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The Viscount
2022-10-03, 09:26 PM
Welcome to Optimization Stadium, the field of combat for our storied competition. Here the contestants will be transmuting lead into gold as we showcase the overlooked, underused, weird, wild, and wonky prestige classes.

Sometimes I see a prestige class and just think "Oh man that's terrible. I gotta have that as an ingredient." This is one of those times. Crack open Dragon Compendium and become enlightened with your own intelligence, this time we're cooking with Cerebrex!

Welcome, contestants, judges, and guests to Iron Chef. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D 3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

32 point-buy is the presumed creation method.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Here's a guide to most of what has and hasn't been updated. (http://archive.wizards.com/default.asp?x=dnd/dnd/20050110x) Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 13:59 GMT on Wednesday, October 19th, 2022 to create their builds and PM them to the Chairman, The Viscount. You may submit build by email if it is too large for a single PM. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 13:59 GMT on Wednesday, November 2nd 2022 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept. Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using conflicting setting material may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry. (A fillable, pre-formatted version found here (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit#gid=0))NAME OF ENTRY


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-


Code immediately below (spoiler)Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via PM. If there are no votes, Honorable Mention will go to the chairman's favorite build.

Past Competitions

Courtesy of some wonderful volunteers, there is a handy-dandy spreadsheet guide to all previous builds here (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0). PM if you'd like to contribute to the spreadsheet for access.

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (https://forums.giantitp.com/showthread.php?255215-Iron-Chef-Optimization-Challenge-in-the-Playground-XXXVII)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall of Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Chef LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXVIII: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)
Iron Chef LXXII: Spellfire Channeler (http://www.giantitp.com/forums/showthread.php?439020-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXII)
Iron Chef LXXIII: Flux Adept (http://www.giantitp.com/forums/showthread.php?448596-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIII)
Iron Chef LXXIV: Crinti Shadow Marauder (http://www.giantitp.com/forums/showthread.php?458711-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIV)
Iron Chef LXXV: Thief of Life (http://www.giantitp.com/forums/showthread.php?472831-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXV)
Iron Chef LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI)
Iron Chef LXXVII: Great Rift Skyguard (http://www.giantitp.com/forums/showthread.php?482249-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVII)
Iron Chef LXVIII: Risen Martyr (http://www.giantitp.com/forums/showthread.php?487560-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVIII)
Iron Chef LXXIX: Black Blood Hunter (http://www.giantitp.com/forums/showthread.php?492923-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIX)
Iron Chef LXXX: Master of Many Forms (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX)
Iron Chef LXXXI: Serene Guardian (http://www.giantitp.com/forums/showthread.php?502666-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXI)
Iron Chef LXXXII: Elocator (http://www.giantitp.com/forums/showthread.php?505762-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXII)
Iron Chef LXXXIII: Winterhaunt of Iboorighu (http://www.giantitp.com/forums/showthread.php?510581-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIII)
Iron Chef LXXXIV: Waverider (http://www.giantitp.com/forums/showthread.php?514631-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIV)
Iron Chef LXXXV: Astral Dancer (http://www.giantitp.com/forums/showthread.php?519296-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXV)
Iron Chef LXXXVI: Twisted Lord (http://www.giantitp.com/forums/showthread.php?525401-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVI)
Iron Chef LXXXVII: Shadowsmith (http://www.giantitp.com/forums/showthread.php?528361-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVII)
Iron Chef LXXXVIII: Arboreal Guardian (http://www.giantitp.com/forums/showthread.php?533367-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVIII)
Iron Chef LXXXIX: Thrall of Demogorgon (http://www.giantitp.com/forums/showthread.php?536247-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIX)
Iron Chef XC: Bloodstorm Blade (http://www.giantitp.com/forums/showthread.php?542380-Iron-Chef-Optimisation-Challenge-in-the-Playground-XC)
Iron Chef XCI: Fatemaker (http://www.giantitp.com/forums/showthread.php?550203-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCI)
Iron Chef XCII: Eye of the Xanathar (http://www.giantitp.com/forums/showthread.php?556092-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCII)
Iron Chef XCIII: Hoardstealer (http://www.giantitp.com/forums/showthread.php?560330-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIII)
Iron Chef XCIV: Doomlord (http://www.giantitp.com/forums/showthread.php?564804-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIV)
Iron Chef XCV: Gnomish Artificer (http://www.giantitp.com/forums/showthread.php?571065-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCV)
Iron Chef XCVI: Oozemaster (http://www.giantitp.com/forums/showthread.php?576075-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVI)
Iron Chef XCVII: Aerial Avenger (http://www.giantitp.com/forums/showthread.php?579553-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVII)
Iron Chef XCVIII: Visionary Seeker (http://www.giantitp.com/forums/showthread.php?583331-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVIII)
Iron Chef XCIX: Life Eater (http://www.giantitp.com/forums/showthread.php?589964-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIX)
Iron Chef C: Swiftblade (https://forums.giantitp.com/showthread.php?601292-Iron-Chef-Optimisation-Challenge-in-the-Playground-C)

Iron Chef CI: Night Mask Deathbringer (https://forums.giantitp.com/showthread.php?610308-Iron-Chef-Optimization-Challenge-in-the-Playground-CI)
Iron Chef CII: Blade Dancer (https://forums.giantitp.com/showthread.php?613031-Iron-Chef-Optimization-Challenge-in-the-Playground-CII)
Iron Chef CIII: Psion Uncarnate (https://forums.giantitp.com/showthread.php?614461-Iron-Chef-Optimization-Challenge-in-the-Playground-CIII)
Iron Chef CIV: Atavist (https://forums.giantitp.com/showthread.php?615697-Iron-Chef-Optimization-Challenge-in-the-Playground-CIV)
Iron Chev CV: Primeval (https://forums.giantitp.com/showthread.php?618136-Iron-Chef-Optimization-Challenge-in-the-Playground-CV)
Iron Chef CVI: Disciple of Mammon (https://forums.giantitp.com/showthread.php?620730-Iron-Chef-Optimization-Challenge-in-the-Playground-CVI)
Iron Chef CVII: Insidious Corruptor (https://forums.giantitp.com/showthread.php?622560-Iron-Chef-Optimization-Challenge-in-the-Playground-CVII)
Iron Chef CVIII: Crimson Scourge (https://forums.giantitp.com/showthread.php?624099-Iron-Chef-Optimization-Challenge-in-the-Playground-CVIII)
Iron Chef CIX: Tattooed Monk (https://forums.giantitp.com/showthread.php?626458-Iron-Chef-Optimization-Challenge-in-the-Playground-CIX)
Iron Chef CX: Rage Mage (https://forums.giantitp.com/showthread.php?628809-Iron-Chef-Optimization-Challenge-in-the-Playground-CX)
Iron Chef CXI: Watch Detective (https://forums.giantitp.com/showthread.php?630421-Iron-Chef-Optimization-Challenge-in-the-Playground-CXI)
Iron Chef CXII: Spinemeld Warrior (https://forums.giantitp.com/showthread.php?632291-Iron-Chef-Optimization-Challenge-in-the-Playground-CXII)
Iron Chef CXIII: Celebrant of Sharess (https://forums.giantitp.com/showthread.php?633637-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIII)
Iron Chef CXIV: Thayan Gladiator (https://forums.giantitp.com/showthread.php?635212-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIV)
Iron Chef CXV: Shining Blade of Heironeous (https://forums.giantitp.com/showthread.php?637097-Iron-Chef-Optimization-Challenge-in-the-Playground-CXV)
Iron Chef CXVI: Peregrine Runner (https://forums.giantitp.com/showthread.php?638522-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVI)
Iron Chef CXVII: Imaskari Vengeance Taker (https://forums.giantitp.com/showthread.php?640260-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVII)
Iron Chef CXVII: Siren (https://forums.giantitp.com/showthread.php?641848-Iron-Chef-Optimization-Challenge-in-the-Playground-CXVIII)
Iron Chef CXIX: Arcane Duelist (https://forums.giantitp.com/showthread.php?645786-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIX)
Iron Chef CXX: Berserk (https://forums.giantitp.com/showthread.php?646933-Iron-Chef-Optimization-Challenge-in-the-Playground-CXX)
Iron Chef CXXI: Dragon Descendant (https://forums.giantitp.com/showthread.php?648507-Iron-Chef-Optimization-Challenge-in-the-Playground-CXXI)

The Viscount
2022-10-03, 09:27 PM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Q: Is Dragon Compendium Allowed?
A: Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

Q: What about 3.0 materials?
A: 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

Q: Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources?
A: The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

Q: What about online sources in general?
A: If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Q: Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana?
A: A few specific things are explicitly acceptable. The elemental/environmental races, spelltouched feats, variant character classes, specialist wizard variants, whirling frenzy, aspect of nature, and racial paragon classes are legal. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. In a similar vein, LA buyoff and fractional BAB are also disallowed. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

Q: What, exactly, does the ban on Leadership mean?
A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

Q: What's the minimum score in a category?
A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Q: Creatures and templates with no listed LA are playable, right?
A: No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavorably on it.

Q: So what's the deal with equipment, anyway?
A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armor, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favorably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

Q: Do you have any other rules and guidelines on how to judge?
A: We do, actually, designed to try and avoid unpleasantness we've encountered in past contests. The things we've come up with to avoid repeating this are given below.

One Mistake, One Penalty

Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills

Allowed:

Giving a penalty for miscalculating the number of skill points gained
Giving a penalty for not having enough ranks to meet a prerequisite
Increasing the harshness of a skill miscalculation penalty if it affects critical skills including prereqs


Not allowed:

Giving separate penalties for miscalculating skill points and for non-qualification where the non-qualification is solely caused by the miscalculation



Prereqs

Allowed:

Giving a penalty for not meeting prereqs
Scaling the penalty depending on how important the item that the build failed to qualify for is
Giving minimum score in UotSI for not qualifying for the SI
Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


Not Allowed:

"Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
Treating a build as having fewer levels than it does because of FtQ for classes



Other general things that are no longer allowed:

Penalizing because someone has chosen to build a tribute to an existing creative work
Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
Please don't base your scores off the scores of another judge.


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.

Q: Do you have any contest house rules or clarifications to ambiguous rules?
A: Some that have come up in previous contests and needed answers to:

All creatures are proficient with any natural weapons they may have or acquire.
Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
Able Learner's benefit applies to the level you take it.
Weapons from soulmelds are considered to be magic weapons for the purpose of overcoming DR.
Unarmed Swordsage grants Improved Unarmed Strike at level 1.
Not finishing Savage Progression is subject to a penalty to Elegance
One dispute per entry. Submit disputes by PM to the Chair.
Ghostwalk ghost is banned
Gold, silver, and bronze are awarded regardless of ties (e.g., 2 silvers does not preclude bronze)
Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.

Q: Can I submit more than one entry?
A: You may submit up to two entries into a given competition.

Venger
2022-10-03, 10:31 PM
To be fair, you have to have a very high IQ to understand cerebrex. In to cook.

MultitudeMan
2022-10-03, 10:40 PM
Wow, that's a bad PrC.

AvatarVecna
2022-10-03, 11:00 PM
If this was 10/10 casting and all the "X/day" things could be used twice as much, it still wouldn't hold a candle to Incantatrix. Doubling the whole dang class still can't make it competitive in slot.

Inevitability
2022-10-04, 06:43 AM
Oh, this is... a mess. I do have some ideas, though.

The Viscount
2022-10-04, 10:33 PM
If this was 10/10 casting and all the "X/day" things could be used twice as much, it still wouldn't hold a candle to Incantatrix. Doubling the whole dang class still can't make it competitive in slot.

...Yeah? This is the Iron Chef thread. I select bad ingredients here.

AvatarVecna
2022-10-04, 11:29 PM
...Yeah? This is the Iron Chef thread. I select bad ingredients here.

Not saying it's not a good fit. Just...idk it's interesting to me lol

Zaq
2022-10-05, 11:40 AM
This class is a smooth glass wall with nothing to grab onto. I'll think about it but I don't have any ideas just yet.

RaiKirah
2022-10-05, 11:47 AM
Seriously terrible class, but I'm jonesing to build something! Got a couple ideas that are wildly suspect, but everything not marginal works around Cerebrex, not with it....hmmmm.

Inevitability
2022-10-05, 12:42 PM
Took me some effort to wrangle the skill ranks right, but I think my build stub is done!

ciopo
2022-10-05, 01:01 PM
Took me some effort to wrangle the skill ranks right, but I think my build stub is done!

that was faster than me and the tanking E6 round

Malphegor
2022-10-05, 02:36 PM
I’m assuming the aggression mastery applies to all kinds of barbarian rage that’s the baseline rage, not just the barbarian one?

as sometimes other classes and methods might give the basic rage and that’d be silly for this pheremone autobiologicalcontroller whatever to not be able to affect a person with the same kind of rage to the same power simply because their class isn’t ‘Barbarian’

(not that it’s relevant to a build I have in mind, just noticed that one piece of ‘wow this was really written with only the phb in mind wasn’t it’)

bean illus
2022-10-05, 06:19 PM
Wow, that's a bad PrC.


This class is a smooth glass wall with nothing to grab onto. I'll think about it but I don't have any ideas just yet.

It's so bad.
Level one? A +1/level bonus on reading railroad schedules. It's now 5% easier for the DM to tell you where the plot is.

Oh yeah, gimme all 10 levels!

The Viscount
2022-10-05, 08:03 PM
I’m assuming the aggression mastery applies to all kinds of barbarian rage that’s the baseline rage, not just the barbarian one?

as sometimes other classes and methods might give the basic rage and that’d be silly for this pheremone autobiologicalcontroller whatever to not be able to affect a person with the same kind of rage to the same power simply because their class isn’t ‘Barbarian’

(not that it’s relevant to a build I have in mind, just noticed that one piece of ‘wow this was really written with only the phb in mind wasn’t it’)

Yes, you can end a rage from another class other than barbarian. You can also end the rage induced by another cerebrex.

daremetoidareyo
2022-10-05, 08:58 PM
Yes, you can end a rage from another class other than barbarian. You can also end the rage induced by another cerebrex.

Rodeo badger just met his nemesis

loky1109
2022-10-07, 05:48 AM
Yes, you can end a rage from another class other than barbarian. You can also end the rage induced by another cerebrex.

I think question was not about stopping non-barbarian rage and barbarian non-rage, but about starting.
How does aggression mastery work with barbarian with WF? With druidic avenger?

bean illus
2022-10-07, 09:23 AM
I think question was not about stopping non-barbarian rage and barbarian non-rage, but about starting.
How does aggression mastery work with barbarian with WF? With druidic avenger?

WF = Whirling Frenzy?

I wondered that also.

Thedez
2022-10-07, 03:40 PM
Why did they have to make it 3rd level arcane spells? What does this class do that's so specialized toward arcane magic that a Divine Caster couldn't figure it out? For that matter, how is anything about this class arcane?

EDIT: And while we're are it, what all counts as a riddle, puzzle, or enigma? Does it have to be puzzling/enigmatic for the character, or could it be something which would boggle the mind, perhaps even kill a lesser-minded person, but is considered part and parcel for the Cerebrex?

The Viscount
2022-10-07, 10:51 PM
I think question was not about stopping non-barbarian rage and barbarian non-rage, but about starting.
How does aggression mastery work with barbarian with WF? With druidic avenger?

If you use it on a druidic avenger, it has rage that is "identical to barbarian" so it is as if you used it on a barbarian.
If you use it on a barbarian with whirling frenzy, it does not have rage, so gains the benefits of basic rage as if it was not a barbarian.


Why did they have to make it 3rd level arcane spells? What does this class do that's so specialized toward arcane magic that a Divine Caster couldn't figure it out? For that matter, how is anything about this class arcane?

EDIT: And while we're are it, what all counts as a riddle, puzzle, or enigma? Does it have to be puzzling/enigmatic for the character, or could it be something which would boggle the mind, perhaps even kill a lesser-minded person, but is considered part and parcel for the Cerebrex?

I would say that the riddle, puzzle, or enigma does not have to be proportionally challenging. Anything that is considered such for the average person is sufficient.

WhamBamSam
2022-10-07, 11:08 PM
If you use it on a druidic avenger, it has rage that is "identical to barbarian" so it is as if you used it on a barbarian.
If you use it on a barbarian with whirling frenzy, it does not have rage, so gains the benefits of basic rage as if it was not a barbarian.What about Ferocity, which describes itself as "a variant form of rage"?

The Viscount
2022-10-08, 09:24 AM
What about Ferocity, which describes itself as "a variant form of rage"?

Same as whirling frenzy. The effects do not stack (as pointed out by dare in the post below).

bean illus
2022-10-08, 11:02 AM
If you use it on a druidic avenger, it has rage that is "identical to barbarian" so it is as if you used it on a barbarian.
If you use it on a barbarian with whirling frenzy, it does not have rage, so gains the benefits of basic rage as if it was not a barbarian.


"A character can’t use whirling frenzy at the same time that he uses any other form of rage (or similar ability)."



I would say that the riddle, puzzle, or enigma does not have to be proportionally challenging. Anything that is considered such for the average person is sufficient.

So, all skill checks of DC 20? Or all trained only skill checks? Both?

Really, anything with a DC 21 Int checks is an enigma to an average commoner.

H_H_F_F
2022-10-08, 12:41 PM
Really, anything with a DC 21 Int checks is an enigma to an average commoner.

"Who was the 25th emperor of Rome" is not an enigma, or a puzzle. It's just a trivia fact most people don't know.

I mean, this example specifically depends on whether or not you count ***** [Edit:The third of these guys. (https://en.m.wikipedia.org/wiki/Year_of_the_Five_Emperors) can't believe that just happened.] and Albinus, but you get the point.

Paragon
2022-10-10, 10:13 AM
"Who was the 25th emperor of Rome" is not an enigma, or a puzzle. It's just a trivia fact most people don't know.

I mean, this example specifically depends on whether or not you count ***** [Edit:The third of these guys. (https://en.m.wikipedia.org/wiki/Year_of_the_Five_Emperors) can't believe that just happened.] and Albinus, but you get the point.

Yeah but nothing says you need to answer some glorious NPC's enigma/riddle.
You could very well have a commoner ask you the question and that would trigger the class ability no ?

Beni-Kujaku
2022-10-10, 10:31 AM
Yeah but nothing says you need to answer some glorious NPC's enigma/riddle.
You could very well have a commoner ask you the question and that would trigger the class ability no ?

Or a member of the party.
"Hey Jack‚ riddle me that: I am a big black serpent brimming with negative energy that just used Hold Monster on half our party‚ who am I?"

Thurbane
2022-10-10, 06:03 PM
My initial idea involves working around the PrC rather than synergising with it (like with so many half-casting classes). Unless inspiration strikes, I'll be a spectator.

Thedez
2022-10-11, 09:38 AM
So I'm looking at Twist the Neural Skein, and I noticed something odd with the language:

"The 9th-level Cerebrex knows the neural "shapes" of spells in her own mind so well that she can sense the traces of memorized spells in the minds of her opponents and tear them from their minds. Twice per day, as a standard action, a Cerebrex can watch a known spellcaster and attempt to determine a spell that caster still has prepared. She must succeed at a Spellcraft check (DC 15 + spell level + opponent's Intelligence modifier) to uncover a spell. The amount the check result exceeds this DC determines the highest level of spell she can find. She knows one randomly determined prepared spell of the appropriate level (or lower). The cerebrex chooses the spell level she wishes to investigate after making her check.

The cerebrex may attempt to overload the paths of the spellcaster's memory, making a discerned spell inaccessible, as if it had been cast. This requires the cerebrex to succeed at a touch attack against the opponent. She and her opponent then both make opposed Will saves. If the cerebrex wins the opposed roll, the target loses the spell. If her opponent wins, he retains the spell, but the cerebrex may try again (including another attempt that round, if she can make more than one attack per round).
This ability has no effect on Spellcasters who don't prepare their spells, such as bards and sorcerers."

--The overloading of a spellcaster's memory looks like something that's separate from sensing the spells to begin with. With that in mind, is the overloading also subject to the 2 per day limitation? Do you have to try and overload the spell immediately after detecting it, or can you wait? For that matter, could you overload the spell once, then do so again the day after?
While we're at it, it only says the Cerebrex needs to watch the spellcaster to trace the spells in their brain, but nothing else. Does this mean that a Cerebrex literally only needs to be observing the target to trigger the ability?

daremetoidareyo
2022-10-11, 09:58 AM
So I'm looking at Twist the Neural Skein, and I noticed something odd with the language:

"The 9th-level Cerebrex knows the neural "shapes" of spells in her own mind so well that she can sense the traces of memorized spells in the minds of her opponents and tear them from their minds. Twice per day, as a standard action, a Cerebrex can watch a known spellcaster and attempt to determine a spell that caster still has prepared. She must succeed at a Spellcraft check (DC 15 + spell level + opponent's Intelligence modifier) to uncover a spell. The amount the check result exceeds this DC determines the highest level of spell she can find. She knows one randomly determined prepared spell of the appropriate level (or lower). The cerebrex chooses the spell level she wishes to investigate after making her check.

The cerebrex may attempt to overload the paths of the spellcaster's memory, making a discerned spell inaccessible, as if it had been cast. This requires the cerebrex to succeed at a touch attack against the opponent. She and her opponent then both make opposed Will saves. If the cerebrex wins the opposed roll, the target loses the spell. If her opponent wins, he retains the spell, but the cerebrex may try again (including another attempt that round, if she can make more than one attack per round).
This ability has no effect on Spellcasters who don't prepare their spells, such as bards and sorcerers."

--The overloading of a spellcaster's memory looks like something that's separate from sensing the spells to begin with. With that in mind, is the overloading also subject to the 2 per day limitation? Do you have to try and overload the spell immediately after detecting it, or can you wait? For that matter, could you overload the spell once, then do so again the day after?
While we're at it, it only says the Cerebrex needs to watch the spellcaster to trace the spells in their brain, but nothing else. Does this mean that a Cerebrex literally only needs to be observing the target to trigger the ability?

Before the chair weighs in, I’m treating the two as separate actions. Standard to discern the spell of a caster in line of sight. Any touch attack to rob them for a spell known

Paragon
2022-10-11, 01:35 PM
Before the chair weighs in, I’m treating the two as separate actions. Standard to discern the spell of a caster in line of sight. Any touch attack to rob them for a spell known

Yet the wording of touch attack spells usually include the casting, the movement and the actual touch attack. I'm guessing that's the RAI behind it so I can't wait to see how the ruling goes

H_H_F_F
2022-10-11, 02:52 PM
I've been trying, but I can't find purchase. I keep sliding off.

This ingredient is hard.

The Viscount
2022-10-11, 09:09 PM
(Sane and logical questions in the face of the terrifying snarl of rules that is this class.)

Overloading a target is not subject to the 2/day limit. If your initial attempt is unsuccessful, you may try again for the remainder of the day until you succeed. Once you have successfully overloaded a target, you cannot overload them again, since the spell is now gone.

You may wait in between sensing a target's spells known and using a touch attack to overload them. Provided they take place within the same day, any number of rounds may take place between sensing and overloading.

If you so choose, you may use twist the neural skein twice to sense the target's spells known before you make any touch attacks.

You cannot use twist the neural skein to sense a target's spells, then attempt to overload the target on subsequent days. This is because on subsequent days they prepare their spells anew, and you do know what they have until you use twist the neural skein again.

If you see the target and spend the standard action, you can attempt to use twist the neural skein to learn about their spells known. There are no other requirements.

Thedez
2022-10-11, 09:31 PM
Overloading a target is not subject to the 2/day limit. If your initial attempt is unsuccessful, you may try again for the remainder of the day until you succeed. Once you have successfully overloaded a target, you cannot overload them again, since the spell is now gone.

You may wait in between sensing a target's spells known and using a touch attack to overload them. Provided they take place within the same day, any number of rounds may take place between sensing and overloading.

If you so choose, you may use twist the neural skein twice to sense the target's spells known before you make any touch attacks.

You cannot use twist the neural skein to sense a target's spells, then attempt to overload the target on subsequent days. This is because on subsequent days they prepare their spells anew, and you do know what they have until you use twist the neural skein again.

If you see the target and spend the standard action, you can attempt to use twist the neural skein to learn about their spells known. There are no other requirements.

I hadn't considered the idea of the fact that the Wizard's spells might not be in the same place in their brain every time they prepare them, although that does make a lot of sense, both balance-wise and lore-wise.
But most importantly: Awesome! I was kind of hoping for that ruling on seeing the target, and also recognize that just cuz the Chairman sees it one way doesn't mean the Judges do as well, but that does at least mean that I wouldn't be crazy for interpreting it as such!

Beni-Kujaku
2022-10-12, 02:29 AM
You may wait in between sensing a target's spells known and using a touch attack to overload them. Provided they take place within the same day, any number of rounds may take place between sensing and overloading.

If you see the target and spend the standard action, you can attempt to use twist the neural skein to learn about their spells known. There are no other requirements.

Do you have to have sensed their spells with Twist the Neural Skein or can you use any other kind of divination to learn of their spells known, then use Twist the Neural skein to make them forget?

Inevitability
2022-10-12, 08:09 AM
Build submitted! I like to think this turned out alright.

Paragon
2022-10-12, 10:07 AM
Submitted mine as well. It's been a while since I had this much fun building one

The Viscount
2022-10-12, 07:23 PM
Do you have to have sensed their spells with Twist the Neural Skein or can you use any other kind of divination to learn of their spells known, then use Twist the Neural skein to make them forget?

You must use twist the neural skein.

bean illus
2022-10-12, 07:52 PM
I've been trying, but I can't find purchase. I keep sliding off.

This ingredient is hard.

I'm embarrassed to say how many hour's I've spent reading, but I'm not even yet convinced i have a build.

Thurbane
2022-10-12, 07:59 PM
I actually quite like the PrC in theory - if it weren't half-casting, I could see it being quite nifty in a number of builds.

bean illus
2022-10-13, 01:57 PM
I actually quite like the PrC in theory - if it weren't half-casting, I could see it being quite nifty in a number of builds.

It's always the cooking time.

By the time i check all the lines, i run out of time. I see a few things, but I'm having trouble connecting them.

I have a build idea almost fleshed out, but it's not as focused on optimizing Cerebrex as i wish it was.

WhamBamSam
2022-10-16, 04:05 PM
I finally have a stub that I like, but think I'll need an extension to actually get it in, as the due date is nigh upon us. Feels like I might not be alone in that, though.

The Viscount
2022-10-16, 04:32 PM
I finally have a stub that I like, but think I'll need an extension to actually get it in, as the due date is nigh upon us. Feels like I might not be alone in that, though.

Certainly. Let's start with 2 days and see where that gets us. Happy to push back further if need be.
New Deadline Wednesday October 19th

bean illus
2022-10-17, 12:26 PM
I finally have a stub that I like, but think I'll need an extension to actually get it in, as the due date is nigh upon us. Feels like I might not be alone in that, though.


Certainly. Let's start with 2 days and see where that gets us. Happy to push back further if need be.
New Deadline Wednesday October 19th

I won't be submitting. You're all very giving with deadline extensions, and thanks, but i can't put much time in today, or tomorrow, and i haven't even started my write up.

Plus, my build sorta feels like I'm optimizing 6 levels of racial paragon. I have a build, but it's just a build wrapped around 6 levels of paragon. It may complement paragon, but there isn't really anything there to optimize beyond the build wrapped around it.

Certainly, if i looked longer something might satisfy me. I see things to research, but i honestly don't know some of the subsystems well enough for the deadline (I'm weak on ToB, melds, + + etc).

Anyway, i won't be asking for an extension. I'm looking forward to seeing what you mad geniuses come up with.

H_H_F_F
2022-10-17, 01:18 PM
Nothing from me this round either...

RaiKirah
2022-10-17, 10:16 PM
I hope to get my write-up together for Wednesday, but we shall see :P

Thurbane
2022-10-17, 10:45 PM
I'll post my stub after the reveal, but it's nothing exciting or original. I kind of have a default when it comes to half-casting PrCs.

Paragon
2022-10-19, 09:32 AM
Can't wait to see what you people had in mind

The Viscount
2022-10-19, 11:25 PM
Day got away from me, reveal tomorrow.

Frostmoon
2022-10-20, 10:42 AM
I gotta admit, I'm quite excited to see what nonsense this class generated. :D

H_H_F_F
2022-10-21, 04:54 AM
Just updated the spreadsheet for last round, looking forward to this one!

By the way, did you know that only two entries in the history of the competition received a perfect 20/20, and they were only six rounds apart? Both happened in single-judge rounds, obviously.

Darrin's entry (https://forums.giantitp.com/showthread.php?571065-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCV&p=23494409&viewfull=1#post23494409) in round 95 was given a perfect score by our current chair The Viscount, and the great Piggy Knowels' (who's been less active than we want him to be) Entry (https://forums.giantitp.com/showthread.php?610308-Iron-Chef-Optimization-Challenge-in-the-Playground-CI&p=24487006&viewfull=1#post24487006) in round 101 (the first round chaired by the Viscount) was given a perfect score by the very same Darrin, robbing himself of his position as the sole highest ranking chef ever.

The Viscount
2022-10-21, 08:21 PM
It's time for the reveal! (Please hold off on posting until the all clear.)

The Viscount
2022-10-21, 08:23 PM
Never underestimate the power of intense curiosity.



Ilias Fessor, Sharn's Greatest Detective

https://static.wikia.nocookie.net/lovecraft/images/9/95/H.P._Lovecraft_%28fictional_character%29%28Interne t%29.jpg/revision/latest?cb=20191228140101

"When can a man be trusted?"

LE Human Paragon 3 / Master Inquisitive 2 / Assassin 3 / Unseen Seer 2 / Cerebrex 10

Initial stats: 8 STR/14 DEX/14 CON/18 INT/10 WIS/10 CHA

ASIs:
4: Intelligence
8: Intelligence
12: Intelligence
16: Intelligence
20: Dexterity

Starting languages: Common, Draconic, Giant, Gnome, Goblin



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Human Paragon 1
+0
+0
+0
+2
36: Disguise 4, Forgery 4, Gather Information 4, Hide 4, Knowledge(Arcana) 2, Knowledge (History) 2, Move Silently 4, Search 4, Sense Motive 4, Spellcraft 4
Investigate, Weapon FinesseHB
Swordcane Proficiency, Adaptive Learning (Move Silently)


2nd
Human Paragon 2
+1
+0
+0
+3
9: Forgery 5, Gather Information 5, Hide 5, Knowledge (Arcana) 3, Knowledge(History) 3, Move Silently 5, Search 5, Sense Motive 5, Spellcraft 5
Martial Study (Shadow Blade Technique)B
-


3rd
Human Paragon 3
+2
+1
+1
+3
9: Forgery 6, Gather Information 6, Hide 6, Knowledge (Religion) 1CC, Move Silently 6, Search 6, Sense Motive 6, Spellcraft 6
Darkstalker
+2 intelligence


4th
Master Inquisitive 1
+2
+1
+3
+3
12: Decipher Script 4, Gather Information 7, Hide 7, Move Silently 7, Search 7, Spot 4
-
Zone of Truth


5th
Master Inquisitive 2
+3
+1
+4
+3
12: Decipher Script 5, Gather Information 8, Hide 8, Knowledge (Local) 3, Move Silently 8, Search 8, Spot 8
ResearchB
Contact (3rd level warrior)


6th
Assassin 1
+3
+1
+6
+3
10: Craft(Alchemy) 3, Craft (Poisonmaking) 3, Forgery 9, Hide 9, Move Silently 9, Search 9
Craven
Death Attack, +1d6 Sneak Attack, Poison Use


7th
Assassin 2
+4
+1
+7
+3
10: Balance 1, Bluff 3, Craft (Alchemy) 4, Craft (Poisonmaking) 4, Forgery 10, Hide 10, Move Silently 10, Search 10
-
+1 save against poison, Uncanny Dodge


8th
Assassin 3
+5
+2
+7
+4
11: Balance 5, Disguise 8, Hide 11, Move Silently 11, Search 11
-
+2d6 Sneak Attack


9th
Unseen Seer 1
+5
+2
+7
+6
13: Concentration 6, Hide 12, Move Silently 12, Knowledge (Arcana) 7, Search 12
Least Dragonmark (Mark of Making) (Mending)
+3d6 Sneak Attack


10th
Unseen Seer 2
+6/+1
+2
+7
+7
13: Concentration 8, Forgery 13, Hide 13, Move Silently 13, Knowledge (Arcana) 8, Search 13, Spellcraft 10
Silent SpellB
Advanced Learning (Guidance of the Avatar)


11th
Cerebrex 1
+6/+1
+2
+7
+9
15: Appraise 5, Concentration 9, Craft (Poisonmaking) 6, Hide 14, Move Silently 14, Search 14, Spellcraft 14
-
Enigma's Bane


12th
Cerebrex 2
+7/+2
+2
+7
+10
15: Concentration 10, Craft (Alchemy) 8, Craft (Poisonmaking) 10, Hide 15, Move Silently 15, Search 15, Spellcraft 15; Magical Appraisal Skill Trick
Lesser Dragonmark (Mark of Making) (Minor Creation)
Scent


13th
Cerebrex 3
+7/+2
+3
+8
+10
15: Concentration 11, Craft (Alchemy) 10, Hide 16, Knowledge (The Planes) 8, Move Silently 16, Search 16, Spellcraft 16
-
Aggression Mastery


14th
Cerebrex 4
+8/+3
+3
+8
+11
15: Concentration 12, Craft (Alchemy) 12, Craft (Poisonmaking) 12, Hide 17, Knowledge (Nature) 6, Move Silently 17, Search 17, Spellcraft 17
-
Symphony of Nerves


15th
Cerebrex 5
+8/+3
+3
+8
+11
15: Concentration 13, Hide 18, Knowledge (Arcana) 10, Knowledge (Nature) 8, Knowledge (Religion) 3, Knowledge (The Planes) 10, Move Silently 18, Search 18, Spellcraft 18; Collector of Stories skill trick
Knowledge Devotion
Blindsense, Telepathic Immunity


16th
Cerebrex 6
+9/+4
+4
+9
+12
16: Concentration 14, Craft (Poisonmaking) 14, Craft (Alchemy) 14, Forgery 15, Hide 19, Knowledge (Religion) 8, Move Silently 19, Search 19, Spellcraft 19
-
Eidetic Memory


17th
Cerebrex 7
+9/+4
+4
+9
+12
16: Concentration 17, Craft (Poisonmaking) 17, Craft (Alchemy) 17, Forgery 18, Hide 20, Move Silently 20, Search 20, Spellcraft 20
-
Clairaudience/Clairvoyance


18th
Cerebrex 8
+10/+5
+4
+9
+13
16: Concentration 20, Craft (Poisonmaking) 20, Craft (Alchemy) 20, Forgery 21, Hide 21, Move Silently 21, Search 21, Spellcraft 21
Martial Stance (Assassin's Stance)
Blindsight


19th
Cerebrex 9
+10/+5
+5
+10
+13
16: Concentration 22, Craft (Poisonmaking) 22, Craft (Alchemy) 22, Forgery 22, Hide 22, Knowledge (Arcana) 15, Move Silently 22, Search 22, Spellcraft 22
-
Twist the Neural Skein


20th
Cerebrex 10
+11/+6/+1
+5
+10
+14
16: Concentration 23, Craft (Poisonmaking) 23, Craft (Alchemy) 23, Forgery 23, Hide 23, Knowledge (Arcana) 23, Move Silently 23, Search 23, Spellcraft 23
-
Neural Glimpse, Inscrutable Mind



(If the numbers of skill points seem weird, consider that I'm applying the effects of an increased intelligence stat at level 8 and 16, but not at level 3, because I presume that the Human Paragon intelligence boost is a class feature and thus applied after receiving skill ranks, while the other boosts are applied before receiving skill ranks.


Spells per Day


Level
1st
2nd
3rd
4th


6th
2
-
-
-


7th
3
-
-
-


8th
4
2
-
-


9th
5
3
-
-


10th
5
4
1
-


11th
5
4
1
-


12th
5
5
2
-


13th
5
5
2
-


14th
5
5
3
1


15th
5
5
3
1


16th
5
5
5
2


17th
5
5
5
2


18th
5
5
5
3


19th
5
5
5
3


20th
5
5
5
4



Spells known (ECL gained):
1st: Instant Search (6), Ebon Eyes (6), Vigilant Slumber (7), Feather Fall (9)
2nd: Alter Self (8), Invisibility (8), Swift Invisibility (9), Guidance of the Avatar (10), Brilliant Energy Arrow (12)
3rd: Arrowsplit (10), Enduring Scrutiny (10), Magic Circle Against Good (12), Vital Strike (16)
4th: Dimension Door (14), Greater Invisibility (14), Freedom of Movement (16), Sniper's Eye (20)

ECL 5
"You call this an 'open-and-shut', just because a dozen witnesses tell you the victims stabbed each other to dead? You can't trust people, sergeant. There's not enough blood at the crime scene, too many fatal wounds, inconsistencies in the coroner's report. Look at this: a recorded sale of black onyx, two weeks before the crime, by a mutual acquaintance of the victims. Do I need to spell it out for you?"


We're already an extremely capable investigator at low levels. Investigate lets us make Search checks to find and analyze clues at crime scenes. Research lets us navigate archives, libraries, filing systems, and more to retrieve key information, which we can then cross-reference with earlier findings or each other to find discrepancies.

Our skillset lets us sneak around unseen, chase rumors, interrogate witnesses, craft disguises, forge documents, decipher scripture, and even provide the odd bit of knowledge from time to time. Our Sense Motive is good enough for most purposes, but 1/day Zone of Truth helps out against those Naberius-binders, Beguiling Influence warlocks, or Motive Charisma Marshalls.

Master Inquisitive gives you a contact, which 'should be developed by the DM'. Thus, I'm not going to make any mechanical claims about this character, save for the assumption that they're vaguely useful in some way. However, I'd argue that in most cities the average 3rd-level warrior is part of the guard, so it seems reasonable to ask for a contact there.

The bad: Ilias is nearly useless in a fight at these levels. Poisonmaking hasn't come online yet, and neither have alchemy or UMD. Use your skills to stay out of combat, and if some face needs beating, don't do it yourself: gather (or forge) evidence of their crimes and pass it on to your guard contact.

If forced into combat, use some disposable alchemical items to escape (smokesticks are an easy way of gaining total concealment), then circle back later and analyze the place for clues to figure out what you're up against.

ECL 10
"Grevel Umber? This envelope contains a detailed record of your recent 'activities' in the Shades; don't ask how I know about them, but feel free to verify the truth. And before you reach for that blade: a copy is already in possession of the guard, set to be opened if I don't retrieve it today. Now, don't worry, I'll gladly take it out of their hands... for a small price, that is."


Remember when Ilias was kind of bad at combat? Well, now he's got poison use, 3rd-level spells from a great list, alchemical toys, 3d6+10 sneak attack, two attacks per round, and a death attack with a great int-dependent DC. I suggest switching to a poison ring as your main weapon (no sense in abandoning your stylish swordcane, though), as AC starts getting rough to hit. Our older pickup of Shadow Blade Technique is nice for ensuring an important hit actually connects: it's a bit embarrassing to spend three rounds setting up a Death Attack and whiff.

The spells are great: two different Invisibility spells set up sneak attack and help out with stealth, Vigilant Slumber protects us from a messy nighttime demise, Ebon Eyes helps us with darkness, Arrowsplit is great combat damage, Enduring Scrutiny lets us keep tabs on blackmailed victims, and Alter Self is great from a combat or infiltration perspective. Instant Search helps with qualifying for Unseen Seer and synergizes with our maxed-out Search.

Unseen Seer gives us the skills we need to enter Cerebrex next level, as well as this little spell called Guidance of the Avatar. Your second-level spell slots are now tactical skill nukes. We also get Silent Spell as a bonus feat, which is actually kind of neat for a stealthy caster.

We also awaken our dragonmark's powers, giving us 2/day Mending. It's kind of underwhelming, but hey, ceramic alchemical/poison vials are 1 GP a piece, and if you can glue them back together after they break (on someone's face), then that's a neat way to save some money longterm. Also, you can break wax seals and fuse them together again, or use a hacksaw on a chain/bar/manacle and mend the break afterwards to leave no trace, so this little SLA might come in handy more often than you think.

ECL 15
"Ah, apologies ma'am, no need for that language, I just applied a routine magical safeguard. Yes, the anger you're feeling is a natural side effect, it'll be gone in a minute. Now, if you could just repeat what you were telling me a moment ago, you'll be free to leave..."


Cerebrex is online, and we immediately start getting boosts to our Research/Investigate rolls through Enigma's Bane. Investigate specifically calls crime scenes 'puzzles', and Research mentions how it helps you navigate codes: the same language is used by Enigma's Bane. The ability might also come up in different circumstances, but at least now it's guaranteed to be useful.

What's also really cool is Aggression Mastery. At these levels, enemies have long had access to Glibness and its lesser cousins: optimized Bluff checks might range in the sixties at these levels. Not only are we incapable of seeing through a well-prepared liar,. The traditional solution to those issues is 'max out CL and hope your dispel breaks through', but that still leaves you to contend with the nonmagical bonuses, which tend to be sky-high as well (and at any rate, our CL is only 7 and we lack any dispelling).

Instead, just anger someone to the point they can't lie anymore! Rage specifically disables the use of 'charisma-based skills other than intimidate'. Someone in a Rage specifically cannot use Bluff, making their carefully accumulated bonuses to the skill worthless. It's a bit unclear how this translates on the mechanical level: either they physically cannot speak lies, or they can speak lies but everyone automatically succeeds on the Sense Motive to pierce them. Either way, we can safely verify the truth of any word someone speaks, even if they're likely to be angrily yellin. Obviously, the ability still has all its regular uses as a buff on martials and a debuff on spellcasters, and stealth makes the latter use case a bit more viable for us.

The good stuff doesn't stop here either: Symphony of Nerves grants a small but notable boost to dex, which we're set up to take advantage of slightly better than most characters thanks to Weapon Finesse and Sneak Attack (flat-footed targets are always valid SA targets, boosting your initiative makes more enemies flat-footed). Unlike other Cerebrices, we actually have dexterity-based skills, so that's another way we're set up to take advantage of the ability. Knowledge Devotion is another offensive boost that appreciates our investment in Knowledge skills, and we grab Collector of Stories to go with it. Magical Appraisal, our other skill trick, benefits from our maxed-out spellcraft by giving us the odd free Identify.

Telepathic Immunity lets us resist Detect Thoughts, which is an incredibly powerful spell in social/intrigue situations. If your DM likes open-ended readings and thinks it blocks Mindsight, our stealth-loving self certainly appreciates that (I do, however, not assume that this reading is RAW).

Cerebrex advances our casting by two levels, granting us 4th-level Assassin spells. Dimension Door and Greater Invisibility are staples for a reason, and for our lower levels we unlock perks like Magic Circle Against Good and the very amusing Brilliant Energy Arrow.

Lastly: Minor Creation is online! This is an insanely versatile multitool, giving us powerful drugs and poisons for free, creating floods of oil or acid (get creative) and even combining with Forgery to create any official document we might need after only a few rounds of stalling for time. After all, paper and ink are both vegetable-based; just because most Minor Creation abuse focuses on craft doesn't mean ours has to!

ECL 20
"So that's what those edited records were concealing: a creation forge, in blatant violation of the Treaty, in the depths of Sharn itself? It'd mean life in Dreadhold if anyone heard about this, Merrix, but fortunately for you, I'm more than willing to let you continue your work here. In fact, if you want to work on this so badly, I'll happily take day-to-day management of Cannith South out of your hands..."


The final levels of cerebrex give us some small boosts to CL and spells per day and grant blindsight, finally freeing our human PC from the need to repeatedly cast Ebon Eyes. Eidetic Memory is a great toy here, giving us a sizeable bonus to all the intelligence-based skills (forgery, decipher script, knowledge, craft, spellcraft) that we love to use.

Clairvoyance is more useful than it might seem: we can have up to ten sensors active at the same time, giving us a small network of Magical CCTVs across the city. It's great for tracking the movements of targets, aiding a guard raid by covering exits, and observing new leads to follow up on (or, alternatively, poor sops to blackmail). There's also a bit of a weird level where we have Clairvoyance but not yet Blindsight, which lets us use the 'natural darkness' clause of Clairvoyance to have at least a little bit of sight in a 10 ft. radius area, if all else fails.

Also note this very cool use of Clairvoyance: find a spot within 60 feet of your target, say, in the building on the other side of the street, or several floors up in the same tower, cast Clairvoyance and begin carefully studying the target, cast Sniper's Eye, cast Brilliant Energy Arrow and fire off a Death Attack through the walls with no cover or concealment penalty. If surprise and invisibility somehow isn't enough to let you make sneak attacks (Uncanny Dodge, I guess), use Vital Strike to sneak attack anyway. Because we don't have to spend any Assassin slots on Clairvoyance, we can do this four times per day in four different locations, firing up to 2-3 bolts from all of them.

Twist the Neural Skein, like Aggression Mastery, is easier to use for us thanks to our focus on stealth, and makes us a bit more resistant to the shenanigans casters can pull. Ambushing a cleric with Death Ward? Kidnapping someone who's got a Silent Dimension Door prepared? Unenthusiastic about having your stealth ruined by Glitterdust? Just look right into their brains and jumble up the spell! Interestingly enough, it seems like you can do the spell-busting part as part of another melee touch attack. Consider using, say, these poison rings we're such big fans of: even if your Death Attack fails to kill, it might still rid your target of their go-to riposte.

Neural Glimpse is great if we want our skill-bombs to hit even harder. GotA + NG takes two (or one?) rounds to set up and gives us a +27 bonus to several key skills before items (your uninvested Diplomacy is suddenly enough to turn indifferent people helpful, or turn unfriendly people helpful with some minor item usage). It might even make the affected skills count as 'intelligence-based' and thus a valid target for Eidetic Memory, but that's up to your DM. The AC-boosting mode is yet another tool in our broad arsenal of 'what to do when trouble comes looking for us'.

Other than that... We get our third attack, Martial Stance ups our damage some more; Inscrutable Mind is a bit too passive to highlight but is kind of notable for stopping people from finding our your secrets the brutish way (cast Dominate Person and have you tell them), in addition to shoring up the fear penalty from Craven. The illusion resistance is pretty cool as we don't have True Seeing, Mindsight, or any of the other ways to easily identify more advanced illusions.

Also, we get a dexterity boost, which is mostly pointless but makes us a bit more resistant to Shivering Touch (an unmodified 3d6 roll has a 16% of paralysis before the boost, but only 9% after) and increases the modifier increase we get from Symphony of Nerves from +2 to +3.


The build's early levels are extremely flexible: as long as you grab Human Paragon 1 to keep Move Silently around in your Cerebrex levels, you should be good. Possible bits and pieces you can fit in the remainder are rogue (one, two, or three levels), master inquisitive 2, factotum 3, or psychic rogue 4. Even Skilled-City Dweller Ranger has its merits for giving free Track (useful with Scent) and adding a point of BAB (important, as you need +3 total from the first five levels), though I suggest trading Wild Empathy away for Spiritual Connection from Complete Champion.

If Guidance of the Avatar is banned, Divine Insight offers a sizeable bonus to skill checks as well, albeit one that doesn't stack with Neural Glimpse. Hunter's Eye devours spell slots, but gives 3d6 extra sneak attack, closing most of the gap with a 'normal' rogue and giving you a good spell to channel your slots into if you find yourself in combat.

I didn't put a huge emphasis on getting Trapfinding, but it synergizes well with our insanely high Search. If flaws are legal, spending two on Shape Soulmeld + Open Chakra can get you the ability, as can the slightly cheesier Planar Touchstone. Alternatively, just use one of the early level distributions that includes Factotum or Rogue.

Human Paragon - UA
Master Inquisitive - ECS
Unseen Seer - CArc
Cerebrex - DComp

Investigate, Research, Least Dragonmark, Lesser Dragonmark - ECS
Martial Study, Martial Stance - ToB
Knowledge Devotion - CChamp
Craven - CoR
Darkstalker - LoM

Swordcane - Cityscape Web Enhancement (http://web.archive.org/web/20190722174718/http://archive.wizards.com/default.asp?x=dnd/we/20070314a)
Poison Ring - DComp

Ebon Eyes, Instant Search, Swift Invisibility, Sniper's Eye - SpC
Brilliant Energy Arrow, Arrowsplit - CoR
Vigilant Slumber - CA
Enduring Scrutiny, Vital Strike - CM
Guidance of the Avatar - web enhancement (http://web.archive.org/web/20171028122100/http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a)

The Viscount
2022-10-21, 08:25 PM
Two-faced, three tongued.



Tri-Tongued Taylor, the Truth-Twister

NE* ChangelingMM3 Rogue 1 / Swashbuckler 4 / Mountebank 1 / Chameleon 3 / Cerebrex 10 / Disciple of Baalzebul 1

Elexitra the Enchantress strode into her boudoir, a smile on her face. Working for demons wasn't always a picnic, but it had its perks, and one of those perks was that any attractive man could be hers with a simple spell. And that was, of course, exactly what'd happened. Sure, she'd have to sacrifice him eventually, but the world was wide, and there were many men out there with jaws stronger than their wills.

Her eyes wandered downwards. There, on the bed, was her powerfully-built, half-naked, well-oiled, utterly obedient lover-to-be's former location. A slight indentation in the pillows, and the lingering smell of aromatic oil, were all that betrayed his previous presence.

Elexitra spun around, eyes darting about the room, mind already awash with possibilities: infiltrators, illusions, another caster's interference?

From behind the door, the barbarian emerged, eyes considerably less glazed-over than she remembered and a shadowy hammer in his hands. She desperately threw up her hands, tried to summon a spell to the forefront of her mind, but already the weapon was descending. Maybe she could dodge, mayb-

There was a crunch, and then nothing.

-------------

"Anything good?" Mrax inquired. As a fighter, she of course had no need for the spellbook Taylor was holding, but she always showed interest. She liked concrete things, Taylor suspected. Magic is magic; flighty, uncontrollable, wild, but a book is just a book. If magic could be reduced to words on paper, that'd make it a bit more comprehensible to her.

"Eh, mostly crummy stuff." Taylor responded. The changeling had returned to their default form: a pale genderless humanoid, white hair almost completely shaven. With them still wearing the loincloth and leather armbands of the barbarian disguise, the effect was almost comical. "Dominate Person, Fireball, Confusion... I guess it's got Magic Circle Against Good, that's something. I'll get some inks next time we're in town. I was hoping her spellbook would contain something that increased intelligence, but I guess not. Ah well, not like I needed it today, she fell hook line and sinker."

"Why does being smart make you better at lying again?"

"Oh, that's simple. I've long ago derived all possible facial movements according to an incredibly compact categorization and indexation scheme, which I then ranked according to believability. Whenever I want to deceive someone, I don't have to improvise like normal people do, I can just look up what combination of intonation and appearance is most convincing to whoever I'm talking to, then perform these movements. Speeding up my brain gives me slightly better results and delivers them slightly faster, so it makes the overall lie more believable."

"...Are you using your magic to make that sound plausible? Because it does, but I feel like it shouldn't."

"Perhaps."



Ability scores: STR 8 / DEX 14 / CON 12 / INT 18 / WIS 8 / CHA 14

ASI at 4, 8, 12, 16 in intelligence.
ASI at 20 in dexterity

Languages: Common, Dwarven, Elven, Giant, Gnome



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Changeling RogueRoE
+0
+0
+2
+0
Appraise 4, Balance 4, Bluff 4, Concentration 2, Diplomacy 4, Disguise 4, Escape Artist 4, Forgery 4, Gather Information 4, Knowledge (Arcana) 4, Sense Motive 4, Sleight of Hand 4, Spellcraft 2, Tumble 4, Use Magic Device 4
Able LearnerRoD
Know(Arcana) on skill list, Sneak Attack +1d6, Social Intuition


2nd
SwashbucklerCWar 1
+1
+2
+2
+0
Autohypnosis 2, Balance 5, Bluff 5, Craft (Alchemy) 1, Escape Artist 5, Sense Motive 5, Tumble 5
Weapon Finesse (B)
Arcane Stunt (Blur)CM


3rd
Swashbuckler 2
+2
+3
+2
+0
Autohypnosis 3, Balance 6, Bluff 6, Concentration 3, Escape Artist 6, Sense Motive 6, Spellcraft 3, Tumble 6
Deceitful
-


4th
Swashbuckler 3
+3
+3
+3
+1
Balance 7, Bluff 7, Craft (Alchemy) 4, Escape Artist 7, Sense Motive 7, Tumble 7
-
Insightful Strike


5th
Swashbuckler 4
+4
+4
+3
+1
Autohypnosis 4, Balance 8, Bluff 8, Concentration 4, Escape Artist 8, Sense Motive 8, Spellcraft 4, Tumble 8
-
Seductiondead levels web enhancement


6th
MountebankCS 1
+4
+4
+5
+1
Bluff 9, Disguise 8, Spellcraft 8, Knowledge (Arcana) 8
Open-MindedCAdv
Tongue of the Devil


7th
ChameleonRoD 1
+4
+4
+5
+1
Bluff 10, Concentration 8, Use Magic Device 7
-
Aptitude Focus 1/day


8th
Chameleon 2
+5
+4
+5
+1
Bluff 11, Concentration 11, Craft (Alchemy) 5, Use Magic Device 11
Skill Focus (Bluff) (B)
Bonus Feat


9th
Chameleon 3
+6/+1
+5
+6
+2
Bluff 12, Concentration 12, Craft (Alchemy) 7, Disguise 12, Use Magic Device 12
Wanderer's DiplomacyPHB2
Mimic Class Feature 1/day


10th
Cerebrex 1
+6/+1
+5
+6
+4
Concentration 13, Craft (Alchemy) 13, Forgery 9, Use Magic Device 13
-
Enigma's Bane


11th
Cerebrex 2
+7/+2
+5
+6
+5
Concentration 14, Craft (Alchemy) 14, Forgery 14, Spellcraft 13, Use Magic Device 14
-
Scent


12th
Cerebrex 3
+7/+2
+6
+7
+5
Concentration 15, Craft (Alchemy) 15, Forgery 15, Knowledge (Arcana) 15, Spellcraft 15, Use Magic Device 15
CravenCoR
Aggression Mastery


13th
Cerebrex 4
+8/+3
+6
+7
+6
Concentration 16, Craft(Alchemy) 16, Forgery 16, Knowledge(Arcana) 16, Knowledge (Dungeoneering) 2, Knowledge (Nature) 1, Knowledge (Religion) 2, Knowledge (the Planes) 2, Spellcraft 16, Use Magic Device 16
-
Symphony of Nerves


14th
Cerebrex 5
+8/+3
+6
+7
+6
Concentration 17, Craft(Alchemy) 17, Forgery 17, Knowledge(Arcana) 17, Knowledge (Nature) 4, Knowledge (Religion) 4, Knowledge (the Planes) 4, Spellcraft 17, Use Magic Device 17
-
Blindsense, Telepathic Immunity


15th
Cerebrex 6
+9/+4
+7
+8
+7
Concentration 18, Craft(Alchemy) 18, Forgery 18, Knowledge(Arcana) 18, Knowledge (History) 1, Knowledge (Nature) 6, Knowledge (Religion) 6, Knowledge (the Planes) 6, Spellcraft 18, Use Magic Device 18
Disciple of DarknessCoR/BoVD*
Eidetic Memory


16th
Cerebrex 7
+9/+4
+7
+8
+7
Concentration 19, Craft(Alchemy) 19, Forgery 19, Knowledge(Arcana) 19, Knowledge (History) 3, Knowledge (Nature) 8, Knowledge (Religion) 8, Knowledge (the Planes) 8, Spellcraft 19, Use Magic Device 19
-
Clairaudience/Clairvoyance


17th
Cerebrex 8
+10/+5
+7
+8
+8
Concentration 20, Craft(Alchemy) 20, Forgery 20, Knowledge(Arcana) 20, Knowledge (History) 5, Knowledge (Nature) 10, Knowledge (Religion) 10, Knowledge (the Planes) 10, Spellcraft 20, Use Magic Device 20
-
Blindsight


18th
Cerebrex 9
+10/+5
+8
+9
+8
Concentration 21, Craft(Alchemy) 21, Forgery 21, Knowledge(Arcana) 21, Knowledge (History) 7, Knowledge (Nature) 12, Knowledge (Religion) 12, Knowledge (the Planes) 12, Spellcraft 21, Use Magic Device 21
False PretensesUA
Twist the Neural Skein


19th
Cerebrex 10
+11/+6/+1
+8
+9
+9
Concentration 22, Craft(Alchemy) 22, Forgery 22, Knowledge(Arcana) 22, Knowledge (History) 9, Knowledge (Nature) 14, Knowledge (Religion) 14, Knowledge (the Planes) 14, Spellcraft 22, Use Magic Device 22
-
Neural Glimpse, Inscrutable Mind


20th
Disciple of BaalzebulBoVD 1
+11/+6/+1
+8
+11
+11
Bluff 23, Use Magic Device 23
-
Tongue of the Devil




Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th


7th
4
4
1
-
-
-
-


8th
4
5
2
-
-
-
-


9th
4
5
3
1
-
-
-


10th
4
5
3
1
-
-
-


11th
4
6
4
2
-
-
-


12th
4
6
4
2
-
-
-


13th
4
6
5
4
2
-
-


14th
4
6
5
4
2
-
-


15th
4
6
5
4
2
-
-


16th
4
6
6
4
2
-
-


17th
4
6
6
5
3
1
-


18th
4
6
6
5
3
1
-


19th
4
6
6
5
4
2
-


20th
4
6
6
5
4
2
-


CL at level 20 is 16.

Spells known are a difficult matter, as an arcane focus chameleon explicitly needs to prepare their spells from a spellbook, and campaigns aren't guaranteed to contain the spells you want.

Possibly, your DM allows for shenanigans like putting Extra Spell in your floating bonus feat. Also possibly, casters come only with the most basic spells in their spellbook, scroll shops are rare (Wanderer's Diplomacy can help here, at least), and you're lucky if casters have anything outside of core.

That said, the main spells I'll be assuming you can get are Fox's Cunning and Eagle's Splendor. Voice of the Dragon and the Bard version of Greater Heroism are our desired spells for boosting bluff, while our combat side is mostly looking for good gish spells (Wraithstrike, Haste, Greater Invisibility, Bladeweave). Obviously utility is utility and should be picked up where possible. We also like to get Charm Monster, and perhaps Hypnotism, because of how well they synergize with our diplomancy. Glibness is fun as well if you want to implant some nonmagical suggestions.

ECL 5
A lot of skill abuse builds struggle while they come together, but we're a very capable combatant. 6+4d10+5 gives us slightly better HP than your typical lightly armored frontliner (14 con rogue has 30, we have 33), Arcane Stunt gives us a round of 20% concealment 5/day, and between Insightful Strike adding +4 to our damage rolls, Weapon Finesse boosting attacks by a notable amount, and Sneak Attack + Tumble letting us set up and benefit from flanks, our damage is much better than you'd expect.

Out of combat is where we truly shine. Changeling rogue with maxed-out intelligence means our skill point total is 'yes', Able Learner lets us grab the shiniest parts from other lists, and Social Intuition lets us take 10 on a bunch of social skills. With the racial changeling bonuses to Bluff, Sense Motive, and Disguise, we're an extremely competent face.

Thanks to Swashbuckler 4, we can seduce people (minor change shape lets us apply this to basically everyone who is attracted to some medium humanoid), which we do using our +14 (8 ranks, 2 cha, 2 changeling, 2 deceitful): enough to reliably seduce 'uncommon' knowledge out of indifferent people.

ECL 10
We take Open-Minded to fulfill the requirements for our future PrCs. I'm not sure what skills are considered class skills exactly, so we take the feat at a level when Bluff, Knowledge(Arcana), Disguise, and Spellcraft are all on our class list.

With Seduction obtained, it's time to start maxing out Bluff. Mountebank adds our intelligence modifier, Chameleon's floating feat is best spent on Skill Focus Bluff (though feel free to grab some item creation during downtime, or Mask of Gentility if you risk alignment detectors), and all but our Cerebrex level increases our ranks. This is a Bluff build, so we're grabbing Wanderer's Diplomacy to let that guaranteed roll of 36 (12 ranks, 2 changeling, 2 deceitful, 3 skill focus, 2 cha, 5 int) turn indifferent people helpful.

And Chameleon casting comes in handy here! No claims about somehow tracking down scrolls with Trapsmith-haste or anything, but simply casting Fox's Cunning and Eagle's Splendor boosts your modifiers high enough that you're taking 10 for a result of 40, which is enough to make someone go from unfriendly to helpful... at which point you can make a bluff check to charm Valuable information out of them in a mere 1d4+1 minutes (roll of 50, which beats the DC of 30 by 20), which is brief enough that Wanderer's Diplomacy (and our buffs!) won't have worn off yet. Remember kids: if you want to sleep with someone, say some nice things to them first!

If we must fight, we got a second attack and there's a lot of arcane spells that buff melee combat. Chameleon also gives us the ability to mimic a class feature 1/day, which can be Evasion for survivability, Smite for a little extra bonus damage, or Rage for a combat-length buff if all else has failed and you just gotta beat face (Sneak Attack is inferior to Smite for us generally, while Turn Undead operates off of too low a level to warrant much attention).

Circling back to Cerebrex, we're in! It's not doing all that much for us yet, but we'll get there! For now, enjoy a stupid flavor feature with zero practical applications.

ECL 15
Taylor is loving the sweet sweet casting offered by Chameleon, but having to track down spellbooks to borrow is kind of a pain. Why not instead track down casters, seduce them, and use that opportunity to murder them? Cerebrex is here to help us do it.

Scent and Blindsense aren't used much, but notably help us pass as dwarves, elves, or whatever darkvision-having humanoid we wish to emulate.

Aggression Mastery is great for our caster-assassination goal. As a SLA, it has no verbal or somatic components and can't be identified with Spellcraft, so when we ask our partners if we can 'cast a little spell on them' to 'enhance the experience', they won't be able to tell what we're really casting (alternatively, wait for them to fall asleep after doing the deed, at which point they'll be willing). At that point, it should be trivial to dispatch them in a couple turns. Telepathic Immunity helps conceal your true intentions, and unlike protective spells it's less easily detected and less suspicious.

Symphony of Nerves is not core to this build, but hey, we're still a dexterity-based attacker at the end of the day, and getting a small bonus to initiative, attack rolls, AC, and several useful skills is fine as far as free-action buffs go. If we use our 4th-level spells (yeah, we have those now) to cast some ranged touch attacks, I guess it'll be useful there as well.

Lastly, here's some cheese: Eidetic Memory boosts 'intelligence-based skill checks'. Is Bluff an intelligence-based skill check for us? I'd say so; It's not like they define the term anywhere. It might be a charisma-based skill, but our final check result is unambiguously based on intelligence as well (later on, it is arguably based more on intelligence than any other stat). Thus, we claim the half-level bonus. If you need a flavor justification: being able to perfectly recall dozens of seduction efforts is sure to help you out when performing your latest, right?

ECL 20
Clairvoyance is useful for preventing 'interruptions', making sure the coast is clear when you strike, and searching through a caster's entire home while you're keeping them distracted. Twist the Neural Skein is a great way to scan wizards and see if they might have a spell you're interested in (it's one of the few effects that lets you see someone's prepared spells), and Arcane Focus gives a spellcraft bonus to help make the checks. Neural Glimpse is another way to add Intelligence to Bluff (against humanoids, presumably?) that has some synergy with Social Intuition and can buff AC in a pinch. Inscrutable Mind helps us offset the Craven penalty, stacks with the changeling bonus against sleep and charm, and once more rewards our intelligence by giving a bonus against illusions.

Speaking of Inscrutable Mind, it works great with our new feat. Our ultra-seductive self might draw some unwanted attention, and if a creepy mage tries to Charm you into something (not cool!), you get to resist with an effective Will of +18 (11 base, -1 wis, 2 changeling, 4 inscrutable, 2 arcane focus) and pretend you are affected if you succeed. Note: a 20 intelligence wizard using Charm Monster has a DC of 19. We can even use our own Chameleon casting to meet the spelltouched requirement!

Killing people in their own homes is kind of our thing by now, so entering Disciple of Baalzebul is trivial. There, we obtain Tongue of the Devil (evil edition), giving us our intelligence stat to Bluff a second time (though it has the same name as the Mountebank ability, the inner workings are different: one adds your intelligence modifier and the other your bonus). This class also lets us sink eleven ranks into Bluff at once, getting around the awkward reality of Cerebrex not actually giving that skill.

Results
Our final base Bluff check is +49 (23 ranks, 2 deceitful, 2 changeling, 3 skill focus, 6 int, 6 int, 2 cha, 5 eidetic).

If we're performing an evil act, 1/day we can add +1 to that from Disciple of Darkness. If we're targeting a humanoid, we get to add our intelligence modifier a third time as an insight bonus (this also lets us hit +50 even if the eidetic bonus is ruled to not apply).

If we can cast Voice of the Dragon, that's a +10 enhancement bonus on top of all that. Greater Heroism gives a +4 morale bonus and is core, but we need the Bard version of the spell if we want to be able to cast it. A +6 intelligence item is a bit better than fox's cunning and should be available by now. Obviously, custom skill-boosting items can get silly quickly, so I declined to use them here, but you could!

With a modifier of +50, Wanderer's Diplomacy lets us use this to turn Friendly people (say, anyone you charmed) temporarily Fanatic. If we get the full bonus package (Eagle's Splendor, Voice of the Dragon, Greater Heroism, Neural Glimpse and a +6 intelligence item), that's +80.

On the seduction side of things: +49 with any item bonus, fox's cunning, or neural glimpse thrown in gives us a result of 60, which can seduce Unutterable secrets out of unfriendly people, or let us extract Deadly secrets from indifferent people in a few minutes. When stacking bonuses to get up to +80, we have the ability to make the most difficult seduction check imaginable (extracting Deadly secrets from hostile people in 1d4+1 minutes) 100% of the time.

The Disciple of Baalzebul class is intended to be an option for any evil character: the requirement of the class says 'any evil' and its sole prerequisite, Disciple of Darkness, used to be a generic [Vile] feat.

However, when CoR reprinted Disciple of Darkness, it slapped a LE requirement on there. This retroactively created a conflict with DoB, making it impossible to play a CE/NE DoB where such a thing was previously possible.

I can think of a few ways to resolve this:
-Disciple of Darkness only needs a LE alignment to take it and for its 'use'. Qualifying for a PrC is not part of a feat's use, so you qualify even if you can no longer get the daily +1 bonus. Taylor briefly becomes LE, takes the feat, and reverts to their old NE alignment to avoid conflicts with Mountebank. Note that the bonus from DoD is not actually necessary in the Bluff calculations.
-Houserule that the old version of the feat is still legal: RAI over RAW.
-Mountebank is not a CWar prestige class and it has no penalty for changing alignment. Simply enter it as a NE character, switch alignments to LE somewhere before you take DoD, and enter DoB as a LE character.

Between these options, I think there's enough support for Taylor benefitting from both PrCs, no matter how much of a RAW stickler the DM is. A small elegance penalty might be in order, but the build should work mechanically.

Originality: well, we're a Bluff-abusing diplomancer in a round where the secret ingredient doesn't even get that as a class skill. Swashbuckler and rogue have little overlap with cerebrex apart from a general intelligence focus, Mountebank is only notable for getting confused with the DComp base class, and Chameleon might offer easy casting requirements, but requires skills that make it difficult to take into cerebrex. Also changeling isn't expected, right?

Power: Obviously, our main draw involves seducing people into giving up their every secret, turning random passerby into our fanatic servants, and churning out alchemical items or forged notes with our sky-high bonuses to those skills, but we're decent in combat as well! +11 BAB and 5th-level spells isn't the best gish chassis, but getting intelligence to damage, and potentially access to every obscure buff out there, helps a lot.

Elegance: Yeah alright I took 3 dips, crucify me upon the altar of minuses. That said, we avoid multiclass XP penalties (rogue is our favored class), stick to a single coherent concept (rakish devil-favored rogue who ends up studying the brain to better understand what makes their marks tick), and avoid most of the cheese that chameleon would let you get into.

UotSI: We make use of Aggression Mastery to disable casters, Twist the Neural Skein to obtain knowledge about the spellbooks we can steal from them, Blindsight to better impersonate humanoids with darkvision, Telepathic Immunity to resist detection, Eidetic Memory to boost a number of our key skills, even Inscrutable Mind works in letting us activate False Pretenses more often... The remaining abilities are niche, and not optimized around, but still useful to us.

The Viscount
2022-10-21, 08:27 PM
Blurring the line between genius and insanity.



Nathaniel
"Names, names, names ! Now they're the ultimate restriction. They're the worst curse of all, Each one is a sentence of slavery”


https://3.bp.blogspot.com/-yT_YjzXc9pY/UJ9FqkHZtjI/AAAAAAAAHAI/RjEiIzhm-2M/s1600/Amulet+of+Samarkand.jpg

TN Illumian Wizard5/Cerebrex10/Fiendbinder5


Build’s Genesis
“- Ok so this poor excuse of a class is about being smart, hell-a-smart.
- But what good is being smart ?
- Well to show everyone you’re smarter than them of course
- But that’s bad isn’t it ?
- It’s okay if it’s done to bad people
- And who is always bad ?
- Demons and Devils”

Ok, this character will have to prove to demons and devils he can outsmart them and get some power out of it !”

Feat Summary
Alignment : True Neutral
Race : Illumian
Level 1 : Truename Training
Level 3 : Skill Focus (Truespeak)
Level 6 : Planar Touchstone (Catalogues of Enlightenment)
Level 9 : Knowledge Devotion
Level 12 : Practiced Spellcaster
Level 15 : Improved Familiar (Imp)
Level 18 : Craft Contingent Spell

Point Buy
Point Buy at level 1
STR 12
DEX 10
CON 14
INT 18
WIS 10
CHA 10

All level increases in Int

[/SPOILER]


“Above all,” said his master, “there is one fact that we must drive into your wretched little skull now so that you never afterward forget. Can you guess what that fact is?”

“No, sir,” the boy said.

“No?” The bristling eyebrows shot up in mock surprise. Mesmerized, the boy watched them disappear under the hanging white thatch of hair. There, almost coyly, they remained just out of sight for a moment, before suddenly descending with a terrible finality and weight. “No. Well then…” The magician bent forward in his chair. “I shall tell you.”

With a slow, deliberate motion, he placed his hands together so that the fingertips formed a steepled arch, which he pointed at the boy.

“Remember this,” he said in a soft voice. “Demons are very wicked. They will hurt you if they can. Do you understand this?”

The boy was still watching the eyebrows. He could not wrench his gaze away from them. Now they were furrowed sternly downward, two sharp arrowheads meeting. They moved with a quite remarkable agility—up, down, tilting, arching, sometimes together, sometimes singly. With their parody of independent life they exerted a strange fascination on the boy. Besides, he found studying them infinitely preferable to meeting his master’s gaze.

The magician coughed dangerously. “Do you understand?”

“Oh—yes, sir.”

“Well now, you say yes, and I am sure you mean yes—and yet…” One eyebrow inched skyward musingly. “And yet I do not feel convinced that you really, truly understand!”

“Oh, yes, sir; yes, I do, sir. Demons are wicked and they are hurtful and they will hurt you if you let them, sir.” The boy fidgeted anxiously on his cushion. He was eager to prove that he had been listening well. Outside, the summer sun was beating on the grass and the hot pavement. But only a bright rim of pure daylight skirted the heavy red curtains of the magician’s room; the air within was stuffy and thick. The boy wished for the lesson to be over, to be allowed to go.

“I have listened very carefully, sir,” he said.

His master nodded. “Have you ever seen a demon?” he asked.

“No, sir. I mean, only in books.”

“Stand up.”



Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Wizard 1 0 0 0 2 Concentration (+4) 4; Craft ( Alchemy) (+4) 4; Know (Arcana) (+4) 4; Know (the Planes) (+4) 4; Spellcraft (+4) 4; Truespeak (+4) 4; Truename Training, Scribe Scroll (Wizard Bonus) Spontaneous Diviner, Scribe Scroll, Summon Familiar
2nd Wizard 2 1 0 0 3 Concentration (+1) 5; Craft ( Alchemy) 4; Know (Arcana) (+1) 5; Know (History) (+1) 1; Know (the Planes) (+1) 5; Spellcraft (+1) 5; Truespeak (+1) 5; -
3rd Wizard 3 1 1 1 3 Concentration (+1) 6; Craft ( Alchemy) 4; Know (Arcana) (+1) 6; Know (History) (+1) 2; Know (the Planes) (+1) 6; Spellcraft (+1) 6; Truespeak (+1) 6; Skill Focus (Truespeak) -
4th Wizard 4 2 1 1 4 Concentration (+1) 7; Craft ( Alchemy) 4; Know (Arcana) (+1) 7; Know (History) 2; Know (the Planes) (+1) 7; Spellcraft (+1) 7; Truespeak (+1) 7; -
5th Wizard 5 2 1 1 4 Concentration (+1) 8; Craft ( Alchemy) 4; Know (Arcana) (+1) 8; Know (History) 2; Know (the Planes) (+1) 8; Spellcraft (+1) 8; Truespeak (+1) 8; -
6th Cerebrex 1 2 1 1 6 Concentration (+1) 9; Craft ( Alchemy) 4; Know (Arcana) (+1) 9; Know (History) (+1) 3; Know (Religion) (+4) 4; Know (the Planes) (+1) 9; Spellcraft (+1) 9; Truespeak (+1) 9; Collector of Stories; Planar Touchstone (Catalogues of Enlightenment) Enigma's Bane
7th Cerebrex 2 3 1 1 7 Concentration (+1) 10; Craft ( Alchemy) 4; Know (Arcana) (+1) 10; Know (History) 3; Know (Nature) (+4) 4; Know (Religion) (+3) 7; Know (the Planes) (+1) 10; Spellcraft (+1) 10; Truespeak (+1) 10; Collector of Stories; Scent
8th Cerebrex 3 3 2 2 7 Concentration (+1) 11; Craft ( Alchemy) 4; Know (Arcana) (+1) 11; Know (History) 3; Know (Nature) (+4) 8; Know (Religion) (+4) 11; Know (the Planes) (+1) 11; Spellcraft (+1) 11; Truespeak (+1) 11; Collector of Stories; Aggression Mastery
9th Cerebrex 4 4 2 2 8 Concentration (+1) 12; Craft ( Alchemy) 4; Know (Arcana) (+1) 12; Know (Dungeon) (+3) 3; Know (History) 3; Know (Nature) (+4) 12; Know (Religion) (+1) 12; Know (the Planes) (+1) 12; Spellcraft (+1) 12; Truespeak (+1) 12; Collector of Stories; Knowledge Devotion Symphony of Nerves
10th Cerebrex 5 4 2 2 8 Concentration (+1) 13; Craft ( Alchemy) 4; Know (Arcana) (+1) 13; Know (Dungeon) (+6) 9; Know (History) 3; Know (Nature) (+1) 13; Know (Religion) (+1) 13; Know (the Planes) (+1) 13; Spellcraft (+1) 13; Truespeak (+1) 13; Collector of Stories; Blindsense, Telepathic Immunity
11th Cerebrex 6 5 3 3 9 Concentration (+1) 14; Craft ( Alchemy) 4; Forgery (+2) 2; Know (Arcana) (+1) 14; Know (Dungeon) (+4) 13; Know (History) 3; Know (Nature) (+1) 14; Know (Religion) (+1) 14; Know (the Planes) (+1) 14; Spellcraft (+1) 14; Truespeak (+1) 14; Collector of Stories; Eideitic Memory
12th Cerebrex 7 5 3 3 9 Concentration (+1) 15; Craft ( Alchemy) 4; Forgery (+5) 7; Know (Arcana) (+1) 15; Know (Dungeon) (+1) 14; Know (History) 3; Know (Nature) (+1) 15; Know (Religion) (+1) 15; Know (the Planes) (+1) 15; Spellcraft (+1) 15; Truespeak (+1) 15; Collector of Stories; Practiced Spellcaster Clairvoyance/clairaudiance
13th Cerebrex 8 6 3 3 10 Concentration (+1) 16; Craft ( Alchemy) 4; Forgery (+5) 12; Know (Arcana) (+1) 16; Know (Dungeon) (+1) 15; Know (History) 3; Know (Nature) (+1) 16; Know (Religion) (+1) 16; Know (the Planes) (+1) 16; Spellcraft (+1) 16; Truespeak (+1) 16; Collector of Stories; Blindsight
14th Cerebrex 9 6 4 4 10 Concentration (+1) 17; Craft ( Alchemy) 4; Forgery (+5) 17; Know (Arcana) (+1) 17; Know (Dungeon) (+1) 16; Know (History) 3; Know (Nature) (+1) 17; Know (Religion) (+1) 17; Know (the Planes) (+1) 17; Spellcraft (+1) 17; Truespeak (+1) 17; Collector of Stories; Twist the Neural Skein
15th Cerebrex 10 7 4 4 11 Concentration (+1) 18; Craft ( Alchemy) 4; Forgery (+1) 18; Know (Arcana) (+1) 18; Know (Dungeon) (+2) 18; Know (History) 3; Know (Nature) (+1) 18; Know (Religion) (+1) 18; Know (the Planes) (+1) 18; Speak Language (+3) 3; Spellcraft (+1) 18; Truespeak (+1) 18; Collector of Stories; Improved Familiar (Imp) Neural Glimpse, Unscrutable Mind
16th Fiendbinder 1 7 4 4 13 Concentration (+1) 19; Craft ( Alchemy) 4; Forgery 18; Know (Arcana) (+1) 19; Know (Dungeon) 18; Know (History) 3; Know (Nature) (+1) 19; Know (Religion) (+1) 19; Know (the Planes) (+1) 19; Speak Language (+1) 4; Spellcraft (+1) 19; Truespeak (+1) 19; Collector of Stories; Bind Fiend
17th Fiendbinder 2 8 4 4 14 Concentration (+1) 20; Craft ( Alchemy) 4; Forgery 18; Know (Arcana) (+1) 20; Know (Dungeon) 18; Know (History) 3; Know (Nature) (+1) 20; Know (Religion) (+1) 20; Know (the Planes) (+1) 20; Speak Language (+1) 5; Spellcraft (+1) 20; Truespeak (+1) 20; Collector of Stories; -
18th Fiendbinder 3 8 5 5 14 Concentration (+1) 21; Craft ( Alchemy) 4; Forgery 18; Know (Arcana) (+1) 21; Know (Dungeon) 18; Know (History) 3; Know (Nature) (+1) 21; Know (Religion) (+1) 21; Know (the Planes) (+1) 21; Speak Language (+1) 6; Spellcraft (+1) 21; Truespeak (+1) 21; Collector of Stories; Craft Contingent Spell Call Forth Fiend
19th Fiendbinder 4 9 5 5 15 Concentration (+1) 22; Craft ( Alchemy) 4; Forgery 18; Know (Arcana) (+1) 22; Know (Dungeon) 18; Know (History) 3; Know (Nature) (+1) 22; Know (Religion) (+1) 22; Know (the Planes) (+1) 22; Speak Language (+1) 7; Spellcraft (+1) 22; Truespeak (+1) 22; Collector of Stories; -
20th Fiendbinder 5 9 5 5 15 Concentration (+1) 23; Craft ( Alchemy) 4; Forgery 18; Know (Arcana) (+1) 23; Know (Dungeon) 18; Know (History) 3; Know (Nature) (+1) 23; Know (Religion) (+1) 23; Know (the Planes) (+1) 23; Speak Language (+1) 8; Spellcraft (+1) 23; Truespeak (+1) 23; Collector of Stories; Bind Tormented Soul



Level Class 0th 1st 2nd 3rd 4th 5th 6th 7th
1st Wizard 1 3 1
2nd Wizard 2 4 2
3rd Wizard 3 4 2 1
4th Wizard 4 4 3 2
5th Wizard 5 4 3 2 1
6th
7th Wizard 6 4 3 3 2
8th
9th Wizard 7 4 4 3 2 1
10th
11th Wizard 8 4 4 3 3 2
12th
13th Wizard 9 4 4 4 3 2 1
14th
15th Wizard 10 4 4 4 3 3 2
16th
17th Wizard 11 4 4 4 4 3 2 1
18th Wizard 12 4 4 4 4 3 3 2
19th Wizard 13 4 4 4 4 4 3 2 1
20th






Nathaniel starts off as an unspecialised wizard even though he has a special connection with the school of Divination (thanks to his Spontaneous Divination ACF) so he likes to study and mostly about planes and arcane mysteries for now.
If pressed to fight, Nathaniel will be relying heavily on his Enhanced Familiar and Spectral Hand to deliver his Chilling/Parching Touch or Combust after casting Grease under his enemies feet, a deadly combo.
His Truename Training allows him to cast Bulwark of Reality which is Mage Armor on steroïds albeit with a shorter duration.
Illumian race’s Power Sigil Naenkrau offers :
+2 to Int-based skill and Int checks, (which include Knowledge skills and Truespeak).
+2 to CL (We can’t benefit from it just now but Cerebrex is coming…)
The ability to leave a spell slot unprepared to add +1 to the DC of spells of the same levels (twice)
Nathaniel also starts off with 5 additional languages known : Aquan, Auran, Ignan, Terran, and Illumian ; his affinity for planes is palpable and the Illumian’s Final Utterance is just fluff but it goes perfectly in our Truespeech-focused character.


The first 5 levels of the SI asap.
This means we have Enigma’s Bane help with our stammering Truename Research (see Notes & Discussions) thanks to whom Nathaniel begins to make a name for himself among the Paragnostic Assembly.
His senses start getting sharper with Scent and Blindsense making up for the lack of other detection means.
Nathaniel is now able to make his allies rage when they need that extra boost for a fight but can also induce a rage in caster enemies to prevent them from casting anything - and most likely hurting anyone since a wizard throwing a tantrum isn’t a great menace.
This ability is supposed to provoke an AoO but, smart as he is, Nathaniel knows that casting a touch spell and holding the charge doesn’t impede an Su touch ability (cf Notes & Discussion) so, he can cast Parching Touch and attack with it on the first round and then activate Aggressive Mastery to hit his target with both the spell and the ability on the second. Moreover, that touch attack does not trigger an AoO anymore (considered armed) and he has 2 save-or-lose targeting different saves (Fort and Will), not too shabby.
Of course, this is not the main tactic since Nathaniel’d rather stay out of melee range (d4, 14 Con, ½ Bab and all that) but options are nice.
The Planar Touchstone site (the appropriate object native from said plane could easily be lended to you by your fellow paragnostic colleagues) grants Nathaniel a Domain Power among which several are useful ; Oracle (divination at +2 CL), Luck for 1 reroll/day, Planning (Extend Spell feat), Summoning (+2 CL for Conjuration (summoning/calling)). At later levels, Nathaniel will favor the Competition domain for the +1 to opposed checks as well as Divine Power spell.
Each time he spends some time in the Clockwork Nirvana of Mechanus, he comes back bearing knowledge to the Paragnostic Assembly and vice-versa making Nathaniel a well-respected erudite.
Knowledge Devotion helps with the melee touch attacks to hit and add some spice to them. Nathaniel is not hitting the +5 range constantly (Collector of Stories is a nice boon) but getting there (it also get Know (Nature) as a permanent class skill, that’s why it’s maxed out)
Finally getting Telepathic Immunity shows how well Nathaniel is prepared for encounters with evil outsiders.



Finishing the SI
Eidetic Memory adds to any Knowledge, Truespeak, Spellcraft … and Forgery checks ! whaaaaaaaat ??? Nathaniel is getting really good at it and uses it to forge Faustian Pacts with devils to get money to cover his costs (Truename Research, Fiend binding, Paragnostic Assembly’s mandatory donations) and other juicy benefits (feats, skill bonuses, ability increases or even XP).
The mechanics of this are described at length in Notes & Discussions below.
Blindsight 60ft joins the fray of the detection modes Nathaniel has access to and he can use them through the spontaneous divination spells he casts like Scrying, Arcane Eye, Spymaster’s Coin (CS) and even Clairaudience/clairvoyance (which has the good taste of being “at will” for once) since they are both Ex abilities.
Twist the Neural Skein is a standard action to uncover the spell you want and then you have to manage a touch attack to try and overload the caster’s memory.
Nathaniel’s Spellcraft checks can find epic spells on enemies with +4 Int modifiers (17 ranks, +5 Int, +4 Eidetic Memory, +2 Illumian) and the strategy of superimposing the Su touch attack with a previously cast touch spell is still valid.
All the more so in fact, that he can now count on Divine Power and +5 to hit from Knowledge Devotion. Since Nathaniel’s touch spell selection (see Spells) includes ones such as Storm’s Touch, he can actually retry multiple times per round, on multiple rounds until it succeeds (Of note : the +1 to opposed check from Competition domain works for the Will ones) while actually attacking his opponent with save-or-lose + damage spells ; action economy is key.


Now, the benefits of the capstone level of this class ranks as follows : the extra level of spellcasting, the skill points, the d4 HPs, the advantage of having +1HD and then, and only then, the class abilities. Seriously +Int to AC, once per day for only 10 rounds as a standard action ? The only reason this could be used is because Cerebrex also crippled our spellcasting progression. Even “better”, if you use it for getting a marginal bonus to cross-class skills that usually demand more than 10 rounds to function adequately. Man this is bad.
At least Inscrutable Mind can come in handy for Nathaniel since he is bound to deal with strange creatures on his binding career that might have mind-affecting, fear of sleep effects.
Anyhoo, Nathaniel also gets an (Imp)roved Familiar with Commune 1/w as an SLA that can assist him with his Truename Research. He can be useful in fights as well :
You can share buffs like Girallon’s Blessing (SC)/Spell Flower (SC) for touch attack madness combo so that it may deliver touch spells via its poisonous natural attacks (DC 13 sure but still a save).
You may also Imbue it with Spell Ability so that you can cast double the spells in a round !
Lastly, with the Illumian Power Sigil Krau, Nathaniel has a +2 to his CL and Practiced Spellcaster adds another +4 giving him a CL = to his Character Level so far, compensating the half-casting progression somewhat.



Entering Fiendbinder.
Nathaniel’s initial affinity for learning languages is back as he ends up knowing 14 languages among which Infernal and Abyssal of course.
Fiendbinder allows us to use our Truespeak ranks to permanently bind certain types of fiends (it costs money which Faustian Pacts can provide in abundance) and enjoy the various benefits of the different fiends under his thumb :
- Babau : At will see invisibility, dispel magic and good Aggressive Mastery recipient
- Succubus : At will charm monster ability which, contrary to the demon, doesn’t have to remain within 10ft. She makes a really good candidate for the Call Forth Fiend class feature ; sweeps in, charms a bunch of stuff and tells them to listen to your every command as if it were her own, leaves.
- Hellcat : good target for Aggressive Mastery since it can pounce
- Vrock : Telekinesis at will
- Cauchemar Nightmare : Astral and Ethereal traveling at will, good Aggressive Mastery target
So those are the fiends Nathaniel can perma-bind to himself for a bit of time and money. Giving them an order in Truespeech (they can only mock you on a nat 1) is a standard action but “Defend me” seems to work pretty well by default.

Moving on to the Truename Binding (TB Lesser, Regular or Greater : TBL, TB, TBG)
The difference with the traditional Planar Binding (which you can also use) is twofold :
First, you get to bind creatures of CR6 or less with TBL as opposed to 6 HD or less with planar binding. This means that stuff like Yugoloth, Mezzoloth (MM3, 10HD) or a Nishruu (LEoF, 9HD) though that could be really unwise… are fair game.
Similarly, TB allows for CR10 or less which opens up an Aspect of several gods (sure, why the hell not) such as Dispater (13HD, FCII) or Yeenoghu (14 HD, FCII). The web enhancements of FCI & II are filled with such aspects that you can bind and if Nathaniel wants to prove a point to “planar binders”, binding a Greater Storm Elemental ought to do it (21HD, MM3).
Second, Nathaniel has a massive +57 (see Notes & Discussions) to the Truespeak check (at level 17), check that will be opposed by either a Truespeak check (which only the Logokron and Word Archon have trained at +36 and +27 respectively) or … a Charisma check. And since they have to roll a Charisma check, this triggers the “diagram” note in Magic Circle against Evil that increases the DC of the spell by 5 up to 29 (31 for TB).

For instance binding a Yugoloth, Mezzoloth, if it rolls a 20 (22 total) and Nathaniel a 2 (59 total) it is bound for 8 days (1 +1 additional day per 5 increment difference).
At level 19, Nathaniel can bind Efreetis for 8 days, minimum.
Which means one 7 level spell can end up netting 8x 3 wishes; The world is his oyster (and could literally be should he wish it so).
Alter Fortune is a divination spell so Nathaniel can spontaneously cast it should he roll a Nat1 on the Truespeak check.

Finally, Nathaniel gets Craft Contingent Spell. This is absurdly useful in general (if creature escapes invocation circle, cast greater teleport) but with Fiendbinder’s 5th level it’s close to making Nathaniel unkillable.
When about to do something risky or in a dire situation, a swift action makes him invulnerable for 3 turns and if that’s not enough to turn the tide, Nathaniel can craft a Contingent Heal (from his Higher Order Ability) and another for a Greater Teleport for instance, why not ?




The Paragnostic Assembly (whose prereqs we trivially meet) gives you an affiliation score which, depending on how you fare, gives you stuff to play with.
It also happens to be the only other place that mentions Truespeak out of the Tome of Magic.
For instance getting an affiliation score of 23, you reach the Master of the Unturned Page rank can net a +10 on Knowledge (and Truespeak !) checks depending on your research.
Over 30, you reach the last step ; Exalted Philosopher of Paragnostic Truths, and you can take 10 on any Knowledge checks.

Affiliation score’s maths :
By level 12 Nathaniel has +6 from char level, +10 from having 5 Knowledge skills over 10 ranks , +1 from the Wizard class (having all knowledges as class skills), +3 for the divination casting requirement and +1 for belonging to the Collectors of the Lexicon organization (since he meets the prereqs with those 3 ranks in Knowledge (History)) amounting to 21.
Furthermore Nathaniel is more than able to provide the Paragnostic Assembly with a detailed account and analysis of a monster since he spends most of his time researching the truename of fiends he’s going to bind. He can simply add those to the Assembly’s collection (and later to the Book of True Binds artifact if he manages to get his hands on it). Adding 10 such truenames unlocks the affiliation score of 30.


By level 12 then, Nathaniel has :
15 ranks in Know (Arcana/Dungeoneering/Nature/Religion/the Planes),
+5 from Collector of Stories (1/encounter)
+5 from Int
+2 from Illumian
+3 from Eidetic Memory
+10 from Paragnostic Assembly’s Master of the Unturned Page rank
+1d4 if you peruse the Collectors of the Lexicon’s library

Knowledge Devotion’s +5 is an automatic success (even without Collector of Stories or taking 10)



This mechanic demands time (1/week), money (1k gp) and knowledge checks.
Fiends, for instance demands a Knowledge (the Planes) check DC = 15 + 2x creature’s CR


Taking that same level 12 as reference, Nathaniel gets :
15 ranks in Know (Arcana/Dungeoneering/Nature/Religion/the Planes)
+5 Int
+2 from Illumian
+2 from 5 ranks in Truespeak (synergy)
+1 from knowing the subject’s type
+3 from Eidetic Memory
+10 from Paragnostic Assembly’s Master of the Unturned Page rank
+5 Collector of Stories (I argue it works here too given how it is written
When you attempt a trained Knowledge check to identify a creature

Spontaneous Diviner ACF allows us to spontaneously use divining spells so, every day before bedtime, Nathaniel casts Contact Other Plane and uses his Touchstone’s Higher Order Ability to cast Divination and Legend Lore (needs to be done during the week you research) Add Nathaniel’s imp’s (serving as his assistant) once a week Commune and you get a total of +10.

Lastly, Enigma’s Bane applies to Truename Research (see Notes & Discussion below) so that’s another +7 (at level 12, +10 after 15th) !

If Nathaniel takes 10 on the knowledge check he hits a DC 70. Meaning he can discover the Truename of anything pre-epic, even counting the potential penalties.

Having your target’s truename is important because it gives you +2 to CL checks made to overcome SR and increases the DC of the spell with the truename element by 2 ! Furthermore, it lets your bind them

The gold problem is elegantly solved by Forging Faustian Pacts with Devils (but more on that later).
As for time, Nathaniel has access to Plane Shift (granted, not at level 12 yet) so that should solve most of it by picking an adequate Erratic time plane that fits the need ; slower if you want to stop aging, faster if you’re in a rush.



Nathaniel can cast Truename Binding, lesser at level 17.
- His CL is 17 (11 + 4 Practiced Spellcaster +2 Illumian)
- DC is 24 (+5 spell level, +6 Int, +2 Truename Research, +1 Naenkrau) and +5 because it has to use Charisma (since Truespeak is trained only) and Magic Circle against Evil says
If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5
They have no choice but to use that Charisma check to try to get out making the DC 29 !
- Truespeak check is :
20 ranks in Truespeak
+6 Int (without items)
+3 from Skill Focus (Truespeak)
+2 from Illumian
+5 from Eidetic Memory
+10 from Paragnostic Assembly’s Master of the Unturned Page rank
+10 Amulet of Silver Tongue
+1 from the Competition Domain’s Granted Power (on opposed checks, which this is)
Totalling a massive +57

If you want to try your luck, Efreetis can cast Greater Planar Binding through Wish so you might be able to summon even worse stuff but you can’t hide behind your Truespeak so beware.



Nathaniel has access to Plane Shift at will (Efreeti, Cauchemar Nightmare, Bebilith, …) to get back to the Fortress of Disciplined Enlightenment and recharge his Higher Order Abilities and might benefit from changing domains every time.

The initial encounter is doable at level 6 since Nathaniel can boast a +21 (9 ranks +4 Int, +2 Illumian +5 Ancient Knowledge spell, +1 from Competition domain’s power) on 2 out of 4 knowledge fields and retries seem to be allowed if not encouraged ; they only permit to access the Higher Order Abilities which Nathaniel will use more in the late game anyways so you can still benefit from Domain Granted Powers in the meantime.
If the Philosopher is all about giving you riddles, this triggers Enigma’s Bane for an additional +1 at level 6.

Later you have 3 options available to recharge the Higher Order Abilities and since the first two require 1d4 weeks (ain’t nobody got time for that), we are going to put Cerebrex’s Eidetic Memory to good use once more.
Taking 10 on the Intelligence check, we have +6 Int (by level 16), +2 from Illumian, +5 from Eidetic Memory so a simple casting of Fox’s Cunning and we make the DC 25 Intelligence check in one day, much better.




By level 19 you can bind Efreetis which means you get 3 wishes a day. If you DM banhammers you (as he should), you can still buy your stuff from the Collectors of the Lexicon organization for 75% of the listed price of magic items.

- Amulet of Silver Tongue (10k) (lesser version at first for 5k) for a +10 to Truespeak checks (that translates to 2 extra days of servitude for fiends).

- Book of True Binds (Artifact) would let you bind some Elder Evils too since you can discover their Truename. What’s not to like ? Nathaniel’s Truename Research skills could very well replenish it to its former glory too.

- +6 Wis item if you want to cast 6th level domain spells (Heal, Planar Ally) through your High Order Abilities. You can always abuse Faustian Pacts but some Archdevils might be onto you at some point.

- Get a masterwork Truespeak item for a +2 circumstance bonus and make it a microphone just so you can drop it with style.



The regular Wizard section
Grease, Silence, Fly, Polymorph, Teleport etc.
The list of stuff that makes wizard a rightful tier 1 is long and you have access to it (yay !) but that’s not why we’re here. More specifically this build will need :
- Magic Circle against Evil as well as Dimensional Anchor to actually set up the bindings (adding the special diagram is Spellcraft 20… which you can’t even miss anymore)
- Summon Monster IV for Fiendbinder prereqs though we won’t use it very often.
- Create Magic Tattoo : Hey, another Int skill that is a prereq for Cerebrex ! I’d let Craft (alchemy) count for this purpose but if your DM doesn’t agree, lose a language to get the one you need. You need this at higher level to get the last +1 CL you’re missing to be “full caster”.


The more divination spells you learn, the stronger Spontaneous Divination ACF actually is ; Alter Fortune (PHBII) as a spontaneous spell is insanely strong, Ancient Knowledge (MoE) can be of help for Knowledge Devotion, Assay Spell Resistance (SC) can help a ton, Scholar’s Touch (RoD) should be able to save you a lot of time and access to True Seeing without having to prepare it is just gravy.

The “I have access to domain spells” section
Heal* (Healing, at +1 CL. Mostly used as a Contingent Spell)
Divine Power (Competition)
Divination (3rd), Commune (4th), Legend Lore (6th) (Oracle, at +2 CL to boot)
Lesser Planar Ally (4th), Planar Ally (6th) (Summoner, at +2 CL, nice)

The “Touch spell combined with Su touch ability from Cerebrex” section
0th Touch of Fatigue (SRD)
1st Chill Touch (FB), Extract Drug (BVoD), Parching Touch (SD)
2nd Addiction (BVoD), Create Magic Tattoo (FRCS), Enhance Familiar (SC), Touch of Idiocy (SRD)
3rd Bane of the Archrival (ToM), Bestow Curse (SRD), Mind Poison (SC)
4th Aboleth Curse (SW), Affliction (BoED), Imbue Familiar With Spell Ability (SC)
5th Choking Sands (SD), Cryptwarden's Grasp (CM), Night's Caress (CM), Storm's Touch (MoE), Touch of Vecna (CM)
6th Mummify (SD), Spectral Touch (SC)
7th Ability Rip (SK), Plane Shift (have your minions do it), Scalding Touch (MoE)


Sidenote : The previous section can net us Poison and Slay Living which are good touch attacks spells as well

The “I know your name” section (ToM)
Being able opens up some spells that require truespeak as a component. Some of which are useful and others, just plainly disappointing.
1th : Bulwark of Reality is pretty good since it’s +6 to armor even though you go from hours per level to minutes per. Better at lower levels where the distinction is less of a gap.
Beckon Person can be a really good BFC when your Truespeak check starts climbing. At lower level it’s just a poor man Command (you risk getting focused but the range is Medium instead of Close so you’re fine)
2nd : Horror of the Spoken Name : Cause Fear with twice the HD cap for twice the spell level.
Augment Truefriend : Half of Bull Strength, Cat’s Grace and Bear’s Endurance in one spell. Cool when you can’t buff all that much before a fight.
3rd : Bane of the Archrival : Nice protection before binding a specific target
5th : Truename Binding, Lesser : duhhhh
Spurn the Supernatural : Messing up supernatural abilities can cripple encounters, it’s nice.

Extract Gift
Fiend Codex I has a spell that is tailor-made for Nathaniel.
Basically, you can force a Demon to grant you either an enhancement bonus to an ability score (so it doesn't stack with items but it frees up a slot) and/or a competence bonus to a skill with a few catches.
1) the bonus you can get is up to 1/4th your CL. So you need CL boosting and Nathaniel reaches 20 on a good day
2) It’s expensive especially since you’re already paying the Paragnostic Assembly fee, the binding of Fiends and Truename Research.
- Ability Scores : You can get bonuses to the ones you won’t pay items for.
Charisma Aspect of Malcanphet (FCI, Fiendish Aspect II Web enhancement) has 30 Charisma so that’s +5.
Constitution Get a +4 from a Bebilith (MM) because you like staying alive. (Have your Imp with Enhance Familiar with Spell Ability cast Bull’s Strength on it while you extract gift to get a +5).
Strength Ask your Efreeti to Wish you a TBG to get a Jarilith (MMV) for +6 Str (if you can manage a CL of 24 with a Bead of Karma for instance)
Dexterity If you dare, get the Summoner’s domain (and the much needed +2 CL) to call a Kelvezu to get your +5 with a 6th level spell.

- Skills : You can get Forgery bonuses (isn't that flavorful to take from demons the possibility to abuse devils ?). A Lilitu can get you up to a +8 ! (TBG only via Wish).
Knowledges you should get a Glabrezu (TBG via Wish) since he has Knowledge (any two) you can get +9 to ALL your Knowledges.
Sadly regarding Truespeak, only the Logokron has it as a class skill and he is a devil, not a demon…



Touchstones
The Planar Touchstone feat mentions
In this way, you can "unplug" from one site and "plug in" to a new planar touchstone site as often as you desire.
Catalogues of Enlightenment is a really good planar site and you can change domains every time you go there !
Casting the spells from the domain means you have to get a +6 Wis enhancement item which you can buy at 75% of the asking price from the Collectors of the Lexicon. To cast 7th level domain spells, you need a +1 bonus to Wis, either from leveling up or from a forged Pact Certain with a Devil.

Enigma’s Bane
The wording is sketchy at best. I gather that Truename Research qualifies as an enigma, puzzle, code or riddle because it is presented as such :

discovering [...] an individual’s truename becomes an exercise in detective work using genealogies, magical divinations, and other esoteric techniques.

Forgery of Faustian Pacts

Such a contract [...] exchanges the mortal’s soul for any number of possible benefits.
Two types of pact exist ; the Insidious Pact and the Pact Certain, we’ll focus on the latter but I’m sure this technique is adaptable to the former and that is because

A Pact Certain can be nullified [...] by proving that the
bloody signature was extracted involuntarily or that the signatory didn’t reap the benefits of the contract (as explained later in the Adjudication section).
Now we all love rule lawyering here but actual lawyering doesn’t intervene that much in the competition. So nullifying a contract means
you legally declare the contract as void and no longer enforceable by the law [...] In most cases, it means one party is no longer benefiting from the terms of the contract.


The contracts are described in the book as follows :

In accordance with folklore, each contract is a physical object—either a scroll or a small volume bound in fine leather and edged in gold. In it are scribed the terms of the contract in amazing detail. The devil always retains a copy of the contract and, if pressed, provides a second one to the signatory. Mortals must sign in their own blood to render
the contract binding. which brings us to… Forgery.
An often overlooked skill and all better for it since you have to make an opposed Forgery check to realize any document has been forged.

Forgery requires writing materials appropriate to the document being forged Someone else's blood, check.

To forge a document on which the handwriting is not specific to a person [...] you need only to have seen a similar document before, and you gain a +8 bonus on your check which is the case of a Faustian Pact since we’re only forging the signature ; the devil will be in charge of the other modifications.

To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. Having a person’s actual blood is tantamount to having its autograph in this case.
So that’s +12 circumstance bonus over Nathaniel’s +5 Int (no item), +5 from Eidetic Memory, +18 ranks, +2 from Illumian so that’s a DC 42 for a Harvester Devil’s meager +12 (+16 if you give him all the favorable circumstance bonuses).
He can’t, for the life of him, realize he’s been duped.

Now, on how the magic happens
Step 1 : Draw blood from an unwitting mortal that isn’t LE.
Don’t tell him why but make sure they can make a DC 20 Knowledge (the Planes) for good conscience and access to an atonement spell (which will not even cost him xp) ; you have plenty of candidates amidst the Paragnostic Assembly, Collectors of the Lexicon or the Fortress of Disciplined Enlightenment.
Step 2 : Find a Harvester Devil eager to corrupt your soul (in haunted places of diabolical temples and such).
Step 3 : Ask for a Pact Certain (that’s one 7 points reward) meaning :
- 60% of your cash value in gold.
- An additional feat (Truename Reseach for instance) + additional spell slot
- 1-point ability increase + a +2 inherent bonus on one class skill (Truespeech anyone ?)
Step 4 : Ask the Demon to give you your reward on signature of the contract
Step 5 : Forge the signature using the blood you drew instead of your own
Step 6 : Reap your rewards and let the devil think he has you on the ropes.
Step 7 : Do it again since no Devil has any contract with your name on it so they will still be interested in your soul since it hasn’t been damned.

When the unwitting signatories die, they can ask an audience (hence the Knowledge (the Planes) DC 20). As they will fit both the “being coerced into the contract” and “didn’t receive its benefits” clauses, they will walk out of ALL the Faustian Pacts you made with their blood.
At level 20, you might even be able to sign a Pact with the Tormented Soul bound to you.

Touch spells and supernatural touch
I was trying to make sense of how this should work but the Spell Flower spell (SC) has the answer hidden inside :
A marilith spellcaster could do the same as the sorcerer in the previous example, except that she could hold the charge on up to six touch spells. She could also use any of her spell-like or supernatural abilities, since those do not interfere with holding a charge. So using a touch spell (holding the charge) then attacking with either Twist the Neural Skein or Aggression Mastery should deliver both.

Stuff that just clicks
Given the amount of stuff that just works together I decided to make a list here :
- Collectors of the Lexicon were founded by Illumians and get an identification token linked to “carved with Illumian sigils”
- Paragnostic Assembly is the ONLY place you can find outside of ToM that mentions Truespeak.
- Illumian release a Final Utterance when they die. You could cheese your way into the Recitation feats from ToM with this.
- Pitting Nathaniel’s Enigma’s Bane against the Loquasphinx’s Truespeech Interrogation ability is the stuff of legends.
With Ability Rip you can steal it for yourself and confuse everyone with your mastery of Truespeech (hell you can even find a use for this Symphony of Nerves of Neural Glimpse ; lose them for a few hours of fun !)





SRD - Wizard, Spells, Skill Focus
Races of Destiny - Illumian
Tome of Magic - Truespeak, Truename Research, Fiendbinder, Collectors of the Lexicon, Spells, Amulet of the Silver Tongue, Book of Bindings
Complete Arcana - Craft Contingent Spell, Practiced Spellcaster
Complete Champion - Paragnostic Assembly, Knowledge Devotion, Spontaneous Divination
Complete Scoundrel - Collector of Stories
Planar Handbook - Planar Touchstone, Catalogues of Enlightenment (Location)
Fiendish Codex II - Faustian Pacts and multiple binding candidates
DMG - Improved Familiar (Imp)
Spell Compendium - Spells and Domains

The Viscount
2022-10-21, 08:28 PM
Impeccable use of the meme. Top marks.



https://i.imgur.com/1QjrhxC.jpg
Ted, Galaxy Brain Fighter
TN Human Zhentarim Soldier Sneak Attack Thug Fighter 5/Cultist of the Shattered Peak 5/Factotum 1/Cerebrex 9


Cerebrex is a strange prestige class. A half-advancement casting class requiring the ability to cast level 3 arcane spells, cerebrex lacks any abilities that tie into casting. Its abilities fall into three sets:
*Skill/stat/save buffs, usually but not always temporary, that mostly lean towards intelligence and dexterity.
*Enhanced senses.
*Anti-caster abilities.

The last category is particularly interesting. Touch the Neural Skein is a long-range information-gathering power combined with a close-quarters touch attack to disrupt the target – a bit clunky for its niche effect, but it points towards cerebrex being a close combat class.

Aggression Mastery really caught my eye. By touching a target (not a touch attack, just a touch without roll), the cerebrex can force the target to make a Will save or go into a Barbarian-style rage. Against a caster, at minimum, this disrupts concentration-duration spells and forces the caster to suffer fatigue to cast again. It is not absolutely clear, however, that being forced to rage like a barbarian allows one to stop raging like a barbarian.

Interpreting the rage triggered by the cerebrex as the state of rage (physical stat and to-hit boosts, AC drop, few round duration), rather than the full Rage ability (including “A barbarian may prematurely end his rage”), the cerebrex has a powerful touch-range tool that can entirely stop casters from casting spells for several rounds.

So, what is the cerebrex? A dex-based (Symphony of Nerves) and int-based skill-focused class whose major combat abilities require it to be in melee. A close range anti-caster class that wants to be able to sit and watch its targets first. In short, a mage-hunting martial skill expert.

It's just one who needs third level arcane spells for some reason. Luckily, there's a prestige class for roguish mage-hunters that just happens to provide third level arcane casting, enabling classes that benefit most from cerebrex powers to become cerebrexes.


Base (32 point buy): Str 8, Dex 16, Con 10, Int 16, Wis 8, Cha 16
All upgrades into Int - final Int 21


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Sneak Attack Thug Fighter 1 1 2 0 0 Craft (Alchemy) 4, Decipher Script 2 (cc), Disable Device 2 (cc), Hide 2 (cc), Intimidate 4, Jump 4, Knowledge (Arcana) 2 (cc), Knowledge (History) 2 (cc), Knowledge (Local) 4, Move Silently 2 (cc), Search 1 (cc), Speak Language (Loross) 1, Spellcraft 2 (cc) Able Learner, Weapon Finesse Simple/Martial Weapon Proficiency, Light Armor Proficiency, Sneak Attack 1d6
2nd Sneak Attack Thug Fighter 2 2 3 0 0 Bluff 4, Intimidate 5, Jump 5, Knowledge (Local) 5, Search 2 (cc)
3rd Zhentarim Soldier Sneak Attack Thug Fighter 3 3 3 1 1 Decipher Script 3 (cc), Disable Device 3 (cc), Hide 3 (cc), Intimidate 6, Jump 6, Knowledge (History) 3 (cc), Move Silently 3 (cc), Spellcraft 3 (cc) Exotic Weapon Proficiency (Spiked Chain), Skill Focus (Intimidate) Bonus Feat (Skill Focus: Intimidate)
4th Zhentarim Soldier Sneak Attack Thug Fighter 4 4 4 1 1 Bluff 6, Intimidate 7, Jump 7, Knowledge (Arcana) 3 (cc), Knowledge (Local) 7, Search 3 (cc)
5th Zhentarim Soldier Sneak Attack Thug Fighter 5 5 4 1 1 Decipher Script 4 (cc), Disable Device 4 (cc), Hide 4 (cc), Intimidate 8, Knowledge (Arcana) 4 (cc), Knowledge (History) 4 (cc), Move Silently 4 (cc), Spellcraft 4 (cc) Extended Intimidation
6th Cultist of the Shattered Peak 1 5 4 3 3 Concentration 4 (cc), Hide 6, Knowledge (History) 6, Move Silently 6 Practiced Spellcaster Ominous Presence, Spellcasting, Zeal
7th Cultist of the Shattered Peak 2 6 4 4 4 Concentration 5 (cc), Hide 8, Intimidate 9, Knowledge (Arcana) 5 (cc), Knowledge (History) 8, Move Silently 8, Spellcraft 5 (cc) Sneak Attack 2d6
8th Cultist of the Shattered Peak 3 7 5 4 4 Disable Device 8, Hide 10, Intimidate 10, Move Silently 10, Open Lock 2 Smite Mage
9th Cultist of the Shattered Peak 4 8 5 5 5 Concentration 6 (cc), Decipher Script 6, Hide 11, Intimidate 11, Knowledge (Arcana) 6 (cc), Knowledge (History) 11, Move Silently 11, Spellcraft 6 (cc) Mage Slayer Sneak Attack 3d6
10th Cultist of the Shattered Peak 5 8 5 5 5 Decipher Script 8, Hide 12, Intimidate 12, Knowledge (History) 12, Move Silently 12, Open Lock 5, Search 5 Death Attack
11th Factotum 1 8 5 7 5 Concentration 8, Hide 13, Intimidate 13, Knowledge (Arcana) 8, Move Silently 13, Spellcraft 8, Spot 3, Listen 2 Inspiration (2 points), Cunning Insight, Cunning Knowledge, Trapfinding
12th Cerebrex 1 8 5 7 7 Hide 15, Intimidate 15, Move Silently 15, Knowledge (Geography) 5, Knowledge (Nature) 1, Spellcraft 9 Imperious Command Enigma's Bane
13th Cerebrex 2 9 5 7 8 Decipher Script 13, Hide 16, Intimidate 16, Move Silently 16, Search 10 Scent
14th Cerebrex 3 9 6 8 8 Hide 17, Intimidate 17, Move Silently 17, Knowledge (Architecture and Engineering) 5, Knowledge (Religion) 5 Aggression Mastery
15th Cerebrex 4 10 6 8 9 Hide 18, Intimidate 18, Move Silently 18, Knowledge (Arcana) 9, Spellcraft 18 Darkstalker Symphony of Nerves
16th Cerebrex 5 10 6 8 9 Hide 19, Intimidate 19, Move Silently 19, Spellcraft 19, Spot 8, Listen 7 Blindsense, Telepathic Immunity
17th Cerebrex 6 11 7 9 10 Hide 20, Intimidate 20, Move Silently 20, Spellcraft 20, Knowledge (Dungeoneering) 5, Knowledge (Nobility and Royalty) 5 Eidetic Memory
18th Cerebrex 7 11 7 9 10 Hide 21, Intimidate 21, Move Silently 21, Spellcraft 21, Knowledge (Nature) 6, Knowledge (Psionics) 5 Stand Still Clairaudience/clairvoyance
19th Cerebrex 8 12 7 9 11 Decipher Script 18, Hide 22, Intimidate 22, Move Silently 22, Spellcraft 22, Search 15 Blindsight
20th Cerebrex 9 12 8 10 11 Hide 23, Intimidate 23, Move Silently 23, Spellcraft 23, Appraise 5, Knowledge (Arcana) 12, Knowledge (The Planes) 2 Twist the Neural Skein
Appraise 5, Bluff 6, Concentration 8, Craft (Alchemy) 4, Decipher Script 18, Disable Device 8, Hide 23, Intimidate 23, Jump 7, Knowledge (Arcana) 12, Knowledge (Architecture and Engineering) 5, Knowledge (Dungeoneering) 5, Knowledge (Geography) 5, Knowledge (History) 12, Knowledge (Local) 7, Knowledge (Nature) 6, Knowledge (Nobility and Royalty) 5, Knowledge (The Planes) 2, Knowledge (Psionics) 5, Knowledge (Religion) 5, Listen 7, Move Silently 23, Open Lock 5, Search 15, Spellcraft 23, Spot 8, Speak Language (Loross) 1

Cultist of the Shattered Peak Spells per Day


Level
1st
2nd
3rd


6th
1
-
-


7th
2
-
-


8th
3
1
-


9th
4
2
-


10th
4
3
1


16th
5
3
1




Ted was a bit of an intellectual, by small town standards. A local alchemist and scholar of sorts, the Netherese-descended man’s family held a secret: a cult affiliation. They taught him well, until an angry mage came along and murdered them all. The sole survivor, Ted joined a conveniently locally active merchant organization/mercenary company of questionable moral fiber and worked to hone his skills. There were mages to slay.

This early in his career, Ted is a sub-par dexterity fighter remarkable mostly for a pileup of alternate features and substitution levels. Sneak Attack sets up for later prerequisites, Thug adds to his skills, and Zhentarim Soldier trades sneak attack enhancement for intimidation. Able Learner is very helpful to meet prerequisites, as both prestige classes require many cross-class skills. Ted’s weapon of choice, a spiked chain, is used primarily to prevent casters from escaping AoOs with mere five foot steps.

In combat, Fighter Ted hits people with weapons until they die.

After harassing enough peasants, Ted left the Zhentarim on good terms. Following a trail of clues in his old family records, he found himself inducted into the real family business. The Cult of the Shattered Peak took him in and trained him. Now he had purpose. There were secrets to be guarded. Against mages.

At this point, Ted starts coming together, becoming something of a pseudo-rogue. He starts specializing in mage-slaying, while his skill expertise grows. Cultist of the Shattered Peak gives him a range of anti-mage tools, including melee accuracy enhancements and limited spellcasting – Dispel Magic and Touch of Idiocy stand out. In this level range, Ted resembles a mage-killing rogue, hiding before a deadly (perhaps Death Attack) strike.

The cult’s skills were not enough. The cult’s knowledge was not enough. Secrets called. There were rumors of a select few who could drive mages into aimless, hopeless rage with a mere touch, or tear the spells from their minds. Ted had to know.

After a short dip into Factotum to meet qualifications – a dip that also boosts Ted’s attack accuracy with Cunning Insight – Ted finally becomes a Cerebrex and the build clicks. Ted sneaks about (helped along by Darkstalker), observes his targets (even if they’re out of sight), and deals with them. An Imperious Command-boosted Intimidate can drop enemy saves and leave a caster cowering for a round, setting them up for enragement and destruction. A Death Attack can also solve problems. In a straight-up fight, Ted can boost his accuracy and defenses with Symphony of Nerves and engage somewhat competently. Ted is also trained in and somewhat competent at a wide range of skills (especially int-based ones boosted by the class), many of which could be tied to riddles and enigmas.

KNOWLEDGE
EVER
EXPANDING

More of the same, but now Ted can study his opponents from afar and learn a couple of a caster’s prepared spells, and now Ted can disrupt them. Amusingly, Ted may also be able study whoever he wants via Clairvoyance and identify their spells too, but that’s less consistently helpful. Ted is also even better at skills. His four core skills (Hide and Move Silently for stealth, Intimidate for combat use, and Spellcraft for Twisting) are maxed out, and he has dabbled decently in many others, generating synergies and allowing many, many intelligence checks to be boosted.



As a dex-based pseudo-rogue melee combatant with a mage-hunting focus, Ted wants several Cerebrex features. Aggression Mastery and Twist the Neural Skein are the highlights, tools that help him do what he’s built to do: disable and destroy casters. Both are aided by Ted’s abilities beyond the class: stealth allows him to observe for Twist and enables closing in for both touch-based tools, while Ted’s intimidation specialty (built up by Zhentarim Soldier and Cultist) gives him an effective and consistent way to drop enemy saves and get the drop on them. Ted’s limited spellcasting, three levels of sorc/wiz abjurations and enchantments, adds other save-dropping enablers such as Touch of Idiocy. Meanwhile, Symphony of Nerves enhances Ted’s primary combat stat and his stealth skills.

As a skill-focused int-centric character with a wide range of knowledge, Ted is well positioned to take advantage of the Cerebrex’s skill features. Eidetic Memory and Enigma’s Bane make a skill-focused character even better at skills, allowing Ted to widen his range of trained skills rather than specialize in a select few.

Senses are always good. All come in handy against casters, who have a bad habit of hiding from simple sight, and all help this simple martial character stay relevant.

Ted simply ignores the spellcasting side of Cerebrex, an aspect largely irrelevant to the Cerebrex. Ted also misses the level 10 features, unfortunately.



Champions of Valor Web Enhancement (Zhentarim Soldier)
Complete Arcane (Mage Slayer, Practiced Spellcaster)
Dragon Compendium (Cerebrex)
Drow of the Underdark (Imperious Command)
Dungeonscape (Factotum)
Expanded Psionics Handbook (Stand Still, Knowledge (Psionics))
Lords of Madness (Darkstalker)
Lost Empires of Faerun (Cultist of the Shattered Peak)
Races of Destiny (Able Learner)
Unearthed Arcana (Sneak Attack Fighter, Thug Fighter)

The Viscount
2022-10-21, 08:30 PM
A dragon does not know the meaning of the word "enough."



Nivniv
N Dragonwrought Dragonborn Kobold Sorcerer 1/Wu Jen 1/Singer of Concordance 3/Mage of the Arcane Order 4/Cerebrex 9/Wyrm Wizard 2
https://cdn.shopify.com/s/files/1/1601/3103/products/Firemind_sForesight_Square_600x.jpg?v=1603834206
The mind is like a warren. Its tunnels twist and wind. Thoughts and dreams skitter through them, and can be focused and directed through the arts of wizardry and faith to prepare spells to protect their home, just as we lay traps to defend ours. As the adventurer ventures into the depths, and learns to detect the traps that await them, so too can the secrets of the mind be explored.

And as with the greatest warrens, a dragon lairs within its depths. The song of Io reverberates from below, for any who care to listen. And the true hero seeks this dragon, in not just their forays into the thoughts of others, but within their own self.

We seek it in our meditations every day, and yet it is greater still than we surmise. It is the font of arcane power beyond mere inheritance. It is the divine spark that blazes in the constellations of Bahamut and the Ascendant Wyrms of the Host and raised Kurtulmak from the ruin of Darastraxhuthi to godhood. This same power dwells within us all, have we the fortitude to seek it.
Ability Scores
32 Point-Buy: 8 Str, 10 Dex, 14 Con, 15 Int, 11 Wis, 17 Cha
After Adjustments for Kobold and Dragonborn: 4 Str, 10 Dex, 14 Con, 14 Int, 13 Wis, 17 Cha
All stat increases go to Cha.
The Rite of Rebirth sets age to Adult, but being a Dragonwrought Kobold is a property of the feat and not a Kobold racial trait, so should Nivniv’s age increase he will not incur physical ability score penalties. Thus, it may be possible to simply start as Venerable, but if not, it will eventually be possible to at least gain one age category from the alternate Bestow Curse option in BoVD.

Build Table
LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features1stSorcerer 10002Spellcraft (+4) 4; Knowledge (Arcana) (+4) 4; Concentration (+4) 4; Craft (Alchemy) (+4) 4;Dragonwrought, Weapon Focus (Heavy Pick), Sudden WidenSummon Familiar (Raven), Stalwart Sorcerer, Draconic Rite of Passage (Benign Transposition)2ndWu Jen 10004Spellcraft (+1) 5; Knowledge (Arcana) (+1) 5; Concentration (+1) 5; Craft (Alchemy) (+1) 5;Cooperative SpellBWatchful Spirit3rdSinger of Concordance 10026Spellcraft (+1) 6; Knowledge (Arcana) (+1) 6; Concentration (+1) 6; Knowledge (Religion) (+1) 1; Craft (Alchemy) 5; Collector of Stories;Arcane PreparationAspect of Peace4thSinger of Concordance 21037Spellcraft (+1) 7; Knowledge (Arcana) (+1) 7; Knowledge (The Planes) (+2) 2; Concentration (+1) 7; Knowledge (Religion) (+1) 2; Craft (Alchemy) 5; Collector of Stories;-Bonus Domain (Travel)5thSinger of Concordance 31137Spellcraft (+1) 8; Knowledge (Arcana) (+1) 8; Knowledge (The Planes) (+1) 3; Concentration (+1) 8; Knowledge (Religion) (+2) 4; Craft (Alchemy) 5; Collector of Stories;-Aspect of Refuge6thMage of the Arcane Order 11139Spellcraft (+1) 9; Knowledge (Arcana) (+1) 9; Knowledge (Local) (+1) 1; Knowledge (The Planes) 3; Concentration (+1) 9; Knowledge (Religion) 4; Craft (Alchemy) 5; Collector of Stories;Draconic ReservoirGuild Member, Spellpool I7thCerebrex 111311Spellcraft (+1) 10; Knowledge (Arcana) 9; Use Magic Device (+4) 4; Knowledge (Local) 1; Knowledge (The Planes) 3; Concentration (+1) 10; Knowledge (Religion) 4; Craft (Alchemy) 5; Forgery (+4) 4; Collector of Stories;-Enigma's Bane8thCerebrex 221312 Spellcraft (+1) 11; Knowledge (Arcana) 9; Use Magic Device (+4) 8; Knowledge (Local) 1; Knowledge (The Planes) 3; Concentration (+1) 11; Knowledge (Religion) 4; Craft (Alchemy) 5; Forgery (+4) 8; Collector of Stories; -Scent9thCerebrex 322412Spellcraft (+1) 12; Knowledge (Arcana) 9; Use Magic Device (+4) 12; Knowledge (Local) 1; Knowledge (The Planes) 3; Concentration (+1) 12; Knowledge (Religion) 4; Craft (Alchemy) 5; Forgery (+4) 12; Collector of Stories;Versatile SpellcasterAggression Mastery10thCerebrex 432413Spellcraft (+1) 13; Knowledge (Arcana) (+1) 10; Use Magic Device (+1) 13; Knowledge (Local) 1; Knowledge (The Planes) (+2) 5; Concentration (+1) 13; Knowledge (Religion) (+1) 5; Craft (Alchemy) (+1) 6; Knowledge (Nature) (+1) 1; Forgery (+1) 13; Collector of Stories; - Symphony of Nerves
11th Cerebrex 5 3 2 4 13 Spellcraft (+1) 14; Knowledge (Arcana) (+1) 11; Use Magic Device (+1) 14; Knowledge (Local) (+1) 2; Knowledge (The Planes) (+3) 8; Concentration (+1) 14; Knowledge (Religion) 5; Craft (Alchemy) (+1) 7; Knowledge (Nature) 1; Forgery (+1) 14; Collector of Stories; - Blindsense, Telepathic Immunity
12th Cerebrex 6 4 3 5 14 Spellcraft (+1) 15; Knowledge (Arcana) (+1) 12; Use Magic Device (+1) 15; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 15; Knowledge (Religion) 5; Craft (Alchemy) (+1) 8; Knowledge (Nature) (+4) 5; Forgery (+1) 15; Collector of Stories; Practiced Spellcaster (Sorcerer) Eidetic Memory
13th Cerebrex 7 4 3 5 14 Spellcraft (+1) 16; Knowledge (Arcana) (+4) 16; Use Magic Device (+1) 16; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 16; Knowledge (Religion) 5; Craft (Alchemy) (+2) 10; Knowledge (Nature) 5; Forgery (+1) 16; Collector of Stories; - Clairaudience/Clairvoyance
14th Cerebrex 8 4 3 5 15 Spellcraft (+1) 17; Knowledge (Arcana) (+1) 17; Use Magic Device (+1) 17; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 17; Knowledge (Religion) 5; Craft (Alchemy) (+5) 15; Knowledge (Nature) 5; Forgery (+1) 17; Collector of Stories; - Blindsight
15th Cerebrex 9 4 4 6 15 Spellcraft (+1) 18; Knowledge (Arcana) (+1) 18; Use Magic Device (+1) 18; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 18; Knowledge (Religion) 5; Craft (Alchemy) (+3) 18; Knowledge (Nature) 5; Forgery (+1) 18; Collector of Stories; Swift Concentration; Planar Touchstone (Catalogues of Enlightenment: Inquisition) Twist the Neural Skein
16th Wyrm Wizard 1 4 4 6 17 Spellcraft (+1) 19; Knowledge (Arcana) (+1) 19; Use Magic Device (+2 CC) 19; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 19; Knowledge (Religion) 5; Craft (Alchemy) (+1) 19; Knowledge (Nature) 5; Forgery 18; Collector of Stories; Swift Concentration; - Knowledge of the Wyrm
17th Mage of the Arcane Order 2 5 4 6 18 Spellcraft (+1) 20; Knowledge (Arcana) (+1) 20; Use Magic Device 19; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 20; Knowledge (Religion) 5; Craft (Alchemy) (+1) 20; Knowledge (Nature) 5; Forgery 18; Collector of Stories; Swift Concentration; Echoing SpellB -
18th Mage of the Arcane Order 3 6 4 6 19 Spellcraft (+1) 21; Knowledge (Arcana) 20; Use Magic Device (+2 CC) 20; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 21; Knowledge (Religion) 5; Craft (Alchemy) 20; Knowledge (Nature) 5; Forgery 18; Collector of Stories; Swift Concentration; Practical Metamagic (Echoing Spell) Bonus Language
19th Wyrm Wizard 2 6 5 7 19 Spellcraft (+1) 22; Knowledge (Arcana) 20; Use Magic Device (+2 CC) 21; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 22; Knowledge (Religion) 5; Craft (Alchemy) (+2) 22; Knowledge (Nature) 5; Forgery 18; Collector of Stories; Swift Concentration; - Spell Research (Spirit Binding)
20th Mage of the Arcane Order 4 5 7 20 Spellcraft (+1) 23; Knowledge (Arcana) (+1) 21; Use Magic Device 21; Knowledge (Local) 2; Knowledge (The Planes) 8; Concentration (+1) 23; Knowledge (Religion) 5; Craft (Alchemy) (+1) 23; Knowledge (Nature) 5; Forgery 18; Collector of Stories; Swift Concentration; - Spellpool II
Spellcasting
Sorcerer Spells per Day/Spells Known
Level0th1st2nd3rd4th5th6th7th1st5/43/13rd6/54/14th6/55/25th6/66/23/16th6/76/45/23/18th6/76/56/34/110th6/86/56/35/23/112th6/86/56/46/34/114th6/96/56/56/45/23/116th6/96/56/56/46/34/118th6/96/56/56/46/35/23/1 19th6/96/56/56/46/46/34/1 20th6/96/56/56/46/46/36/23/1*Does not include bonus spells for a high Cha score.

Base Spells Known
0th: Detect Magic, Mage Hand, No Light, Daze, Prestidigitation, Sonic Snap, Message, Stick, Detect Poison
1st: Grease, Nerveskitter, Mage Armor, Hoard Gullet, Longstrider*
2nd: Web, Alter Self, Glitterdust, Wings of Cover, Locate Object*
3rd: Wind Wall, Haste, Dispel Magic, Fly*
4th: Wings of Flurry, Solid Fog, Dimension Door, Bestow Curse
5th: Teleport, Lesser Spell Matrix, Arcane Fusion
6th: Imbue Familiar With Spell Ability, Spirit Binding
7th: Greater Teleport*
*Whether it is actually necessary to take Travel Domain spells (apart from Dimension Door and Teleport which are worth taking on their own) depends on how Substitute Domain is ruled to work (as discussed in greater detail in the level breakdown). Spell choices may also change depending on what spells are accessible outside our self-contained means (again, see the level breakdown for more detail).

Wu Jen grants 3 cantrips and 1 1st level spell per day before bonus spells for a high Int score.
Level 5Kobold is a good Sorcerer race before we even go too deep into the cheese, though we are going to be cooking up something cheesy here today. We need to get into Mage of the Arcane Order, and need to do so from 5 to make everything fit, which is a tall ask for a Sorcerer, especially for a race that’s at a net 2 feat disadvantage relative to human, but kobold does offer a way to make up one of those feats via Weapon Familiarity with the Greatpick. Stalwart Sorcerer grants a Martial Weapon Proficiency and Weapon Focus, but upon becoming a Dragonborn, Weapon Familiarity is lost, so the Greatpick ceases to be martial, so proficiency is lost and per the text of the Rite of Rebirth…

If you no longer qualify for a feat due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
Thus, Weapon Focus is replaced by another feat for which we qualify, in this case Sudden Widen, primarily to pay the tax for Cooperative Spell, which is itself snagged via the bonus feat from a dip into Wu Jen, which also expands our spell repertoire to include the important low-level SoLs despite very limited Sorcerer spells known at these levels due to Stalwart Sorcerer. Since we’ll only be capable of casting 2nds as a Sorcerer, and since it’ll be helpful for various tricks later on, we finish up qualification with Arcane Preparation.

Also, per Races of the Dragon…
Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype.
Emphasis added. Automatically means automatically, so other requirements to enter Singer of Concordance, up to and including the actual worship of Io can be handwaived away as part of the birthright of dragonkind. The class grants a few nice things, especially in these low levels where casters are typically locked into base class progression, and the bonus domain will become especially important later.
Level 10One level of Mage of the Arcane Order, keeps up casting progression as we hit our 6th HD, which opens up the Greater Draconic Rite of Passage. Upon completing the Rite, we have an extra level of Sorcerer progression, cancelling out the level lost to the Wu Jen dip and securing the 3rd level spells required to enter Cerebrex. Scent is imprecise as a means of detection, but with potentially Sudden Widened AoE spells, ought to be close enough to let us deal with enemies that we can’t see. The high skill points and skill list are also nice. Versatile Spellcaster is always good, and will pay further dividends in the coming levels.
Level 15Continued UMD progression means that our familiar can now reliably activate wands to improve action economy, Memory is a nice boost to most skills we care about, and no one’s going to say no to Clairvoyance at-will or Blindsesnse/Blindsight, but Twist the Neural Skein is the real prize from the SI. It says the following.

Twice per day, as a standard action, a Cerebrex can watch a known spellcaster and attempt to determine a spell that caster still has prepared. She must succeed at a Spellcraft check (DC 15 + spell level + opponent's Intelligence modifier) to uncover a spell. The amount the check result exceeds this DC determines the highest level of spell she can find. She knows one randomly determined prepared spell of the appropriate level (or lower). The cerebrex chooses the spell level she wishes to investigate after making her check.
Emphasis added. Now then, what can a Sorcerer do with a spell that they know?

A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
That’s maybe the best thing to be doing with a spell. So long as we can get access to a brain in which they’re prepared, we can even know spells not normally accessible to Sorcerers or higher level spells than would normally be possible for us to cast, and should we acquire such a spell, can cast one level above our normal maximum by way of Versatile Spellcaster.

We also snag Planar Touchstone for the Catalogues of Enlightenment. The Inquisition Domain granted power is nice, and the recharge condition for the Higher Order power involves riddles and debate, so it should be buffed by Enigma’s Bane. Casting the higher order spells requires Wis, but between at least one age increase from Bestow Curse and the ability to pull Owl’s Wisdom out of the Spellpool, we should be alright on that front.
Level 20It is of course possible that the DM will not provide spellcasters who we can extract spells from easily. But now, we have ways to make due on our own.

Using Imbue Familiar with Spell Ability, we can give our Raven familiar a spell of up to 5th level that it can cast. The imbued spell needs to count as a prepared spell for Twist the Neural Skein to work on it, which we can achieve in a couple of ways. The first is by then sharing Lesser Spell Matrix with the familiar if the spell is 3rd level or lower and a valid choice for Quicken Spell. the language of the spell…

In the round after you cast lesser spell matrix, you can cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell.
So once the spell is stored in the matrix, it counts as prepared, and can be learned via Twist the Neural Skein.

Alternatively, the spell can be made an Echoing Spell – which despite only working with prepared spells is usable in conjunction with Arcane Preparation, and as metamagic doesn’t change the actual level of the spell, should be able to be imbued even if it requires a higher level spell slot than 5th. The familiar will then cast the spell, and…

After 1 hour, the spell then returns to you as if it had been prepared an additional time
So it will return to the familiar’s mind as a prepared spell, ready for Twist the Neural Skein.

This is all fine and good, but since we have to imbue the spells into our familiar in the first place, how do we actually learn new spells this way? Well, in a few ways. First off, this will work to convert any spell from our Wu Jen dip and every spell up to 5th level off of the Inquisiton Domain from Catalogues (which notably includes a discounted True Seeing) into a Sorcerer spell known. Second, and more exiting, spells from the Spellpool, which will include at least every PHB Sor/Wiz spell we could want, can be run through this trick and become spells that we know forever. Spellpool I gets us up to 3rds, and at 20th level, we snag Spellpool II granting access to spells up to 6th level (in particular 4ths and 5ths which get under the cutoff for Imbue Familiar with Spell Ability, and with 7th level slots and Practical Metamagic can be cast as Echoing Spells).

Full knowledge of the PHB Sor/Wiz list up to 5th and Spellpool access at 6th also means access to Planar Binding, its lesser version, and the full suite of lab safety spells. We can bind Aartaaglith Demons and Firre Eladrin for Cleric casting from which we can harvest spells (as clerics can access their entire spell list, it will always be possible to get a particular spell we want, though it may require binding the creature for long enough for it to prepare new spells), including Plane Shift to get to the catalogues to recharge our Touchstone (if the DM vetos this on the grounds of the Firre being something of a cheesy binding target, we can hitch a ride with a Belebith in extradimensional storage, or in the worst case scenario, learn Plane Shift with our native 7th known). Ursinal Guardinals have 12th level Wizard casting, from which we might be able to snag some 6ths, though precisely which spells they’ll have access to is less of a sure thing unless we can provide a relevant scroll – the only mechanism for which not reliant on items or friendly casters would have to be something like Eefreeti Wish cheese. Wyrm Wizard also provides us with Spirit Binding, which opens up creatures with Wu Jen (Me-Zu Oni) and Druid (Nymph) casting as well.

Finally, one notable Cleric spell that we can get from an Artaaglith or Firre is Substitute Domain. Thanks to Singer of Concordance, we have a domain to substitute, and when we do so, that does the following.

Upon casting substitute domain, you can swap one of your current domains for another that your deity offers. You gain the granted power of the new domain, as well as access to any of its spells that you can cast—though you must still prepare the spells normally. While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.
So the spells from the domain we substitute to are available so long as we prepare them with Arcane Preparation, but once we do so, we can run them through the Imbue rigamarole and turn them into spells that we know permanently. We assume worship of the Sovereign Host for the largest volume of domains with which to do this but choosing a different deity for particular domains that they offer if other lists available to us don’t have access to them is also a valid choice. We’ve also chosen Travel Domain spells at each level in our base spells known except 6th where we don’t have the space (though we might be able to get it off a Firre) in case it's ruled that domain spells must be given up to access those from the domain substituted in, though the RAW doesn’t really appear to support that. So, everything up to 5th level that appears on any of the Host’s domains can become known forever given enough downtime.

In addition to their value to this trick, Echoing Spells that are nearing the minimum CL threshold below which they can no longer be cast are good for paying off Spellpool debt, which can be incurred for 6ths even after achieving knowledge of every spell 5th level and below that can be learned from it.

Finishing with 7th level spells means we can use Versatile Spellcaster to cast up to 8ths should we acquire any from using Twist the Neural Skein on other spellcasters.
Book of Exalted Deeds: Firre
Book of Vile Darkness: Age Variant for Bestow Curse, No Light
Book of Exalted Deeds: Firre, Ursinal
Complete Arcane: Cooperative Spell, Mage of the Arcane Order, Practiced Spellcaster, Spirit Binding, Sudden Widen, Wu Jen
Complete Champion: Substitute Domain
Complete Divine: Rules for non-Clerics and Bonus Domains
Complete Mage: Stalwart Sorcerer, Arcane Fusion
Dragon Compendium: Cerebrex
Dragon Magic: Hoard Gullet, Wyrm Wizard
Eberron Campaign Setting: Worship of the Sovereign Host as a Pantheon
Ghostwalk: Artaaglith
Oriental Adventures: Me-Zu Oni
Planar Handbook: Catalogues of Enlightenment, Planar Touchstone
Races of the Dragon: Draconic Rite of Passage, Dragonborn, Dragonwrought, Practical Metamagic, Singer of Concordance, Versatile Spellcaster, Wings of Cover, Wings of Flurry, Rules for dragons and dragonblood stubtype
Races of the Dragon Web Enhancement (https://web.archive.org/web/20210515093955/http://archive.wizards.com/default.asp?x=dnd%2Fwe%2F20060420a): Draconic Reservoir, Kobold Weapon Familiarity, Greater Draconic Rite of Passage
Secrets of Xen’drik: Echoing Spell
Spell Compendium: Imbue Familiar with Spell Ability, Lesser Spell Matrix, Nerveskitter, Sonic Snap
Everything else is SRD.

The Viscount
2022-10-21, 08:39 PM
A good plan pays pack tenfold.



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Lara Mipsholme: Spoiler of Prophecy


Lara poured an enchanted bottle of water for her client and herself, spelled to taste like wine without dulling the wits, to say nothing of the earliness of the hour. The man before her crossed his legs in unease, the handful of pieces of his patchwork armor clicking against each other as he did.

“What can I help you with today, Sir?” Lara asked.

“Please, Matthias is fine. I hardly feel worthy of the title, to tell the truth,” he said.

Lara nodded sympathetically and asked why, though of course she already knew the answer.

“My companions and I have been exploring the tainted ruins beneath the foundations of the city for months. We’ve cleared out the abominations that’ve been squatting there down half a mile, but the area’s still all messed up, according to my church. It’s like there’s pockets we’ve been missing, but according to my map, we’ve explored every square inch. I feel like there’s something we’ve been missing, so I thought I’d reach out to you for help. You’re supposed to be good at this kind of thing,” he said.

“You mentioned a map. May I see it?” Lara asked.

“Huh? Oh, sure. Please be careful with it. It’s a relic, or so I’m told,” he said.

“Of course.” Lara pretended to look it over, although judging from the creases present even without using her magic, the solution seemed obvious. She gently folded it with what looked like the appropriate reverence to whatever god this man worshipped until the middle part of the map was covered by the two panels above.

“If you follow the path marked like this, you should find what you’re looking for. The person who made this map put all of the stuff in the middle section there as a decoy.” She turned it around to him so he could see the dotted line pointing out the path.

“Well, I’ll be. So you just fold it like….” he opened it but couldn’t quite get it back in place.

“There are some clips in that drawer in front of you, or if that wouldn’t do for a relic, I’d be happy to make you a copy for an extra charge,” she said, already drawing out a map on the page in front of her from memory.

“Oh, yeah, that’s probably good thinking. What do I owe you?”

Lara pretended to think it over, but knew exactly what he could afford. “Nothing now. Let’s say ten percent of whatever you find in here.” She indicated a marked portion on the map with her thumbnail.

“Sure. Should I bring it back here or—“

“Don’t worry. I’ll find you.”


Lara set out a low stool in the dungeon and stuck a torch in one of the holders she’d screwed on to the wall. She got out a book to read and buttoned up her safety vest so her customers would see her and know she wasn’t a threat.

At exactly the predicted time, a dirty band of grave robbers tramped down the hallway toward her, casting long shadows from their own light.

“We will let nothing stand in the way of our quest, madam. I’d advise you leave unless you want trouble,” said the one that was presumably their leader.

“I’m not affiliated with this place,” Lara said without getting up.

“And you’re not trying to shark us on this treasure?” the leader asked.

“No. I’ve just had a vision and know you won’t get past this door without my help. I figured I might save you a few hours frustration and a few hundred in billable hours of my time and just tell you how to open it now,” Lara said.

The leader scoffed. “No offense, miss, but we’ve gotten through every door until now just fine.”

“Suit yourself. If you change your mind, I’ll be right here,” Lara said and returned to her book.

The group examined runes on the door for a while, constructed a variety of increasingly more complicated machines, used progressively larger amounts of explosives (to their credit, they insisted Lara move to a safe distance) until they had a huddle where they thought she couldn’t hear and the leader approached with his hat in his hand.

“All right, what do you want?” he asked.

“Let’s say ten percent, and what my time’s worth for how long I’ve been waiting.”

“Hey now, how do I know you haven’t been living down here?” he asked.

“Oh, no, I’d just say from when I offered to open the door.” Lara showed him her watch, which he grudgingly admitted looked about right.

“Fine, open the door and it’s yours,” he said, making an X on the contract she handed over.

“You need to say ‘the password in quotes’ in the language inscribed on the door,” she said.

“We already said ‘the password’ in the damned tongue of this door,” he said.

“No, no, listen to what I’m telling you: you need to say ‘the password in quotes.’”

“Son of a—“

“Yeah, I don’t blame you,” Lara said with a hand out.

“Will you take a check?”

“Would you?”

The leader laughed and handed over a jeweled cup hanging from his thigh. “Fair enough. Happy trails, riddlehead.”


Lara appeared from the stone wall where a boy clutched his dying father in his arms. His tears fell into the wound, but alas had no power to heal.

“Wh-who are you?” he asked.

“It’s not important. I’m here to help you avenge your father’s death,” Lara said.

“Oh. I mean I suppose that’s the thing to do.” The boy wiped his tears and snot on his sleeve, being caught off guard stemming the flow of his tears for the moment.

Lara handed him an envelope.

“And this is—“ he began.

“The answer,” Lara said.

“I haven’t asked you anything yet,” he said.

“You will. I’m just saving us both some time. Feel free to look at it if you want, no charge yet.”

He opened the envelope and looked at the writing on it.

“‘The moon, wind, an egg, an echo, time, water.’ What is this?”

“Those are the answers to the seven riddles of Vecna,” Lara said.

“But there are only six answers.”

“The seventh riddle is there is no riddle. Any answer you attempted to give would automatically fail the trial,” Lara explained.

“What would happen then?” he asked.

“Nothing good.”

“Do I need to do this right now, or—“

“In your own time. It’s up to you, really. Once you take up Vecna’s mantle, your name and deeds will be lost to history. Should really help getting the jump on your father’s killer.”

The boy gently let his father down against the ground and wiped the blood from his hands onto his shirt.

“This is wonderful, but how can I repay you?” he asked.

“Oh, that’s on the back. Through the course of your quest for revenge, you’ll come into possession of great wealth. I trust you wouldn’t mind parting with a small fraction of it.”

The boy’s eyebrows jumped up an inch. “This is a small fraction?”

“Do we have a deal?” Lara held out her hand.

The boy glanced at the gummy red film under his fingernails and hesitated.

“Oh, don’t worry, I’ve seen much worse.”

He grasped her hand and shook it.

“I suppose I should pack a bag,” he said.

“Already done.” Lara handed him a conjured pack with everything he would need.

“Make arrangements for my father…”

Lara pulled a shovel from nowhere. “I’m happy to take care of that for you as well, no extra charge.”

“Then I suppose there’s nothing left,” he said.

“Don’t worry, son. It’ll all work out.” Lara gestured and opened the door for him and began to wrap his father in a tarp.


Lara sat in her office going through her files. There was a messenger at the door. She had it open itself before he knocked.

“Sign here, miss,” he said, holding out his ledger.

“Already did,” she said and dismissed him with a wave of her hand before he could express surprise. She took the chest he proffered and took it inside.

She opened it up on her desk and inside was a letter along an untold fortune of coins.

‘You don’t know me. In fact, no one knows me, but I owe you a tremendous debt. You made me the man I am today. Enclosed is payment as agreed upon. Please go to the coordinates enclosed and resurrect the man buried on the grounds. He is marked with a stone bearing his name,’ the letter said. It was unsigned.

Lara picked up her coat, a lantern, and a shovel. She took the chest out front to her secretary.

“I’m going out on business. Put this with the rest,” she said and set the chest on the front desk.

She couldn’t say why she was being sent on this errand, exactly, but by now she’d gotten used to it. After all, it happened all the time.


LE diviner 5/cerebrex 2/earth dreamer 5/cerebrex 10



str 8
dex 12
con 14
int 18 (all increases here)
wis 14
cha 8





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
diviner 1
+0
+0
+0
+2
concentration 4, k (arcana) 4, k (dungeoneering) 4, k (local) 4, k (nature) 4, k (religion) 4, k (planes)
darkstalker, alacritous cogitation
specialization (ban evocation), enhanced awareness, scribe scroll


2nd
diviner 2
+1
+0
+0
+3
craft (alchemy) 4, spellcraft 3




3rd
diviner 3
+1
+1
+1
+3
concentration 1 (5), k (arcana) 2 (6), k (nature) 1 (5), spellcraft 3 (6)
martial study (shadow blade technique)



4th
diviner 4
+1
+1
+1
+4
concentration 2 (7), k (arcana) 1 (7), sm 3, spellcraft 1 (7)




5th
diviner 5
+2
+1
+1
+4
concentration 1 (8), k (arcana) 1 (8), sm 3 (6), spellcraft 1 (8)

spontaneous divination


6th
cerebrex 1
+2
+1
+1
+6
hide 4, umd 9
earth sense
enigma’s bane


7th
cerebrex 2
+3
+1
+1
+7
spellcraft 2 (10), spot 10, umd 1 (10)

scent


8th
earth dreamer 1
+3
+3
+1
+9
hide 7 (11), listen 1

earth friend


9th
earth dreamer 2
+4
+4
+1
+10
hide 1 (12), listen 7 (8)
knowledge devotion
earth dream


10th
earth dreamer 3
+4
+4
+2
+10
hide 1 (13), k (nature) 2 (8), listen 5 (13)

lesser tremorsense


11th
earth dreamer 4
+5
+5
+2
+11
hide 1 (14), k (nature) 6 (14), listen 1 (14)

earth sight


12th
earth dreamer 5
+5
+5
+2
+11
hide 1 (15), k (dungeoneering) 5 (9), k (nature) 1 (15), listen 1 (15)
vatic gaze
earth glide


13th
cerebrex 3
+5
+2
+11
+x
forgery 1, hide 1 (16), spot 6 (16), umd 6 (16)

aggression mastery


14th
cerebrex 4
+6/+1
+5
+2
+12
hide 1 (17), k (planes) 9 (13), listen 2 (17), spot 1 (17), umd 1 (17)

symphony of nerves


15th
cerebrex 5
+6/+1
+5
+2
+12
hide 1 (18), k (local) 9 (13), k (religion) 1 (5), listen 1 (18), spot 1 (18), umd 1 (18)
spell penetration
blindsense, telepathic immunity


16th
cerebrex 6
+7/+2
+6
+3
+13
hide 1 (19), k (religion) 11 (16), listen 1 (19), spot 1 (19), umd 1 (19)

eidetic memory


17th
cerebrex 7
+7/+2
+6
+3
+13
hide 1 (20), k (local) 7 (20), k (religion) 4 (20), listen 1 (20), spot 1 (20), umd 1 (20)

clairaudience/clairvoyance


18th
cerebrex 8
+8/+3
+6
+3
+14
hide 1 (21), k (arcana) 13 (21), listen 1 (21), umd 1 (21)
greater spell penetration
blindsight


19th
cerebrex 9
+8/+3
+7
+3
+14
hide 1 (22), spellcraft 11 (21), spot 2 (22), umd 1 (22)

twist the neural skein


20th
cerebrex 10
+9/+4
+7
+3
+15
hide 1 (22), k (arcana) 2 (23), k (local) 3 (23), k (planes) 5 (18), k (religion) 3 (23), umd 1 (23)

neural glimpse, inscrutable mind




Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
3
1
-
-
-
-
-
-
-
-


2nd
4
2
-
-
-
-
-
-
-
-


3rd
4
2
1
-
-
-
-
-
-
-


4th
4
3
2
-
-
-
-
-
-
-


5th
4
3
2
1
-
-
-
-
-
-


6th
4
3
2
1
-
-
-
-
-
-


7th
4
3
3
2
-
-
-
-
-
-


8th
4
4
3
2
1
-
-
-
-
-


9th
4
4
4
3
2
1
-
-
-
-


10th
4
4
4
4
3
2
1
-
-
-


11th
4
4
4
3
3
2
-
-
-
-


12th
4
4
4
4
3
2
1
-
-
-


13th
4
4
4
4
3
2
1
-
-
-


14th
4
4
4
4
3
3
2
-
-
-


15th
4
4
4
4
3
3
2
-
-
-


16th
4
4
4
4
4
3
2
1
-
-


17th
4
4
4
4
4
3
2
1
-
-


18th
4
4
4
4
4
3
3
2
-
-


19th
4
4
4
4
4
3
3
2
-
-


20th
4
4
4
4
4
4
3
2
1
-





You begin play as a diviner, meaning you only have to ban one school, in this case, the classic evocation, all of whose spells can be replicated through the shadow evocation line as needed in the event they are called for. Darkstalker, an unorthodox choice, enables you to hide even when enemies have special senses that might otherwise detect you, and martial study with a shadow hand maneuver permanently grants you hide as a class skill. Given your eavesdropping abilities from cerebrex later on, it’s important to put yourself in a good position to use your unlimited clairvoyance/clairaudience ability. Spontaneous divination allows you to sacrifice any prepared spell for any divination spell of equal or lower level so you don’t need to agonize about preparing situational divinations. They will always be available when you need them. Alacritous cogitation lets you leave a slot open and cast any spell at that level or lower for when you run into something outside of divination that’s called for, such as knock or what have you. You’ve laid groundwork for cerebrex and are on schedule to enter next level.



You begin cerebrex and gain scent before making a brief detour in earth dreamer, hence taking earth sense, which adds another tremorsense like ability to your repertoire of senses. It grants more divination abilities and better tremorsense. Knowledge devotion helps you identify monsters more reliably. Stay put and earth dreamer will provide further synergy before we go back into cerebrex.



Earth dreamer is finished now and allows you to see through earthen materials such as rock, stone, and dirt. This in combination with your clairvoyance/clairaudience ability coming up from cerebrex means there is very little you won’t be able to detect. Beyond this, it grants earth glide, which lets you move freely through earth without using spells or a detectable trail. Vatic gaze is up to let you figure out a potential target’s most powerful spell to pick out good candidates for twist the neural skein, and spell penetration will help your divinations and other spells punch through sr more reliably. You have blindsense up as well now and cannot be detected by telepathy, meaning you are immune even to mindsight.



You have rounded out cerebrex and unlocked the remainder of its abilities. There is no secret that holds mystery to you any longer, so you can sell them to the highest bidder as needed.




srd: wizard, spell penetration, greater spell penetration, enhanced awareness
lords of madness: darkstalker
tome of battle: martial study
races of stone: earth sense, earth dreamer
dragon compendium: cerebrex
complete champion: knowledge devotion, spontaneous divination
phb2: vatic gaze
complete mage: alacritous cogitation

The Viscount
2022-10-21, 08:39 PM
That's our entries for the round.
Judges, over to you!

Zaq
2022-10-21, 09:02 PM
That's more entries than I expected. Good job, everyone who got something in!

I sketched out two builds for this one and threw them both out because I just wasn't having any fun with them. The first one involved spellthief, soul eater, and the interestingly worded Spell Drain feat from Libris Mortis; see, RAW, Spell Drain lets you cast a spell the opponent loses when you inflict them with a negative level even if they lost that spell for a reason other than the negative level. Like Steal Spell, or TtNS. But unfortunately I really wasn't genuinely using the secret ingredient before TtNS and I just couldn't get past the reality that the SI was sandbagging me even more than usual. It wasn't a cerebrex build so much as a Spell Drain build that had ten levels of cerebrex at the end.

The other one was super cheeky, but a little bit too much so, even for me. Sybil, from Savage Species, has riddles as a class feature. Solve them and you get free divinations; fail them and you take stat damage. Riddles, of course, are subject to cerebrex's first-level feature, and nothing says you cannot solve your own riddle. So I had this ridiculous scheme cooked up wherein I'd solve my own riddle with a big ol' bonus from the SI, get a free divination spell, get a bonus from Prophet of the Divine (which basically has your god's voice boom out the answer to certain divination spells, awing people who witness it) to the save DC of a compulsion, use suggestion on someone to have them try to solve a different riddle, slap them with a way harder riddle, and then tack Mortalbane and Knowledge Devotion and stuff on the stat damage that they'd take as a result of failing. The big problem here is that sybil is, being honest, quite literally unplayable. Not in the sense of "oh it's a bad class" but in the sense of it does not function. Because the riddles have to come from somewhere. And there's no actual rules for solving them with game mechanics, even though it's implied that INT checks would give you hints or something. And the book basically just says "yeah, making riddles is super hard, good luck boss!" and doesn't really. You know. Help enough to actually bring this to the table. Like, it would be hard to play as an NPC, but I think it's actually genuinely unplayable as a PC. Especially if you're making the argument, as I was, that nothing prevents you from solving your own riddle. It was too clever for its own good, really. (But just if you were wondering how I got into sybil? A standard rock gnome—the kind in the PHB—has an innate divination spell-like ability.)

Thurbane
2022-10-21, 09:19 PM
My lackluster idea was Bard 2/Duskblade 3/Ur Priest 5/Cerebrex 10 (not in that exact order), using Southern Magician to qualify for Cerebrex.

As usual with 1/2 casters, working around the ingredient, rather than utilising it...

Also was a bit more MAD than I would like.

Frostmoon
2022-10-22, 12:01 AM
A corrupt detective, a changeling seducer, a truenaming fiendbinder, a "galaxy brain fighter", a walking example of Kobold nonsense, and an earth-gliding diviner...it's an interesting mix, certainly! :D Quite a few things I didn't expect at all, and it's nice seeing the various paths people took with Cerebrex (be that focusing on the anti-magic side, or the sense gaining, or the prominent skill boosts, or even a bit of strange wording). I was thinking about making some sort of build that used Aggression Mastery as a way to get into rage-focused classes, but I wanted to focus down on the Monster Mash instead, so lol on that. XD Good job to all the chefs!


The other one was super cheeky, but a little bit too much so, even for me. Sybil, from Savage Species, has riddles as a class feature. Solve them and you get free divinations; fail them and you take stat damage. Riddles, of course, are subject to cerebrex's first-level feature, and nothing says you cannot solve your own riddle. So I had this ridiculous scheme cooked up wherein I'd solve my own riddle with a big ol' bonus from the SI, get a free divination spell, get a bonus from Prophet of the Divine (which basically has your god's voice boom out the answer to certain divination spells, awing people who witness it) to the save DC of a compulsion, use suggestion on someone to have them try to solve a different riddle, slap them with a way harder riddle, and then tack Mortalbane and Knowledge Devotion and stuff on the stat damage that they'd take as a result of failing.

Oh gods. Sybil definitely does seem like a bit of a nightmare to build and play, but man, the idea of just solving your own boosted riddles to get free divination spells is hilarious. XD

Wildstag
2022-10-22, 02:06 AM
I'm honestly impressed by how none of the submissions this time are dips. They're all deep into the Ingredient.

Inevitability
2022-10-22, 03:25 AM
A couple build ideas I had but didn't end up going with:

My initial thought was to go variant illusionist (https://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#illusionistVariants) 5 to get Hide as a permanent class skill (check the wording and compare with the variant enchanter, which explicitly gives its skills as wizard class skills only). At level 5 you get your intelligence modifier on Hide, which I'd use to argue Eidetic Memory enhances it. Cerebrex gives quite a few things that are nice for a stealthy character (dex bonuses, blindsight, arguably mindsight immunity) so it seemed like a good fit.

Race would probably have been tinker gnome (small size +2 dex +2 int babyyy) and the whole thing would've had an industrial espionage vibe. Scry on workshops, steal spells, bop casters with Rage if they run into you. Maybe at higher levels I'd have entered some classic Gnome Wizard Nonsense, like Shadowcraft Mage.

Not anything very concrete here, I just thought 'hm, cerebrex gives you Rage and Clairvoyance, are there int-based casters that do not have those already'. Southern Magician isn't as painful to get for a class that otherwise has no requirement feats, and Dark Knowledge has some pretty good synergy with cerebrex.

Skilled-City Dweller Wild Shape Ranger 5 into Vigilante (CAdv), focusing on intelligence and charisma because wild shape takes care of your physical stats. Turn into a desmodu hunting bat, flit between buildings harassing the cowardly and superstitious criminals of your hometown. Vigilante actually has a pretty solid list (Bard spells, minus conjuration, evocation, enchantment) and the missing schools can be compensated for with Shadow Conjuration and social skills.

With Quick Hide (cause a diversion to hide as a move action with a +4 bonus), you could pull the classic batman escape, further boosted by Cerebrex's capstone if necessary. Quick Search had some okay intelligence-skill synergy as well. Most importantly, Cerebrex gives you a bunch of Clairvoyance sensors... which let you spot people committing crimes, thereby making them valid targets for the Vigilante's Smite the Guilty. Ranger gives you Track, which goes nicely with Scent (surprised to see no builds use those two together).

The main issue was the feat-hunger. Vigilante requires Alertness, you really need Extra Wild Shape, but you also gotta get Knowledge(Arcana) and Spellcraft as class skills somewhere, which requires getting Keeper of Forbidden Lore and Knowledge Devotion in the first 10 levels (though you probably wanted Knowledge Devotion anyway ig). I toyed with the idea of making the build an elf to use Aereni focus (higher spellcraft!), and because 'crazy crimefighting elf who lives in a tree that predates the city around it' is evocative, but requirements would've gotten a bit tight.

Cerebrex is one of the few arcane PrCs to give Heal as a class skill. Heal is notably required for the (ill-designed) Fleshwarper, which requires 10 ranks of heal for its prerequisite feat Graft Flesh. There's some ways around the requirement, but they tend to be race-specific (Aereni Focus, glimmerskin halfling, human paragon), incur multiclass penalties (any dip), or require feats (Blood Magus, Divine Oracle). If you're a Changeling Wizard trying to combine the excellent Morphic Familiar with Fleshwarper goodness, what else are you to do?

The resulting build I came up with was Nax the Brainbraider, Changeling Diviner 5 / Cerebrex 4 / Fleshwarper 3 / Cerebrex +4 / Fleshwarper +4. The build ends up with 15th-level wizard casting and 8th-level spells, three Aberrant Familiar features, two Elder Secrets, Rapid Grafting, and two Graft Masteries, in addition to all the stuff provided by Cerebrex and the shenanigans of Improved + Morphic + Dragon familiar.

The build misses out on cerebrex capstones, but it emulates them elsewhere (Inscrutable Mind is basically the same as Secret of the Mind Flayer, Neural Glimpse is replicated by the variant Diviner's Prescience, Twist the Neural Skein is bad and should not be replicated).

H_H_F_F
2022-10-22, 03:37 AM
Good work, contestants!

I've spent an embarrassing amount of time trying to find a way to do something with appropriate int checks. Skills are easy to pump, pure ability checks not so much. I was sure I could find something that needed puzzle solving as a source if power. I didn't - though I also looked at Sybil, among many other things.

Paragon
2022-10-22, 06:44 AM
Yeah I've looked at Sybil too but it was hard to squeeze all of this into the build.

Daremeto mentioned dreamtelling but I'm sad I didn't see it used, I was looking forward to it.

Is there any judges out there ? Zaq can have another go at rating truenaming stuff haha

loky1109
2022-10-22, 10:31 AM
Table!

Name Alignment / Race Class Levels Chef Total Place
Ilias Fessor (https://forums.giantitp.com/showsinglepost.php?p=25615445&postcount=52) LE Human Human Paragon 3/Master Inquisitive 2/Assassin 3/Unseen Seer 2/Cerebrex 10
Tri-Tongued Taylor (https://forums.giantitp.com/showsinglepost.php?p=25615447&postcount=53) NE Changeling Changeling Rogue 1/Arcane Stunt Seduction Swashbuckler 4/Mountebank 1/Chameleon 3/Cerebrex 10/Disciple of Baalzebul 1
Nathaniel (https://forums.giantitp.com/showsinglepost.php?p=25615448&postcount=54) TN Illumian Spontaneous Divination Wizard 5/Cerebrex 10/Fiendbinder 5
Ted (https://forums.giantitp.com/showsinglepost.php?p=25615450&postcount=55) TN Human Zhentarim Soldier Sneak Attack Thug Fighter 5/Cultist of the Shattered Peak 5/Factotum 1/Cerebrex 9
Nivniv (https://forums.giantitp.com/showsinglepost.php?p=25615452&postcount=56) TN Dragonwrought Dragonborn Kobold Stalwart Sorcerer 1/Wu Jen 1/Singer of Concordance 3/Mage of the Arcane Order 4/Cerebrex 9/Wyrm Wizard 2
Lara Mipsholme (https://forums.giantitp.com/showsinglepost.php?p=25615458&postcount=57) LE Human Spontaneous Divination Enhanced Awareness Diviner Wizard 5/Cerebrex 10/Earth Dreamer 5


Is there any judges out there ?
Me maybe, but I can't promise.

Venger
2022-10-22, 05:29 PM
Speaking of stubs that didn't pan out, due to cerebrex's sense focus, I had considered a dish featuring ardent dilettante, but the redundant scent (that unfortunately doesn't say "if you already have scent, extend it 30 feet" like most places that give darkvision) made me hesitant, as did the onerous requirements for more than 3 levels.

bean illus
2022-10-23, 03:12 PM
Speaking of stubs that didn't pan out, ...

If i had had time last week, i would have finished and submitted this.

Lesser Tiefling, TN

Focused Specialist High Conjurer
1. Wiz: Rapid Summoning, Enhanced Summoning, Spell Focus (conj)
2. W
3. W: Extend
4. W 4
5. Master Specialist: Skill Focus (Spellcraft)
6. Paragnostic Apostle: Call of Worlds, Metamagic School Focus
7. Cerebrex
8. Cerebrex 2
9. Malconvoker: Deceptive summons, Darkstalker
10. Mindbender: Telepathy
11. Cerebrex 3
12. Cerebrex 4: Cloudy Conjuration
13. Malconvoker 2: Planar binding
14. Cerebrex 5
15. Cerebrex 6: Summon Elemental- Reserve
16. Cerebrex 7
17. Cerebrex 8
18. Malconvoker 3: Skill Focus (Bluff), Simbul's Spell Matrix
19. Cerebrex 9
20. Sanctified One Sanctified Spell

14th level caster, buffed rapid summons, kinda uses Cerebrex.

Paragon
2022-10-25, 06:19 PM
May the real slim judgey please stand up

loky1109
2022-10-30, 12:10 AM
May the real slim judgey please stand up
Okay, I'm in, but I need at least a week, maybe more.

And about judging... Can anybody judge ongoing VC (https://forums.giantitp.com/showthread.php?649810-Villainous-Competition-XLVIX-Controller!), JW (https://forums.giantitp.com/showthread.php?648718-Junkyard-Wars-XL-Ninths-Meta-Prepared) and IC E6 (https://forums.giantitp.com/showthread.php?649605-Iron-Chef-E6-Appetizer-Edition-Round-XL) rounds?

Inevitability
2022-10-30, 02:24 AM
And about judging... Can anybody judge ongoing VC (https://forums.giantitp.com/showthread.php?649810-Villainous-Competition-XLVIX-Controller!), JW (https://forums.giantitp.com/showthread.php?648718-Junkyard-Wars-XL-Ninths-Meta-Prepared) and IC E6 (https://forums.giantitp.com/showthread.php?649605-Iron-Chef-E6-Appetizer-Edition-Round-XL) rounds?

I got a submission in all three, otherwise I'd judge some.

H_H_F_F
2022-10-30, 05:46 AM
Okay, I'm in, but I need at least a week, maybe more.

And about judging... Can anybody judge ongoing VC (https://forums.giantitp.com/showthread.php?649810-Villainous-Competition-XLVIX-Controller!), JW (https://forums.giantitp.com/showthread.php?648718-Junkyard-Wars-XL-Ninths-Meta-Prepared) and IC E6 (https://forums.giantitp.com/showthread.php?649605-Iron-Chef-E6-Appetizer-Edition-Round-XL) rounds?

I had hoped I could find the time, but I can't.

loky1109
2022-10-30, 06:57 AM
I had hoped I could find the time, but I can't.

You still have a chance. )

loky1109
2022-11-08, 04:12 PM
I started to work on judging. Can promise it'll be very fast, but I hope not stay stuck for too long.

The Viscount
2022-11-08, 06:02 PM
Thank you very much for your efforts.

Paragon
2022-11-16, 07:32 AM
I started to work on judging. Can promise it'll be very fast, but I hope not stay stuck for too long.

Hey there Loky,

Hope everything is going the way you want it to. I'm sending you all the good vibes I can muster :)

Eager to read you soon !

loky1109
2022-11-16, 04:04 PM
Hey there Loky,

Hope everything is going the way you want it to. I'm sending you all the good vibes I can muster :)

Eager to read you soon !
Real life makes adjustments. Now only one and half entries done. Working on other. Try to do by Sunday.

loky1109
2022-11-20, 06:06 PM
I found I need to refresh my judging criteria.
Next I found I don't like my power criteria when judging 4 of 6 entries was done.
But now it's time!

Originality. Start is 3. Most subjective part. I look at races, classes, prestiges, feats and clever tricks. Combo that involves SI may be reviewed in UoSI section.

Power. Start is 0. I have four parts 1.25 points in each.
"Magic". Including Sp, Su, psi, martial and any specific abilities your entries have. Variety, amount, metas, other options, etc.
Offense. How good are you at making damage apart from magic? Attack bonuses, damage, attack options, rider effects, etc.
Defense. Your hp, saves, AC and other defense options.
Support. Any "out-​of-combat" things. Being face, scouting, making money, tracking, mobility options etc.

Elegance. Start is 5. I search for any mistakes, inaccuracies, ambiguity and give you a penalty. In rare cases when I find something pretty clever I can add some bonus.
TO RAW is always less than RAI. There is no way you could make me believe in d43 damage dice and similar nonsense.
Cross-​setting materials isn't something harmful until you know when to stop.
Multiclassing isn't sin, either. Multiclass XP penalty - opposite.
I don't like missed opportunities. If you take toughness five times it isn't pretty elegant in my book.
I look at formating. Your entry should be easy to read. All skills in place, all feats clearly came from (regular, bonus, some free, etc.), there are right full sources, etc.

UoSI. Start is 0.
Do you qualify for SI? - +1 if all is ok. If it isn't... Well, if issue could be easily solved maybe 0, maybe something between. If issue is unsolved you just get 1 point in UoSI.
Do you entry SI early? - up to +0.5.
Do you finish SI? - up to +0.5.
Do you use all SI abilities (Enigma's Bane, Scent, Aggression Mastery, Symphony of Nerves, Blindsense & Blindsight, Telepathic Immunity, Eidetic Memory, Clairaudience/clairvoyance, Twist the Neural Skein, Neural Glimpse, Inscrutable Mind) at all? - up to +0.25 each.
Have you found some interesting combos involving SI abilities? - up to +0.5 each.
It isn't enough just to have, for example, Scent and saying: "It is useful for everybody and for me, too." No, you should have something on top of that, in Scent example it could be Track.
Combo, in turn, is something that you need to come up with. Synergy of Scent and Track isn't a great find, it is writen directly in their description.

Do you use SI prerequisites or just take it and forget? - up to +0.25.
Maybe SI makes your entry worse than it could be without SI? - up to -1.

And now judging itself!

Start is 3.
Human? Never seen it before (-0.5)!
Human paragon... Well, paragon classes aren't things I was expecting very much (+0.25).
Master Inquisitive? Enter SI via Assassin and Unseen Seer? Unexpected (+1).
Feats... There are pro (Research, Investigate, Dragonmarks) et contra (Craven, Darkstalker, Martial Study & Stance, Knowledge Devotion). I call it a draw (+0).
Swordcane? This is really new for me (+0.25)

I like your fluff (+0.25).

Total: 4.25
Start is 0.
Magic. Full Assassin's casting, plus Dragonmarks, plus Zone of truth, plus one stance and one maneuver, plus free Silent Spell. Not bad (+1).
Offense. Three attacks even only on 20th level. You were not good in direct fight at early levels, but later it was being rectified. Damage with SA is good enough, too. Of course you aren't a competitor for some barb-pouncer, but still well-respected. There are some very useful buffs (+0.75).
Defense. Poor Fortitude. Not a great amount of hp. Nothing special for AC improvement besides Neural Glimpse, but it anyway isn't great. Your spells do not help much, either. Only +0.25.
Support. You shine here. Great skillset, Darkstalker, Investigate, Research. And spells: Instant Search, Guidance of the Avatar, FoM, Alter Self, various Invisibilities, Dimension Door. Not all maxed up, but it is worth +1.

Total: 3
Start is 5.
First, I don't like your skill presentation (-0.25).
And... That's all I can find. Almost perfect!

Total: 4.75
Start is 0.
Do you qualify for SI? - Yes (+1). It's more for the Elegance section, but I should mention I like it very much you didn't take Alchemy before entering Assassin!
Do you entry SI early? - No, it is long way and you have no options to shorten it (+0).
Do you finish SI? - Yeah (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - Yes (+0.25) and you have nice combos with Investigate and Research (+0.5).

Scent - you just have it (+0).

Aggression Mastery - another used ability (+0.25) and another unexpected combo (+0.5).

Symphony of Nerves - it isn't something mind-blowing, but this ability definitely is used (+0.25).

Blindsense & Blindsight - you just have it (+0).

Telepathic Immunity - well, you give me reason to give you +0.1.

Eidetic Memory - you have enough Int-based skills for me to say: you use this ability - +0.25.

Clairaudience/clairvoyance - well used (+0.25) with great combo with Brilliant Energy Arrow Death Attack. Well deserved +0.5.

Twist the Neural Skein - combination with DA is something unique (+0.1).

Neural Glimpse - +7 on not upped skills? +7 on AC without any other AC improvement? I don't buy it (+0).

Inscrutable Mind - you just have it (+0).
Do you use SI prerequisites? - All prereq skills upped to max and you have Magical Appraisal and you have partial prerequisites overlap between SI and Unseen Seer. Plus I like the fact that Cerebrex raises your casting to the apex. I think it is clear +0.25.
Maybe SI makes your entry worse? - clearly no (-0).

Total: 4.7
Total: 16.7

Start is 3.
I should agree with you, the main idea of your build isn't expected (+0.5). As like Swashbuckler, Rogue and Mountebank (+0.75). But about changeling and Chameleon I can't agree. It isn't very expected for this particular round, but in my book they are expected by default (-0.25).
Some of your feats are interesting (+0.25) and Swashbuckler's dead level is a nice finding (+0.25).

Total: 4.5
Start is 0.
Magic. You have some from Chameleon at least up to 3rd level (see in the UoSI) or even up to 5th if I will be lenient. But even so, only arcane spells. Yeah, Chameleon's "spell list" is the best spell list, but only arcane limitation is painful (+1).
Offense. Swashbuckler gave you a good start, free Weapon Finesse and Insightful Strike are cool, but later you stalled. Yes, you managed to get a third attack at 19th level, but your damage is how much? 1d6+5 and sometimes +1d6+20 SA? Yeah, Chameleon's spells are good addition, best buff or even some damage if you want. This helps (+0.75).
Defense. Also isn't your strongest side. Arcane Stunt is cool, but it isn't enough. Saves... Well, they are about normal. Hp doesn't blow my mind. Chameleon again saves the day, but it still can't fully fix all. I give you +0.5 here.
Support. Yeah! It is yours! All (almost) skills on the planet, Wanderer's Diplomacy, Seduction, Social Intuition, Minor Change Shape, various bonuses to skills. Well done (+1.25).

Total: 3.5
Start is 5.
For what reason did you take Open-Minded? I understand you need skill points... Wait a minute! You don't! You easily could take this 5 point instead of Autohypnosis, or Balance, or Tumble, or Escape Artist. This is a wasted feat (-0.25).
I don't like your skill presentation very much. With Able Learner, Open-Minded, many skill-heavy classes I want to see at least how many skill points you have at each level and how many skill points you invest in every skill. I’m not even asking about a full list of skills on every level, not just skills that you rise up (-0.5).
dead levels web enhancement is good, but link would be better. It is your main feature, present it to me (-0.25).
Alignment issue (-0.5). Yes, it is solvable, but it still is an issue.
I don't understand why you took no skill-tricks. They are very tasty for you, Social Recovery for example. I'm surprised (-0).
You have a Bluff-based build. And during ten levels you didn't max it out! I see you didn't understand how Able Learner works (-0.5).


I'm not sure what skills are considered class skills exactly.
Please, ask me (or post a question in the FAQ topic) after revealing.

Total: 3
Start is 0.
Do you qualify for SI? - Oh... You didn't. Totally.

You can’t use any abilities gained from your aptitude focus, ability boon, or mimic class feature abilities to qualify for a feat, prestige class, or other option.

I'll put point on other criteria, but you get straight 1 in UoSI.

Do you entry SI early? - No.
Do you finish SI? - Yes.
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - I don't see you use it.

Scent - emulate darkvision-having humanoid is something. I'd give you sum +0.2 here and in Blindsense & Blindsight.

Aggression Mastery - nothing special.

Symphony of Nerves - nothing very special, but at least you have Weapon Finesse.

Blindsense & Blindsight - see Scent.

Telepathic Immunity - nothing special.

Eidetic Memory - well, I see you argue about int-based Bluff and I think somebody could buy it. Plus you have variety of true Int-based skills.

Clairaudience/clairvoyance - nothing special.

Twist the Neural Skein - okay, I see strange synergy with Arcane Focus.

Neural Glimpse - used.

Inscrutable Mind - there is synergy with False Pretenses.
Do you use SI prerequisites? - there are some double qualify and almost max prereq skills.
Maybe SI makes your entry worse? - No.

Total: 1
Total: 12

Start is 3.
Illumian. I like illumians and don't see them often (+0.25).
Fiendbinder? You wowed me (+1).
Spontaneous Diviner generalist Wizard... It isn't an unknown variation, but you didn't try to use it to qualify for Versatile Spellcaster or something like (+0).
Catalogues of Enlightenment - overused (-0.5). Over feats... Let's say it's a draw.

Total: 3.75
Start is 0.
Magic. Definitely you aren't a full wizard and don't have 9th level directly. But you have some workarounds! I give you full 1.25 points here.
Offense. We both know it isn't yours. You have Knowledge Devotion if you need to hit somebody with a dagger, but that's all,.. if don't count magic. But with magic it is a different case (+0.75).
Defense. Saves, AC, hp are marginally. Yes, Bulwark of Reality is a good spell, but for somebody who relies on touch spells as much as you it doesn't look enough (+0.25).
Support. You have a not bad variety of skills, 14 known languages, two Craft Item feats, useful spells, your familiar and minions are worth mentioning, too. And you have a way to get money even while it's debatable (+1).

Total: 3.25
Start is 5.

Second, Nathaniel has a massive +57 (see Notes & Discussions) to the Truespeak check (at level 17), check that will be opposed by either a Truespeak check (which only the Logokron and Word Archon have trained at +36 and +27 respectively) or … a Charisma check. And since they have to roll a Charisma check, this triggers the “diagram” note in Magic Circle against Evil that increases the DC of the spell by 5 up to 29 (31 for TB).
No, this doesn't work.

If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5
Creature should use specific "Charisma check to break free of the trap", not just any Charisma check. And even if I get your interpretation. Save comes before Charisma check your talking about. This Charisma check can't affect on the save, even if it is alternativeless option (-0.5).

Your calculations in the Recharge Higher Order Ability section are generally right, but you forgot one thing:

Strongly Law-Aligned: Nonlawful characters on Mechanus suffer a –2 penalty on all Charisma-, Wisdom-, and Intelligence-based checks.
It'll cost you -0.25 penalty. I give this penalty to you and don't give other nonlawful Catalogues of Enlightenment users because it looks like you intend to shift onto the Clockwork Nirvana of Mechanus every week.


The “Touch spell combined with Su touch ability from Cerebrex” section
...
2nd Create Magic Tattoo
Technically you are correct, but... 10 minutes casting time! And giving this spell "touch" range is actually a very bad decision. I don't see this work (-0.25).


Alter Fortune is a divination spell so Nathaniel can spontaneously cast it should he roll a Nat1 on the Truespeak check.
What nat1 are you talking about? Skills don't get natural 1s. I don't see why you want to recheck 1 and don't want to recheck, let's say, 3 (-0.25).

I'd be very glad to see a full list of your known languages since you decided to put some skill points into Speak Language. No penalty, just mention (-0).

Forgery of Faustian Pacts... I see what you do here. But I don't sure it can be done.

Mortals must sign in their own blood to render the contract binding.
I don't see an option here to sign in the blood of another person.
And even if you forge a pact I don't sure your alignment doesn't switch to LE.
Plus, I don't think you are first so smart. Devils should have some protection against such fraud.

I don't see any DM let it fly more than once, maximum twice (-0.5).


At level 20, you might even be able to sign a Pact with the Tormented Soul bound to you.
I don't see how. Tormented Soul isn't Devil (-0.25).


Create Magic Tattoo : Hey, another Int skill that is a prereq for Cerebrex ! I’d let Craft (alchemy) count for this purpose but if your DM doesn’t agree
I don't. Don't see how alchemy could be connected to the tattooing, and as for another craft with 1 rank... DC 20 with +11 to check isn't guaranteed (-0.25).

Truename Research and Collector of Stories.

When you attempt a trained Knowledge check to identify a creature

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities.
I think CoS doesn't work with TR (-0.25).


Blindsight 60ft joins the fray of the detection modes Nathaniel has access to and he can use them through [...] even Clairaudience/clairvoyance
No it doesn't (-0.25).

Unlike other scrying spells, this spell (Clairaudience/clairvoyance) does not allow magically or supernaturally enhanced senses to work through it.

Total: 2.25
Start is 0.
Do you qualify for SI? - Yes (+1).
Do you entry SI early? - Yes, earliest possible entry (+0.5).
Do you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - Truename Research is good use of that (+0.25)

Scent - you just have it (+0).

Aggression Mastery - you have some use for that ability (+0.1)

Symphony of Nerves - you just have it (+0).

Blindsense & Blindsight - synergy with Scrying spells counts (+0.25).

Telepathic Immunity - it mostly fluff, but it's something (+0.1).

Eidetic Memory - very valuable ability for you. It's just numbers, but it's important numbers (+0.25).

Clairaudience/clairvoyance - you just have it (+0).

Twist the Neural Skein - you just have it (+0).

Neural Glimpse - you just have it (+0).

Inscrutable Mind - you just have it (+0).
Do you use SI prerequisites? - you max prereq skills, but alchemy, you try to smuggle it for tattooing, but I didn't buy it, of course you use spellcasting. I give you +0.2 points here.
Maybe SI makes your entry worse? - Every two Cerebrex's levels are +1 to Truespeak, yes, but I could imagine this build like Wizard 5/Cerebrex 6/Fiendbinder 9 and maybe it'd be a better option (-0.25).

Total: 2.9
Total: 12.15

Start is 3.
Human (-0.5).
Zhentarim Soldier Sneak Attack Thug 5? I don't expect it (+0.25), while the combo of Zhentarim Soldier and Imperious Command is well known (-0.25).
Factotum is so so here (+0).
Cultist of the Shattered Peak? Never heard about it (+1)!
Able Learner without Chameleon? Mage Slayer? Stand Still? It is slightly weightier than Darkstalker and Spiked Chain on the other hand (+0.25).

Total: 3.75
Start is 0.
Magic. It's bad. You have some, but it's worth only +0.25 points.
Offense. Well, you have some options, your main weapon is good, Mage Slayer and Stand Still are very annoying for spellcasters and you are good at intimidating (while Intimidate isn't very good itself), but you actually don't have damage to talk about. DA is a sorta gamble. I give you +0.5 points.
Defense. HP is low. AC is low. Saves are almost normal. +0.25 points here
Support. Trapfinding, good variety of skills, intimidating options. Not bad, but not good either (+0.5).

Total: 1.5
Start is 5.
Champions of Valor Web Enhancement (Zhentarim Soldier). I wanna see the link (-0.25).
Your skills' presentation doesn't make my life easier, but you at least gave me Final Skill Ranks (-0.25).

Aggression Mastery really caught my eye. By touching a target (not a touch attack, just a touch without roll)
Sorry, but there is no option to touch an unwilling target other than touch attack in the game (-0.25).
Practiced Spellcaster? Do you really need it? Why is CL 9 so valuable to you? I think this is the waist feat (-0.25).
You optimize Intimidate and you don't take Never Outnumbered? What (-0.25)?
You get 4 ranks in Craft (Alchemy) when you don't have any spellcasting. RAW allows you to do this, but it looks inelegant in my eyes (-0.25).
You didn't qualify for Stand Still, you don't have 13 Str (-0.5).

Total: 3
Start is 0.
Do you qualify for SI? - Yes (+1).
Do you entry SI early? - No (+0).
Do you finish SI? - 9/10 levels means (+0.25).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - you just have it (+0).

Scent - you just have it (+0).

Aggression Mastery - yes, you use it, but very straightforward (+0.1)

Symphony of Nerves - well-used ability (+0.25).

Blindsense & Blindsight - you just have it (+0).

Telepathic Immunity - you just have it (+0).

Eidetic Memory - you have enough Int-based skills, it's count (+0.25).

Clairaudience/clairvoyance - you just have it (+0).

Twist the Neural Skein - you have some use of this ability (+0.25).

Neural Glimpse - you don't have it at all (+0).

Inscrutable Mind - you don't have it at all (+0).
Do you use SI prerequisites? - You even didn't max prerequisite skills apart from Spellcraft and you almost don't rely on your spellcasting. It's +0 points.
Maybe SI makes your entry worse? - Hm... I think no, no penalty here (-0).

Total: 2.1
Total: 10.35


Start is 3.
Dragonwrought Dragonborn Kobold Sorcerer? Easy -1.
Wu Jen? Something slightly unexpected (+0.5).
Mage of the Arcane Order and Wyrm Wizard? Well... not unheard, but not a very frequent guests (+0.25).
Feats... Nothing wowed me. Plus Planar Touchstone (Catalogues of Enlightenment) - overused (-0.5).

Total: 2.25
Start is 0.
Magic. You have a good variety of spells up to 7th level with your clever trick! +1.25
Offense. You aren't a good combatant with your low physical stats and low BAB, but magic of course gives you some valuable alternatives (+0.75).
Defense. Your hp, AC and two of three saves don't seem like something great and, yes, magic (+0.5).
Support. You aren't skill-monkey, but manage to do something with your skill-points. Plus Travel Domain spells, plus Alter Self - good (+1).

Total: 3.5
Start is 5.
First, you have no way to make me believe in this “automatically” nonsense. It just doesn't work. Dixi. It's good for you this isn't your main bet. I thought about 0 total, but your entry works if we just replace SoC levels with Sorcerer levels (-2).
I like you didn't insist on the Venerable age (-0), but Dragonwrought Dragonborn is a kinda mess. Yeah, it works by RAW, but I see many DMs who will have objections and questions in this regard (-0.25).
True Neutral Dragonborn. Sorry, but it doesn't work. Dragonborns of Bahamut are Good. Dragonborns of some other God maybe, but RAW them don't exist (-0.25).
I very much like your "knows" trick, but I don't think every DM lets you make it (-0.25).

Cross-setting materials... Well. It is, but it isn't a big deal (-0).

You mixed up your base saves on 18th and 19th levels. Also you mixed up your spell progression. You skipped 17th level (Mage of the Arcane Order 2), but didn't skip 19th (Wyrm Wizard 2) (-0.25).

I like what you did with Weapon Familiarity and the Rite of Rebirth (+0.25).

Total: 2.25
Start is 0.
Do you qualify for SI? - You don't qualify for SoC and this means you didn't have 3rd level spells at the point when you enter SI. It can be easily solved so you get your +0.75.
Do you entry SI early? - Almost as early as it is possible (+0.5).
Do you finish SI? - 9/10 levels. I give you +0.25.
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - Higher Order power of the Catalogues of Enlightenment counts (+0.25).

Scent - I see some use with Sudden Widened AoE spells. It isn't enough to name it "combo", but here I give you +0.1.

Aggression Mastery - you give me nothing here, I give you nothing, too (+0).

Symphony of Nerves - and again (+0).

Blindsense & Blindsight - you just have it (+0).

Telepathic Immunity - more 0s.

Eidetic Memory - Well, you have enough Int-based skills. That let me say: you use this ability - +0.25.

Clairaudience/clairvoyance - you just have it (+0).

Twist the Neural Skein - you definitely use it and have nice combos with it. Take your +0.25 and +0.5 for your combos.

Neural Glimpse - you don't have it at all (+0).

Inscrutable Mind - you don't have it at all (+0).
Do you use SI prerequisites? - Well, at least you are leveling prereq skills, but don't do something special with them. You even didn't mention them anywhere in your entry beyond the build table and of course you use your spellcasting (+0.2).
Maybe SI makes your entry worse? - actually... not. Your Twist the Neural Skein combo saves the day (-0).
Total: 3.05
Total: 11.05

Start is 3.
Earth Dreamer is something new (+0.5).
Diviner Wizard is not (-0.25).
Feats... Some expected, some unexpected. Draw (+0).
You are human, right (-0.5)?

Total: 2.75
Start is 0.
Magic. You have 8th level and... some spells? Well, you are a wizard and theoretically your repertoire is limited only by money. With Alacritous Cogitation and Spontaneous Divination ACF you are pretty flexible (+1).
Offense. I think you do something with your spells, but I don't know what exactly. You mentioned Shadow Evocation and that's all. Out of spells your offensive potential is very low. I give you +0.25 points.
Defense. Again, I think spells help your defense somehow, but without any guidelines I can't evaluate it. +0.25 points for broad potential.
Support. Here you at least have something apart from Schrödinger's spells. Vatic gaze, Earth Sense, Earth Dreamer's features, Darkstalker, good enough skills. It is worth +1 points.

Total: 2.5
Start is 5.
First, please, next time give the judge your spells. I penalized you for its absence enough in the Power section, but I should mention this here.
Your skills presentation is hard to read. At least I can understand how many skill points you put in skills (-0.25).
I was forced to guess what race you are. For your luck, it was easy (-0).
Spell Penetration and Greater version? Why? Do you have some troubles with enemies' SR? I don't know, but even if so, you'd better get Practiced Spellcaster. It gives +4 CL for all, not only against SR. Two waisted feats (-0.5).
Vatic Gaze is a cool feat, but...

You make a Sense Motive check (DC 5 + target's caster level).
You have Sense Motive +8. It's a waist (-0.25).

Generally, your entry looks unfinished. A little here, a little there. I want to give you another -0.5 penalty for this.

Total: 3.5
Start is 0.
Do you qualify for SI? - Yes (+1).
Do you entry SI early? - Yes, but there is 5-level gap after 2nd level (+0.4).
Do you finish SI? - Yes (+0.5).
Have you found some interesting combos involving SI abilities? Do you at least use them?

Enigma's Bane - there is some potential synergy between Enigma's Bane and Earth Dreamer's Earth Dream, there is a sentence "receive a short, often cryptic, answer." And if you mention this I'd give you, maybe +0.1, but I found it by myself, so you get +0 points here.

Scent - you just have it (+0).

Aggression Mastery - you just have it (+0).

Symphony of Nerves - you just have it (+0).

Blindsense & Blindsight - you just have it (+0).

Telepathic Immunity - you just have it (+0).

Eidetic Memory - you have some Int-based skills (+0.25).

Clairaudience/clairvoyance - you did mention synergy between Earth Sight and this ability, but unfortunately "Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it." Otherwise, you just have it (+0).

Twist the Neural Skein - this ability has some synergy with Vatic Gaze. Give you (+0.2).

Neural Glimpse - well, you can get another +6 to your Sense Motive (+0.1).

Inscrutable Mind - you just have it (+0).
Do you use SI prerequisites? - You use spells and you maxed Knowledge (arcana) and almost maxed Spellcraft. Concentration and Alchemy just did their qualification job and abandoned forever (+0.1).
Maybe SI makes your entry worse? - It looks like it isn't worth 9th level spells (-0.25).

Total: 2.3
Total: 11.05

Table.
Name Alignment / Race Class Levels Chef loky1109 Total Place
Ilias Fessor (https://forums.giantitp.com/showsinglepost.php?p=25615445&postcount=52) LE Human Human Paragon 3/Master Inquisitive 2/Assassin 3/Unseen Seer 2/Cerebrex 10 16.70 16.70 1st
Tri-Tongued Taylor (https://forums.giantitp.com/showsinglepost.php?p=25615447&postcount=53) NE Changeling Changeling Rogue 1/Arcane Stunt Seduction Swashbuckler 4/Mountebank 1/Chameleon 3/Cerebrex 10/Disciple of Baalzebul 1 12.00 12.00 3rd
Nathaniel (https://forums.giantitp.com/showsinglepost.php?p=25615448&postcount=54) TN Illumian Spontaneous Divination Wizard 5/Cerebrex 10/Fiendbinder 5 12.15 12.15 2nd
Ted (https://forums.giantitp.com/showsinglepost.php?p=25615450&postcount=55) TN Human Zhentarim Soldier Sneak Attack Thug Fighter 5/Cultist of the Shattered Peak 5/Factotum 1/Cerebrex 9 10.35 10.35 5th
Nivniv (https://forums.giantitp.com/showsinglepost.php?p=25615452&postcount=56) TN Dragonwrought Dragonborn Kobold Stalwart Sorcerer 1/Wu Jen 1/Singer of Concordance 3/Mage of the Arcane Order 4/Cerebrex 9/Wyrm Wizard 2 11.05 11.05 4th
Lara Mipsholme (https://forums.giantitp.com/showsinglepost.php?p=25615458&postcount=57) LE Human Spontaneous Divination Enhanced Awareness Diviner Wizard 5/Cerebrex 10/Earth Dreamer 5 11.05 11.05 4th

The Viscount
2022-11-20, 09:17 PM
Thank you very much!

With American Thanksgiving approaching, I'll give until the 28th for disputes, if any.

Thurbane
2022-11-20, 10:08 PM
Even though I have no dog in this fight, massive thanks to loky1109 for judging! So hard to get judges here right now. We really appreciate the investment of your time.

Venger
2022-11-21, 12:16 AM
No disputes.

H_H_F_F
2022-11-21, 06:01 AM
Even though I have no dog in this fight, massive thanks to loky1109 for judging! So hard to get judges here right now. We really appreciate the investment of your time.

Same! I haven't had much time for hobbies lately, and hope I can be more active on the forums again soon. Huge props to loky for stepping up!

The Viscount
2022-11-22, 07:00 PM
A few disputes here:


Thanks to Loky for the judgment. Just a quibble:

Why Practiced Spellcaster? Not for CL 9 (I can feel my magic power score dropping even more from here), but to make up for Mage Slayer's 4 CL decrease in advance. Ted may be a mundane martial wearing a paper-thin caster mask, but he still has to be able to meet the bare minimum standard of casting 3rd level arcane spells to qualify for Cerebrex, and having a caster level of 1 would get in the way.


Good morning, thanks a ton for judging! I have one small dispute.

You assign a -0.25 penalty for using Open-Minded needlessly.

You also assign a -0.5 penalty for not maxing out bluff during most of my levels.

Now, the reason is, I was thinking that skill caps go back to (3+lvl)/2 after the skill becomes cross class, as you say, I did not understand able learner.

Therefore, I (thought I) need Open Minded to grab all entry skills on the single level when the skill cap is high enough, and I cannot raise them far beforehand. And therefore, I do not max out bluff, as I do not believe I can. These come from the same source.

But this is one mistake: if I understood able learner better then both problems would be fixed. Therefore, I should get only one penalty.


Hey Loky,

Thanks for judging, I just have a few disputes I want to get by you.

Originality
I was sure I'd get some love for using Truenaming as a base but maybe you had that put in with Fiendbinder. Like Skill Focus (Truespeak) isn't very much seen anywhere...



Power
Defense :Yes, Bulwark of Reality is a good spell, but for somebody who relies on touch spells as much as you it doesn't look enough (+0.25).

Strongly disagree here. I listed so many touch spells just because of the fact they combo with Cerebrex's Aggression Mastery and Twist the Neural Skein touch attacks and those are respectively once and twice a day so I'd hardly call that "relying heavily" on them. Second, Nathaniel's familiar can do the dirty job for him via Deliver Touch Spells most of the time so he doesn't have to jump into the fray.
I also did a good job listing all the good touch spells I could possibly find printed by WotC.

And moreover in the Power section I don't see the fact that Nathaniel has nigh infinite minions under his dominion and if that's not Offense, Defense and Support I don't see what is.



Elegance
Planar/Truename Binding : No, this doesn't work.
While I see why you find a flaw in my reasoning, that "resisting an order" and "breaking free" aren't the same thing per say, Nathaniel eating a -0.5 for this feels rough especially since, even with your interpretation, the optimization effort put into Truenaming does make them unable to refuse to do anything meaning they only have to fail to break free once to be your slave.

Second, Alter Fortune is here because
Once you demonstrate mastery of that Truename with a successful Truespeak check, you can compel the creature to perform a service on your behalf if you roll a 1 on the Truespeak check required by this spell, the creature breaks free of the binding and can escape or attack you. and Nathaniel doesn't not want that.


Technically you are correct, but... 10 minutes casting time! And giving this spell "touch" range is actually a very bad decision. I don't see this work (-0.25).
Hold up. Is Nathaniel being penalized because you disagree with the range a spell has ? I listed it here in the touch spell section for completion, I didn't think it'd be perceived as an offense touch spell... who would ? And even if you would argue it is, in a "hostage you set free raging on enemies" situation, it can be used as such. It's an additional option (even though unlikely one) so how come Nathaniel's being penalized for more options ?

As for Craft (Alchemy) not counting, I get the point but having +1 in Craft (anything artsy) +2 Illumian +5 Eidetic Memory +5 Int so it's +13 (no items, no buffs) and you forget the main schtick of the build ; dealing with devils.
Faustian Pacts can get you more skill points as well as the Extract Gift section which are both flavorful and useful, to get it 100% of the time.
(It does work because it's already been penalized somewhere else).
This is another case of "getting penalized for offering more options" which is just weird to me.


I don't see an option here to sign in the blood of another person.
And even if you forge a pact I don't sure your alignment doesn't switch to LE.
Plus, I don't think you are first so smart. Devils should have some protection against such fraud.

I don't see any DM let it fly more than once, maximum twice (-0.5)

There is a specific "forge a signature" clause in Forgery skill and the whole point of finding this exploit is to use it. It makes sense with the character's goal and entire construction. As you proved it ("what happens with the alignment ?", "does a Tortured Soul count as a bargainable soul ?", "Devils must have a way around it somehow" etc.), it's all in "ask your DM territory" and a DM that doesn't want it to work won't let it work (that's just how the game is).
BUT do you realize that with your grading system, I'd have more points if I didn't spend hours optimizing and trying to justify finding a new exploit in a game that's been researched for decades ? This leaves a very sour after taste as it just discourages the exploration of anything new really. That's a free -0.75 points total for something that's entirely a fun yet somewhat unpractical discovery at worst and a new variety of cheese at best.




When you attempt a trained Knowledge check to identify a creature

Quote Originally Posted by SRD
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities.
I think CoS doesn't work with TR (-0.25).

How can you come to the conclusion it doesn't work when you quoted the rules that shows it does ? I don't mind you disproving this, just not by using the rules that do the opposite.



No it doesn't (-0.25).

Quote Originally Posted by SRD
Unlike other scrying spells, this spell (Clairaudience/clairvoyance) does not allow magically or supernaturally enhanced senses to work through it.

Yes it does. You see while Scent is Su, Blindsight is Ex and this specifically makes it work here.


Aggression Mastery - you have some use for that ability (+0.1)
[...]
Twist the Neural Skein - you just have it (+0).
Lastly, Twist the Neural Skein has the same amount of love Aggression Mastery has : touch spells combining with it.

Thank you for your time, really, and sorry for the sour tone but I don a lot on this build. Having everything click together was fun and satisfying and seeing it taken down like this is frustrating.

loky1109
2022-11-22, 08:50 PM
Why Practiced Spellcaster? Not for CL 9 (I can feel my magic power score dropping even more from here), but to make up for Mage Slayer's 4 CL decrease in advance. Ted may be a mundane martial wearing a paper-thin caster mask, but he still has to be able to meet the bare minimum standard of casting 3rd level arcane spells to qualify for Cerebrex, and having a caster level of 1 would get in the way.
Oh! I see. You really need this feat. Remove -0.25 penalty.
Elegance changed to 3.25.
Total changed to 10.6.


But this is one mistake: if I understood able learner better then both problems would be fixed. Therefore, I should get only one penalty.
Well, I understand that both this mistakes have one root, but I still think they are two separate mistakes. No change.


I was sure I'd get some love for using Truenaming as a base but maybe you had that put in with Fiendbinder.
You are right. All love put in!


Like Skill Focus (Truespeak) isn't very much seen anywhere...
Okay. I looked up your feats one more time and, yes, it is worth something more than a draw. Add +0.25 points.


Strongly disagree here.
[...]
And moreover in the Power section I don't see the fact that Nathaniel has nigh infinite minions under his dominion and if that's not Offense, Defense and Support I don't see what is.
Your minions are already counted in the Support, and while isn't obviously in the Offense, but I see it isn't enough: I somehow skipped nigh infinite numbers of your minions.
I think I understand and partially agree with your disagreement about the Defense. You still have low saves, AC, hp, but I see you aren't so melee type as I said. I don't see any clear way for your minions to improve you Defense directly, however. I don't count "Defend me" command, because it isn't actually about defense, it's "the fiend attacks the first creature to attack you".
Add +0.25 points in Defense and +0.25 points in Offense - +0.5 in Power total.


While I see why you find a flaw in my reasoning, that "resisting an order" and "breaking free" aren't the same thing per say, Nathaniel eating a -0.5 for this feels rough especially since, even with your interpretation, the optimization effort put into Truenaming does make them unable to refuse to do anything meaning they only have to fail to break free once to be your slave.
Yes, -0.5 is too much. Reduce this penalty to -0.25.


Second, Alter Fortune is here because [...] and Nathaniel doesn't not want that.
This is good reasoning. I was expecting something like that. Remove the -0.25 penalty.


Hold up. Is Nathaniel being penalized because you disagree with the range a spell has?
No. My disagreement with listed range is just grumbling. I penalized Nathaniel because I don't think Create Magic Tattoo combined with Su touch ability from Cerebrex well. You main point about combining Cerebrex's touches and touch spells was action economy if I understand you correctly. And I agree to do two things at one and the same time is great. But this doesn't work with 10 minute casting Create Magic Tattoo. You have no reasons to combine them. Even if you find way to have profit of using Cerebrex's abilities on the allies.
So answering your question:

It's an additional option (even though unlikely one) so how come Nathaniel's being penalized for more options?
Nathaniel's being penalized for an attempt to present as option that really it isn't an option.
Plus idea of holding the charge of Create Magic Tattoo broke my mind slightly, but as I said it's just grumbling.


As for Craft (Alchemy) not counting, I get the point but having +1 in Craft (anything artsy) +2 Illumian +5 Eidetic Memory +5 Int so it's +13 (no items, no buffs) and you forget the main schtick of the build ; dealing with devils. [...]
This is another case of "getting penalized for offering more options" which is just weird to me.
I'd get that another Craft with 1 rank if it was in the entry not as an alternative option "if your DM doesn’t agree" but as a main option, especially since you even didn't mention all languages you get. It clearly wasn't a big waste for you. But you didn't and as a result Nathaniel doesn't have craft skill needed to cast this spell.
I know this "if it doesn't work when just change it for" things, I made such in my own entries and got my penalties for this and I think these penalties were deserved.


BUT do you realize that with your grading system, I'd have more points if I didn't spend hours optimizing and trying to justify finding a new exploit in a game that's been researched for decades ? This leaves a very sour after taste as it just discourages the exploration of anything new really. That's a free -0.75 points total for something that's entirely a fun yet somewhat unpractical discovery at worst and a new variety of cheese at best.
Wait a minute? Where -0.75 did you take from? Penalty here was -0.5. Plus I gave you about +0.25 points in the Power section (in Support part).
Yes, it's all in "ask your DM territory" and that's an issue. We can't be sure it works, can't be sure how it works, can't be sure how many times it will work, but I think we should be sure in real game with real DM it will not work infinitely and without drawbacks. It's very clever TO exploit that even can be limited used in real game. It's very cool! That's why it's only -0.5 (with +0.25 in other places), but not -1 or more.


How can you come to the conclusion it doesn't work when you quoted the rules that shows it does ? I don't mind you disproving this, just not by using the rules that do the opposite.
I see I need explain myself. My quote from SRD should show that means "identify a creature" in the Collector of Stories description. It's specific Knowledge skill use. Difetent than Knowledge check to discover a personal truename.


Yes it does. You see while Scent is Su, Blindsight is Ex and this specifically makes it work here.
My mistake. Sorry. Remove -0.25 penalty.


Lastly, Twist the Neural Skein has the same amount of love Aggression Mastery has : touch spells combining with it.
Agree. Add +0.1 point in UoSI.

At the end we have...
Originality +0.5 points. +0.25 was already mentioned and after reading your dispute and writing my answer I understand all Forgery of Faustian Pacts stuff is worth some points here. Changed to 4.25.

Power +0.5 points and changed to 3.75.

Remove -0.75 penalty from Elegance and change it to 3.

And UoSI get +0.1 points and changed to 3.

Total score now is 14.


Thank you for your time, really, and sorry for the sour tone but I don a lot on this build.
You shouldn't sorry, it's okay.

Having everything click together was fun and satisfying and seeing it taken down like this is frustrating.
I could understand this, you make great creative job and make it very well, but some things from my perspective just don't work or work in slightly (or not slightly) another way. That's why we are discussing here.

I should say, before all numbers were counted I wanted to give you HM, but you at 2nd place at the end of the day, so this isn't required.

Updated table.
Name Alignment / Race Class Levels Chef loky1109 Total Place
Ilias Fessor (https://forums.giantitp.com/showsinglepost.php?p=25615445&postcount=52) LE Human Human Paragon 3/Master Inquisitive 2/Assassin 3/Unseen Seer 2/Cerebrex 10 16.70 16.70 1st
Tri-Tongued Taylor (https://forums.giantitp.com/showsinglepost.php?p=25615447&postcount=53) NE Changeling Changeling Rogue 1/Arcane Stunt Seduction Swashbuckler 4/Mountebank 1/Chameleon 3/Cerebrex 10/Disciple of Baalzebul 1 12.00 12.00 3rd
Nathaniel (https://forums.giantitp.com/showsinglepost.php?p=25615448&postcount=54) TN Illumian Spontaneous Divination Wizard 5/Cerebrex 10/Fiendbinder 5 14.00 14.00 2nd
Ted (https://forums.giantitp.com/showsinglepost.php?p=25615450&postcount=55) TN Human Zhentarim Soldier Sneak Attack Thug Fighter 5/Cultist of the Shattered Peak 5/Factotum 1/Cerebrex 9 10.60 10.60 5th
Nivniv (https://forums.giantitp.com/showsinglepost.php?p=25615452&postcount=56) TN Dragonwrought Dragonborn Kobold Stalwart Sorcerer 1/Wu Jen 1/Singer of Concordance 3/Mage of the Arcane Order 4/Cerebrex 9/Wyrm Wizard 2 11.05 11.05 4th
Lara Mipsholme (https://forums.giantitp.com/showsinglepost.php?p=25615458&postcount=57) LE Human Spontaneous Divination Enhanced Awareness Diviner Wizard 5/Cerebrex 10/Earth Dreamer 5 11.05 11.05 4th

Inevitability
2022-11-23, 03:55 AM
No disputes here.

The Viscount
2022-11-28, 06:01 PM
It's time for the reveal!

Name Alignment / Race Class Levels Chef loky1109 Total Place
Ilias Fessor (https://forums.giantitp.com/showsinglepost.php?p=25615445&postcount=52) LE Human Human Paragon 3/Master Inquisitive 2/Assassin 3/Unseen Seer 2/Cerebrex 10 Inevitability 16.70 16.70 1st
Tri-Tongued Taylor (https://forums.giantitp.com/showsinglepost.php?p=25615447&postcount=53) NE Changeling Changeling Rogue 1/Arcane Stunt Seduction Swashbuckler 4/Mountebank 1/Chameleon 3/Cerebrex 10/Disciple of Baalzebul 1 Inevitability 12.00 12.00 3rd
Nathaniel (https://forums.giantitp.com/showsinglepost.php?p=25615448&postcount=54) TN Illumian Spontaneous Divination Wizard 5/Cerebrex 10/Fiendbinder 5 Paragon 14.00 14.00 2nd
Ted (https://forums.giantitp.com/showsinglepost.php?p=25615450&postcount=55) TN Human Zhentarim Soldier Sneak Attack Thug Fighter 5/Cultist of the Shattered Peak 5/Factotum 1/Cerebrex 9 Defeated Victor 10.60 10.60 5th
Nivniv (https://forums.giantitp.com/showsinglepost.php?p=25615452&postcount=56) TN Dragonwrought Dragonborn Kobold Stalwart Sorcerer 1/Wu Jen 1/Singer of Concordance 3/Mage of the Arcane Order 4/Cerebrex 9/Wyrm Wizard 2 WhamBamSam 11.05 11.05 4th
Lara Mipsholme (https://forums.giantitp.com/showsinglepost.php?p=25615458&postcount=57) LE Human Spontaneous Divination Enhanced Awareness Diviner Wizard 5/Cerebrex 10/Earth Dreamer 5 Venger 11.05 11.05 4th

Congratulations on an excellent round. New round up shortly.

Inevitability
2022-11-29, 07:10 AM
For all that cerebrex looks like an useless class, I'm really happy with how many uses I found for it. Looking back, the blunder with Taylor's prerequisites was something I should have spotted, but my other entry winning by such a large margin makes more than up for it. Looking forward to the next round!