optimization and simplicity. The 100 creature/square limit means that unless your minions have reach, your help-target will have to be Large or Huge to benefit from upper-end numbers of each. A Fine creature has a maximum space of ½ a foot, or 6 inches, so even if that isn't quite "nano" in the traditional sense, this does allow us to test the maximum inert hit points (as determined by object depth) of your helpers.

Without at doubt, adamantine has the best hardness for its cost, so we'll use that. The cheapest way to obtain adamantine is as ammunition, at a cost of 60.10 gp for five pounds (10 bullets). Assuming that adamantine has the same density as steel (since its substitution doesn't affect metal armor/object weight), 5 lbs comes out to 17.63 cubic inches of material, or 3.41 gp per cubic inch. For our 6-inch-diameter limit, a sphere of adamantine would encompass 113.04 cubic inches of material, coming out to a total of 385.24 gp per 3-inch-radius nanobot. At this maximum, the object is 6 inches deep, and thus has 240 hit points and a base hardness of 20 (pre-spell-reinforcement). I know that 100 6-inch-wide spheres in a humanoid's space would look a little odd (and pricey), but it scales quite nicely. A 1-inch-wide (0.5 inch radius) version around the size of a marble still has 40 hp and 20 hardness for a paltry 1.78 gp. In short, given the cost of adamantine, anyone with a little ingenuity, or mundane or spell craftiness will face no difficulty constructing a customized super-hard nanoswarm.

As a side note, these hit points are only partially useful since in animated form, the nanobots adopt the paltry 1-2 hp of an animated object. Though the rules leave it up to the DM to adjudicate whether the removal of these hit points constitutes a total smashing of the animated object or merely sufficient damage to disrupt the energizing magics within it. Given the disparity in inert object hit points to animated object hit points, I'm in favor of the second view, thus lending reusability even to "killed" nanobots.

LibrarianHuntar
2012-02-01, 01:45 PM
Twice Bretrayer of Shar, by LoP
The Twice-Betrayer of Shar, by LordofProcrastination

This thread has two purposes:

1) To showcase and improve upon a particularly nasty class/feat/spell invulnerability combination.
2) To challenge the community to create an ultra-lethal build that can put a dent in this guy.
So, read over the build and challenge, and see what you can add.

Build: The Twice-Betrayer of Shar

1 Cleric 1 Extend Spell, Reach Spell
2 Cleric 2
3 Cleric 3 Divine Metamagic (reach)
4 Human Paragon 1
5 Human Paragon 2 Ocular Spell
6 Human Paragon 3 Shadow Weave Magic
7 Shadow Adept 1 Tenacious Magic, Pernicious Magic, Insidious Magic
8 Ruathar 1
9 Ruathar 2 Initiate of Mystra
10 Ruathar 3
11 Contemplative 1
12 Divine Disciple 1 Divine Metamagic (ocular)
13 Divine Disciple 2
14 Divine Disciple 3
15 Divine Disciple 4 Persistent Spell
16 Contemplative 2
17 Contemplative 3
18 Contemplative 4 Divine Metamagic (persistent)
19 Contemplative 5
20 Contemplative 6

Race: Human
Salient Special Abilities: Five Domains (Magic, Knowledge, Illusion, Rune and Spell), Divine Health, Divine Body, Sacred Defense +2, Caster Level Check to use magic in antimagic/dead-magic zones
Spellcasting: Level 9 Divine Spells, CL 19
Key Items: Nightsticks, Ankh of Ascension, Nightsticks, Strand of Prayer Beads, Nightsticks, Pale Green Ioun Stone, Orange Ioun Stone, Nightsticks, more Nightsticks.
Flavor: Having forsaken the clergy of Shar and stolen the secrets the Dark Goddess' eyes, the Twice-Betrayer is now utterly devoted to the pure manifestation of eternal magic, Mystra. This unorthodox upstart dares to siphon the Shadow Weave's power and peerlessly spreads enduring magics of unprecedented variety with his dark gaze. True Neutral and lovin' it.

The Trick:
Peristent Spell can only be used on spells of "fixed or personal range," which excludes an awful lot of extremely handy buffing spells, particularly "touch" spells. However, if you apply the Reach Spell metamagic feat, a touch spell become a ray spell with a range of 30 ft. This is a "fixed range" in that it fits only into the PHB range category of "range expressed in feet." Is it now persistable? Sure thing.

But what about those other spells with non-touch, non-personal, non-fixed ranges you might want persistified? Enter "Ocular Spell" from Lords of Madness. It can grant a fixed range of 60 ft to "ray spells and spells with a target other than personal." Now, you and all of your friends can have Persistent buffs chosen from just about every spell on the books. I'll just let your imaginations run wild with the defensive and offensive ramifications of this build.

The Short and Fast of It: The Twice-Betrayer can persistify nearly any spell.

Sources Spoiler: Show

Classes:
Human Paragon: Unearthed Arcana
Shadow Adept: Player's Guide to Faerun
Ruathar: Races of the Wild
Divine Disciple: Player's Guide to Faerun
Contemplative: Complete Divine


Feats:
Divine Metamagic: Complete Divine
Ocular Spell: Lords of Madness
Reach Spell: Complete Divine
Persistent Spell: Complete Arcane
Initiate of Mystra: Player's Guide to Faerun
Extend Spell: Players Handbook
Shadow Weave Magic: Player's Guide to Faerun
Tenacious Magic: Player's Guide to Faerun
Pernicious Magic: Player's Guide to Faerun
Insidious Magic: Player's Guide to Faerun

Spells:
Ilyykur's Mantle: Unapproachable East
Beastland Ferocity: Planar Handbook
Delay Death: Miniatures Handbook
Sheltered Vitality: Libris Mortis

Items:
Ankh of Ascension: Races of Faerun
Nightstick: Libris Mortis
Contingent Spells: Complete Arcane
Custom items created using DMG guidelines, nitty-gritty mathematics are generally irrelevant unless anyone particularly wants to see the pricing totals.

The Challenge:

What You Do:
Create an ECL 20 character that can kill the Twice-Betrayer as quickly as possible. Write up a quick summary of how the character does it and how long it takes. You may use all WotC 3.5 material, except Unearthed Arcana, from which only options which do not rework the rules of the game are allowed (i.e. racial paragons and cloistered clerics are fine, Gestalt and Fractional are out). There are only two contextual exceptions. The first is Thought Bottle, which is boringly broken, and thus banned. The second ban is the Initiate of Mystra feat, because it likewise would be boring and unproductive to pit Betrayer/Cheater clones against each other.

I know that with enough dispelling, blasting, and hacking, the Betrayer's defenses will eventually fall, the trick for you will be doing it in a timely fashion. If your character takes repeated actions with a chance of failure (such as Mordenkainen's Disjunction, dispelling without overwhelming caster level, etc), keep track of those percentages to figure out how many iterations elapse before guaranteed success.

What the Twice-Betrayer Does:
The challenge pits you against the Twice-Betrayer as he should be: buffed and well-equipped.

For the purposes of the challenge, the Twice-Betrayer has a slightly less-versatile but invulnerability-empowering class build:

Cleric 3/ Human Paragon 3/ Ruathar 3/ Bone Knight 10/ Contemplative 1

Also, Shadow Weave Magic is traded in for Wild Talent.


•Spells Active: Antimagic Field (x4), Delay Death, Beastland Ferocity, Sheltered Vitality, Death Ward, Water Breathing, Freedom of Movement, Ilyykur's Mantle, Greater Heroism, Protection from Spells, Favor of Ilmater, Neutralize Poison, Stone Body, Eladrin Form, Dweomer of Transference.

•Additional Challenge-Specific Items: Continuous, Class-Limited Item of Antimagic Field; Continuous Item of Beastland Ferocity; Continuous Class-Limited Item of Delay Death; Item of Resistance +5;

•Contingent Spells: Twinned Antimagic Field, All are set to successively activate upon the failure of their corresponding normally-cast version. Insert assorted semantic trickeries to trigger the contingents exactly when most favorable.

•Tactical Notes: Unless Delay Death and Beastland Ferocity are somehow removed, the Betrayer will never die from any amount of damage. The other protective spells make the Betrayer immune to just about every conventional form of non-damage death. All the spells active at the start of the challenge are generally cast at CL 28 and due to Tenacious Magic, dispel checks are made at a DC of 15+CL, or 43.

Any time a significant spell is dispelled/suppressed, etc, the Betrayer will spend his round recasting whatever spell if most obviously necessary for survival. The most critical protection spell, Antimagic Field, can be recast about 5 additional times during the challenge. If it becomes clear that more precise spell-loadouts are necessary for a long-haul challenger, I'll take care of that posthaste.



•Simplified Stats: I assume bare minimum ability scores with a Wis focus.
---- AC: 12. Arrogantly never bothers, essentially autohit.
---- HP: 82 (102 post-Heroism) SR: 30
---- Fort: +13 unbuffed, +30 buffed; Ref: +10, +27 buffed; Will: +26, +43 buffed;


Helpful List of Immunities:
Immunity ----------------- (Source)
Death from Damage -------- (Delay Death/Beastland Ferocity)
Disease ------------------ (Bone Knight 8, Stone Body)
Critical Hits ------------ (Bone Knight 10, Stone Body)
Sneak Attack ------------- (Bone Knight 10, Stone Body)
Nonlethal Damage --------- (Bone Knight 4, Favor of Ilmater)
Stunning ----------------- (Bone Knight 4, Stone Body)
Energy Drain/Level Loss -- (Bone Knight 8, Death Ward)
Ability Damage/Drain ----- (Bone Knight 8, Sheltered Vitality, Stone Body)
Poison ------------------- (Bone Knight 8, Stone Body)
Suffocation/Drowning ----- (Stone Body)
Antimagic/Dead Magic ----- (Initiate of Mystra)
Pain Effects ------------- (Favor of Ilmater)
Dazing ------------------- (Favor of Ilmater)
Staggering --------------- (Favor of Ilmater)
Nauseation --------------- (Favor of Ilmater)
Fatigue ------------------ (Bone Knight 8, Sheltered Vitality, Favor of Ilmater)
Exhaustion --------------- (Bone Knight 8, Sheltered Vitality, Favor of Ilmater)
Charms/Compulsions ------- (Favor of Ilmater)
Death Effects ------------ (Bone Knight 8, Death Ward)
Grappling ---------------- (Freedom of Movement)
Sleep Effects ------------ (Bone Knight 8)
Fear Effects ------------- (Greater Heroism)
Nonmagical Attacks ------- (Eladrin Form)
Death from Massive Damage - (Bone Knight 8)

Disclaimer: This is going to be an evolving challenge. If someone says, "Hay LoP ur Betrayer can be killd by overeating!," I'm going to add "Protection from Heartburn" to the spell list. This isn't intended to make the Twice-Betrayer an unfair challenge, it is to keep the thread and its builds progressing towards greater optimization and not get hung up on small oversights. I'm all ears for improvements, so let's see where this nigh-invulnerable combo can go!

Variations:
Customization suggestions for adapting this build for non-challenge use.

•If you're not interested in the additional spell options opened by either Ocular or Reach, dropped one or the other will clear the way for other feat options.

•Likewise, while Shadow Weave Magic is thematically and strategically useful for the invulnerability challenge, it can be replaced without damaging "the trick."

•If you're feeling magnanimous, toss in the Chain Spell feat to spread the lovin' more efficiently to large groups.

•When wandering about in an Antimagic Field, note that your items won't be viable supplements for in-combat spellcasting. Thus, always pre-buff and load up Ocular spell.

•If you expect to be dealing with other antimagic-ready opponents (read: The Betrayer's brother, the Cheater), go Warforged and use the spell "Golem Immunity" from Races of Eberron, which grants magical immunity to all spell-resistance-applicable spells. This variant also lets you continue to use your own items, so this is a pretty solid defensive choice if you're willing to lose the Human feats. Note that the Challenge's invulnerability combo does not work with this option.
Please Take Note:

This is a cooperative thread in which many CO optimizers are working hard to hash out important rules issues and participate in a fun competition. I am here as the original poster to provide guidance for the goals of this thread, not to pass down rulings from on high. I participate in the assorted rules-discussions as an equal member of this forum, relying on the tools of logic, textual support, and grammatical analysis to prove my points. I've been wrong sometimes, I've been right sometimes, but more importantly, I've been consistently dedicated to keeping the discussion open, rational, and fair.

Because some of you apparently believe that I have been excessively twisting the rules or "reinterpret[ing] how I wish or ignor[ing] anything against what I've decided," I am going to clarify the guidelines for how everyone (myself included) should handle the Challenge. Most of these guidelines are what I believe to be common assumptions of CO discussions, but for the sake of transparency, here they are.

The Revised Guidelines

1) Within the WotC 3.5 literature, any mechanics or rules available to players may be used in the pursuit of either defeating or defending the Twice-Betrayer. Tricks requiring significant DM-intervention, adjudication, or invention are strongly discouraged.
--- Exceptions: Material from Unearthed Arcana, the Initiate of Mystra feat, and Thought bottle are banned.
--- Translation: Go ahead, hit the Betrayer with just about anything a player could.

2) In the cases of mechanics or rules under contention, the literal reading of the text will be held in highest priority, followed by grammatical/contextual interpolations, with "Author's Intent" taking the last and least authority. Interpretation should be a matter of grammatical and contextual analysis, not how anyone thinks a matter is "supposed to be."
--- Exceptions: None.
--- Translation: Being "cheesy" is okay, just be by-the-rules-cheesy.

3) For the purposes of The Challenge, presume that the Build Trick works. (that some permutation of Reach Spell and Ocular Spell enable a broader field of persistable spells). Discussion of the Build Trick is welcomed as long as it is not confused with participation in The Challenge and follows rules 1 and 2 above.
--- Exceptions: If a conclusive new official ruling comes in from Wizards to disprove the Trick...
--- Translation: Disagreeing with the Build Trick is okay, too. Please do so in a clear manner.

4) Be Nice.
--- Translation: Don't attack people personally, keep harsh language to a minimum, don't misquote or misrepresent other people's thoughts, try not to post things that don't further the thread's goals, and follow the Code of Conduct.

That said, everyone, please hold me accountable to these. I would like nothing more than to continue this fascinating multi-faceted discussion with the knowledge that everyone participating feels fairly treated.


FAQ

Q: Is this build legal?
A: Yes, I believe so. There are a few objections to the Trick's mechanics, but they have been well-answered. Please read through the existing arguments before posting your own objections or supporting thoughts.

Q: Hey, anybody could cast these invulnerability-inducing spells. What's so special about the Twice-Betrayer?
A: He does it with style. More importantly, his metamagic wrangling allows him to actually apply Persistent Spell to all of those protective spells, meaning that he's ultrabuff with all day long with a wider array of spells than has ever been possible.

Q: Why didn't you arrange this class here or take that class dip there?
A: Probably due to lack of foresight. If there's a better set and order of classes out there for the Twice-Betrayer's thematic versatile persistability, I'd love to hear it. In fact, the rest of this post will be reserved for alternate builds which accentuate different aspects of the combo. Suggest away!

Q: Well, I have this nifty Half-Golem Voidmind War Troll that...
A: Okay, try to restrain yourself a little on radically different builds. The ultramonsters with +13 LA are fun for certain circumstances, but overall playability is an oft-neglected portion of Character Optimization that the Twice-Betrayer handles pretty well, and I wouldn't want to ruin that.

Ashheart
2012-02-01, 03:02 PM
I've recently been searching for a lot of these classic builds and tricks.
Most of them were lost during the Wizards forum cleanup.
It's great to see them recreated here, if only to make certain they're not lost!
At least the GitP forum has a decent archive function.

Keep up the good work!

Psyren
2012-02-01, 04:07 PM
In case you're interested, here are all the psionic ones (http://www.giantitp.com/forums/showthread.php?t=177889) (credit to KA for compiling the list.)

LibrarianHuntar
2012-02-01, 05:40 PM
The Skill-check Fanatic Maker, shown is the Jumplomancer by Caedrus

This build is a testament to the power of caffeine fuelled idiocy:

A Jump Check that makes people fanatical.

Alright, here are a few ideas and a build that I shall work on a little later. But, for the moment, here it is:

This is a link to the Jump record, from Funny Slaughter’s list of CO Records.

It lists Jump as having a +366 bonus. This is excellently constructed. But, here is my idea:

Get a Fighter 1 / Druid 9, with a Strength of 14. We'll go with whatever race, but a 30' Base Move is a good place to start. We can certainly add in Prestige Classes, as well, but we need Wild Shape.
At Level 1, take Power Attack.
At level 3, take Skill Focus (Jump)
At Level 6, take Leap Attack (Complete Adventurer).
At Level 9, take Cheetah’s Speed (Complete Divine).

If you're human, take Run. Every little bit, well, is probably unnecessary.

Also, let's take the Quick trait, from Unearthed Arcana. This bit is optional, of course.

We should also grab 5 ranks in Tumble. Again, unnecessary, but we might as well.

Oh, and for fun, take the Shadow Template (Lords of Madness).

We won’t need any equipment or magic.

For now, let’s just use one of our Wild Shape uses to get Cheetah’s Speed, which makes our movement 50’. Excellent. Quick adds another 10', making it 60' But then our Shadow Template allows for 50% greater speed, so we’re zooming along at 90; Now, Cheetah’s Speed lets us sprint as a cheetah, at ten times our normal speed (which is 900’, as part of a charge. Now, since we are charging, we can Jump (since we have Leap Attack), and that means that our Jump check (which has a bonus based on speed of +4 for every 10’ beyond 30’ has a bonus of +(((900-30) /10) x +4) 348. For the sake of the maths, let’s say that we have 13 Ranks by this point, so the Jump check comes out at +361. Synergy from Tumble gets us +363, Skill Focus gets us +366, and Acrobatic gets us to +368, Strength gets us to +370, so this should allow us a new Jump Record, as far as I can see.

Now, let’s add in a little idiocy.

A Fighter 1 / Druid 9 / Exemplar 5 (Complete Adventurer) in this build needs: Diplomacy 6 Ranks (Druids get Diplomacy as a class skill, so no problems there); Jump 13 Ranks: Yes, we can manage that; Skill Focus (any; let’s choose Jump), and those 5 ranks in tumble. A little cross-classing there. You can delete this bit if you wish.

At Exemplar 1, we choose Skill Artistry in Jump. Then, at Level 5, we get Persuasive Performance. Now we can use Jump as a Diplomacy check. So, we can now make a +370 Jump check using the idea above, and our chosen NPC (or crowd) is automatically turned into a fanatic using the rules in the Epic Level Handbook.

Now, the performance "must be nonthreatening" and "requires at least one minute to perform":

Nonthreatening is fine, we can attack using a method specifically chosen to not harm something (just have your target be immune to your attack, have damage reduction, etc).

Interestingly, the minute performance thing is easy: Since we can jump at any point in our charge, we simply jump at the last 5' of movement in our charge. By the rules of Jump (PHB, Pg 77), "if you run out of movement mid jump, your next action (either on this turn, or, if necessary, on your next turn) must be a move action to complete your jump."; since our base movement is only 90, it will take us 10 rounds (one minute) to land from our herculean leap. Yes, idiotic, I know. Yes, it breaks a lot of laws of physics.

But, from what I can see, this works. We run, jump, land a minute later amongst an adoring crowd who immediately turn fanatical to me. Like I said, a truly stupid concept. There is lots of polishing needed on this silly, silly build, obviously.

Thanks for any positive input.

C.

LibrarianHuntar
2012-02-01, 05:49 PM
In case you're interested, here are all the psionic ones (http://www.giantitp.com/forums/showthread.php?t=177889) (credit to KA for compiling the list.)
Thanks for the stuff, psionics is fun.
Now, can anyone help me create a powerful Incarnum build, a powerful Truenamer build, a powerful Binder build, and a powerful Shadowcaster build, or basically, a build for each class in the Tome of Magic that Sucks.
Is your name based of this? http://i35.mangareader.net/psyren/143/psyren-1531447.jpg
Or do you just think its a cool word

LibrarianHuntar
2012-02-01, 06:49 PM
Psionic Tricks by Kalaska'Agathas
Inspired by some of the stuff in this thread I've decided to try my hand at writing a Psionic Tricks Handbook. It would be a sort of clearing house for psionic tricks, tactics, and combos. Trouble is, I'm no expert on what tricks you can pull with Psionics. So I humbly ask for help in this endeavor.

The MoI Recharge Trick -
The Recharge Trick uses Midnight Augmentation, Linked Power and Metapower to manifest Bestow Power (linked to a 1st level power) with a lower power point cost than power points bestowed by Bestow Power. This allows your psychic to do his thing, all day long.
Feats: Midnight Augmentation, Linked Power, Metapower, Psicrystal Containment
Powers: Bestow Power, a first level power (Here I use Synchronicity)
Method:
1. Focus yourself and your Psicrystal
2. You choose Synchronicity to be effected by Midnight Augmentation, investing one essentia
3. Expend your Psychic Focus to manifest a Synchronicity (which you have chosen to permanently join Linked Power to by Metapower)
4. Expend your Psicrystal's Psychic Focus to manifest Synchronicity, linked to Bestow Power (Costs reduced by Midnight Augmentation for -1, and Metapower for -2, reducing the cost of the Hustle/Bestow Power combo to 1 PP)
5. Refocus yourself and your Psicrystal (Doable in one round, if you choose Synchronicity as your 1st level power)
6. Repeat 3-6
Minimum Level: 3 (Higher without Flaws + Human)


The Meditation Hustle -
The Meditation Hustle uses Psicrystal Containment, Psionic Meditation Twin Power, Linked Power, and Hustle to use one metapsionic feat per turn (with two every other turn)
Feats: Psicrystal Containment, Psionic Meditation, Twin Power, Linked Power
Powers: Hustle
Method:
1. Both you and your Psicrystal are focused
2. With your Swift, manifest Twinned Hustle linked to Hustle (expending both focuses - total PP cost 3+3+6 = 12.) - you now have two extra move actions, with a third one coming in the next round. Use the two extra move actions to regain both your focus and your psicrystal's, then take your other actions for the turn as normal (move and standard.)
3. Next round, your linked Hustle goes off. Use your swift again to repeat (2).

You now have 3 bonus move actions (2 from the twinned hustle, and the third one from last round's linked power.) Use two of them to regain your foci again, and you have your standard + 2 move actions. This of course means that you can manifest a standard-action power modified with two more metapsionic feats (any), use your two move actions to regain your foci, and start the cycle over from (1).
Minimum Level: 12


The Mad Minute-
The Mad Minute uses Temporal Acceleration, Fission, Affinity Field, and Synchronicity to effectively grant you infinite standard actions, at least until you run out of power points (remember never to go so low that you can't manifest an augmented Bestow Power to recharge).
Feats:
Powers: Affinity Field, Fission, Synchronicity, Temporal Acceleration
Method:
1. Manifest Temporal Acceleration as a swift action for at least 3 rounds
A. Manifest Fission as your Standard Action for Temporal Acceleration round 1
B. Fissioned copy manifests Affinity Field
C. Fissioned copy manifests Synchronicity, augmented to 3 PP, which effects you both (via Affinity Field)
2. You use your standard action from Synchronicity to do as you will, your Fissioned Copy uses its standard action to manifest Synchronicity, repeat from 2.
Minimum Level: 17


Move by Wire-
Move by Wire uses Control Body and your Psicrystal to grant you extra physical actions. It has been pointed out that this requires that you manifest Solicit Psicrystal and the feat Psicrystal Affinity.
Powers: Control Body, Solicit Psicrystal
Feats:
Method:
1. Manifest Control Body, targeting yourself
2. Manifest Solicit Psicrystal, let your Psicrystal take over the concentration of Control Body
3. Have your Psicrystal force you to take a physical standard and move action
4. Repeat 3 for the duration of Control Body/Solicit Psicrystal
Minimum Level: 7


The Save Game Trick-
The Save State Psion 1.0
By Tleilaxu_Ghola

The Simple Summary
This trick works by abusing time hop to send your psicrystal days forward in time, and forced dream (Magic of Eberron 104), which will return him back in time to the moment you manifested time hop. Doing so will undo whatever caused your party to wipe, because the psicrystal's Dream began before you time hopped it. (Presumably while you were all alive and kicking.)

There's a couple of other things you'll need to make it work, below:

Abstract
With this trick one is able to create "save" game points, with a minimal cost of 15 XP for psionic contingency. The trick allows one to adventure for a day and then reload the save game point if something went awry.

Ingredients:
Forced Dream (Magic of Eberron 104)
Anticipatory Strike (Complete Psionic 78)
Time Hop (Mass version lasts longer, for a full day of adventuring)
Psionic Contingency
A Psicrystal
Status
Imbue with Spell Ability
Metamorphosis - needed if your DM ignores Player's Handbook 177 that states a creature can suppress racial resistances/immunities to magic.
Sending Stones [Optional magic item] (Complete Arcane 150, 15K per linked pair)

Forced Dream: Psion/Wilder 3
[Paraphrased]
Any time during the 1 round/level duration (or minutes per level with 4 pp augment), you can spend a swift action to restart your turn. As forced dream says, "When this effect is used, everyone and everything is reset to the state they were at when the subject's turn began. Any spells or abilities used are available again, any damage dealt is healed , any effects incurred are negated, any objects or creatures moved are reset to their original position, and so on. The only exception to this is that any power points spent to manifest forced dream are not recovered..." Forced dream ends when the swift action to do this is expended or when the duration expired.

The Trick
Manifest psionic contingency on your psicrystal placing a contingent ancipatory strike on him contingent on the event: returns to the normal time stream from a time hop.

If desired, share metamorphosis with your psicrystal to transform him into something that isn't immune to mind-affecting compulsions. Heck you could transform him into an object of any size if you wish. (Player's Handbook 177 states a creature can suppress racial resistances and immunities to magical/psionic effects, meaning metamorphosis is just for show.) Have the party Cleric use imbue with spell ability on the psicrsytal so that it can use the spell status. (A Spell to Power Erudite, Cerebremancer, Psychic Theurge or someone with an item can cast status himself.) Mix with affinity field if you wish the psicrystal to have knowledge of all party members' condition, though this requires a level 9 (!) power.

The psicrystal casts status on you or whatever party member you choose. This person's condition will determine whether or not the save state will be reloaded, so choose carefully. NOTE: Status will NOT work across planes! Be careful!

Manifest forced dream on your psicrystal at some time before you fear harm will befall you. Ready a standard action to manifest a contingent time hop on your party (+2PP per target) when the psicrystal moves. Tell the psicrystal to do so, advancing him hours / level ahead in time. With enough ML you can advance your psicrystal nearly a day. Adventure on your merry way, whilst your psicrystal is outside the time stream.

If your party succumbs to a TOTAL PARTY KILL, your psicrystal will still be alive and kicking the next day. No time will pass for him and when he comes out of the time hop and the contingency will grant him sufficient actions to check the status of the party, provided they are on the same plane as the psicrystal. (If on another plane, there's a 5% chance of failure.) The psicrystal may also use a Sending Stone to ask whether his master would like to reload or not. If the party member is under a certain condition or if the master tells the crystal to, the save state is reloaded as the psicrystal spends a swift action to return to the beginning of his turn, which began with you manifesting time hop on him right before he started moving. You may now retry whatever you failed to accomplish.


The Embrace of Mother Earth-
Minimum Level: 3 (if you ignore WBL)

You need:
1) Torc of Power Preservation (the more expensive one in the Expanded Psionic Handbook - NOT the cheaper one in the Magic Item Compendium)
2) Earth Power (and it's requirement, Earth Sense).
3) Bestow Power
4) At least one remaining power point (you could use Body Fuel, but that's a bad idea)
5) Natural stone to stand on

Method:
1) Psionically Focus Yourself (requirement for use of Earth Power)
2) Stand on the natural stone (requirement for use of Earth Power)
3) Manifest Bestow Power on yourself, do NOT augment it.
4) Repeat until full of power points.

What happens? Well, Bestow Power costs 3 points to manifest, and bestows two on the target (you). Earth Power reduces the cost by 1. The Torc of Power Preservation reduces the cost by 1. So you bestow yourself 2 power points at the cost of 1 power point.


You Squared-
Minimum Level: 17

You need:
1) Affinity Field
2) Bestow Power
3) At least 59 remaining Power Points
4) Fission (or another Psion with Bestow Power, but Fission is doing it with Style)

Method:
1) Manifest Fission (which costs 13 PP, and cuts your remaining power points in half - you'll need at least 23 remaining after that)
2) Manifest Affinity Field (Cost: 17 PP, you need at least 6 remaining when you're done)
3) You: Manifest Bestow Power on yourself, augmented as high as you dare (Giving yourself X*2/3 power points, costing you X power points - in the minimal example, you spend all 6 PP, to give yourself 4), and sharing it with your Fissioned duplicate (so 4 PP to you, 4 PP to your duplicate).
Fissioned Duplicate: Manifests Bestow Power on you, to the maximum it can without damaging itself, which is shared back by Affinity Field (it'll have at least 27 Power Points at this point, but could have a manifester level as low as 15, which we'll assume for here). So it spends 15 power points to give you 10, and itself 10 through Affinity field.
This round, you have spent 6 power points, and gone up by 14; your duplicate has spent 15 power points, and gone up by 14.
4) You: Manifest Bestow Power on yourself, augmented as high as you dare (you should have a minimum of 14 power points at this point - Spend 12 on Bestow Power, and you have 2, but gain 8 - for a total of 10... and 8 of those are also given to your duplicate.
Your Duplicate: Manifest Bestow Power on you (max of 15 points spent, ten for you, ten for your duplicate back through affinity field).
At this step, you've lost 12 power points, and gained back 18, for a six-point gain.
5) Go To 4 until either Fission or the Affinity Field expire.
6) After a few rounds, you'll have fully paid off your power point expenditure. Oh yes, and when you merge with your duplicate, you get all of it's power points as well - and it's power point total has been going up, too.

Note: Some DM's will read a particular line in Fission, and decide this doesn't work. If your DM does that, just make sure there's another party member with a manifester level of 6 or higher in the party that knows Bestow Power. This manifester takes the place of your Fissioned duplicate... and can actually make the effect slightly more efficient. It's less cool, though.


Tiny von BigMcLargeHuge-
I have a kobold whose family is, due to backstory, a cross between humans and dragons, and therefore has the [human] and [dragonblooded] subtypes. Ergo, he (and his brother, a backup character in case my current positive energy evolved undead necropolitan kobold dies) can technically qualify for Jotunbrud (since this isn't Faerun, regional feat prereqs are waived).

This post got me to thinking about a rather interesting build:

Male kobold psychic warrior 2 [human, dragonblooded] with compression and expansion, using the web enhancement from RotD right below

Why coming up short is a good thing ... for kobolds: For some reason, people almost willfully take up the role of kobolds despite their weaknesses, citing that the challenge of playing a physically weak race can be more rewarding than a powerhouse character. Time and again, these PC kobolds not only defy their shortcomings, but rise above them, enduring in memory and level long after most characters have been forgotten (or destroyed). It's hard not to root for the underdog, whether playing or watching one, as people are naturally moved by an unlikely hero railing against dismaying odds ... especially when the odds should be too daunting for them to overcome. The moment kobolds lose the qualities that make their life expectancy dubious at best is the moment we stop fighting for their survival.

Races of the Dragon introduced Craft (trapmaking) as a class skill for all kobolds. While this really only impacted NPCs and prestige class levels, it does help define the outlook of all kobolds. Below are some variant racial traits, followed by additional game material for any campaign setting. This material was designed to shore up the plight of kobolds, but without exceeding their Level Adjustment of +0 (or perhaps simply attain that rating).

Variant Kobold Racial Traits

Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.

Weapon Familiarity: Kobolds may treat greatpicks (see below) as martial weapons, rather than exotic weapons.

{table=head]Exotic Weapons|Cost|Dmg (S)|Dmg (M)|Critical|Range Increment|Weight|Type
Two-Handed Weapons
Greatpick|15 gp|1d8|1d10|x4|--|15 lb.|Piercing
Ranged Weapons|
Double crossbow, hand|200 gp|1d3|1d4|19-20/x2|30 ft.|3 lb.|Piercing
Bolts (10)|1 gp|--|--|--|1 lb.|--
Double crossbow, heavy|100 gp|1d8|1d10|19-20/x2|120 ft.|12 lb.|Piercing
Bolts (10)|1 gp|--|--|--|1 lb.|--
Double crossbow, light|70 gp|1d6|1d8|19-20/x2|80 ft.|6 lb.|Piercing
Bolts (10)|1 gp|--|--|--|1 lb.|--[/table]
Weapon Qualities

These weapons require the Exotic Weapon Proficiency to wield without taking a -4 penalty on attack rolls, but taking Exotic Weapon Proficiency (double crossbow) makes a character proficient in the use of all double crossbows. The penalty for wielding a hand crossbow without proficiency is cumulative with the penalty for wielding a double crossbow without proficiency.

Weapon Descriptions

Double Crossbow, Hand: A hand double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each hand crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both hand crossbows.

A character can fire one of the two crossbows as an exotic weapon (hand crossbow) with a standard action, or both crossbows as an exotic weapon (hand crossbow) with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.

You can shoot a hand double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player's Handbook). This penalty is cumulative with the penalty for one-handed firing.

Double Crossbow, Heavy: A heavy double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each heavy crossbow takes a full-round action that provokes an attack of opportunity. It takes two full-round actions to load both heavy crossbows.

A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.

A heavy double crossbow can be fired with one hand, but with a -6 penalty. You can shoot a heavy double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player's Handbook). This penalty is cumulative with the penalty for one-handed firing.

Double Crossbow, Light: A light double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each light crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both light crossbows.

A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.

A light double crossbow can be fired with one hand, but with a -4 penalty. You can shoot a light double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player's Handbook). This penalty is cumulative with the penalty for one-handed firing.
Greatpick: A greatpick is an extension of the heavy and light pick designs, but considerably heavier and larger, concentrating twice as much force onto a small area with a two-handed heft.

Kobold Religion

In the same way that every core race has a self-named domain from which to choose (see Appendix of the Spell Compendium), so now do kobolds.

Kobold Domain

Deities: Kurtulmak.

Granted Power: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. You can use the Disable Device skill to disarm magic traps. A cleric with the Kobold domain who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with their party) without disarming it.

Add Disable Device and Search to your list of cleric class skills.

Kobold Domain Spells

1 Create Trap (1): Creates a CR 1 trap.
2 Gnome Blight (1): Cloud of itchy debilitating pollen sickens living creatures.
3 Fire Trap(M): Opened object deals 1d4 damage +1/level.
4 Stone Sphere (2): 5-ft. diameter stone sphere rolls over your enemies.
5 Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
6 Contingency(F): Sets trigger condition for another spell.
7 Ironguard(F) (2): Subject becomes immune to all metal.
8 Maze: Traps subject in extradimensional maze.
9 Transmute Rock to Lava (2): Transforms one 10-ft. cube with subsequent fire damage and effects.

(1) Races of the Dragon
(2) Spell Compendium

Kobold Ritual

The Draconic Rite of Passage (see page 43 of Races of the Dragon) is a ritual that grants any kobold who completes the rite a 1st-level sorcerer spell-like ability of their choice, usable once per day. To recharge this ability, a kobold must complete the Searching for the Dragon meditation each day, which equates to same amount of time a sorcerer must spend concentrating to replenish their spells. The following ritual (and associated feat) are extensions of the Draconic Rite of Passage.

Greater Draconic Rite of Passage

The Greater Draconic Rite of Passage is a powerful ritual handed down from dragons to kobolds as a reward for their undying loyalty. In the same way that chromatic and metallic dragons gain integrated levels of sorcerer spellcasting as they age, this ritual allows kobolds to awaken a small amount of their own arcane might.

Prerequisites: Only kobolds of 6 Hit Dice or more, sorcerer level 1st, who have successfully completed the Draconic Rite of Passage, and taken Draconic Reservoir (1) can undergo the Greater Draconic Rite of Passage. A kobold requires no one else to perform the rite; it is a solitary activity.

(1) See below for feat description.

Benefit: Upon completing this rite, a kobold gains new spells per day and an increase in caster level (and spells known) as if also gaining one level in the sorcerer class. The kobold does not, however, gain any other benefit a sorcerer would have gained (familiar abilities, and so on).

The benefit of this ritual is automatically factored into the 15 minutes that a kobold sorcerer spends concentrating to ready their daily allotment of spells. No kobold can benefit from this rite more than once.

Time: A kobold who undergoes this rite must first endure nine days of fasting (the equivalent of three days for a kobold in a region above 40 degrees F). Immediately thereafter, the kobold must succeed on a DC 20 Concentration check to enter a deep trance that lasts for 24 hours. If the check fails, the rite must begin a new.

Cost: This rite requires sacrificing a gem of at least 1,000 gp in value. The kobold also permanently loses 3 hit points upon completion of the rite, the price of unlocking latent draconic energy within their soul.

Kobold Feat

This feat lets kobolds increase the number of daily castings for their Draconic Rite of Passage spell-like ability (see page 43 of Races of the Dragon). It is also a prerequisite for the Greater Draconic Rite of Passage (see above for description).

Draconic Reservoir

You can cast your Draconic Rite of Passage spell-like ability more often than normal.

Prerequisite: Kobold, must have completed the Draconic Rite of Passage, 3 HD.

Benefit: You can cast your 1st-level sorcerer spell-like ability gained from Draconic Rite of Passage 3/day. A kobold must complete the Searching for the Dragon meditation in order to recharge their spell-like ability, but does not have to increase the 15 minute duration for the additional castings.

Normal: The spell-like ability gained from Draconic Rite of Passage can only be cast 1/day.


and Slight Build. Take Jotunbrud (Races of Faerun) and the Touchstone feat: Sunken City of Pazar (Sandstorm).

He now may elect to count as being Diminutive, Tiny, Small, Medium, Large, Huge, and Gargantuan.

The way he does this?

His actual size is Small. Slight build lets him count as Tiny. Touchstone (alternately: expansion) allows him to count as Medium. Compression gives him Diminutive. Jotunbrud lets him count as Large. Expansion pushes off of Jotunbrud to allow him to count as Huge. Touchstone (springboarding off of both expansion and Jotunbrud) allows him to count as Gargantuan.

At level 7, he can become Fine (compression) and Colossal (expansion).

The DM already approved it, meaning it's legal in my game.

The Fistfull of Manifester Arrows-
The Bundle of Manifester Arrows capitalizes on the fact that arrows are enchanted in groups of 50, and the Manifester quality can be read to supply 5PP per arrow.
Powers:
Feats:
GP: 18,302.5GP
Method:
1. Have 50 arrows enchanted as +1 Manifester Arrows
2. Gain +5PP per arrow, for the price of a +1 Manifester Longsword (which would only provide +5PP)
3. ???
4. Profit


The Psionic Sandwich-
The Psionic Sandwich by Tleilaxu_Ghola

Hmph, I think I should edit my original mind-switch thread. The most optimal way to gain a body permanently is no longer true mind switch. It's to use astral seed + mind switch + psychic chirurgery. The result is an XP expendature of 0 XP, that's right zero. You lose no levels, and you gain all the effects of true mind switch.

Anyways, so in lieu of what I just said above, the most optimal way to create the most un-optimal character is to use the following sequence and build:

Race: Elan
Build: Telepath 20
Feats: Any, must have EK(Astral Seed) and skill focus (craft [basket weaving])

1. Acquire a loaf of bread (2cp)
2. Turn the bread into a sandwich (craft DC 5) (probably 2 minutes)
3. Polymorph the sandwich (preferably ham with mustard, pepperoni, salami, and jalapenos) into a fuzzy little bunny. (NPC casting 1200 gp) (1 standard action)
4. Cast astral seed (10 minutes)
5. Ritualistically slay yourself with favored method of suicide. Be sure to place your storage crystal next to the sandwich turned bunny. (I prefer to be killed with a dagger to the heart... :shifty: ) (Approximately 5 rounds)
6. Use mind-switch (the 6th level power) to switch with the rabbit, while in your storage crystal. (1 std action)
7. Metamorph into a troll and smash your storage crystal (now containing the mind of a sandwich). (2 standard actions)
8. Use psychic chirurgery to remove your negative level gotten from committing suicide. (10 minutes)
9. Dismiss your metamorphosis and manifest dispel psionics on yourself (to dispel the polymorph). (2 standard actions)

Congratulations, your ascention to the sublime state of a sandwich took:
23 minutes 6 seconds and costed you 1200.02 gold pieces.

Any one have a more optimal method?

Now, it occurred to me that this might not be a half bad character to play. So long as you pick up the power psionic overland flight and tweak your character levels a bit, you could seriously play a sandwich. Of course your hitpoints or AC wouldn't be much to speak of... but honestly, who is going to kill the sandwich that the fighter packs.


The Masochistic Crystal Trick-
The Masochistic Crystal Trick is an old standby for psionic characters. It uses Share Pain, Vigor, and Psicrystal Affinity to grant you twice the number of temporary hit points that Vigor grants you.
Powers: Share Pain, Vigor
Feats: Psicrystal Affinity
Method:
1. Manifest Vigor, sharing it with your Psicrystal
2. Manifest Share Pain, sharing it with your Psicrystal
Minimum Level: 3


The Psionic Dreadnought-
The Psionic Dreadnought uses Affinity Field, two (or more) 3rd level (or higher) thralls or followers, Bestow Power, Telekinetic Sphere, Solicit Psicrystal, and Burrowing Power to become the psionic equivalent of the USS Iowa.
Powers: Affinity Field, Bestow Power, Telekinetic Sphere, Solicit Psicrystal
Feats: Burrowing Power, Leadership
Classes: Thrallherd
Method:
1. Acquire followers or thralls
2. Manifest Telekinetic Sphere, surrounding yourself and your minions
3. Manifest Affinity Field
4. Manifest, using Burrowing Power, through your Telekinetic Sphere (Psicraft DC 31), raining death upon your enemies
5. Have your minions manifest Bestow Power on you, netting them 1 PP each (2 per manifestation, shared by Affinity Field) and you 4 PP
Minimum Level: 17


ACMA and ACME-
These are the only range limits I've found for manifesting astral construct:
-The construct must be made within Close range.
-The construct can't appear inside another creature or object. (Metacreativity disicipline limitation.)
-I must have line of effect to the target area.

Because of this, I see every reason to allow Astral Construct Power Armor. Here's how:
-Manifest an astral construct of at least your size category. It must be big enough to cover you completely, but I assume you can fit snugly or comfortably inside. I advise making small holes on the face for breathing and seeing, and holes in the hands through which to use touch powers and rays.
-Mentally direct it.to act as you wish. You did give it all the transportation modes you needed, right?

Power Armor: Allies and Mounts
You can manifest this 'power armor' on your allies as well. They'd go on your initiative and use the STR and DEX scores of the construct while being able to act normally. Effectively, the construct is a mount that surrounds the target instead of merely staying under the target.

Yes, this allows you to turn normal mounts (horses, ponies, force dragons...) into power armored mounts.

Here's how to make a larger power armor than your size category.
-Fly, levitate, or otherwise hover in the place you want to be when your power armor appears. I recommend near the face or in a specifically-crafted hole in the construct.

Optional:
-Watch this and pay special attention to 0:16. Start singing at 0:20.

Astral Construct as a No-Save-Just-Lose Power
With no save and no power resistance, you can make such "power armor" to encase your foes. They'll probably get a STR check to override the AC's actions, and they can teleport out, but an Astral Construct Mobile Encaser seems like an awesome use for this power!

Skin of the Construct
PS: The feat Skin of the Construct (Complete Psionic 57) is worse once you realize how you can use astral construct by the rules.

The Carmen San Diego Trick-
The Carmen San Diego Trick uses Remote Viewing and Retrieve to approximate the thieving prowess of our favorite Red-Trenchcoat-and-Hatted-Globe-Trotting-Thief. It requires Overchannel or similar ability (or cost reducers) to pull off pre-epic. Because Remote Viewing allows you to "See" the target, you do not need to manifest through it in order for this trick to work. You must, however, be within Retrieve range of the target. Red Hat and Trenchcoat are optional.
Powers: Retrieve, Remote Viewing
Feats: Overchannel
Method:
1. Manifest Remote Viewing on the target object (or a target within 30 feet of the object)
2. Manifest Retrieve on the target object
Minimum Level: 13


The Psionic Last Breath Trick-
The Psionic Last Breath trick allows you to preserve a fallen comrade to be raised for the cost of 200+ XP, rather than the sometimes prohibitive sum of 5000GP in Diamonds.
Powers:Time Hop, Psionic Revivify, Quintessence
Feats:
Method:
1. Either cover your fallen comrade's body in Quintessence or manifest Time Hop on their corpse (an object)
2. Either bring the body (covered in Quintessence) to the Revivifie or bring the Revivifier to the place where the corpse will appear (after Time Hop runs its course)
3. Manifest Psionic Revivify on the corpse
Minimum Level: 9


Do the Wight Thing-
To Do the Wight Thing, one must have a critter under their control who can apply one negative level (such as a Wight, but anything that can apply one negative level at a time, with a type of negative level that will convert to real level loss, will do) and Psionic Restoration to generate 'free' XP. This can be done as soon as level 11 if one has a Ring of Spell Storing (which should also store powers, due to transparency).
Powers: Psionic Restoration
Feats:
Critters: 1 Wight or Similar
Items: 1 Ring of Spell Storing
Method:
1. Store Psionic Restoration in the Ring of Spell Storing
2. Have the critter hit you with one negative level
3. Wait until the time rolls around for the Fort save on that negative level, and voluntarily fail it, converting it to real level loss, setting your XP to halfway between the level you were and the level before (e.g., if you were level 12, and got drained to 11th, you're halfway between 11th and 12th - 60,500 xp, which is 5,500 xp in excess of 11th).
4. Spend your newly-unlocked XP however you like (5,500 xp, for the character who starts this as a 12th level Egoist) - but watch the time limit!
5. Before the time limit expires (1 day per manifester level), use Psionic Restoration to wipe away the level loss, which brings you "up to the minimum number of experience points necessary to advance it to the next higher level".
Minimum Level: 11 (With Ring of Spell Storing, otherwise 12)


The Feat Battery Trick-
The Feat Battery Trick uses your Psicrystal (or Psionic Cohort/Thrall) as a source of extra feats, shared with you via the Feat Leach Power. This can grant you access to extra psionic or metapsionic feats.
Powers: Feat Leach, Psychic Reformation (not necessary but beneficial)
Feats: (A Psicrystal requires Wild Talent or Hidden Talent, you'll also need to give the Battery whatever feats you want to get)
Method:
1. You manifest Feat Leach on the 'Battery'
2. The 'Battery' voluntarily fails its Will Save
3. You gain up to your Wis mod in bonus feats
Minimum Level: 3
Note: A list of useful feats can be found below
Power Penetration + GPP: Why waste your own feats getting these when you can use your psicrystal? +8 to your ML check will give even an Illithid pause. Humorously, neither of these feats actually requires a manifester level.
Ghost Attack: Less reliable than a Ghost Touch weapon, but it's free. You can get this pretty early on depending on your own BAB (far earlier than it would take to craft a Ghost Touch weapon yourself - level 4-6 at the latest.)
Aligned Attack: This could potentially come in handy.
Psionic Talent (n): This deserves its own section; I'll revisit the true shenanigans in a later post.
Delay Power: What I like most about this feat - nobody ever expects you to have it. Get creative!
Greater Psionic Shot: This feat chain is expensive, so why not have your psicrystal do all the work and just borrow it when you want extra punch? Pity you don't get iteratives.
Inquisitor: Very campaign-dependent. Most of the time though, by the time you leech this it's too late to be useful.
Overchannel/Talented: On the off-chance you didn't take these, your Psicrystal can do so for you.
Transdimensional Power/Burrowing Power: These are the kind of feats that you wish you had when you need them, and wish you didn't when you don't. In other words, perfect for Leech.


Garryl's Casual Disconcern for the Action Economy-
Garryl came up with this trick, which is yet another way for psychics (in this case, Ardents) to tell the Action Economy to shut up and sit down.

Doable as early as Ardent 10.
Requires: Ardent 10, Dominant Ideal ACF, Substitute Powers ACF, Time mantle, Synchronicity power, Linked Power feat.
Optional: Bestow Power power, Metapower feat.

With Dominant Ideal (set to Time Mantle), you spend 2 PP less (minimum 1 PP) and do not expend your psionic focus when using metapsionic feats or augmentations on powers from the chosen mantle. With Substitute Powers, you can put Synchronicity into the Time mantle. Thus, you can spend 1 PP to manifest Synchronicity linked to Synchronicity, which does not cost you any actions effectively, and grants you an extra standard action in the next round. Since you haven't expended your psionic focus, you can do this again (manifesting the power using the standard action granted by the first Synchronicity) to get as many extra actions as you want in the next round at the cost of 1 PP per action.

The option for the recharge comes when you link Synchronicity to Bestow Power. For 1 PP (base 4 PP, reduced by 4 between Metapower and Dominant Ideal), you gain 2 PP next round at no effective action cost to you. Thus, the amount of PP you can have access to increases at an exponential rate, close to doubling every round. Even if your DM rules that you can't have more PP in your pool at once than your normal maximum, you can still "float" the excess PP from round to round using the automatically readied standard actions granted by a linked Synchronicity manifested from the previous round.


Nijineko's Steal Steel-
Synopsis: To store one's body in a time-stopped state, but allowing one's mind to be free from the body and able to act.

Process overview: Separate the mind from the body. Preserve the body. Store the body. House the mind so that it is free to act.

Pros: Able to inhabit any edged metal (host) weapon within a certain radius at will. Able to exist for a few rounds outside of a "host". Can be affected only by a very limited list of effects; for example: effectively immune to all physical and energy damage. Body is immune to at least one (or two) rounds of damage, regardless of type. Effectively disguised as a minor magic item.

Cons: Complex requirements-limited entry. Requires daily (or more frequently, depending on character level) power point expenditure to survive. Cannot benefit from magic items, except for weapon crystals. (which fact went a long way towards placating my dm.) Can still be affected by mental and death effects. True seeing reveals that you are not a minor magic item.

Preparation:
Two to five feat slots filled with Expanded Knowledge Feat (manifester level 3rd).
Glove of storage (2,500 gp) or similar psionic item.
Psychic Reformation power (psion/wilder 4th level power, manifester level 7).
Compression power (psychic warrior 1st level power, manifester level 1-via expanded knowledge feat).
Crystalize power (shaper 6th level power, manifester level 11, must be shaper or use another expanded knowledge feat.)
Quintessence (shaper 4th level power, manifester level 7, must be shaper or use another epanded knowledge feat.)
Steal Steel (psion 5th level power, manifester level 9, unique power-via expanded knowledge feat)
Sufficient ranks of Autohypnosis to set up an unconscious hypnotic command.
Delay power feat if there is any question about the timing of the sequence of events.
Construct body feat or animate object power to activate the glove of storage.
Ring of sustenance to offset any minor quibbles of survivability, especially if the quintessence is canceled.

step one: compression (requires psychic reformation, and exp. know. feat)
this will reduce her weight to below the glove's limit, if augmented for double
reduction.
step two: steal steel. (unique power, must be obtained from dragon in the forgotten
realms setting, or by dm permission/arrangement/fiat. )
this will allow her to escape her body and inhabit an edged weapon.
step three: crystalize.
this will preserve her reduced body and its life functions.
step four: use quintessence on the crystalized body.
this will timestop the duration of all non-permanent effects on her. it will also
serve as a measure of protection against damage, as if the glove is
destroyed, the violence of the gloves destruction would neutralize the
quintessence but leave enclosed items undamaged... till next round.
step five: use glove of storage on the compressed crystalized body.
if there is a question of activation, use psychic reformation to acquire
construct body feat, to wear a construct form long enough to active the glove.
step six: use quintessence on the glove.
this will time stop the duration of all non-permanent effects on her. it will also
serve as a measure of protection against damage, as if the dagger is
destroyed, the violence of the daggers destruction would neutralize the
quintessence but leave enclosed items undamaged... till next round.
step seven: store glove in the handle of the dagger.

since shrink cannot be used on a 'magic item', and crystalize results in a 'magic item', this route will allow the character to exist in the dagger. have the quintessence prepared ahead of time.


Quote:
Steelsteal
Psychoportation (Dex)
Level: Psion 5
Display: None
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level or until you return to your body (D) (see text)
Power Points: 9

You free your spirit from your body, allowing you to travel as an incorporeal creature and inhabit metallic blades (such as daggers, swords, and so on). While incorporeal, you cannot make attacks or use any abilities, but you can fly at speed 30 (perfect). You do not carry any equipment with you but gain a deflection bonus to AC equal to your Charisma bonus. You can remain incorporeal for up to 3 rounds in succession, after which the power ends and your spirit returns to its body. When incorporeal, you are affected by spells and powers that ward or harm such disembodied spirits or possession attempts, such as magic circle against evil, which prevents you from entering or attempting to possess any blade within the area.

While incorporeal, you can overlap a metallic blade with your incorporeal form and enter it fully. While "possessing" the blade in this manner, you can see, hear, and feel as well as a normal human. You can speak and use any powers or abilities you have that don't require somatic or material components (therefore psionic abilities function normally). You cannot move the blade unless you have magic or psionics that allow you to move objects (such as far hand, skate, or telekinesis). You can remain within a blade indefinitely, subject to the duration of the power. As a standard action you can vacate the blade and become incorporeal again, or transfer directly between two blades in physical contact at the time. A blade possessed by you can bypass damage reduction as if it had a +2 enhancement bonus, but it does not gain any bonuses to hit or damage. Damaging the blade causes you no harm, and destroying it merely returns you to your incorporeal form. At any time you can end the power as a standard action and immediately return to your body.

If you attempt to possess an intelligent blade, the blade resists and you must attempt a Will saving throw (DC = item's ego). Success means you possess the blade and can use its abilities in addition to your own (so if the weapon could teleport once per day, you could activate that ability and teleport yourself and the blade to your choice of locations). Failure means you possess the blade but cannot use its abilities or any of your own (you are essentially a passenger), although you can still leave the blade normally.

Your body remains behind, unconscious. Effects on your body (such as poison, disease, and so on) continue while you are away, and because your body is still alive, it still needs air, water, and food. If your body is killed, you die.
Note: Another possible DM fiat, but the autohypnosis power could be used to self-program to auto expend the pp on the steal steel power. so long as one does not drop down below the minimum pp required to manifest it for 24+ hours.... I believe that there are other methods to get into an object more or less permanently, but this is one of the lowest level ones I can find.

Also note the unusual level-based duration. This article was published in June 2003, one month before the 3.5 phb was released, and a year or so before the exp psi was released... so this is definitely a 3.0 power.


Suck it Wizards, (Su) Psi and You-
Disclaimer!!! This trick is verging on T.O. /Disclaimer!!! Ok, with that out of the way, this is one beautiful trick. You see, according to the SRD:
Quote:
Originally Posted by SRD
Psi-Like Abilities (Ps)
The manifestation of powers by a psionic character is considered a psi-like ability
And...
Quote:
Originally Posted by SRD
Psi-Like Abilities And Feats
Creatures with access to psi-like abilities can use the feats Empower Spell-Like Ability and Quicken Spell-Like Ability.
Which means that your manifesting is a valid target for feats which effect Spell-Like Abilities. Like, say, Supernatural Transformation. Now, the benefits of making your manifesting into an (Su) power are manifold - they are no longer subject to Dispell Magic/Psionics, they are no longer effected by PR/SR, and the big one, they no longer have an XP cost to manifest. Now, the Sage has said that Supernatural Transformation does not apply to class based abilities, as it says "Innate Spell-Like Ability" in the feat description. However, this is not RAW and it could be argued that Psionic ability is in fact innate - to quote the SRD:
Quote:
Originally Posted by SRD
Powers And Power Points
Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation.
So, if you take Supernatural Transformation and apply it to your manifesting, you gain a host of benefits. Sprinkle in Spell-to-Power Erudite to taste and you've got one wicked character.
Powers:
Feats: Supernatural Transformation
Method:
Take Supernatural Transformation, apply directly to Manifesting
Dodge DMG, XPH, Boot, etc. to the head (And one for Jenny and the wimp)
???
Profit
Minimum Level: 1

Psyren
2012-02-01, 06:51 PM
Thanks for the stuff, psionics is fun.
Now, can anyone help me create a powerful Incarnum build, a powerful Truenamer build, a powerful Binder build, and a powerful Shadowcaster build, or basically, a build for each class in the Tome of Magic that Sucks.
Is your name based of this? http://i35.mangareader.net/psyren/143/psyren-1531447.jpg
Or do you just think its a cool word

My name is based on that great manga, yes.
I think Ageha is a Wilder :smalltongue:

For powerful builds: Binder 20, Incarnate 20 and Totemist 20 are all perfectly fine. You can muck about with PrCs and such but for the most part there's little need. Truenamer 20 can be made to work as well, but you'll need more optimization than the other classes do. Shadowcaster is sadly weak as written, so most people use the class designer's fix to make it more playable.

Soulborn is a waste of paper. I'm not even sure I like its fluff.

LibrarianHuntar
2012-02-01, 07:29 PM
Shadowcaster fix? Never seen it. Were can i find that? Anyway, I present Healing Jesus
Healing Jesus
Summary:

Syrazemyla: I was trying to figure out what the best 1st-level healer for a hospital is, and I came up with this. Basically, he can heal people and treat diseases almost impossibly well, especially for a 1st-level character. He also is not terrible at combat.

Jesus Salazar
LG Azurin gold dragon shaman 1

Abilities (25 point buy):
Str 8 (-1)
Dex 13 (+1)
Con 16 (+3)
Int 8 (-1)
Wis 14 (+2)
Cha 12 (+1)

Skills:
Heal (Wis): 4 ranks + 2 Wis + 3 Skill Focus + 4 insight + 2 masterwork tool = +15

Feats:
1st: Shape Soulmeld (lifebond vestments)
Bonus: Shape Soulmeld (pauldrons of health)
Flaw (Inattentive): Skill Focus (Heal)
Flaw (Shaky): Shape Soulmeld (hunter's circlet)

Tactics:
In combat, hit things with a morningstar, or light them on fire with your breath weapon (DC 13). Not that complicated at 1st level.

In the hospital is where he shines. To treat injuries, he walks around with a vigor aura, healing people up to half their maximum hit points. He then invests his essentia into his lifebond vestments and heals them for 6 points of damage (1 ML + 5 from the essentia), taking 3 points of damage as he does that. He then waits three rounds to heal up the damage he took (while healing, he will likely stay at half his maximum HP, or 6 HP), and goes to the next patient. Since he can use lifebond vestments once per hour on each person, an 8-hour shift allows him to heal every person under his care to half their max HP, plus an additional 48. Not bad for a first-level character.

He is also just as good at taking care of victims of disease. His pauldrons of health grant him immunity to the diseases he's treating, so he doesn't have to shy away. While treating disease, he shifts his essentia to his hunter's circlet, granting a +4 insight bonus on Heal checks. With that, his Skill Focus, and a set of masterwork tools for Heal, he can take 10 and treat them as if they had made a DC 25 Fortitude save. This will treat every non-magical disease in the PHB, maintain someone who has mummy rot, and treat every disease in the Book of Vile Darkness, including deathsong.

So, questions? Comments? Can anyone do better?

Quote:
Originally Posted by darksamuari View Post
I'm not too big on my scripture but I don't necessarily remember Jesus lighting people a flame via his breath weapon...
Yeah, he does that a whole bunch in Revelations.

COHORT:

Judas
CE strongheart halfling crusader 1

Abilities (25 point buy):
Str 10-2=8 (-1)
Dex 16+2=18 (+4)
Con 14 (+2)
Int 8 (-1)
Wis 13 (+1)
Cha 10 (+0)

Skills:
Hide (Dex): 4
Balance (Dex): 4
Intimidate (Cha): 4

Feats:
1st: Weapon Finesse
Bonus: Martial Study
Flaw (Shaky): Martial Stance
Flaw (Vulnerable): Shadow Blade

Maneuvers (6 known, 5 readied, IL 1st):
Charging Minotaur
Clinging Shadow Strike
Crusader's Strike
Douse the Flames
Stone Bones
Vanguard Strike

Stances:
Island of Blades
Martial Spirit

Tactics:
In combat, Judas uses a short sword and the island of blades stance to shank people in the back with Shadow Blade, dealing 1d4+3 damage. Even with Vulnerable, he still has armor and a shield and a pretty good Dex, for relatively high AC.

In the hospital, Judas follows Jesus around and punches him in the kidneys every round, diverting the healing to the patients. Judas has a +6 attack bonus (+1 BAB, +4 Dex, +1 size), and if Jesus walks around in cloth robes and lets Judas punch him, is trying to hit an AC 10. This means that Judas only fails on a 3 or less, for an 85% hit rate. So in an hour, Judas can heal 600 rounds/hour * .85 hits/round * 2 HP/hit = 1020 HP/hour. He has to divert every other hit toward healing Jesus, I believe, but that adds up to 510 HP/hour that can be diverted all towards a few people who are more HP sinks than others. (I don't know when the aura heals people of nonlethal damage.) By comparison, Jesus heals, on top of his aura, 200 people/hour * 6 HP/person = 1200 HP/hour, spread out over all the people he's healing. And Judas is absolutely useless against disease, so he has to stick with healing people.

So why would someone who's chaotic evil help people like this? Because it means he gets to spend 8 hours punching someone in the kidneys.

Meth0dical:

EDIT: This is the relevant part of the SRD
Quote:
Originally Posted by SRD
Healing Nonlethal Damage

You heal nonlethal damage at the rate of 1 hit point per hour per character level.

When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.
Further Edit: Though, it does seem like Jesus's aura would only heal him of nonlethal damage when he stops to regain his actual HP... I think it's safe to say that's a ridiculous interpretation of the RAW but just to be safe perhaps Judas should be dealing lethal damage as that's actually (perversely) safer as it won't cause anyone to fall unconscious for an hour.
Also, if you don't care about combat, Judas would do better with Weapon Focus (Unarmed Strike) and, I suppose, Improved Unarmed Strike so he is proficient and qualifies, as well as ranks in Heal. Oh, and 8 base STR, lowered to 6, in case your DM rules you can't pull punches for some reason (or makes you take penalties to hit, etc.)

JackRackham
2012-02-01, 07:36 PM
How hard would it be to make an ominiscifier also function as a jumplomancer?

sreservoir
2012-02-01, 08:07 PM
How hard would it be to make an ominiscifier also function as a jumplomancer?

trivial -- just add exemplar.

make sure you do your thing before any durations run out, though.

LibrarianHuntar
2012-02-01, 08:08 PM
Psionic Tricks part 2

Power Surge-
You will need:

- Wild Surge +3 or Font of Power
- Bestow Power
- [recommended] A Torc of PP Preservation
- [optional] A psionic cohort or party member

Summary
This tricks lets you generate infinite power points - either to recharge your own reserve or someone else's. As a Metamind, your ability to do this is more limited and comes online much later, but is also more reliable.

Method
As a Wilder:
1) Manifest Bestow Power, targeting yourself.
2) Wild Surge +3, paying for one augmentation.
3) If successful, you will have spent 3 points and gained 4, before any PP reduction e.g. Torc of PP or Earth Power.
4) Repeat as needed to refill your PP reserve. (but see "Psychic Enervation" below.)

As a Metamind:
1) Pour all your remaining PP into cognizance crystals, or Bestow it to your party members when they run low.
2) Activate Font of Power
3) Manifest Bestow Power, targeting whoever needs it (starting with you), augmented as high as you can.
4) Repeat (3) until everyone is recharged or FoP ends ten rounds later.

Special: Place an Affinity Field on yourself, and you can refill your own reserve and that of the entire party simultaneously.

Sidebar: Psychic Enervation
The Wild Surge method can be done earlier (level 7) but carries with it the risk of psychic enervation - the chance that your attempt to recharge is cancelled out by all the PP you lose. We can use the mean probability formula to determine how many PP this trick will gain you on average.

If you Wild Surge +3, your chance of enervation is 15%, or 0.15. If you enervate, you will lose PP = to your wilder level. Therefore, at level 7, the outcome will be:

(net PP gained w/o enervation)(chance of success) + (net PP lost w/ enervation)(chance of failure)

= (1)(0.85) + (-6)(0.15) = -0.05 before PP reduction. (On average you gain nothing, and actually end up worse off if you do this 20 or more times.)

With PP reduction = 1 it becomes:
= (2)(0.85) + (-5)(0.15) = +0.95, now on average you gain PP.
With PP reduction >= 2 you no longer need Wild Surge and can instead just Bestow Power yourself directly with no chance of failure.

This is why PP reduction helps the trick work reliably, but you can still refill others without it - the PP you lose from enervating won't be taken from their total.


Suicide (A Do the Wight Thing Variant)-
This functions as normal for "Do the Wight Thing", but instead of using a Wight or some other level-draining critter, you use Fission, and kill your duplicate - giving you a negative level, which you leave until it becomes real level loss. Then continue with Do the Wight Thing as normal


Diamonds are Forever-
Diamonds are Forever is a method to truly, really, permanently change your form. This requires you really, really lose a level (Restoration won't help), as it's by death. But the way it works is as follows:
1) Get the form with abilities you want (whether that's by Mind Switch, Metamorphosis, or any other method.
2) While in said form, manifest Astral Seed
3) Let the method of switching forms expire.
4) Kill yourself.
5) Make a new body from your astral seed - which is "a living, breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks down and becomes a part of the new organic body). When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when astral seed was manifested, at one level lower, but you have none of your equipment."

Congrats - it cost you a level, but hey: Instant change of shape. If you're an Egoist-17 with Greater Metamorphosis, this lets you get Supernatural abilities, too.


Shards of Leadership-
This trick uses nested leadership to effectively grant a 17th (or higher) level Cohort to a 2nd level character.
Powers:
Feats: Psicrystal Affinity, Improved Psicrystal, Leadership
Method:[list] Take Psicrystal Affinity and Improved Psicrystal until your Psicrystal has 6HD Have your Psicrystal take Leadership and pick a level 4 Human Psion as its Cohort Have your Psicrystal's Cohort repeat step 1 until his/her Psicrystal has 7HD Have your Psicrystal's Cohort's Psicrystal take Leadership and choose a 5th level Human Psion (with at least 12 Charisma) who repeats step one to attract an 8HD Psicrystal Repeat previous steps until a Psion Cohort of 17th level is attracted
Minimum Level: 2 (Human with two flaws)


Frickin' Laser Beams-
Use energy conversion, a psicrystal (with metamorphosis to remove immunity to mind-affecting effects), schism, Chain Power, Split Psionic Ray, Overchannel, Greater/Psionic Shot, and Aligned Attack/a chasuble of fell power, along with energy wall to charge it up, to deal up to (8x[ML+3]x3)+7d6 damage (and half damage to tons of secondary creatures) every single round, and all for the cost of one energy conversion and one energy wall (both manifested beforehand) and a schism (a psychoactive skin can take care of the metamorphosis bit).


Erudite Concerto-
This trick lets level 9+ Erudites circumvent their UPD limitation..

You will need:
- A Psicrystal with Wild/Hidden Talent, or a psionic cohort
- Metaconcert

Method:
1) Manifest Metaconcert, targeting yourself and your friend/pet rock.
2) Use the entity created to manifest any utility powers you need.

Because the entity manifests the powers, and knows every power you know, you are able to access your entire library without adding to your UPD count - you are not actually manifesting them.

It is unclear whether the entity gets its own set of actions or must use those of the conductor. If the latter, simply make your psicrystal the conductor so that you can keep manifesting as needed.

Notes:
1) This can only be done solo if your psicrystal gets feats (they are not psionic by default, but Wild Talent makes them that way.) This is RAW, but some DMs do not like this. Without it, you will need a cohort or party member.
2) This is not always suitable for combat. Metaconcert takes a minute to cast (10 rounds) and only lasts minutes/level, so ideally you will already be in one when a fight starts if you need your repertoire that much.
3) You can get around the movement speed reduction; RAW it only applies "if you move as a group." So tell your psicrystal not to move, put it in your pocket, and move as normal.

LibrarianHuntar
2012-02-01, 08:16 PM
How hard would it be to make an ominiscifier also function as a jumplomancer?

trivial -- just add exemplar. Make sure you do your thing before any durations run out, though.
Actually, as the specifics of omiscifer (the part with god making it permanent) means that your bonuses are permanent, so then you adventure as normal, making skill checks to defeat monsters, and once you have enough experience take levels in exemplar.
Please feel free to add your own stuff in spoilers if you think its good enough.

LibrarianHuntar
2012-02-01, 08:30 PM
My name is based on that great manga, yes.
I think Ageha is a Wilder :smalltongue:

For powerful builds: Binder 20, Incarnate 20 and Totemist 20 are all perfectly fine. You can muck about with PrCs and such but for the most part there's little need. Truenamer 20 can be made to work as well, but you'll need more optimization than the other classes do. Shadowcaster is sadly weak as written, so most people use the class designer's fix to make it more playable.

Soulborn is a waste of paper. I'm not even sure I like its fluff.
I meant overpowered tricks, not just how to actually play them.

My new build, The Crystalised Gentleman Beholder
Shards of the Impure Beholder
Shards of the Impure Beholder

Part 1
This trick uses nested leadership to effectively grant a 17th (or higher) level Cohort to a 2nd level character.
Powers:
Feats: Psicrystal Affinity, Improved Psicrystal, Leadership
Method:[list] Take Psicrystal Affinity and Improved Psicrystal until your Psicrystal has 6HD Have your Psicrystal take Leadership and pick a level 4 Human Psion as its Cohort Have your Psicrystal's Cohort repeat step 1 until his/her Psicrystal has 7HD Have your Psicrystal's Cohort's Psicrystal take Leadership and choose a 5th level Human Psion (with at least 12 Charisma) who repeats step one to attract an 8HD Psicrystal Repeat previous steps until a Psion Cohort of 17th level is attracted
Minimum Level: 2 (Human with two flaws)
Part 2
Dirty Trick #1: Behold!

Summary

Through use of Polymorph any Object and Metamorphic Transfer, characters can qualify for Beholder Mage, a kickarse class.

Ingredients

Beholder Mage (prestige class) [Lords of Madness, pg 42-44]
Polymorph any Object (spell) [Players Handbook, pg 263]
Beholder (creature) [Monster Manual, pg 25]
Metamorphic Transfer (feat) [Expanded Psionics Handbook, pg 48]


The Trick

The Beholder Mage has three tricky requirements to meet. Two are listed up front: the character must be a "true beholder," and must "put out central antimagic eye." Hidden in the Spells section, the third requirement surfaces: "whenever a beholder mage gains the ability to cast a new level of spells, it must sacrifice the use of its eye rays from one of its ten small eyestalks."

The first is fairly simple. A "true beholder" is a racial distinction, differentiated from type, subtype, and even the "beholderkin" psuedotype. Normally, polymorph, alter self, and shapechange grant the "type" or "form" of a creature, but not race. However, Polymorph any Object spell is different. It says:
Quote:
Originally Posted by SRD 3.5, Polymorph any Object
This spell functions like polymorph, except that it changes one object or creature into another.
In the above wording there is none of this "form of" crap -- one creature or object becomes another creature or object, a ruling specifically differentiated from the previous half-arsedness of polymorph/alter self. So, if we were to pick "true beholder" as our designated new creature type, the target (presumably a character wanting to get some Beholder Mage power) would change into a true beholder, race and all. Due to quirks of the spell, the new true beholder would retain previous class features and abilities, but would be no less the beholder for it.

The second, "must put out central antimagic eye" has been a real stumbling block for people who previously considered entry into Beholder Mage. The trouble centers around the fact that while Polymorph any Object does grant the target a true central eye, the lack of supernatural abilities means that there is nothing formally "antimagic" about this semi-vestigial oculus. There are two ways to go about answering this problem -- one is to say that "central antimagic eye" refers to the eye commonly known for its antimagic properties, and thus "antimagic" is just an extra clarifier term since the phrase "central antimagic eye" literally never appears as-is anywhere else in any 3.5 book. According to this school of thought, poking out the vestigial central eye should be enough to count. I don't buy it. It would be a tough sell at best, especially to a potentially hard-line DM or RAW Lawyer.

The other way of thinking about the matter is to identify "antimagic central eye" with the eye from with the "Antimagic Cone" supernatural ability of true beholders is emitted. Thus, to give up such an antimagic ability, one must possess it in the first place. This is where Metamorphic Transfer comes in. This nifty feat actually lets you "gain" a supernatural ability from the powers of a creature that you shapechange into. The uses of said ability are limited, but what is important is the gaining, or possession of the ability, not the exercise thereof. Thus, the antimagic cone (su) ability can be obtained at the price of one feat, and can be then sacrificed for the greater good.

Once we're familiar with Metamorphic Transfer, the third issue, eye-ray-to-spell-stalk conversion matter falls into place quite nicely. As it turns out, all of the eye rays are listed as a single supernatural ability, "Eye Rays (su)" in the descriptive text and the stats block for the True Beholder, and can be thus snagged in one fell swoop with a single Metamorphic Transfer. I know some people may be saying, "hey, but the rays can do different things, aren't they individual powers?" The answer is typical D&D rules quirkiness -- by all measurable standards of power-identification (grouped listing in the statistics block for supernatural abilities, a single descriptive text header with (su) identifier, non-distinctive power listing, etc), the disparate capabilities of a Beholder's little eyes are technically all part of one single supernatural capability. One psionic feat later, you have the use of eye-rays to sacrifice, and your Beholder-Mage is set for liftoff!


The Possibilities

Making It Work
So, how soon can we slide into the Beholder Mage Class? Assuming that the character has 17 Int or higher a single application of Polymorph Any Object is can be permanent. Whether through Use Magic Device'ing a scroll (3,000 gp) or paying up for NPC spellcasting (1,200 gp), Beholderification should be available around 4th level for the average PC by DMG wealth standards.

Metamorphic Transfer is a slightly slower matter -- the "manifester level 5th" requirement means that obtaining it twice will have to wait until 5th or 6th level, taking advantage of a Psion/Psychic Warrior's 5th level bonus feat and the usual 6th level freebie. Of course, obtaining the prerequisite supernatural abilities could be accomplished through Shapechange or Master of Many Forms, but these options are generally slower and more time-sensitive than the aforementioned options.

Double Your Pleasure
So, now you're a Beholder Mage. Enjoy gaining a new level of available spells every time you advance. Have fun advancing in caster level twice as fast as everyone else. Spontaneous casting from an unlimited spell list? To put it colloquially, "Daaaaaang."

Decuple Your Fun
Did I forget to mention that you can cast 10 spells a round... all as free actions? Let that one brew for a while, then treat yourself to the first build opportunity ever to grant 9th-level arcane spellcasting and 9th level manifesting, simultaneously.

Sample Builds

PsiArcane Abomination: Psion 9/Beholder Mage 3/Cerebremancer 8
Monstrous Ur-Theurge: Psychic Warrior 5/Beholder Mage 5/Ur-Priest 2/Mystic Theurge 8
Pure EyeMage: Psion 6/Beholder Mage 3/Cerebremancer 1/Incantrix 10
Beholder Archamagi: Psion 6, Beholder Mage 15, Archmage 4
Dedicated Beholderform Caster: Psion 6/Beholder Mage 2/Cerebremancer 2/Master Transmogrifist 10
Part 3
Dirty Trick #4: The Nasty Gentlemen

Summary
Symbiont's "Share Spell" ability and capability of taking actions allows for the wild synergetic multiplication of
many spells' effects.

Ingredients
Symbionts (creatures) [Magic of Eberron, pg 153-158]
Cerebral Symbionts (creatures) [Fiend Folio, pg 216-218]
Fiendish Symbionts (creatures) [Fiend Folio, pg 218-222]
Impure Prince (prestige class) [Magic of Eberron, pg 73-76]
Symbiont Master (feat) [Magic of Eberron, pg 51]
Spontaneous Summoner (feat) [Complete Divine, pg 85]

The Trick
Symbionts are handy. Err, "tentacle-y." They're entirely portable, have few, if any, formal limitations on the amount
that can bond with a single host, and provide a host of minor benefits to careful users, including minor stat boosts,
increased hit points, and spell-like abilities.
Nice, but hardly impressive.
Now let's go back to an often-overlooked aspect of symbionts: each symbiont has the "symbiont" subtype. Old news.
Now add this: the symbiont subtype includes the "Share Spells" ability. Huh, has potential. Let's throw in the fact that
this Share Spells ability is better than the familiar ability by the same name AND you can have as many of these
buggers as you can find/buy/etc. Getting somewhere. Next, realize that a good portion of the symbionts retain their
ability to take independent (though directed) actions, including attacks. Neat, now only if they could do something with
all of these actions. Enter spellcasting.
There is a host of powerful spells which give a character some capability which requires action to activate.
These spells are shared with all of a character's symbionts, who can use their own actions (attacks, move actions,
full-round-actions, standard actions, swift actions, etc) to gain offensive, defensive, or general-utility benefit.
The result is that a single casting of a spell intended to be used only once a round can be multiplied hundreds of times over.

The Possibilities
It keeps getting better.

Obtaining Symbionts:
Amazingly easy to do. As Magic of Eberron suggests, players can essentially consider symbionts as treasure for the
purpose of wealth calculation. The base prices range from 1,000 to 8,000 gp, reasonably accessible at all levels. For the
more economically-minded or particularly outrageous symbiont-using gentleperson, the Impure Prince prestige class
allows you to lure symbionts for only 100 gp a pop. If a Princely character is willing to spend all of their cash on becoming
a tentacle monster, this translates to 7,600 symbionts by level 20.
Alternately, a riskier manuever would be to Polymorph any Object objects or followers into symbionts for an additional
boost in your ranks.
Dispelling/disjunctioning would be a real risk, but until then, the sky's the limit.

Gaining Benefit (boring title, crazy implications)
The reason for the title of this Dirty Trick comes from the mental image of a character truly taking advantage of its implications:
a perfectly sophisticated and dignified-looking spellcaster who erupts into a mass of churning tentacles, grasping claws, spikes,
spewing gouts of fire and brimstone, and striking with uncanny potency at a moment's notice.
Imagery aside, the best spells to pick for this trick are the ones which have a range of "Personal" and/or a target of "You."
These spells are the ones easiest to share with your hundreds of glorified tapeworm buddies, and even better, are easily
persistified through the usual metamagic routes. Out of this broad category, go for spells which add natural attacks, enable
action-activated ranged abilities, enhance existing attack modes, or have a limited number of times which each individual "you"
can use the spell. Alternately, if you're not concerned with repeatability, non-personal-range spells are also permitted and can
be shared just as easily, if not for all day long.
Remember kids, the surgeon general says that playing with symbionts can be hazardous to your health, so stock up on
ability-damage immunity, or at least make certain to befriend at least one divine spellcaster with a bucketfull of restoration
handy. Sheltered Vitality from Libris Mortis, the Restoration and Heal chains, Construct Essence, and miscellaneous class/creature
abilities are all WotC-approved methods of safe symbiosis.
I've compiled a basic list of good spells to consider below, but I'm wide open for any other options. Remember that if a spell
produces negative side-effects (such as limiting spellcasting), you can always choose to have the spell affect your symbionts and
not your Nasty Gentleman himself. This makes Nightstalker's Transformation, Tenser's Transformation, and Mental Pinnacle all
excellent choices to produce a hyperdeadly, multi-talented mass of options.

Symbiont Synergetic Spells
Ranged Awesome Spells:
Dragon Breath (Wiz, Clr) [the Complete Divine version] Take
Righteous Glare (Wiz, Clr) Take
Lightning Ring (Wiz) Take
Undermaster (Wiz, Druid) Take
Nimbus of Light (Clr)
Darkfire (Clr)
Skull Eyes (Initiate of Cyric)
Holy Star (Initiate of Mystra)
Stormrage (Clr, Druid)
Produce Flame (Druid)
Blinding Beauty (Druid, Clr)
Unearthly Beauty (Druid)
Cast in Stone (Druid)
Melee-Based Spells:
Fist of Stone (Wiz) Take
Flame Dagger (Wiz) Take
Claw of Darkness (Wiz) Take
Gutsnake (Wiz) Take
Body Blades (Clr)
Black Talon (Initiate of Cyric)
Death Dragon (Clr)
Snakebite (Druid)
Spore Cloak (Druid)
Toothed Tentacle (Wiz) Take
Venomfire (Clr, Druid)
Meta-Enhancements:
Critical Strike (Wiz) Take
Grave Strike (Wiz, Clr) Take
Vine Strike (Druid)
Nightstalker's Transformation (Wiz) Take
Mental Pinnacle (Wiz) Take
Bladeweave (Wiz) Take
Wraithstrike (Wiz) Take
Tenser's Transformation (Wiz) Take
Divine Favor (Clr)
War Cry (Bard)
Kiss of the Vampire (Wiz) Take
Improvisation (Bard)
Divine Sacrifice (Paladin)
Swift Haste
Touch of Jorasco (Clr)
Dispel Evil/Good/Law/Chaos (Clr)
Arms of Plenty (Wiz) Take

Sample Builds

The Arcane Nasty Gentleman: Wizard 5/Incantrix 10/Impure Prince 5
This chap sneaks into Impure Prince using Extra Spell to gain Summon Nature's Ally, then Spontaneous Summoner to qualify
for Gatekeeper Initiate, the final pre-req. Impure Prince costs a single level of casting progression, but having top-notch
metamagic and cheap symbionts is worth the dip.

The Unnatural Gentleman: Druid 14/Master of Radiance 1/Impure Prince 5
Venomfire. Extra Spell: Divine Power. Divine Metamagic. Energy Admixture and Twin. The Tentacle Whip symbiont has a built-in
poison attack. 76d6 per attack times 4 attacks per tentacle times 7,600 tentacles. We're averaging 8 million damage a round,
and that's not even optimized.

The Double-Aberrent-Ironic Gentleman:
Psychic Warrior 5/Ranger 1/Beholder Mage 1/Impure Prince 5/Ur-Priest 2/Mystic Theurge 6
Lotsa spell options. Lotsa self-hatred. Lotsa awesome.

The Crystallised Gentleman Beholder:
Psion 5/ Beholder Mage 10/Impure Prince 5 with the spell polymorph any object (with permanency and metamorphic transfer) into a beholder
Also, with

FAQ
Q: Oh. Em. Eff. Gee. 8 million damage a round. At very least.
A: Damn straight.

Q: Thousands of tentacles? That's just nasty.
A: I know, I know. Don't blame me, blame Keith Baker. And maybe anime.

Q: Um. What about BoB Cloning with this? Or Nanotech?
A: You don't even want to get me started...

Q: But doesn't the Impure Prince's "Lure Symbiont" ability limit a character to one symbiont at a time?
A: Nope. The ability specifies that you can obtain a new symbiont whenever your old one "gets killed or lost." It says nothing
about your old one staying dead or lost. Thus, a suitably nasty gentleman can kill or maze his original symbiont, only to raise or
retrieve the little guy after obtaining a new friend to play with.

Q: What if all of your symbionts don't want to do what you tell them? Wouldn't you need some way to control them to prevent
continually having to make Will saves to keep doing the things you want to do?
A: Yep. Gotta keep them in line somehow, unless you're playing a LE Aberration-minded truly Ungentle Nastyman. Here are some
good methods of symbiont-taming:

In-Character Role-Playing Jibber-Jabber
Necrotic Tumor
Geas/Quest and Lesser Geas
Planar Ally (Lesser, Standard, Greater)
Planar Binding (Lesser, Standard, Greater)
Custom Summoning Variant + Halaster's Fetch
Polymorph / Polymorph any Object
Undead Control (Rebuking, Spell-Based Control, Direct Raising)
The very last one is new. I noticed that the Zombie and Skeleton templates allow raised creatures to keep their old subtypes.
Therefore, the most easily available undead symbionts retain the all-important Share Spells ability. So, lure/purchase a symbiont,
kill it, and raise it as a loyal undead minion. Combined with General of Undeath and Undead Lieutenant, being a Nasty Necromancer
Gentleman has never been better!
Much Thanks to

To Munchkin this build, keep taking psicrystals with your psicrystal's cohorts until you have one with over a thousand HD, (note, that that part only requires level 2, so you can have a Psicrystal with as many HD as you have words for at level 2, without the beholder part or the symbiots) and make sure it has leadership. Then, get symbiots until you have over a million. That averages about a few billion points of damage pre your 5 day turns, as you control all the psicystals, the cohorts, the minions, and your symbiots. Though has the greatest army of all time. The 300. You kill them all without ending your turn, and still have thousands of minions left to move. Spartans from Halo. They crie about you to their players. Terminator. It pisses it's pants, and its a robot.
Comments would be nice, and error mentions. I mean, I have 353 views already, and only 3 people have commented.
Or, to put it in away you people can understand
Comment Already ******

LibrarianHuntar
2012-02-03, 10:26 PM
My anti Pun Pun build, Shards of Awesome v1.5 (remake for pwning god-like kobolds at level 1)
Character
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 1
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw)
Psicrystal:
Ability scores: Point in Charisma
Size and Type: Diminutive Construct
HD: 6
Psionics: Doesn't affect build
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness
Cohort level 4
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 4
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (psion feat)
Psicrystal:
Ability scores: Both points in Charisma
Size and Type: Diminutive Construct
HD: 11
Psionics: Doesn't affect build
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness
Followers: 8 generic level 1 barbarians
Cohort level 8
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 8
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (psion feat)
Psicrystal:
Ability scores: Four points in Charisma
Size and Type: Diminutive Construct
HD: 16
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness
Followers: 50 generic level 1 barbarians, 5 generic level 2 clerics, 3 generic level 3 wizards, 2 generic level 4 barbarians, 1 generic level 5 cleric
Cohort level 14
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 14
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (level 9 feat), Improved Psicrystal (psion feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 12 feat)
Epic Psicrystal:
Ability scores: Six points in Charisma.
Size and Type: Diminutive Construct
HD: 25
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness
Followers: 220 generic level 1 barbarians, 22 generic level 2 clerics, 11 generic level 3 wizards, 6 generic level 4 barbarians, 3 generic level 5 psions, 2 generic level 6 clerics, 1 level 5 wizard level 1 initiate of the sevenfold veil
Cohort level 19
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 19
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (level 9 feat), Improved Psicrystal (psion feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 12 feat), Improved Psicrystal (level 15 feat), Improved Psicrystal (level 18 feat)
Epic Psicrystal:
Ability scores: Eight points in Charisma
Size and Type: Diminutive Construct
HD: 32
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness
Followers: 660 generic level 1 barbarians, 66 generic level 2 clerics, 33 generic level 3 wizards, 17 generic level 4 barbarians, 9 generic level 5 psions, 5 generic level 6 clerics, 3 level 5 wizard level 1 initiate of the sevenfold veils, 2 level 8 rouges, 1 level 6 barbarian level 3 frenzied berserker
Cohort level 23
Continue the awesomeness forever. Any comments

My anti Pun Pun build, Shards of Awesome (remake of earlier build, noticed errors, meant for high psionics campaign)
Character
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 2
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw)
Psicrystal:
Ability scores: Point in Charisma
Size and Type: Diminutive Construct
HD: 7
Psionics: Doesn't affect build
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness
Cohort level 5
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 5
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (psion feat)
Psicrystal:
Ability scores: Both points in Charisma
Size and Type: Diminutive Construct
HD: 12
Psionics: Doesn't affect build
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness
Followers: 10 generic level 1 barbarians, 1 generic level 2 cleric
Cohort level 9
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 9
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (level 9 feat), Improved Psicrystal (psion feat)
Psicrystal:
Ability scores: All points in Charisma
Size and Type: Diminutive Construct
HD: 18
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness
Followers: 50 generic level 1 barbarians, 5 generic level 2 clerics, 3 generic level 3 wizards, 2 generic level 4 barbarians, 1 generic level 5 cleric
Cohort level 14
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 14
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (level 9 feat), Improved Psicrystal (psion feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 12 feat)
Epic Psicrystal:
Ability scores: All points in Charisma (6 points)
Size and Type: Diminutive Construct
HD: 25
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness
Followers: 190 generic level 1 barbarians, 19 generic level 2 clerics, 10 generic level 3 wizards, 5 generic level 4 barbarians, 3 generic level 5 psions, 2 generic level 6 clerics, 1 generic level 7 wizard
Cohort level 19
Ability Scores: Whatever you want, minimum 11 Intelligence
Race:Human
Class: Psion 19
Psionics: Doesn't affect build, can be used to combine with LoP's Behold
Skills: Whatever, can be used with other tricks and builds
Feats: Improved Psicrystal (level 1 feat), Improved Psicrystal (human feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 3 feat), Improved Psicrystal (flaw), Improved Psicrystal (flaw), Improved Psicrystal (level 6 feat), Improved Psicrystal (level 9 feat), Improved Psicrystal (psion feat), Improved Psicrystal (psion feat), Improved Psicrystal (level 12 feat), Improved Psicrystal (level 15 feat), Improved Psicrystal (level 18 feat)
Epic Psicrystal:
Ability scores: All points in Charisma (7 points)
Size and Type: Diminutive Construct
HD: 32
Psionics: Doesn't affect build much
Skills: As normal
Feats: Leadership, Hidden Talent, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness, Toughness
Continue the awesomeness forever. Any comments

Dragon Star
2012-02-04, 12:41 AM
Oh, wow, this is awesome. Most of these tricks are scattered or deleted, its great to have one thread holding all of them. Although, you might want to make it more google friendly so people in the future can find it. Anyway, subscribing now.

sreservoir
2012-02-04, 11:47 AM
erduite should work better, no?

LibrarianHuntar
2012-02-04, 01:16 PM
Yes, but this build only requires PHP and the Expanded Psionics Handbook.

Psyren
2012-02-04, 01:36 PM
Comment Already ******

There's not much to really say except "hey that's neat." Most of these have been totally hashed out numerous times and the loopholes sealed, so it becomes simply a matter of whether your DM is crazy enough to allow them or not.

I did imagine your avatar yelling this though, so that was amusing :smalltongue:

Wings of Peace
2012-02-04, 07:21 PM
If you can find the old Monty thread you'll be my hero.

gorfnab
2012-02-04, 07:55 PM
Shadowcaster fix? Never seen it. Were can i find that?
Here you go (http://www.enworld.org/forum/general-rpg-discussion/184955-shadowcaster-fixes-mouseferatu.html)

LibrarianHuntar
2012-03-22, 12:44 PM
Can somebody help me find the full
Beating Batman: Sir Giacomo’s Guide to Monks
Making the Most of What you Have (When Casters Believe What They Have Is Already Ridiculously Good)

Ernir
2012-03-22, 12:48 PM
Can somebody help me find the full
Beating Batman: Sir Giacomo’s Guide to Monks
Making the Most of What you Have (When Casters Believe What They Have Is Already Ridiculously Good)

Here you go. (http://www.giantitp.com/forums/showthread.php?t=80704)

LibrarianHuntar
2012-03-22, 01:15 PM
Thank you, and also, to all, new ideas, optimized or not, are welcome.

nedz
2012-03-22, 03:42 PM
Your missing Mailman, which is being discussed in another thread as we speak.
And the Wish and the Word.
And quite a few others I suspect.

kardar233
2012-03-22, 03:54 PM
I think Douglas' Team Solars (http://www.giantitp.com/forums/showthread.php?t=188138) should be here. It uses Body Outside Body to get tons of uses of the Incantatrix's Metamagic Effect to Persist every spell in the book.

I remember looking at that in my first months in the Playground and saying it was "mad genius". To me, it's still mad genius except I'm actually playing one of them, more or less.

LibrarianHuntar
2012-03-23, 08:38 AM
Sir Giacomo's Guide To Monks (I'm including this as part of a collection of guides for generic overpoweredness, not just unplayable overpoweredness)
Beating Batman: Sir Giacomo’s Guide to Monks
Making the Most of What you Have (When Casters Believe What They Have Is Already Ridiculously Good)

“We need to be enlightened by the OMFGWTFBBQ Ultimate Monk Build” – Solo

FIRST POST: 5-17-2008
FIRST UPDATE: 5-22-2008
SECOND UPDATE: 5-25-2008
THIRD UPDATE: 6-13-2008
FOURTH UPDATE: 6-14-2008
Note: This is the REAL guide, not the cheap copy Azerian Kelimon posted on the WoTC boards...:smallcool:

45 pages! And still rising...

I. Introduction

Face it. If you play a non-caster, a monk in particular, chances are that caster players or wizard fans will laugh in your face, try to mop the floor with you and have a chat with a fellow caster while doing it (range: unlimited). Ever since the logicninja’s Batman concept hit the boards (and likely before that), casters and wizards in particular seem to be UBER. More astoundingly, actually, often even the non-casting classes appear to be a way more viable choice for...everything: fighting, scouting, etc.
And, to add insult to injury, it appears as if the 4th edition gave up on monks altogether.
However, this guide is intended to provide some ideas to make monks (and you can easily apply stuff found here to other non-casters) more of a challenge/fun to play throughout all levels. Feel free to add ideas and comments!

Specifically, it can be a guide for, say,
- players, when you play a monk in a party with highly-powered casters – and thus also highly-powered caster oppostion (basically, a proof vs said players kindly asking to play a caster instead lest you spoil their fun)
- DMs, create some npc monk challenges to your caster players
- Overall inspiration to show the monk is definitely balanced with all other core classes EDITED NOTE: This means that what this guide is NOT about, is showing that the monk is STRONGER than other classes.

For simplicity and better usability in most campaigns, as well as help for beginning players (as well as my own limited purse to buy rule books), I’ll restrict it to generally available core rules (PHB, DMG, MM, SRD excepting psionics and divine domain rules) – so no celerity combos, timestopped maws of chaos (whatever that is) on the caster side and no belt of extra actions, vows of xy or or feats that push your damage to the colossal lvl 18 monk size by level 9. If you wish to (ab)use all the many great companions out there, you should still be able to use the principles outlined here as a source of ideas.

EDIT4:
Before reading on and doubting monk power, pls first read the
Monk Rules FAQ
Additionally, there are a great many links down in the Appendix of this Monk's Guide - both to external sources, and to WITHIN this ever-growing thread, to check whether your question has already been answered somewhere.

Spoiler

Throughout this thread, you'll find a lot of denial, sometimes based on different playing experience, but sometimes also on rules misperceptions. This lists tries to clarify the latter. I already once did a summary after 32 pages.
Basically, many posters started their criticism based on assumptions that by now I proved to be false. And still they never change their views, which is in part responsible for the length of this thread.

NOTE: For general monk and core game misperceptions and fallacies (imo) check below the chapter II.2. "Monk Myths"

1. Can the monk flurry his grappling checks?
Yes. More grappling attempts are based on base attack bonus, and the monk's flurry results in a modified base attack bonus (see the monk class description). Check also the 3.5 FAQ p. 20 which clearly outlines grappling as a possibility in a flurry to do in place of an attack.
And for those remaining doubters, Lord Silvanos is quoting the Rules Compendium to support the notion that you can flurry in a grapple.

2. How can the monk be good at grappling? He needs to hit first with a melee attack roll!
No. He actually needs a melee TOUCH attack roll, where his lower BAB matters much less.

3. Can the monk make use of any move enhancements? After all, his move his an enhancement bonus which stacks with nothing.
Actually, the monk's movement enhancement is added to all forms of movement - swim, climb, fly, burrow - you name it. The most common form is get access to fly (60ft speed), on which the enhancement bonus is added. Note that the barbarian's higher move is not an enhancement bonus, so it would stack with the monk's bonus in multiclassing.

4. Can the monk ever get an enhancement bonus to his unarmed strike with magic items and/or permanently?
Yes. First of all, you can get greater magic fang or magic fang permanencie'd on your monk.
The more resilient way (vs dispels at least) is, though, to get gauntlets. Now there is a big debate raging on whether a gauntlet can be considered an unarmed strike (the gauntlet description suggests so), although many (like Lord_Silvanos) would argue that the gauntlet is a simple weapon proficiency, and thus needs to be learned separately with a feat by the monk.
What the gauntlet does, though, is deal unarmed damage as per monk unarmed damage table IN ADDITION to any enhancements it is enchanted with. Just like other weapons as well.
Somewhere in the 3.5 FAQ, though, it was ruled that gauntlets are not a monk weapon and thus cannot be flurried. You can deliver stunning fist attacks with it, though (without the "ki" enchantment).

5. Can the monk hit an incorporal creature with his ki strike - magic?
No, unfortunately not. He'll need to either enchant his fists (or other parts of his body) with a magic enhancement bonus like magic fang or magic weapon, to at least get only a 50% miss chance. Or get a magic monk weapon for emergency.

6. Spell Resistance and Perfect Self appear to have some drawbacks. What are they?
Spell Resistance can be dangerous for buffing, in particular inside combat. For buffs with the "harmless" SR descriptor, the monk needs to lower his SR with a standard action. In rare circumstances, for buffs like enlarge (a key one), the SR cannot even be lowered. So you'll need to get some tricks (found in this guide) to get by. Luckily, those buffs cast by the monk are unaffected by his SR. And, the key buffs like divine power do not even have an SR entry, so they just work fine throughout all SR levels.
Perfect Self at level 20 also prevents enlarge PERSON, since you're now considered an outsider for magical effects.

7. The monk gets either improved grapple or stunning fist, as well as others at level 2 and 6 as bonus feats without meeting the requirements. What does that mean?
Actually, in core 3.5, these are fairly rare boons. It means the monk needs no high stats that are otherwise minimum requirements in those feats. This can mean that in enlarged form (DEX -2), the monk needs not have a DEX of 15 from the start to keep the improved grapple feat, a great advantage over any other class trying to specialise in grappling.

8. I heard that the monk receives the highest base damage in the game. Is that true? And will this be enough to be in line with the extra damage from sneak (rogue), rage (barbarian) and power attack (barbarian, fighter with TH-Weapons)?
Yes and yes.
The monk eventually, with a monk’s belt, will by level 15 have the highest medium sized base damage in the game, at 2d10. Actually, at level 6 already with the improved natural attack feat, at 3d6. This base damage is multiplied in a critical (unlike the rogue’s sneak attack) and applies always (unlike the rogue’s sneak attack- which is blocked by a simple concealment). By level 15, you’ll have enlarged a base damage of 6d8 (rougly in line with the 8d6 damage the rogue deals as sneak), which is enough to keep you in line with the big fighter and, at times, even barbarian damage dealers due to
- higher number of attacks with
- higher number of highest BAB attacks
- and with divine power, equal BAB to the full BAB classes.
As an aside, in this link, even Solo admits that the monk can outdamage the fighter in core

9. What exactly makes you think the monk is the best grappler? What about the barbarian?
The rules make me think so. The monk gets the following advantages over a barbarian.
- improved grapple as a bonus feat, so he does not need DEX 15 to keep an enlarge effect in a grapple. In other words, he has likely higher base STR than the barbarian, in particular when with the high STR, you also wish to take improved trip (which is a gain a bonus feat for the monk, but necessitates INT 13 for everyone else, plus expertise as another feat cost).
- The monk gets by far the highest unarmed damage in the game. So he deals more damage per won grapple check. This is not even overcome by the barbarian using an armour spike in a grapple (which by RAW only applies to the initial grapple ATTACK, not subsequent checks).
- The monk gets the highest number of grapple attempts, since he can flurry (see above). This can overcome already a 2-3 difference in the grapple check.
- At higher levels, grappling becomes somewhat unreliable (vs freedom of movement and huge size+ monsters). Thus, the barbarian having poured two of his feats into this combat technique would wish to have rather taken weapon focus and cleave to complement with his power attack.
- The rage of a barbarian only lasts for one encounter, after which he gets a STR penalty and is fatigued. In direct grappling contest this means that the monk with higher move, hide, spot, move silently and listen can actually evade the barbarian, wait out the rage and return when he is fatigued.
- Eventually, the BAB disadvantage can be overcome with a divine power effect for the monk.
- And before you wonder – while a monk may use power attack with unarmed strikes, power attack cannot be applied to grapple checks (only to unarmed strikes, albeit at the usual -4 penalty in a grapple).

10. Eversmoking bottle – what can be done and what not?
The following things are RAW, no matter how much batman’s fans try to squirm around it:
a. The eversmoking bottle provides full concealment. So no more line of sight, no more targeting, and 50% miss chance with ray attacks (provided you can pinpoint at all the silently moving monk in the smoke with the batman’s meagre listen check).
b. The eversmoking bottle creates smoke. Smoke effects are outlined in the DMG and SRD – you need to either hold your breath (for a no. of rounds equal to your CON score, see Swim skill description), or when doing stuff like spellcasting, you’ll have to do a FORT save every round, with DC +1 for every round. When you fail, you spend the round coughing and choking, meaning you can no longer cast spells with vocal component (you need a loud, clear voice for that).
c. A gust of wind CANNOT get rid of the smoke for long, only for 1 round – and only in the area of the spell effect. Ditto the wall of wind, which is static and will only get the smoke away in the area of effect. Whirlwind attacks by air elementals can entirely disperse the smoke for the FEW ROUNDS that they can keep up their attack. After that, the smoke resumes. The only thing able to disperse the smoke constantly (for 10 min/lvl) is the druid and air cleric (divine) control winds spell, which usually is not at the disposal of batman.

11. OK. Assuming the joker monk made it all the way to the very high levels to face Batman. What will he do against Batman always going first thanks to Moment of Prescience? And Contingency-DimensionDoor in case he loses initiative? And what about Foresight, extended?
Simple.
a. Moment of Prescience does not apply to initiative checks, which are not opposed skill checks. This is clear from the RAW , Lord_Silvanos solidly supported it in this thread. http://www.giantitp.com/forums/showp...postcount=1253
b. Contingency is highly tricky for two reasons. The first is that you hardly know when that initiative thing gets tritggered. It could be a bar brawl, a rat attacking you. Puff, contingency gone. The more complicated thing is that you hardly ever know the setting where the contingency goes off. Dimension door needs exact dimensions where you want to go AT THE MOMENT YOU CAST THE SPELL. So you can only say “100ft up, and 50ft to the south”. Which could mean you end up where you do not wish to be.
c. Foresight is good to prevent that likely surprise round of the monk (he is much stealthier at those levels, even true seeing and see invisbiltiy do not help vs hide!). However, to keep that up 24/7, even extended, the wizard will need almost all his 9th level slots.

12. What about partially charged wands? How can they be even possible? And why do you assume a "magic mart" campaign here?
DMG p. 199 explicitly allows new players entering the game at a higher level to choose partially charged wands. So choosing partially charged wands for equipment is assumed to happen for pcs in the game.
DMG pp. 212-215 outlines how magic items should be handled. At the bottom of page 214 even the process of pricing a partially charged wand is explained and that player characters can of course sell them when having found them in treasures. Now, I wonder, if they can sell them why should they not be able to buy them? Why should there be only a market for new cars, but not for used ones? And why should used items be less common than new ones? Plus, on p. 214 a linear rule for gold price determination is applied - showing that there are no additional scarcity effects for wands with less charges.
By providing item gold piece prices (and not some sort of "relative power units") , as well as item availabiltiy table in DMG on p. 137, the game assumes that characters, at least between adventures in cities of appropriate size can obtain equipment as appropriate by their wbl.



Ah, and let us not forget: the monk while focusing on what this class can do greatly (being a bane to casters) should not become an idiot specialist. He/she (for simplicity, and with due respect to the female posters here, I’ll use the male abbreviation henceforth throughout if you forgive me…) has also to fight monsters and other non-casters. While the monk might be ideal to specialise in overcoming magic-reliant opponents (it’s simply a facet of the PHB recommendations of spy, assassin, infiltrator and opportunist combatant), some tricks should help him survive long enough to actually reach that enemy caster through his minions. Or in a caster-rare (not magic-poor!) campaign. Or whatever.

Here it comes…

II. The Very Basics of Monkery

As logicninja has immortally put it:
“The traditional adventuring party has four people, filling the roles of Meat-Shield, Skill-Monkey, Heal-Bitch, and Batman.
You're--as Frank Miller put--the goddamn Batman.”

As a monk you’re – as Frank Miller would have paraphrased as well – the goddamn Joker!
Relying on tricks and unusual stuff to overcome the physically…er magically stronger Batman. Perform is even a class skill, so you could tell some jokes to entertain your desperate enemies and awestruck adventuring teammates while you squish the casters and face everything else as easily as other non-casters.

1. Key Insights on Giamonk strategy (and: what the Joker would say….)

1) “Where does he get those wonderful toys?” – The Joker
Be prepared for a harsh truth: Magic is cheap in core 3.5. And the “Giamonk” (courtesy Kurald Galain) intends to make full use of it. In that way, he is quite close to the classic gish…
The Batman may think he is special, but in a magic world as envisioned in the core 3.5 rules, everyone will want to have magic. And everyone gets it, thanks to four major goodies for all classes
- fellow pc casting. This is the way assumed by the game (for instance, the enlarge spell has almost no use for the sorcerer or wizard, but it is greatly helpful for fighting characters). In many instances, though, the non-caster or monk needs to be on his own..
- npc casting (this could be helped by, but does not need the leadership feat)
- wealth by level guidelines and thus, permanent magic items
- Use Magic Device (UMD), either cross-class or class. It does not really matter, since the greatest bargains, the wands simulating ALL 1-4 spell levels are safely usable with just a UMD score of +19. And even one rank of UMD and total bonus of +0 will allow you to eventually activate a wand…only a “1” rolled without +19 UMD will mean stopping to use that item for the day, but you could carry several for the same effect, lowering your risk greatly. Wands are the cheapest way for non-casters to obtain non-pc buffs. Based on the usual casting and spell levels of arcane and divine spells, level 1 spells, it is 15 gp per use, for level 2 spells 90 gp, for level 3 spells 225 gp and for level 4 spells 420 gp.

Additionally, while you can for a long while not safely activate a wand in one round (meaning in combat you often cannot use it reasonably), you can still make use of:
- longer-lasting buff spells (10 mins/lvl & up)
- short-lasting buff spells when you have the opportunity to buff up before combat (say, enlarge wand)
- instantaneous spells usable between combat without stress (healing, research)
- touch spells with “holding the charge” use. This is something where the non-casters would even surpass the casters since they 1) have better hitting chances and 2) they most often do not cast spells in between, ending “the charge”.
Some of the great things for a monk using wands:
- you can grapple while using/holding wands (even in both hands)
- you can do all your unarmed strikes while holding wands (even in both hands)

This basically gets you everything you need. For the higher spell levels, either get
- scrolls or
- other casters casting (via npc spellcasters, cohort spellcasters or team member spellcasters).
If all fails, level the playing field, either with AMF or lower-level effects (yes, there are some, see below).
Plus, there are some fairly cheap single spells that can shut down the effects of whole schools of magic:
- mind blank (enchantment, divination)
- true seeing (illusions, excepting the real part of shadow magic)
- death ward (necromancy)
- wall of force (all conjuration/evocation/necromancy/transmutation/phantasm/shadow attacks)
Some of those are available in existing magic items (true seeing, wall of force, death ward), some could be available as custom items (explicit DM’s approval).

EDIT: concerning coutertactics by Batman like dispel magic and mage's disjunction (at VERY high levels, level 17&up!)
- dispels need a target. This can get stopped by total concealment and reduced in chance by blink and mirror image effects.
- mage's disjunction allows a will save, which happens to be the highest save of the monk at very high levels.

Make use of one of the biggest balancing insights of the game: magic is cheap, and can counter magic easily! Batman got the most recent computer technology…eh spell innovation? Well, get the same stuff cheap!

So here, in a nutshell, are the two Giamonk principles:
1. Get spells that synergise greatly with the monk abilites
2. Get items that synergise greatly with the monk abilities

2) “And where...and where...is the Batman?” – The Joker
Some things that will help you in your noble quests to make life miserable for casters:
You have spot and listen as class skills (only the druid on the caster side can compete here). So since ALL casters have no move silently skill, they can try to use invisibility, but at high levels you can still pinpoint them. Before that, simply use see invisibility or cheaper faerie fire wands, which are a bargain when you know that someone is around invisibly (which requires only a simple listen check).
Alternatively, you can make caster life quite tough by simply obscuring their (whatever magically-enhanced) perception abilities, too – it blocks most of what they can do to attack. A simple smokestick does the trick at low levels. Better stuff is available at higher levels (see also the advanced monkery below in part III.)
It also helps that you will thus not only likely be the one with a surprise round vs casters (and my, does your range for a partial charge extend the higher you rise in level!), You can also often go first in regular rounds as well (if you have good DEX and the improved initiative feat). Against monster manual casters and monsters, you most likely do.
Only at very high levels, when the 9th level foresight spell could be up quite often on the caster side, things will start to get complicated…

3) “And where…and where….is the Joker?”
There is one vital thing about how to survive in combat at all levels for the monk:
Control. The. Encounter.
There are basically two sets of class abilities that let you do it:
- the combination of the skills spot/listen, meaning more likely than not that YOU will surprise the enemy instead of the the other way round.
- the combination of move silently/hide and your superior move skill that lets you move out of the range of the enemy while still keeping close to him , waiting for an opening.
Some wizard fans will fantasise about “casters flying out of range invisibly and raining death from above” while a monk using the same tactics in a different manner is called “fleeing”. You know why. Because it’s what they fear most:
Someone simply waiting out their buffs and spell defenses – and with ranks in Spellcraft as a monk you can actually have a chance to gauge how long that particular buff lasts..
A key insight here is: in the core games, there are hardly any longer-lasting buffs. Fly and invisibility last 1 min/lvl and can thus easily be waited out. While this is in a way sad for a monk using UMD (since most buffs are too short-lived to be of use, and can likewise in some instances be waited out by clever opponents), it is the great chance to fight casters. Note though, that the Joker’s magic spells cannot be recognised when cast with Spellcraft (it’s only an obscure command word), while the spellcasters’ spells can...

4) “You wouldn’t hit a man with glasses, would you?” – The Joker
For a class which needs to go into melee range (though not to stay for long in classic melee fights until much higher levels), you need to somehow resort to all kinds of tricks to
survive (you are quite similar to the Batman here, only that you have double Hp, better saves, more stealth skills and higher AC and thus have a much better start).
Some basic insights:
- in the beginning in case of a low WIS, you COULD even wear a leather armour for a +2 bonus, since that does not incur any penalties even without the light armour proficiency. And the penalties to your monk ability are negligible. (as yet).
- Otherwise, eventually a monk’s AC bonus with continuously maxed WIS will surpass a full plate +5 (and it is touch AC as well).
- Items and tricks and spells that give concealment and miss chances are good for you as well (since you do not have to rely on sight much with a blind-fighting feat).
Another tactics is to look different. For instance, like a sorcerer, wizard or rogue (basically all who do not normally/necessarily wear armour) or even a usual npc (commoner, adept or expert). You do not even need to disguise, just appear as you are – and let your opponents draw their conclusions and prepare for the wrong challenges. With UMD, you can even wield a magic staff/wand, cast from scrolls and appear to be a spellcaster…er batman.

5) “Haven’t you ever heard about the healing power of laughter?” – The Joker
One often-overlooked monk ability is self-healing. It appears not that important, but for the usual encounter-fillled adventuring day, it is basically equal to a +4 CON score for hit points compared to other non-healing classes. Throw in CLW wands with your UMD, as well as your high WIS with healing and you can be a solid secondary party healer (who may devote resources for the wands of CLW you carry).


2. Monk Myths
“Stop the press!” – The Joker

or: why the heck do so many believe in Monk Suckage?

1) “Don’t even go MAHAHAHAHAAAAD” – The Joker


Spoiler

Most of the times, you’ll read about a very popular monk myth, the multi ability dependence (MAD). Allegedly, the monk has to have more high stats everywhere than everyone else
True, the monk can make use out of great scores in all his abilites. So can everyone else. No difference. So everyone is MAD (multi ability dependendet), to the same degree. Or no one is. It is that simple.
Examples: a fighter who wishes to be strong in combat and still not a complete klutz for skills nor easy victim to will-based saves (alongside vital spot and listen checks) will need exactly the same amount of high abilities. Even batman who loves “dump stats” and only focuses on INT, DEX and CON will then see there are problems with his low stats in STR (hit by ray of enfeeblement? There goes that spellbook), WIS (oh noes! Enemy maxed casters could target a wizard with WILL saves? Really? And how do I spot/listen my enemies again?), or CHR (enchanters at the very least like this score rather high).
Overall, as for casters using “dump” stats and the like…well, they are the only ones who even NEED certain minimum scores to function at all. The monk can have WIS of 8, or, for that matter, an 8 IN ALL STATS and still use all his class abilities to his heart’s content. You get the idea...
As an aside, the monk’s bonus feats like combat reflexes and improved trip and even improved grapple do not require the minimum stats that other characters need to have. So if there is one of the classes in the core game that has no MAD, it’s the monk.



2) “The monk has no specialty, so at best makes a nice 5th team member”


Spoiler

Here’s a short list of stuff either ONLY the monk can do or can do best in core.
- best grappler (No. of attacks, damage, bonus feat, spc additional effects like stunning fist- Note: FAQ has nerfed to no longer use stunning fist to be possible alongside grapple damage, so use unarmed strike with stun before grapple or in grapple at -4. His medium BAB does not matter much, and he can easily overcome it – see below)
- fastest scout (highest move, spot/listen/move silently/hide as class skills). Combined with the highest movement speed this means the monk has the highest chance of achieving a surprise melee attack.
- best defensive non-spell abilities in the game. Most are still useful once you use Silence and Antimagic Field (AMF) spells to your advantage.
- Highest base damage dice eventually. The full BABers with their martial weapons have power attack and two-handed weapons. The rogue has sneak attack. The monk has the unique power to make use of scaling his base damage (which also gets mutltiplied in a critical btw) with size increases. Weapon damage dies also increase with rising sizes, but 1) the monk achieves the highest base damage dice by level 15 in core with a monk’s belt, 2) the monk is the only one to get his fists enchanted since only his unarmed strikes are considered manufactured weapons and 3) the monk COULD be the one best affected by any morphing spells since he never has to worry about his weapons growing with him in morph, while he also retains all his other abilities like superior saves, SR and move enhancement.

EDIT: So, in short, the monk can fill a great many roles (as suggested by the PHB roles) in the party. The iconic roles of the party (tank, heal, sneak, cast) are not all there is to the game.

The above unique abilities mean that the monk can do the following special things for the group:
- get them out of trouble/protect them when they are facing superior odds (move and high STR means at higher levels you can simply carry the wizard to safety, dimension door, AoO builds)
- defeat enemy spell users
- scout the fastest for the others
- be the BEST rogue buddy, because you can go everwhere on the battlefield to give him that sneak opportunity with 1) grapple 2) flanking 3) stunning fist.
- the joker monk has so many magical abilities that he greatly helps the group with spellcraft, UMD and his knowledge-arcane in this respect. The party wizard failing that spellcraft check to see what the BBEG is up to? The Jokermonk may jump in and tell him. (at least until the mid-levels the Joker monk provided below in part IV is able to do that).




3) “If for any reason the monk uses spells and UMD cross-class he only shows that his own class abilities suck”.


Spoiler

Ahh…the power of synergy. So obvious to me, but apparently so confusing to others. Think about it.
UMD a wand of divine power (you can get a 10-charge wand thereof at 7th level, the moment the cleric gets it). It immediately equals your BAB disadvantage to the full BAB classes, and synergises well with your main lower-level attack: grapple, as your STR score goes through the roof.
But say, batman uses a rod of divine power (assuming he has high enough WIS or CHR, his “dump” stats, to use a divine spell item and even devote part of his skill points to cross-class UMD). Batman would have full BAB, and be stronger by +6 in his STR score. But so what? A wizard has never any real chance for melee combat, since he lacks all other stuff for it (feats, spc. Attacks, hp, AC).
But the Joker does not lack those…
Simply said, the monk is the core class that gets most out of a divine power (even more than the cleric), because he gets the most attacks this way, the item slot of belt can go to monk’s belt instead of a giant strength belt, and compared to a cleric has more combat-related feats.
If you are not among the faint-hearted WoTC designers who recommend playing without it in some campaigns, you could also try polymorph for even more Joker fun: the monk as an unarmed combatant of course makes most use out of a spell that gives him a bigger, nastier form independent of weapons, spell components and armour.


4) “Speaking about magic items: the monk has to get so many, since he is so weak. Amulets of mighty fists alone cost a fortune.”


Spoiler

You actually do not need as many items as the other non-spellcasting classes. Why? Because you have the most special abilities; magical or non-magical, that already do the stuff that items can do.
For instance, you need no (but in many cases you makes still high use of)
- extra saving throw protection (best BASE saves in the game, plus enhancement spell save bonus)
- spell resistance items
- immunity to disease and poison
- healing items
- movement-enhancing items (speed, dimdoor, etheralness, slow fall)
And if someone suggests to you to take the Amulets of might fists, use the last word to smack him over the head for it. Seriously. They are not only expensive, but also block the spot for other valuable amulets like WIS and CON enhancers. And WoTC designers themselves say by now that since the amulet occupies the wrong body slot, they should be cheaper in bracers form.

“The pen is truly mightier than the sword” – The Joker

A good idea is to get either some greater magic weapon of fang effect, and eventually a wand of holy sword with UMD if you desperately need any enhancement bonuses (plus holy damage) to your unarmed strikes. A pearl of power of third level means making most use out of weapon enhancements in extended from a party or npc cleric. Or enhance some of the monk weapons (for instance, a staff, which you could then use later for great synergy with possible power attack, disarm , all in a flurry). If you desperately want to have a permanent enhancement bonus, get a permanencie’d greater magic fang (more expensive, though, than the divine power trick).
Or follow WoTC’s guidelines for custom items and point out to your DM that bracers of mighty fists cost actually LESS than the amulet variant, since the amulet uses a non-combat slot.

EDIT: There appears to be a lot of disbelief so far (after 25 pages of the thread, still counting) that the monk will be able to fulfill his UMD tactics and still be in line with the wbl. Some words on this:
- I use the WBL guidelines of the DMG, p.135. My interpretation of this (and I feel that the majority on these boards and over at WoTC sees it in a similar manner) is that consumable items will not be replaced over the course of your career; so what ever wand or scroll is used up, will be deducted from your wbl.
- Wbl is meant for the moment you enter that respective level. For the time in between this and the next level, you should have items using simple linear interpolation.
- Wbl is meant as a guide for balance. But this does not mean that you should slavishily follow it 1:1 all the time. Characters may have for some time lost some equipment (due to being captured, sundered swords, wands etc.). Or they may temporarily have a very powerful item for a particular purpose, lost again later.
- the budget for consumable item for the joker monk is around 20-40%, depends on what good permanent items are avaiable in the respective levels. Incidently, this means that the Joker monk can cast enlarge 1,000 (one thousand!) times by level 10. And he can cast heroism (a 2nd level bard spell, extended lasting 80 minutes) about 150 times. Based on 14 encounters per level gain (and not all of them have to be combat!), this means for the 140 encounters of 1-11, the joker monk with UMD can go into combat ALWAYS buffed with +2 morale bonuses on attack rolls, saves, skill checks AND ability checks, including initiative rolls.



5) “The monk is a melee class. So why doesn’t he have full BAB and why can’t he flurry as a standard action? My homebrew monk can do it!”


Spoiler

For the Joker, this is not necessary.
Outside grappling or having stunned an opponent, you do not WANT to go melee for long. Ever. Of course, there are exceptions to the rule, but the combat abilities of the monk point to a different direction: TOUCH ATTACKS. Grapple. Trip. UMDed rays. Touch spell attacks delivered on top of unarmed strikes. And for touch attacks, you have enough of a BAB, more than the arcane casters, anyway..
And btw in core, there ARE ways to get a move AND a full attack action to hit home your flurry:
- polymorph spells for forms with the pounce ability (many will say that this is overpowered to have for some minutes, but at the same feel no problem with a druid able to do this 24/7., non-dispellable)
- getting a mount that will move/charge for you. As a bonus, you get its attacks (if trained for combat) and you get +1 on the attacking roll for higher ground. EDIT: Note that this only applies to your shuriken flurry.
- At high levels, get an intelligent special purpose item with dimension door.
- Or convince your fellow pc caster or an npc hirling/henchman with dimension door to carry you next to the enemy.
- And the grand monk-thing: freeze your opponent in place with a charge and stun. And after that, use full attack (I guess this combo is what the designers had in mind instead of giving the monk the game-breaking ability to do a full attack as a standard action).

And while I’m at it, other alleged weaknesses for “houseruling” and what can be already done within the existing core rules:
Body not enchantable? Get the spells holy sword or greater magic weapon since the monk's unarmed strike are considered manufactured weapons.
Overcome DR? Get Align weapon if you need it, otherwise magic, lawful, and adamantine are yours eventuallly.
More dimension door? Get items that do it. (wand, cape of mountebank), or the horizon walker prestige class.
Gain airwalk? Forget airwalk. Get a flying item (boots of flying for 16,000 are good) and add your movement enhancement bonus on top. Way better than any air walk.
Lose slow fall? Why? It is much underrated. In dungeons (traps etc.) it's golden. Plus, it adds to your movement total.
6 skill points per level? Why? Be human with INT 14 (INT 18 as intended by you). 7 or 9 skill points per level. It can hardly get better.


6) “Hey, I have a great idea: make use the monk’s high move and get him spring attack.”


Spoiler

Don’t do it. IT’S A TRAP! (to use the logicninja mystic theurge analogy).
Seriously. Play one. And look at the fellow monk player who has access to flying after you spent three of your prescious feats to get spring attack. Said monk player simply takes the flyby attack feat and his tumbling class skill. Then cry.
It’s “We deliberately trained him wrong – as a joke…” (Kung Pow) all over again…
Only in some rare circumstances (magic-poor campaigns, highly defensive monk builds, zombie campaigns, campaigns starting at high level without flyby attack feat) the spring attack feat tree could be worthwhile.


Now, after getting rid of these more known monk fallacies, let us move to more advanced stuff and then on to what some on these boards have been looking forward to eagerly…


III. Advanced Monkery – The Art of being the Joker
“Gentlemen! Let’s broaden our minds” – The Joker

1) The art of grappling:

This is THE casterbane tactics throughout all levels, althoug the advent of freedom of movement at some point means it’s best up to mid-level, and at very high levels, this tactics returns with a vengeance and AMF.
It is also a great general combat tactics, though. And the monk excels at it.
At low level, it makes a lack of armour and your inferior starting damage dice obsolete, since you lower your opponent damage potential to a mere 1d3 starting damage dice (possibly non-lethal), and TH weapons and power attack of opponents are nullified (power attack is not applicable in a grapple!). Not to mention that a grappled caster is reduced to spells with only vocal components (not that many below dimension door leverl) or, with two successful grapple checks and pinned, the caster cannot do any more spells – barring some still, silent feat prepared spells. But hardly any casters will 1) even have those feats and 2) have it prepared at the time of your attack.
You can also use your higher number of grapple attempts (flurry) to pin and force opponent to waste their highest grapple check to escape the pin. You can move with your opponent through squares threatened by your allies and have fun watching him get x AoO (more AoO with combat reflexing allies).
The major objection to grappling may be that big and strong creatures hit the scene quite quickly (CR 3 & up). There are two caveats to this, though:
- until the mid-levels MOST creatures you encounter you either can still grapple since your grapple check mostly exceeds theirs (and do not forget, if you are, say, level 6, you will not always fight single CR 6 creatures, but more often the CR 2-4 kind in greater numbers alongside the party in one-on-one combat. Plus, your main prey- casters- usually have only freedom of movement as means to foil you – and this only through divine casting (assassin prestige class a rare exception here).
- the big and strong creatures of the earlier levels are exactly that: big and strong. But have few other abilities and no brain to speak of. Animals and vermin or huge zombies/skeletons may be outsmarted quite well.

EDIT3: Then, the issue of: freedom of movement - a 4th level spell winning all defensive grapple checks. A permanent item providing it is only available at the earliest at level 16 with ¼ wbl (DMG recommendation for pcs). Note, though, that the ring of freedom of movement is made of gold (as per DMG/SRD), and thus can be sundered easily at those levels with just one hit. You do not even need the improved sunder feat for that (an AoO from a spellcaster? Come on!).
The wand is available earlier, but apart from sundering, you could disarm it away (grab an item option).
That leaves the (divine) spellcasting. Even though monsters mostly do not have the spell up, casters will – sometimes. Try to win initiative before the FOM is up (and prevent it with a silence around you). Or, recognise it with spellcraft and then wait out the buff (i.e. retreat , hide, and strike when spell is over. Few casters have prepared it several times).

2) D-Fense, Part II

A monk has good defenses, but less offensive powers until later levels (when the no. of attacks and monk’s belt really provide great damage output). How to turn good defense into offensive use?
By creating a combat environment that favours the monk who has a particular kind of immunity that others don’t have!
For instance, centre fireballs on yourself in the midst of overwhelming odds surrounding you (with necklace item) and (improved) evasion the damage away. Or grapple an opponent and let your party wizard fireball you and the opponent. Use poison once you are immune to it yourself. Create situations where weapons do not help much (say, tight quarters). Sight is not as important to you as it is for spellcasters (you can even throw shuriken into pinpointed areas with listen). Use your immunity to disease vs, say, an enemy camp by spreading some disease the day before you attack (some diseases even cause WIS and INT loss, or deplete their CON to soften them up vs your stunning fists attacks). Think the “Flesh and Blood” movie. Be creative

3) Prestige classes and multi-classing

WHEN TO QUIT MONK?
Well, there some possible prestige classes in core for the monk. Where then are good departing points (meaning departing for good, since a monk may not lose his class abilities getting to another class or turning non-lawful, but they can never return).
At lvl 1,2,6: have most bonus feats without ability requirements as possible. Possibly interesting for special fighter builds.
At lvl 11: you just received your 2nd flurry attack. Get full BAB with divine power and thus have most attacks per round. Or wait for level 12 to grab the supernatural dimension door. You can use that ability even when paralysed – it’s a great escape pod for all levels.
EDIT: at lvl 12: another good exit point. In particular since with level 13, you can likely no longer use enlarge for buffing (SR!). So it is good to add some combat-heavy prestige class or base class. For instance, one level of barbarian for rage bonus to STR, and two fighter levels for extra feats (though you need to be human or half-elf to avoid multi-class penalties).
At lvl 15: with a monk’s belt you have reached the highest possible unarmed damage.

PRESTIGE CLASSES
Good prestige classes reinforcing the roles meant by PHB for the monk (spy, infiltrator, assassin, scout, opportunist combatant) and also good vs casters in general are
- Duelist (get INT to AC, unarmed strike can be considered weapon in only one hand, you get great boosts to your initiative which is vital vs casters)
- shadowdancer (hide in plain sight)
- Horizon walker (for dimension door every 1d4 rounds, a rare competence bonus to listen, etc.)
- Assassin prestige class
I also like a combo of dragon disciple for the STR stat boosts and tremorsense, and possibly fying ability (the monk has knowledge arcane as class skill!) , with a 1+-level dip in assassin to get the spontaneous arcane casting ability. The assassin also gets you wand access to all assassin spells, even without UMD.
For instance, monk 15/assassin 1/dragon disciple 4
This build would add +1d6 sneak, death attack, poison use, a 1 first level spell (could be true strike), access to assassin spell wands, +4 STR, claw and bite attacks in addition to monk unarmed strikes, Bonus to natural AC. This would replace the monk abilites of lvl 16-20 of: etheralness rounds/lvl/day, continuos non-magical tongues, outsider status for magical effects, ageing immunity to physical stats.
Note that you lose out on Spell Resistance and quivering palm DC with any multi-classing – and you cannot return to the monk class.

MULTI-CLASSING
EDIT: For a level dip ahead of monk, the rogue, fighter, barbarian, cleric, druid and wizard are all good choices.#
The non-casters for providing you extra oomph in case you wish to specialise in fighting
- rogue: sneak attack, synergising with your stunning fist.
- fighter: extra feats for complete unarmed/spiked chain combat control
- barbarian: extra STR for improved trip and/or grapple builds. (note that you do not lose your monk abilities when you turn chaotic barbarian)
The spellcasters will all either give you some buff spells from their spells/day and wand use without UMD to the spells 1-4 level of your class list.


4) “I have given a name to my pain. It is Batman.” – The Joker

Basically, what would hurt casters most?
Not being able to affect the monk with their magic/effect any magic at all. This can be accomplished by
- blocking their somatic components (grappling)
- blocking their material components (disarming)
- blocking their vocal components (grappling, using silence spell effect)
- blocking all actions (stunning)
- blocking their line of sight (blinding, obscuring vision)
- blocking their line of effect (force effects, use of full cover)
- blocking their area effects (evasion, improved evasion)
- blocking their range (fast moving out of range. Great vs summons and the usual temporary buffs that you recognised before with Spellcraft)
- blocking their refreshment methods (attacking during prayer, learning, disrupting sleep etc.)
- blocking all magic (Anti-magic-field, spell resistance, saving throws, certain force effects; although recent magic item compendium rules which can be seen to update the core rules appear to have AMF no longer block line of effect for magic – courtesy Lord_Silvanos. It is irrelevant for the AMF grappling tactics, though.).

Normally stopping the spells/spellcasting of a caster means almost certain win. A cleric has some decent fighting abilty, but without spells even (or rather, in particular with) heavy armour will be no match in combat for a monk.
Of all the casters the monk can go against, druid is the toughest one. The reason is straightforward: most skill points of full casters (not counting the bard here) and many useful non-spell abilities besides.
In particular the monk can get trouble due to the animal companion protecting the druid (if it is the large kind and not the one with more abilities), and his spells providing most of the powers of the other full casters at high levels (and lower levels besides). As for the usual wildshaping zilla druid – just point out to your DM that most likely polymorph is banned and thus, the druid should likewise not be able to get this kind of superior combat boost (24/7, at that!).
At high levels, a druid hit by an AMF will, of course, also crumble, but before that – what can a monk do in addition to the stuff above (i.e. obstructing the druid spells)?
Some suggestions:
- use hide from animals effects (50 uses in wand for 750 gp only). This negates the animal companion until you have reached and managed to grapple the druid.
- Note that your eversmoking bottle stealth mid-level tactics work not that well vs a druid, since the druid can summon air elmentals spontaneously that will whirlwind your smoke away AND they are the only class (apart from air domain clerics) to cast control winds.

For those batmen retreating to a MMM or tower (abandoning adventuring) the Joker would only say:
“I'm givin' away free money, and where is the Batman? He's at home washing his tights!”

LibrarianHuntar
2012-03-23, 09:00 AM
Your missing Mailman, which is being discussed in another thread as we speak.
And the Wish and the Word.
And quite a few others I suspect.
Where's/what's Mailman? Allso, where's the wish and word?
doesn't anyone have anything they can contribute themself?

LibrarianHuntar
2012-03-23, 10:05 AM
Level 17

Spoiler

STR 16, DEX 20 (+4 item), CON 12, INT 15 (age), WIS 19 (+4 item, age), CHR 9 (age)
FEATS: Improved Unarmed Strike, Improved Grapple (Monk bonus feats), Improved Initiative (human bonus feat), Magical Apitude, Combat Reflexes (Monk bonus feat), Skill Focus- Use Magic Device, Improved Disarm (Monk bonus feat), Improved Natural Attack, Blind-Fight, Stunning Fist (16/day, DC 20), Flyby Attack
SPECIAL: Improved Evasion, Slow Fall 80ft, Ki-Magic/Lawful/adamantine, Purity of Body (immune to Disease), Wholeness of body (34 hits/day), Diamond body (immunity to poison), Abundant Step (Dimension door 1/day), Diamond soul (Spell resistance: 25), Quivering palm (1/week, DC 20), Timeless body, tongue of the sun and the moon (constant tongues as extraordinary ability)
SKILLS: Move Silently +28 (DEX, 20 ranks, MW item, luck), Hide +28 (DEX, 20 ranks, MW item, luck), Spot +32 (WIS, 20 ranks, MW item, eyes, luck), Listen +27 (WIS, 20 ranks, MW item, luck), Use Magic Device +19 (CHR, 9 ranks, feats, MW item, circlet, luck), Spellcraft +14 (INT, 5 ranks, feat, synergy, MW item, luck), Knowledge-Arcane +10 (INT, 5 ranks, MW item, luck), Tumble +14 (DEX, 5 ranks, MW item, synergy, luck), Perform- Comedy +6 (CHR, 1 rank, MW item, circlet, luck), Jump +33 (STR, 5 ranks, MW item, synergy, move, luck), Diplomacy +23 (CHR, 18 ranks, MW item, circlet, luck)
ITEMS: Masterwork tools for all above skills (550 gp), Masterwork spiked chain (325), bead of bless 1/day (600), Masterwork light crossbow (335), 2 Pearls of Power, level 1 (2,000), Lesser Rod of Extend (3,000), Circlet of Pesuasion (4,500), Gloves of DEX+4 (16,000), 50 Masterwork Shuriken (310), Eversmoking Bottle (5,400), Eyes of the Eagle (2,500), Pearl of Power level 3 (9,000), Monk’s Belt (13,000), Amulet of WIS+4 (16,000), Ring of Blinking (27,000), Ring of Protection +2 (8,000), Stone of Good luck (20,000), Rod of Cancellation (11,000), Wings of Flying (54,000), Boots of Teleportation (49,000)
WAND BUDGET: 98,000 (cumulative with prvs levels)
INITIATIVE: +10 (DEX, feat, luck)
MOVE: 80ft (110ft flying)
AC 31 (WIS, DEX, monk, mage armour, deflection, +4 enhance), 34 fighting defensively, 37 full defense (tumble)
HITS 86 (max d8 at first level, CON)
SAVES: Fort +12, Refl +15, Will +15 (+17 vs enchantment)
GRAPPLE: +19 (+19/+19/+19/+14/+9); enlarged +24 (+24/+24/+24/+19/+14); with divine power and enlarge +32 (+32/+32/+32/+27/+22/+17)
UNARMED ATTACK: +17 (+17/+17/+17/+12/+7), blinking; Damage 4d8+2d6 +3, 6d8+2d6 +4 enlarged; with divine power and holy sword up, enlarged: +28 (+28/+28/+28/+23/+18/+13), Damage 6d8+2d6 +12 (or avg 46 damage per hit)

COMMENT: The monk now no longer takes penalties from ageing (magical or normal). To illustrate what it can mean, it is assumed above that joker now is middle-aged. This is debatable (ageing needs to coincide with level gains at that point), but it also has negligable effects for now.
Tongues constantly now is also a monk power. You may have noticed that since mid-levels, spare skill points were used to boost diplomacy. Now the monk can become a true master diplomat, even able to calm animals this way (the kind that can still outgrapple him, although this is a rarer and rarer occurance).
But what to do about those pesky 9th level spells? Well, one could go through them one by one (maybe at a later time). But the following combo by the joker can take care of most of it (including foresight):
Cast time stop (from scroll, your budget allows some uses), then teleport next to batman, cast AMF (from scroll or spellstaff). Profit.
One thing where the joker may be behind batman is in terms of intelligence (meaning research, finding out about the opponent). But you could try to find out stuff with diplomacy; or wands of legend lore and other divination spells can get you quite far.




Level 18:

Spoiler

STR 16, DEX 22 (+6 item), CON 12, INT 15, WIS 21 (+6 item), CHR 9
FEATS: Improved Unarmed Strike, Improved Grapple (Monk bonus feats), Improved Initiative (human bonus feat), Magical Apitude, Combat Reflexes (Monk bonus feat), Skill Focus- Use Magic Device, Improved Disarm (Monk bonus feat), Improved Natural Attack, Blind-Fight, Stunning Fist (16/day, DC 26), Flyby Attack, Ability Focus: Stunning Fist
SPECIAL: Improved Evasion, Slow Fall 90ft, Ki-Magic/Lawful/adamantine, Purity of Body (immune to Disease), Wholeness of body (36 hits/day), Diamond body (immunity to poison), Abundant Step (Dimension door 1/day), Diamond soul (Spell resistance: 25), Quivering palm (1/week, DC 24), Timeless body, tongue of the sun and the moon (constant tongues as extraordinary ability)
SKILLS: Move Silently +30 (DEX, 21 ranks, MW item, luck), Hide +30 (DEX, 21 ranks, MW item, luck), Spot +34 (WIS, 21 ranks, MW item, eyes, luck), Listen +29 (WIS, 21 ranks, MW item, luck), Use Magic Device +19 (CHR, 9 ranks, feats, MW item, circlet, luck), Spellcraft +14 (INT, 5 ranks, feat, synergy, MW item, luck), Knowledge-Arcane +10 (INT, 5 ranks, MW item, luck), Tumble +14 (DEX, 5 ranks, MW item, synergy, luck), Perform- Comedy +6 (CHR, 1 rank, MW item, circlet, luck), Jump +33 (STR, 5 ranks, MW item, synergy, move, luck), Diplomacy +26 (CHR, 21 ranks, MW item, circlet, luck)
ITEMS: Masterwork tools for all above skills (550 gp), Masterwork spiked chain (325), bead of bless 1/day (600), Masterwork light crossbow (335), 2 Pearls of Power, level 1 (2,000), Lesser Rod of Extend (3,000), Circlet of Pesuasion (4,500), Gloves of DEX+6 (36,000), 50 Masterwork Shuriken (310), Eversmoking Bottle (5,400), Eyes of the Eagle (2,500), Pearl of Power level 3 (9,000), Monk’s Belt (13,000), Amulet of WIS+6 (36,000), Ring of Blinking (27,000), Ring of Protection +2 (8,000), Stone of Good luck (20,000), Rod of Cancellation (11,000), Wings of Flying (54,000), Boots of Teleportation (49,000), Gem of Seeing (75,000)
WAND BUDGET: 103,000 (cumulative with prvs levels)
INITIATIVE: +11 (DEX, feat, luck)
MOVE: 90ft (120ft flying)
AC 33 (WIS, DEX, monk, mage armour, deflection, +4 enhance), 36 fighting defensively, 39 full defense (tumble)
HITS 92 (max d8 at first level, CON)
SAVES: Fort +13, Refl +17, Will +17 (+19 vs enchantment)
GRAPPLE: +20 (+20/+20/+20/+15/+10); enlarged +25 (+25/+25/+25/+20/+15); with divine power and enlarge +33 (+33/+33/+33/+28/+23/+18)
UNARMED ATTACK: +18 (+18/+18/+18/+13/+8), blinking; Damage 4d8+2d6 +3, 6d8+2d6 +4 enlarged; with divine power and holy sword up, enlarged: +28 (+29/+29/+29/+24/+19/+14), Damage 6d8+2d6 +12 (or avg 46 damage per hit)

COMMENT: The major event for joker abilities is that the stunning fist DC has jumped to 26, which is quite tough to beat for batman.
Also, you can now do a partial charge just outside see invisibiltiy and true seeing range (although it does not mean that much, since your hide skill even without invisibility is good enough). Meanwhile, your current most expensive item is the gem of true seeing – neutering all illusion spells used against you.



Level 19

Spoiler

STR 16, DEX 22 (+6 item), CON 12, INT 15, WIS 21 (+6 item), CHR 9
FEATS: Improved Unarmed Strike, Improved Grapple (Monk bonus feats), Improved Initiative (human bonus feat), Magical Apitude, Combat Reflexes (Monk bonus feat), Skill Focus- Use Magic Device, Improved Disarm (Monk bonus feat), Improved Natural Attack, Blind-Fight, Stunning Fist (16/day, DC 26), Flyby Attack, Ability Focus: Stunning Fist
SPECIAL: Improved Evasion, Slow Fall 90ft, Ki-Magic/Lawful/adamantine, Purity of Body (immune to Disease), Wholeness of body (36 hits/day), Diamond body (immunity to poison), Abundant Step (Dimension door 1/day), Diamond soul (Spell resistance: 25), Quivering palm (1/week, DC 24), Timeless body, tongue of the sun and the moon (constant tongues as extraordinary ability), Empty body (etheralness up to 19 rounds/day).
SKILLS: Move Silently +31 (DEX, 22 ranks, MW item, luck), Hide +31 (DEX, 22 ranks, MW item, luck), Spot +40 (WIS, 21 ranks, MW item, robe, luck), Listen +30 (WIS, 22 ranks, MW item, luck), Use Magic Device +19 (CHR, 9 ranks, feats, MW item, circlet, luck), Spellcraft +14 (INT, 5 ranks, feat, synergy, MW item, luck), Knowledge-Arcane +10 (INT, 5 ranks, MW item, luck), Tumble +14 (DEX, 5 ranks, MW item, synergy, luck), Perform- Comedy +6 (CHR, 1 rank, MW item, circlet, luck), Jump +33 (STR, 5 ranks, MW item, synergy, move, luck), Diplomacy +27 (CHR, 22 ranks, MW item, circlet, luck), Sense Motive +10 (WIS, 2 ranks, MW item, luck), Search +15 (INT, MW item, luck, robe)
ITEMS: Masterwork tools for all above skills (650 gp), Masterwork spiked chain (325), bead of bless 1/day (600), Masterwork light crossbow (335), 2 Pearls of Power, level 1 (2,000), Lesser Rod of Extend (3,000), Circlet of Pesuasion (4,500), Gloves of DEX+6 (36,000), 50 Masterwork Shuriken (310), Eversmoking Bottle (5,400), Pearl of Power level 3 (9,000), Monk’s Belt (13,000), Amulet of WIS+6 (36,000), Ring of Blinking (27,000), Ring of Protection +2 (8,000), Stone of Good luck (20,000), Rod of Cancellation (11,000), Wings of Flying (54,000), Boots of Teleportation (49,000), Gem of Seeing (75,000), Robe of Eyes (120,000).
WAND BUDGET: 125,500 (cumulative with prvs levels)
INITIATIVE: +11 (DEX, feat, luck)
MOVE: 90ft (120ft flying)
AC 33 (WIS, DEX, monk, mage armour, deflection, +4 enhance), 36 fighting defensively, 39 full defense (tumble)
HITS 97 (max d8 at first level, CON)
SAVES: Fort +13, Refl +17, Will +17 (+19 vs enchantment)
GRAPPLE: +21 (+21/+21/+21/+16/+11); enlarged +25 (+26/+26/+26/+21/+16); with divine power and enlarge +34 (+34/+34/+34/+29/+24/+19)
UNARMED ATTACK: +20 (+20/+20/+20/+15/+10), blinking; Damage 4d8+2d6 +3, 6d8+2d6 +4 enlarged; with divine power and holy sword up, enlarged: +30 (+30/+30/+30/+25/+20/+15), Damage 6d8+2d6 +12 (or avg 46 damage per hit)

COMMENT: Well, there is not much more going on. This is the Joker’s level of etheralness, so to speak. Add in a robe of eyes for your so far vacant robe/armour slot (replacing the eagle eyes) and you’ll see etheral creatures before they see you. Plus, you are no longer flat-footed and can no longer be flanked.
Plus with empty body, even on a different plane you can actually always return to the primary plane with your etheralness ability – you go etheral, and then when can choose to get back to the prime material plane. You are the only non-spellcaster to do that trick (btw, etheralness actually gives you a flying effect).
You could get other items for 120,000 for the joker (say, an intelligent item as described for level 20, or inherent stat boosts) – it does not really matter.




Level 20:

Spoiler

STR 16, DEX 22 (+6 item), CON 14 (+2 item), INT 15, WIS 22 (+6 item, stat gain), CHR 9
FEATS: Improved Unarmed Strike, Improved Grapple (Monk bonus feats), Improved Initiative (human bonus feat), Magical Apitude, Combat Reflexes (Monk bonus feat), Skill Focus- Use Magic Device, Improved Disarm (Monk bonus feat), Improved Natural Attack, Blind-Fight, Stunning Fist (16/day, DC 26), Flyby Attack, Ability Focus: Stunning Fist
SPECIAL: Improved Evasion, Slow Fall (any distance), Ki-Magic/Lawful/adamantine, Purity of Body (immune to Disease), Wholeness of body (36 hits/day), Diamond body (immunity to poison), Abundant Step (Dimension door 1/day), Diamond soul (Spell resistance: 25), Quivering palm (1/week, DC 24), Timeless body, tongue of the sun and the moon (constant tongues as extraordinary ability), Empty body (etheralness up to 19 rounds/day), Perfect Self
SKILLS: Move Silently +32 (DEX, 23 ranks, MW item, luck), Hide +32 (DEX, 23 ranks, MW item, luck), Spot +41 (WIS, 22 ranks, MW item, robe, luck), Listen +31 (WIS, 23 ranks, MW item, luck), Use Magic Device +19 (CHR, 9 ranks, feats, MW item, circlet, luck), Spellcraft +14 (INT, 5 ranks, feat, synergy, MW item, luck), Knowledge-Arcane +10 (INT, 5 ranks, MW item, luck), Tumble +14 (DEX, 5 ranks, MW item, synergy, luck), Perform- Comedy +6 (CHR, 1 rank, MW item, circlet, luck), Jump +33 (STR, 5 ranks, MW item, synergy, move, luck), Diplomacy +29 (CHR, 22 ranks, MW item, circlet, luck, synergy), Sense Motive +13 (WIS, 5 ranks, MW item, luck), Search +15 (INT, MW item, luck, robe)
ITEMS: Masterwork tools for all above skills (650 gp), Masterwork spiked chain (325), bead of bless 1/day (600), Masterwork light crossbow (335), 2 Pearls of Power, level 1 (2,000), Lesser Rod of Extend (3,000), Circlet of Pesuasion (4,500), Gloves of DEX+6 (36,000), 50 Masterwork Shuriken (310), Eversmoking Bottle (5,400), Pearl of Power level 3 (9,000), Belt of Dwarvenkind (19,000), Amulet of WIS+6 (36,000), Ring of Blinking (27,000), Ring of Protection +2 (8,000), Stone of Good luck (20,000), Rod of Cancellation (11,000), Wings of Flying (54,000), Boots of Teleportation (49,000), Gem of Seeing (75,000), Robe of Eyes (120,000).
WAND BUDGET: 303,600 (cumulative with prvs levels)
INITIATIVE: +11 (DEX, feat, luck)
MOVE: 90ft (120ft flying)
AC 33 (WIS, DEX, monk, mage armour, deflection, +4 enhance), 36 fighting defensively, 39 full defense (tumble)
HITS 123 (max d8 at first level, CON)
SAVES: Fort +17, Refl +20, Will +21 (+23 vs enchantment)
GRAPPLE: +22 (+22/+22/+22/+17/+12); with rightous might +28 (+28/+28/+28/+23/+18); with divine power and rightous might +36 (+36/+36/+36/+31/+26/+21)
UNARMED ATTACK: +21 (+21/+21/+21/+16/+11), blinking; Damage 4d8+2d6 +3, 6d8+2d6 +4 enlarged; with divine power and holy sword up, enlarged: +32 (+32/+32/+32/+27/+22/+17), Damage 6d8+2d6 +13 (or avg 47 damage per hit)

COMMENT: Congratulations! A joker at 20th level quite sight to behold. The treasure can go to all kinds of things. I like the intelligent item with special purpose “help joker vanquish all casters” with a dimension door ability to grant the monk full attack AND move in the same round. But it’s just crusting on the cake. One item you can afford to swap out is the monk’s belt, since you no longer get anything from stacking damage dice. The belt of dwarven kind costs almost the same and helps get you some benefits, like higher hp.
Perfect self now means you are an outsider for magical effects. This DOES carry some disadvantages, like being no longer able to use enlarge. So you should get rightous might effect instead (scroll or spell storing).
Advantages:
And at 20th level, you have DR 10/magic, meaning hardly anyone will be able to hurt you when grappling (which is non-magical damage for most). And of course, you can use alter self to turn into awesome creatures, for instance into a ravid granting perfect fly speed of 60ft and +15 natural AC.(courtesy Solo). …not necessarily the devil of Joker’s choice, though...

“Ever danced with the devil in the pale moonlight?” – The Joker



2. Other build ideas with UMD

"Little Sister" (based on House of Flying Dagger movie)
Main stat: CHR. Secondary stat(s): DEX, INT

Spoiler

Human Rogue 1/Monk 19
Some (not necessarily exhaustive) suggestions on:
FEATS: Negotiator, stunning fist, blind-fighting, combat reflexes, blind-fight, improved disarm, exotic weapon proficiency - net (scarf), Improved Natural Attack
SKILLS: Bluff, UMD, Diplomacy, Perform-Dance, jump, tumble, all stealth skills.
ITEMS: Circlet of Persuasion

COMMENT: This is an idea incorporating the thread's discussion on multi-classing and making better use of UMD when taking one level of rogue first.
This basically moves the monk more towards being the "skillmonkey" or filling the rogue's role, while improving his UMD ability.
On the other hand, he delays vital anti-magic skills (SR lower by 1 point, will save and enchantment bonus delayed by 1 level, other immunities and dimension door 1 level lateR). Plus, he also has 1 lower BAB, making it more difficult to do direct combat (including grappling).

Obviously, the rogue's bluff skill makes a good synergy - not only for diplomacy, but also for this girl's favourite trick to pose as blind (while not actually being blind, although she also has the blind-fight feat).
Basically, this is a "geisha" able to be quite deadly with an array of wand spells and surprise on her side in those moments her opponents let their guard down...(note that many monk mock threads brought up the idea that a "dancing girl" could be a good idea for a monk due to the immunity to disease...)
The good thing of rogue is also to get short sword proficiency for sword-swinging monk fluff.
The net should actually be a scarf and/or silk spiked chain variant with which little sister can disarm, distract, entangle etc. (though for fluff's sake this bends the core rules somewhat).



The true medieval scholar/healer monk...or "core Vow of Peace" monk
Main stat: WIS, secondary stat: DEX, INT.

Spoiler

Halfling Monk 20
FEATS: Skill Focus - Healing, Weapon Finesse, Stunning Fist, Deflect Arrows, Improved Disarm, combat expertise, Improved Natural Attack
SKILLS: knowledge-religion, knowledge-arcane, tumbling (5 ranks for fighting defensively), stealth, healing (X-class), UMD, spellcraft.
ITEMS: Wand of Chill Touch for a limited "turn undead" ability; wand of CLW; ranger wand of delay poison etc. small Undead bane staff, disruption (later)

This is mostly about a monk able to heal, aid, backup, and - if possible - only subduing enemies with unarmed strikes (only undead are to be destroyed).
The AC should be quite high by level 7 (with full expertise and fighting defensively, mage armour and ring of protection +1 around 30).

Adding a level of cleric first and then going monk is also entirely possibly, making all 1-4 level cleric spell available as wands without UMD.

Note that similar to the level 1 rogue/19 monk above, multiclassing lowers monk and combat abilities.



3. Other build ideas without UMD

Archer monk
DEX main stat, STR and WIS secondary

Spoiler

Elf monk 20 or Fighter 4/monk 15/shadow dancer 1
FEATS: Point blank shot, stunning fist, deflect arrows, rapid shot; (possibly weapon focus and weapon spc with the fighter levels), improved disarm, far shot, manyshot etc.
SKILLS: the whole stealth set (spot/listen/movesilently/hide). Not much more.
ITEMS: Archery items.

COMMENT: A monk makes a better archer than most would give him credit. First of all, either choose elf and/or bracers of archer as items to get the composite longbow.
Then some advantages of an archer monk:
- the full stealth skill set (like the ranger)
- the high move
- the ability to threaten adjacant squares even with a bow in the hand (unarmed strikes with stunning fist no less)
- deflect arrows bonus feat vs enemy archers
- dimension door ability
- poison immunity (can coat without problem own arrows in poison
- when using RAW, the quivering palm ability can also be used with a composite bow attack



Gladiator/pit fighter monk
(possibly a variant of the lord_khaine school)
Main stat STR, secondary DEX, CON

Spoiler

Half-Orc Monk 12/assassin 1/dragon disciple 7
FEATS: Exotic Wp Prof. Spiked Chain, Improved Grapple, Combat Reflexes, Blind-Fight, Improved Trip, Improved Natural Attack etc
SKILLS. no full stealth skill set, although listen would be good, as would be the 8 hide and move silently ranks each, and knowledge arcane for getting into dragon disciple eventually.

COMMENT: You want to have a monk fill fully a fighter role? Here it is. An idea to avoid prohibitive potion of enlarge costs is to get him "cursed" to be permanently enlarged by a quite high-level wizard or strength priest.
He would be thus quite powerful to grapple and trip.
Of course, this kind of monk will fall more often victim to spell attacks than the other monks.
Stealth is also quite limited here - although at high levels wands from assassin spells can help well (get a modified INT of 12 and you should be fine to cast your 1 assassin spell per day). Dragon disciple is great for a monk, since like polymorph it provides him with a better form to synergise with his class abilities.
STR eventually could be around 34
with dragon disciple, full stat gains, +6 enhance, enlarge effect (note that this monk build never reaches level 13 & up where enlarge becomes a problem).

In the grappling contest by Talic, I posted a detailed level 6 orc monk, which is quite powerful.




Neo
"I know...Kung-Fu!"
Main stat DEX, secondary INT, WIS.

Spoiler

Human Monk 20
FEATS: Weapon Finesse, The whole two-weapon fighting tree, improved initiatve, stunning fist, improved natural attack, deflect bull..er arrows,
SKILLS: profession-computers, spot, listen, perform-acting (OK, one rank is enough...), tumble (max out!), jump (ditto!!)
ITEMS: Boots of speed (for the full attack adding), ring spell storing with divine power (now THAT fits), fyling cloak, ring of blinking etc

COMMENT: It is debatable whether the level 20 monk-neo-considered-outsider can really emulate the great Matrix movie hero. But one can certainly give it a try for a fantasy world. DEX should be maxed like crazy (get a 30 at least by level 20, with inherent bonuses). Maybe still take Improved Grapple for the heck of it (he DOES move with Mr Smith up in a grapple in the undergorund).

With the two-weapon fighting tree, you could, when hasted, with divine power and flurry, get to a grand total of 10 melee attacks/round. That's the maximum in core (barring Hydra veritable Gauda morph).

If you can squeeze it in, get expertise/dodge/mobility/spring attack somehow for a whirlwind attack with a staff (you know the scene...).
You get 8 feats to spend - 3 for two-weapon fighting, 5 you could use for the whirlwind effect).

The fly speed of 120ft means around double the speed of a horse- but not as fast as Mr. Reeves moves around in best animated sequence technique.



Survive!
Zombie no magic item campaign:
Human Half-Orc 20

Spoiler

Main: DEX and WIS
FEATS: This is the opportuntiy for getting the dodge/mobility/spring attack theme at low levels.
SKILLS: Stealth, jump and tumble

COMMENTS: Avoid getting touched and contaminated for as long as possible! Grapple may or may not help you; plus your immunity to disease may or may not help you.
Hear/spot the zombie and trip it with a reach weapon before it reaches you!



4. Some ideas that came up from other posters in this thread for monk builds

Turcano’s non-core monk mageslayer build (paladin multiclass variant) and

(hexblade multiclass variant).

Pax_Chi providing good ideas of how to include SRD psionics into a core monk build.


V. Appendix - Idea collection

1. Some notes on what wands to use with UMD

Spoiler

Level 1: Enlarge, Cure Lights Wounds, Chill Touch (also helps vs low-level undead; better than shocking grasp due to the STR damage potential), Faerie Fire (great cheap anti-invisibility tactics for all levels), Mage Armour (though you should preferably get that with your 1st level pearl of power from a party arcane caster or npc for longer duration), Bless Weapon (good for improved critical- unarmed strike builds), Obscuring Mist (great cheap low-level control vs missile and spell attacks), Shillelagh (the staff is a monk weapon, so you can flurry with it – and it will deal 3d6+1 damage when you are enlarged, and it counts as a magic weapon)

EDITED Note: Enlarge is such a key spell for your tactics at the levels up to 8 (and highly useful beyond), that you may wish to use the potion version instead of the wand to make CERTAIN that you cast it ahead of combat. Or, you could manage to get enough extra time ahead of combat because you are stealthier than the enemy.
Two more points:
From level 13-19, your SR will PREVENT you getting buffed with low-level enlarge effects from someone else, but not your own wand uses. You could also get a permanent enlarge, use the trick provided in the level 13 of the joker monk build above. Or get rightuous might from a scroll or ring of spell storing (possible from level 15 according to wbl).
At level 20, you are no longer a legal target for enlarge PERSON, since you are now considered an outsider for the purpose of magical effects. But your immense wbl lets you get plenty of buffing stuff galore for larger sizes.

Level 2: Silence (the poor man’s AMF, remarkably effective). Good hour/lvl buffs are darkvision and false life. Then possibly bull’s strength (for grapple boost) and heroism (from the bard list, lasts 40 minutes then) and POSSIBLY ghoul touch (EDIT2: Does it allow a save vs the parlysis effect or not? The description appears to refer the fort save only to the stench part. Note also that ghoul touch only affects humanoids, whereas the similar irresistible dance spell of 8th level affects all creatures. Check with your DM before choosing this one; I would lean towards the "no-save" fraction, but it certainly would be quite powerful)
Basically, for touch attacks at first and second level, chill touch is most effective, possibly chasing away undead, or lowering opponent's grapple check ontop of 1d6 damage. Meanwhile shocking grasp and touch of idiocy (possibly shutting down enemy spell casting without a save) are more stylish for a true “Joker”.
Level 3: Fly, Blink
Level 4: Divine Power, Holy Sword
Will update as soon as I get new ideas!



2. And on the issue of fluff ("A monk waving wands? Ridiculous!")...

Spoiler

You could easily emulate what the wands do by turning them for UMD joker monks into cloth belts (with the same weight, properties, sunderability etc) that are awared to the monk by his school and/or monastery between adventures.
So, you could have a monk with belts all the way up to black (with divine power, 50 charges, then higer black dan levels emulating spell level 5-9 one-short cloths for scroll effect).
A good place to look for inspiration is the cleric domain lists to see how a certain "school theme" could be provided from levels 1-9 spells over the monk's career from 1-20. Choose bonus feats and other feats as well as skills to match the fluff of the school.
EXAMPLE:
"Kung Fu Monkey Style"
Improved Grapple (big ape), Escape Artist (small ape), Improved Trip (big ape) or Improved Disarm (small ape)
Tier 1: Hide from Animals
Tier 2: Enlarge (big ape) or reduce (small ape)
Tier 3: Bull's Strength (big ape) or cat's grace (small ape)
etc.
All the way up to
Tier 7: Animal Form

"Lightning Style"
Level 1:
Tier 1: Shocking Grasp
Tier 2: Resist Energy
Tier 3: Fly
Tier 4: Dimension Door
Tier 5: Teleport
Tier 7: Control Weather
Tier 9: Time Stop

Be creative!




VI. Appendix 2 - Link Collection

1. External Links for some great monk sources

Spoiler

A great link compilation can be found on the WoTC boards, courtesy Surreal here. Simply scroll down to "monks". It contains also links to some great monk builds, mainly focusing on the great damage-dealing potential or stunning fist attack builds. Incidently, there is also a link to this guide - but only in the thwarted version Azerion Kelimon put up unfairly, which is a pity.

MONKS IN ONLINE PLAY
The Joker monk is getting playtested!
Here is the level 6 testing in a group of three (with Solo as the sorcerer and Talic as the cloistered cleric companions). Note that this thread is the general rules discussion thread, while this is the actual play thread.

Then, there is a grappling competition (core, level 6) going on here, where a monk build of mine - a variant of the joker monk - shows how powerful the monk is at low-medium level grappling tactics.

Currently, there are also duels on the line of the joker monk vs a batman wizard of levels 10 (vs Mojotech) and level 16 (vs Emperor_Tippy). Will try to keep you updated!

And for a highly entertaining read, Talic once started a playing thread of a 20th level group with monk played by lord_khaine, barbarian by Worira, sorcerer by Solo (who else?) and cleric by Rachel Lorelei to prove how weak monks are.
Unfortunately, the excercise stopped in the midst of the first serious encounter – up to that point it was unable to prove anything at all. What the thread (and its accompanying rules discussion thread) nicely illustrated, though, was a great many hints how ultra-high-level play might really work.

MONKS NON-CORE
A great link for monks outside core in particular can be found here…
Non-core monk by emeraldstreak. But this link is also in the link collection by Surreal above.

MONKS - GENERAL DISCUSSION
Monk as balanced? Any good at all?
Here is where some of the more heated debates on this subject has happened on these boards.

Will put in more links as I come across them!



2. A guide through this thread with 13 interim summary posts of mine (most of your answers to the joker monk build can be found here)

Spoiler

INTRODUCTORY NOTE: These are links to my comments, and - together with I write here - reflect MY opinion. Imo I interpret the rules and possibilities of the monk class correctly, while those of different opinion I believe do not.


My first answering post to criticism and interim summary, disproving that a barbarian/ranger or rogue would be able to do (with our without UMD) what the joker monk can do, in particular with grappling. Likewise, Solo’s fallacy that monks get outgrappled at lower levels by most creatures is dealt with.
Plus, it also tried to set the basis for a fair discussion by excluding, for the time being, non-core build comparisons (some posted non-monks with superior unarmed strike or runescarred barbarians or whatever to show how bad the core monk is in comparison. Really!).
Finally, there are some comments of mine how to interpret “masterwork tools” for various things like UMD and spellcraft fluffwise.


2nd summarising interim comment of mine. It deals with a lot of continuously repeated fallacies: that the joker monk cannot make use of UMD, that the joker monk cannot outgrapple the majority of encouters in the levels he uses those tactis most often (1-8), that the monk is MAD, plus some fluff and alignment issues.


This is my third interim summary. A great many questions are answered here (although it continues to be met with denial afterwards). I also deal at length with a post by Eldariel, responding at length to his (rather representative) criticism.


Draz74’s comments get responded to in more detail in this post of mine, which also serves as a fourth interim summary of the discussion.


This is the fifth interim summary, answering in detail to the repetitive mistakes of some monk doubters. There is also a reply to a temporary poster who saw the guide at the WoTC boards and, understandably, had a lot of questions. NOTE that I commit the mistake in there to say that when multi-classing your max skill ranks when rising in level as a monk are still half his level, even when once having done a level dip in rogue (for UMD, for instance). This opened the way for more level dip/multiclass suggestions for a monk.


Short interim 6th summary opposing the odd idea that higher spot and listen will not help you get a surprise round vs opponents. Plus, also that of course the eversmoking bottle provides total concealment, thus impedes line of sight and the monk can no longer be targeted with a dispel magic.


Interim update No. 7. The usual stuff. Plus, it is shown that once morhping stuff is in, the monk can at times outgrapple and keep definitely up with the druid in terms of grappling, throughout all levels.


Interim update No. 8. Here, the fallacies that you cannot buy partially charged items, the eversmoking bottle is bad party tactics (a classic!) and misc. stuff is answered. Plus, for some reason, the effect of divine power to eventually yield +8 to hit, one more attack, +3 damage and +8 to grapple (with temp. Hp besides) are somehow seen as not providing the monk with enough oomph in high-level combat – a first reply is done here.
Note that lateron, the debate on partially charged items was settled by Lord_Silvanos that indeed, due to lack of explicit RAW, you cannot buy partially charged items during adventuring career, but that due to DMG p. 199 you can have them at your leisure for creating pcs above 1st level. This is enough for the purpose of this thread.


And no. 9; a very detailed interim summary with a lot of information. Among other things, I take on the notion popping out all of a sudden that the joker monk should be able to consistently take on CR higher than his level, since all other classes can do that. Apparently a feeble attempt, after I proved that the monk CAN contribute nicely for the CR of his level, that the monk is still the weakest class.
Consequently, I pull down back to reality the idea that a level 10 wizard can take on CR 11 encounters easily.


To celebrate the 10th interim summary, I summarily (pun intended...) deal with Kurald Galain, Solo, Chosen_of_Vecna and Talic who all repeat their same fallacies over and over again.
Something new in this post: I acknowledge Lord Silvanos’ Salomonic ruling that partially charged wands are only available for creating above level 1 pcs, not purchasable during an ongoing campaign.


This is interim comments summary No. 11, quite short and focusing on the lingering doubts that the monk can do high damage and powerful grappling.
This is where the discussions ultimately lead to the Grappling contest initiated by Talic (see also the playtest links).


And No. 12 interim summary. There was a good point made by Signmakerens that familiars would also make great wand wielders with the improved familiar feat. Then, I pointed out that all characters can take the leadership feat and get exactly the same effects. Most DMs will not enjoy those classes with companion-like stuff to actively play it, in case they do not like them running several characters. Those who do, though, would also readily admit the use of leadership feat for special mounts, cute companions like the pseudodragon (for a fighter, for example) etc. Not allowing the leadership feat in this case would be just unfair.


And so far the last interim summary of mine (No. 13). You’ll find in there some news on how the two Batman vs Joker duels (level 10 vs Mojotech and level 16 vs Emperor Tippy) are evolving (before that, a lot discussion went down to outline the conditions of the duels).
Also, I respond to Stupendous_Man with his question how a monk would fare in a campaign with only few magic.
In there I forgot to mention that grappling in such a setting would be vastly increased in effectiveness, from levels 1-20, since freedom of movement and huge creatures would not be so abundant anymore.
I also suggest that the mage’s disjunction spell may be disappointing in its effect for some...although greenknight provided a custserv ruling here
http://www.giantitp.com/forums/showp...postcount=1353




3. A Collection of more links to guide you through this thread

Spoiler

INTRODUCTORY NOTICE: Just like in VI.2. above, this is a personal opinion of mine - many may find the choice biased to fit my opinion - of course it is! However, I try to never potray something wrongly. Please point where you feel I am wrong, but be prepared to meet with critical countercomments...

POSITIVE REVIEWS:
You could get the impression from the length of the thread full of monotonously repeated same (faulty) criticism that everyone would reject the ideas of the guide. But fortunately, some see the light...

By KIDS
http://www.giantitp.com/forums/showp...5&postcount=35

By lord_khaine
http://www.giantitp.com/forums/showp...8&postcount=47

By Deepblue706
http://www.giantitp.com/forums/showp...&postcount=163

By Quirinius Obsidian
http://www.giantitp.com/forums/showp...&postcount=258

By Cenghiz
http://www.giantitp.com/forums/showp...postcount=1032

By Stupendous_Man
http://www.giantitp.com/forums/showp...postcount=1345

A good early reminder by Ne0 of what is wrong with a lot of the criticism posted (in particular adressing Solo and Nebo),
http://www.giantitp.com/forums/showp...&postcount=270

http://www.giantitp.com/forums/showp...&postcount=518
Good, short, comments on a lot of criticism by TurkishProverb and Ne0

http://www.giantitp.com/forums/showp...&postcount=705
Oslecamo provides a thoughtful insight on the typical double standards of wizard fans.


CRITICAL INDIVIDUAL POSTS AND MY COMMENTS
http://www.giantitp.com/forums/showp...&postcount=106
A good example of a, for once, critical and at the same time fair comment, by Draz74.
http://www.giantitp.com/forums/showp...&postcount=478
And another one of his.

http://www.giantitp.com/forums/showp...postcount=1020
Here, starting with Behold_the_Void, I respond to the odd notion that the human joker monk can be outgrappled by fighters and barbarians with STR bonus races like half-orc and orc devoted to grappling and that this shows how weak monks are at grappling. Of course the joker monk is outgrappled by those specialists!
But to show that the whole monk class is better at grappling than those specialised grapplers, of course you also need to assume a max STR orc/half-orc monk grappler – who then is ahead, since fighter and barbarian cannot afford as much to put all their point buy into a starting STR of 18 AND DEX of 15 (to keep improved grapple when enlarged). It is definitely impossible for them to do all that and get the INT of 15 for the orc to obtain improved trip which is a highly useful feat for high STR builds. The orc monk can.

http://www.giantitp.com/forums/showp...&postcount=181
In this post, I disprove entirely Reel On, Love’s fallacy that the joker monk will not be able to grapple the significant majority of CR3 creatures at level 3. Actually,even the joker monk can outgrapple almost all (not to mention what a monk focused on grappling could do). And even deal with the fearsome Allip at that level. Needless to say that Reel On, Love, never admittted being shown wrong here.

http://www.giantitp.com/forums/showp...&postcount=479
Here I deal with the fallacy brought up by Reel on, Love, that I would think the posters at the WoTC maximisation boards are all bad – actually, there are many highly skilled posters on those boards who also (successfully) challenged the alleged caster supremacy.

http://www.giantitp.com/forums/showp...&postcount=879
Here, Reel on Love’s continued criticism is disproven that the joker monk allegedly cannot afford his consumable items, or even UMD them.

http://www.giantitp.com/forums/showp...&postcount=191
In this post, I try to convince Talic of the wrongness of his criticism, one of which was his wrong notion that the joker monk will never be able to safely activate wand, although the build I posted showed it from level 15, and with some imagination even possbile around level 11. After that, his criticism got even worse (inventing new wbl rules to show that the joker monk cannot afford wands, saying that FAQ is not a valid source for rules questions, etc.). It’s for you to decide who you think is right. In later posts, Talic commits some of the most outrageous rules errors in this thread, trying to avoid admitting he is wrong imo.
Here the second large comment of mine on Talic’s posts
http://www.giantitp.com/forums/showp...&postcount=230
And here a third...
http://www.giantitp.com/forums/showp...&postcount=863
And a fourth
http://www.giantitp.com/forums/showp...&postcount=947

http://www.giantitp.com/forums/showp...&postcount=950
Here is where Chosen_of_Vecna, almost as stubborn as Talic, is responded to. Chosen_of_Vecna had various criticisms, which I all showed to be wrong; among others:
- that the joker monk cannot do as much damage as a rogue or fighter at high levels
- that a level 10 wizard, rogue or cleric can take on consistently higher CR creatures, so a monk failing to do that is weak
- that I allegedly “hate” non-core rules (whereas the only thing I did was to point out that it does not make much sense to compare my core build to non-core material; which has also been pointed out by many posters before in this thread.
http://www.giantitp.com/forums/showp...postcount=1224
Here is where I reply to Chosen_of_Vecna starts a flurry (so to speak) of attempts to prove that a level 15 orc fighter will clearly outdamage a monk. He fails, in part due to faulty assumptions and wrong math.
http://www.giantitp.com/forums/showp...postcount=1289
Here is my final say on the matter – although Chosen_of_Vecna remained unconvinced in subsequent posts.

http://www.giantitp.com/forums/showp...&postcount=951
In this post Griffin131’s ideas are dealt with – not anything that others have not brought up; but I provide responses for the usual doubts in the sense of using the eversmoking bottle, and also that, no, level 10 clerics and rogues will NOT be able to take on CR 11 creatures consistently (reasons being in short that many CR 11 creatures are immune to sneak attacks or could get concealment, and that many CR 11 creatures are faster than the armoured archery cleric).

http://www.giantitp.com/forums/showp...&postcount=207
Here, I oppose Solo’s constant funny, but still wrong remarks. I also outline where in the DMG the basis for assuming partially charged wands are found.
http://www.giantitp.com/forums/showp...&postcount=233
This is a second reply to more of Solo’s comments. Basically, Solo’s criticism of a monk using UMD is tantamout to the notions that 1) this is not viable since this uses outside sources for buffs (actually the opposite is true) and 2) magic is monopolised by casters (which, as shown by wbl, and buffs, plus UMD is not true).
http://www.giantitp.com/forums/showp...postcount=1144
Another one of Solo’s many posts, this time with the new notion that even IF the joker monk is keeping with the fighter or even better, then only because there are to many “resources spent”. I.e. too much effort. Which I show to be not true. (only if you consider building any character from scratch is an effort).

http://www.giantitp.com/forums/showp...&postcount=211
This is quite a short reply to SweetRein, but it’s quite important since it deals with the typical fallacy “a commoner can use a candle of invocation, so the monk using a wand is stupid” (insert also the UMD expert out-fighting a monk, a favourite fallacy of Kurald Galain).
Plus, I show where the rogue and monk can differ in what they UMD: obscuring mist helps the blind-fighting monk for attacking combat purposes, but not the rogue who could no longer sneak attack.

http://www.giantitp.com/forums/showp...&postcount=216
In this, I reply to Stoopidtallkid making an issue on “a monk always flees” when the monk only uses his superior move and stealth skills. Plus, the monk does make a good party member and the joker monk has plenty of group contribution.

http://www.giantitp.com/forums/showp...postcount=1054
This is where I reply to of the more desperate attempts to ridicule the joker monk (by Stoopidtallkid). He says a heavy horse animal companion can outgrapple the monk (wrong) and that you should therefore just play a horse...oh well.

http://www.giantitp.com/forums/showp...&postcount=232
Arguing against Renegade_Paladin’s notion that the barbarian always outfights the joker monk – but I readily admit that the barbarian is probably stronger at melee on average. Which is why the monk has so much other stuff he can do.

http://www.giantitp.com/forums/showp...&postcount=281
Here, I make reference to Zanatos777 build of a 10th level wizard to illustrate how good a joker monk can deal with typical wizards of that level. Interestingly, soon after, Solo posted a 10th level version of his famed Ozymandias sorcerer build, somewhat stronger, but with scrolls of polymorph (cheese!) and freedom of movement (which he cannot cast without UMD).
http://www.giantitp.com/forums/showp...&postcount=294
It would be interesting to see that one take on a level 10 Joker, but Mojotech got the first shot here...

http://www.giantitp.com/forums/showp...&postcount=875
For once, Kurald Galain tries to make a more lenghty contribution with a thought-up scenario of his to prove the joker monk cannot do anyhting in combat at level 10. Of course I prove him wrong...

http://www.giantitp.com/forums/showp...postcount=1132
And here I comment on one of the few posts of Nebo to actually contain some content – but it is shown that his perceptions of the game are astoundingly wrong, explaining in part why he refuses to ever respond in detail or give constructive criticism of the joker monk guide and build.




Well, I hope even after 45+ pages of thread, you continue to enjoy!

- GiacomoThis is my view on cobling (cobling; COB; carachter optimization boards, or character optimasation); overpoweredness is relative [censored]ing [censored]s!

Amechra
2012-03-23, 10:05 AM
For Shards of Awesome, replace all Psion levels with Psychic Warrior levels. Congrats, you just increased your Improved Psicrystal amounts by a lot...

nedz
2012-03-23, 03:08 PM
Cindy (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=5890) and the Mailman (http://community.wizards.com/go/thread/view/75882/19868534/The_Mailman:_A_Direct_Damage_Sorcerer)

Two different builds for the same idea.