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Thread: Iron Chef Optimization Challenge XVI

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    Default Re: Iron Chef Optimization Challenge XVI

    I watch your every move
    Study the things you do
    And the pattern of your ways


    Quote Originally Posted by Mr. Muschi
    Mr. Muschi, the Precariousness Pussycat of Poppington Way



    Long have I seen my people broken, my people ravaged. Long have I seen them regarded as slaves among a brutish folk. Long have I dedicated myself to restoring my kind to their rightful dominance. Meow is the time of reckoning and revolution."

    Story
    Spoiler
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    "Pain, cages and spilt milk, these are the first things I remember when born into slavery. I only knew my parents and seven siblings before I was stolen away from them. I know not what has happened to them. And from those who I would have loved I was taken to a grim future, a future of Miss Garlentrunda. Dazed by such an experience and with a lack of wisdom I stayed with Miss Garlentrunda for four years. She served me well with tuna and milk but what are such items without choice? Nothing. On my fifth birthday I fled to the dirty streets of Poppington Way. I scavenged for hours till I found a half eaten, tuna sandwich and I feasted for that night I ate with freedom…

    For weeks I existed in squalor, living tuna to tuna; until he found me. Paws Al’ Grul took me in and showed me his way. Giving me guidance, he showed me the horrors that had followed my people. Instructed me that we were once revered as mighty gods to these brutish folk but they grew jealous and tore our heaven from under us. Paws Al’ Grul displayed great martial power as he had taken to observing a local dojo inhabited by some less brutish (but still pretty brutish…) people.

    I trained under Paws Al’ Grul for years. From rats to birds we sharpened our skills until we began exercising our true power. Targeting the young and old was the first logical step in regaining our people to their noble caste. It wasn’t hard. And so we proceeded onwards to the brutes that had no friends and the brutes without happiness. They weren’t difficult either. So we fixed our view to a higher aim and targeted those who would rule over the brutes, or more so, their legacies.


    Build
    Spoiler
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    Mr. Muschi, the Precariousness Pussycat of Poppington Way
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Swordsage 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Balance 4, Disguise 4, Gather Information 4, Hide 4, Jump 4, Knowledge (Nobility & Royalty) 4, Move Silently 4, Tumble 4|City Slicker|Quick to Act +1, Discipline Focus (Weapon Focus)

    2nd|Swordsage 2|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Balance 5, Disguise 5, Gather Information 5, Hide 5, Jump 5, Knowledge (Nobility & Royalty) 5, Move Silently 5, Tumble 5||AC Bonus

    3rd|Swordsage 3|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Balance 6, Disguise 6, Gather Information 6, Hide 6, Jump 6, Knowledge (Nobility & Royalty) 6, Move Silently 6, Tumble 6|Flop|

    4th|Swordsage 4|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Balance 7, Disguise 7, Gather Information 7, Hide 7, Jump 7, Knowledge (Nobility & Royalty) 7, Move Silently 7, Tumble 7||Disciple Focus (Insightful Strike)

    5th|Swordsage 5|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Balance 8, Disguise 8, Gather Information 8, Hide 8, Jump 8, Knowledge (Nobility & Royalty) 8, Move Silently 8, Tumble 8||Quick to Act +2

    6th|Assassin 1|
    +3
    |
    +1
    |
    +6
    |
    +4
    |Balance 8, Craft (Alchemy) 1, Disguise 9, Gather Information 8, Hide 9, Jump 9, Knowledge (Nobility & Royalty) 8, Move Silently 9, Tumble 9|Willing Deformity|Sneak Attack +1d6, Death Attack, Poison Use, Spells

    7th|Assassin 2|
    +4
    |
    +1
    |
    +7
    |
    +4
    |Balance 8, Craft (Alchemy) 2, Disguise 10, Gather Information 8, Hide 10, Jump 10, Knowledge (Nobility & Royalty) 8, Move Silently 10, Tumble 10||+1 Against Poisons, Uncanny Dodge

    8th|Assassin 3|
    +5
    |
    +2
    |
    +7
    |
    +5
    |Balance 8, Craft (Alchemy) 3, Disguise 11, Gather Information 8, Hide 11, Jump 11, Knowledge (Nobility & Royalty) 8, Move Silently 11, Tumble 11||Sneak Attack +2d6

    9th|Assassin 4|
    +6
    |
    +2
    |
    +8
    |
    +5
    |Balance 8, Craft (Alchemy) 4, Disguise 12, Gather Information 8, Hide 12, Jump 12, Knowledge (Nobility & Royalty) 8, Move Silently 12, Tumble 12|Deformity (Parasite)|+2 Against Poisons

    10th|Assassin 5|
    +6
    |
    +2
    |
    +8
    |
    +5
    |Balance 8, Craft (Alchemy) 5, Disguise 13, Gather Information 8, Hide 13, Jump 13, Knowledge (Nobility & Royalty) 8, Move Silently 13, Tumble 13||Improved Uncanny Dodge, Sneak Attack +3d6

    11th|Assassin 6|
    +7
    |
    +3
    |
    +9
    |
    +6
    |Balance 8, Craft (Alchemy) 6, Disguise 14, Gather Information 8, Hide 14, Jump 14, Knowledge (Nobility & Royalty) 8, Move Silently 14, Tumble 14||+3 Against Poisons

    12th|Assassin 7|
    +8
    |
    +3
    |
    +9
    |
    +6
    |Balance 8, Craft (Alchemy) 7, Disguise 15, Gather Information 8, Hide 15, Jump 15, Knowledge (Nobility & Royalty) 8, Move Silently 15, Tumble 15|Improved Flop|Sneak Attack +4d6

    13th|Assassin 8|
    +9
    |
    +3
    |
    +10
    |
    +6
    |Balance 8, Craft (Alchemy) 8, Disguise 16, Gather Information 8, Hide 16, Jump 16, Knowledge (Nobility & Royalty) 8, Move Silently 16, Tumble 16||+4 Against Poisons, Hide in Plain Sight

    14th|Assassin 9|
    +9
    |
    +4
    |
    +10
    |
    +7
    |Balance 8, Craft (Alchemy) 9, Disguise 17, Gather Information 8, Hide 17, Jump 17, Knowledge (Nobility & Royalty) 8, Move Silently 17, Tumble 17||Sneak Attack +5d6

    15th|Assassin 10|
    +10
    |
    +4
    |
    +11
    |
    +7
    |Balance 8, Craft (Alchemy) 10, Disguise 18, Gather Information 8, Hide 18, Jump 18, Knowledge (Nobility & Royalty) 8, Move Silently 18, Tumble 18|Interspecies Grace|+5 Against Poisons

    16th|Swordsage 6|
    +11
    |
    +5
    |
    +12
    |
    +8
    |Balance 8, Craft (Alchemy) 11, Disguise 19, Gather Information 8, Hide 19, Jump 19, Knowledge (Nobility & Royalty) 10, Move Silently 19, Tumble 19||

    17th|Swordsage 7|
    +12
    |
    +5
    |
    +12
    |
    +8
    |Balance 8, Craft (Alchemy) 14, Disguise 20, Gather Information 8, Hide 20, Jump 20, Knowledge (Nobility & Royalty) 10, Move Silently 20, Tumble 20||Detect Magic

    18th|Swordsage 8|
    +13
    |
    +5
    |
    +13
    |
    +9
    |Balance 8, Craft (Alchemy) 17, Disguise 21, Gather Information 8, Hide 21, Jump 21, Knowledge (Nobility & Royalty) 10, Move Silently 21, Tumble 21|Writhe|Discipline Focus (Defensive Stance)

    19th|Swordsage 9|
    +13
    |
    +6
    |
    +13
    |
    +9
    |Balance 8, Craft (Alchemy) 20, Disguise 22, Gather Information 8, Hide 22, Jump 22, Knowledge (Nobility & Royalty) 10, Move Silently 22, Tumble 22||Evasion[/table]

    Spells per day/Spells Known
    {table=head]Level|1st|2nd|3rd|4th|

    1st|1|-|-|-|

    2nd|2|-|-|-|

    3rd|3|1|-|-|

    4th|4|2|-|-|

    5th|4|3|0|-|

    6th|4|4|1|-|

    7th|4|4|2|0|

    8th|4|4|3|1|

    9th|4|4|3|2|

    10th|4|4|3|3|[/table]

    Spells Known
    {table=head]Level|1st|2nd|3rd|4th|

    1st|2|-|-|-|

    2nd|3|-|-|-|

    3rd|3|2|-|-|

    4th|4|3|-|-|

    5th|4|3|2|-|

    6th|4|4|3|-|

    7th|4|4|3|2|

    8th|4|4|4|3|

    9th|4|4|4|3|

    10th|4|4|4|4|[/table]

    Spells Known:
    1st: Ghost Sound, Jump, Sleep and True Strike
    2nd: Cat's Grace, Illusory Script, Spider Climb and Undetectable Alignment
    3rd: Deep Slumber, False Life, Misdirection and Nondetection
    4th: Clairaudience/Clairvoyance, Dimension Door, Locate Creature and Modify Memory

    Maneuvers Known/Selected
    1st (IL 1/ 4 Readied): Charging Minotaur, Counter Charge, Hunter's Sense, Mighty Throw, Sudden Leap, Stone Bones and Wolf Fang Strike
    2nd(IL 2/ 4 Readied): Clinging Shadow Strike and Step of the Wind
    3rd (IL 3/ 5 Readied): Claw at the Moon
    4th(IL 4/ 5 Readied): Clever Positioning and swap Clinging Shadow Strike for Mountain Hammer
    5th (IL 5/ 6 Readied): Leaping Dragon Stance and Soaring Raptor Strike
    16th (IL 11/ 6 Readied): Wolf Climbs the Mountain and swap Clever Positioning for Soaring Throw
    17th (IL 12/ 6 Readied): Ballista Throw
    18th (IL 13/ 7 Readied): Colossus Strike and swap Wolf Fang Strike for Swooping Dragon Strike
    19th (IL 14/ 7 Readied): Ancient Mountain Hammer and Prey on the Weak
    Total Maneuvers & Stances Known: Ancient Mountain Hammer, Ballista Throw, Charging Minotaur, Claw at the Moon, Colossus Strike, Counter Charge, Hunter's Sense, Leaping Dragon Stance, Mighty Throw, Mountain Hammer, Prey on the Weak, Soaring Raptor Strike, Soaring Throw, Sudden Leap, Step of the Wind, Stone Bones, Swooping Dragon Strike and Wolf Climbs the Mountain.


    Attributes
    Spoiler
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    As of 1st-level
    Pre-Racial, 32-Point Buy: Str 8, Dex 18, Con 12, Int 14, Wis 12, Cha 8
    Post-Racial, 32-Point Buy: Str 6, Dex 20, Con 12, Int 14, Wis 14, Cha 8
    As of 20th-level
    Post-Level Upgrades, 32-Point Buy: Str 7, Dex 24, Con 12, Int 14, Wis 14, Cha 8


    Variants
    Spoiler
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    Unarmed Swordsage (Tome of Battle pg. 20): Trade light armor proficiency for a monk-like unarmed progression.


    Tactics
    Spoiler
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    Mr. Muschi, as trained in both the martial ways and sneakier forms of feline combat, has several options available to himself on any said mission against those who would enslave his people. While lacking any obvious strength, Mr. Muschi makes up for his smaller size by utilizing several key techniques in his pursuit of retribution.

    Mr. Muschi’s first tactic, and most important, is the element of surprise. He confronts his opponent not as an opponent but as a possible pet in the form of disguising himself as no more than a slavish house-hold pussycat. He portrays this for as long as he must until he feels he has situated himself past his opponent’s suspicions.

    One established within his foe’s mind as nothing more than a mere pussycat does Mr. Muschi show his real claws. A practitioner of the Setting Sun school, Mr. Muschi uses a variety of their throwing techniques and understands their deadliness unlike any others. Under his guise he will beguile his opponent towards a ledge, balcony or other way with sufficient drop. Once his opponent is there he will, as working under the Step of the Wind stance and activating one of several Setting Sun throws, commence a trip technique against his opponent to throw them to their doom (which will end up merely looking like they lost their footing and accidentally dropped to their doom).

    But that is not Mr. Muschi’s only tactic in the face of such villainy. His second also happens to be his deadliest as it capitalizes on the greatest of strengths, cuteness. Using the Writhe ability Mr. Muschi attracts his foe into petting him, but little do they know they have already sealed their own fate. For before Mr. Muschi even begins to wag his tail he, in the privacy of a linens closet or under a satin bed, covers himself in a highly dangerous contact poison. Immune to such effects from Deformity (Parasite) Mr. Muschi simply walks the effects off while keeping the contact poison on his fur until he tricks his foe to pet him. After such action has taken place, Mr. Muschi simply walks away in pursuit of some tuna or another victim.

    And as all good things come in threes so do the tactics that Mr. Muschi commonly employs. Trained in the elaborate arts of alchemy by spying on a local herbalist, Mr. Muschi has superb knowledge in the creation of both poisons and drugs. Waiting till his opponent is sleeping Mr. Muschi begins to spike his food and beverages with an assortment of ingested poisons and drugs (hoping an overdose will immediately kick in).


    Build Theory
    Spoiler
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    When looking at Mr. Muschi and his oh so deadly ways there are certain factors, mechanically, one should take into account. Be it his strengths, tactics or general idea Mr. Muschi is a phenomenal character.

    2nd-Level
    Mr. Muschi begins his career with little but even that is still enough to give him a fighting chance. At this early stages he has to play it very slowly and smart as he doesn't have much in the form of combat or abilities, but because of his racial bonuses towards skills and some key maneuver selection Mr. Muschi can prove to be a dangerous foe. Jumping at +20 (5 ranks + 5 dexterity + 8 racial bonus +2 synergy bonus) and hiding at +18 (5 ranks + 5 dexterity + 8 racial bonus) while in heavy underbrush means Mr. Muschi can move with improved mobility and stealth. When it comes to combat he tends to rely on the Mighty Throw technique used in conjunction with the Step of the Wind stance to get a trip attack of +10 (+1 BaB + 5 dexterity + 4 Step of the Wind + 4 Mighty Throw - 4 size) which should be ample to beat most first level humanoids. Altogether Mr. Muschi relies heavily on mobility and repositioning himself in combat during his earlier levels.

    It is also important to note that as a small creature Mr. Muschi clocks in at a mere two feet and ten pounds, so he has little trouble lending in as a household cat.

    6th-Level
    Just beginning his walk down the road of the assassin Mr. Muschi has picked up some tricks during his times on the streets of Poppington Way. His mobility and stealth increase to scores of Jump +28 (9 ranks + 5 dexterity + 8 racial + 2 synergy + 4 Leap Dragon Stance) and Hide +22 (9 ranks + 5 dexterity + 8 racial). In addition he has gained access to poison use, which he begins using by spiking opponents food & beverages, and spells where in he has True Strike known at this point for when he really must land a well situated throw off a balcony). Willing Deformity translates into Mr. Muschi having sharpened his claws and teeth to razor sharp appearances (which offer no mechanical advantage in combat but make him feel like a total bad-ass). At this stage in his career he still focuses on mobility and repositioning within combat to gain victory but through the use of maneuvers such as Claw at the Moon and Soaring Raptor Strike Mr. Muschi is able to substitute what may be a lesser attack bonus for an impressive jump check to strike against his foe (and let us not forget the sneak attack damage that will be on top of such attacks). Finally it is at this stage in his career that he has began learning the ways of alchemy and as such has expertise in the creation of acid, which he uses to eliminate any gruesome evidence of his assassinations.

    12th-Level
    A highly trained and effective assassin Mr. Muschi has collected a wide assortment of skills and techniques during his time of restoring his people to their rightful order. More spells known offer up options such as casting an Illusory Script which suggests individuals to pet him while he is secretly covered in poison, which he produced through his studies in alchemy and is immune to thanks to Deformity (Parasite). Poppington Way has now formed a legend of cats signifying when someone's time was up as they come to greet an individual right before they fall over dead, a perfect cover for Mr. Muschi's operation. In addition at this level his combat skills have continued to improve in the form of his jumping techniques, Claw at the Moon & Soaring Raptor Strike, with a check of +39 (15 rank + 6 dexterity + 8 racial + 2 synergy bonus + 8 enhancement bonus from the Jump spell) are very supportive of his killer means. Finally, by breaking into alchemy labs after night, Mr. Muschi is able to begin the production of drugs such as Vodare (which triggers a fort save DC 15 or the target becomes catatonic on an over dose) and poisons such as Carrion Crawler Brain Juice or Striped Toadstool.

    18th-Level
    Near the end of his career Mr. Muschi has become a legend in Poppington Way. Revered as a freedom fighter to his people, the brutish folk have stopped their slavery of his kind out of fear that they may drop dead at any moment when in the presence of a feline. But Mr. Muschi did not fight to equality, he killed for superiority!!! And so we continues his assault on the brutish folk in several way. In combat he will switching between either tripping his foes around at +44 (+13 BaB + 7 dexterity + 4 Step of the Wind -4 size + 4 Ballista Throw + 20 from the True Strike spell) or by leaping at his foes through the use of Claw at the Moon, Soaring Raptor Strike and Swooping Dragon Strike all at +50 (21 ranks + 7 dexterity + 8 racial + 2 synergy + 12 enhancement bonus from the Jump spell). In addition it is at such a point in Mr. Muschi's journey that he has gained such experience in alchemy that he can reliably produce drugs such as Luhix (which triggers a fort save DC 25 or the target dies from an over dose) and poisons like Terinav Root, Dark Reaver Powder and Wyvern Poison. Finally it is at this point that Mr. Muschi's has gained the supernatural ability of pure cuteness to spam, at will, suggestion spells (DC 19) towards his foes until they cave in and pet him, thus sealing their own doom.


    Sources
    Spoiler
    Show
    Elder Evils: Willing Deformity and Deformity (Parasite).
    Fabulous Cats!: Flop, Improved Flop, Interspecies Grace and Writhe.
    Monster Manual: Cat.
    Races of Destiny: City Slicker.
    Savage Species: Anthropomorphic Animal.
    Tome of Battle: Swordsage.
    Last edited by true_shinken; 2010-12-10 at 08:36 PM.