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  1. - Top - End - #91
    Bugbear in the Playground
     
    Private-Prinny's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Yeah, the lack of minimum levels on the Stone Powers just makes the class more and more painful to keep going. Still, with 4 (5?) builds submitted already, with 2 days still left on the clock, this should be a very close competition.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  2. - Top - End - #92
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge IV

    I won't be able to participate in this one. My build was probably going to be a carbon-copy of a couple others anyways. It's the only real way to get power output with ten levels of Stonelord.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  3. - Top - End - #93
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge IV

    I actually got in under the wire on this one. Wow.

    Hopefully my idea is, at a minimum, original.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  4. - Top - End - #94
    Bugbear in the Playground
     
    Private-Prinny's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Quote Originally Posted by ShneekeyTheLost View Post
    I won't be able to participate in this one. My build was probably going to be a carbon-copy of a couple others anyways. It's the only real way to get power output with ten levels of Stonelord.
    With the way that Stonelord is, I would only expect 4-6 levels, max.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  5. - Top - End - #95
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    I've had a couple of entries with all 10 levels, and at least one with 8.

    We're into the last day, now! Anyone still working, hurry up!
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  6. - Top - End - #96
    Bugbear in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge IV

    I don't know sure the even levels practically become dead levels at some point but, 7 and 9 are both decent points to break off.

  7. - Top - End - #97
    Bugbear in the Playground
     
    Akal Saris's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    The way I see it, 1-6 are pretty terrible, then 7 and 9 have nice things, and 10th boosts the elemental nicely. Besides, it would be lame to go in for 9 levels and then quit the PrC :P
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

    Trophies!
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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  8. - Top - End - #98
    Bugbear in the Playground
     
    Bakkan's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    I have to back out as a contestant as well. Final exams and thesis defenses take too much time, as it turns out.

  9. - Top - End - #99
    Bugbear in the Playground
     
    Akal Saris's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Blech...don't remind me...I spent too much time on this and not enough on my own final exams
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

    Trophies!
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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  10. - Top - End - #100
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge IV

    Quote Originally Posted by Private-Prinny View Post
    With the way that Stonelord is, I would only expect 4-6 levels, max.
    No, it had all 10 levels of Stonelord, with entry at 6th character level... I'll post the general idea after the official builds have been posted.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  11. - Top - End - #101
    Ettin in the Playground
     
    SaintRidley's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Yeah, this one isn't going to happen for me. One more final and moving to work with, and I just don't have time.
    Linguist and Invoker of Orcus of the Rudisplorker's Guild
    Quote Originally Posted by The Giant View Post
    Fantasy literature is ONLY worthwhile for what it can tell us about the real world; everything else is petty escapism.
    Quote Originally Posted by The Giant View Post
    No author should have to take the time to say, "This little girl ISN'T evil, folks!" in order for the reader to understand that. It should be assumed that no first graders are irredeemably Evil unless the text tells you they are.

  12. - Top - End - #102
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Okay, entries are now CLOSED!

    You know the drill by now, I'll start posting what I received in just a moment.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  13. - Top - End - #103
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    Who'da thought mixing hard rock and soul would work so well?

    Quote Originally Posted by Belrid
    Belrid, One with the Stone
    According to Races of stone, Belrid means "First Craftworker/Craft master"

    Sources: Complete Warrior, Races of Stone, SRD, Magic of Incarnum, Magic Item Compendium

    Backstory
    Belrid was a dwarf, through and through. Though his father thought it important to teach him of nature, of the beasts of the stone, and have the nature of stone, Belrid was always one for crafting. When he started adventuring, he felt he finally understood what his father was talking about, and went about harvesting the Stone's might to defeat his foes.

    He eventually gained a deep connection with the stone itself, and the spirits that reside in. Asking them for help, he started forging and working stone into powerful weapons and armor. With help from his allies, he forged his equipment from the earth itself, and infused it with the spirits of the earth.

    Race: Earth Dwarf (Weaker then normal dwarf, but fits flavor better)
    Alignment: Lawful Neutral
    Ability Scores (28 PB): Str 14, Dex 12, Con 14, Int 14, Wis 13, Cha 9
    Ability Scores (28 PB) after racial: Str 16, Dex 10, Con 16, Int 14, Wis 13, Cha 7. Focus on increasing Strength.
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special|Prereqs met
    1|Totemist 1|+0|+2|+2|+0|Wild empathy, meldshaping, illiteracy (removed by fighter multiclass)|Ability to shape soulmelds, Dwarf, non-evil, Know (Arcana) 2, Speak Language (Terran)
    2|Fighter 1|+1|+4|+2|+0|Bonus feat (Endurance)|Endurance
    3|Totemist 2|+2|+5|+3|+0|Totem chakra bind(+1 Capacity)|Craft (Stoneworking) 6 ranks.
    4|Totemist 3|+3|+5|+3|+1|Totem's Protection|-
    5|Totemist 4|+4|+6|+4|+0|-|Craft Armorsmithing and Weaponsmithing 8 ranks
    6|Totemist 5|+4|+6|+4|+0|Chakra binds (Crown, feet, hands)|-
    7|Ironsoul Forgemaster 1|+5|+8|+4|+2|Shield Bond|BAB +5
    8|Ironsoul Forgemaster 2|+6|+9|+4|+3|Secrets of the forge|-
    9|Ironsoul Forgemaster 3|+7|+9|+5|+3|Forge lore|-
    10|Stonelord 1|+8|+11|+5|+3|Earth's blood|-
    11|Stonelord 2|+9|+12|+5|+3|Stone Power: Stoneskin|-
    12|Stonelord 3|+10|+12|+6|+4|Stone Shape|-
    13|Stonelord 4|+11|+13|+6|+4|Stone Power: Earth Power|-
    14|Stonelord 5|+12|+13|+6|+4|Meld into stone|-
    15|Ironsoul Forgemaster 4|+13|+14|+6|+5|Chakra Bind (arms)|-
    16|Ironsoul Forgemaster 5|+13|+14|+6|+5|Armor bond|-
    17|Ironsoul Forgemaster 6|+14|+15|+7|+6|Chakra Bind (waist)|-
    18|Ironsoul Forgemaster 7|+15|+15|+7|+6|-|-
    19|Ironsoul Forgemaster 8|+16|+16|+7|+7|Chakra Bind (Shoulders)|-
    20|Ironsoul Forgemaster 9|+16|+16|+8|+7|Weapon bond|-[/table]

    Important Feats
    Bonus Essentia
    Earth Sense
    Dwarven Armor Proficiency

    Important Possessions
    All weapons and armor that Beldrid uses are forged by him.
    +3 Animated Anchoring Ghostward Variable Dwarvencraft Steel Tower Shield With a greater Crystal of Arrow deflection (+8 64,515 gp +5000 gp for the crystal. Price listed for the shield is before being halved due to self crafting. More wealth may be spent on the shield)
    +3 Ghostward Heavy Fortification Dwarvencraft Mountain Plate of Speed with a greater Crystal of Mind Cloaking (+9 90550 gp + 10,000 gp for the crystal. Price listed for the Armor is before being halved due to self crafting. More wealth may be spent on the armor.)
    Restful crystal (500 gp)
    +3 Implacable Brutal Surge Ghost touch Transmuting Vanishing Dwarfcraft Dwarven War Axe with a Greater Crystal of Security (+10 208,630 gp + 3,000 gp for the crystal. Price listed for the weapon is before being halved due to self crafting. More wealth may be spent on the weapon)

    Important Soulmelds
    7 Soulmelds, 13 Essentia, 4 chakra binds. Can place 4 Essentia into anything, up to 5 in a totem chakra.
    Shield Bond - Effectivelly a soulmeld, each point of essentia gives resist 5 against acid, cold, electricty, fire and sonic
    Armor Bond - Effectivelly a soulmeld, each point of essentia gives damage reduction n/- where n is the amount of essentia. Stacks with other DR X/-.
    Weapon Bond - Effectivelly a soulmeld, each point gives a +2n insight bonus to damage (Where n is the amount of essentia). If at least 1 is invested, it also dazes (Fort sve DC 10 +Invested essentia + Con mod) for 1 round on a hit.
    Gorgan Mask: Unbound, +1 resistance bonus to saving throws, +2 resistance bonus on any check or saving throw vs bull rushed, tripped, overrun or trampled. +1 to all resistance bonuses listed here per essentia
    Girallon Arms: Bound to Totem, shaped on Arms, +2 Comptence bonus on Climb and grapple, +2 per Essentia. Hands have 1d4 damage claws, and two new arms give 2 more 1d4 damage claws. each essentia gives a +1 bonus to attack and damage with claws
    Phase Cloak: Bound to Shoulders, +4 competence to Climb, +2 per essentia. Moving at least 5 feet allows you to become etheral during the movement
    Wormtail Belt: Bound to waist, provides +2 NA, +1 per essentia
    Shendu Crown: Bound to crown. Immune to bull rush and effects of spells that cause a bull rush. +1 competence bonus to saving throws against mind-affecting spells and effects per essentia. 100 ft telepathy.


    Flavoring Note:
    A lot of the abilities have been reflavored to fit the theme better. Phase Cloak for example, could be shown as him melding into the floor and appearing behind his foe to attack.
    Last edited by Heliomance; 2010-05-06 at 07:44 AM.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  14. - Top - End - #104
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge IV

    How many gnomes would a gnome shanker shank if a gnome shanker could shank gnomes?

    Quote Originally Posted by Grimshank
    Grimshank, The Grim Gnome Shanker*
    *Disclaimer: He is a goblin who shanks Gnomes, not a Gnome who shanks things. Who would want to play a gnome anyhow?

    {table=head]Class | Str | Dex | Con | Int | Wis | Cha | BAB | Base Fort | Base Ref | Base Will | Feats | Class Features | Skills
    Ranger | 10 | 17 | 14 | 14 | 12 | 10 | +1 | 2 | 2 | 0 | Weapon Finesse | Favoured Enemy: Gnome, Track, Wild Empathy | Craft (Stoneworking) 4 Appraise 2 Hide 4 Move Silently 4 Heal 4 Survival 4 Climb 4 Knowledge: Dungeoneering 4
    Ranger | 10 | 17 | 14 | 14 | 12 | 10 | +2 | 3 | 3 | 0 | | Combat Style: Two Weapon Fighting | Craft (Stoneworking) 5 Appraise 2 Hide 5 Move Silently 5 Heal 5 Survival 5 Climb 5 Knowledge: Dungeoneering 5 Search 1
    Stoneblessed | 10 | 17 | 14 | 14 | 12 | 10 | +2 | 5 | 3 | 0 | Endurance | Stone Bond: Dwarf | Craft (Stoneworking) 5 Appraise 2 Hide 6 Move Silently 6 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 1
    Stoneblessed | 10 | 18 | 14 | 14 | 12 | 10 | +3 | 6 | 3 | 0 | | Racial Battle Technique: Dwarf | Craft (Stoneworking) 5 Appraise 2 Hide 7 Move Silently 7 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 1
    Stoneblessed | 10 | 18 | 16 | 14 | 12 | 10 | +4 | 6 | 4 | 1 | | Stone born: Dwarf | Craft (Stoneworking) 5 Appraise 2 Hide 8 Move Silently 8 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 1
    Stonedeath Assassin | 10 | 18 | 16 | 14 | 12 | 10 | +4 | 6 | 6 | 1 | Dark Stalker | Meld Into Stone, Trapfinding | Craft (Stoneworking) 6 Appraise 2 Hide 9 Move Silently 9 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 5
    Stonedeath Assassin | 10 | 18 | 16 | 14 | 12 | 10 | +5 | 6 | 7 | 1 | | Sneak Attack +1d6, Stoneskulk | Craft (Stoneworking) 6 Appraise 2 Hide 10 Move Silently 10 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 10
    Stonedeath Assassin | 10 | 19 | 16 | 14 | 12 | 10 | +6/+1 | 7 | 7 | 2 | | Corrupt Stone | Craft (Stoneworking) 6 Appraise 2 Hide 11 Move Silently 11 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 11 Open Lock 5
    Stonedeath Assassin | 10 | 19 | 16 | 14 | 12 | 10 | +7/+2 | 7 | 8 | 2 | Improved Two Weapon Fighting | Sneak Attack +2d6 | Craft (Stoneworking) 6 Appraise 2 Hide 12 Move Silently 12 Heal 5 Survival 5 Climb 6 Knowledge: Dungeoneering 5 Search 12 Open Lock 10
    Stonedeath Assassin | 10 | 19 | 16 | 14 | 12 | 10 | +7/+2 | 7 | 8 | 2 | | Stonedeath Strike | Craft (Stoneworking) 6 Appraise 2 Hide 13 Move Silently 13 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 19 | 16 | 14 | 12 | 10 | +8/+3 | 9 | 8 | 2 | | Earth's Blood | Craft (Stoneworking) 6 Appraise 2 Hide 14 Move Silently 14 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 20 | 16 | 14 | 12 | 10 | +9/+4 | 10 | 8 | 2 | Craven | Stone Power: Earthgrip | Craft (Stoneworking) 6 Appraise 2 Hide 15 Move Silently 15 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 20 | 16 | 14 | 12 | 10 | +10/+5 | 10 | 9 | 3 | | Stone Shape | Craft (Stoneworking) 6 Appraise 2 Hide 16 Move Silently 16 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 20 | 16 | 14 | 12 | 10 | +11/+6/+1 | 11 | 9 | 3 | | Stone Power: Earth Power | Craft (Stoneworking) 6 Appraise 2 Hide 17 Move Silently 17 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 20 | 16 | 14 | 12 | 10 | +12/+7/+2 | 11 | 9 | 3 | Greater Two Weapon Fighting | Meld Into Stone | Craft (Stoneworking) 6 Appraise 2 Hide 18 Move Silently 18 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 21 | 16 | 14 | 12 | 10 | +13/+8/+3 | 12 | 10 | 4 | | Stone Power: Summon Earth Elemental | Craft (Stoneworking) 6 Appraise 2 Hide 19 Move Silently 19 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 21 | 16 | 14 | 12 | 10 | +14/+9/+4 | 12 | 10 | 4 | | Stone Tell | Craft (Stoneworking) 6 Appraise 2 Hide 20 Move Silently 20 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 21 | 16 | 14 | 12 | 10 | +15/+10/+5 | 13 | 10 | 4 | Two Weapon Rend | Stone Power: Stone Skin | Craft (Stoneworking) 6 Appraise 2 Hide 21 Move Silently 21 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 21 | 16 | 14 | 12 | 10 | +16/+11/+6/+1 | 13 | 11 | 5 | | Earthquake | Craft (Stoneworking) 6 Appraise 2 Hide 22 Move Silently 22 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    Stonelord | 10 | 22 | 16 | 14 | 12 | 10 | +17/+12/+7/+2 | 14 | 11 | 5 | | Stone Power: Earth Shadows | Craft (Stoneworking) 6 Appraise 2 Hide 23 Move Silently 23 Heal 5 Survival 5 Climb 8 Knowledge: Dungeoneering 5 Search 13 Open Lock 13
    [/table]

    Early Days (Levels 1-5)
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    A common goblin adventurer, Grimshank oddly ended up working with a group of Dwarves, hunting down their rival technologists and inventors, the Gnomes. Traninng with them, the Dwarves came to accept him as one of them, taking through a ritual of acceptance.

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    A these early levels, Grimshank plays as a two weapon fighter, though lacking sources of bonus damage. Merely finessing to hit, he does do well against Gnome initially, and at the later stages again his own kind too. Though only wearing light armour, his high dex and medium hit dice give him survivability


    The Return Home (Levels 6-10)
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    After successfully eliminating several gnome cities, Grimshank returns home to his people, training with them as a master of assassination, lurking through the caves, combining his dwaven and goblin training into a masterful amalgamation. Turning the underground networks of the gnomes against them, Grimshank becomes a great terror of the gnome world, sneaking through their tunnels unfound, avoiding the best defences unseen leaving nothing but corpses behind

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    In the mid levels of play, Grimshank finally gets a source of bonus damage for his two weapons, increasing his damage output. Working with this he gains several hiding based abilities letting him sneak into gnome lairs and watch them work before finishing them off with sudden unexpected strikes.


    Assassin of the Stone (Levels 11-20)
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    As Grimshank approached his later life, he learnt that the caves had a power of their own which could be tapped into by those focused enough, drawing into that which he had be taught in his youth by his dwarven companions. Becoming one with the stone he turned it into the gnomes worst nightmare, driving them out onto the surface world to go outside and face the real world, and maybe even get a tan

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    And here we finally get to the special ingredient. The powers only sort of mesh with his earlier progress, however some of them are quite useful for uping his damage output - Earth Power, or ensuring he does get sneak attack - Earth Shadows and Summon Earth Elemental. Working in conjuction with his earlier progress, he becomes a very sneaky goblin adapt at killing off single targets.


    Build Overview
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    First we needed to get Stonelord in there, it gives rather weak abilities, though does gain extra damage output and ways to gain flanking. Lets go something assasin-like. And it is Dwarf only, so lets go Goblin for the lols. This mean over into Stoneblessed, upon where I saw Stonedeath Assassin. 18 levels of classes starting with Stone. Oh hell yes. And it is goblinoid only, fits perfectly with the idea of a Goblin sneaky guy. Coming together well.
    Right, so now we have a sneaky goblin stone based guy. Penalty to str, bonus to dex. And bonus feat of two weapon fighting. So dual weapon it is, must pick up Craven at some point, which we finally do at level 12. Dark Stalker comes in at level 6, for at that time his assassining and sneaking becomes a much more vital part of his powers, such as Stoneskulk. Underground and Touching stone... This sounds alot like what Stonelord needs. Excellent, so we have where he lives and fights.
    Stone power was an interesting ability to pick choices from. To suppliment the other abilites, things which disable the opponent and increase Grimshanks abilities to sneak attack were primary


    Weaknesses
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    Goblin working with Dwarves... Well I'm sure it must happen. We are talking about working together to kill off Gnomes. No one likes them. On a more serious note, he does suffer from a horrendously low Will Save. And equipment aquired would need to boost this, or he would have to kill off enemy spell casters first. Also his damage output is only 2d6+1d4+20 at 20th. Needs to get weapons with elemental enhancements to up that damage.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  15. - Top - End - #105
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    Default Re: Iron Chef Optimisation Challenge IV

    Two there are only, a master and an apprentice.
    Quote Originally Posted by Bruingar

    Stonelord Bruingar Threehorns, Field Marshall of Deepstone Warden

    Deepstone Warden is a large dwarven community. Sitting in a keynode between human surfice

    settlements and drow underdark enclaves, linked by a maze of tunnels to the orcish wastelands and

    supervising a deep mine have made this place a perfect battlegound. Defending it’s tunnels and it’s

    high, natural walls is a difficult task for tough dwarves.

    Deepstone militia is well trained and organized. Although most of the fighters are axe or warhammer

    wielders, there is a small brigade of battleground controllers.


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    From the speach of Urin Anvilstone, Field Marshall of Deepstone army, to the year’s recriuts

    graduation: “Now your train is over, sons. Always remember you’re part of a bigger army, not a army

    by yourself. You few are different, you fight different from your fellows. Your primary task is

    battleground control, not slaying enemies. And, please, try to come back home.

    This is your first day of battle, sons. Fight well and may father Moradin be with you all.”



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    1° Dwarf, Fighter 1. Exotic Weapon proficiency (Spiked Chain), Toughness, Power attack (via Shaky

    flaw)



    Abilities. S 14, D 14, C 16, I 13, W 12, C 6 (Buy points table, 18 points)






    In years of neverending battles, only few dwarven really emerges as elite warriors. One of them is

    Bruingar Threehorns. A silent, hot tempered and unpleasant dwarf that noone want to have at his side

    in tavern, but that anyone stick to in combat. He is famed to like to toy with his enemies alot

    before kill them (or let anyone else do it).

    Bruingar is said to have literally no life out of battlefields. He’s known to frequently volunteer

    for extra work, even at the end of a bitter fight. His face and body are full of scars, barely

    covered by his black beard.


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    Urin Anvilstone, Field Marshall of Deepstone army: “Bruingar, my son, you’ve become very skilled. I

    constantly receive good notes about your behaviour on the battlefields. However, my son, I’m

    concerned about your private life. I see you always alone: no friends in your table, no clan or

    family to come back to. And besides… you’re young, son, which I envy you very much. Isn’t there a

    female fit for you? Maybe a hot blonde bearded one?”

    Bruingar: “…”

    Urin: “I understand. By the way, you are not here for this reason. In these years, you’ve learned

    how to place yourself in the middle of the battlefield, bring your enemies down and keep ‘em there,

    exploit tactical advantages to harm best your enemies… Well, altough we can teach you more, I

    believe that you can profit better of someone else’s advices. Let me introduce you Lord Gleanor

    Mithrilcrafter, Master Stonelord of Deepstone.”

    Urin Anvilstone: “You have to bow now, son.”

    Spoiler
    Show




    2° Fighter 2, Combat Expertise

    3° Fighter 3, Improved Trip

    4° Fighter 4, Combat Reflexes (C 17)

    5° Fighter, variant, +1d6 sneak attack



    Yes, a spiked chain tripper. It’s a very old classic and I believe it needs no further presentation.

    Hit easy and hit hard (with power attack) is his task. At now, sneak attack is a good add, but

    nothing more (I considered Fighter variant of UA as a different class), but it’s a prereq for what

    is about to come.

    At fifth level, he can easily afford a full plate or a breast plate (maybe even +1) and some other

    minor trick of defence (ring of protection, for example). Having a magic weapon is not his primari

    task: combining trip and power attack will grant him a decent damage output even against enemy with

    DR (also not so frequent at this level)





    Time has passed. Soon after his encounter with the Master Stonelord, Bruingar started to follow him

    in the maze of tunnels, coming back every time later. At now, he is rarely seen at Deepstone Warden

    when the city is not under siege or peril (not an infrequent situation, throug) and he’s said to

    live by the nude rocks with his strange master. Not that anyone is missino him: Bruingar is still as

    rude as before, even more quiet and also quite sinister. Voices of his strange powers have spread

    among other dwarves and, except in the battlefields, where his skills are unmatched, there isn’t

    anyone who whish his company.

    Bruingar seems to like it and, except for beer and meat, and his master, of course, he does not seek

    anything.

    Spoiler
    Show


    Lord Gleanor Mithrilcrafter: “So Bruingar has finally learned! The earth’s heart is your friend now

    and you can invoke it’s blessing whenever you are in need. Invoke the Earth Shadow and i twill help

    you hitting your enemies at their backs while you disable them. But be careful: you are not focused

    enough to abuse of your power, so use it only when in real need. As far I can see, you learned to

    hit where it really hurts too: I do not approve your cowardice, but it seems to be of some use in

    combat. /…/ But now, dwarf, you have to learn by your own. I’m old, my time is about to come and

    besides there is no much left to teach you. I’m retiring, now you’re all alone.”


    Spoiler
    Show




    6° Stonelord 1 Earth Blood, Vexing Flanker

    7° Stonelord 2 Earth Shadows

    8° Stonelord 3 Stone Shape (C 18)

    9° Stonelord 4 Earth Power, Craven

    10° Stonelord 5 Meld Into Stone



    One think you can say about stonelord is he’s a battlefield controller. Beginning at second level of

    prestige, Bruingar starts to exploit the sinergy between his reach, Vexing Flanker feat and Earth

    Shadows. One round for Stonelord level, he can flank having a +4 to hit. If his enemy has not

    exceptional AC, he can Power Attack deep; if not, he can hit more frequently.

    Don’t forego Stone Shape either. One of the weak points of dwarf is mobility. Shaping the ground in

    ways that make it difficult terrain could prove it very useful (as you know, you’re considered

    flat-footed when balancing).

    Earth power is useful to have an extra boost to damage once in a while (and most other powers

    sucks).

    Meld into Stone is surprisingly useful to astonish those that use to say “dwarven fighters can’t

    ambush”. As you’re melt into stone, you don’t see but you can hear. So your rogue companion can

    scream “now!” and some stupid enemy has to face a fighter dwarf with reach, that even does sneak

    attack. A Craven tactic, indeed, but you’ve the feat :p

    By now, you should have access to magic items that improves your speed. Boots of haste plus some

    potions should do the trick. Improve your armor at the best: Mithral fullplate is, by now, your best

    option. You can add to this a +1 animated shied, for more fun.

    Now look at your will save. It sucks, ain’t it? You have to do something: cloack of resistence, for

    instance, or one of many other items.

    Also, at now you can afford a magic weapon. 1+ magebane spiked chain is good, cheap and fine.





    Lonely tunnels, rocky areas and sometimes underground cities are Bruingar’s world. Going out to

    surface is a folly never passed in his mind. Gleanor Mithrilcrafter, Master Stonelord is now dead,

    buried under a stony avalanche, as his whishes. Bruingar holds his place, now. Hearing the stone

    tunnels speak has given a great amount of lore to him. Lore of combat, of blood and endless wait.

    Derepstone Warden is still in his hearth, he keeps defending his homeland. Just in a different way.

    Now he travels alot. His power, his technique is not good enough, not for him.

    Sometimes he travel dangerously close to drow homeland and spy, via the rocky tunnels he speak with.

    Some other times, when really needed, he goes towards open air, where the galleries climb almost to

    surface and the air is cold and smelly.

    There, the stones talk to him, of how drows and humans fight. And he rest there often,



    Spoiler
    Show




    Urin Anvilstone, Field Marshall of Deepstone army: “I saw you, son… I mean, His Highness. I remember

    you as a young dwarf and now you are the havoc of the battlefields. The way your spiked chain

    flurries against enemies, the way they suffer your blows, the way you resist blows… Impressive,

    impressive. Thank Moradin you came! Now I’m old and our army needs – greeds – an hero. You are our

    champion”.



    Spoiler
    Show




    11° Stonelord 6 Stoneskin

    12° Stonelord 7 Stone Tell, Weapon Focus (spiked chain) (F 15)

    13° Exotic Weapon Master 1 Flurry of Strikes

    14° Stonelord 8 Earth Grip

    15° Exotic Weapon Master 2 Trip Attack, Robilar’s Gambit



    The good news is: your core abilities improves with levels. So Craven helps you wish a +15 to sneak

    attacks and you can use Earth Shadows 8 times per day.

    Now add Stoneskin to better resist blows, Stone Tell to scout and Earth Grip to hold those foes out

    of your reach. That means more battlefield control.

    Exotic Weapon Master add some taste: you can forego a +2 to attack but having back an extra attack

    (quite a good news if you’re flanking or if your enemy is flat-footed). Also, you are now better in

    triping foes and you can provoke AoOs with Robilar’s Gambit.

    As gear, you can find much of use. With some coin spare, Retributive Amulet (BoED) is a must have.

    If you look at Magic Item Compendium, you can find more than one option, like belt of battle, rogue

    vest and Deathstrike bracers (MIC).






    The vastity of underworld now is the lair of a legendary dwarven warrior. His legend echoes on the

    otherwise silent tunnels and any enemy of dwarven nations fear its presence.


    Spoiler
    Show


    From the speach of Bruingar Threehorns, Master Stonelord, to his pupil: "Rock is your friend. You

    can show impressive might when you have such a powerful ally. At today, I can force foes in

    difficult terrain - I bring it with me as a pillar of rock - or, if ineffective, make it collapse,

    crushing enemies in the process by it's might and mine.Adn don't forget: I can also make the tunnels

    shake. Oh no, don't you think it's impossible to you. I was like you not long time ago."
    Bruingar Threehorns, to the rocks: "Fun thing is: they keep consider me a hero. My people just see

    the good side of me, the side they want to see. My fear, my loneliness, my dark side... that is all

    and only yours, my firends."


    Spoiler
    Show




    16° Stonelord 9 Hearthquake (F 16)

    17° Stonelord 10 Gravity

    18° Warblade 1 Improved initiative

    19° Deepstone Sentinel 1 Mountain Fortress stance, passwall

    20° Deepstone Sentinel 2 Crushing Mountain Juggernaut


    List of maneuvers suggested (Initiator Lvl 8 + Initiator classes)
    18° Mountain Hammer, Stone Vise, Wall of Blades, Disarming Strike Roots of the Mountain (stance)
    19° Crushing Vise
    20° Giant's Stance (stance)

    Hearthquake is a satisfactive end to the prestige and let you damage foes and create difficult

    terrain in the process. So it is sweet. As completion of a 20 levels build, Deepstone Sentinel.

    Mountain fortress stance is too good to forego: it forces enemies around you to make balance checks

    if moving. And, as you already know, balancing mean being flat-footed. Add to this some useful Stone

    Dragon maneuvers and stances. Bear in mind that Initiator level, as per Tome of Battle, is 1/2 of

    other classes + any initiator class.
    My dish is over, rather than listing other improvements, look at the final presentation.




    Bruingar Threehorns
    Dwarf Fighter 4, Fighter alternative (UA), Stonelord 10, Exotic Weapon Master 2, Warblade 1,

    Deepstone Sentinel 2
    Medium Humanoid (Dwarf)
    Hit Dice: 4d10+1d10+10d8+2d10+1d12+2d10+140
    Initiative: +7
    Speed: 25 ft./20+armor (5 squares)
    Armor Class: 31 (+13 armor +2 dex, +6 shield), touch 17, flat-footed 29
    Base Attack/Grapple: +20/+26
    Attack: +5 Transmuting(MIC) animated chain (MIC) +29 melee (2d4+16, x2)
    Full Attack: +5 Transmuting(MIC) animated chain (MIC) +29/24/19/14 melee (2d4+15, x2)
    Space/Reach: 5 ft./5 ft.
    Atk Options: Combat Expertise, Power Attack, Improved Trip (+35),Sneak attack (2d6+20), Earth

    Sadows, Earth Power, Earthgrip (Hold Monster, DC 24), Gravity (Slow, DC 20), Flurry of Strikes,

    Robilar's Gambit
    Special Qualities: Blindsight 30 ft., Immunity to death spell and effects, Freedom of Movement
    Saves: Fort +29, Ref +21, Will +15
    Abilities: Str 22, Dex 20, Con 24, Int 13, Wis 12, Cha 6
    Challenge Rating: 20
    Possessions:
    +5 Living Chain** (MIC) of transmuting (MIC)
    + Truedead Crystal, Greater (MIC)
    +5 Mithryl Fullplate of Agility, Greater (MIC), Ghost Ward (MIC), Quickness (MIC), Fortification,

    moderate (DMG)
    +4 Large Steel Shield, Animated (DMG), Soulfire (BoED)
    +6 Belt of giant's strenght (DMG) *and of Battle (MIC)
    Retributive Amulet (MIC) and *+6 Amulet of Health (DMG)
    +6 Gloves of Dexterity (DMG)
    Boots of Temporal Acceleration (MIC) *and Speed (DMG)
    Deathstrike Bracers (MIC)
    Crystal Mask of Mindarmor (MIC) *and [goggles] of Draconic Vision (MIC)
    Ring of Freedom of Movement (DMG)
    Ring of Spell Storing (DMG)
    Wings of Flying (DMG) *and [cloak] of Resistance +5 (DMG)
    Rogue's Vest (MIC)
    Alignment: Legal Neutral
    Advancement: By character level
    Level Adjustment: +0
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  16. - Top - End - #106
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    Default Re: Iron Chef Optimisation Challenge IV

    Lazy Lob and crazy Cob
    are weaving webs to wind me,
    I am far more sweet than other meat,
    but still they cannot find me!

    Quote Originally Posted by Old Lob
    Old Lob Many-eyes, CN Earth Dwarf Entomanothrope (Were-Snow Spider)
    Levels: Spider HD 2/Fighter 6/Stone Lord 10/Level Adjustment 2


    "Don't go into the tunnels past bedtime, for there lurks Old Lob" - Traditional Dwarven warning to small children.

    Legend:

    The old storyteller settled down by the fire, his joints creaking as he watched the assembled children and adults with a fond smile. He only came by once a year, and each time his tales enthralled the children and kept their parents up to date on the happenings outside of the tiny clan.

    "Who here has heard of Old Lob?" he inquired mildly, smiling as he saw the looks of anticipation spread across the children's faces. Everyone had heard of Old Lob.

    Every race has its boogey-man. For the dwarves, accustomed to a lifetime of living under solid earth, few things are more terrifying than the idea of the earth itself turning against them or hiding foes. As the tales go, Old Lob was a horrific fusion of dwarf and spider: eight eyes, a long, grime-covered beard, four legs, paralytic venom, and the ability to disappear into walls at will. In each story, he hunts young dwarflings who wander too far from their hearth and home, following them until the dwarflings are alone in a dark corridor. Then Old Lob emerges from the floor below.

    "He enjoys his meat tender,"
    said the old story-teller with a dark smile. In the stories, Old Lob knocks the dwarflings to and from the walls, disappearing into the stone and waiting for the child to try and return before popping out again and knocking them down, playing with the child like a cat with a mouse. Finally, he paralyzes the child - and here the stories differ, for in some he eats them alive, while in others he transforms them into monsters such as himself.

    In this story, however, Old Lob brought the child home, battered and terrified, and always with the same warning to the horrified parents: Don't let younglings play in the dark.

    "The end!"
    says the old story-teller, with a fierce bark, and the younglings around him shrieked in delight. The storyteller paused as the younglings were sent to bed, to shiver and jump whenever the walls seem to shift in the darkness. But the adults remained awake and talked. They talked about the bodies of goblins and drow that appear regularly on standard patrol routes: mangled and poisoned and quite dead. They talked about the other legends of Old Lob, and how he was once a Stonelord of an honorable clan. They talked of the night his daughter disappeared, and how Old Lob went out into the lands of the drow to find her. And they sat, and they wondered - what happened that night, and how much of the dwarf that once was still remained in the monstrous creature that stalked their tunnels?

    And Old Lob, he just sat by the fire, content to spin another tale.

    Primary books used: Core, Races of Stone, Complete Warrior, Dungeonscape
    Secondary: Races of Faerun, Unearthed Arcana, Frostburn, PHB II, MIC

    Old Lob Many-eyes, CN Earth Dwarf Entomanothrope (Were-Snow Spider)
    Levels: Spider 2/Fighter 6/Stone Lord 10/Level Adjustment 2


    Stats: 32 PB (Hybrid form in parenthesis)
    Str: 20
    Dex: 10 (14)
    Con: 18 (20)
    Int: 8
    Wis: 10
    Cha: 6
    Speed 20ft, 40ft in spider form, Climb speed 40ft

    In hybrid form at 20th with a +4 inherent tome for Strength and +6 Belt of Magnificence:
    Str: 34
    Dex: 20
    Con: 26
    Int: 14
    Wis: 16
    Cha: 12
    Speed 20ft, Climb 40ft, Burrow 20ft

    Skills at 1st: Knowledge (local) (Rasheman) (to qualify for Jotunbrud, otherwise a human or planetouched feat) 2R (cross-class), then 4R in Craft (Stoneworking), then ranks in other skills. Maybe even Perform (Story-telling)

    Feats:
    1: Jotunbrud
    1B: Spring Attack [Were-Spider]
    1B: Weapon Finesse [Were-Spider]
    3B: Power Attack [Ftr 1]
    3: Endurance
    4B: Dungeoncrasher [Ftr 2]
    6B: Improved Bull Rush [Ftr 4]
    6: Combat Reflexes
    8B: Dungeoncrasher II [Ftr 6]
    9: Shock Trooper
    12: Knockback
    15: Robilar's Gambit
    18: Overwhelming Assault

    Stonelord abilities: Earth's Blood 1/day, Stone Shape 1/day, Meld into Stone 10/day, Stone Tell 1/day, Earthquake 1/day, Stoneskin 1/day, Summon Huge Earth Elemental 1/day, Slow 1/day, Hold Monster 1/day, Earth Shadows 1/day.

    Spotlight level: 20th NG Earth Dwarf Entomanothrope Were-Snow Spider 2/Fighter 6/Stone Lord 10/LA 2


    What's going on here: Basically, we have a character based around a trap-door spider.

    Lob hides in the ground, then leaps out and knocks opponents into the walls before returning into the floor. When I looked at Stonelord, one of the things that caught my attention was that it got Meld into Stone 10/day, while every other ability was 1/day at best. So the next question was: how do I optimize this? And somehow that led me to a were-spider dwarf. Optimization works in mysterious ways.

    What's were-spider give you, anyways? It gives Spring Attack and Weapon Finesse as bonus feats. Immunity to all mind-affecting spells and abilities without being mindless. A 40ft Climb speed and Tremorsense 90ft. Also +4 Dex, +2 Con, +2 Wis, -2 Int. Leap special attack: Gain +4 on Charge attacks with a jump, and +20 racial to jump checks. Finally a poisonous bite with 1d4 Dex/paralysis.

    How does he work: Lob is a melee tank, skirmisher, and damage character. He's viable at all levels, and really comes into his own at ECL 6, 11, and 14.

    At low levels he has spring attack and fights with a reach weapon, preventing opponents from gaining a full attack. At ECL 6 he gains Dungeoncrasher, which means that whenever he bull rushes an opponent into a wall, he deals 4d6+12 or so. At ECL 11 he can also drop his AC in return for PA damage on a charge, allowing him to deal significant damage on an charge attack, and his bull rush damage increases to 8d6+21 (assuming +4 str item at ECL 9). At ECL 14, he has Knockback, which allows him to make a bull rush attempt on every attack, so on a full attack he would make 3 attacks (probably 2d6+18 or so), along with 24d6+81 damage from bull rushing. If opponents hit him back, he uses Robilar's Gambit to knock them away.

    That's the basic melee tank strategy. His second fighting style is the more sneaky one. Using Meld into Stone or the burrow speed from his claws graft, he hides in a stone or dirt wall or floor, preferable in a position where he can leap out and bull rush an opponent into a wall. He can also hide above the opponent in the ceiling and bull rush them into the ground, or burst out of the ground and knock opponents into the ceiling. With his ring, he can use Soften Earth and Stone at will, so he can burrow through even solid stone when necessary.

    He has 60ft Tremorsense from were-spider, so he knows where his opponents are. Lob then waits a round lurking beneath them to gain the benefits of Overwhelming Assault (+4 to melee attack rolls) and then leaps out, making a single attack with Spring Attack that triggers Knockback and sends the opponents crashing into a wall or each other (knocking each other prone with Shock Trooper), and moving back into the walls or floor. Afterwards he repeats as necessary, bull rushing back foes who attempt to escape from him. With Robilar's Gambit, he also assures that any attempt to ready an attack against him will give Lob free attacks.

    Lob and the Stonelord PrC: Power Combos!

    1. Meld with Stone or Burrow, and Spring Attack along with Dungeoncrasher. Pretty simple combination, usable 10/day in solid stone or at will in loose earth and stone.

    2. Shape Stone and Dungeoncrasher. While hiding in stone, he shapes a wall to bull rush opponents into. Usable 1/day.

    3. Shock Trooper, Bull Rush, and Earthquake. Shock Trooper knocks two foes prone, which means that you don't need the weak DC 15 reflex save to knock them prone from Earthquake. Instead you go straight to the more difficult DC 20 reflex save or fall to your death. Since DC 20 Reflex isn't that impressive at ECL 19, this is best as a strategy to use against large forces of weak opponents. In following rounds, Lob can bull rush people right into the goddamn chasms of death.

    4. Stone Tell, Meld with Stone, and Tremorsense. While patrolling for goblins and drow, Lob can ask the stone directly if enemy patrols come by frequently, then if he gets an affirmative he hides in stone and waits for tremorsense to trigger.

    5. Slow, Hold Monster, and Burrow. Basically, pop out of the ground from a distance and debuff your opponents.

    6. Summon Huge Elemental and Dungeoncrasher. I saved my favorite for last. A huge earth elemental is 32 feet tall, weighs 48,000 pounds, and is a solid object. It is a mobile wall of stony death for you to bull rush opponents into. Even better, it also can bull rush opponents at +33 or so, so the two of you can just play ping pong with the bodies of your opposition.

    Equipment:
    One item stands out: a Ring of Elemental Command (Earth). It supplements Meld into Stone uses. Lob can use Soften Earth and Stone at will, allowing him to burrow in solid stone. It gives two more uses of Stone Shape to make walls out of the floors as necessary. It gives Passwall, which works better than Meld into Stone for spring attacking out into foes. It gives 1/day Wall of Stone, for crowd control and another barrier to bull rush into. And finally, it protects Lob from earth elementals and significantly boosts his combat abilities against other earth-type creatures that he might encounter while traveling through the earth.

    Ring of Elemental Command (Earth)
    Spoiler
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    Meld into stone (unlimited use, wearer only)
    Soften earth and stone (unlimited use)
    Stone shape (twice per day)
    Stoneskin (once per week, wearer only)
    Passwall (twice per week)
    Wall of stone (once per day)


    Otherwise Lob needs very little in terms of equipment. Burrowing Claws give him a burrow speed, and Phoenix Cloak gives a fly speed. Permanent Enlarge Person helps qualify for Knockback (Jotunbrud arguably might qualify, but this is better anyhow) and improves damage, bull rush attempts, and trip attempts.

    Ring of Earth Elemental Command (200K), Burrowing Claws (30K), Enlarge Person (Permanency) (~5K), Belt of Magnificence (200K), Ring of Freedom of Movement (40K), Phoenix Cloak (40K), Vest of Resistance (25K), Ring of Counterspells (Greater Dispel Magic), Hand of the Mage (9K?), (4K), Boots of Speed (12K) Libram of Gainful Exercise +4 (110K), Tooth of Leraje (20K), +2 Full Plate (5,500g), +1 Holy Transmuting Glaive (50k), and about 10K in spare change.

    Final stats:
    BAB +17 (+19 with LA buyback)
    HD: 6d10, 12d8
    Base Saves: +15 Fort, +5 Reflex, +5 Will. Immunity to mind-affecting spells and abilities.
    Modified saves: +28 Fort, +15 Reflex, +13 Will. Immunity to mind-affecting spells and abilities, +2 against spells and spell-likes (dwarf), freedom of movement.
    Movement: 20ft land, 20ft fly, 20ft burrow. In vermin form: 40ft land, 40ft climb, 40ft fly, 20ft burrow. Boots of Speed for +30 to any of these 10/day.
    Full attack when enemy is against a wall (with reach 20ft, using 1 charge of Boots of Speed):
    Large Glaive +37/+37/32/27/22, damage per hit: 2d8+8d6+59, and bite +32 1d8+18, Poison DC 18 or 1d4 Dex/Paralysis.
    On full power attack (such as with Shock Trooper): 2d8+8d6+85, total damage ~140 per hit, ~700 damage total per round
    Bull Rush attempts: +41 (on par with a 24 HD Elder Earth Elemental)

    With additional cheese:
    LA buyoff: Take 2 levels of barbarian for rage, pounce (lion totem) and improved trip (wolf totem), or two levels of crusader or warblade.
    Flaws: 2 good feats for 1-20 would be Improved Toughness and Cleave.

    Other builds I considered:
    Earth Dwarf Fighter 6/Were-spider 2/barbarian 2/stonelord 8/LA 2 (More complicated, gets Pounce and Rage)
    Mineral Warrior Earth Dwarf Fighter 6/Were-spider 2/barbarian 1/stonelord 8/LA 3 (Even more complicated!)
    Earth Dwarf Fighter 6/barbarian 4/stonelord 10 (simpler bull rusher)
    Earth Dwarf Ranger 3/Barbarian 2/Stonelord 5/Battlerager 5/Frost Rager 5 (grappling build)
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  17. - Top - End - #107
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    Default Re: Iron Chef Optimisation Challenge IV

    Ah, grit-laden jerky - the breakfast of champions!

    Quote Originally Posted by Durin-Thur
    Durin-Thur Stonehammer Lord of the Deepstone
    “You shall not Pass!”

    Durin-Thur Stonehammer was very dour even by dwarves standards. His father was the cities most skilled sculptor. Durin was eager to learn his father’s craft, he loved the feel of a hammer in his hands and the smell of powdered stone and the sense of power from reshaping ancient stone to suit his will. However he lacked the patience to ever become a true master and his father saw this so he sent his son away to be trained as a Guardian so he could gain honor fighting on the front lines. Their city was deep in the underdark perhaps the deepest outpost of their kind, it’s gem deposits had made the entire city quite rich but the lived in a state of near constant warfare with the underdark’s native races.

    The training was brutal fighting running miles long obstacle courses in full armor, fighting to well beyond the point of exhaustion, and learning to banish all fear of death. After his training Durin’s father gifted him a suit on armor that had been in their family since time immemorial, Durin knew that to prove himself worthy of this honor he needed to become the greatest warrior in the guardians and he volunteered for duty in the furthest reaches of the clan’s territory. Soon distinguished himself amongst the City’s guardians. He would stand at the head of the phalanx wielding his trademark hammer with a head of solid stone as wave after wave of broke like water against a Cliffside.

    He was a hero to the entire city now he had greater prestige than he could ever have as a mason even if he’d been greater than his father. Durin was even engaged to a lesser daughter of a noble house.

    No magic equipment assumed
    Dwarven Crusader 5
    Str 16
    Dex 8
    Con 20 (18 +2 Racial)
    Int 14
    Wis 10
    Cha 7 (9 -2 Racial)

    HP 5d12+25
    AC 23 (10+10 armor+4 shield-1Dex) +2 vs. larger creatures
    BAB +5 War hammer +9 1d8+3
    Saves
    Fort 9 (4 base +5 Con)
    Ref 0 (1 Base -1 Dex
    Will 6 (1 Base +5 Con)

    Feats
    Endurance
    Steadfast Determination
    Dwarven Armor Proficiency

    Class Abilities
    Steely Resolve 10
    Furious Counterstrike
    Indomitable Soul
    Zealous Surge

    Maneuvers
    Stone Bones* attack and gain DR 5/adamantine for until next turn
    Crusader’s Strike* attack and heal 1d6+IL
    Vanguard Strike
    Leading the attack
    Charging Minotaur
    Mountain Hammer* attack +2d6 damage ignore DR and Hardness
    Shield Block* immediate action grant ally AC bonus of your shield bonus +4
    White Raven Tactics* immediate Change an ally’s initiative to 1 below yours (targeting yourself lets you go twice in a row)

    Stances
    Stone foot stance* +2 on Str checks, +2 AC vs. larger foes
    Bolstering Voice

    *usually in/readied

    Skills
    Balance 8
    Stone working 8
    Jump 8
    Heal cc 4
    Knowledge History 8
    Climb cc 4

    Languages
    Common
    Dwarven
    Terran
    Undercommon

    Key equipment
    MW Stone Warhammer
    MW Mountain Plate
    MW Tower shield



    However, over the years the waves wear away the cliff face. During one particularly determined army of Orcs Durin, despite his now famous resiliency found himself at the edge of exaustion, his armor pulled him down like it never had before, it seemed like ages ago he had dropped his shield because he needed both of his weary arms to swing his hammer and he was slowly losing blood from dozens of small wounds. Regretfully he decided that for the first time in his career it was time to fallback.

    He stepped backward into his squad but found that he had not stepped backward into a line of Dwarves. Had he been overcome with bloodlust and broken formation? No, now he saw that around him and behind him intermingled with several times their number of Orcs were dozens of Dwarven corpses; perhaps his entire squad. Further he was still alive only because most of the Orcs were parting to pass him on either side because though they could undoubtedly overwhelm him they had seen him kill enough of their fellows that only the bravest wished to challenge him. He didn’t know how many had already passed by but he could see the horde tightly packed and stretching out beyond the edge of his darkvision.

    Just as he had lost all hope, not for himself but for his home, a plan emerged. He charged through the Orcs and swung with all his might, at the exact place that a lifetime of working stone told him not to. The stone broke open and the crack traveled up to the roof of the cavern which split and rained down oblivion on Dwarf and Orc alike.

    Durin awoke. He had no idea how long he’d been unconscious he was buried alive in an earthen tomb of his own design. With no landmarks he did the only thing he could he picked a direction and started swinging his hammer. Whenever he’d taken a few sizeable chunks off a stone he’d sweep away armfuls of the fine sand that flowed between the stones and especially into his armor and test to see if he could move the stone yet and if it would be safe, then he would either lift the rock and toss it aside or keep working. Shortly after his second rest period he found the body of an Orc shaman in the rubble. The thought of eating him briefly crossed Durin’s mind but the body was too far gone for that. Still he fell on the body with the desperate energy that only the half starved have searching for anything edible. Several pouches had been ripped open and their contents smashed together.

    Picking out the most disgusting matter he found some bits that looked like dried meat, he chewed his disgusting rations as fast as he could even though the grit on them cut painfully in his mouth he washed it down with whatever was in the Orc’s flasks. That was a mistake, as soon as he stood up his head started to spin and he fell flat on his face.

    Durin woke and was surprised to find that he felt quite refreshed. He wonders if maybe something in one of those flasks was good for him he quickly dismisses this pointless query and gets back to work. Shortly after his next rest period his hammer shatters. He drops to his knees as despair washes over him.

    Some time later as he sits waiting for death he reflects on his guardian training and how they had they learned to look for the smallest weaknesses and strike with such perfect focus that their weapons could break stone that should have shrugged off their attacks. He’d never attempted this with his hands but, why shouldn’t it work. He stood once more in front of the wall of fallen rocks focusing all of his will into his fist.

    He pulled his aching hand back to nurse it, in a moment the pain had reached a manageable level and he was overjoyed to see that his hand had left a long thin line in solid stone. He immediately punched it again and regretted it, he hadn’t taken the time to regain his focus and he hurt his hand worse than the first time without damaging the stone in return. Internally chastising himself he stood before the stone and took the time to properly focusing his mind on the stone and on his fist. The work was slow and agonizing but he was making progress.

    He completely lost track of all semblance of time no longer stopping to rest at all. The only time he stopped was when he heard faint sounds as if the stones themselves were whispering to him, he wanted to dismiss this as his imagination but as often as not he would find a tiny trickle of water or he would dislodge a stone and find a pocket of trapped. Before long the steel of his gauntlets dented and cracked. When the torn ends began to turn inward and bite into his fingers he cast them aside and continued his assault. After a time he noticed that his hands had healed where falling sand and powdered stone mixed with his blood from his knuckles, then later his skin seemed t become harder than the stone around him. He wondered if this was his mind slipping or a gift from his ancestors who appreciated his determination. When he found that his hardened skin took away the pain of striking the stone allowing him to strike faster he decided that it must be the former.

    He continued his work not knowing how long he had toiled or for how much longer he would need go on to escape his stony prison. At the edge of exaustion and once more on the brink of starvation he paused and leaned against the stones in front of him and was shocked when the wall melted away in front of him revealing a cavern filled with mushrooms of several variety including a luminescent variety on the roof of the cave. Durin quietly muttered thanks to Moradin and his ancestors before voraciously consuming fistful after fistful of mushrooms until he felt near ready to burst his armor.

    He lay sated on a soft patch of moss and drifted off to sleep for the first time in what felt like forever. His dreams were filled with images of home and with strange spirits following him and helping with everyday tasks. Durin wakes to the sounds of conversation, he wearily rises and goes back into the shadows of his cave to wait. A group of young drow come into the cavern carrying baskets and small knives. Obviously, this was too good to be true, this cavern was cultivated. The Drow are just laborers so he deals with them swiftly and mercifully. As he harvests a big basket of mushrooms he wonders if the young Drows’ masters will be as merciful as him.

    Avoiding the Dark Elf City makes his journey home much longer and complicated while their patrols make it far more interesting. His route is long a circuitous filled with innumerable enemies and scarce few friends. When finally makes it home the first Guardian patrol he runs into doesn’t even recognize him and has to send for someone who can identify him.
    Durin has been gone for almost a year and I seems there is nothing but ill news for him. His father was killed in the Orc attack and his betrothed has been married off to a warrior Durin knows is inferior who faired better than he against another branch of the Orc attack which was a mere fraction the size of the force he faced.

    Note: I took some liberties with the Stone lord “ritual” .

    It says you must be immersed in sacred loam.
    Loam is a mixture of dirt, sand and clay a lot of what fell on Durin in the cave in was loam. Sacred is a vague word the loam could have been blessed long ago or it could have been blessed by ancestor/earth spirits trying to protect Durin.
    It requires fasting for long periods of time deep underground.
    Deep underground, check. So does nearly starving to death twice when you have a 20 con and endurance count as fasting? I say it can.
    Must consume 1000gp worth of powdered gemstones.
    The Orc shaman’s rations and spell component pouch were crushed together and he had components for multiple castings of stoneskin.

    Dwarven Crusader 5/Stonelord 3/DeepWarden 2

    Str 16
    Dex 8
    Con 21 (19 +2 Racial)
    Int 14
    Wis 10
    Cha 7 (9 -2 Racial)

    HP 7d12+3d8+50
    AC 24 (10+7 armor+2 Shield+5 Con) +2 vs. larger creatures
    BAB +10 Longsword +13/+8 1d8+3
    Saves
    Fort 15 (10 base +5 Con)
    Ref 2 (2 Base -1 Dex
    Will 10 (5 Base +5 Con)

    Feats
    Endurance
    Steadfast Determination
    Dwarven Armor Proficiency
    Open Minded
    Stone Power
    Track


    Class Abilities
    Steely Resolve 10
    Furious Counterstrike
    Indomitable Soul
    Zealous Surge
    Earth’s Blood
    Stoneskin 1/day
    Stoneshape 1/day
    Trap Sense +1
    Stone Warden(Con to AC)

    Maneuvers
    Stone Bones* attack and gain DR 5/adamantine for until next turn
    Crusader’s Strike* attack and heal 1d6+IL
    Vanguard Strike
    Leading the attack
    Charging Minotaur
    Mountain Hammer* attack +2d6 damage ignore DR and Hardness
    Shield Block* immediate action grant ally AC bonus of your shield bonus +4
    White Raven Tactics* immediate Change an ally’s initiative to 1 below yours (targeting yourself lets you go twice in a row)

    Stances
    Stone foot stance* +2 on Str checks, +2 AC vs. larger foes
    Bolstering Voice

    * usually readied/in this stance

    Skills
    Balance 13
    Stone working 8
    Jump 8
    Heal cc 5
    Knowledge History 8
    Climb cc 5
    Survival 8
    Knowledge Dungeoneering 9

    Languages
    Common
    Dwarven
    Terran
    Undercommon

    equipment
    Longsword
    Heavy Steel shield
    Heavily Damaged Mountain Plate
    Arbitrary amount of treasure from random encounters

    After a few short weeks of rest, recuperation and mourning Durin emerged from his father’s house and began liquidating his father’s estate and commissioning gear. His armor which was damaged almost beyond the point of recognition he had reforged using the latest developments in armorsmithing and alloyed with adamantine, it’s lost gantlets were replaced with a set enchanted to enhance strength. The rest of his inheritance was spent on a variety of charms and amulets that promised to bolster his defenses to legendary levels. The only thing he kept was his father’s hammer. Once rested and reequipped he went to the captain of the Guardians “Durin-Thur Stonehammer reporting for duty, Sir!”

    Everyone was shocked that he wanted to go back to defending the City so soon but, he couldn’t be dissuaded and though he wanted to the captain knew that giving Durin an easy assignment now would be insulting.

    When Durin returned to duty in the most heavily contested areas the Dwarves claimed he quickly grew from a highly admired champion to a hero. In battle Durin would stand two full ranks ahead of his charges and the very earth rose up to fight with him from even the largest of attacks the few enemies that stumbled around him were easily dispatched by a full squad of fresh dwarves warriors.

    Though the men loved Durin and toasted to him nightly, he became more and more distant spending almost all of his free time in solitary. Few dared ask what he did and nobody was even given an answer. Durin’s prowess in battle and mystical connection with the stone continued to grow. During one battle a second group of attackers flanked Durin’s force by using a side tunnel. At first his troops fought eager for some action after watching so many battles from the sidelines but, eventually the force was too much and they had nowhere to retreat to. Durin extended his arm and a opened in one wall of the cavern, he ordered them into the space then took guard outside.

    Over the years more abilities emerged he began calling upon stone to reshape caverns when attack was immanent creating unassailable choke points. Durin became a legend even amongst his enemies and his protection became an excellent deterrent and the city was safer and richer than ever. In the decades that followed there were fewer and fewer attacks. As the Guardians became soft Durin grew anxious he no longer remembered how to live a peaceful life.

    Then After years of relative inactivity the city was assaulted from a dozen directions at once. Durin Headed for the worst of the fighting of course and was soon holding back the assault there with only a pair of messengers watching him. He was surprised when a small squad came to meet him. It turned out that though this was the largest assault it was a rouse, it consisted entirely of slaves and green troops. The real attack was coming from the other side of the city and the forces there were fast becoming overwhelmed. Durin ran as fast as he could and was shocked by the carnage he found in his rage he heedlessly charged the first enemy commander he saw and as he collided with him the very earth shook knocking all around off their feet and killing many attackers. He quickly regained his composure and used his earth moving powers to seal the entrance to the city proper. The remaining troops separated going to the various lesser fronts. After the battle the stone pillars Durin had raised didn’t return to the Earth and after a few days a team of craftsman cut a whole through. The dead were carefully catalogued and taken away for burial but no sign of Durin was found.

    Dwarven Crusader 5/Stonelord 3/Deepwarden 2/ Deepstone Sentinel 5
    Str 20 (16 +4 enhancement)
    Dex 8
    Con 28 (20 +6 enhancement +2 Racial)
    Int 14
    Wis 10
    Cha 7 (9 -2 Racial)

    HP 7d12+3d8+5d10+135
    AC 45/47 (10+13/15 armor+9 Shield+9 Con+2 Natural+2 Deflection) +2 vs. larger creatures
    DR 3/Adamantine DR 2/-
    BAB +13 (Stone hammer +23/+18/+13 1d8+7)
    Saves
    Fort 23 (14 base +9 Con)
    Ref 2 (3 Base -1 Dex
    Will 15 (6 Base +9 Con)

    Feats
    Endurance
    Steadfast Determination
    Dwarven Armor Proficiency
    Open Minded
    Stone Power
    Track
    Armor Specialization
    Extra Granted Maneuver


    Class Abilities
    Steely Resolve 10
    Furious Counterstrike
    Indomitable Soul
    Zealous Surge
    Earth’s Blood
    Stoneskin 1/day
    Stoneshape 1/day
    Trap Sense +1
    Stone Warden(Con to AC)
    Mountain Fortress Stance
    Passwall
    Crashing Mountain Juggernaut
    Indomitable Redoubt
    Stone Curse
    Dragon’s Tooth
    Awaken Stone Dragon

    Maneuvers
    Stone Bones*(drop for shield block in a group) attack and gain DR 5/adamantine for one round
    Crusader’s Strike* attack and heal 1d6+IL
    Vanguard Strike
    Leading the attack
    Charging Minotaur
    Mountain Hammer
    Shield Block
    White Raven Tactics* immediate action change ally’s initiative to one lower than yours (targeting yourself let’s you take another turn on the next initiative step.
    Overwhelming Mountain Strike* attack +2d6 attack opponent loses next move action fort save DC 14+str mod
    Elder Mountain Hammer* attack + 6d6 damage ignore DR and Hardness
    Irresistible Mountain Strike* attack +4d6 opponent loses next standard action fort save DC 16+Str mod

    Stances
    Stone foot stance* +2 Str checks, +2 AC vs. larger creatures
    Bolstering Voice

    *usually in/readied
    Balance 18
    Stone working 16
    Jump 8
    Heal cc 5
    Knowledge History 8
    Climb cc 5
    Survival 8
    Knowledge Dungeoneering 18

    Languages
    Common
    Dwarven
    Terran
    Undercommon

    Equipment about ¾ WBL
    +5 Adamantine Interlocking Plate
    +5 Steel Towershield
    +2 Stone Dragon Warhammer(stone)
    +4 Gauntlets of ogre Power
    +6 Periapt of Health
    +2 Amulet of Natural
    +2 Ring of Protection

    Durin-thur Stonehammer has become a figure of legend. He’s never seen or heard from anymore except when the city is in dire need. At the taverns warriors tell tales of being hopelessly out numbered and feeling the earth shake then a pillar of stone sealing the cavern ahead of them then they claim to hear the sounds of battle for hours sometimes days then nothing. If it was Durin he didn’t stop to ask for any thanks, except in the stories of the least reliable young Dwarves. He is a mythical figure and some warriors have even started muttering quiet prayers to the Lord of the Deepstone.


    Dwarven Crusader 6/Stonelord 7/Deepwarden 2/ Deepstone Sentinel 5
    (Actual order Crusader 1-5/Stonelord 1-3/Deepwarden 1-2/Deepstone Sentinel 1-5/Stonelord 4-7/Crusader6)

    Str 24 (16 +6 enhancement +4 inherent)
    Dex 8
    Con 34 (22+6 enhancement +4 inherent +2 Racial)
    Int 14
    Wis 10
    Cha 7 (9 -2 Racial)

    HP 8d12+7d8+5d10+240
    AC 54/56 (10+13/15 armor+9 Shield+12 Con+5 Natural+5 Deflection)
    DR 3/Adamantine DR 2/-
    BAB +18 (Stone hammer +33/+28/+23 1d8+12)
    Saves
    Fort 35 (18 base +12 Con+5 resistance)
    Ref 9 (5 Base -1 Dex+5 resistance)
    Will 25 (8 Base +12 Con+5 resistance)

    Feats
    Endurance
    Steadfast Determination
    Dwarven Armor Proficiency
    Open Minded
    Stone Power
    Track
    Armor Specialization
    Extra Granted Maneuver
    Martial Study (Ancient Mountain Hammer)

    Class Abilities
    Steely Resolve 10
    Furious Counterstrike
    Indomitable Soul
    Zealous Surge
    Earth’s Blood
    Stoneskin 1/day
    Stoneshape 1/day
    Trap Sense +1
    Stone Warden(Con to AC)
    Mountain Fortress Stance
    Passwall
    Crashing Mountain Juggernaut
    Indomitable Redoubt
    Stone Curse
    Dragon’s Tooth
    Awaken Stone Dragon
    Summon Earth Elemental 1/day
    Meld into Stone
    Earth Power
    Stone Tell
    Smite Evil 1/day

    Maneuvers
    Stone Bones*(drop for shield block in a group) attack and gain DR 5/adamantine for one round
    Crusader’s Strike* attack and heal 1d6+IL
    Vanguard Strike
    Leading the attack
    Charging Minotaur
    Mountain Hammer
    Shield Block
    White Raven Tactics* immediate action change ally’s initiative to one lower than yours (targeting yourself let’s you take another turn on the next initiative step.
    Overwhelming Mountain Strike* attack +2d6 attack opponent loses next move action fort save DC 14+str mod
    Elder Mountain Hammer* attack + 6d6 damage ignore DR and Hardness
    Irresistible Mountain Strike* attack +4d6 opponent loses next standard action fort save DC 16+Str mod
    Ancient Mountain Hammer* attack +12d6 damage ignore DR and Hardness

    Stances
    Strength of Stone* Immune to Critical Hits
    Bolstering Voice

    *usually in/readied

    Skills
    Balance 23
    Stone working 23
    Jump 8
    Heal cc 5
    Knowledge History 8
    Climb cc 5
    Survival 23
    Knowledge Dungeoneering 23

    Languages
    Common
    Dwarven
    Terran
    Undercommon

    Equipment much closer to WBL
    +5 Adamantine Interlocking Plate
    +5 Steel Towershield
    +5 Stone Dragon Warhammer(stone)
    +6 Gauntlets of ogre Power
    +6 Periapt of Health
    +5 Amulet of Natural
    +5 Ring of Protection
    +5 Cloak of Resistance
    +4 Manual of Bodily Exercise
    +4 Manual of Bodily Health
    Boots of Teleportation
    Several Martial Scripts of Strike of Righteous Fury always keeps on fastened to the inside of his shield.

    Note: His damage output may seem low even for a defense focused character but strikes go a long way towards making up for it. With white raven tactics he can make 3 strikes and a full attack in or 4 strikes in three rounds and after lvl 15 3 strikes or 2 strikes and a full attack in 2 rounds. Due to the nature the Crusader class these maneuver’s are refreshed every 4 turns/3 rounds and every 3 turns/2 rounds after the extra granted maneuver feat has been taken.

    Books used:
    Phb
    Dmg
    Complete Warrior
    Races of Stone
    Tome of Battle

    Equipment is all core except for the awesome martial discipline weapon enchantment and mountain plate and interlocking plate which are both from Races of Stone. The stone hammer is just a war hammer with extra fluff though if anyone knows a good mechanical way to treat it I’d be interested in hearing it.
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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  18. - Top - End - #108
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    Default Re: Iron Chef Optimisation Challenge IV

    This one really is a groundbreaking build. *rimshot*

    Quote Originally Posted by Torar
    Author Notes
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    Looking at the Stonelord PrC, I thought a lot how could I make it into something strong both mechanically and flavourfully, utilizing as much as possible Stonelord levels. Well, of course, Tome of Battle to the rescue, although, I was amazed that Tome of Battle helped out here not by maneuvers, but by actual PrC features - Deepstone Sentinel's and Stonelord's combination is amazing. Although, I've made up a story pretty hastily, as I didn't have much time left, I did my best to make this character a tasty dish for you. Enjoy.


    Story
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    Torar of the Stoneshield was a highly extraverted and a loyal fellow. From his young age, he took pride in the dwarf war and stone mastery. He liked the dwarven heroes who defended his people, and Torar wanted to be one of them. But, something unexpected has happened. Torar suddenly experienced repeated purple energy bursts coming from him. He hid it some time, but it couldn't be hidden forever - the dwarves took notice of it soon, and he was exiled from the clan, but Torar didn't give up mentally, and didn't give up his childhood interests. He still decided to fulfill them. He came forth to the rocky mountains, living a savage life, until he met his teacher - Glordal, the Stone Hermit. One day, he will return to his people, ready to protect them, despite their ignorance.


    Torar Stoneshield, the Deepstonelord Sentinel
    CG Dwarf Barbarian 1/Warlock 2/Fighter 1/Crusader 1/Barbarian +1/Stonelord 9/Deepstone Sentinel 5

    Spoiler
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    BAB +17

    ACFs: Wolf Totem, Spirit Lion Totem, Whirling Frenzy(Barbarian); Sneak Attack(Fighter)

    Stats 32 PB Level 1
    Str: 18
    Dex: 14
    Con: 14
    Int: 14
    Wis: 8
    Cha: 6
    (Dex Increase at every level Boost)

    Stats at 20th Level(Manual of Quickness of Action +5, Bracers of Enlarge Person, Gloves of Dexterity +6)
    Str: 26
    Dex: 28
    Con: 14
    Int: 14
    Wis: 8
    Cha: 6

    Feats:
    1HD: Power Attack
    3HD: Combat Reflexes
    6(Barb): Improved Trip
    6HD: Endurance
    9HD: Knockdown
    12HD: Craven
    15HD: Cleave
    18HD: Defensive Sweep

    +17 BAB

    Skills: Do the pre-requirements, the rest is, really, a personal preference.

    Warlock Invocations: Eldritch Glaive, See the Unseen

    Crusader Maneuvers: Shield Block, Battle Leader's Charge, Stone Bones, Charging Minotaur, Douse the Flames, Stonefoot Stance(Stance)

    Deepstone Sentinel Maneuvers: Collosus Strike, Adamantine Bones, Earthstrike Quake

    Stonelord Powers(In order of taking): Stoneskin, Earth Shadows, Earth Power, Summon Earth Elemental


    Possesions at Level 20(760k gold):
    Spoiler
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    Bracers of Enlarge Person(4,000gp)(Per DMG Item Creation rules) - alternatively, have your caster cast Enlarge Person on you.
    Manual of Quickness of Action +5(137,500gp)
    Skin of the Hero(77,500gp)
    Belt of Battle combined with Belt of Giant Strength +6(48,000gp)
    Celestial Armor of Freedom(77,500gp)
    Animated Heavy Fortification Heavy Steel Shield +1(64,020gp)
    Eager Warning Armor Spikes +1(18,050gp)
    Eager Shield Spikes of Mighty Cleaving +1(18,010gp)
    Boots of Speed(12,000gp)
    Flexible Spine(91,000gp)
    Glaring Eye(10,000gp)
    Chitin Plating +5(100,000gp)
    Ring of Protection +5(50,000gp)
    Amulet of Natural Armor +5(50,000gp)

    Total: 757580gp
    Left: 2420gp


    Level 5: CG Dwarf Barbarian 1/Warlock 2/Fighter 1/Crusader 1
    Spoiler
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    You are a melee'er. Rage, Eldritch Glaive and Power Attack away! Really, not much explanation needed here.

    Strategy:
    Rage, Charge, Power Attack!


    Level 10: CG Dwarf Barbarian 2/Warlock 2/Fighter 1/Crusader 1/Stonelord 4
    Spoiler
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    Now when you've got into the Stonelord PrC, you've picked up some decent survivability option via Stoneskin, and can easily set up a sneak attack when you don't have your flanking buddy near you - four times per day should be enough for now. Also, you've got some control options via Combat Reflexes, Knockdown and your reach, which should be enlarged by now.

    Strategy:
    Rage, Charge, Power Attack, Earth Shadows... Stoneskin when you're low on HP.


    Level 15: CG Dwarf Barbarian 2/Warlock 2/Fighter 1/Crusader 1/Stonelord 9
    Spoiler
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    Almost the same as level 10, except you have your Earth Power for an additional occaisonal burst for extra-tough enemies, and you've got your elemental, which can be used for grappling spellcasters, and, perhaps, flanking, when you're out of Earth Shadows. Also, you've got earthquake, which you'll have some decent use of in the next 5 levels.

    Strategy:
    Same as level 10, and summon your Earth Elemental to grapple weak stuff that is far away. Throw in Earth Power occaisionally.


    Level 20: CG Dwarf Barbarian 2/Warlock 2/Fighter 1/Crusader 1/Stonelord 9/Deepstone Sentinel 5
    Spoiler
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    Okay, here we got the earthquake synenergy. Mountain Fortress stance, technically, if made of rock, creates a cliff, allowing you to use your earthquake's "Cliffs" option. Yes that's silly, but it's RAW. Creating an avalanche out of a 5-foot rock pillar - hell yes!
    If you want to use your earthquake's land option, you've got some badass options to! Since earthquake's land option creates cracks into the earth - Collosus Strike your opponents into them!
    What's the use of earth elemental, you ask? Well, it's pretty simple - the earth elemental picks up your allies, and since they're not, technically, on the ground, they're not affected by your earth-shaking stuff. With large size and strength score of 25 it should carry a decent amount of allies.

    Strategy:
    The build blooms here. It has decent damage and battlefield control, which could always be of use. Everything's basically the same, but you get more use out of your swift actions. On round 1 you should rage, charge and full power attack someone who is standing close to another enemies, so you could trigger you Cleave. If anyone tries to escape or leave, they get an AoO, which knocks them prone on hit. Oh, and when you end your charge, you activate Mountain Fortress Stance. If your enemy's not dead, 5-foot step away and use your earth-shattering moves(particularily, Earthquake and Awaken the Stone Dragon), if your enemy is dead, Mountain Juggernaut charge full power attack the next enemy. Get an earth shadow off as needed. Rinse, repeat. If your team is still not immune to your earth-shaking stuff, summon an earth elemental to carry them or tell them to stay back a little from you, preferably, pre-battle.
    Last edited by Heliomance; 2010-05-06 at 10:17 PM.
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  19. - Top - End - #109
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    Default Re: Iron Chef Optimisation Challenge IV

    NOM NOM NOM!

    What, you think making up these witty comments is easy?

    Quote Originally Posted by Munchy
    Munchy, Gold Dwarf of Stone.

    LG Gold Dwarf

    STR 10
    DEX 10
    CON 14
    INT 13
    WIS 13
    CHA 15

    Shugenja 6/Earth Dreamer 5/Stonelord 9

    Worship: Moradin

    Flaws: Murky-Eyed, Vulnerable

    Languages: Common, Dwarven, Terran

    Elemental Focus: Earth Order: Ineffable Mystery

    1st: Endurance, Earth Sense (RoS), Favored (Cityscape)
    Concentration 4, Craft (Stoneworking) 4, Knowledge (Arcana) 1, Knowledge (Nature) 4, Knowledge (Psionics) 1, Knowledge (Religion) 2, Spellcraft 4.
    Spoiler
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    At this level, you're just a standard buffer/healer. Wear some leather armor, grab a crossbow, and use your spells to improve your party's win percentage while staying out of the way.


    2nd: Concentration 5, Craft (Stoneworking) 5, Knowledge (Arcana) 2, Knowledge (Nature) 5, Spellcraft 5

    3rd: Heighten Spell
    Concentration 6, Craft (Stoneworking) 6, Knowledge (Nature) 6, Knowledge (Psionics) 2, Spellcraft 6

    4th: Raise CHA
    Concentration 7, Knowledge (Arcana) 3, Knowledge (Religion) 4, Spellcraft 7

    5th: Concentration 8, Knowledge (Arcana) 4, Knowledge (Psionics) 4, Spellcraft 8

    6th: Primary Contact - Spellcraft (Cityscape)
    Concentration 9, Knowledge (Nature) 8, Spellcraft 10
    Spoiler
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    Here's where the tricky part hits. Primary Contact taken at 6th level - and only at 6th - gets you into Earth Dreamer a level early, skills-wise. Unfettered skills access was the primary reason to begin as a Shugenja. Hopefully by this point you've upgraded to a magicked morningstar and a mithral buckler.


    7th: Earth Dreamer 1 (Earth Friend)
    Concentration 10, Knowledge (Dungeoneering) 2

    8th: Raise CHA (Earth Dream)
    Concentration 11, Knowledge (Local) 1.0

    9th: Arcane Disciple (CD) (Lesser Tremorsense)
    Concentration 12, Knowledge (Local) 1.5, Spellcraft 11

    10th: (Earth Sight)
    Concentration 13, Knowledge (Local) 2.0, Spellcraft 12

    11th: (Earth Glide)
    Concentration 14, Spellcraft 14
    Spoiler
    Show
    Thus ends your path as a primary caster. Earth Dreamer's extra abilities make you a very efficient party scout in dungeon crawls or any non-aerial environment, and Arcane Disciple has added to your spell list some. Having focused on the Shugenja Element best suited to buffing, the transition into divine gish is relatively smooth. Get an animated shield by this point if possible, since you're about to start wading into the fray holding that magic morningstar in two hands after buffing up.


    12th: Stonelord 1 (Earth's Blood); Earth Spell (RoS); Raise CHA
    Concentration 15, Knowledge (Dungeoneering) 4

    13th: (Stone Power: Gravity)
    Concentration 16, Knowledge (Local) 4

    14th: (Stone Shape)
    Concentration 17, Spellcraft 15

    15th: Knowledge Devotion (CCh); (Stone Power: Earth Magic)
    Concentration 18, Spellcraft 16
    Spoiler
    Show
    Gravity and Stone Shape allow you to be a more than adequate BFC caster; Knowledge Devotion with your continued focus on obtaining ranks in the various Knowledges shores up your BAB and damage before you even apply buffs. Assuming you have acquired some method of flight (there are myriad methods; pick your favorite), this could be considered the 'Sweet Spot' of the build.


    16th: Raise CHA; (Meld Into Stone)
    Concentration 19, Spellcraft 17

    17th: (Stone Power: Earth's Shadows)
    Concentration 20, Spellcraft 18

    18th: Steady Concentration (RoS); (Stone Tell)
    Concentration 21, Spellcraft 19

    19th: (Stone Power: Summon Large Earth Elemental)
    Concentration 22, Spellcraft 20

    20th: Raise CHA; (Earthquake)
    Concentration 23, Spellcraft 21
    Spoiler
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    Oh look! You have a pet to help you scout and smash bad guys, and SLAs to make the battlefield as treacherous as you like as long as it's confined to the ground.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  20. - Top - End - #110
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    Default Re: Iron Chef Optimisation Challenge IV

    Okay, that's the lot. Get judging!
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  21. - Top - End - #111
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    Default Re: Iron Chef Optimisation Challenge IV

    Drat, I should have sent it in last night. Looking over my would have been entry this morning, it really wan't up to snuff. Certainly not up to level of these ones.
    78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
    A street riot in a major city that was getting violent.
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  22. - Top - End - #112
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    Default Re: Iron Chef Optimisation Challenge IV

    I did close it earlier than normal, as I wasn't sure if I'd be able to get on a computer again today. As no judges have turned up yet, here's one last, slightly late entry.

    Quote Originally Posted by Takar
    Takar Varson
    LG Shield Dwarf
    Ranger (WS Var) 8, Stonelord 10, Deepwarden 2


    Backstory and Early Levels
    Level 1
    Spoiler
    Show
    For 5 centuries before Takar was born, the Empire of Arnimanth had been at war with the Duergar empire of TalKatehth. Throughout his adolescence he honed his combat and tracking skills, hoping to join the Legions of the Emperor when he came of age. Shortly after his 45th birthday, his hopes came to fruition: he and his cousin Rurik are accepted into the Legion. He finds war different than he expected, even having grown up in a society where it was a constant. He finds that, surrounded by chaos and death, he is far less skilled with archery than he had supposed. He also acquires a reputation along his comrades for loosing his lunch after a battle.

    Their teasing subsides after it becomes clear that he can keep his head on in combat. He always seems to know what's going on around him. To him, it even seems like the stone around them is telling him what's happening.


    Level 5
    Spoiler
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    3 months before Takar's 46th birthday, the Imperil City of Arnithon fell. The rest of the empire quickly followed. Rurik fell in battle. Takar was not so lucky: while heavily injured, he survived long enough to be taken into captivity by the armies of TalKatehth. Like many of those in the lower ranks of the Imperial Legions, he was enslaved and sent by the Duergar into the gladiatorial arenas. Takar finds, much to his dismay, that much of his training in fighting the Duergar that are now his masters functions just as well against his kinsmen.

    As he fights in the arena, Takar finds that he fairs better than most with the beasts that the Duergar include in the matches from time to time. He finds a particular affinity with one of the hunting dogs when it saves him from an Fleshraker Dinosaur. He begins to call the dog Rurik, and believes it sent by his fallen clansman to aid him.


    Level 6 (Stonelord Entry)
    Spoiler
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    After about a year in the arena, leaders begin to emerge among the Gladiators. One dwarf in particular, Viek Starken, stands up above the others. Takar, among others, joins him in staging an escape from the barracks. The gladiators break out of the barracks, and into the arena armory. They take progressively heavier losses as they try to fight out of the city and reach the unsettled caverns to the west.

    They nearly reach the caverns when they are waylaid by detachment of Deurgar soldiers. Already wounded and possibly outmatched, the Gladiators scatter and flee into the caverns. Takar is pursued by one of soldiers. They battle in the caverns, but Takar is outmatched. When all hope seems lost, Rurik appears and attacks the Duergar soldier: the seasoned warrior easily dispatched the dog, but Takar-- seeing this as this kinsman dieing yet another death-- is overcome with anger. As the anger flows through him, he finds that he is now the dinosaur that Rurik saved him from in the arena. With renewed vigor Takar continues the battle and dispatches his foe, though his wounds cause him to fall unconscious shortly thereafter. The last thing he notices before he looses consciousness is that he seems to be sinking into the ground.

    Takar awakens, alone and covered in loam, in a particularly barren part of the wild caverns outside the Duergar lands. He grabs some loose dirt and uses it to stop the bleeding from his more serious wounds. He wanders the caverns for days, unable to find another living creature or even, despite his skill in foraging, any source of sustenance. Delirious and about to expire to his hunger and thirst, he finds a glittering cave full of emeralds. Enraptured by the gemstones and overcome with hunger, he fails to notice as he is surrounded by earth elementals. He puts up little fight as they grasp hold of them, but through his panic and compromised state, he understands some of what they say: "dressed in the earth," "dressings of stone," "duty to aid." One of the larger elementals crushes an emerald into powder and forces it down Takar's thought as he once more looses consciousness.


    And onwards and upwards
    Spoiler
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    After recovering, Takar dedicates himself to finding any other surviving gladiators. Once they find each other, they dedicate themselves to defending their people from the Duergar oppressors as best they can.


    The Nitty Gritty
    Ability Scores: 32 point buy
    {table=head]Ability|Score
    Str|12

    Agi|10

    Con|18+2(racial)=20

    Int|10

    Wis|14

    Cha|10-2(racial)=8[/table]

    All bonuses from advancement go to Con. At 20, this brings Con to 25. If possible, an inherent bonus of +5 Con should be acquired at high levels, bring this to 30. Feat qualification also requires a bonus of +1 str by level 15 for access to power attack.

    Class and Feat Selection by Level
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd
    1|
    Ranger 1(Wild Shape Var.)
    |
    +1
    |
    +2
    |
    +2
    |
    +0
    | Dwarf Racial Features, Fast Movement, Earth Sense, Combat Focus, Earth Adept, Track, Wild Empathy, Favored Enemy: Humanoid (Dwarf), Flaw: Shaky, Flaw: Meager Fortitude|-|-

    2|
    Ranger 2
    |
    +2
    |
    +3
    |
    +3
    |
    +0
    | |-|-

    3|
    Ranger 3
    |
    +3
    |
    +3
    |
    +3
    |
    +1
    |Endurance, Earth Master |-|-

    4|
    Ranger 4
    |
    +4
    |
    +4
    |
    +4
    |
    +1
    | Animal Companion|0(+1)|-

    5|
    Ranger 5
    |
    +5
    |
    +4
    |
    +4
    |
    +2
    | Wild Shape (1), Favored Enemy: Magical Beasts |0(+1)|-

    6|
    Stonelord 1
    |
    +6
    |
    +6
    |
    +4
    |
    +2
    | Earth's Blood, Stone Form |0(+1)|-

    7|
    Stonelord 2
    |
    +7
    |
    +6
    |
    +4
    |
    +2
    | Stone Power: Earthgrip|0(+1)|-

    8|
    Ranger 6
    |
    +8
    |
    +7
    |
    +5
    |
    +3
    | Wild Shape (2) |1(+1)|-

    9|
    Ranger 7
    |
    +9
    |
    +7
    |
    +5
    |
    +3
    | Wild Shape (3), Woodland Stride, Exalted Wild Shape |1(+1)|-

    10|
    Ranger 8
    |
    +10
    |
    +8
    |
    +6
    |
    +3
    | Wild Shape (Large), Swift Tracker |1(+1)|0(+1)

    11|
    Stonelord 3
    |
    +11
    |
    +8
    |
    +7
    |
    +4
    | Stone Shape|1(+1)|0(+1)

    12|
    Stonelord 4
    |
    +12
    |
    +9
    |
    +7
    |
    +4
    | Stone Power: Gravity, Combat Vigor |1(+1)|0(+1)

    13|
    Deepwarden 1
    |
    +13
    |
    +11
    |
    +7
    |
    +6
    | Trap Sense +1|1(+1)|0(+1)

    14|
    Deepwarden 2
    |
    +14
    |
    +12
    |
    +7
    |
    +7
    | Stone Warden|1(+1)|0(+1)

    15|
    Stonelord 5
    |
    +15
    |
    +12
    |
    +7
    |
    +7
    | Meld into Stone, Power Attack|1(+1)|0(+1)

    16|
    Stonelord 6
    |
    +16
    |
    +13
    |
    +8
    |
    +8
    | Stone Power: Summon Earth Elemental|1(+1)|0(+1)

    17|
    Stonelord 7
    |
    +17
    |
    +13
    |
    +8
    |
    +8
    | Stone Tell|1(+1)|0(+1)

    18|
    Stonelord 8
    |
    +18
    |
    +14
    |
    +8
    |
    +8
    | Stone Power: Earth's Power, Combat Strike|1(+1)|0(+1)

    19|
    Stonelord 9
    |
    +19
    |
    +14
    |
    +9
    |
    +9
    | Earthquake|1(+1)|0(+1)

    20|
    Stonelord 10
    |
    +19
    |
    +14
    |
    +9
    |
    +9
    | Stone Power: Earth's Strength|1(+1)|0(+1)
    [/table]

    Class Sources:
    Wild Shape Ranger Variant: UA, p58: Takar trades his Combat Mastery progression for Wild Shape (as a Druid) and Fast Movement (as a Barbarian)
    Stonelord: CW, p81
    Deep Warden: RoS, p105

    Feat, and Ability Details
    Spoiler
    Show
    Combat Focus: PHB2, p87: Takar enters a Combat Focus state following his first successful attack in a given encounter. This persists for 10 rounds (11 at level 12, 12 at level 18). While in a Combat Focus state, Takar gains +2 on all will saves (increased to +4 at level 18.
    Earth Sense: RoS, p138: While touching the earth, Takar is aware of the number and direction (but not distance) of creatures touching the earth within 20 yards. He cannot use this ability to pinpoint a creature.
    Earth Adept: RoS, p138: While both Takar and his opponent are touching the ground, Takar gains +1 on all weapon damage rolls.
    Flaw: Shaky: Takar takes a -2 penalty on all ranged attack rolls
    Flaw: Meager Fortitude: Takar takes a -3 penalty on all fort saves.
    Earth Master: RoS, p138: While both Takar and his opponent are touching the ground, Takar gains +1 on all attack rolls.
    Stone Form: Ros, p144: Takar may spend one of his uses of wild shape to assume a rocky form, granting +4 fort vs. poison, a base natural armor of 4, and a slam attack that deals 1d8 damage.
    Exalted Wild Shape: BoED, p42: Takar may use his Wild Shape to assume the form of a celestial version of any animal he could normally select for Wild Shape. He gains the use of its Ex and Su abilities. The feat also allows the access to the forms of certain specific magical beasts.*
    Power Attack: Before making attack rolls in a round, Takar may choose to subtract a given number from his attack rolls and add it to his damage rolls for that round.
    Stone Warden (Deepwarden Class feature): Takar my choose to substitute his Con modifier for his Dex modifier when determining his AC.
    Combat Vigor: PHB2, p897: While in a Combat Focus State, Takar gains fast healing 2. (Fast healing 4 at 18).
    Combat Strike: PHB2, p897: By ending his Combat Focus State early as a swift action, Takar may add 3 to his attack and weapon damage rolls for that round.

    *While specific forms explicitly granted by this feat are useful, they do not synergize particularly well with this build, nor fit especially well with its flavor. As such, and also because blink dog wild shape is a bit overpowered for any campaign where Stonelord is a sane choice, I'm going to operate under the assumption that Takar does not have the requisite familiarity to use the specific forms and is thus limited to celestial forms of known animals. It is also worth noting that, by a strict reading, this does not function for his later plant shapes (and thus Takar will not be using Myconid Sovereign as a potion factory).


    Important Magical Items:
    Takar's particularly important magical items fall into two categories: those that improve his wild shape, and those that improve his Con.
    Takar should be investing in some version of a Amulet of Health, augmented with a Wilding Clasp (4000g, MoW p30 or MoF p167, un-updated), until around level 15. At this Point, Takar should be able to afford a Wild Shape Amulet (40000g MoF, p167, un-updated), moving his wild shape progression up that that of a level 12 druid. Ideally this would instead be moved to a custom magic item as a shirt or vestment (which has an affinity for class enhancements, and thus would not raise cost). If that is not possible, a custom vest/shirt of +6 Con (double price for lack of slot affinity) augmented with a Wilding Clasp, should be sought at about the same level range. Though it is a lesser priority, Takar should also try to acquire a similar item bolstering his strength (and thus the DCs of most of his abilities that target reflex saves), though it is of lesser propity.
    At some reasonably high level an inherent bonus to Con of +5 should be sought, either through purchase of iterative wish/miracle services, or through a Manual of Bodily Health +5. While this does not function in Wild Shape, it does increase the DC of Takar's Stonelord abilities while in his natural form (and in Stone Form).
    In addition, a Manual of Gainful Exercise +1 or equivalent should be sought before level 15 to qualify for Power Attack; depending on the tone of the campaign (or more correctly, depending on the amount of time spent out of wild shape), a +2 bonus may be a reasonable purchase (as it nets +1 to Takar's strength modifier). Higher bonuses should generally be avoided as Takar's strength is not going to recieve any other significant advancement out of Wild Shape.
    At lower levels, Takar will benefit to some extent from Armor with the Wild trait, preferably in the form of a Mithral chain shirt to retain the higher Dex of his Wild Shapes. When Takar reaches level 14, the Deepwarden Class Ability Stone Warden makes Wild armor a poor choice, as most Wild Shapes will have with a significant bonus in either Dex or Con with the armor would limit. A wild shield, with additional enhancement as available remains a good (but not urgent purchase). In addition Takar should be maintaining at baseline magical weapon for use out of Wild Shape (or in Stone Form) should the situation require it.

    At higher levels, Takar should invest in at least one Vibrant Purple Prism Ioun stone. Even with only Takar's limited ranger spell progression, this functions as a useful way around his inability to cast spells with verbal components in Wild Shape. With the cooperation of a friendly primary caster, this becomes much more valuable.[/spoiler]

    Combat and Synergy
    Spoiler
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    Though Takar only trivial casting abilities, through a combination of his Stonelord class features and Wild Shape extraordinary attacks, be can reasonably approach combat the same way that many casters do: by targeting his opponent's weakest savings throw. The DCs for these abilities scale off his Con and Strength. Because his physical attributes will be inherited from his wild shapes, Takar's primary concern for stat scaling is the exception there to: Takar's Con score will determine his HP in and out of Wild Shape and improve his AC and the DC of his Stonelord saves out when out of Wild Shape.

    Against targets with low Fort Saves, Takar has a plethora of forms with Poison attacks. The DC for a natural poison is 10+(1/2 Takar's Hit die)+(Takar's Con Modifier in form). Good options here include the Dire Toad (MMII), Dire Snake (MMII), and Fleshraker Dinosaur (MMIII).

    The Fleshraker is also of particular note for its Leaping Pounce ability, which combines a Charge, Full Attack with rake (for a total five attacks), Improved Trip attempt, and Grapple into a single round (this is a particularly good option against casters, who should be the priority targets: while Freedom of Movement will eventually negate the grapple component, they are still likely to suffer a successful trip, and they will still need to save against up to 3 iterations of the creature's poison in the round). When stacked with any or all of Takar's several options for adding bonus damage to a weapon damage roll, the damage output alone is enough to be significant. In addition, because Takar has a movement rate of 60' in this form (50' base +10 for his fast movement ability) he can charge from a distance of 120' feet. The high speed also allows Takar great leeway in insuring that he can clear sufficient distance with a move action to repeat the charge on a later turn. Once Takar's gains Earth Power: Summon Earth Elemental he can also have it use its bull rush ability (and at level 20 Awesome Blow) to grant sufficient distance to charge.

    Another form of particular note is the Spindlespitter Dinosaur(MMIII), which has a poison spray attack that has blinds opponents in a cone. Because of it's lower con, the save is somewhat lower, but not inordinately so for its area effect. Once Takar has Exalted Wild Shape, he also gains this form's Uncanny Dodge ability.

    Once he acquires access to plant forms with a Wild Shape Amulet, Takar can take the form of an Ironthorn (Sandstorm), which carries a paralysis poison on successful grapple.

    Against targets with low reflex saves, Takar has access to several forms with Trample once reaching level 10 (which grants him large wild shapes). Trample carries a reflex save of 10+(1/2 Takar's Hit die)+(Takar's Str Modifier in form). One of the better options purely for trampling is the Diprotodon from Sandstorm. In this form, Takar will have a movement speed of 50' (40' +10 from fast movement). Since trample allows movement at double rate, this provides Takar with plenty of room to spare after the trample. With a little planning, this can be used to outrange most non casters.

    Once he has access to plant forms, one of the best options for attacking reflex saves is the Warbound Impaler Lesser Battlebriar (MM3) which, in addition to a trample attack has Thorn Volley, which allows Takar to deal 5d6 damage to all to all creatures within a 10 foot radius of a targeted location within 60 yards. The DC for this ability advances by strength in the same manner as Trample.

    Against casters with poor reflex scores, taking the form of a Vinespawn (MM5) gives Takar an Engulf attack with a reflex save of (Takar's HD+Takar's Strength bonus in Form). After engulfing a foe, Takar can deal 2d6+12 nonlethal damage to the target as a switf action each round. More importantly, as a standard action Takar can make a grapple attack against an engulfed creature to use the form's Spawning attack that (along other less pleasant effects) prevents the use of Verbal Components.

    At level 19, Takar's Stonelord levels also give him access to earthquake once a day as a method of targeting a reflex save.

    The final option for targeting Saves is Will. Here Takar is limited primarily to his Earthgrip ability from Stonelord. However, since most creatures with particularly poor will saves have little in the way of casting options, Takar's ample supply Ex attacks through Wild Shapes should provide plenty of options relative to his foes.

    It should be noted that many of these forms have HD advancement which increases size (and thus Con) within the reach of Takar's eventual Wild Shape capacity.

    Any time Takar deals damage with one of these various abilities, he has several options to increase the damage done. The simplest and likely most constant of these is earth adept, which will grant +1 damage on all weapon rolls for land based combat. Within the 12 rounds of combat, Takar also has the option of using Combat Strike to add an additional +3 damage per attack. Finally, in situations where hitting is not a significant concern (the opponent in question is in a grapple or engulfed, etc.) Power Attack makes an appearance as old reliable. When dealing with a particularly dangerous opponent, Takar should do his best to stack all these bonuses and dispatch them quickly.


    Utility
    Spoiler
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    Takar has access to a plethora underground animals with useful abilities. Here are a few examples.
    Dire Badger (MM): Can use its Burrow Speed to make a usable tunnel for others. Bob's fast movement allows double rate on this.
    Desmodu Hunting/Guard Bats (MMII): Blindsight, Flight 70.
    Myconid Sovereign's (MMII): Spores count as an extraordinary natural attack, so Bob gains them thorough Wild Shape. While the offensive options have static DCs that are to low to be useful, the Rapport option allows Bob to provide the party with telepathic communication at 120 ft for 30 to 60 minutes.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  23. - Top - End - #113
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    Default Re: Iron Chef Optimisation Challenge IV

    Argh! I was almost finished with my results, and I'm about to leave!

    Oh well, I can judge one more, I may just have to post my stuff later. Good to see a bigger pool of entrants.
    My friend and I have a blog, we write D&D stuff there: http://forgotmydice.com/



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  24. - Top - End - #114
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    Default Re: Iron Chef Optimisation Challenge IV

    Boilerplate Disclaimer: Anything I say below is about the character, not the person. Don't take it personally. I respect and am impressed by your hard work, even if I score you poorly. Every entry is always enjoyable to read, even if I don't like it much, so you should take everything with a grain of salt or two.



    Scores:

    Belrid, One With The Stone
    Power: 4. You are a totemist. I can't imagine this goes bad at some point.
    Originality: 4. TOTEMIST. I didn't honestly expect that one, and it was pretty left-field for me.
    Elegance: 3. Not the prettiest build ever, what with the random fighter dip and the jumping about in Ironsoul.
    Use of Stonelord: 2.5. Yes, I know it's Stonelord, but still, 5 levels isn't much, and it doesn't seem to matter in the build. It seems more like they are 5 levels of flavor, not 5 levels of even semi-synergy. Still, I can't rate you worse, because, well, it IS Stonelord.

    Total: 3.375. A solid build. Nothing I'd write home about personally, but interesting if nothing else.

    Grimshank, The Grim Gnome Shanker
    Power: 3. He, as you said yourself, is pretty weak combat-wise. His out of combat utility is lacking somewhat, and though he is a good scout, anyone who locks him down will pulp him.
    Originality: 4.5. Uh... I had not expected to see a goblin gnome killer in this. Like, not at all. You are to be commended for making something that makes my head spin.
    Elegance: 4. It's slick. You finish three prestige classes, including Stonelord. I like it.
    Use of Stonelord: 4. This is much more of what I was expecting to see, Stonelord complimenting something that is already mechanically thematic. It's a good use, even if not optimal, and I approve of it.

    Total: 3.875. Grimshank here is a amusing and entertaining character, one that was a good left-fielder and one I enjoyed reading throughly. Congrats.

    Stonelord Bruingar Threehorns, Field Marshall of Deepstone Warden
    Power: 3.5. You're a fairly standard tripper build with a trick or two. Looks fine.
    Originality: 3. Anyone can do a tripper. Now, a tripper with Stonelord is a bit unusual, but it doesn't work well together really.
    Elegance: 2. You broke a cardinal rule of variants: using the variant and the original together in your build. This is actually called out as in-advised by UA. Further, you jump around a lot in the end levels.
    Use of Stonelord: 3.5. Solid, decently thematic, and though not super synergistic, works well enough I think.

    Total: 3. While I liked the EWM levels, and the Deepstone Sentinel, the use of a variant with the actual class REALLY cheesed me off, painfully so. It's a decent build, but getting a DM to approve it based on that one level would be damned difficult.

    Old Lob Many-eyes
    Power: 4. Having played a Dungeoncrasher recently, I can attest to their usefulness. Combining it with Meld Into Stone, and the combos you lay out, I can only see it getting stronger and stronger.
    Originality: 5. Wow. I mean, damn. NEVER saw that coming, not at all I didn't. A were-snow spider? God damn dude, that just floored me.
    Elegance: 4. It's slick and smooth. 16 levels, 2 RHD, 2 LA. Not hard to figure out really.
    Use of Stonelord: 4.5. Given all the clever combos you line up here, Old Lob definitely has the best use I've seen of Stonelord's 10 crappy levels.

    Total: 4.375. A good build, easily among my favorites I've seen yet in the Iron Chef.

    Durin-Thur Stonehammer
    Power: 4. You look fine power-wise. I can't imagine you are a bad combatant.
    Originality: 3.5. Deepstone Sentinel is pretty common (already shown up once after all). Deepwarden is less so, so you score half a point for that.
    Elegance: 2. I hate that jumping around in the level progression. Call me old-fashioned, but I hate doing it, I really do.
    Use of Stonelord: 3.5. You wove it really well into the narrative, and though I usually only given passing points for such (preferring it has a nice bonus and giving .5 for it), I was rather impressed. Mechanically, it seems to work well enough.

    Total: 3.25. A good solid build, with nothing to honestly make me leap out of my seat in joy, but nothing to bash on either.

    Torar Stoneshield
    Power: 4. Again with the ToB and the Deepstone Sentinel. It's fine mechanically.
    Originality: 2.5. Deepstone Sentinel+Stonelord+Full BAB classes=\=font of creativity. Functionally excellent? Yeah. Creative? Naw. Happens though, given what you had to work with.
    Elegance: 2.5. Now, I like the last 14 levels. The first 6 however, they're all just "let's jump around and get lots of cool powers", or at least that's how they seem to me. Also, RAW abuse? Really dude? For shame.
    Use of Stonelord: 3. It's a good use of the class, if nothing to write home about.

    Total: 3. Much like Bruingar Threehorns, it's a good build, but there are others I prefer both thematically and mechanically. It IS solid though, no doubt about it.

    Munchy
    Power: 3.5...?. Honestly, I'm confused on how to judge this. It's the only caster in the contest, but it's not a complete caster. It's probably better than most of the other entries, by virtue of spellcasting, but it's so hard to judge, that I'm just spitballing this score.
    Originality: 4.5. Shugenja was NOT what I was expecting, not by a long shot. Earth Dreamer I was thinking we might see, but not Shugenja. Much like Old Lob, you threw me a curveball, and I like it.
    Elegance: 4. You finish out Earth Dreamer, which is a plus. However... you also abuse Primary Contact to do so, which I am about. I dislike that style of cheese, but given the uniqueness of the build, I'm more prone to overlooking it.
    Use of Stonelord: 3.5. Solid use, pairs well with Earth Dreamer and Shugenja, but there are better uses I think.

    Total: 3.875. A really nice build. I'd personally play and enjoy it. I am disappointed by the lack of any plot at all, though.

    Takar Varson
    Power: 4. You rely on Wild Shape, a powerful ability, and one we've not yet seen. Looks good.
    Originality: 4. The idea of a wild shaping master of the earth is a new one for me at least, and it looks to work well.
    Elegance: 3. You jump around a lot in the level by level progression, which I instinctually dislike, but, it works out, so you don't mark down too far.
    Use of Stonelord: 4.5. You use it well, combining it with Wild Shape to attack low saves, which is a fantastically clever idea. I think this is a near ideal usage of Stonelord.

    Total: 3.875. This composite doesn't show my personal approval. I think he's a great build and concept, and would love to take him for a spin at some point (and this is coming from someone who HATES Wild Shape beyond all reason).

    Personal Favorite: Old Lob Many-eyes. I still love the were-snow spider, it's too damn funny for words. Congrats man, I sincerely hope the other judges agree with my estimation of things, since I feel you really deserve to win this one.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  25. - Top - End - #115
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    Default Re: Iron Chef Optimisation Challenge IV

    You see, that was what I was afraid of. The only thing I could think of to do would have been Warblade5/Stonelord10/Deepstone Sentinel 5 which would have not been too original...

    Granted, I had some awesome synergy with Dragon's Teeth (for making stone) and Meld With Stone, to make your own hidey-holes... but still...
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    Default Re: Iron Chef Optimisation Challenge IV

    Quote Originally Posted by ShneekeyTheLost View Post
    You see, that was what I was afraid of. The only thing I could think of to do would have been Warblade5/Stonelord10/Deepstone Sentinel 5 which would have not been too original...

    Granted, I had some awesome synergy with Dragon's Teeth (for making stone) and Meld With Stone, to make your own hidey-holes... but still...
    It's common, what can I say? I was expecting a lot of that, given how easy it is to figure out.

    Now, what I WAS surprised to not see was more SLA abuse. We saw a build or two that were really focused on those SLAs (Old Lob comes to mind), but no one abused them hardcore. I know there are ways, there must be ways, but it didn't come up much.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  27. - Top - End - #117
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    Default Re: Iron Chef Optimisation Challenge IV

    Quote Originally Posted by arguskos View Post
    It's common, what can I say? I was expecting a lot of that, given how easy it is to figure out.

    Now, what I WAS surprised to not see was more SLA abuse. We saw a build or two that were really focused on those SLAs (Old Lob comes to mind), but no one abused them hardcore. I know there are ways, there must be ways, but it didn't come up much.
    how could you abuse SLA's? The only Stonelord ability which affects any casting only works on spells, and only once per day...
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  28. - Top - End - #118
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    Default Re: Iron Chef Optimisation Challenge IV

    Quote Originally Posted by ShneekeyTheLost View Post
    how could you abuse SLA's? The only Stonelord ability which affects any casting only works on spells, and only once per day...
    No no, abuse the Stonelord's SLAs with feats/class features/items/etc. There are ways to abuse Spell-Like Abilities, and I was kinda expecting someone to do silly things with the SLAs Stonelord gives you.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  29. - Top - End - #119
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    Default Re: Iron Chef Optimisation Challenge IV



    Ah nuts.

    I missed out on this one, I was too busy with other things and just needed to finish my background and "Character Concept" parts too.

    Oh well, there's always next time I suppose.

    Good luck to all the contestants!

    Just in case anyone's interested my build was a Changeling Paladin 3/Stoneblessed 3/Warshaper 3/Stonelord 10/Warshaper +1.
    Last edited by Strategos; 2010-05-06 at 05:54 PM.
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    Default Re: Iron Chef Optimisation Challenge IV

    Bah, the closest to the earthiest Dwarf were Earth Dwarves? I was hoping for a real actual Urdunnir (Races of Faerun). Yeah, they have +4 LA but damn, they fit well with Stonelord, methinks. Plus, how can you not love the only race who has an NPC class (Expert) as their favored class?
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