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    Jan 2007

    Default Re: Iron Chef Optimisation Challenge in the Playground C

    Entry number 7:

    Quote Originally Posted by Quick Man
    Spoiler: This build's gonna make a whooooole lot more sense if you click on this



    Alignment: LE
    Wizard 5, Warblade 1, Bloodstorm Blade 4, Swiftblade 10

    Spoiler: Build table

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Feats Class Features Skill Points Balance Concentration Spellcraft Craft (blacksmithing) Tumble Knowledge (arcana) Spot Listen Skill Tricks
    1 Focused Specialist Transmuter Martial Wizard 1 +0 +0 +0 +2 Point Blank Shot Dodge (bonus), specialty school (banned schools: necromancy, enchantment, illusion), immediate magic (sudden shift) 20 2 4 4 4 4
    2 FSTM Wiz 2 +1 +0 +0 +3 5 2.5 5 5 5 5
    3 FSTM Wiz 3 +1 +1 +1 +3 EWP: Talenta Boomerang 5 3 6 6 6 6
    4 FSTM Wiz 4 +2 +1 +1 +4 5 3.5 7 7 7 7
    5 FSTM Wiz 5 +2 +1 +1 +4 Rapid Shot (bonus) 5 4 8 8 8 8
    6 Warblade 1 +3 +2 +1 +4 Power Attack Maneuvers, battle clarity, weapon aptitude 7 8 9 9
    7 Bloodstorm Blade 1 +4 +4 +1 +4 Returning attacks, Throw Anything (bonus), weapon aptitude 7 10 10 4
    8 Bloodstorm Blade 2 +5 +5 +1 +4 Martial throw, thunderous throw 7 11 11 9
    9 Bloodstorm Blade 3 +6/+1 +5 +2 +5 Boomerang Daze Mobility (bonus) 7 12 12 12 2
    10 Bloodstorm Blade 4 +7/+2 +6 +2 +5 Lightning ricochet 7 13 13 13 6
    11 Swiftblade 1 +8/+3 +6 +4 +7 Swift surge +1/+0, Spring Attack (bonus) 7 14 14 14 10
    12 Swiftblade 2 +9/+4 +6 +5 +8 Two-Weapon Fighting Blurred alacrity 7 15 15 15 14
    13 Swiftblade 3 +10/+5 +7 +5 +8 Sudden casting 7 16 16 16 1 Acrobatic Backstab
    14 Swiftblade 4 +11/+6/+1 +7 +6 +9 Swift surge +1/+10, arcane reflexes 7 17 17 17 3 Back on Your Feet
    15 Swiftblade 5 +12/+7/+2 +7 +6 +9 Ironheart Aura Evasive celerity 7 18 18 18 5 Spot the Weak Point
    16 Swiftblade 6 +13/+8/+3 +8 +7 +10 Fortified hustle 7 19 19 19 7 Clarity of Vision
    17 Swiftblade 7 +14/+9/+4 +8 +7 +10 Swift surge +2/+10, Bounding Assault (bonus) 7 20 20 20 11
    18 Swiftblade 8 +15/+10/+5 +8 +8 +11 Stormguard Warrior Diligent rapidity 7 21 21 21 15
    19 Swiftblade 9 +16/+11/+6/+1 +9 +8 +11 Perpetual options 7 22 22 22 19
    20 Swiftblade 10 +17/+12/+7/+2 +9 +9 +12 Swift surge +2/+20, innervated speed 7 23 23 23 23

    Spoiler: Robot master field guide

    They say… he appeared in a doorway… Early on, I get to be a wizard and act like a wizard. Transmutation is so nice I specialized in it twice; spells solve all kinds of problems. Scribe Scroll won't let me go fast, so I trade it out for something that does (or will, at least). Robot masters don't need familiars (not that kind of master), so I take sudden shift instead. Never know when you need an alternative movement mode.

    Once I get my fundamentals in place, though, I start itching to use the boomerangs. You know, like the one built into my head. I mean, not literally that one, but ones that are just like it. They call to me. I wasn't created to just mess around with magic: I was created to stop The Man In Blue. And to do that, I need to throw more boomerangs than anyone else possibly could.

    Problem is, boomerangs don't work nicely as written. So I bring in a tool to solve the problem: bloodstorm blade! Now my Quick Boomerangs actually return to me with returning attacks. And I can use Iron Heart strikes through them, which is satisfying. And I can throw more of them, because they're fast. And then I get lightning ricochet, thereby allowing me to actually make my Quick Boomerangs quick.

    Spoiler: Fun fact
    The reason why the OG Quick Boomerang is quick is actually because it's a boomerang. The short range means that you don't run as much of a risk of running into the processor's limit of 3 projectiles on-screen at once, so they can go helluva quick. Lightning ricochet is how to represent this. These ain't just boomerangs. They're Quick Boomerangs. That's the whole point.

    Why do the boomerangs matter? Ease up on that talk, pardner. In this town, I am the law, and you will respect that or you will stand around like a dazed cretin. Yup, Boomerang Daze. Plays very nicely with the spammy style I've got going. Spam haste (I don't need to cast anything else!), spam 'rangs, life is good. Except for you. You're just standing there like the idiot you are. You're not quick on the draw at all. Or if I'm feeling merciful, I'll just use a disarming strike to knock your gun out of your shootin' hand. Your slow, slow shootin' hand. Which will still leave you dazed. You look like my brother, that flipper-and-snorkel geek. I miss that old sonuvagun… damn that Man In Blue!

    Soon, swiftblade becomes a reality and I embrace my destiny as the Quick Man. The Man In Blue don't stand a chance. What they say ain't true.

    Swift surge stacks with haste and makes me quicker than him. Blurred alacrity makes me a dodgy mofo. My circuits slow… what they say is a lie. The shots are heard, and the bullets scream death as they fly. And since the bullets scream death as they fly, I can hear them coming, and I'm fast enough to dodge them. You see how that works? I mean, he won't, but maybe you're quick enough to get it.

    Sudden casting is because I'm quick on the draw. A quick pose and I'm off to the races. I've got slots to spare. Same with arcane reflexes. I'm gonna get the drop on ya. Reach for my weapon and in turn you're reachin' for yours…

    Spoiler: The somatic component for haste

    Evasive reflexes mean The Man In Blue ain't gonna be able to shoot me, no matter which of my brothers he's stolen toys from. I'm not scared anymore. I see the faces of my brothers that have fallen before…

    Fortified hustle just plain makes sense. You can't make the Quick Man stop being quick. And since I'm eventually gonna get antimagic field under my own power, I can ensure that I'm the only quick one on the field.

    Diligent rapidity means that if I need to kite ya, I'm gonna kite ya and there's not much you can do about it. Especially since I've got a nice range increment on my Quick Boomerangs and I can still daze you. Especially especially with perpetual options. Should I throw all the boomerangs, or should I throw more than all the boomerangs? Should I cast while attacking or attack while casting? Fire a Quick Beam or a barrage of Quick Boomerangs? Move and full attack? Por que no los dos?

    And then… it happened. The Man In Blue has arrived. He thought he was clever. He thought he was "The One." He thought killing my poor, poor insecure brother Flash Man and taking his Time Stopper would give him a leg up on me. Me!

    Turns out what they say ain't true. Death don't wear blue. He can fall.

    Rest in peace, Flashy. I got back yer Time Stopper from him. Might be too late for ya, but I'll take good care of it anyway.

    Flashy always wanted to be like The Man In Blue… now they're both in the same condition, I s'pose. You'll get your moment together now, you old miseryguts.

    I'm not crying.
    Robot Masters don't… cry…
    poor Flashy…

    Spoiler: That's quite the feat
    • Point Blank Shot: Prereq for bloodstorm blade, but every +1 counts early on.
    • Dodge: Prereq for swiftblade, but every +1 counts early on.
    • Exotic Weapon Proficiency: What, you want me to throw my Quick Boomerangs without proficiency?
    • Rapid Shot: I'm the danged Quick Man. I'm gonna throw more 'rangs than you.
    • Power Attack: I can treat thrown weapons as melee and I'm only a few points off full BAB. I'm also a focused specialist transmuter with slots to spare and access to wraithstrike. Yeah, those 'rangs are gonna hit pretty damn hard. Makes Boomerang Daze better, too.
    • Throw Anything: Well, it didn't cost me nothin'.
    • Boomerang Daze: Gee, I dunno, tacking a save-or-lose-your-turn on every single attack I make in my big suite of attacks, is that worth it? This is kind of my main jam.
    • Mobility: Prereq for swiftblade, and it's also not bad if something decides to get cute and get up in my grill.
    • Spring Attack: You know what's cool about treating thrown attacks as melee? This works. There's no actual definition of "melee weapon" in the PHB aside from on pg. 112: "melee weapons are used for making melee attacks." Which I am, thanks to thunderous throw. This. Works. Helps a ton if there's any cover on the battlefield: run out, throw a Quick Boomerang, and run behind cover.
    • Two-Weapon Fighting: I'm the danged Quick Man. I'm gonna throw more 'rangs than you.
    • Ironheart Aura: Mostly just a prereq for Stormguard Warrior.
    • Bounding Assault: Like Spring Attack, but more attacks!
    • Stormguard Warrior: When I turn on Flashy's Time Stopper (*sniff*), this is a fun option. Maybe I can't damage anyone while it's on, but making a whole bunch of non-damaging touch attacks (which, thanks to thunderous throw, I can make at range despite still being "melee") isn't damaging anyone. Then time starts again and my Quick Boomerangs are massively powered up for a full attack. I love that image, to be honest. Why am I so deadly? Because I'm basically going to stop time, use it for target practice on you, and then follow through faster than you can comprehend.

    Spoiler: Maneuvers

    • Punishing stance: Prereq for Ironheart Aura and bloodstorm blade. Plus, you know, bonus damage is nice. Turn it off if you're getting hit a ton, but if you're successfully kiting (or once blurred alacrity is online), -2 AC is worth the extra pain.
    • Steel wind: Primarily used as fodder for returning attacks.
    • Disarming strike: Very nice to use at range. Kind of a Batman-like feel.
    • Steely strike: Sometimes ya just need to hit.

    Spoiler: Magic

    Level 0ths 1sts 2nds 3rds 4ths 5ths 6ths
    Level 1 6 4 - - - - -
    Level 2 7 5 - - - - -
    Level 3 7 5 4 - - - -
    Level 4 7 6 5 - - - -
    Level 5 7 6 5 4 - - -
    Level 6 7 6 5 4 - - -
    Level 7 7 6 5 4 - - -
    Level 8 7 6 5 4 - - -
    Level 9 7 6 5 4 - - -
    Level 10 7 6 5 4 - - -
    Level 11 7 6 5 4 - - -
    Level 12 7 6 6 5 - - -
    Level 13 7 7 6 5 3 - -
    Level 14 7 7 6 5 3 - -
    Level 15 7 7 6 6 4 - -
    Level 16 7 7 7 6 4 3 -
    Level 17 7 7 7 6 4 3 -
    Level 18 7 7 7 6 5 4 -
    Level 19 7 7 7 7 5 4 3
    Level 20 7 7 7 7 5 4 3

    Note: This table includes extra spells for 16 INT and also includes bonus spells for being a focused specialist.

    A few highlighted spells:
    • Haste: I mean, of course. Note that I cast nothing else at ECL 10.
    • Heroics: Nice for bootstrapping into something you don't have just yet. Improved Two-Weapon Fighting, Precise Shot, Quick Draw, Martial Study, whatever's needed just at this moment. (SpC)
    • Wraithstrike: This makes you truly deadly with Power Attack. (SpC)
    • Greater magic weapon: (Note: don't cast at ECL 10.) Lasts basically all day; makes the 'rangs better.
    • Mage armor: Not transmutation, but it pretty quickly lasts nearly all day, so there's not much reason not to cast it.
    • Nerveskitter: There are hardly any better ways to be quick on the draw.
    • Antimagic field: This is awesome once fortified hustle is available.
    • Alter self: On a construct, eh? Hmm…
    • Unseen servant: This is mostly amusing because disarming strike works at range. Just have your servant go fetch the weapon they dropped.
    • Blink, greater: Hard to top this kind of defense. (SpC)
    • Repair damage line: A little bit of self-healing can matter. Get on a wand if you can. (SpC/ECS)
    • Unseen crafter: Fun for healing at night. At 1 day/level, doesn't cost much in terms of resources. (RoE)
    • Stat-boosting spells: Great for you and for your allies. Hitting more often and hitting harder are both good uses of long-duration transmutation slots.

    There are many others, of course. Transmuters are great party buffers and great out-of-combat problem solvers.

    Spoiler: Get equipped
    For nonmagical equipment, Quick Man just needs his trusty Quick Boomerangs: Talenta boomerangs, of course. Fits the visuals. A spellbook too, naturally, but that goes without saying for a wizard.

    If magic items are available, stat boosters (DEX, INT, and STR) all help out, magic enhancements on the Quick Boomerangs are highly desirable, standard defensive gear (save boosters and AC boosters in particular) will never go amiss, and of course every 'forged wants a wand or two of repair light damage.

    Metamagic rods of Extend are super valuable for this kind of character.

    Although Quick Man has lots of slots thanks to being a focused specialist, more is always better, so pearls of power and rings of wizardry might be worth the investment if that's an option. Pearls of power in particular can help with non-transmutation spells.

    Of course, magic covers a heck of a lot of bases, so even in an item-poor environment, all Quick Man needs are the 'rangs.

    Spoiler: Why take this instead of that?
    Why not ban evocation? Simple thematics. Quick Man needs the ability to create the occasional line of death (even if it's not the primary strategy). Them Quick Beams are iconic. What else can we burn this town with if it comes to it? So I keep the occasional big line attack on tap just to get the visuals right. (No, I don't use any lightning bolts at level 10. That's all haste all the time. But afterwards? Maybe one or two line attacks here and there sneak their way in.)

    Why not use the Xen'drik boomerang? I'm sorry, you're looking for Shadow Man. He'll be built sometime next game. (Also, the tactical flexibility of a longer range increment is more important than the average extra 1 damage. Do recall that you pick targets in a full attack one at a time; if your first target fails their save and becomes dazed, you can switch targets on subsequent attacks to spread out the control a little bit.)

    Why not take Quick Draw? Because it's just plain not needed once I get bloodstorm blade 4. Until then, if I really need it, I'm a focused specialist transmuter. I can easily spare a 2nd level transmutation slot for heroics if it's that important. I don't need Quick Draw to be quick on the draw. I'm still the Quick Man.

    Why not Boomerang Ricochet? Space, basically. It's easier to just get more attacks (Rapid Shot, TWF) than to ensure that targets are adjacent to each other. Plus, I also mean feat space. I'm not made of feats over here.

    Craft: Blacksmithing is just for self-healing, of course. The skill tricks feel thematic, and most of my skills don't need to be 100% maxed by that level, so it gives me somewhere to stick my skill points without just starting over.

    Spoiler: Prereqs
    Prestige classes:
    Bloodstorm blade
    • Balance 8 ranks: met at ECL 6
    • Point Blank Shot: met at ECL 1
    • One Iron Heart stance: met at ECL 6
    • One Iron Heart strike: met at ECL 6

    • BAB +3: met at ECL 6
    • Able to cast haste: met at ECL 5
    • Spellcraft 6: met at ECL 3
    • Concentration 6: met at ECL 3
    • Dodge: met at ECL 1
    • Mobility: met at ECL 9
    • Proficient with at least one martial weapon: met at ECL 6


    • Point Blank Shot: N/A
    • Dodge: DEX 13. Met immediately.
    • Exotic Weapon Proficiency: BAB +1. Met at ECL 2.
    • Rapid Shot: DEX 13, Point Blank Shot. Met after taking PBS at level 1.
    • Power Attack: STR 13. Met immediately.
    • Throw Anything: DEX 15, "proficiency with weapon" (?), BAB +2. Met at ECL 4.
    • Boomerang Daze: Proficiency with boomerang, BAB +4. Met at ECL 7.
    • Mobility: DEX 13, Dodge. Met after taking Dodge at level 1.
    • Spring Attack: DEX 13, Dodge, Mobility, Spring Attack, BAB +4. Met after taking Mobility at level 9 (even though the prereqs are ignored).
    • Two-Weapon Fighting: DEX 15. Met immediately.
    • Bounding Assault: DEX 13, Dodge, Mobility, Spring Attack, BAB +12. Met at ECL 15 (even though the prereqs are ignored).
    • Ironheart Aura: One Iron Heart stance. Met with Punishing Stance at level 6.
    • Stormguard Warrior: Proficient with Iron Heart preferred weapon, BAB +6, two Iron Heart maneuvers, Ironheart Aura. Met after taking Ironheart Aura at level 15.

    Spoiler: Non-acoustic version of the video from the beginning
    [ED: Apologies, this was an embedded video in the original submission, but the forum apparently only allows one video per post so I had to change it to a link. ~Heliomance]

    Spoiler: Sources

    Complete Mage: Focused Specialist
    Complete Scoundrel: Skill tricks
    Complete Warrior: Throw Anything (reprinted in Tome of Battle)
    Eberron Campaign Setting: Warforged, Talenta boomerang
    Online: Swiftblade
    PHB2: Instant Magic (sudden shift), Bounding Assault
    Races of Eberron: Boomerang Daze
    Tome of Battle: Bloodstorm Blade, Warblade, Maneuvers, Ironheart Aura, Stormguard Warrior
    Unearthed Arcana: Martial Wizard (fighter bonus feats)

    Several spells are referenced above; they are cited in-line when not in the PHB.

    Other feats, spells, classes, etc. originate in the PHB.

    I would like to thank The Megas for providing the inspiration. I basically listened to The Quick And The Blue a thousand times while writing this, and no, I'm not sick of it yet. I'm not affiliated with them in any way, but I heartily, heartily recommend you check them out. There's definitely a few parts of this build that were inspired (or affected) by songs other than just TQATB.

    Credit to Capcom for creating the Mega Man series, which inspired The Megas and some other parts of this build. And of course, the images used originate with Capcom as well.
    urse, the images used originate with Capcom as well. [/spoiler][/QUOTE]
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