1. - Top - End - #351
    Troll in the Playground
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    Apr 2011
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    Well, this has been a literal flight of dragons, hasn't it?

    Quote Originally Posted by Doraanar Gireen
    Doraanar Gireen
    Loredrake Steel Dragon 6/Talon of Tiamat 10/Warblade 1/Abjurant Champion 3
    The Story
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    Have you I ever told you the tale, my child, of how the Talons of Tiamat have come to fight so far from the Lords of Dust? They seek but one Rajah to free, but why? What makes them the only ones?

    The tale begins on the shores of distant Argonnessen. It was different, then, my child; but two generations had passed for the dragons since the time of the Rajah, but dozens for us. Back there, many remembered the terror of the Age of Demons, and had fought valiantly against the armies of the Rajah. But, as few remember today, there were those who had opposed the war, who wanted to let Khyber claim the body of Eberron. Neither had spawned them, so why should they care? In the war, they refused to fight, and when the war was won, they were pariah.

    They were the first of the Lords of Dust. They were known, those dragon-traitors, and were shunned. Their wishes to release the Rajah from the depths of Khyber was well known, and they were unable to act by the scrutiny of the dragons around them. And so, they had to resort to drastic measures.

    They had stolen a dragon egg from its mother, and raised it in secret. They changed it; they warped its mind with sorcery, so that it would believe their words as truth. They groomed it, taught it the arts of sorcery, and gave it knowledge of the magics surrounding it. It would be their eyes and ears, their cats-paw in the world. It would be the first of many; it would be their Talon. And so, the Doraanar Gireen, the prophet and assassin, was made.

    He was true to his title; he was among the best of the agents of the world. He operated, across Argonnessen and Khorvaire, doing all he could in the name of the Lords. He tore through monsters guarding the depths of Khyber to allow foolish adventurers through, and manipulated royal families into abandoning policies that would lead to the end of the persecution of demons, hags, and Rakshasa. He would even impersonate other dragons to advance his masters' agenda in the labyrinthine game of Argonnessen politics. And no one ever suspected him. Who would believe a puny Wyrmling to be a threat? To be able to trap his foes in nets of acid, able to tear through even dragonflesh without effort? And who, outside of Argonnessen, would believe that a Dragon was trying to free the Lords of Dust? Such was an impossibility.

    However, even as his skill and deeds grew, he found himself a different calling.

    Locked down, in the deepest pit in Khyber, the Pit of Five Sorrows, laid the lady Tiamat, a God of the dragons reduced to living in chains. As Doraanar plied his trade, and grew closer both to dragons and the Rajah, he grew even closer to her. In his dreams, she would whisper; in his orders, her voice could be subtly heard. She taught him secrets even his masters never knew; ways to trap others in the breaths he breathed, ways to inspire terror in the hearts of others. Eventually, Doraanar had abandoned his task of freeing the Rajah, and moved to only one: Freeing the Daughter of Khyber.

    Slowly but swiftly, plying the trade he learned all his life, he began to take down those who were so adamantly devout in freeing all of the Lords of Dust. The others began to grow suspicious, and so he began to ply their own trades against them. He warded his mind with the demands of his mistress, forcing himself to follow them over the orders of his superiors. And slowly but surely, he began to force others to do the same. In but 10 years from the time the Daughter of Khyber first spoke to him, there were no Lords of Dust among the dragons, or among the dragonborn. There were only the Talons of Tiamat. And no one suspected that that one poor indoctrinated Wyrmling was the driving force behind it all.

    Abilities
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    Strength 14 + Level increases
    Dexterity 10
    Constitution 18+2 Race
    Intelligence 10
    Wisdom 8
    Charisma 14+2 Race

    Also, a note on skills:
    The list of class skills for Steel Dragons is the same as for other True Dragons (Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, and Use Magic Device) with the addition of Bluff, Craft (any), and Profession (any), as per the Monster Mayhem web enhancement.

    The Build
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Racial HD 1|
    +1
    |
    +2
    |
    +2
    |
    +2
    |Knowledge (Arcana) 4, Intimidate 4, Bluff 4, Listen 4, Spot 4, Concentration 4|Dragonthrall|Dragon Racial Features

    2nd|Racial HD 2|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Knowledge (Arcana) 5, Intimidate 5, Bluff 5, Listen 5, Spot 5, Concentration 5||Polymorph, Poison Resistance

    3rd|Racial HD 3|
    +3
    |
    +3
    |
    +3
    |
    +3
    |Knowledge (Arcana) 6, Intimidate 6, Bluff 6, Listen 6, Spot 6, Concentration 6|Multiattack|Spell Resistance 16

    4th|Racial HD 4|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Knowledge (Arcana) 7, Intimidate 7, Bluff 7, Listen 7, Spot 7, Concentration 7||Breath Weapons

    5th|LA 1|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Knowledge (Arcana) 7, Intimidate 7, Bluff 7, Listen 7, Spot 7, Concentration 7||

    6th|LA 2|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Knowledge (Arcana) 7, Intimidate 7, Bluff 7, Listen 7, Spot 7, Concentration 7||

    7th|Talon of Tiamat 1|
    +4
    |
    +6
    |
    +4
    |
    +4
    |Knowledge (Arcana) 7, Intimidate 8, Bluff 8, Listen 7, Spot 7, Concentration 7||Breath Weapon (Cone of Cold)

    8th|Talon of Tiamat 2|
    +5
    |
    +7
    |
    +4
    |
    +4
    |Knowledge (Arcana) 7, Intimidate 9, Bluff 9, Listen 7, Spot 7, Concentration 7|Quicken Breath|Voice of the Dragon +2

    9th|Talon of Tiamat 3|
    +6/+1
    |
    +7
    |
    +5
    |
    +5
    |Knowledge (Arcana) 7, Intimidate 10, Bluff 10, Listen 7, Spot 7, Concentration 7||Breath Weapon (Line of Acid)

    10th|Talon of Tiamat 4|
    +7/+2
    |
    +8
    |
    +5
    |
    +5
    |Knowledge (Arcana) 7, Intimidate 11, Bluff 11, Listen 7, Spot 7, Concentration 7||Keen Senses

    11th|Talon of Tiamat 5|
    +7/+2
    |
    +8
    |
    +5
    |
    +5
    |Knowledge (Arcana) 7, Intimidate 12, Bluff 12, Listen 7, Spot 7, Concentration 7|Entangling Exhalation|Breath Weapon (Cone of Corrosive Gas)

    12th|Talon of Tiamat 6|
    +8/+3
    |
    +9
    |
    +6
    |
    +6
    |Knowledge (Arcana) 7, Intimidate 13, Bluff 13, Listen 7, Spot 7, Concentration 7||Immunities, Voice of the Dragon +4

    13th|Talon of Tiamat 7|
    +9/+4
    |
    +9
    |
    +6
    |
    +6
    |Knowledge (Arcana) 7, Intimidate 14, Bluff 14, Listen 7, Spot 7, Concentration 7||Breath Weapon (Line of Lightning)

    14th|Talon of Tiamat 8|
    +10/+5
    |
    +10
    |
    +6
    |
    +6
    |Knowledge (Arcana) 7, Intimidate 14, Bluff 14, Listen 7, Spot 7, Concentration 7|Power Attack, Never Outnumbered|Keen Sense, Frightful Presence

    15th|Talon of Tiamat 9|
    +10/+5
    |
    +10
    |
    +7
    |
    +7
    |Knowledge (Arcana) 7, Intimidate 16, Bluff 14, Listen 7, Spot 7, Concentration 7||Breath Weapon (Cone of Fire)

    16th|Talon of Tiamat 10|
    +11/+6/+1
    |
    +11
    |
    +7
    |
    +7
    |Knowledge (Arcana) 7, Intimidate 17, Bluff 15, Listen 7, Spot 7, Concentration 7||Dominate Dragon, Voice of the Dragon+6

    17th|Warblade 1|
    +12/+7/+2
    |
    +13
    |
    +7
    |
    +7
    |Knowledge (Arcana) 7, Intimidate 18, Bluff 15, Listen 7, Spot 7, Concentration 8|Combat Casting|Battle Clarity (Reflex Saves), Weapon Aptitude

    18th|Abjurant Champion 1|
    +13/+8/+3
    |
    +13
    |
    +7
    |
    +9
    |Knowledge (Arcana) 7, Intimidate 19, Bluff 15, Listen 7, Spot 7, Concentration 9||Abjurant Armor, Extended Abjuration

    19th|Abjurant Champion 2|
    +14/+9/+4
    |
    +13
    |
    +7
    |
    +10
    |Knowledge (Arcana) 7, Intimidate 20, Bluff 15, Listen 7, Spot 7, Concentration 10||Swift Abjuration

    20th|Abjurant Champion 3|
    +15/+10/+5
    |
    +14
    |
    +8
    |
    +10
    |Knowledge (Arcana) 7, Intimidate 21, Bluff 15, Listen 7, Spot 7, Concentration 11|Improved Multiattack|[/table]

    Spellcasting
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    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|5/4|3/2|-|-|-|-|-|-|-|-

    2nd|6/5|4/2|-|-|-|-|-|-|-|-

    3rd|6/5|5/3|-|-|-|-|-|-|-|-

    4th|6/5|5/3|-|-|-|-|-|-|-|-

    5th|6/5|5/3|-|-|-|-|-|-|-|-

    6th|6/5|5/3|-|-|-|-|-|-|-|-

    7th|6/5|5/3|-|-|-|-|-|-|-|-

    8th|6/6|6/3|3/1|-|-|-|-|-|-|-

    9th|6/6|6/3|3/1|-|-|-|-|-|-|-

    10th|6/6|6/4|4/2|-|-|-|-|-|-|-

    11th|6/6|6/4|4/2|-|-|-|-|-|-|-

    12th|6/7|6/4|4/2|3/1|-|-|-|-|-|-

    13th|6/7|6/4|4/2|3/1|-|-|-|-|-|-

    14th|6/7|6/4|5/3|4/2|-|-|-|-|-|-

    15th|6/7|6/4|5/3|4/2|-|-|-|-|-|-

    16th|6/8|6/5|5/3|4/2|3/1|-|-|-|-|-

    17th|6/8|6/5|5/3|4/2|3/1|-|-|-|-|-|-

    18th|6/8|6/5|6/4|5/3|4/2|-|-|-|-|-|-

    19th|6/9|6/5|6/4|5/3|4/2|3/1|-|-|-|-|-

    20th|6/9|6/5|6/5|6/4|5/3|4/2|-|-|-|-|-[/table]

    Spells Known (in the order in which they were selected):
    0th: Prestidigitation, Detect Magic, Read Magic, Mending, Ghost Sound, Message, Mage Hand, Arcane Mark, Dancing Lights
    1st: Blood Wind, Mage Armor, Nerveskitter, Blade of Blood, Shield
    2nd: Heroics, Wraithstrike, Wings of Cover, Scintillating Scales, Alter Self
    3rd: Bestow Curse, Haste, Heart of Water, Greater Mage Armor
    4th: Remove Curse, Heart of Earth, Dimension Door
    5th: Greater Blink, Wall of Force

    Maneuvers Known: Wall of Blades, Moment of Perfect Mind, Action before Thought

    The Life and Times of Draanar
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    Level 6:
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    This is a Wyrmling Steel Dragon right out of the box, though it can be a surprisingly versatile character. Doraanar's main role right now is that of a mobile skirmisher and scout; between a fly speed of 150ft, and the ability to make full attacks at range from Blood Wind, he's able to do stay out of range of most attacks and can pick off characters from a distance. The racial Polymorph SLA comes in handy for scouting, as well: at caster level 3, it's able to take the form of most humanoids, granting Doraanar the ability to blend into crowds, as well as the forms of many small animals, which grants Doraanar considerable stealth ability despite his lack of investment in the Hide or Move Silently skills. Additionally, between a good Charisma and maxxed Bluff and Intimidate ranks, Doraanar makes for a good Face character throughout his career.

    Level 12: (Sweet Spot)
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    At this level, Doraanar's build has finally come online. In addition to his previous role of skirmisher and scout, Doraanar is now able to take on a role similar to most Gish builds: That of a glass cannon and battlefield controller. By grabbing Power Attack with Heroics ahead of time and combining that with his racial natural attacks and Wraithstrike, Doranaar is able to do a significant amount of damage to anyone who attempt to close to melee combat with the ranged skirmisher and battlefield controller. In a pinch, (when caught by surprise or when out of 2nd level spell slots) Doraanar's Polymorph ability has a high enough caster level to take on potent melee forms, especially the 6-headed Hydra, whose Constitution score of 20 allows Quicken Breath Weapon to still be used.

    In addition to Doranaar's combat prowess, another trick has come online: Quicken Breath + Entangling Exhalation. This gives Doraanar the ability to Entangle and damage nearby opponents as free actions. As swift actions are precious and free action attacks are hard to come by, this is incredibly useful to Doraanar, as well as giving his racial breath weapon new use.

    However, the true highlight of level 12 is getting third level spells. Namely, Bestow Curse. Normally, this is a rather poor option for Gishes, as it's a save or suck spell that requires a standard action to cast. However, on a Dragon, it's one of the most powerful buffs in the game. Using the rules from the Book of Vile Darkness, Bestow Curse can be used to advance a chararacter 1 age category. On Doraanar, this grants the following benefits: +2 Racial bonus to Int, Wis, and Str, +3 Natural Armor, +2 Spell Resistance, +3 d10 HD, granting full BAB and advancing all good saves, increased spell resistance against low-level spells, and, most importantly, an additional 2 levels of sorcerer spellcasting. Unfortunately, in gaining these benefits, Doraanar's ECL increases by 4, meaning reduced experience points in each encounter where the Very Young form is needed. Nevertheless, this spell gives Doraanar a very potent ace in the hole when it's needed.

    Level 16:
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    Not much has changed between levels 12 and 16 aside from increases sorcerer spellcasting and more powerful and varied breath weapons. However, there are two new, useful abilities brought to the table: Frightful Presence, and Dominate Dragons. Frightful Presence stands next to the breath weapons as a powerful free action debuff ability. Combined with the Never Outnumbered skill trick, this can reduce an entire room to Frightened.

    The other trick, with Dominate Dragon, is a bit more subtle. At the end of each day when the ability is not, in fact, used on another Dragon, Doraanar uses it on himself. While this might seem like an odd, it grants Doranaar something he very much needs: Resistance to mind control effects. Looking on page 172 of the Player's Handbook:
    Quote Originally Posted by Player's Handbook
    Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant. For example, a hold person effect renders any other form of mental control irrelevant because it robs the subject of the ability to move. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. For example, a person who has received a geas/quest spell can also be subjected to a charm person spell. The charmed person remains committed to fulfilling the quest, however, and resists any order that interferes with that goal. In this case, the geas/quest spell doesn't negate charm person, but it does reduce its effectiveness, just as nonmagical devotion to a quest would. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
    As Doraanar has a higher charisma than most other entities in the game world, this essentially grants him more saving throws against enchantment effects. Given a low wisdom, mostly poor Will saving throw, and a -2 penalty to saving throws against mind control effects by other evil dragons, this is a godsend for him.

    Level 20:
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    Not many new abilities have come into play at this level; most of the benefits have been defensive in nature. Doraanar's armor bonus has increased significantly from Greater Mage Armor and Abjurant Armor, and Quicken Abjuration with Shield and Scintillating Scales allows for an armor class that scales rapidly, and the Warblade dip, in addition to giving Doraanar the weapon and armor proficiencies that he needs to qualify for Abjurant Champion, has helped shore up Doraanar's saves and allows him to negate attacks on himself without using a spell slot.

    Sources
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    Dragons of Faerun/Monster Mayhem Web Content for Steel Dragon.
    Draconomicon for Quicken Breath, Scintillating Scales and Talon of Tiamat.
    Tome of Battle for Warblade.
    Races of the Dragon for Entangling Exhalation and Wings of Cover.
    Complete Mage for Abjurant Champion, Heart of Water, and Heart of Earth.
    Player's Handbook 2 for Blade of Blood.
    Spell Compendium for every spell not listed above and not in core.
    Complete Scoundrel for Never Outnumbered.