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  1. - Top - End - #151
    Ogre in the Playground
     
    Escheton's Avatar

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    Netherlands

    Default Re: Iron Chef Optimization Challenge XVI

    Quote Originally Posted by gbprime View Post
    I have three kids under age 4. I never sleep.
    both gratz, and my sympathy then

  2. - Top - End - #152
    Ettin in the Playground
     
    MonkGuy

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    Default Re: Iron Chef Optimization Challenge XVI

    Sunday's gonna be a busy night, for me... XD

    I look forward to the reveal, but Saturday's busy busy busy. Gotta work, and then travel an hour to check out the place my girlfriend and I are staying when she's up here for two weeks over New Year's. Sunday evening should be available for judging, though.
    Pokemon friend code : 3067-5701-8746

    Trade list can be found on my Giant League wiki page, all pokemon are kept in stock with 5 IVs, most with egg moves, some bred for Hidden Powers. Currently at 55 in stock and counting.

    Padherders for my phone and my tablet!

  3. - Top - End - #153
    Barbarian in the Playground
     
    Tam_OConnor's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    And submitted. I'd forgotten how much work 3.5 builds were. Eagerly looking forward to the reveal!

    ...You know, if I didn't have a session today, I'd probably go crazy refreshing this page. *Runs around in circles*
    Last edited by Tam_OConnor; 2010-12-10 at 04:18 PM.

  4. - Top - End - #154
    Ogre in the Playground
     
    gbprime's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Quote Originally Posted by Tam_OConnor View Post
    I'd probably go crazy refreshing this page. *Runs around in circles*
    That was all of last week for me.
    .
    Ding, You've Got Trophies!
    Spoiler
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    Don't part with your illusions. When they are gone you may still exist but you have ceased to live. - Samuel Clemens

    Oh, and DFTBA.

  5. - Top - End - #155
    Barbarian in the Playground
     
    Kobold

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    Dec 2006

    Default Re: Iron Chef Optimization Challenge XVI

    Submitted! Only had time for one though, Ill talk about my other ideas after judging.

  6. - Top - End - #156
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge XVI

    I can't believe I'm saying this, but I don't have time to complete my submission. Looking forward to the reveal, and will post my barebones if nobody else does the same thing.

    I'm also available to judge, if anyone of the listed judges fall through.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  7. - Top - End - #157
    Banned
     
    true_shinken's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Quote Originally Posted by OMG PONIES View Post
    I can't believe I'm saying this, but I don't have time to complete my submission. Looking forward to the reveal, and will post my barebones if nobody else does the same thing.
    What?! Inconceivable!!

  8. - Top - End - #158
    Troll in the Playground
     
    mangosta71's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    You keep using that word. I do not think it means what you think it means.

    On another note, my earlier post was interest in seeing what people would do with the PrC. Not that I was planning a submission of my own.
    Delightfully abrasive in more ways than one
    Spoiler
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    Quote Originally Posted by RabbitHoleLost View Post
    Mango:you sick, twisted bastard <3
    Quote Originally Posted by Gryffon View Post
    I think Krade is protesting the use of the word mad in in the phrase mad scientist as it promotes ambiguity. Are they angry? Are they crazy? Some of both? Not to mention, it also often connotates some degree of evilness. In the future we should be more careful to use proper classification.

    Mango is a dastardly irate unhinged scientist, for realz.
    Quote Originally Posted by Sartharina View Post
    Evil's awesome because of the art.

    Avatar by Kwark_Pudding

  9. - Top - End - #159
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge XVI

    I'm pretty bummed, but I'll draft up my own personal judging. In case any judges need to drop, I can pop in.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  10. - Top - End - #160
    Titan in the Playground
     
    Lizardfolk

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    Default Re: Iron Chef Optimization Challenge XVI

    The family dog died, so I'm going to be too busy to make mine.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  11. - Top - End - #161
    Troll in the Playground
     
    Amechra's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    I feel for you, Tvtyrant.

    I also am rewriting one of my other entries. From memory. Sould be done in 45 minutes or so.

  12. - Top - End - #162
    Bugbear in the Playground
     
    Grynning's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Quote Originally Posted by Tvtyrant View Post
    The family dog died, so I'm going to be too busy to make mine.


    Poor doggy.

    Well, I'm anxiously awaiting the reveal. It'll be an interesting rumble between the remaining chefs, especially with so many entries, including a lot of first timers. OMG_Ponies may be out, but we have a lot of veterans still in the mix.
    My friend and I have a blog, we write D&D stuff there: http://forgotmydice.com/



    Comedian avatar by The_Stoney_One

    A Guide to Commonly Misunderstood 5th Edition Rules

  13. - Top - End - #163
    Banned
     
    true_shinken's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    OK, it's time for the big reveal, ladies and gentlemen! Get ready for lots of assassination, backstabbing, poisoning and all that fun stuff.

    Now the contract is out
    They put the word about
    I'm coming after you

    Quote Originally Posted by Hassani Sabbah
    Hassanni Sabbah grew up in a poor family, in a tiny hut just outside the walls of a major city. His father was a farmer that grew grain to sell in the city. Hassanni’s childhood was a relatively normal childhood. He worked in the field with his father during the days, and spent the afternoons in the wilds just a bit further from town. In those wild-woods, so close to civilization he learned many of the things one would expect a young boy to learn. One of the things he learned a bit more unexpectedly was the way of poisonous vermin. He would spend long afternoons following, and observing, tiny monstrous spiders. From time to time, he would catch and disect these wondrous eight legged bugs, trying to discern how they could make their prey go limp, sometimes with a single bite. More than once he suffered not a little pain from this wondrous bite. After his father died, a twelve year old Hassanni found himself unable to care for his family’s field alone. His mother, having been sickly for as long as he could remember, was little help; and so he abandoned his family home for the city whose shadow he’d always lived in. He’d often heard, from traveling merchants that setup camp just outside the city walls, that there was much wealth to be had for those who were clever or strong enough to take it. For three years he made what money he could with his wits by stealing or robbing the people of the city. He made friends too, other thieves mostly. One of Hassannis friends, however, was different. Born into a merchant family, Boris was studying to become a wizard one day. Boris shared Hassanni’s interest in poisonous vermin, and he too had lost his father. Boris however had lost his father to foul murder and swore to, one day, take his revenge as only a wizard can. From Boris, Hassanni learned the basics of magic and how to focus his mind to better accomplish an important task.

    Spoiler
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    Level 1
    Medium Humanoid (human)
    HD: 1d6 +2 (8hp)
    Initiative: +1
    Speed: 30ft
    AC: 13 (10 +1dex +2armor) Touch 11 Flat-footed 12
    Bab/Grapple: +0/+2
    Attack: Dagger +2 (1d4+2)
    Space/Reach: 5ft/5ft
    Special Attacks: SA +1d6
    Special Qualities: Trapfinding
    Saves: Fort +2, Ref +3, Will +0
    Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 10, Cha 10
    Skills: Balance +5, Bluff +4, Concentration +4, Craft (Poisonmaking) +6, Disguise +4, Hide +5, Knowledge (local) +6, Listen +4, Move Silently +5, Spot +4, Spellcraft +4, Use Magic Device +4
    Feats: Able Learner, Combat Expertise
    Possesions: Dagger, Leather Armor


    Not long after his sixteenth birthday, Hassanni’s mother succumbed to the illnesses that had plagued her since before his birth. Hurt beyond reckoning by the loss of his only family, Hassanni retreated into the wilds he’d loved since he was a child. He would leave the city each day near dawn and spend sometimes days in the wilderness. He always returned to the city. His best friend Boris had become like a brother he’d never had, and his parents had always taught him the importance of standing by your friends and family. Hassanni didn’t spend all his time in the wilds sulking though. He’d often disguise himself as a beggar to waylay unsuspecting travelers before dissappearing into the brush and trees. Nor did he spend all his time in the city with Boris. He’d frequently sneak into the homes of people too foolish to properly secure their valuables, to fatten his own purse, when he wasn’t simply observing their comings and goings and foibles. For several years Hassanni continued this pattern, growing stronger as he grew bolder, sometimes attacking two or three men at a time on the roads outside of town, murdering people in the alleys for their valuables, and taking on “errands” for Boris, when muscle and stealth were required more than knowledge and spellcraft.

    Spoiler
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    Level 5
    Medium Humanoid (human)
    HD: 1d6 +4d8 +10 (34hp)
    Intiative: +1
    Speed: 30ft
    AC: 16 (10 +1dex, +4armor, +1NA) Touch 11, Flatfoot 15
    Bab/Grapple: +4/+6
    Attack: Longsword +9(1d8 +4)
    Full Attack: 2 Longsword +7/+7(1d8+4/1d8+3)
    Space/Reach: 5ft/f5ft
    Special Attacks: SA +1d6
    Special Qualities: Favored Enemy Humans +2(included in attck and dmg bonuses,) Trapfinding, Spiritual Guide
    Saves: Fort +6, Ref +7, Will +1
    Abilities: Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 10
    Skills: Balance +9, Bluff +8, Concentration +8, Craft (poisonmaking) +9, Disguise +8(+10 to stay in character), Hide +14, Knowledge Local +11, Listen +4, Move silently +14, Spot +4, Spellcraft +9(+11 w/ scrolls), Use Magic Device +8(+10 w/ scrolls)
    Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance
    Possesions: Boots of Elvenkind, Cloak of Elvenkind, 2mwk Longswords, +1 studded Leather armor, +1 Amulet of Natural Armor


    In his early twenties, Hassanni’s carreer as a thug took a darker turn. He was approached by a man that explained to him that skills such as his could earn a substantial living for those who don’t mind getting their hands a bit bloody. Hassanni’s interest was piqued, and so he spoke with the stranger at length. He was told, that if he would complete this one simple task, he would be invited to join a certain organization that payed its members handsomely, for their services. The one task he had to complete, was to kill a specific man, and return with a badge that man carried. After a pitched fight with his quarry, Hassanni met his new contact and handed over the badge. His new employer handed the badge right back to him, and welcomed him to the assassins’ guild.

    Spoiler
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    Level 8
    Medium Humanoid (human)
    HD: 2d6 +6d8 +16 (52hp)
    Initiative: +1
    Speed: 40ft
    AC: 19 (10 +1dex, +6armor +1deflection, +1na) touch 12, flatfoot 18
    Bab/Grapple: +6/+10
    Attack: Longsword +15 (1d8+9)
    Full Attack: 2 Longswords +13/+13/+8/+8 (1d8+9/1d8+7/1d8+9/1d8+7)
    Space/Reach: 5ft/5ft
    Special Attacks: SA +2d6, Death Attack
    Special Qualities: Trapfinding, Favored Enemy Humans +4(included in atk and dmg) Favored Enemy Monstrous Humanoid +2, Spiritual Guide, Poison Use
    Saves: Fort +7, Ref +9, Will +2
    Abilities: Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 10
    Skills: Balance +9, Bluff +11, Concentration +10, Craft (poisonmaking) +12, Disguise +11(13 to stay in character), Hide +17, Knowledge Local +11, Listen +4, Move Silently +17, Spellcraft +12(14 w/ scrolls), Spot +4, Survival +6, Use Magic Device +11(13 w/ scrolls)
    Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Power Attack, Improved Two Weapon Fighting
    Possessions: Boots of Striding Springing and Elvenkind, Cloak of Elvenkind, 2 +1 Longswords, +1 Mithral Breastplate, +1 Amulet of Natrual armor, +1 Ring of protection, Belt of Giants' Strength +2

    Spells Per Day: 2
    Spells Known (DC 13 +spell Level): [1st] Critical Strike, Distract Assailant


    After having such difficulty in defeating the now “retired” assassin, Hassanni decided he needed more formal combat training to supplement his not inconsiderable skill. Between his jobs for the guild Hassanni began taking lessons with one of the local sell-swords that had gained a reputation as a fighter of tremendous skill. His teacher taught him only four techniques and one special trick before, by chance, becoming his new target. For several days Hassanni poisoned his teacher to weaken him. He then told his teacher that it was unfortunate, but that someone wanted him dead, and challenged him to battle. In his weakened state, the teacher could not overcome his student and was slain.

    Spoiler
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    Level 11
    Medium Humanoid (human)
    HD: 2d6 +6d8 + 3d12 +33 (89hp)
    Initiative: +1
    Speed: 40ft
    AC: 22(10 +1dex, +7armor, +2deflection, +2Na) touch 13, flatfoot 21
    Bab/Grapple: +9/+13
    Attack: Longsword +19 (1d8+11)
    Full Attack: 2 Longsword +17/+17/+12/+12 (1d8+11/1d8+8/1d8+11/1d8+8)
    Space/Reach:5ft/5ft
    Special Attack: SA +2d6, Death Attack (DC 14), Maneuvers, Martial Throw, Thunderous Throw
    Special Qualities: Trapfinding, Favored Enemy Humanoids +4 (included in atk and dmg), Favored Enemy Monstrous Humanoid, Spiritual Guide, Poison Use
    Saves: Fort +13(14 v poison) Ref +9, Will +2
    Abilities: Str 20, Dex 12, Con 16, Int 16, Wis 10, Cha 10 (Floating +4Profane Bonus)
    Skills:Balance +9, Bluff +14, Concentration +15, Craft (Poisonmaking) +12, Disguise +14(16 to stay in character), Hide +20, Knowledge Local +11, Listen +4, Move Silently +20, Spellcraft +12(14 w/ scrolls), Spot +4, Survival +12, Use Magic Device +14(16 w/ scrolls)
    Feats:Able Learner, Combat Expertise, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Power Attack, Improved Two Weapon Fighting, Point Blank Shot, Throw Anything
    Possessions: Boots of Striding Springing and Elvenkind, Belt of Giants' Strength +4, Cloak Of Elvenkind, +2 mithral breastplate, +2 amulet of natural armor, +2ring of protection, +2 shirt of health, Bracers of Murder (DoTU)

    Spells Per Day: 1
    Spells Known (DC 13 +spell Level): [1st] Critical Strike, Distract Assailant

    Maneuvers Per Encounter: 3
    Maneuvers known: Saphire Nightmare Blade, Steel Wind, Wolf Fang Strike
    Stances Known: Punishing Stance


    Having finally tasted magic not long after joining the assassins, and having had such difficulty in defeating even a badly weakend arms master, Hassanni decided that knowledge and magic would serve him better in defeating his enemy than strength of arms, and so resumed his studies of the arcane and anatomy. While pursuing another difficult mark, Hassanni discovered the might of the lower planes. His quarry was a mage that called on summoned creatures to perform necessary tasks. In the course of his pursuit of this target, Hassanni found himself fighting several devils and demons, and upon confronting the target directly discovered that the mage had much greater strength than any normal man should have. When he asked Boris about these things, Boris told him that it was not uncommon for those who traffic with fiends to be possessed by them. Sometimes the summoners would even call on a demon for the purpose of being possessed, as a means to increase their power. This sounded to Hassanni like an interesting idea. After planning at length with Boris, Hassanni decided he would use a lowly fiend to increase his own might. Hassanni aquired for himself scrolls of Lesser Planar Binding, Magic Circle against Chaos, and Dimensional Anchor, and called an imp to the material plane. With Boris’ help, he convinced the fiend to make a contract with him. In exchange for helping the imp carry out its masters’ plans on the material, the imp would possess Hassanni and increase his abilities as Hassanni dictated.

    Spoiler
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    Level 16
    Medium Humanoid (Human)
    HD: 7d6 +6d8 +3d12 +64 (137HP)
    Initiative: +1
    Speed: 40ft
    AC: 29 (10 +3dex +10armor +3deflection +3Na)
    Bab/Grapple: +13/+20
    Attack: Longsword +28 (1d8 +15)
    Full Attack: 2 Longswords +26/+26/+21/+21/+16 (1d8 +15/1d8 +12/1d8 +15/1d8 +12/1d8 +15)
    Space/Reach: 5ft/5ft
    Special Attack: SA +4d6, Death Attack (DC 22), Maneuvers, Thunderous Throw, Martial Throw
    Special Qualities:Trapfinding, Favored Enemy Humans +4(included in atk and dmg), Favored Enemy Monstrous Humanoid +2, Spiritual Guide, Poison Use, Improved Uncanny Dodge
    Saves: Fort +16(19 v poison) Ref +14, Will +4
    Abilities: Str 24, Dex 16, Con 16, Int 22, Wis 10, Cha 10
    Skills:
    Feats: Able Learner, Combat Expertise, Track, Two Weapon Fighting, Oversized Two Weapon Fighting, Endurance, Improved Two Weapon Fighting, Powe Attack, Point Blank Shot, Throw Anything, Two Weapon Pounce, Two Weapon Rend
    Possessions:Boots of striding springing and elvenkind, Belt of Giants' Strenght +6, Gloves of Dexterity +4, Shirt of Health +4, Headband of Intellect +6, mithral breastplate +5, ring of protection +3, Amulet of Natural Armor +3, Bracers of Murder (DoTU), 2x +4 longswords

    Spells Per Day: 5/4/2
    Spells Known (DC 16 +Spell Level): [1st]Distract Assailant, Sniper Shot, Obscuring Mist, Ghost Sound [2nd] Phantom Foe, Cat's Grace, Spider Climb, Undetectable Alignment [3rd] Find the Gap, Nondirection, Misdirection

    Maneuvers Per Encounter: 3
    Maneuvers Known: Saphire Nightmare Blade, Steel Wind, Wolf Fang Strike
    Stances Known: Punnishing Stance


    Over the next several years Hassanni continued working with the guild, completing jobs with remarkable alacrity. To his superiors however, he had developed an unfortunate habit of making unsanctioned kills on high profile targets. This would’ve been overlooked if not for the fact that the kills he was making, were pushing the city’s governent toward stricter law enforcement, and harsher punishment for criminals. Things came to a head when the imp within Hassanni demanded that he was to eliminate one of the highest ranking members of the assassins’ guild. After many long weeks of study, and several dead guildsmen loyal to the target, Hassanni finally brought down his target. He even took things a step further than the imp asked, and commited a coup de tat, taking over the guild. Over the months following his takeover, Hassanni demonstrates to the city’s leaders that he can have them eliminated at anytime, and makes a deal with them. In exchange for leaving the city’s leaders unharmed, the assassins’ guild would be allowed to continue its operations unhindered, and several of the guilds officers would be made into a secret police working for the city to eliminate people who were “enemies of the city.”

    Level Breakdown:
    Spoiler
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    Hassanni Sabbah Human Rogue 1/Ranger 6/Warblade 1/Bloodstorm Blade 2/Assassin 10
    Starting Abilities: Str 15, Dex 12, Con 14, Int 15, Wis 10, Cha 10 Int Increased at 4, Str at 8,12, and 16.
    Final Abilities: Str 24, Dex 18, Con 20, Int 22, Wis 10, Cha 11 This includes expected items. There's also a floating +4 profane bonus that can be applied to any one stat at a time.
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance +5, Bluff +4, Concentration +4, Craft (poison) +6, Disguise +4, Hide +5, Knowledge (local) +6, Listen +4, Move Silently +5, Spot +4, Spellcraft +4, Umd +4|Able Learner, Combat Expertise|Trapfinding, SA 1d6
    2nd|Ranger 1|
    +1
    |
    +2
    |
    +4
    |
    +0
    |Balance +6, Bluff +5, Concentration +5, Craft (poison) +6, Disguise +5, Hide +6, Knowledge (local) 7, Listen +4, Move Silently +6, Spot +4, Spellcraft +5, Umd +5|Track*|Favored Enemy (Humans) Wild Empathy
    3rd|Ranger 2|
    +2
    |
    +3
    |
    +5
    |
    +0
    |Balance +7, Bluff +6, Concentration +6, Craft (poison) +6, Disguise +6, Hide +7, Knowledge (local) +8, Listen +4, Move Silently +7, Spot +4, Spellcract +6, Umd +6|Two Weapon Fighting*, Oversized Two Weapon Fighting|
    4th|Ranger 3|
    +3
    |
    +3
    |
    +5
    |
    +1
    |Balance +8, Bluff +7, Concentration +7, Craft (poison) +8, Disguise +7, Hide +8, Knowledge (local) +10, Listen +4, Move Silently +8, Spot +4, Spellcract +8, Umd +7|Endurance*|
    5th|Ranger 4|
    +4
    |
    +4
    |
    +6
    |
    +1
    |Balance +9, Bluff +8, Concentration +8, Craft (poison) +9, Disguise +8, Hide +9, Knowledge (local) +11, Listen +4, Move Silently +9, Spot +4, Spellcract +9, Umd +8| |Spiritual Guide
    6th|Ranger 5|
    +5
    |
    +4
    |
    +6
    |
    +1
    |Balance +9, Bluff +9, Concentration +9, Craft (poison) +10, Disguise +9, Hide +10, Knowledge (local) +11, Listen +4, Move Silently +10, Spot +4, Spellcract +10, Survival +2, Umd +9|Power Attack|Favored Enemy (Monstrous Humanoid)
    7th|Ranger 6|
    +6
    |
    +5
    |
    +7
    |
    +2
    |Balance +9, Bluff +10, Concentration +10, Craft (poison) +11, Disguise +10, Hide +11, Knowledge (local) +11, Listen +4, Move Silently +11, Spot +4, Spellcract +11, Survival +4, Umd +10|Improved Two Weapon Fighting*|
    8th|Assasin 1|
    +6
    |
    +5
    |
    +9
    |
    +2
    |Balance +9, Bluff +11, Concentration +11, Craft (poison) +12, Disguise +11, Hide +12, Knowledge (local) +11, Listen +4, Move Silently +12, Spot +4, Spellcract +12, Survival +6, Umd +11| |SA 2d6, Death Attack, Poison Use
    9th|Warblade 1|
    +7
    |
    +7
    |
    +9
    |
    +2
    |Balance +9, Bluff +12, Concentration +12, Craft (poison) +12, Disguise +12, Hide +13, Knowledge (local) +11, Listen +4, Move Silently +13, Spot +4, Spellcract +12, Survival +8, Umd +12|Point Blank Shot|Battle Clarity, Weapon Aptitude, Maneuvers
    10th|Bloodstorm Blade 1|
    +8
    |
    +9
    |
    +9
    |
    +2
    |Balance +9, Bluff +13, Concentration +13, Craft (poison) +12, Disguise +13, Hide +14, Knowledge (local) +11, Listen +4, Move Silently +14, Spot +4, Spellcract +12, Survival +10, Umd +13|Throw Anything*|Returning Attacks, Weapon Apptitude
    11th|Bloodstorm Blade 2|
    +9
    |
    +10
    |
    +9
    |
    +2
    |Balance +9, Bluff +14, Concentration +14, Craft (poison) +12, Disguise +14, Hide +15, Knowledge (local) +11, Listen +4, Move Silently +15, Spot +4, Spellcract +12, Survival +12, Umd +14| |Martial Throw, Thunderous Throw
    12th|Assassin 2|
    +10
    |
    +10
    |
    +10
    |
    +2
    |Balance +9, Bluff +15, Concentration +15, Craft (poison) +12, Disguise +15, Hide +16, Knowledge (local) +11, Listen +5, Move Silently +16, Spot +5, Spellcract +14, Survival +12, Umd +15|Two Weapon Pounce|+1 to saves against poison, Uncanny Dodge
    13th|Assassin 3|
    +11
    |
    +11
    |
    +10
    |
    +3
    |Balance +9, Bluff +16, Concentration +16, Craft (poison) +12, Disguise +16, Hide +17, Knowledge (local) +11, Listen +7, Move Silently +17, Spot +7, Spellcract +14, Survival +12, Umd +16| |SA 3d6
    14th|Assassin 4|
    +12
    |
    +11
    |
    +11
    |
    +3
    |Balance +9, Bluff +17, Concentration +17, Craft (poison) +12, Disguise +17, Hide +18, Knowledge (local) +11, Listen +9, Move Silently +18, Spot +9, Spellcract +14, Survival +12, Umd +17| |+2 to saves against poison
    15th|Assassin 5|
    +12
    |
    +11
    |
    +11
    |
    +3
    |Balance +9, Bluff +18, Concentration +18, Craft (poison) +12, Disguise +18, Hide +19, Knowledge (local) +11, Listen +10, Move Silently +19, Spot +10, Spellcract +16, Survival +12, Umd +18|Two Weapon Rend|Improved Uncanny Dodge, SA 4d6
    16th|Assassin 6|
    +13
    |
    +12
    |
    +12
    |
    +4
    |Balance +9, Bluff +19, Concentration +19, Craft (poison) +12, Disguise +19, Hide +20, Knowledge (local) +11, Listen +10, Move Silently +20, Spot +10, Spellcract +16, Survival +14, Umd +19| |+3 to saves against poison
    17th|Assassin 7|
    +14
    |
    +12
    |
    +12
    |
    +4
    |Balance +9, Bluff +20, Concentration +20, Craft (poison) +12, Disguise +20, Hide +21, Knowledge (local) +11, Listen +12, Move Silently +21, Spot +12, Spellcract +16, Survival +14, Umd +20| |SA 5d6
    18th|Assassin 8|
    +15
    |
    +12
    |
    +13
    |
    +4
    |Balance +9, Bluff +21, Concentration +21, Craft (poison) +12, Disguise +21, Hide +22, Knowledge (local) +11, Listen +14, Move Silently +22, Spot +14, Spellcract +16, Survival +14, Umd +21|Ability Focus (Death Atack)|+4 to saves against poison, HiPS
    19th|Assassin 9|
    +15
    |
    +13
    |
    +13
    |
    +5
    |Balance +9, Bluff +22, Concentration +22, Craft (poison) +12, Disguise +22, Hide +23, Knowledge (local) +11, Listen +16, Move Silently +23, Spot +16, Spellcract +16, Survival +14, Umd +22| |SA 6d6
    20th|Assassin 10|
    +16
    |
    +13
    |
    +14
    |
    +5
    |Balance +9, Bluff +23, Concentration +23, Craft (poison) +12, Disguise +23, Hide +24, Knowledge (local) +11, Listen +18, Move Silently +24, Spot +18, Spellcract +16, Survival +14, Umd +23| |+5 to saves against poison[/table]*Bonus Feat

    At 9th level Hassani Learns the maneuvers Sapphire Nightmare Blade, Steel Wind, and Wolf Fang Strike, he also learns the stance Punishing Stance

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

    1st|-|-|-|-
    2nd|-|-|-|-
    3rd|-|-|-|-
    4th|-|-|-|-
    5th|-|-|-|-
    6th|-|-|-|-
    7th|-|-|-|-
    8th|1|-|-|-
    9th|1|-|-|-
    10th|1|-|-|-
    11th|1|-|-|-
    12th|2|-|-|-
    13th|3|1|-|-
    14th|4|2|-|-
    15th|5|3|1|-
    16th|5|4|2|-
    17th|5|5|3|-
    18th|5|5|4|1
    19th|5|5|5|2
    20th|5|5|5|3[/table]This table Reflects Assassin Spells Per Day, Hassani does not have the required wisdom to use any ranger spells. I chose not to trade his spellcasting progression for another class feature because I wanted him to retain the ability to use spell completion items.

    Spells Known are: 1st level: Distract Assailant, Sniper's Shot, Obscuring Mist, Ghost Sound
    2nd level: Phantom Foe, Cat's Grace, Spider Climb, Undetectable Alignment
    3rd level: Find the Gap, Nondetection, Misdirection, Amorphous Form
    4th level: Dimension Door, Locate Creature, Cursed Blade, Implacable Pursuer


    Overview
    Spoiler
    Show
    I gave this character enough ranks in craft (poison making) to allow him to craft many of the poisons in both the Dmg and BoVD by taking 10 on his craft checks. Since the poison mechanics make poisons such a sub-optimal choice, I wanted Hassani to only use the relatively inexpensive ones and even then, only since he's getting them on the cheap.

    As for the seemingly random ToB dips, I did this to make it possible for Hassani to Make his death attack at range. Combined with sniper's shot and any thrown weapon of decent range, Hassani can make his death attack safely from the shadows. Since Thunderous Throw says that the thrown attack is treated like a melee attack, Two Weapon Charge Allows him to deliver a regular sneak attack, alongside his thrown death attack, by taking a ten-foot running start before throwing.

    Overall I was going for an ambush fighter. A character that could approach the enemy unseen and make a devastating first strike. I also wanted to make sure that he was able to escape if that initial strike proves less effective than he'd like.


    Sources:
    Spoiler
    Show
    PHB
    DMG
    PHB2
    SpC
    ToB
    CC
    MM
    FC1
    BoVD
    CAdv

  14. - Top - End - #164
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    Default Re: Iron Chef Optimization Challenge XVI

    It's not the money I make
    It's the thrill of the chase
    And I'm coming after you

    Quote Originally Posted by Violet
    Violet the Wallflower

    Spoiler
    Show
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Spellthief|
    +0
    |
    +0
    |
    +0
    |
    +2
    |28 |Able Learner, Dragonfire Strike |Sneak Attack 1d6, Steal Spell (0 or 1st), Trapfinding

    2nd|Spellthief|
    +1
    |
    +0
    |
    +0
    |
    +3
    |7| |Detect Magic, Spellgrace +1, Steal Spell Effect

    3rd|Spellthief|
    +2
    |
    +1
    |
    +1
    |
    +3
    |7|Craven|Steal Energy Resistance 10

    4th|Spellthief|
    +3
    |
    +1
    |
    +1
    |
    +4
    |8| |Steal Spell (2nd), Spellthief Spells

    5th|Spellthief|
    +3
    |
    +1
    |
    +1
    |
    +4
    |8| |Sneak Attack 2d6, Steal Spell-like Ability

    6th|Assassin|
    +3
    |
    +1
    |
    +3
    |
    +4
    |8|Versatile Spellcaster | Sneak Attack 3d6, Death Attack, Poison Use, Assassin Spells

    7th|Unseen Seer |
    +3
    |
    +1
    |
    +3
    |
    +6
    |10||Sneak Attack 4d6

    8th|Unseen Seer |
    +4
    |
    +1
    |
    +3
    |
    +7
    |10|Silent Spell|Advanced Learning (Hunter’s Eye)

    9th|Unseen Seer |
    +5
    |
    +2
    |
    +4
    |
    +7
    |10|Master Spellthief |Divination Spellpower +1, Steal Spells (4th)

    10th|Assassin |
    +6
    |
    +2
    |
    +5
    |
    +7
    |8| |+1 Saves vs. Poisons, Uncanny Dodge, Steal Spells (5th)

    11th|Uncanny Trickster |
    +6
    |
    +2
    |
    +7
    |
    +7
    |10| |Bonus Skill Trick (Swift Concentration), Favorite Trick (Mosquito’s Bite)

    12th|Uncanny Trickster |
    +7
    |
    +2
    |
    +8
    |
    +7
    |11|Practiced Spellcaster (Assassin) |Sneak Attack 5d6, Bonus Skill Trick (Second Impression), Favorite Trick (Concealed Spellcasting)

    13th|Assassin |
    +8
    |
    +3
    |
    +8
    |
    +8
    |9| |+2 Saves vs. Poisons, Steal Spells (6th)

    14th|Assassin|
    +9
    |
    +3
    |
    +9
    |
    +8
    |9| |Sneak Attack 6d6

    15th|Assassin |
    +9
    |
    +3
    |
    +9
    |
    +8
    | 9|Practiced Spellcaster (Spellthief) |+3 Saves vs. Poisons, Improved Uncanny Dodge, Steal Spells (7th)

    16th|Assassin |
    +10
    |
    +4
    |
    +10
    |
    +9
    |9| |Sneak Attack 7d6

    17th|Assassin |
    +11
    |
    +4
    |
    +10
    |
    +9
    |9| |+4 Saves vs. Poisons, Steal Spells (8th)

    18th|Assassin|
    +12
    |
    +4
    |
    +11
    |
    +9
    | 9|Arcane Thesis (Hunter’s Eye) | Sneak Attack 8d6, Hide in Plain Sight

    19th|Assassin|
    +13
    |
    +5
    |
    +11
    |
    +10
    |9| |+5 Saves vs. Poisons, Steal Spells (9th)

    20th|Assassin |
    +14
    |
    +5
    |
    +12
    |
    +10
    |10| | Sneak Attack 9d6 [/table]


    Silverbrow Human

    32 pb

    At Level 1
    Str: 11
    Dex: 12
    Con: 12
    Int: 17 (+int every 4 levels)
    Wis: 12
    Cha: 12


    Spells known (Assassin/Spellthief)
    Spoiler
    Show
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-

    4th|0/2|-|-|-|-|-|-|-|-

    5th|0/2|-|-|-|-|-|-|-|-

    6th|2/2|-|-|-|-|-|-|-|-

    7th|3/2|-|-|-|-|-|-|-|-

    8th|3/2|3/0|-|-|-|-|-|-|-

    9th|4/2|4/0|-|-|-|-|-|-|-

    10th|4/2|4/0|2/0|-|-|-|-|-|-

    11th|4/2|4/0|2/0|-|-|-|-|-|-

    12th|4/2|5/0|3/0|-|-|-|-|-|-

    13th|4/2|5/0|3/0|2/0|-|-|-|-|-

    14th|4/2|5/0|4/0|3/0|-|-|-|-|-

    15th|4/2|5/0|4/0|3/0|-|-|-|-|-

    16th|4/2|5/0|4/0|4/0|-|-|-|-|-

    17th|4/2|5/0|4/0|4/0|-|-|-|-|-

    18th|4/2|5/0|4/0|4/0|-|-|-|-|-

    19th|4/2|5/0|4/0|4/0|-|-|-|-|-

    20th|4/2|5/0|4/0|4/0|-|-|-|-|- [/table]


    Spells per day (Assassin/Spellthief)
    Spoiler
    Show
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-

    4th|0/1|-|-|-|-|-|-|-|-

    5th|0/1|-|-|-|-|-|-|-|-

    6th|1/1|-|-|-|-|-|-|-|-

    7th|2/1|-|-|-|-|-|-|-|-

    8th|3/1|1/0|-|-|-|-|-|-|-

    9th|4/1|2/0|-|-|-|-|-|-|-

    10th|4/1|3/0|1/0|-|-|-|-|-|-

    11th|4/1|3/0|1/0|-|-|-|-|-|-

    12th|5/1|4/0|2/0|-|-|-|-|-|-

    13th|5/1|4/0|3/0|1/0|-|-|-|-|-

    14th|5/1|4/0|4/0|2/0|-|-|-|-|-

    15th|5/1|4/0|4/0|3/0|-|-|-|-|-

    16th|5/1|4/0|4/0|4/0|-|-|-|-|-

    17th|5/1|4/0|4/0|4/0|-|-|-|-|-

    18th|5/1|4/0|4/0|4/0|-|-|-|-|-

    19th|5/1|4/0|4/0|4/0|-|-|-|-|-

    20th|5/1|5/0|4/0|4/0|-|-|-|-|- [/table]


    Backstory
    Spoiler
    Show
    ”Violet was always considered to be… different. When other children played, she stayed cooped up in a corner, refusing any attempt by the other children to make her play too.
    In other words, she was a complete wallflower.
    The other children took delight in tormenting her, often taking her food from her, and other such childish cruelty. And only once did she react; the children still speak of the day when she poked Johnny Stevenson in the eye, which then burst into flames…
    That was the last day of her torment; at least, until the spellcasters came.
    They took her away to a school for people like her, people with magic in their touch, or voice, or soul. But they soon found she had no real talent for the arts arcane, and left her to herself. The teachers, that is; the other children descended on her like a flock of hungry seagulls; as if seagulls had magic, that is. However, this too stopped when she stabbed one of the young apprentices with one of the dinner forks, and then shot a Magic Missile at one of her other tormentors. When asked about this later, she only said; “I see the magic in his head. Can’t you?”
    1st Level
    Spoiler
    Show
    Violet has a nice start: she can add another d6 to her Sneak Attack with Dragonfire Strike, and can steal spells of up to 1st level, making you a decent anticaster. Otherwise, play like as much like a rogue as you can.

    After this, unlike in her home village, her tormentors didn’t leave her alone; instead, they seemed to be added to by the teachers of the school, who wanted to learn how this strange gift of hers worked. To shy little Violet, this made the school hell; to compensate, she practiced thieving spells from one of the few other children who didn’t treat her like a freak, young George Cheswick. In this way, she made her way through the first year at school; little changed, until the last day of Autumn, in the 13th year of her life. On that day, her sight seemed to change; instead of just seeing the magic in people’s heads, she also saw the flow of their souls to their limbs. Curious about this, she asked Cheswick to help her test something: he agreed. And so, it came about, that Violet accidentally killed her only friend. Horrified by this, she ran from the school; she sought refuge in a nearby temple dedicated to Vecna, where she could feel safe.
    6th Level
    Spoiler
    Show
    Violet now has four spells, half of which should be Divination spells. As well as this, we also have the ability to steal 2nd level spells, and the effects of up to 1st level spells, which are nice goodies. In addition, we can steal Spell-likes of up to 1st level, and finally we have gotten into the secret ingredient, so we have Death Attacking and poison use. Play like before, but if your party scouts ahead, go ahead and sneakily gank someone to death. Violet should also have the Concealed Spellcasting skill trick, which lets you cast spells without other people knowing. This is a bit of a weak spot in the build, by the way, in that you only have 4 1st level spells (Versatile Spellcaster can net you 2nd levels though), and your CL is abysmal. This will be fixed.

    At this temple, Violet set to learning the ways of the god of secrets; in order to fit in, and not be found. She fit in rather well, her secret nature meshing well with the faith’s beliefs. And so she found her god.
    And she used her skills to serve him; at first, she taught herself the use of poisons, as her spells were weak, and their soul’s frantic attempt to keep them alive made it an easier target for her. But, while her magic was weak, it was improving, with an understandable focus on divinations. Then, one night, she saw in her dreams a hand with a key. This key was handed to her, in her dream, and she was told to unlock the doors. So she moved to the back of her mind, and opened the door; immediately, she was burnt in the force of the power that came through. She awoke, thanking her lord Vecna for the gift of power, power so she could serve him.
    11th Level
    Spoiler
    Show
    We’ve made good progression, picking up Hunter’s Eye from Unseen Seer and then finally moving onto our bestest buddy Master Spellthief, boosting our Steal Spell to levels comparable to a pure Spellthief, and boosting your CL to actually respectable levels. You also have 2nd level spells by now. Unfortunately, some Death Attack DC was lost, but we can’t have everything. Plays a lot like before, but with the added step of buffing with Hunter’s Eye, to get your SA to respectable levels. You also should have the Mosquito’s Bite skill trick by now, letting you attack someone 1/encounter without them knowing you hit them. Useful.

    From that day onward, her “sight”, if you could call it that, burgeoned. Where before, she might have seen traces of power, now she saw through the compartments mages set up around their minds, to stop magic from escaping, letting her steal more and more powerful spells as time went on. And so did her ability to see someone’s life; a single stab from her was almost certainly a death sentence. But she never let her blessed status detract from her work, or distract her at all; far from it. In fact, she was still as shy as she was when she was young, and congratulations and attention from the clergy was met with attempts to escape. She soon stopped rising in power, having reached nearly the pinnacle of her abilities.
    16th Level
    Spoiler
    Show
    You can steal spells up to 7th level; your death attack, without any items to boost it’s DC, is DC 22. But, seeing that you use poisons, you have poisons to lower that pesky fortitude save. You also have 4th level spells, including, but not limited to DEATH SIGHT. It’s in caps because it makes your Death Attack better; it makes it so you don’t have to waste three rounds to Death attack someone.
    And so, this ends the tale of Violet the Wallflower, servant of the God of Secrets Vecna, who never wanted her name even to be known by anyone.” Here, the story teller pauses, and considers his next words.
    “I do suppose I should have respected my mother’s secrets, and not have told this story. Oh well, water under the bridge.”

    And so he left a room of corpses, the last remnant of the school that Violet had attended so many years earlier.


    Tricks
    Spoiler
    Show
    1. Full Attack Death Attack Exactly how it sounds. Due to the way death attacks work, as long as you haven’t “used up” your death attack on someone, you can attempt as many times as you want to kill them. You should have somewhere around 3~5 attacks, depending on equipment. Earliest 10th level.

    2. Versatile Indeed Versatile Spellcaster doesn’t state that the spells you cast using the feat have to be the same as the class giving up the slots; so, use Versatile Spellcaster to cast Wiz/Sorc spells from Assassin Spell Slots. Sadly, you’re limited to abjuration, divination, enchantment, illusion, and transmutation, but that does mean you get Cloud of Knives, a seriously schmexy spell. Attack anyone within 30’ as a free action 1/round? Schmexy, especially combined with Death Attack or Mosquito’s Bite; even more so when both are together. Also, it means you have good utility purposes; be sure to grab at least 1 Pearl of Power for each spell level though… Earliest 6th level.

    You can also use any Spell-Trigger Item from any of those schools on the Wizard spell list, and any Assassin spells.


    Skill Tricks
    Spoiler
    Show
    Concealed Spellcasting 2/encounter, Mosquito’s Bite 2/encounter, Swift Concentration, False Theurgy, Second Impressions, and Assume Quirk


    Equipment Suggestions

    Spoiler
    Show
    You will want Deathstrike Bracers; 3/day Sneak Attack anything is useful, since it means you can Death Attack anything 3/day. Not bad. Of slightly less importance would be the slightly more expensive Bracers of Murder, for +2 DA DC and, +2 atk/dmg vs. Flatfooted enemies, and infinite rerolling of any ones you roll with SA dice. Snazzy.

    Also, make sure to pick up some items to boost your Intelligence, and a Circlet of Mages for extra spells. Alternately, a nice ring of Wizardy can keep you going for a while, and anything that boosts your CL is loverly.


    Caster Levels

    Spoiler
    Show
    Assassin 33, Spellthief 33, Divinations 37, Hunter's Eye 41
    The order of the application of feats to CL is: Practiced Spellcaster=>Arcane Thesis=>Master Spellthief


    SA Damage.
    Spoiler
    Show
    {table=head]Level|SA Damage w/o buffing|SA Damage w/ Dragonfire Strike|SA Damage w/ Hunter's Eye|SA Damage w/ both|Minimum SA Dice|Maximum SA Dice

    1st|3.5|7|3.5|7|1d6|2d6

    2nd|3.5|7|3.5|7|1d6|2d6

    3rd|6.5|10|6.5|10|1d6|2d6

    4th|7.5|11|7.5|11|1d6|2d6

    5th|12|15.5|12|15.5|2d6|3d6

    6th|16.5|20|16.5|20|3d6|4d6

    7th|21|24.5|21|24.5|4d6|5d6

    8th|22|25.5|25.5|29|4d6|6d6

    9th|23|26.5|33.5|37|4d6|8d6

    10th|24|27.5|38|41.5|4d6|9d6

    11th|25|28.5|38|42.5|4d6|9d6

    12th|29.5|33|54|57.5|5d6|13d6

    13th|30.5|34|55|58.5|5d6|13d6

    14th|35|38.5|58.5|62|6d6|14d6

    15th|36|39.5|71|74.5|6d6|17d6

    16th|40.5|44|79|82.5|7d6|18d6

    17th|41.5|45|80|83.5|7d6|18d6

    18th|46|49.5|91.5|95|8d6|22d6

    19th|47|50.5|92.5|96|8d6|22d6

    20th|51.5|55|97|100.5|9d6|23d6[/table]


    Sources
    Spoiler
    Show
    Core, Complete Mage, Complete Scoundrel, Complete Arcane, Spell Compendium, Magic Item Compendium, Drow of the Underdark, Dragon Magic, Champions of Ruin, and

  15. - Top - End - #165
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    true_shinken's Avatar

    Join Date
    Mar 2010
    Location
    Rio de Janeiro, Brazil
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    Default Re: Iron Chef Optimization Challenge XVI

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


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



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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    1st|1|-|-|-|

    2nd|2|-|-|-|

    3rd|3|1|-|-|

    4th|4|2|-|-|

    5th|4|3|0|-|

    6th|4|4|1|-|

    7th|4|4|2|0|

    8th|4|4|3|1|

    9th|4|4|3|2|

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

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

    1st|2|-|-|-|

    2nd|3|-|-|-|

    3rd|3|2|-|-|

    4th|4|3|-|-|

    5th|4|3|2|-|

    6th|4|4|3|-|

    7th|4|4|3|2|

    8th|4|4|4|3|

    9th|4|4|4|3|

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

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

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


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


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


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

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

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

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

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


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

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

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

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

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

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


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

  16. - Top - End - #166
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    Join Date
    Mar 2010
    Location
    Rio de Janeiro, Brazil
    Gender
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    Default Re: Iron Chef Optimization Challenge XVI

    I watch the way you walk
    I hear your telephone talk
    I want to understand the way you think


    Quote Originally Posted by Ilphaid Shiiralice
    Ilphaid Shiiralice; LE Male Drow Rogue 3/Monk 2/Master of Masks 1/Assassin 8/Child of Night 4

    Entries of diary: (translated to Common from the Drow dialect of Elven)
    Spoiler
    Show
    [date scrubbed]
    "My journey to the surface world starts today. I shall bring death and despair to those whom shamed me; he whose shame is meant to be lived alone.

    Being an orphan isn't easy, but I managed to deal with it early on. From very early on, I did what the Spider Queen ordered; survive at all costs. Gently take a dagger, plunge it on the weak, take all I need. The stories of Zinzerena kept me alive; I wanted to be like her, to hide within the shadows,
    to become the shadows.

    Someone saw that in me. Taught me the arts to kill with my own hands, to toughen my body...to strike with unusual finesse and to deliver one solid, deadly blow to my opponent. Then, I learned how to hide my life force, to the point I wouldn't be seen. It was a good lesson; the grandmaster didn't expect me to learn it so well, let alone deliver a deadly strike that ended the old one's life. Respectfully, of course; the less people knew about my skills, the better. Besides, he would have been killed by someone else. I merely did him a favor, right?

    Armed with my new abilities, I decided to retake my old ones. Strengthen them. I didn't learn much about what the old one tried to instill on me, but I knew the undeads could be my doom. So, recalling what little I could from the old one's teachings, I devised ways to land deadly strikes upon them. I also got better killing people; the old one's teachings were worthwhile, and a swift and clean death was all I could give.

    But I still cannot embrace the shadows. Hiding my lifeforce...that I could do as a child! No different from what I did a year or a decade ago! It helped nothing when the group of surface-dwellers ganged on me, leaving me for death! Only the teachings of my old master kept me alive, but I started to doubt them. After all, if they were so good, they would keep
    him alive, no?

    That is why I must leave to the surface. Find the one with the mask. Slay him. My shame is mine alone, but so is my pride. I shall reap this only for my own, and perhaps that way, I shall be one step closer to the legend of Zinzerena.

    The shadows will be mine. I promise."


    Spoiler
    Show
    13th of Ready'reet, 593 CY

    "I thought I had found the man on the mask. Sadly, it wasn't.

    Traveled through the land the surface-dwellers call 'Oerth'. Don't like to use their calendar, but the Drow timeline is truly mad. And I refuse to use the one of the hated elves.

    I found the man. It was my first successful assassination on the surface. I thought he was hiding amongst a group of authors; they call themselves 'thespians' I believe. People were amazed by his act; indeed, what little I could get from acting like a beggar to support my disguises told me he was one good actor. But was he a good killer?

    I got near him, begged him to become my master. Showed him my skills at 'acting', and he claimed I was "a diamond to be polished". I desired so much to know his secret. So I began acting...hiding my true identity. I took only minor roles, of course; them knowing whom I was would have ended everything.

    But...it was a bit disappointing. Apparently, one had to
    become the mask in order to draw 'power' from it. One of the masks, though, was very similar to the one worn by one of my assailants. I learned that mask was used when acting like an 'assassin', a group of people that killed from the shadows.

    Then it clicked. Indeed! If I were to become one, I would have the power to blend into the shadows!

    Of course, he couldn't be aware. Yet again, and this time fully drawing on my skills at developing minor toxins from stray vermin, I ended the life of the 'thespian'. To my surprise, it was not a man but a woman, and one of my hated cousins to boot; how she could act like a man was beyond my grasp.

    She had a letter, though. The letter merely said; 'you passed'. Someone...or something, was looking at me. For me.

    That was my first day as an assassin."


    Spoiler
    Show
    2nd of Reaping, 594 CY

    "I think I finally have it. The power to blend into shadows.

    Before, I had to rely upon my innate arts; I had to become an ally to darkness, but even my eyes had troubles with it. I had to be careful with the darkness, as someone savvy enough would be capable of detecting me. It was very simple; take a proper weapon, study the target carefully, then use my old talent to blend into shadows and strike. Usually, I tainted my blade with a weakening poison, careful so that I wouldn't be the victim instead; long I knew about the value of poisons from creating some. And my poisons were getting stronger; being on the guild helped immensely to develop deadlier toxins.

    But...I still couldn't find it. Blend into the shadows,
    become the shadows.

    One day, I was assigned an unusual target. A former assassin, I had heard. His gist was to escape from the area through the shadows. I thought it was a joke; apparently, it wasn't. The target, or so I heard, could literally
    walk into the shadows, without being detected, and apparently it allowed him to escape faster.

    So I took the task of doing it. As usual; a deadly venom, the deadliest I could make. Attune myself to land the venom on the most dangerous part; strike right at the weakest points, and then deliver the death-blow. Killing another assassin was a very hard task, but I was confident in myself. Rarely I left a target alive.

    But this time, it was not the same. He suspected it, or so I think. It was already hard to detect me; it seemed he was actually
    expecting me. He entered an area with shadows, and escaped.

    Three times he evaded me. The last time we met, it was his end. I had suspected his tactic, and it was fruitful; he departed from this plane, to a place called the 'Plane of Shadows'. It was something I grew curious about when I was studying with the old master. So I suspected he had the power to escape into that place. Perhaps...perhaps I only needed to enter that place.

    I can't recall very well how I did it. Perhaps it was a magical scroll with the power. Or maybe...maybe he dragged me there, somehow. All I know was, that when I first stepped that place, everything changed. I was close to be absorbed into the shadows. But my will to survive was stronger.

    I cornered him. This time, he couldn't escape; he and I were on the same terrain, and he was no faster than I was.

    I think I almost ripped his heart when I did it. The target was gone; he couldn't resist my tactic. I reappeared on the world, but this time, something came along with me. My will to survive, and all of my training, allowed me to draw greater power from the shadows.

    And as a counterpoint, I could resist the cold of night a bit better. It was no longer like a dagger, piercing upon my flesh. It was...
    recomforting..."


    Spoiler
    Show
    13th of Readying, 595 CY.

    "The brush with the shadows made me stronger. The more I drew from it, the better I could be. I could be days, weeks without eating anything, and my rest time had reduced. I was more active...energized, I would say.

    Now I was almost undetectable. Now it was even harder to detect me. The power behind shadows and illusions was enhanced greatly.

    But...I felt my skills were dulling. I had relied much upon my abilities to kill an individual instantly, that when I finally found myself finding a target who was shielded against my shadows, I was defeated. The target could see me while I was invisible; could see me while I was hiding within the very shadows. My advantage run out; I was cornered, and I didn't want to be cornered.

    I found that hiding behind the shadows was not as good as I thought. I needed to be a superior warrior, not just a skilled assassin. Thus, I returned to the old assassin's arts. The old arts of my youth. I sought to still use my shadows to fight, but this time, I would also land fatal strikes. I was lethal with almost any weapon, albeit I mostly preferred small and concealable weapons.

    I found that refining my arts as an assassin proved fruitful. Now, I could slay individuals with merely a thought. Or from the distance, hiding between real shadows, using the skills I had acquired from my youth hiding from those who don't rely on seeing. Magic can only take you far; once you really embrace the shadows, anything is possible.

    I also prepared against the usual protectors of my targets. Some used flesh and bone bodyguards; sadly, they usually died one by one, until he was alone. Then they started to use only bone bodyguards; again, I knew the right way to deal with them. Finally, they started to bring the bodyguards of stone and metal; fortunately, my time training with the old master made me a superior combatant against the mindless drones. And when they were all alone? Hide, strike, kill.

    I heard my targets were going to bring creatures from other planes to protect them. I knew only a bit about them, but they could be a problem. All I hope, of course, is to survive.

    And yes, I still haven't found the ones that shamed me. That is why I mustn't die."


    Spoiler
    Show
    13th of Reaping, 595 CY

    "Finally. It's over. My shame will end, my pride will be restored. I shall fulfill what I have fought for so long.

    The 'thespian'? The 'walker of shadows'? They were clues, and I was a fool not to have...used them earlier on!

    They were many. Many, acting like one. And one was whom led them; that whom truly shamed me. The 'thespian' was not the original target; my real target only
    acted like one, hiding amongst them. Amongst the ones who become the mask. My target wanted me to realize everyone was but a mask, and becoming one was the greatest way to hide amongst people; for when you shall know that the beggar that asks you for money isn't truly an assassin sent to end your life? I should have known; I did that in my youth after all.

    Then, the 'walker in shadows'. It was not a clue to his location, but a test for myself. Long I walked upon the shadows, upon ignorance and lack of foresight. Embracing the shadows was not just embracing a physical, or magical, aspect; it was to embrace my new life, to prepare for anything. Just like the shadows adapt to the light, I had to adapt to anything. I still need much to learn; that was the lesson. But it seems I learned more than he expected.

    I must realize. I am still fallible. But, despite my failures, someone believes in me. Someone taught me, from my very youth; I realize even my old master could have probably survived. Many drove me from the darkness on my youth to the shadows of my future, never once stepping the light that bathes others.

    So I now go, and depart to thank him. To thank him for the life I lived. And I shall thank him on the only way I know.

    And who knows? Maybe he was looking for his successor..."
    Ilphaid Shiiralice; LE Male Drow Rogue 3/Monk 2/Master of Masks 1/Assassin 8/Child of Night 4

    Progression:
    Spoiler
    Show
    Starting ability scores (32 pt. buy): Str 12, Dex 14, Con 16, Int 14, Wis 14, Cha 8
    Racially modified ability scores: Str 12, Dex 16, Con 14, Int 16, Wis 14, Cha 10
    Ability scores (at level 18th): Str 12, Dex 18, Con 14, Int 18, Wis 14, Cha 10
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff 4 ranks, Craft (Poisonmaking) 4 ranks, Disable Device 4 ranks, Disguise 4 ranks, Escape Artist 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Perform (act) 4 ranks, Search 4 ranks, Use Magic Device 4 ranks|Darkstalker|Sneak attack +1d6, trapfinding

    2nd|Monk 1|
    +0
    |
    +2
    |
    +4
    |
    +2
    | Hide +1, Knowledge (arcana) 5 ranks, Move Silently +1|Weapon Finesse (Sleeping Tiger monk fighting style)|+2 bonus to Hide (Sleeping Tiger Monk fighting style), AC bonus, decisive strike, unarmed strike +1d6

    3rd|Monk 2|
    +1
    |
    +3
    |
    +5
    |
    +3
    |Hide +1, Knowledge (arcana) +3, Move Silently +1, Perform (act) +2|Improved Initiative (Sleeping Tiger monk fighting style), Knowledge Devotion|Invisible Fist (invisibility for 1 round, recharges in 3 rounds, replaces Evasion, Exemplars of Evil page 21)

    4th|Rogue 2|
    +2
    |
    +3
    |
    +6
    |
    +3
    |Bluff +2, Disable Device+1, Disguise +2, Hide +1, Perform (act) +2, Move Silently +1, Search +1, Use Magic Device+1||Evasion

    5th|Rogue 3|
    +3
    |
    +4
    |
    +6
    |
    +4
    | Bluff +2, Disable Device+3, Disguise +2, Hide +1, Move Silently +1, Search +1, Use Magic Device+1| |Death’s Ruin (deals half sneak attack damage dice to undead, replaces Trap Sense, Complete Champion ), Sneak Attack +2d6

    6th|Master of Masks 1|
    +3
    |
    +3
    |
    +8
    |
    +6
    |Craft (poisonmaking) +1, Knowledge (the planes) 6 ranks|Gift of the Spider Queen | Persona Masks (angel, assassin)

    7th|Assassin 1|
    +3
    |
    +3
    |
    +10
    |
    +6
    | Craft (poisonmaking) +1, Disable Device +1, Hide +1, Knowledge (the planes)+2, Move Silently +1, Use Magic Device +1| |Death Attack, poison use, sneak attack +3d6

    8th|Assassin 2|
    +4
    |
    +3
    |
    +11
    |
    +6
    | Craft (poisonmaking) +1, Disable Device +1, Hide +1, Move Silently +1, Search +3, Use Magic Device +1| | Uncanny Dodge

    9th|Assassin 3|
    +5
    |
    +4
    |
    +11
    |
    +7
    | Craft (poisonmaking) +1, Disable Device +1, Hide +1, Move Silently +1, Search +3, Use Magic Device +1 |Venomous Strike|Sneak Attack +4d6

    10th|Child of Night 1|
    +5
    |
    +5
    |
    +11
    |
    +9
    |Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1, Spellcraft +1||Cloak of Shadows, cold resistance 5

    11th|Child of Night 2|
    +6/+1
    |
    +5
    |
    +11
    |
    +10
    | Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1, Spellcraft +1| |Sustaining Shadow

    12th|Child of Night 3|
    +6/+1
    |
    +6
    |
    +12
    |
    +10
    | Craft (poisonmaking) +1, Hide +2, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +1| Aleval School |Dancing Shadows 1/day

    13th|Child of Night 4|
    +7/+2
    |
    +6
    |
    +12
    |
    +11
    | Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +1, Move Silently +2 | |Cloak of Shadows (blur 1/day)

    14th|Assassin 4|
    +8/+3
    |
    +6
    |
    +13
    |
    +11
    |Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2| |

    15th|Assassin 5|
    +8/+3
    |
    +6
    |
    +13
    |
    +11
    | Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2| |Razing Strike|Improved Uncanny Dodge, Sneak Attack +5d6

    16th|Assassin 6|
    +9/+4
    |
    +7
    |
    +14
    |
    +12
    | Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 | |

    17th|Assassin 7|
    +10/+5
    |
    +7
    |
    +14
    |
    +12
    | Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 | |Sneak Attack +6d6

    18th|Assassin 8|
    +11/+6/+1
    |
    +7
    |
    +15
    |
    +12
    | Craft (poisonmaking) +1, Disable Device +2, Hide +1, Move Silently +1, Search +1, Use Magic Device +2 |Master of Shadow|Hide on Plain Sight

    *19th|Child of Night 5|
    +11/+6/+1
    |
    +7
    |
    +15
    |
    +12
    | Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +2, Knowledge (the planes) +1, Move Silently +1 | |Cold resistance 10

    *20th|Child of Night 6|
    +12/+7/+2
    |
    +8
    |
    +16
    |
    +13
    | Craft (poisonmaking) +1, Hide +1, Knowledge (arcana) +1, Knowledge (the planes) +2, Move Silently +1 | |Cloak of Shadows (blur 3/day), Sustaining Shadow (immunity to poison, disease)[/table]

    *:suggested progression if using LA buy-off. Otherwise, retain at 18th level.

    Skills at 18th level: Bluff +8, Craft (poisonmaking) +21, Disable Device +25, Disguise +8, Escape Artist +8, Hide +33*, Knowledge (arcana) +16, Knowledge (the planes) +16, Move Silently +25, Perform (act) +8, Search +21, Spellcraft +6, Use Magic Device +19
    *: bonus from Child of Night’s cloak of shadows class ability and bonus from Sleeping Tiger Monk fighting style.

    Ability Score Increases per Character Level
    4th – Intelligence
    8th – Intelligence
    12th – Dexterity
    16th – Dexterity
    *20th – Wisdom


    Tactics:
    Spoiler
    Show
    Death Attack: Ilphaid's main tactic is to use the Assassin's death attack. The general method is to use the Invisible Fist ability to become invisible (if he's not already undetectable), then land the strike after hiding. As he levels, he tends to use poisons that damage Constitution, alongside Venomous Strike to make the poison more dangerous. At ECL 15th, he'll usually combine the Aleval School weapon style feat with Venomous Strike alongside his death attack, and if using a kama, sai or siangham, rely on making a single hit with Decisive Strike (to double what little damage he may deal even if the death attack fails). If Ilphaid doesn't need to use Invisible Fist, he relies on using True Strike when necessary.

    Poisons: The first thing is that Ilphaid crafts his own poisons. If he has none available, he may either buy one, or later rely on Toxic Tongue to coat his weapon with poison (since it deals Constitution damage). If necessary, he'll use Increase Virulence to heighten the DC of the poison. Rarely he'll make an attack with a poison without reducing two dice of his sneak attack to activate the Aleval School weapon style feat and the Venomous Strike ambush feat; between the penalty to saves and the further increased virulence to poison, Ilphaid hopes to land a certain death attack or reduce the enemy's HP considerably. However, he is slightly weaker when an enemy is highly resistant (dwarves) or immune to poisons.

    Hiding: The third leg of the Assassin, Ilphaid already has a superior hiding tactic right from the beginning. A good Dexterity, the Darkstalker feat and the bonus on Hide checks from the Sleeping Tiger Monk fighting style give him a great bonus on Hide checks, plus the ability to be largely undetected by non-visual means. Later on, the benefit of Cloak of Shadows cannot be denied; a free +4 to Hide alongside the highest Hide modifier he can get makes him largely undetectable. Hide in Plain Sight is gained extremely late (right when he reaches level 20th, or 18th if he is allowed LA buy-off), but by that time it's no longer a necessity; he can already use Invisible Fist to hide (as he can use the ability to increase his already insane Hide modifier), if not Greater Invisibility.

    Defenses: Ilphaid's defenses rely on invisibility, miss chance and several methods of concealment. He starts rather weak with only his Dexterity to AC and perhaps a weak armor (if he manages to get one), but the little bonus to Wisdom aids his AC and Will saves; then again, his key tactic is to use armor, so his Wisdom to AC is more of an afterthought (and hence why his Wisdom is not very high compared to Dexterity or Intelligence which are more important). By the time he reaches Invisible Fist, he uses it almost constantly; Gift of the Spider Queen grants him Mirror Image by expending one use of Dancing Lights and Faerie Fire, allowing him to use two spell-like abilities that may not be constantly useful to have some benefit. The Blur effect of Cloak of Shadows provides yet another form of concealment, and the Assassin's spell list grants him such spells as Greater Invisibility, Shadow Phase and even Magic Circle against Good, for when there's a need to block mental influences.

    Why Master of Masks?: Master of Masks, of course, is an afterthought; extending Monk for one more level was not really necessary, and few things could have fit better; he could have entered as an assassin at that moment, if he wanted to.

    The main reason is because of the Angel and Assassin masks. The Assassin mask mostly grants an extra dice of sneak attack, something that benefits him in the long run since Child of Night grants no sneak attack progression. The Angel mask is used for escapes, since while it may only last once per round he can use it as many times as he wants to. The ability to Fly, even for 5 rounds, is a last-ditch method to fight against flying creatures, though later on stuff like Sniper's Sight allows him to use ranged weapons for the same purpose.

    Weaknesses: The build isn't without its weaknesses. Namely, the greatest weakness is his low BAB; at highest level, he gains only a BAB of 12, but where it hurts the most is very early on. This is somewhat countered by Weapon Finesse and constantly denying the enemy its Dex modifier to AC (alongside the benefits of being invisible), but it makes Decisive Strike harder to land. True Strike and Spectral Weapon help a lot, alongside Cat's Grace which grants a further +2 to Dexterity.

    Another is enemies immune to poison, critical hits and sneak attacks. Fortunately for Ilphaid, Death's Ruin and Razing Strike help with the sneak attacks, but his two main tactics are finished with other creatures. Knowledge Devotion (mostly used to get Knowledge: the Planes as a class skill) helps a bit with constructs (and also dragons), but undead are a tough cookie. Spectral Weapon helps when landing hits, and being usually invisible and nigh-undetectable helps again somewhat, but without the ability to deal a death attack to kill an enemy quickly, much more resources are needed to fool the enemy while landing sure strikes.

    The biggest foil for Ilphaid is True Seeing. While he can fool blindsight and other tactics, True Seeing destroys pretty much any of his defenses aside from hiding. In that case, Ilphaid relies on attacking from a distance, which is less than effective unless within a 30 ft. range (in which he can land a sneak attack while hiding). His Hide check result allows him to reliably hide well against them, since quite probably their Spot checks are not as effective; thus, moving while hiding is a superb way to remain in combat, albeit Ilphaid must rely on the ability to move and strike, and thus crossbows don't help him. He can attempt to use shuriken, though. Another strong defense, though weakened because of the level adjustment, is Spell Resistance; with a range of SR between 12 (at ECL 3) to 29 (at ECL 20th) makes him a force to be reckoned, spell-wise (since a spellcaster with a caster level equal to its class levels requires a 9 or 10 to succeed, placing his spell defenses right in the middle); it makes him a trouble to place buffs upon, but he can subsist quite well with his own buffs which automatically bypass his SR.

    Allies, and how to use them: Ilphaid has a rare dichotomy; he's a loner, but he may thrive while fighting in a group. After all, flanking is a great way to land a death attack, and the more targets the better. Magic Circle against Good makes Ilphaid (or a lucky ally) capable of being a beacon against good enemies, but against evil enemies he's not as effective. Dancing Shadows, his Child of Night class feature, grants his allies concealment only once per day, and only for 4 rounds which makes it mostly a one-battle buff. His best way to contribute is not only damage, but the effect of the Aleval School weapon style feat, since it's a free penalty to all saving throws, which helps on other spells and effects; poisoning an enemy also helps on reducing Fortitude saves, making the most resisted type of effect less resistant (and also reducing hit points even further). One annoying point, though, is his spell resistance since that makes him difficult to buff (or heal) in combat. It's a double-edged sword to attempt and buff Ilphaid in combat, but outside of combat he voluntarily reduces his spell resistance to contribute. That is, of course, for as long as he considers company as necessary; usually, Ilphaid will use allies rather than gain allies.

    Use Magic Device: Well known for what it can deliver, Ilphaid can buff himself quite well with liberal uses of scrolls and wands. By itself, Ilphaid mostly relies on his spells (hence why he has stuff like Cat's Grace or Fox's Cunning), Invisible Fist and one-hit kills, but if using (and opening) this option, several buffs can be stored or reserved. Cat's Grace and Fox's Cunning can be used through a wand or a scroll, saving those spell slots; Divine Power aids immensely with damage and BAB; Haste grants a huge boost to speed and extra attacks. Naturally, it's quite unreliable (and in the case of Ilphaid whose Charisma is so low), so it's best left as a very good option rather than a main tactic; by himself, only few monsters can truly outclass him. Another benefit is working as a trap-finder, since his Rogue trapfinding ability, plus his Disable Device and Search ranks, makes him a decent defuser; his only problem is his low Listen and Spot scores, which make him a pathetic scout (but then again, he wasn't known for being a scout).


    Magic:
    Spoiler
    Show
    Spells per day/Spells Known
    {table=head]Level|[ b]1st[/b]|2nd|3rd|4th
    1st|-|-|-|-
    2nd|-|-|-|-
    3rd|-|-|-|-
    4th|-|-|-|-
    5th|-|-|-|-
    6th|-|-|-|-
    7th|1|-|-|-
    8th|2|-|-|-
    9th|3|1|-|-
    10th|3|1|-|-
    11th|4|2|-|-
    12th|4|3|1|-
    13th|4|4|2|-
    14th|4|4|3|0
    15th|4|4|4|1
    16th|4|4|4|2
    17th|4|4|4|3
    18th|4|4|4|3
    19th|4|4|4|3
    20th|4|4|4|3 [/table]

    Assassin Spells Known (level 20)
    1st—ebon eyes, healer’s vision, shadow double, true strike
    2nd—alter self, cat’s grace, fox’s cunning, increase virulence
    3rd—deeper darkness, magic circle against good, spectral weapon, toxic tongue
    4th—deathsight, freedom of movement, shadow phase, sniper’s eye

    Spoiler
    Show
    One of the great benefits of Child of Night, a rare PrC that essentially grants great hiding skills to spellcasters, is its 9/10 spellcasting progression. While an Assassin's CL stops at level 10th (at least until Epic levels), Child of Night's spellcasting grants him a potential CL of 11th (13th with the last two levels and LA buy-off in action). This also allows him to gain full Assassin spellcasting before reaching Assassin 8 (and before reaching level 18th as well).

    The first few Assassin spells are mostly for set-ups. Ebon Eyes grants him the ability to see in magical darkness (as his Darkness spell-like abilities), delivering another method to deliver sneak attacks and death attacks. Healer's Vision allows him to deliver more dangerous sneak attacks, and also heal in a pinch. Shadow Double is a potent spell that delivers three uses: flanking, Strength damage and another target to strike. With Ilphaid's high Intelligence and striking a saving throw such as Will, most of the creatures that depend on Strength will usually be flanked and weakened with each blow. Finally, True Strike is used when the enemy has an insane amount of AC, and mostly as part of a death attack (alongside Decisive Strike, if necessary).

    Second-level Assassin spells are definite buffs. Alter Self, as well known, is a "Swiss Army" spell with lots of uses, from defense to natural weapons to disguise to movement types. Being a humanoid, Alter Self delivers a striking amount of choices to look at, such as a Raptoran for flight. Cat's Grace and Fox's Cunning exist to boost even further Ilphaid's key stats; better Dexterity for attack bonus, AC and initiative (which starts at a modest +7), and Intelligence for death attack and saving throw DCs, as well as Disable Device, Search, and Knowledge (for Knowledge Devotion). Increase Virulence exists to further power up death attacks, or simply attacks with poisons.

    Third-level Assassin spells are somewhat defensive. Deeper Darkness complements both Ilphaid's already existing Darkness SLA and his build (with Deeper Darkness and Ebon Eyes, there's much less need for Invisibility). Magic Circle against Good exists on the same plane as Magic Circle against Evil; while good creatures are not as abundant as Evil creatures, it has the double benefit of trapping good outsiders and providing defenses against the mental attacks of any creature, whether good or evil. Spectral Weapon reinforces the idea of an assassin without weapons, and it's surprisingly effective: a weapon (of the types Ilphaid is proficient with, meaning he can make Spectral kamas, nunchaku and siangham) which deals touch damage (hence, helping immensely with high AC creatures); however, using it means relying almost exclusively on the Aleval School weapon style feat for the first few strikes, in order to ensure the weapon won't be disbelieved (albeit with a base DC of 17 and striking a Will save, few monsters will be capable of). Finally, Toxic Tongue is a clever way to deliver poison, either through contact (dealing lesser Constitution damage) or through weapon (and taking advantage of Aleval School, Increase Virulence and Venomous Strike for the DC), when Ilphaid has no poisons with him.

    Finally, 4th level Assassin spells are the creme of the creme, for more than one reason. Deathsight is a phenomenal scroll spell, but having it on the list is almost inexcusable; it's a spell exclusively to power up death attack, making it almost strikingly faster, which means that with Deathsight on the first turn, then Aleval/VS/Poison death attack you can take an enemy almost on the first turn. Shadow Phase is a potent defensive tactic that allows Ilphaid to become partially incorporeal, hence providing for a superb defense when needed (aside from force spells). Sniper's Eye complements fighting from a distance, allowing sneak attacks and death attacks from up to 60 ft. distance, which can be easily coupled with a nigh-undetectable Hide check for a simple and easy kill; again, yet another superb scroll spell but invaluable when coupled on Ilphaid's list. And finally, when the need to escape is necessary, nothing better than Freedom of Movement to high-tail it.


    UMD, scrolls and complementary magic:
    Spoiler
    Show
    While Ilphaid works extremely well while alone and without magic items (or at least a bare minimum), opening the books for scrolls and wands further reinforces him while in combat. Spells such as Greater Mage Armor or Repelling Shield (which have good CL and superb protecting tactics) support Ilphaid's weak AC and allow his Wisdom to count for his AC. Divine Power (or, if necessary, Tenser's Transformation) allows him to fight like a full BAB character, allowing abilities such as Decisive Strike to land with near-utmost precision; alternatively, Nightstalker's Transformation delivers some superb boosts to Rogue skills temporarily for the exchange of spellcasting (but not spell-like abilities, such as that of the Child of Night or those acquired through race). The biggest hurdle, of course, is Ilphaid's low UMD score (which starts well but ends four below max ranks and with a Charisma score that makes it less than optimal) which can cause serious troubles when he attempts to use them; the idea is to use them as a complement, not as part of Ilphaid's attack routine.

    However, there are a few spells on Ilphaid's spell list which can be used reliably. While spells like Shadow Double and Spectral Weapon are bad ideas to use as part of scrolls and wands, spells such as Death Sight or Healer's Touch or Freedom of Movement or Sniper's Shot are phenomenal when reserved as scrolls. In fact, all four of the highest-level Assassin's spells are scroll-worthy, which means Ilphaid can rely on their use through scrolls (albeit the duration will be different) and save the spell slots for spells of lower levels, such as Shadow Double or True Strike or Increase Virulence.

    Other spells also exist as scroll-worthy spells that aren't on Ilphaid's list, but that are also worthy of mention: Cursed Blade (4th level) has no saving throw, no spell resistance, and causes each of Ilphaid's attacks to be nearly-unhealable; Wraithstrike is a superb spell to deliver touch spells but its slight duration makes Spectral Weapon slightly more effective (albeit Wraithstrike would make death attacks with very little effort). Blade of Pain and Fear works as another "weapon in a pinch", one that could be worthy of entering into Ilphaid's spell list since it causes the enemy to become frightened, which is yet another method to lower saving throws (entering after the effect of Aleval School but before the effects of poison or death attack). Unseen Strike is excellent as a pre-buff for hitting and escaping the area, and Mordenkainen's Trusted Bloodhound works wonders to track enemies (something Ilphaid lacks).

    Again, all of these spells are merely considerations of other Assassin spells (as well as UMD-worthy spells) that Ilphaid could have access to. Whether they are available to him or not depends on his accessibility to money, since he has to pay for the manufacturing of poisons as well.


    Sources
    Spoiler
    Show
    Drow of the Underdark: Aleval School, Venomous Strike, Master of Shadows, Gift of the Spider Queen feats; Shadow Double spell; information on Drow (name, legend of Zinzerena).
    Spell Compendium: Ebon Eyes, Spectral Weapon, Shadow Phase spells.
    Complete Mage: Toxic Tongue, Deathsight spells
    Complete Scoundrel: Master of Masks PrC, Healer's Vision spell
    Player's Handbook II: Increase Virulence spell, Decisive Strike Monk ACF.
    Tome of Magic: Child of Night PrC
    Complete Champion: Knowledge Devotion feat, Death's Ruin Rogue ACF.
    Unearthed Arcana: Sleeping Tiger Monk fighting style (alternate class feature)
    Exemplars of Evil: Invisible Fist Monk ACF
    Complete Adventurer: information on Craft (poisonmaking)
    Wikipedia: The Greyhawk calendar

  17. - Top - End - #167
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    Default Re: Iron Chef Optimization Challenge XVI

    Better watch out. 'cause I'm the assassin.
    Better watch out, better watch out...
    Assassin!


    Quote Originally Posted by Toval
    ”You remember the story of Old Lob, children? Well, let me tell you what happened to his daughter...

    “He’d warned her to stay close to him as they delved into the Underdark. He didn’t want to bring her along at all, truth to tell, but since her mother took sick and passed over to Moradin’s realm, he was loathe to leave her if it could be helped. So, when he needed to go gather phosphorescent lichen for a special poultice, along she came.

    “He got concerned when they started coming across the webs. He considered turning back rather than expose her to danger, but the poultice was needed. Besides, he figured they’d be fine, since he had anti-venom with him. What he didn’t expect was the web hitting him like a thrown club, from behind.

    “That webbing hit like a club, but it stuck him to the wall just as sure as any other web might. As he started to struggle, he heard his little girl cry out, and could see her also pinned to the wall by another forceful web blow. He expected to see a spider approach at that point; instead, a thin humanoid swathed in black approached along the webbing of the ceiling. It cocked its head and seemed to regard him curiously as it settled above where his daughter squirmed, helpless. He squirmed mightily, but could not escape as the man-thing turned its attentions to Lob’s daughter. Without a sound, it plunged a dagger into his daughter’s stomach as Lob watched. Lob’s knees went weaker than he thought possible at the sight. Then, he heard the scuttling of many legs behind him...”

    Toval
    Deep Imaskari Spellthief 3/Wizard 3/Assassin 10/Yachthol Webrider 4
    STR 12 DEX 13 CON 12 INT 18 WIS 10 CHA 12
    Boost DEX at 4th, INT at 8th, 12th, 16th, and 20th

    SOURCE LIST
    Spoiler
    Show
    1. SRD: Wizard, Assassin, Dodge feat, Mobility feat, Skill Focus (Trapmaking) feat, Scribe Scroll feat, skills, some spells.
    2. Complete Adventurer (CAd): Spellthief.
    3. Complete Arcane (CAr): Practiced Spellcaster feat (also appears elsewhere).
    4. Player’s Handbook 2 (PH2): Abrupt Jaunt immediate magic variant, Lesser Luminous Assassin spell.
    5. Underdark (Und): Deep Imaskari race, Yachthol Webrider prestige class.
    6. Champions of Ruin (CoR): Craven feat, Mortifying Attack feat.
    7. Spells and equipment also raided from Dungeon Master’s Guide, Spell Compendium, Book of Vile Darkness, Frostburn, and Magic Item Compendium.


    Toval
    Spoiler
    Show
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Spellthief 1 (CAd 13)|
    +0
    |
    +1
    |
    +1
    |
    +2
    |Concentration 4, Craft (Trapmaking) 4, Disable Device 4, Disguise 2, Hide 4, Knowledge (Arcana) 4, Listen 2, Move Silently 4, Search 4, Spot 2, Tumble 4|Dodge|Sneak Attack +1d6, Steal Spell (0 or 1st)(CAd 16), Trapfinding

    2nd|Wizard 1|
    +0
    |
    +1
    |
    +1
    |
    +4
    |Concentration +1, Hide +1, Move Silently +1|Scribe Scroll|Abrupt Jaunt (PH2 69)

    3rd|Spellthief 2|
    +1
    |
    +1
    |
    +1
    |
    +5
    |Concentration +1, Craft (Trapmaking) +2, Disable Device +2, Disguise +1, Hide +1, Move Silently +1, Search +1 |Skill Focus (Trapmaking)|Detect Magic 1/day (CAd 16), Spellgrace (CAd 16), Steal Spell Effect (CAd 16-18)

    4th|Wizard 2|
    +2
    |
    +1
    |
    +2
    |
    +5
    |Concentration +1, Hide +1, Move Silently +1|-|-

    5th|Spellthief 3|
    +3
    |
    +2
    |
    +3
    |
    +5
    |Concentration +1, Craft (Trapmaking) +2, Disable Device +2, Disguise +1, Knowledge (Arcana) +1, Move Silently +1, Tumble +1|-|Steal Energy Resistance 10 (CAd 18)

    6th|Wizard 3|
    +3
    |
    +3
    |
    +4
    |
    +5
    |Concentration +1, Hide +1, Move Silently +1|Mobility|-

    7th|Assassin 1|
    +3
    |
    +3
    |
    +6
    |
    +5
    |Concentration +1, Craft (Trapmaking) +1, Hide +2, Listen +1, Move Silently +1, Spot +1|-|Sneak Attack 2d6, Death Attack, Poison Use, Spells

    8th|Assassin 2|
    +4
    |
    +3
    |
    +7
    |
    +5
    |Concentration +1, Craft (Trapmaking) +1, Disguise +1, Hide +1, Listen +1, Move Silently +1, Spot +1|-|+1 Save against Poison, Uncanny Dodge

    9th|Assassin 3|
    +5
    |
    +4
    |
    +7
    |
    +6
    |Concentration +1, Craft (Trapmaking) +2, Hide +1, Listen +1, Move Silently +1, Spot +1|Craven (CoR 17)|Sneak Attack +3d6

    10th|Yathcol Webrider 1 (Und 46)|
    +5
    |
    +4
    |
    +9
    |
    +6
    |Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +1|-|Web Hide (Und 47), Web Ride (20’)(Und 47)

    11th|Yathcol Webrider 2|
    +6
    |
    +4
    |
    +10
    |
    +6
    |Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +1|-|Spider Climbing (Und 47), Summon Spider (Large) (Und 47)

    12th|Yathcol Webrider 3|
    +7
    |
    +5
    |
    +10
    |
    +7
    |Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +2|Master Spellthief (CSc 79)|Web Blast (2/day)(Und 47)

    13th|Assassin 4|
    +8
    |
    +5
    |
    +11
    |
    +7
    |Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1|-|+2 Save against Poison

    14th|Assassin 5|
    +8
    |
    +5
    |
    +11
    |
    +7
    |Concentration +1, Craft (Trapmaking) +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Tumble +1|-|Improved Uncanny Dodge, Sneak Attack +4d6

    15th|Yathcol Webrider 4|
    +9
    |
    +5
    |
    +12
    |
    +7
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Knowledge (Arcana) +1, Listen +1, Move Silently +1, Spellcraft +1, Spot +2, Tumble +1|Practiced Caster (Wizard) (CAr 82)|Web Ride (160’)

    16th|Assassin 6|
    +10
    |
    +6
    |
    +13
    |
    +8
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|+3 Save against Poison

    17th|Assassin 7|
    +11
    |
    +6
    |
    +13
    |
    +8
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|Sneak Attack +5d6

    18th|Assassin 8|
    +12
    |
    +6
    |
    +14
    |
    +8
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|Mortifying Attack (CoR 20)|+4 Save against Poison, Hide in Plain Sight

    19th|Assassin 9|
    +12
    |
    +7
    |
    +14
    |
    +9
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|Sneak Attack +6d6

    20th|Assassin 10|
    +13
    |
    +7
    |
    +15
    |
    +9
    |Concentration +1, Craft (Trapmaking) +1, Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +1|-|+5 Save against Poison[/table]


    Wizard Spells
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|4|3|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|5|4|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

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

    7th|-|-|-|-|-|-|-|-|-|-

    8th|-|-|-|-|-|-|-|-|-|-

    9th|-|-|-|-|-|-|-|-|-|-

    10th|-|-|-|-|-|-|-|-|-|-

    11th|-|-|-|-|-|-|-|-|-|-

    12th|5|5|4|3|-|-|-|-|-|-

    13th|-|-|-|-|-|-|-|-|-|-

    14th|-|-|-|-|-|-|-|-|-|-

    15th|-|-|-|-|-|-|-|-|-|-

    16th|-|-|-|-|-|-|-|-|-|-

    17th|-|-|-|-|-|-|-|-|-|-

    18th|-|-|-|-|-|-|-|-|-|-

    19th|-|-|-|-|-|-|-|-|-|-

    20th|-|-|-|-|-|-|-|-|-|-[/table]

    Additional spells added and gained as Tovar increases his INT score via levels and items.


    Assassin Spells
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|2/1|-|-|-|-|-|-|-|-

    8th|-|3/2|-|-|-|-|-|-|-|-

    9th|-|3/3|2/1|-|-|-|-|-|-|-

    10th|-|-|-|-|-|-|-|-|-|-

    11th|-|-|-|-|-|-|-|-|-|-

    12th|-|-|-|-|-|-|-|-|-|-

    13th|-|4/4|3/2|-|-|-|-|-|-|-

    14th|-|4/4|3/3|2/1|-|-|-|-|-|-

    15th|-|-|-|-|-|-|-|-|-|-

    16th|-|4/4|4/4|3/2|-|-|-|-|-|-

    17th|-|4/4|4/4|3/3|2/1|-|-|-|-|-

    18th|-|4/4|4/4|4/4|3/2|-|-|-|-|-

    19th|-|4/4|4/4|4/4|3/3|-|-|-|-|-

    20th|-|4/4|4/4|4/4|4/4|-|-|-|-|-[/table]


    Wizard’s Spellbook Underlined spells are typically prepared
    Spoiler
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    0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Touch of Fatigue, Amanuensis, Caltrops, Launch Bolt, Launch Item, No Light, Preserve Organ, Repair Minor Damage, Silent Portal, Slash Tongue, Stick, Unnerving Gaze.
    1: Backbiter (SpC 23), Grease, Mighty Wallop (RDr 114), Lesser Orb of Acid (SpC 150), Ray of Clumsiness (SpC 166)
    2: Blur, Glitterdust, Reflective Disguise (SpC 171), Web
    3: Lesser Luminous Assassin (PH2 117), Shivering Touch (FrB 104), Spiderskin (SpC 202)


    Why Deep Imaskari?
    The INT bonus is extremely useful here, since both Wizard and Assassin spells key off that stat. The low-light vision without any light sensitivity and the +4 to Hide are also important in selecting this race. However, the Spell Clutch ability is the prize here. The ability to recall and recast a spell every day extends staying power and versatility considerably, and is worth the DEX hit.

    First Level
    Spoiler
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    Spellthief with a high INT gives more than adequate skills, making Tovar a valuable sneakabout and trapmonkey. He can rob enemy arcanists of some of their power, provide useful flanking and damage with his sneak attacks, and is good at setting up ambushes so he and his teammates can close in on trapped, helpless enemies. Tovar wears padded armor and fights with a morningstar and thrown daggers. The Disguise skill gives him some social versatility for those times when combat isn’t the plan for the day, and his knowledge of arcane lore adds to his value in a party. Dodge isn’t the most amazing feat ever, but it’s a useful survival tool at this level, and a key to later success.


    Second Level
    Spoiler
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    Having stolen several spells from Wizards and Sorcerers, Tovar branches out to join their ranks as a Conjurer. With masterworked padded armor and the thistledown enhancement, he never worries about spell failure himself, though he is the cause of it in others. Grease, Ray of Clumsiness and Lesser Acid Orb improve his ability to operate at range considerably, which coincidentally improves his survivability by keeping him further from harm. The Abrupt Jaunt variant he’s chosen means he is less worried about enemies that he’s sniped at charging toward him. Combining the steal spell ability with the automatic Scribe Scroll feat can quickly fill his spellbook if the enemies and mission’s pacing allow for it.


    Third Level
    Spoiler
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    With [detect magic[/i], spell grace, and steal spell effect all coming online at this point, Tovar is more useful as a scout and debuffer. Focusing on his trapmaking skills makes him even more valued in the party while improving his self-sufficiency at the same time. Tovar gets his armor enchanted for a little defensive boost at this point, and coincidentally has his attack bonus increase here.


    Fourth Level
    Spoiler
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    Add the spell Backbiter to his arsenal and Tovar continues his evolution as his team’s long-ranged debuffer and trapmonkey. His offensive prowess improves further, and his DEX increases, to the benefit of offense, defense, and his skulking skills. The chart may indicate that Tovar gains nothing special here (or at 6th level), but that entirely ignores the gains made in arcane magics. He also magics his morningstar at this point, if not before.


    Fifth Level
    Spoiler
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    Until this point, Tovar’s saving throws have been worryingly low. Both his FORT and REF get a welcome boost here, as does his BAB. The ability to siphon off energy resistance keeps him relevant as a debuffer, just as energy resistances are statistically starting to become more prevalent in opponents. His continued emphasis on mobility skills and traps allows him to aid his teammates as a flanker and enemy immobilizer while allowing him to operate on his own if needed.


    Sixth Level
    Spoiler
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    Tovar gets another boost to his weaker saves here. More importantly, he picks up 2nd level spells; notably, he picks up the [i]Web[/] spell as he focuses on debilitating his enemies. He’s confident enough in his abilities to render opponents helpless by now that he no longer hesitates to close in for the kill. By closing in to kill a helpless victim, he opens up the Assassin prestige class as an option for himself; by acquiring the Web spell and the Mobility feat, he opens up Yachthol Webrider at the same time. While he has plans for the future that make this less necessary, he has acquired several potions of invisibility as a failsafe to aid his sneaking, and restorative potions for his solo operations. His BAB isn’t especially good at this point, but he’s focused mainly on ranged touch attack spells and area of effect spells, neither of which needs a very high BAB for efficacy.


    Seventh Level
    Spoiler
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    Entering the Assassin prestige class only one level ‘behind schedule’, Tovar adds more spells to his arsenal - True Strike and Sniper’s Shot for preference, more bite to his sneak attack, and a death attack that’s predicated on his ability to observe his opponent safely for 18 long seconds before use. This makes his Ray of Clumsiness and Web spells all the more valuable, as he can immobilize and then minimize an opponent’s options for escape before closing in for the kill. He also picks up Poison Use. Synergizing with his emerging interest in the Yathchol Webrider, he gravitates naturally toward the spider poisons, which target STR. This means that he can impede both those opponents who rely on Escape Artist to get away from his webs and traps, and those who rely simply on brute strength. Further, his ability to steal spells means he has a method to prevent magical ways of escaping the webbing or traps (like Benign Transposition). Finally, with the Assassin prestige class, he begins to see a dramatic increase in his REF save, whereas before only his WILL save was strong.


    Eighth Level
    Spoiler
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    With Uncanny Dodge and a bonus to save against poison, Tovar is better prepared against enemy attacks, in particular those who would seek to use his own tools against him. The skills emphasized now all improve his ability to operate as a sniper before closing in for the kill, which is both an offensive and defensive boon. He adds Critical Strike to his spell repertoire, which helps his Sneak Attack and damage progression catch up in a pinch.


    Ninth Level
    Spoiler
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    The Craven feat and another Sneak Attack die suddenly turns Tovar a lot more deadly than he was previously. Alter Self is an obvious spell choice at this point, along with Ice Knife, which works on the ability damage theme that Tovar uses as his secondary shtick. He may be spending more and more time in concealment, but he’s still important to a team with these abilities. Additionally, he shores up his FORT/WILL saves a bit.


    Tenth Level
    Spoiler
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    In taking his first level of Yathchol Webrider, Tovar builds on the mobility options he gained via the Abrupt Jaunt ACF, and gets himself an instant hiding place whenever he has a Web spell available. The combination of these abilities makes him extremely difficult to pin down and extremely versatile as a scout. By RAW, Tovar is also now able to use any daggers that are otherwise Exotic Weapons without penalty, which is at least situationally useful, and certainly flavorful. Also, with a d8 HD, Tovar gets a minor boost to his average HP while taking Yathchol Webrider that will average out to just a bit more than what he’d have gained with the Toughness feat by the time he leaves the PrC for good.


    Eleventh Level
    Spoiler
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    The ability to climb like a spider without magical aid opens up new worlds of skulking and sneaking for Tovar, even in an AMF. Add in his new ability to summon a large spider, and he can provide a flanker for his allies while staying out of the fray, as well as another method of reducing the enemy’s STR score. All the better to catch them in his Web for that Death Attack. If he hasn’t already, Tovar invests in the Virulent enhancement for his weapon.


    Twelfth Level
    Spoiler
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    Master Spellthief dramatically improves Tovar’s abilities as a caster in Spellthief, Wizard, and Assassin, particularly those effects that rely on caster level. With the Web Blast ability twice a day, Tovar gains another damaging option from afar, that doubles as an enemy immobilizer to set up his Death Attack. His FORT and WILL saves get a welcome boost here as well. In case he weren’t already sufficiently motivated to do so, his Web Blast’s saving throw basis provides him a strong incentive to get a CON-boosting item. Because he’s not especially needed to spend on magic items to this point, he should easily be able to afford that CON booster. His skill points also get the benefit of his INT-boosting from levels at this point.


    Thirteenth Level
    Spoiler
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    Another boost to BAB, and another boost to saves vs. poison are valuable tools for Tovar. With Swift Invisibility added to his spells available, Tovar can hide better than ever after pinning down his enemies with his webs. He’s continually improving his ability to function as a battlefield controller while finding new and improved ways to utilize his Death Attack.


    Fourteenth Level
    Spoiler
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    At the mid-point of the Assassin class, Tovar gains another d6 on Sneak Attack, and Improved Uncanny Dodge. He’s becoming increasingly deadly, and increasingly able to dictate the terms by which he engages an enemy. In keeping with his arachnid theme and interests, he picks up Spider Poison as his 3rd level Assassin spell, along with False Life.


    Fifteenth Level
    Spoiler
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    One last foray into Yathchol Webrider here, for the dramatic increase in distance available from Web Ride. Combined with Abrupt Jaunt, Toval now how 19 daily uses of a 10’ teleport to safety if he chooses to move the minimum distance each time. Toval essentially never has to stand in combat with a foe he doesn’t want to at this point, and can observe his intended foes from the relative safety of the webs he makes until swooping in for a Death Attack. This is also the point where he nabs Practiced Spellcaster (Wizard), which makes his effective caster level extremely impressive for so few levels of the Wizard class taken.


    Sixteenth Level
    Spoiler
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    Base Attack Bonus increases, as do all the saves. Additionally, the save versus poison improves again. Because FORT is the only save that none of Tovar’s class choices counts as a good save, these continued improvements against poison’s debilitating effects are important. Wraithstrike provides insurance that the Death Attack will hit, and Veil of Shadow further enhances Tovar’s ability to hide and otherwise avoid damage.


    Seventeenth Level
    Spoiler
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    Even more Sneak Attack damage is available to Tovar now, along with 4th level Assassin spells. Sniper’s Eye lets him use his Death Attack more efficiently, and from range, while Vulnerability works with his poisons and Spellthief abilities to remove the enemy’s defenses. His BAB has never been wonderful, but it’s increased again here, and his continued emphasis on AoE and touch attacks make that a virtual non-issue.


    Eighteenth Level
    Spoiler
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    As his final feat, Tovar picks up Mortifying Attack. With his enemies trapped and weakened by poisons, mundane traps, and webs, Tovar can eliminate one adversary via Death Attack while simultaneously softening up the witnesses for his allies. Hide in Plain Sight is the prize from Assassin here. It further improves the options that Tovar has for setting up his Death Attacks. Freedom of Movement is an important defensive spell for Tovar, and this is where he acquires it for himself, rather than relying on fellow party members and/or items for that purpose.


    Nineteenth Level
    Spoiler
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    Another boost here to both his weaker saves, and another d6 of Sneak Attack damage. That makes each of his Sneak Attacks average more than 30 points per hit, plus any poisons. That’s not bad at all for someone primarily spec’ed as a debuffer.


    Twentieth Level
    Spoiler
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    Nondetection is added to his spell selections as a vital defensive choice, and another way for him to skirt along the edges of the battlefield while helping his teammates in other ways. A final boost to saves against poison keeps him from being vulnerable to his own favored means of attack. +13 for BAB isn’t spectacular, but is more than adequate when Tovar is finished reducing his opponents’ movement options and defenses, and when adding either bonuses from positioning via webs, the flanking bonus his large spider can provide, or methods of making his opponents flat-footed.


    Other considerations
    Spoiler
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    Fractional BAB and Saves would shore up Tovar offensively and defensively, providing another point of BAB and a more even Save progression that ends +7/+11/+7 before items. A Belt of Magnificence is never a bad investment, and Tovar has enough abilities keyed to different attributes to make it a worthwhile investment if available. With the Poor Reflexes and Vulnerable flaws, Tovar can rearrange his feats and nab Sanctum Spell at 3rd - making Web a 1st level spell and thus eligible for his Spell Clutch ability, and Poison Expert at 9th, increasing the virulence of his debilitating poison choices.

  18. - Top - End - #168
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    Default Re: Iron Chef Optimization Challenge XVI

    I'm in a cold cold sweat
    I taste the smell of death
    I know the moment's getting closer

    Quote Originally Posted by Anonymous
    Anonymous

    Spoiler
    Show
    "Beginnings are sudden, but also insidious. They creep up on you sideways, they keep to the shadows, they lurk unrecognized. Then, later, they spring."
    Margaret Atwood. Der Bilnde Morder

    Gerard awoke in a daze. From the pale radiance that filtered into his squalid quarters he guessed it was early evening...or was it morning? Despite the mildness of the light, it set off a violent, throbbing pain behind his eyes that seemed to ricochete throughout his skull. He laid back down and pulled his thin blanket over his face. With a laboured groan he fumbled around blindly beneath his cot for a bottle. Furiously discarding the first few that came into his grasp, he finally settled on one which held a comforting weight. Braving the tormenting light, he sat up and took to his prize with the enthusiasm of a suckling babe. The foul liquor did little to quell the pain, but it was enough for Gerard to brave fully rousing himself.

    Unsteady on his feet, Gerard decided that it must be evening. Through the walls of his dilapidated squat he could hear the bustle of activity in this quarter of the city. Tired voices and the sounds of people returning from their days labours. For Gerard, the day was only beginning. He looked around the mess in his makeshift dwelling. Stacks of paper and books were on nearly every surface, crude maps and scrawled notes pinned to the walls. How would his search continue this evening? It was a question he had asked himself every day since he had fully commited himself to his investigation of the murders. He was chasing a ghost, a figment. He had followed every lead to a dead end. Witnesses recanted or simply dissapeared. Informants had given him nothing, only empty promises for his coin. He had been chasing at shadows for nearly four months now. He breathed a heavy sigh. One thing was certain, he would find no answers in here.

    He rubbed his temples. His headaches had been steadily growing worse. No spell or tonic provided him with any relief. Perhaps it was simply stress. His obsession with finding the murderer had cost him his military career, had alienated him from friends and family and taken a toll on his health.

    "You look like hell, old man" a high, almost childlike voice taunted Gerard from nowhere.

    He spun around but saw nothing. For the briefest of moments he thought he recognised the voice...Perhaps he was just imagining things, yet Garard felt a chill run down his spine. He knew he was being watched. Muttering softly, Gerard began in incatation, a simple spell that would reveal the hidden intruder. He felt his awareness expand and for a moment he thought he saw something, but then a sharp, blinding pain cut into his mind like a knife. He recoiled with pain but his scream was stifled by a solid blow to his ribs. Gerards limbs betrayed him and he collapsed to the floor in a spasming, ungainly heap.

    "Is that any way to greet an old friend?...Hmm?" Gerard could now feel the intruders breath on his ear. Facedown on the floor he was struggling to take in air, let alone respond to the question.

    "Been keeping busy I see." The intruders comment was followed by a sadistic, tittering laugh. Gerard could not tell if the soft voice was feminine or effeminate, he could now hear his assailant rummaging though his belongings.

    More a feat of will than strength, Gerard rolled over and looked at the dark clad figure that was now casually flipping through one of his journals. "There is coin in the dresser, just take it and go." he gasped out a plea. With a whip-like motion the intruder turned around and stared Gerard in the eye.

    Gerard blanched at the gaze. The intruders body was covered, all except for the eyes. Those eyes...They were soulless black orbs that seemed to bore right through him. A faint memory came into Gerards mind. A haunting tune, a flashing blade and a sadistic grin, but the recollection was hazy and elusive. He knew his assailant, but from where? Why couldn't he remember?

    "You think I'm after money?" The intruder exclaimed before breaking into an almost hysterical fit of giggling. "I'd work for free if I thought people would'nt take my talents for granted..."

    Anonymous
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Bard 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Concentration +4, Decipher Script +4, Diplomacy +4, Disguise +4, Hide +4, Knowledge (Local) +1, Listen +1, Move Silently +4, Perform (Dance) +4, Perform (Strings) +4, Sleight of Hand +4, Speak Language (Common, Draconic, Elven, Dwarven), Spot +2, Tumble +4 |Combat Casting, Dodge|Bardic Lore, Bardic Music (Inspire Awe, Mimicing Song), Spellcasting

    2nd|Druid 1|
    +0
    |
    +2
    |
    +2
    |
    +4
    |Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Speak Language (Duidic), Spot +1, Survival +1|Track (b)|AC Bonus, Favored Enemy (Human), Spellcasting, Urban Companion, Urban Sense, Wild Empathy

    3rd|Druid 2|
    +1
    |
    +3
    |
    +2
    |
    +5
    |Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Spot +1, Survival +1|Mobility|Crowd Walker

    4th|Druid 3|
    +2
    |
    +3
    |
    +3
    |
    +5
    |Diplomacy +1, Handle Animal +1, Knowledge (Nature) +1, cc Hide +1, cc Move Silently +1, Spot +1, Survival +1|-|Fast Movement +10, Go to Ground

    5th|Druid 4|
    +3
    |
    +4
    |
    +3
    |
    +6
    |Knowledge (Nature) +4, cc Hide +1, cc Move Silently +1, Survival +1|Strong Stomach|Iron Constitution

    6th|Assassin 1|
    +3
    |
    +4
    |
    +5
    |
    +6
    |Bluff +1, cc Decipher Script +1, Disguise +1, Hide +1, Intimidate +1, Move Silently +1, cc Perform (dance) +1|Endurance|Death Attack, Poison Use, Spellcasting

    7th|Assassin 2|
    +4
    |
    +4
    |
    +6
    |
    +6
    |Bluff +1, cc Decipher Script +1, Disguise +1, Hide +1, Intimidate +1, Move Silently +1, cc Perform (dance) +1|-|+1 Saves vs. Poison, Sneak Attack +1d6, Uncanny Dodge

    8th|Assassin 3|
    +5
    |
    +5
    |
    +6
    |
    +7
    |Bluff +1, cc Decipher Script +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Intimidate +1, Move Silently +1, Spot +1|-|-

    9th|Assassin 4|
    +6
    |
    +5
    |
    +7
    |
    +7
    |Balance +1, Bluff +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Intimidate +1, Listen +1, Move Silently +1, Spot +1|Extend Spell|+2 Saves vs. Poison, Sneak Attack +2d6

    10th|Assassin 5|
    +6
    |
    +5
    |
    +7
    |
    +7
    |Balance +1, Bluff +1, Disguise +1, Escape artist +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1|-|Improved Uncanny Dodge

    11th|Spelldancer 1|
    +6
    |
    +5
    |
    +9
    |
    +9
    |Perform (dance) +3, Perform (strings) +4, Spellcraft +1, Tumble +1|-|Spelldance

    12th|Assassin 6|
    +7
    |
    +6
    |
    +10
    |
    +10
    |Bluff +1, Gather Information +4, Hide +2, Intimidate +1, Move Silently +2|Persistant Spell|+3 Saves vs. Poison, Sneak Attack +3d6

    13th|Spelldancer 2|
    +8
    |
    +6
    |
    +11
    |
    +11
    |Perform (dance) +4, Perform (strings) +5|-|Enthralling Dance, Evasion

    14th|Focluchan Lyrist 1|
    +9
    |
    +6
    |
    +13
    |
    +13
    |Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Intimidate +1, Move Silently +1, Perform (Dance) +2, Sleight of Hand +1, Spot +1, False Theurgy|-|Bardic Knowledge, Bardic Music, Unbound

    15th|Assassin 7|
    +10
    |
    +6
    |
    +13
    |
    +13
    |Bluff +1, Disguise +1, Hide +1, Intimidate +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1, Second Impression|Doomspeak|-

    16th|Focluchan Lyrist 2|
    +11
    |
    +6
    |
    +14
    |
    +14
    |Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Move Silently +1, Perform (Dance) +2, Sleight of Hand +1, Spot +1, Survival +1, Assume Quirk|-|Bardic Music (Inspire Competance)

    17th|Assassin 8|
    +12
    |
    +6
    |
    +15
    |
    +14
    |Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Sleight of Hand +1, Spot +1, Tumble +1|-|+4 Saves vs. Poison, Hide in Plain Sight, Sneak Attack +4d6

    18th|Focluchan Lyrist 3|
    +13
    |
    +7
    |
    +15
    |
    +14
    |Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Cloaked Dance|Mortifying Attack|-

    19th|Focluchan Lyrist 4|
    +14
    |
    +7
    |
    +16
    |
    +15
    |Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Survival +1|-|-

    20th|Focluchan Lyrist 5|
    +15
    |
    +7
    |
    +16
    |
    +15
    |Bluff +1, Diplomacy +1, Disguise +1, Gather Information +1, Hide +1, Listen +1, Move Silently +1, Perform (Dance) +3, Sleight of Hand +1, Spot +1, Survival +1|-|Bardic Music (Suggestion)[/table]


    Features of the Assassin class.

    Spoiler
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    Skills: 4+intelligence per level. One of the most expansive skill lists in the game. An aid to versatility in spite of the low number of points. Luckily intelligence is a prime requisite for the important assassin abilities. Skills and Skill Tricks are detailed in their own section, Specialist Training.

    Poison Use. No risk of accidental poisoning when poisons are applied to bladed weapons. Handy to have. While blades are specifically mentioned, I think it is reasonable to be able to apply this ability to most slashing or piercing weapons.

    Uncanny Dodge: As rogue, later becomes to Improved Uncanny Dodge. Primarily a method of guarding against the depredations of other killers, though retaining Dexterity to AC if surprised is always nice.

    Saving Throw Bonus VS. Poisons. Again a method of guarding against the tactics of other killers. Can also be useful when using poisons that are not injury based, such as ingested poisons, contact poisons, gasses or dust. Accidents can always happen and it is important to have a defense against your favored weapons.

    Sneak Attack: Precision damage as rogue. Situationally useful. Can also modify weaponlike spells or those that require attack rolls.

    Hide in Plain Sight: Functions within 10 feet of any shadow. The assassin can't use his own shadow to hide...but nothing says he can't use the shadows of his allies or his enemies. An excellent capstone ability.

    Spellcasting: Assassins gain access to a unique list of spells. Assassin spells chosen are detailed further below in Black Magic along with a few synergising Druid and Bard spells. Don't be mistaken, Assassin has some underrated spells, some simply incredible splat support, even if they do not compare well to the big 3 in core.

    Death Attack: A much maligned signature ability. Works best as an opening move in an encounter due to the limitations on study time. Even if it fails, the opponent may still be subject to sneak attack and/or poison in addition to any other effects of the attack. Doomspeak works well with this ability, especially coupled with a nasty spell effect. 1 save vs. suck can easily be managed by some lucky creatures. Multiple saves at once is another matter.

    Origins and Destiny.

    Spoiler
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    "War is the statesman's game, the priest's delight, the lawyer's jest, the hired assassin's trade."
    Percy Bysshe Shelley

    No record exists or can be divined of -redacted- history or exploits. Some sages and investigators that have attributed a number of seperate murders to one killer despite evidence linking these crimes to a number of seperate individuals. It is entirely probable that -redacted- is simply a myth, a persona adopted by an organised group, perhaps even unrelated assassins attempting to profit from the prestige this legend will lend them. Noone knows for sure. One thing is certain. Those few agents of justice that have attempted to uncover the identity of -redacted- have met with tragedy, in personal and professional life. Chasing at shadows, these individuals risk being percieved as paranoid madmen and becoming ostracised by their peers.

    Race, Attribute and Templates.

    Spoiler
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    Human (PHB). Aids versatility.

    Phrenic (XPH). An almost perfect fit for an evil mastermind.
    Unseelie Fey (DC1). Evil and Mystical. The Vernal Touch ability has some synergy with other aspects of the build.
    Vecna Blooded (MM5). Aquired Template. Can theoretically be aquired any time after attaining 8th level (2nd level arcane spells). From an optimization perspective, paying off Phrenic LA first would be a good idea. A fantastic aid to anonymity even if the template is later lost. Read Cloak of Mystery, then read it again.

    Base Attributes (racial modifiers). 32 point buy.
    Strength: 12 (10) Dexterity: 12 (14) Constitution: 14 (12) Intelligence: 16 (18) Wisdom: 14 (16) Charisma: 10 (16)
    All bonus points to intelligence. Bonus skill points have been factored in due to level gains, but not other improvements to intelligence. Actual skill totals are likely to be higher.

    Bard.

    Spoiler
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    " I am as innocent regarding any conspiracy as any of you gentlemen in the room. "
    Jack Ruby

    Inspire Awe (DM). It is unclear to me whether the progression of this ability requires Bard levels or refers to character levels. Either way, -redacted- prefers debuffs, though an ability that advances would be preferable. Replaces Inspire Courage.
    Mimicing Song (Dungeonscape). Provides a bonus to move silently. Specifically scales with bard levels, though Focluchan Lyrist specifically advances Bardic Music. Replaces Countersong.


    Druid

    Spoiler
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    "The difference between humans and wild animals is that humans pray before they commit murder."
    Freidrich Durrenmatt


    Alternate Class Features chosen.
    (UA) Gives up Wildshape ability. Gains Track as a bonus feat, Favoured Enemy as Ranger (Humans chosen), AC Bonus as Monk and Fast Movement as monk.
    (CS web enhancement)
    Urban Companion. Trades Animal Companion for a modified familliar (snake familliar chosen).
    Urban Sense. Trades Nature Sense for a bonus to Sense Motive and Knowledge (local).
    Crowd Walker. Trades Woodland Stride for an enhanced ability to move through difficult terrain and crowds.
    Go to Ground. Trades Pass Without Trace for the ability to be very hard to find without magical assistance. Urban Tracking attempts automatically fail.
    Iron Constitution. Trades Resist Natures Lure for the Strong Stomach feat (cityscape). Nauseated condition reduced to Sickened. Effects that merely Sicken are negated. Bonus to saving throws against disease.


    Spell Dancer (Magic of Faerun)

    Spoiler
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    "When the circumstances are right, everything becomes a dance. "
    Lynnette Fromme

    Ah Spelldancer. While it is from a Realms sourcebook, it is not tied any specific campaign. It may be easily adapted to other campaigns at the discretion of the group. The notable feature of the class is Spelldancing, a method of extending the casting times of spell in order to apply metamagic without normal constraints. This becomes essential for -redacted- at higher level in order to maintain persitant spells.

    The limitations of Spelldancing are offset by the Druid casting that it advances. -redacted- would do well to have several Lesser Restoration spells prepared in order to offset the constitution damage that it can inflict (as well as the damage from any mishaps with poison). It would tempting to attempt to Persist a large number of spells every day, for most games this is simply not practical. -redacted- usually keeps only a few favored low level spells running at any one time, no more than 5 or 6. Should extreme circumstances arise, -redacted- is likely to prepare meticulously for maximum use of Spelldancing.

    Necropolitan would have perhaps been a better choice of template, due to fatigue immunity and ability damage being applied to a non-attribute, but I felt it did not fit the concept I had in mind.


    Focluchan Lyrist

    Spoiler
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    "The most shocking fact about war is that its victims and its instruments are individual human beings, and that these individual beings are condemned by the monstrous conventions of politics to murder or be murdered in quarrels not their own."
    Aldous Huxley

    Warrior. Poet. Diplomat. Spy. Assassin. A shout out to the AD&D Bard, which was based on the legends of tribal Covert Operatives from Classical and Dark Ages Europe. Rounds off the build almost perfectly. Advances Assassin casting initially, then Bard once the cap has been reached. It also advances Druid casting to effective level 11.

    Black Magic.
    Spoiler
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    "What I do for a living? Haha...I make people disappear."
    Ray Shoesmith. The Magician

    -redacted- is not a primary spellcaster. However, -redacted- does have access to a fairly broad range of lesser insidious magic. A proud mage or devout priest may look down upon these parlour tricks and corrupted arcana, but few would be foolish enough to doubt their utility as part of an experienced killer's arsenal.

    Assassin
    Spoiler
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    level 1
    Snipers Shot (SpC). A great spell. It allows ranged attacks to benefit from sneak attacks regardless of range. Normally only one round in duration, a reasonable interpretation of Persistant Spell should allow for a 24 hour augmentation.
    Alabi (Exemplars of Evil). Similar to modify memory, a great way to get close to someone or provide a cover for -redacted- activities.
    Critical Strike (CM). Not to be confused with the earlier printed Spell Compendium version. Removes penalties for concealment on an attack (even total concealment). This allows for Sneak Attacks and Death Attacks in the dead of night or other situations where visibility may be compromised. This is probably the most often ignored limitation on precision damage builds. Regardless, by taking this spell you are capable of Sneak Attacking at night or in a dense fog by RAW.
    Shadow Double (Drow of the Underdark). While the double has a strength draining attack, it's main purpose is to deceive foes into thinking -redacted- is somewhere else. As a type of shadow, -redacted- can HiPS within 10 feet of it.
    level 2
    Absorb Weapon (SpC). Perfectly conceals a light weapon and allows a free 'feint' when it is drawn. -redacted- usually carries a poisoned hand crossbow concealed by this spell.
    Alter Self (PHB). For disguise purposes mainly. Jaebrin and Killoren are favored forms, though more exotic fey may be impersonated from time to time. Sharing this spell with a familliar is a great method of harvesting venom from exotic magical beasts.
    Increase Virulence (PHB2). Increases the save DC of a poison. Persistable. Great synergy with Toxic Tongue.
    Near Horizon (CM). Removes ranged increment penalties. Persistable. Great synergy with Snipers Shot.
    Level 3
    Arrowsplit (CoR). This spell allows a masterwork projectile to split into identical duplicates when fired. This spell has a number of benefits that may not be immediately apparent. Firstly, all enchanted arrows are masterwork, so if a specific magical effect is produced by the projectile, that is multiplied. Despite allowing multiple attacks, the duplicate arrows are formed by one initial attack and use its modifiers. Sneak attack, normally not subject to multiplication, can be effected by this spell (see also, Snipers Shot). A ranged Death Attack (see Snipers Eye, below) suddenly becomes 1d4+1 potential Death Attacks all flying at the same foe. Finally, due to the arrows or bolts produced being identical, it is reasonable to assume any effect present on the original projectile would also be multiplied. If the original has a spell on it, it's identical duplicates all have spells on them. If the original has poison on it, it's identical duplicates all have poison on them. As soon as this spell comes online, start begging your DM for Pearls of Power (3).
    Find the Gap (SpC). Similar to Wraithstrike, though can effect ranged attacks as well as melee. Has a curious sentence about disregarding armor and enhancement boni that may allow for specific armor or shield enchantments (eg. fortification) to be ignored. Persistable and great to share with a familiar.
    Sadism (BoVD). Sometimes subtlety is not effective. Posion, sneak attacks and debuffs may prove to be ineffective. This persistable spell synergises well with raw damage, especially the kind provided by area of effect spells that deal damage over time.
    Toxic Tongue (CM). Creates poison which can be spit or applied to a weapon. Each dose created normally reduces the duration by a minute. Persisting this spell vastly increases its utility. As a personal spell it helps keep -redacted- familliar relevant.

    level 4
    Deathsight (CM). Allows for a Death Attack without concentration. Situational and probably best used in conjuction with sniping tactics and Hide in Plain Sight.
    Modify Memory (PHB). Core has some of the best spells. This is no exception. Almost limitless RP and stealth potential.
    Shadow Form (SPC). Competance bonus to many stealth skills and concealment. Also provides the ability to pass though barriers, even magical barriers. Persistable.
    Snipers Eye (SpC). Remarkable in that it allows for Death Attack to be performed with a ranged weapon under certain circumstances. Could be Persisted...but generally not worth it unless -redacted- has established a snipers nest and is waiting for a target. Refer to Arrowsplit above.

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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|0/2|-|-|-

    7th|1/3|-|-|-

    8th|2/3|0/2|-|-

    9th|3/4|1/3|-|-

    10th|3/4|2/3|0/2|-

    11th|3/4|2/3|0/2|-

    12th|3/4|3/4|1/3|-

    13th|3/4|3/4|1/3|-

    14th|3/4|3/4|2/3|0/2

    15th|3/4|3/4|3/4|1/3

    16th|3/4|3/4|3/4|2/3

    17th|3/4|3/4|3/4|3/4

    18th|3/4|3/4|3/4|3/4

    19th|3/4|3/4|3/4|3/4

    20th|3/4|3/4|3/4|3/4[/table]
    Bard
    Spoiler
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    Level 0 Ghost Sound, Mage Hand, Lullaby, Summon Instrument, Minor Disguise (SpC), Sitck (SpC)
    Level 1 No Light (BoVD), Expeditious Retreat, Indisious Rythym (SpC)
    Level 2
    Animate Instrument (CS). Persistable Bardic Music? Fascinate a creature then return the next day to deal with them...How many Suggestions can be made in a 24 hour period? Invoke an eerie leitmotif that inspires awe in all who -redacted- passes by. -redacted- does not need to choose until the bardic music use is put into effect. In the meantime, -redacted- can listen to enchanting muzak. A pleasant reprieve from all that exhausting spelldancing.
    Wave of Grief (BoVD).

    Spells per day (base)/Spells Known
    {table=head]Level|0lvl|1st|2nd

    1st|2/4|-|-

    2nd|2/4|-|-

    3rd|2/4|-|-

    4th|2/4|-|-

    5th|2/4|-|-

    6th|2/4|-|-

    7th|2/4|-|-

    8th|2/4|-|-

    9th|2/4|-|-

    10th|2/4|-|-

    11th|2/4|-|-

    12th|2/4|-|-

    13th|2/4|-|-

    14th|2/4|-|-

    15th|2/4|-|-

    16th|2/4|-|-

    17th|2/4|-|-

    18th|3/5|0/2|-

    19th|3/6|1/3|-

    20th|3/6|2/3|0/2|[/table]
    Druid
    Spoiler
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    Druid has some interesting spells. A great mix of zone control, buffs, debuffs and utility. A great aid to versatility in addition to enhancing -redacted- strengths with stealth and murder. Here are a few of -redacted- favorites, though his mastery of these spells is far more diverse than this list...

    1
    Breath of the Jungle (SpC). Great for a poisoner.
    Woodwisp Arrow (Champions of Ruin). Also on the Assassin list. Can be used to ignore wooden cover, such as firing through a forest, or tower shields. Firing a poisoned arrow through a wall or closed door may also be possible, so long as the target's approximate location be determined.
    2
    Circle of Nausea (BoVD). Great for protecting an area while Snipers Eye is in effect. Great synergy with other zone control/damage such as entangle, wall of thorns and vortext of teeth.
    Loves Pain (BoVD). This spell is not used in conjunction with Modify Memory and/or Suggestion for a dirty trick. It is used to attack a high profile or ortherwise inaccessable target through their loved ones.
    3
    Alter Fortune (PHB2). Immediate action, no save, no SR. Force a reroll upon a creature. This spell costs XP, so it should be used judiciously. If -redacted- wants something dead and it survives an envenomed Death Attack, or an ally suffers an unexpected misfortune, the use of this spell may be neccesary.
    Venomfire (Serpent Kingdoms). Benefits Natural Attacks only, but by the time this spell is obtained that is easily achievable. Can be shared with familliar.
    4
    Reincanation (PHB). The usefulness of this spell depends on how the Cloak Of Mystery abilty of the Vecna Blooded template interacts with bringing back the dead. Normally a soul knows the name and alignment of those attempting to revive them in a new body. Should Cloak of Mystery obsfucate this, then -redacted- can attempt to revive a killed foe and murder them again, leaving an unrecognisable (to friends and allies of the victim) corpse behind. In addition to other methods of preventing revivication, such as destroying or multilating a corpse, this can help ensure a target remains dead.
    5
    Power Drain. Corrupt (BoVD). With a metamagic rod of chaining and a bag of cute, fuzzy kittens, this spell is the real cat's grace.
    6
    Consume Likeness. Corrupt (BoVD). A great method of collecting tropies from victims. Great RP potential as it allows for an influential target to be replaced for a time.

    Druid spells per day (base)
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th

    1st|-|-|-|-|-|-|-

    2nd|3|1|-|-|-|-|-

    3rd|4|2|-|-|-|-|-

    4th|4|2|1|-|-|-|-

    5th|5|3|2|-|-|-|-

    6th|5|3|2|-|-|-|-

    7th|5|3|2|-|-|-|-

    8th|5|3|2|-|-|-|-

    9th|5|3|2|-|-|-|-

    10th|5|3|2|-|-|-|-

    11th|5|3|2|1|-|-|-

    12th|5|3|2|1|-|-|-

    13th|5|3|3|2|-|-|-

    14th|6|4|3|2|1|-|-

    15th|6|4|3|2|1|-|-

    16th|6|4|3|3|2|-|-

    17th|6|4|3|3|2|-|-

    18th|6|4|4|3|2|1|-

    19th|6|4|4|3|3|2|-

    20th|6|5|4|4|3|2|1[/table]


    Specialist Training.
    Spoiler
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    "You can always count on a murderer for a fancy prose style."
    Vladamir Nabokov

    Skills
    Bluff. Deceit is an important tool. Varied and invaluable uses in roleplaying.

    Diplomacy. An easy method of getting close to a target. Combined with Bluff and the spells Modify Memory, Suggestion and Alibi, it becomes relatively easy for -redacted to insinuate into the lives of all but the most paranoid of targets.

    Disguise. So many applications. The best place to hide is often in plain view, this skill aids in this endeavor. In later levels, this skill becomes neccesary for -redacted- to maintain relations with an adventuring party. They may not remember -redacted- previous identity, but a new alias can easily be created. Combines well with the tactics employed in the use of Bluff and Diplomacy, as well as spells like Alter Self, -redacted- can appear to be almost anyone.

    Decipher Script. Not for the study of ancient languages. More for decyphering coded missives or even communicating with employers in code. Handy for an intrigue game.

    Gather Information. Knowledge is power. Combined with Bardic Knowledge and a few divinations, -redacted- can potentially uncover a great deal of useful information about a target.

    Hide and Move Silently. The main tools of the assassin, to be able to act unseen and unheard. Synergises with many spells and Cloak of Mystery makes magic effecting -redacted- undetectable.
    Intimidate. Situational roleplaying uses. Great for extracting information or deterring unwanted attention.

    Perform. An aid to stealth and disguise, particularly when a mission calls for hiding in plain sight. A great way to gain access to high security venues. Performers often travel with instruments and carry cases, a great way to transport a small arsenal while appearing unarmed.

    Sleight of Hand. Not just for theft. Concealing items, planting objects on a person or poison in food or drink. This skill is invaluable for an assassin.

    Skill tricks (CS)

    Assume Quirk and Second Impression. Both invaluable aids to disguise.
    False Theurgy. Makes a spell appear to be innocuous or harmless magic.
    Cloaked Dance. Synergy with HiPS

    Feats
    Dodge and Mobility (PHB): Minor situational boni. Useful as prerequisite for other feats that can be obtained via spells.

    Combat Casting (PHB): -redacted- prefers to attack from surprise and/or range. You don't always have ideal situations, so this feat helps -redacted- to unleash insidious magic in melee at lower levels.

    Track (PHB): Sometimes the target manages to escape. A simple non-magical method of finding them.

    Endurance (PHB): Can help with stake-outs and maintaining a vigil in hazardous/uncomfortable environments. Great for a patient killer.

    Strong Stomach (Cityscape): Aside from using Dust of Sneezing and Choking, this can help -redacted- endure debilitating enviromental and spell effects.

    Extend (PHB) and Persistant (CArc) spell: Metamagic which improves action economy and resource conservation, especially when used in conjunction for 48 hour buffs.

    Doomspeak (Champions of Ruin): A fantastic use of bardic music that is not considered to be mind-effecting. Makes Save or Suck vastly more effective.

    Mortifying Attack (Champions of Ruin): Creates a fear effect attached to a death attack. This has a lot of potential when an Arrowsplit Death Attack hits a target as the effect can stack, ramping up the Shaken condition to Panicked fairly easily. Simply fantastic for a high-profile public execution or for taking out a target surrounded by bodyguards. Crowdwalk and Hide in Plain Sight help -redacted- dissapear into a fleeing mob after a shocking, cold-blooded act of murder.


    Tools of the Trade.

    Spoiler
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    "Weapons are an important factor in war, but not the decisive one; It is the man and not the materials that count"
    Mao-Tse Tung

    -redacted- can operate fairly independantly of specific gear at higher levels, thanks to persisted buffs and a versatile selection of spells. Having said that, many items improve -redacted- abilities greatly. Here are a few notables.

    Weapons
    Concealed weapons. Hidden blades. Perhaps the lute bow from the cityscape web enhancement. A minor enchantment on one or two would be great.
    Enchanted ammunition, in particular Arrows of Biting from the MIC.
    Feycraft (DMG2) Assassins Dagger (DMG) would be great for melee until ranged Death Attacks come online.
    Other than that, an enhanted Bow or hand crossbow would be great. The Assassination quality (CS WE), coupled with the Virulent (DoTU) and Seeking (DMG) qualities really enhance -redacted- preffered method of combat.

    Armour and Clothing.
    Nothing in particular for armor. -redacted- can function without armour, or lightly armored dependsing on the needs of the story. Anything that aids in stealth or disguise would be optimal.
    Bracers of Murder (DoTU). Made for -redacted-. Every assassin should have a pair.
    Belt of Battle (MIC). Can be used to great effect in an assasination.

    Mundane Equipment, Posions and Alchemy
    So much to list. Hidden compartments are a must. While sleight of hand can hide a few items, actually spending some money on items is a must.
    Antitoxin is handy to have, especially when using gaseous, contact or ingested venoms.
    Posions, positoxins and drugs all have their uses. Buying them when available would be a good idea. For the majority of -redacted- career, relying on toxins provided by spells or a familliar will provide the bulk of the poison this build uses. Tiny viper venom has a pitiful save DC, but it will still be useful for a few levels. The constitution damage from toxic tongue is the same, but the DC can be raised to the mid 20's with little optimization (spell level 3 +int modifier + Virulence (2) + enhancement bonus of an Assassination weapon).
    Methods of distributing poisonous gasses would be handy, from Misters (DoTU), weapon attachents (Dungeonscape) or incense (Serpent Kingdoms).
    Alchemical gear should not be overlooked. Poison may be a strength of this character, but some opponents may be resistant or immune, even to specialist exotic toxins. Enough dither bombs can solve this kind of problem, especially if said problem is entangled or walled in.

    Miscellaneous Magical Items
    Bag of Devouring (PHB). Feed it a corpse and there is a 50% chance the creature can not be brought back to life, even with a Wish or Miracle. Great for ensuring an assassinated creature remains deceased, which is not a certainty in D&D. Unfortunately, the item has not cost.
    Gem of Psychic Poison (BoVD). Just because -redacted- is immune to divination does not mean that enemies won't try to detect a hidden foe. This handy item can debilitate enemies even as their attempts to discern -redacted- fail.
    Metamagic Rods (Various). Handy to have. Chaining and Empowering in particular.
    Tomes and Manuals (PHB). Stat boosting items. It would be tempting to maximise intelligence, but not absolutely neccesary. 2 or 3 points to Intelligence and Wisdom would be great.
    Empowered Spellshard (MIC). Arrowsplit enhancement preferred. 3-7 attacks.
    String of Spellstoring (CAdv). Can be fitted to most string instruments.
    Dust of Sneezing and Choking (PHB). Immune to nausea? Few creatures are. This much maligned powder can be used for offense or to effect an escape.

    Magical Locations.

    Metamagic Storm (CM). A metamagic feat for spelldancing or improving low level spells.
    Loose Ends

    Spoiler
    Show
    "A basic rule of covert ops is to let someone else do your dirty work. Let someone else find the guy you want to kill. It's a great technique...as long as you're not the someone else."
    Michael Weston. Burn Notice

    Gerard awoke in a daze. For a brief moment he experienced some disorientation and was not sure where he was, but then he realised he was safe in his room. It must have been early in the evening, as he could hear the sound of revelry and music from a nearby tavern. He rubbed his temples and winced as he felt a twinge of pain in his ribs. The headaches he was used to, but the pain in his side was something new. He guessed that he must have hurt himself while drunk and forgotten about it. He seemed to be more and more forgetful recently...That thought sent a chill down his spine. He had been contacted by an informant this afternoon and he had wasted time in a drunken stupor. Gerard cursed and bolted for the door. He knew who the murderer's next target would be.

    It had been over an hour since he had sent a messenger to the Captain of the Guard and Gerard had been waiting for him in the tavern for what seemed like an eternity. So many thoughts were running through his mind. While his need for justice was a primary motive for his obsession, now vindication was at hand. He would lay a trap for the Assassin and his peers would recognise that his efforts were not in vain. He was not the delusional object of pity they had though him to be. Impatient, he had a drink to steady his nerves, then another to ease his impatience, then another for the hell of it. As the performers in the tavern played some eerily familliar music, Gerard seemed to lose all self control. By the time the Captain had arrived he was roaring drunk.

    Captain Duvall and his soldiers stood out in this quarter of the city. Even though the heavy cloaks they wore were designed to make them appear inconspicuous, their apparel was much finer than any of the locals could afford. They all seemed scowl at Gerard in derision as they marched into bustling tavern, he had been one of them once, but no longer. Gerard steadied himself as he rose to his feet and waved Duvall over.

    "I came. Despite my better judgement. What is it this time Gerard?" The Captains voice was official and unsympathetic.

    "I know..." Gerard stammered. He was almost incoherant, but part of him realised that it was more than just alcohol at work. "The Assassin is in the city. He plans to kill many influential people before the delegations arrivial at the end of the week. It is a conspiracy to incite a war. You...You were among those whom he plan to kill.."

    "Enough!" Duvall barked. Looking around the shocked reactions of patrons in the tavern, he leaned in toward Gerard and his voice became a growl. "I don't know how you know about the arrival of the delagates...I don't care Gerard. This paranoia has to stop."

    Duvall sighed and relented. He reached across the tavern bench and grabbed Gerard by his forearms. "The things you have seen are enough to drive a man to madness."

    "You want there to be a reason for the atrocites, for the most heinous acts of criminals, but chasing these delusions of yours is destroying you Gerard."

    "Come with me Gerard. Perhaps the clerics can treat your ailment. At least they may be able to ease your soul." The captains gruff demeanor shifted from gruff and stern to a compassion that Gerard had never before seen. He spoke as if Gerard were a frightened child. "If it placess your mind at ease, know that I am safe...the defences of the garrison and the palace are without equal."

    "You're not safe..." Gerard whispered. A sudden realization came over him as the music in the tavern changed. A sour, dreadful note precipitated his final words. "Not here..."

  19. - Top - End - #169
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    Default Re: Iron Chef Optimization Challenge XVI

    And as you walk to the light
    I feel my hands go tight
    Excitement running through my veins

    Quote Originally Posted by Kalavael
    Kalavael, The Ghost Who Walks

    Sergeant Branabis clutched his bull’s eye lantern tight as he passed the next alleyway, peering into the gloom. His seven guards followed in two tight groups as they finished the sweep of this city block, three with lantern and sword, four with crossbows locked. Moonless nights were always the worst time to patrol, and once again some scofflaws had removed the fires from the few streetlights in this area of town. There were no fat coin purses walking the district at this late hour, but break-ins were all too common on nights this dark. And a double-sized city guard patrol was all the comfort the magistrates could offer.

    A clattering noise down the alleyway drew the attention of the patrol. But Sergeant Branabis looked the OTHER way instead, and was rewarded with the sight of Watchman Winters getting her throat slit from behind, her lantern clattering noisily to the ground as she slumped forward helplessly. By the time he shouted and pointed at the deed and the rest of his patrol started to react, the slight figure that had done it was nowhere to be seen. The sergeant had been looking straight at him when he vanished, as if stepping back into a non-existent mist.

    Winter’s partner Varris was next to go, their assailant stepping out of nowhere right in front of the crossbowman and driving a short blade upward through jaw and skull. Three crossbow bolts in response missed, and the two watchmen who charged with weapons drawn met nothing but air as the fellow disappeared again. Everyone reloaded and the two watchmen put their backs to each other. But their assailant materialized between them, and he slit both men’s throats with a blade in each hand.

    The last 3 watchmen fired, and one got a piece of their opponent with a glancing hit, while Sergeant Branabis drew his glowing longsword and charged, scoring against armor underneath robes and drawing a bit of blood.

    He could see his opponent’s face now. It was a he, it was cowled, and it had a head that was not quite human. And he was young, perhaps only fourteen. It shook its head and said “no”, then ducked back out of melee range, dodging the sergeant’s hasty backswing. The sergeant then winced in pain as a dart struck home in his leg. He glanced downward as the burning sensation started… poison. When he looked up again, the young man was gone.

    He stumbled back toward his remaining guardsmen as his legs and then arms started to go numb. Seeing his plight, they came to him, only one of them was pitched forward off her feet by a crossbow bolt to the small of the back as the youth reappeared briefly. Panicking now, the watchmen looked to their commander in desperation. “Run,” was all he could say as he collapsed to the ground.

    The paralysis set in quickly, and soon Sergeant Branabis couldn’t even turn his head. He could still hear just fine though, and he heard enough to know that Dane and Wainwright didn’t make it very far. A minute passed, and he heard the sound of cloth tearing in several places. He heard no footsteps as he watched the young assailant move to the one watchman he could see, and tear the insignia free from the fallen guard’s uniform.

    The sergeant glared defiantly as the youth bent to pick up the glowing longsword from the cobblestones, and more defiantly as its scabbard was taken as well.

    “Go... ng… to kil… meee… wif my… own swrd…” he struggled to ask.

    “Relax sergeant,” breathed the boy. “I only needed to kill seven tonight. With these,” he said, fanning the city watch insignia as though they were playing cards, “the Assassins should agree at last to train me. Then I won’t be an amateur anymore.”

    “… whu…”

    “Kalavael.” The youth bowed deeply, his face now mere inches from the flagstones that supported the sergeant’s cheek. “The Ghost Who Walks. We will meet again.”

    The glow of the Sergeant’s blade ended as the youth sheathed it, and its new owner simply… vanished.



    Kalavael’s mother was a human con artist. She never told him who his father was. She was always evasive about it, saying he didn’t want to know. She kept them moving throughout his childhood so they would never attract too much attention in one place. But by age 5, Kalavael could hide with supernatural ease. So well, in fact, that even his own mother couldn’t find him, and resorted to controlling him with bribes of food, trinkets, and attention.

    By age 8, his mother was using him in schemes. He would be the lookout, the plant inside the shop, the one to slink inside the stall or wagon while the merchant was talking. While this worked out great for her, there was little in it for him, and Kalavael was bored. It was too easy, and he felt more like a prize cockatiel than an accomplice.

    So he abandoned her, trading out his mother’s company for a gang of highwaymen she’d sometimes keep company with. He was the perfect scout and ambush man, and they taught him both swordplay and the art of poison crafting. But as professionals, they avoided anything resembling a straight up fight, and Kalavael tired of their company as well, so once again he snuck away in the night, with ambition in his eyes.

    Finding the legendary Istvaan’s Knives was easier than Kalavael thought. More to the point, they found him, a nosy teifling child asking too many questions. But then they discovered he could fade from sight, so they entertained his ideas of recruitment and arranged a series of tests. Many murders and thefts later, they took Kalavael in.

    At barely 15 years of age, he was one of the youngest students they had ever taught. But he was ruthless, ambitious, and demanded to be challenged past the point of pain. Kalavael learned and improved at a frightening pace, mastering the death attack technique, and pouring through every book they had on demons in a quest seemingly to understand what he was.

    But what he found was not enlightenment. Kalavael couldn’t care less about what he was, he only wanted keys to what he could become. Dark rituals were the knowledge he sought, and he found what he needed in a series of scarification and alchemical rituals which were easy enough to master. In so doing, he became not only a knife in the shadows, but a scion of destruction as well.

    He kills for the entertainment value. He kills because he can. Someday he will lose, and on that day he will die contentedly, satisfied in the knowledge that he has finally pushed himself too far.

    Kalavael, The Ghost Who Walks

    Dark Teifling – Neutral Evil – Ranger 2 / Rogue 3 / Warrior of Darkness 6 / Assassin 9

    Spoiler
    Show

    {table=head]STR|DEX|CON|INT|WIS|CHA|-|Level Bonuses
    14|18|14|16|8|10|-|+1 DEX at 6th, 9th, 12th, 16th, +1 CON at 20th[/table]
    {table=head]Race/Template|Cost|Bonuses
    Teifling|+1 LA|+2 Dex, +2 Int, -2 Cha, Outsider (Native), Darkvision 60’, +2 Bluff (racial), +2 Hide (racial), Darkness (Sp, 1/day), Resist Electric 5, Resist Fire 5, Speak Language (Infernal)
    Dark Template|+1 LA|+10’ All Movement, Superior Low Light Vision, +8 Hide (untyped), +6 Move Silently (untyped), Hide In Plain Sight (except in daylight), Resist Cold 10[/table]

    {table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    3rd|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    | Hide 4, Move Silent 4, Disguise 4, Disable Device 4, Open Lock 4, Balance 4, Escape Artist 4, Search 4, Spot 4, Tumble 4|Shadow Heritage|Sneak Attack 1d6, Trapfinding

    4th|Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Hide 5, Move Silent 5, Disguise 5, Disable Device 5, Open Lock 5, Balance 5, Escape Artist 5, Search 5, Spot 5, Tumble 5|-|Evasion

    5th|Ranger 1|
    +2
    |
    +2
    |
    +5
    |
    +0
    | Hide 6, Move Silent 6, Search 6, Spot 6, Craft (Alchemy) 5|Tracking, Instinctive Darkness|Favored Enemy (Humans), Spiritual Connection (3/day)

    6th|Ranger 2|
    +3
    |
    +3
    |
    +6
    |
    +0
    | Hide7, Move Silent 7, Search 7, Spot 7, Kno (Arcane) 2 (cc), Swim 1|Two Weapon Fighting|Combat Style

    7th|Rogue 3|
    +4
    |
    +4
    |
    +6
    |
    +1
    | Hide 8, Move Silent 8, Search 8, Spot 8, Kno (Arcane) 3 (cc), Disable 7, Open 7, Tumble 6|-|Sneak Attack 2d6, Death’s Ruin

    8th|Assassin 1|
    +4
    |
    +4
    |
    +8
    |
    +1
    | Hide 9, Move Silent 9, Search 9, Spot 9, Tumble 7, Spellcraft (cc) 1|Gloom Strike| Sneak Attack 3d6, Death Attack, Poison Use, Spells
    -|7000xp LA Buyoff

    8th|Assassin 2|
    +5
    |
    +4
    |
    +9
    |
    +1
    | Hide 10, Move Silent 10, Search 10, Spot 10, Tumble 8, Disable Dev 8, Open Lock 8|-|+1 vs Poison, Uncanny Dodge

    9th|Assassin 3|
    +6
    |
    +5
    |
    +9
    |
    +2
    | Hide 11, Move Silent 11, Search 11, Spot 11, Tumble 9, Disable Dev 9, Open Lock 9|-|Sneak Attack 4d6

    10th|Assassin 4|
    +7
    |
    +5
    |
    +10
    |
    +2
    | Hide 12, Move Silent 12, Search 12, Spot 12, Tumble 10, Disable Dev 10, Open Lock 10|Iron Will|+2 vs Poison
    -|9000xp LA Buyoff

    10th|Warrior of Darkness 1|
    +8
    |
    +7
    |
    +10
    |
    +4
    | Hide 13, Move Silent 13, Knowledge (Planes) 5|Blind Fight|Black Magic Oil (bonus feat)

    11th|Warrior of Darkness 2|
    +9
    |
    +8
    |
    +10
    |
    +5
    | Hide 14, Move Silent 14, Knowledge (Arcane) 5, Craft (Alchemy) 8|-|Darkling Weapon

    12th|Warrior of Darkness 3|
    +10
    |
    +8
    |
    +11
    |
    +5
    | Hide 15, Move Silent 15, Ride 5|Staggering Strike, Weapon Finesse|Black Magic Elixir (bonus feat)

    13th|Warrior of Darkness 4|
    +11
    |
    +9
    |
    +11
    |
    +6
    | Hide 16, Move Silent 16, Craft (Alchemy) 13|Combat Reflexes| Black Magic Oil (bonus feat)

    14th|Assassin 5|
    +11
    |
    +9
    |
    +11
    |
    +6
    | Hide 17, Move Silent 17, Search 13, Spot 13, Tumble 11, Disable Dev 11, Open Lock 11|-| Sneak Attack 5d6, Improved Uncanny Dodge

    15th|Assassin 6|
    +12
    |
    +10
    |
    +12
    |
    +7
    | Hide 18, Move Silent 18, Search 14, Spot 14, Tumble 12, Disable Dev 12, Open Lock 12|Robilar’s Gambit|+3 vs Poison

    16th|Assassin 7|
    +13
    |
    +10
    |
    +12
    |
    +7
    | Hide 19, Move Silent 19, Search 15, Spot 15, Tumble 13, Disable Dev 13, Open Lock 13|-|Sneak Attack 6d6

    17th|Assassin 8|
    +14
    |
    +10
    |
    +13
    |
    +7
    | Hide 20, Move Silent 20, Search 16, Spot 16, Tumble 14, Disable Dev 14, Open Lock 14|-|+4 vs Poison, Hide in Plain Sight (even in daylight)

    18th|Assassin 9|
    +14
    |
    +11
    |
    +13
    |
    +8
    | Hide 21, Move Silent 21, Search 17, Spot 17, Tumble 15, Disable Dev 15, Open Lock 15|Cunning Evasion|Sneak Attack 7d6

    19th|Warrior of Darkness 5|
    +15
    |
    +11
    |
    +13
    |
    +8
    | Hide 22, Move Silent 22, Craft (Alchemy) 18|-|Scarred Flesh

    20th|Warrior of Darkness 6|
    +16
    |
    +12
    |
    +14
    |
    +9
    | Hide 23, Move Silent 23, Craft (Alchemy) 23|Improved Two Weapon Fighting|Black Magic Elixir (bonus feat) [/table]

    Spells per day/Spells Known

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

    8th|0|-|-|-|1st (Sniper’s Shot, True Strike)

    LA|1|-|-|-|1st (Obscuring Mist)

    9th|2|0|-|-|2nd (Alter Self, Spider Climb)

    10th|3|1|-|-|1st (Feather Fall), 2nd (Summon Weapon)

    LA|3|1|-|-

    11th|3|1|-|-

    12th|3|1|-|-

    13th|3|1|-|-

    14th|3|2|0|-|3rd (Magic Circle Vs Good, Nondetection)

    15th|3|3|1|-|2nd (Alter Self), 3rd (Wraithstrike)

    16th|3|3|2|0|4th (Freedom of Movement, Locate Creature)

    17th|3|3|3|1|3rd (Vital Strike), 4th (Dimension Door)

    18th|3|3|3|2

    19th|3|3|3|2

    20th|3|3|3|2 [/table]

    Level Highlights

    Spoiler
    Show
    Level 5 – Out on his own now, Kalavael is dealing with being a 5th level character, but having only 3 HD. (He doesn’t pay off LA until later.) But that doesn’t make him any less dangerous. He does one thing, and does it WELL… He can hide in plain sight and has a +23 on his Hide skill. He can also use his racial Darkness ability twice per day now, and use it as an Immediate Action. Favored Enemy is making him better at killing people, and he’s learning to brew his own poisons (Alchemy).

    (For reference, the fiction at the beginning is Kalavael at level 7… taking out a 4th level fighter and his patrol of 2nd level warriors.)

    Level 8 – Though he’s new at being an assassin, Kalavael has an advantage. He can use his Gloom Strike ability in conjunction with his Death Attack. If the attack doesn’t kill the target, they take only 1d6 sneak attack damage, but can’t see much for the next 3 rounds, allowing him to either try again, fade away, or strike from concealment at will.

    Level 11 – The last few levels have been expensive, but Kalavael has paid off his level adjustments now. And he’s in touch with his darker side, having taken levels in Warrior of Darkness. This level he gets Darkling Weapon, which adds any +1 enhancement to his magic weapons with a little preparation, which he uses most often for Bane Weapon against his intended foe.

    Level 15 – Sweet Spot – Having picked up Robilar’s Gambit and Staggering Strike, Kalavael is truly fearsome in any combat role now. Opening with a death attack, he can then hang tough in melee until the fight is over or until it’s time to fade into the shadows. With a little flanking, four attacks per round (plus Robilar’s) net 5d6 sneak damage each (9d6 with deadly precision and Bane weapons). Not only is this nearly 40 points per hit (over 25 to undead), but the highest one of these per round is the save DC to avoid being Staggered by his assault.

    Level 20 – Dropping back to Warrior of Darkness for the BAB and bonus feat at the end of his progression, Kalavael has added 2 attacks per round and 2d6 to each hit, plus he’s picked up Cunning Evasion to really disappear in the swirl of things. He has no weak saving throws either, as even his low save (+9 Will) is bumped up by Iron Will and magic gear.

    The Perfect Gear

    Spoiler
    Show
    Though not required for his concept, a good selection of magic gear makes the character that much more effective. Rather than assume everything is acquired all at once at the end of his career, let’s take it slow. (Wealth by level is a gradual thing.)

    Level 4 – Kalavael starts out like most adventurers, seeking magic weapons and stat boost items (Dex and Con in his case). A Glove of Storing is high on the wish list right now.

    Level 8 – that first magic weapon is in his off hand now, and he has a Deadly Precision weapon as his main tool. He’s also developed a thirst for potions of Gaseous Form and whatever healing potions (or belts) he can scrounge up.

    Level 12 – A deadly precision weapon in each hand now, and able to make them into Bane weapons, his weapon needs are pretty much done unless the DM hands him something unexpected. His Dex and Con items should have been upgraded by now, along with a decent Vest of Resistance. The big item to acquire is a Figurine of Wondrous Power… an Obsidian Steed. A classy “get away car” from any job gone wrong, it can fly, go ethereal, and double-tap it’s plane shift ability to cross continents quickly (5d100 miles off target isn’t so bad when you can (A) try again and (B) have 1000 to cover in the first place). Kalavael has even taken ranks in Ride this level to make better use of it.

    Level 16 – After picking up Robilar’s Gambit, Dex and Con items need to be a top priority (+6 or +8). A smaller Int Item is on the wish list too, for the boost to Death Attack DC. Cloak of Etherealness is another must-have for an assassin’s career at this level.

    Level 20 – For the capstone levels, Spell Storing items are the tools of choice, especially a Major Ring Of, able to hold 10 spell levels. With allies filling them for special occasions and contingencies, all sorts of nastiness can be both perpetrated and avoided.

    Source Books

    Spoiler
    Show
    {table=head]Sourcebook|Class/Race|Feats
    Player’s Handbook|Ranger, Rogue|Blind Fighting, Iron Will, Two Weapon Fighting, Improved TWF, Track, Combat Reflexes, Weapon Finesse
    Player’s Handbook 2|-|Robilar’s Gambit, Cunning Evasion
    Planar Handbook|Teifling|Shadow Heritage
    Tome of Magic|Dark Template|-
    Book of Vile Darkness|Warrior of Darkness|-
    Drow of the Underdark|-|Instinctive Darkness, Gloom Strike
    Complete Adventurer|-|Staggering Strike
    Complete Champion|-|Alt class features (ranger and rogue)
    Unearthed Arcana|LA Buyoff|-[/table]

  20. - Top - End - #170
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    true_shinken's Avatar

    Join Date
    Mar 2010
    Location
    Rio de Janeiro, Brazil
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge XVI

    I've got you in my sights
    I've got you dead to rights
    The trigger is waiting for my finger

    Quote Originally Posted by The Leopard Paw
    The Leopard's Paw
    "They'll come at you sideways. It's how they think...Sidle up and smile. Hit you where you're weak...Kills and never asks why."

    Assassin's Guild Initiation
    Everyone agreed that Fennar was one bad halfling. For such a little fellow, he was right terrifying confronting you in an alleyway and demanding your money. Everyone tried to justify it to themselves, spreading rumors about how he had consorted with yuan-ti and demons, how he was really good with those knives of his, and so on.

    At the same time, an entirely different group of people agreed that that gray-striped tom was one bad cat. He wasn't big, but he was as vicious as a box of weasels. All the other toms in the neighborhood had turned up dead, positively scratched to pieces.

    It was perhaps destiny that the two would meet.

    Fennar had met the tom in an alley, bleeding from a fight. Moved to uncharacteristic charity, he had taken the cat back to his hideout, force-fed the animal a minor healing potion, and started to tame the feral creature. That was another ability that the rumors overlooked: Fennar displayed an uncanny ability to calm guard dogs, follow rats to bolt-holes and track people by the movements of pigeons.

    Fennar found that the tom was a clever creature, as he trained it to bring back filched items, to act as a distraction for a break in with full-throated yowling, and even to scout out the position of guards. It almost seemed that the two were able to talk with each other. When Fennar was sure of his new ally's abilities, he made a bid for membership in the assassin's guild. The task was to kill one of their posted targets, the reward serving as an initiation fee.

    Amusingly, Fennar himself was one of the listed targets. Figuring that would be impractical at best, he picked out another target: Count Ganash, a minor noble with paranoid delusions. The word on the underground was that he had offended the king, but the king couldn't arrest and execute him because of political issues. It was, of course, all conjecture, but the why of it didn't much matter to Fennar. He waited for a moonless night, and approached the high walls of Ganash's estate.

    He didn't dare try to scale the walls with a grappling hook. The clang of the hook setting would bring all of the count's guard's running. The tom-cat perched in his hood, Fennar started to free-climb the wall, fingers searching for cracks in the mortar. Halfway up the wall, he froze, waiting for the lanternlight of a patrolling guard to fade away before continuing up. It was slow progress, but Fennar at last reached the lip of the wall. A jerk of his head, and the cat bounded up to the top, his miow telling Fennar that the way was clear.

    But when Fennar tried to clamber over the wall, the tom swatted him on the cheek, making his head pound. The blood surged to his head, making almost comical sprays of blood from the tiny claw marks. Fennar tried to pull himself over, but the tom, hissing and spitting, lashed out with teeth and claws, wreaking a wholly disproportionate amount of damage. The halfling's grip weakened, and he slid down the wall, landing with his limbs splayed in unnatural angles.

    That day, the bounty for Fennar was claimed, and his slayer, by all appearances a fellow halfling, was added to the ranks of the assassin's guild.

    The mind of an assassin
    "Call me Tom. I'm a tibbit - what, you never heard of us? Let me lay it out all shortlike for you then. You know how mages have familiars? Generations of cats as familiars, interbreeding, being hit by battle magic, being experimented on, cursed, all kinds of messed up stuff. In the end, you're left with a kitten that can change into a baby, and back again. We're not big, so most folks can mistake us for 'lings.

    "Me dam's master was some kind of mind mage, crystals and spellbooks. All of us got a little of the master's power. Mine was to always know where the best place to hit someone was. But the master must have mucked with the wrong... things, cause he, and me dam and all me kit-mates got eaten up by some kind of calamari-headed freaks, or beak-headed brains. I was left to meself, and I had to fight for food, for a place to sleep, everything. It was easier to be a cat - didn't need to eat as much, and the bullies were smaller.

    "I learned to hide, to fight. I got good enough that I could kill any dog that came after me. All I'd ever done was stalk and fight; being top tom of the alleys wasn't something I was used to. I couldn't hack it, couldn't be looking down the ladder and defending my turf. This town wasn't big enough for me, I need to climb higher.

    "So I started hunting by hunting 'lings, and worked my way up to the big folk. They never watch their feet; you get yourself tangled up in them, and they can't keep their vitals out of reach. I learned to lie better than any cat, to get them thinking I was just a cat. I learned to use my old master's mind magic, to use it to filch something, to talk mind to mind, to reach inside and make them think things they hadn't.

    "I can't look back, can't guard my own legs, can't be bothered with the ones I already beat. I have to keep going up."

    Marking Territory (Level Progression)
    Spoiler
    Show
    {table=head]Level|Class|Base AttackBonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Lurk 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |+28; Bluff 2, Concentration 4, Disguise 2, Escape Artist 2, Hide 4, Move Silently 4, Sleight of Hand 2, Spot 4, Tumble 4|Mind Mask|Darkvision 60ft, feline transformation, land speed 20ft, Lurk augment (additional sneak attack, unfocusing strike), monstrous humanoid (shapeshifter)

    2nd|Lurk 2|
    +1
    |
    +0
    |
    +3
    |
    +3
    |+7; Bluff 3, Concentration 5, Disguise 3, Hide 5, Move Silently 5, Spot 5, Tumble 5||Psionic sneak attack +1d6

    3rd|Lurk 3|
    +2
    |
    +1
    |
    +3
    |
    +3
    |+7; Concentration 6, Escape Artist 3, Hide 6, Move Silently 6, Sleight of Hand 3, Spot 6, Tumble 6|Weapon Finesse|Lurk augment (solid strike, stunning attack)

    4th|Lurk 4|
    +3
    |
    +1
    |
    +4
    |
    +4
    |+7; Bluff 4, Concentration 7, Disguise 4, Hide 7, Move Silently 7, Spot 7, Tumble 7||

    5th|Lurk 5|
    +3
    |
    +1
    |
    +4
    |
    +4
    |+7; Concentration 8, Escape Artist 4, Hide 8, Move Silently 8, Sleight of Hand 4, Spot 8, Tumble 8||Lurk augment (ignore concealment, mental assault)

    6th|Lurk 6|
    +4
    |
    +2
    |
    +5
    |
    +5
    |+7; Bluff 5, Concentration 9, Escape Artist 5, Hide 9, Move Silently 9, Spot 9, Tumble 9|Expanded Knowledge (mindlink)|Initiative boost

    7th|Assassin 1|
    +4
    |
    +2
    |
    +7
    |
    +5
    |+7; Balance 1, Escape Artist 6, Hide 10, Move Silently 10, Sleight of Hand 5, Spot 10, Tumble 10||death attack, poison use, psionic powers ACF, sneak attack +1d6

    8th|Assassin 2|
    +5
    |
    +2
    |
    +8
    |
    +5
    |+8; Balance 2, Bluff 6, Escape Artist 7, Hide 11, Move Silently 11, Sleight of Hand 6, Spot 11, Tumble 11||+1 save against poison, uncanny dodge

    9th|Assassin 3|
    +6/+1
    |
    +3
    |
    +8
    |
    +6
    |+8; Balance 3, Bluff 7, Escape Artist 8, Hide 12, Move Silently 12, Sleight of Hand 7, Spot 12, Tumble 12|Underfoot Combat|Sneak attack +2d6

    10th|Assassin 4|
    +7/+2
    |
    +3
    |
    +9
    |
    +6
    |+8; Balance 4, Bluff 8, Escape Artist 9, Hide 13, Move Silently 13, Sleight of Hand 8, Spot 13, Tumble 13||+2 save against poison

    11th|Assassin 5|
    +7/+2
    |
    +3
    |
    +9
    |
    +6
    |+8; Balance 5, Bluff 9, Escape Artist 10, Hide 14, Move Silently 14, Sleight of Hand 9, Spot 14, Tumble 14||Improved uncanny dodge, sneak attack +3d6

    12th|Assassin 6|
    +8/+3
    |
    +4
    |
    +10
    |
    +7
    |+8; Bluff 10, Escape Artist 11, Hide 15, Move Silently 15, Sleight of Hand 11, Spot 15, Tumble 15|Confound the Big Folk|+3 save against poison

    13th|Assassin 7|
    +9/+4
    |
    +4
    |
    +10
    |
    +7
    |+8; Bluff 12, Escape Artist 12, Hide 16, Move Silently 16, Sleight of Hand 12, Spot 16, Tumble 16||Sneak attack +4d6

    14th|Assassin 8|
    +10/+5
    |
    +4
    |
    +11
    |
    +7
    |+8; Bluff 13, Escape Artist 13, Hide 17, Move Silently 17, Sleight of Hand 14, Spot 17, Tumble 17||+4 save against poison, hide in plain sight

    15th|Assassin 9|
    +10/+5
    |
    +5
    |
    +11
    |
    +8
    |+8; Bluff 15, Escape Artist 14, Hide 18, Move Silently 18, Sleight of Hand 15, Spot 18, Tumble 18|Darkstalker|Sneak attack +5d6

    16th|Assassin 10|
    +11/+6/+1
    |
    +5
    |
    +12
    |
    +8
    |+9; Bluff 16, Escape Artist 16, Hide 19, Move Silently 19, Sleight of Hand 17, Spot 19, Tumble 19||+5 save against poison

    17th|Lurk 7|
    +12/+7/+5
    |
    +5
    |
    +12
    |
    +8
    |+9; Bluff 17, Concentration 12, Escape Artist 17, Hide 20, Move Silently 20, Spot 20, Tumble 20||Psionic sneak attack +2d6

    18th|Lurk 8|
    +13/+8/+3
    |
    +5
    |
    +13
    |
    +9
    |+9; Bluff 18, Concentration 12, Escape Artist 18, Hide 21, Move Silently 21, Sleight of Hand 18, Spot 21, Tumble 21|Maiming Strike|Lurk augment (deceptive strike, reach attack, sneak attack undead)

    19th|Lurk 9|
    +13/+8/+3
    |
    +6
    |
    +13
    |
    +9
    |+9; Bluff 19, Concentration 14, Escape Artist 19, Hide 22, Move Silently 22, Sleight of Hand 19, Spot 22, Tumble 22||Evasion

    20th|Lurk 10|
    +14/+9/+4
    |
    +6
    |
    +14
    |
    +10
    |+9; Bluff 20, Concentration 16, Escape Artist 20, Hide 23, Move Silently 23, Sleight of Hand 20, Spot 23, Tumble 23||Lurk augment (two at once)[/table]


    The Cat's Unyielding Stare (PP per day/Powers Known)
    Spoiler
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    {table=head]Level|PP/day|Lurk powers known|Lurk max power level|Assassin powers known|Assassin max power level|Power learned

    1st|
    2
    |
    1
    |
    1st
    |
    -
    |
    -
    |far hand

    2nd|
    5
    |
    2
    |
    1st
    |
    -
    |
    -
    |prescience, offensive

    3rd|
    7
    |
    3
    |
    1st
    |
    -
    |
    -
    |chameleon

    4th|
    11
    |
    4
    |
    2nd
    |
    -
    |
    -
    |knock, psionic

    5th|
    14
    |
    5
    |
    2nd
    |
    -
    |
    -
    |body equilibrium

    6th|
    20
    |
    6
    |
    2nd
    |
    -
    |
    -
    |see invisibility, psionic

    7th|
    21
    |
    6
    |
    2nd
    |
    1
    |
    1st
    |dimension pocket

    8th|
    25
    |
    6
    |
    2nd
    |
    2
    |
    1st
    |control light

    9th|
    29
    |
    6
    |
    2nd
    |
    3
    |
    1st
    |burst

    10th|
    33
    |
    6
    |
    2nd
    |
    4
    |
    2nd
    |concealing amorphia

    11th|
    37
    |
    6
    |
    2nd
    |
    5
    |
    2nd
    |clairvoyant sense

    12th|
    43
    |
    6
    |
    2nd
    |
    6
    |
    2nd
    |levitate, psionic

    13th|
    49
    |
    6
    |
    2nd
    |
    7
    |
    3rd
    |toughsight

    14th|
    55
    |
    6
    |
    2nd
    |
    8
    |
    3rd
    |greater concealing amorphia

    15th|
    61
    |
    6
    |
    2nd
    |
    9
    |
    4th
    |dimension door, psionic

    16th|
    72
    |
    6
    |
    2nd
    |
    10
    |
    4th
    |modify memory, psionic

    17th|
    84
    |
    7
    |
    3rd
    |
    10
    |
    4th
    |ubiquitous vision

    18th|
    91
    |
    8
    |
    3rd
    |
    10
    |
    4th
    |speak with dead, psionic

    19th|
    97
    |
    9
    |
    3rd
    |
    10
    |
    4th
    |eradicate invisibility

    20th|
    104
    |
    10
    |
    4th
    |
    10
    |
    4th
    |freedom of movement, psionic[/table]


    Dead mouse on your porch?(Ability Scores)
    Spoiler
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    32-point buy
    {table=head]Ability|Bought|Racial|Final|4th|8th|12th|16th|20th

    Strength |10|-2|8|-|-|-|-|-

    Dexterity |16|+2|18|-|-|-|-|19

    Constitution |12|-|12|-|-|-|-|-

    Intelligence |16|-|16|17|18|19|20|-

    Wisdom |10|-|10|-|-|-|-|-

    Charisma |12|-|12|-|-|-|-|-[/table]


    The Scratching Post (Level Highlights)
    Spoiler
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    Level 1 At this point, Tom's primary role is that of a scout, between his high stelath abilities, darkvision and scent. His far hand power, provided he can supress the manifestation, makes him a decent filcher of items (Sleight of Hand +7 modifier, as a feline). He's not a burglar by any means, but he can get into some unexpected places simply by virtue of his size and ranks in Escape Artist (+7 modifier, as a feline). The central problem with Tom right now is that he doesn't get the bonus Weapon Finesse feat that actual cats do (as feline: -2/-2/-7).

    Level 5: Having taken Weapon Finesse, Tom can now actually hit opponents (as feline: +10/+10/+5), potentially dealing 4 points of Intelligence or Wisdom damage with his newly acquired mental assault augment. Amount other things, Tom can send animals into a coma with a single swap, and seriously impair the abilities of wizards and clerics. However, this is an expensive tactic in terms of power points, and can only deal the full four damage three times a day. Tom's other augments are situationally useful, but none of them are quite as devastating as mental assault. Withpsionic knock, it's gotten even harder to keep Tom out of places.

    Level 10: Now a skilled assassin, Tom's power has mainly expanded laterally, giving him more options. His +3d6 sneak attack isn't as dangerous as a full rogue, but his attacks are more likely to hit, at +14/+14/+9, sans any sort of augmentation. His dimensional pocket power makes him an even more adept filcher of small items, since he can just make them disappear. Among other uses, this means that Tom, posing as the familiar of the party mage, can smuggle a weapon/component pouch/holy symbol into otherwise safe locales. Tom has also picked up the mindlink power, allowing him to co-ordinate with the party at large, whether scouting or staging simultaneous attacks. As a solo operator, and open to the DM's discretion, Tom might be able to use this power to drive a target insane, making a bond with them while they sleep and whispering into their dreams. His assassin training also comes into play in the long term, allowing him to use far hand to discretely apply injestion-based poisons.

    Level 12: Having picked up the Confound the Big Folks feat, Tom can now make use of the Knee Striker tactical option to catch anyone of Medium size or larger flat-footed. Combined with a +4d6 sneak attack and the ability to deal 5 Intelligence or Wisdom damage a round, makes Tom a dangerous foe, and represents one of the sweet spots of this build.
    Complete Build
    Spoiler
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    Tom, the Leopard's Paw (feline form)(CR 12) – Male Tibbit - Lurk 6/Assassin 6 - CE Tiny Monstrous Humanoid (shapeshifter)
    DETECTION – darkvision 60ft, scent, Listen +0, Spot +17; Init +9; Languages Common, Draconic, Feline, Gnome, Halfling, Undercommon
    DEFENSES – AC 17, touch 17, flat-footed 12 (improved uncanny dodge); hp average 54 (12 HD); FORT +5 (+8 vs poison), REF +15, WILL +7
    ACTIONS – Spd 30 ft.; Melee claws +15/+15 (1d2-4), bite +10 (1d3-4); Space 2.5 ft.; Reach 0 ft.; BAB +8/+3; Grapple -4; SA death attack (DC 20), lurk augment (additional sneak attack, unfocusing strike, solid strike, stunning attack, ignore concealment, mental assault) 10/day, psionic sneak attack +1d6, sneak attack +3d6; Combat Feats Confound the Big Folk, Underfoot Combat
    SQ feline transformation, improved uncanny dodge, initiative boost, poison use
    STR 3 (-4), DEX 20 (+5), CON 12 (+1), INT 19 (+4), WIS 10 (+0), CHA 12 (+1)
    FEATS: Confound the Big Folk, Expanded Knowledge (mindlink), Mind Mask, Underfoot Combat, Weapon Finesse
    SKILLS: Balance +10, Bluff +11, Concentration +10, Escape Artist +18*, Hide +28, Jump -2*, Move Silently +20, Sleight of Hand +16, Spot +17*, Tumble +20
    *+2 racial bonus
    PSIONIC POWERS: PP: 43
    Lurk ML 6; powers known: body equilibrium, chameleon, far hand, offensive prescience, psionic knock, psionic see invisibility
    Assassin ML 6; powers known: burst, clairvoyant sense, concealing amorphia, control light, dimensional pocket, psionic levitate
    POSSESSIONS: none (88,000gp standard wealth by level)

    Level 15: Tom continues much in the same vein as he has, albeit with an increased sneak attack and sweet, sweet psionic dimension door for those grapples he couldn't otherwise get out of. Darkstalker just means that he can finally sneak up on those bloody dogs. Or possibly, by this point, those mindflayers with mindsight.

    Level 20: With the addition of Maiming Strike, Tom can finally terrify sorcerers and other Cha-based to the same extent that he's been Int- and Wis-based casters. Between his naturally high Hide and Move Silently modifiers, Darkstalker and hide in plain sight, he's more or less undetectable. Moreso because he isn't by default reliant on magical items. The ability to activate two lurk augments at once provides a fitting capstone, just for the thrill of damaging every single mental ability at once.

    General build notes: In all honesty, this build is designed to make wizards fear housecats at all levels. The best way to kill wizards, as the opening quote and the Joker Bard build/philosophy show, is to come at them from an unexpected angle. Get inside their guard ("Oh, it's just a cat. No magic auras, it's clean."), steal their spellbooks (dimensional pocket), hit them in strange places (all the various mobility skills/powers), attack their Intelligence (mental assault) and never, ever fight fair (sneak attack). Tom doesn't have the raw sneak attack damage of a pair of Dvati twins, but precisely applied, he shouldn't need it.

    But why the Assassin prestige class? The concept isn't irrevocably tied to this specific class, but it provides the best choice. From a role-playing perspective, it provides a motivation to go after wizards. It offers sneak attack and death attack, to take advantage of the wizard's low hit points and Fortitude save. The death attack save DC also synergizes with the lurk's abilities being based off of Intelligence.

    Through an alternate class feature (Secrets of Sarlona), it offers psionic powers, which can be manifested by the tibbet in either form. The tibbit cannot cast spells in cat form, making psionics a much better fit. Moreover, the assassin power list offers three very useful abilities that aren't on the lurk's power list:
    Control light: It seems like such a small thing, until you remember that dwarves and half-orcs are the only usual PC races to have darkvision. Sure, a 0-level spell counters it. But that was a standard action they didn't spend casting useful spells.
    Clairvoyant sense: The cat wants to go outside. Because he just used this power, and knows that his compatriots are waiting at the foot of the tower.
    Psionic modify memory: Tom can't affect that much of someone's memory, but how long does it take to establish 'You have a cat, you love this cat' anyway?

    I'll confess, Tom doesn't make much use out of the poison use ability. But combine dimensional pocket and far hand and Tom can get poisons where no one expects them. I'm hard pressed to optimize the bonus on saves against poisons, either, but it certainly isn't a detriment.


    Toys (Magical Items)
    Spoiler
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    Tom is designed to be functional without magical items, but let it never be said that magical items are actively harmful. The feline transformation subsumes weapons, shields, armor and robes, but all other items "shift to adopt a form suitable to a cat... and continue to provide their benefits." The real problem is the magical auras, since alley-cats don't usually walk around with magical collars. As such, Tom should probably enchant most of his items with magic aura. This list only includes the more esoteric items, leaving aside rings of protection, bracers of armor, etc.
    (MiC = Magic Item Compendium):
    Arms: Bracers of Murder (Drow of the Underdark; 8,000gp): Increases the DC of Tom's death attack, and gives the (minimal) benefit of the deadly precision feat.
    Face: Third Eye: Concentrate (MiC; 10,000gp): All but guarantees that Tom will be able to manifest in perfect silence.
    Ring of Brief Blessing, Ring of Adamantine Touch (MiC; 1,000gp, 6,000gp): Damage reduction can utterly cripple Tom, so any way to overcome it is good.
    Throat: Wyrmfang amulet (MiC; 1,350gp): Pick one of these up, since it lets Tom bypass DR/magic. If I could only give Tom one magical item, it'd probably be this one...
    Necklace of Natural Weapons (Savage Species; variable price): ...unless the DM was willing to allow this one. It's 3.0, but not updated, which makes it technically legitimate. What this does is allow Tom to apply weapon special abilities to his natural weapons. Go wild.

    Meanwhile, in another alley... (Alterations and Substitutions)[Spoiler]One of the main points to clarify/ask your DM on is whether or not a tibbit gets the feline skill bonuses while in cat form.

    Alternate feats:
    Craven (Champions of Ruin): I'm not a huge fan of the fluff of this feat, but it adds consistent damage, cancelling out his penalty from Strength.
    Staggering Strike (Complete Adventurer): another strong feat for sneak attackers. Combined with Lurk Augments, it can effectively stun-lock an opponent, at least long enough for the warrior to let off a few full-attacks on them.
    Extra Lurk Augment (Complete Psionic): More nova capability never hurt anyone.

    Potentially useful skill tricks include Back on Your Feet, Easy Escape, Escape Attack, Quick Escape and Slipping Past. But Tom's starved for skill points as is.

    Alternative: Psionic Rogue instead of Lurk:
    I went with the lurk because it had more nova capability, something that an assassin should be able to exploit by dictating the terms of the encounter. However, if Tom was being used in a non-assassination context and in a party, I'd consider switching him over to Psionic Rogue 5/Assassin 10/Psionic Rogue +5 for a more consistent performance.[Spoiler]
    The Litterbox (Sources)
    Spoiler
    Show
    Dragon Compendium, Volume 1: Tibbit race
    Complete Psionic: Lurk class
    Dungeon Master's Guide: Assassin prestige class
    Secrets of Sarlona: Assassin ACF: Psionic Assassin (replaces spells), Mind Mask feat
    Player's Handbook: Weapon Finesse
    Expanded Psionics Handbook: Expanded Knowledge feat
    Races of the Wild: Underfoot Combat feat, Comfound the Big Folk feat
    Lords of Madness: Darkstalker feat
    Exemplars of Evil: Maiming Strike feat

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  21. - Top - End - #171
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    Default Re: Iron Chef Optimization Challenge XVI

    I feel adrenaline rush
    It's just the final touch
    You can kiss your ass goodbye

    - Iron Maiden, Assassin
    Quote Originally Posted by Spoons
    Spoons McGee

    The bastard son of a Galhadda scion McGee was abandoned at birth, and like many other halfling orphans was raised by the Boramar Crime family through their network of Jorasco Orphanages. As he grew up he learned that it was only the Boramar that provided for him, only the Boramar who saved his life, and only the Boramar worth serving.

    Though he manifested the mark of hospitality early on, he had no reason to try and join his parents house, as far as he knew, they didn't want him, and he didn't want them either. He largely ignored the dragonmark and focused on developing a latent psychic ability to better serve his new family.

    Unlike many other foundlings, McGee soon found he had a taste for the messier business that Boramar involved itself with, first working as a spy, and in time a specially trained assassin. He earned his nickname when he killed a reclusive shifter weapons merchant with ten silver spoons, while never actually entering the well defended compound.

    Years later, a Black Dog working for house Galhadda had decided that his mission in life was to destroy organized crime in the metropolis of Sharn. Spoons McGee tracked him down, used blunt objects to beat him within an inch of death. But he did not kill the black dog, at least not right away.
    He first learned the secrets of the ancient order, before turning them on his prisoner.

    Spoons is feared in the criminal underworld, as no other assassin can kill through walls. And not even the changelings are able to watch as well as Spoons. Lastly, he enjoys his work, and is loyal to none but the Boramar family.

    Profile of the Spoon's Abilities:
    Spoiler
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    ”Spoons”
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Psychic Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Hide 4, MS 4, SoH 4, Bluff 4, UPD 4, Psicraft 2, Craft Poison 4, Concentration 4|Least Mark (Purify Food)|Sneak Attack +1d6, Trapfinding

    2nd|Psychic Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Hide 5, MS 5, Disguise 5, SoH 5, Bluff 5, UPD 5, Psicraft 2.5, Craft Poison 5, Concentration 5||Evasion

    3rd|Psychic Rogue 3|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Hide 6, MS 6, Disguise 6, SoH 6, Bluff 6, UPD 6, Psicraft 3, Craft Poison 6, Concentration 6|Darkstalker|

    4th|Psychic Rogue 4|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Hide 7, MS 7, Disguise 7, SoH 7, Bluff 7, UPD 7, Psicraft 3.5, Craft Poison 7, Concentration 7||SA 2d6

    5th|Psychic Rogue l|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Hide 8, MS 8, Disguise 8, SoH 8, Bluff 8, UPD 8, Psicraft 4, Craft Poison 8, Concentration 8||Danger Sense

    6th|Assassin 1l|
    +3
    |
    +1
    |
    +6
    |
    +1
    |Hide 9, MS 9, Disguise 9, SoH 9, Bluff 9, UMD 2, Psicraft 4.5|Burrowing Power|Sneak Attack +3d6, Death Attack, Poison Use

    7th|Assassin 2|
    +4
    |
    +1
    |
    +7
    |
    +1
    |Hide 10, MS 10, Disguise 10, SoH 10, Bluff 10, UMD 3, Psicraft 5, Concentration 9||+1 vs Poison, Uncanny Dodge

    8th|Assassin 3|
    +5
    |
    +2
    |
    +7
    |
    +2
    |Hide 11, MS 11, Bluff 11, UMD 5, Psicraft 5.5, Concentration 9.5 ||Sneak Attack +4d6

    9th|Assassin 4|
    +6
    |
    +2
    |
    +8
    |
    +2
    |Hide 12, MS 12, Bluff 12, UMD 7, Psicraft 6, Concentration 10|Expanded Knowledge: Crystal Shard|+2 vs Poison

    10th|Assassin 5|
    +6
    |
    +2
    |
    +8
    |
    +2
    |Hide 13, MS 13, Bluff 13, UMD 9, Psicraft 6.5, Concentration 10.5 ||Sneak Attack +5d6, Improved Uncanny Dodge

    11th|Assassin 6|
    +7
    |
    +3
    |
    +9
    |
    +3
    |Hide 14, MS 14, Bluff 14, UMD 11, Psicraft 7, Concentration 11||+3 vs Poison

    12th|Assassin 7|
    +8
    |
    +3
    |
    +9
    |
    +3
    |Hide 15, MS 15, Bluff 15, UMD 13, Psicraft 7.5, Concentration 11.5|Over Channel|Sneak Attack +6d6

    13th|Assassin 8|
    +9
    |
    +3
    |
    +10
    |
    +3
    |Hide 16, MS 16, Bluff 16, UMD 15, Psicraft 8, Concentration 12||+4 vs Poison, Hide in Plain Sight

    14th|Assassin 9|
    +9
    |
    +3
    |
    +10
    |
    +3
    |Hide 17, MS 17, Bluff 17, UMD 17, Psicraft 8.5, Concentration 12.5||Sneak Attack +7d6

    15th|Assassin 10l|
    +10
    |
    +3
    |
    +11
    |
    +3
    |Hide 18, MS 18, Bluff 18, UMD 18, Psicraft 9, Concentration 12, Craft Poison 11|Expanded Knowledge: Telekinetic Thrust|+5 vs Poison

    16th|Black Dog 1|
    +10
    |
    +5
    |
    +13
    |
    +3
    |Hide 19, MS 19, Bluff 19, Psicraft 9.5, Concentration 18||Heir's Mark, Improved Hospitality

    17th|Black Dog 2|
    +11
    |
    +6
    |
    +14
    |
    +3
    |Hide 20, MS 20, Bluff 20, Psicraft 10, Concentration 20, SoH 15||Death Attack, Dhurinda's Trick

    18th|Black Dog 3|
    +12
    |
    +6
    |
    +14
    |
    +4
    |Hide 21, MS 21, Bluff 21, Psicraft 10.5, Concentration 21, SoH 21|Burrowing Metapower: Telakinetic Thrust|Create Poison, Refine Poison

    19th|Black Dog 4|
    +13
    |
    +7
    |
    +14
    |
    +4
    |Hide 22, MS 22, Bluff 22, Psicraft 11, Concentration 22, SoH 22, Craft Poison 15||Empower Poison, Lost in the Crowd

    20th|Black Dog 5|
    +13
    |
    +7
    |
    +14
    |
    +4
    |Hide 23, MS 23, Bluff 23, Concentration 23, Slight of Hand 23, Craft Poison 22||Dhurinda's Touch[/table]



    Suspected Powers:
    Spoiler
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    Psychic Rogue 1: Sense Link
    Psychic Rogue 2: Compression
    Psychic Rogue 3: Detect Psionics
    Psychic Rogue 4: Precognition, Offensive
    Psychic Rogue 5: Concealing Amorpha

    Assassin 1: Chamealeon
    Assassin 2: Control Light
    Assassin 3: Dimensional Pocket
    Assassin 4: Clairvoyant Sense
    Assassin 5: Psionic Levitate
    Assassin 6: Knock, Psionic
    Assassin 7: Touchsight
    Assassin 8: Greater Concealing Amorpha
    Assassin 9: Psionic Dimension Door
    Assassin 10: Trace Teleport

    Psychic Rogue Power Points: 6
    Assassin Power Points: 27
    Bonus Power Points: 90


    Tools of the Trade:
    Spoiler
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    Assassin's Dagger
    Bracers of Murder (DoTU) / Bracers of the Hunter (SoX)
    Rogue's Vest (DMG 2)
    Wand of Sniper's Eye (SPC)
    Wand of Sniper's Shot (SPC)
    Wand of Golem Strike (SPC)
    Wand of Grave Strike (SPC)
    Wand of Vine Strike (SPC)
    Tome of Intelligence +5
    Headband of Intillect +6
    Third Eye of Concentration / Third Eye of Psicraft



    The Young McGee (5th level)
    Spoiler
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    While not yet an assassin, McGee has a series of tricks that other rogues can't provide. Sense Link is his first scrying ability, letting him see through the eyes of others, and get access to places where he otherwise wouldn't. Compression lets him get to be tiny sized, to become even better at hiding and to fit through spaces otherwise impossible. Lastly Concealing Amorpha gives him concealment, but is not negated by true seeing, allowing him to consistently hide and sneak attack while it is up. At this point he mainly uses throwing weapons, to take advantage of his native halfling abilities. Darkstalker allows him to better sneak past guard dogs and creatures with Blindsight and similar abilities.


    Spoons McGee, the Scry and Die Assassin (15th level)
    Spoiler
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    With his assassin levels Spoons finally gets death attack, which is one of the major focuses of his builds. His most potent combo involves using the Wand of Sniper's Eye to let him sneak attack / death attack from range. He then Clairvoyant Senses the room the target is in. As Clairvoyant Sense doesn't effect the target specifically there is no save or spell resistance check involved.

    He then studies the target for three rounds. Death Attack only requires that you be able to study them, not that you are in the same room as them. From under 60 feet away, and through a wall he then uses a Burrowing Telekinetic thrust to make eventually up to 11 ranged attacks in a single action. As they are individual attacks and not one roll, these telekinetic attacks can benefit from sneak attack. Depending on rules interpretation Spoons either makes one of them a death attack, or all thirteen attacks death attacks.

    Either way, with sneak attack boosting items he does a great deal of damage, through a wall, with total cover to protect against enemy responses. Even scry and die wizards have to deal with enemy responses if they fail to kill the target in the first round. Clairvoyant sense can also be used to help out a party with efficient scouting.

    Lastly, touchsight gives him a detection ability more powerful then true seeing, and levitate and dimension door give him additional mobility lacking in many builds. Against targets immune to sneak attack Spoons just uses a wand of Golem Grave or Vine strike.



    Spoons McGee, The Black Dog (20th level)

    Spoiler
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    Black Dog enhances Spoons death attack to an obscene level, and its other class abilities work well with the base assassin abilities. His most notable method is Dhurinda's Trick. It allows you to use a casting of “Purify Food and Drink” to poison food from range. If someone can see you doing this it is an opposed spot vs slight of hand check.

    Unlike many abilities, Dhurinda's Trick only requires sight. Spoons now uses Dhurinda's Trick to poison a targets food through Clairvoyant Sense while behind a wall. Once the target has gotten poisoned by the food, they are now more susceptable to his death attacks. The other black dog abilities increase the effectiveness of Spoons's poisons.

    In the end Spoons has a DC 39 Death Attack, with items 9d6 sneak attack, and the ability to roll 1s, with 13 attacks as a standard action through a solid wall, including walls of force and similar abilities.



    Lessons of the Assassin
    Spoiler
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    The main thing Spoons gets from Assassin is death attack and psionic powers. With these he is able to set up his main attack, death attack through wall. Other abilities such as improved uncanny dodge increase his survivability. Hide in Plain sight works well with Lost in the Crowd from Black Dog, to hide he needs to have a shadow nearby, or creatures who are bigger then him, which is quite easy when he shrinks down to tiny size. Poisons make creatures more vulnerable to his sneak attacks, and the poison resistance helps against any accident with inhaled poisons. Sneak Attack contributes to the bulk of his damage.

    Lastly, he can kill people with a spoon.


    Statistics and Insanities
    Spoiler
    Show

    Spoons McGee starts with an 18 intelligence, his other abilities don't matter as much. As his DCs, Powerpoints, and attacks with Telekinetic Thrust are all based on intelligence.

    10 Str
    8 Wisdom
    10 Con
    12 Charisma
    16 Dexterity
    18 Intelligence
    23 Intelligence With Level
    28 Intelligence with Tome
    34 Intelligence with Book

    Death Attack DC:
    +12 Int
    +15 Class
    +3 Equipment

    DC 40 Death Attack

    Last edited by true_shinken; 2010-12-10 at 08:53 PM.

  22. - Top - End - #172
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    Default Re: Iron Chef Optimization Challenge XVI

    This one has his own theme song.
    Quote Originally Posted by The Wudang Renegade
    The Wudang Renegade

    First, here’s some mood music (Warning: NSFW Lyrics)
    http://www.youtube.com/watch?v=cbfGkiecl2M
    http://www.youtube.com/watch?v=qwjILuYiBuY

    Many have heard of the infamy and disgrace that befell the 9 Masters of Wudang Mountain when their prize student ran off to peddle his skills as a mere hit man. Feh, the boy never understood the Tao of the Wu if he is content to be a simple butcher. His rhymes could have moved the heavens and the earth itself.

    Cash Rules Everything Around Me
    C.R.E.A.M. get the GP, Plat’num Plat’num Piece, ya’ll.

    I grew up on the thief side, the fantasy fief side
    Stayin’ alive was no jive
    At second hands, moms bounced on old men
    So then we moved to Shaolin Land
    (Enter the Wudang)

    Spoiler
    Show

    The young man known only as the Wudang Renegade began his life in poverty in city slums, where he lived with his mother. He spent his beginning years merely trying to keep his stomach filled, with little thought beyond where his next meal was coming from. A war forced them from their homes into the countryside, where his mother eventually succumbed to starvation and illness.

    While on the road, he was nearly killed by bandits, but was saved by the 9 masters. Years ago, they had been from separate monasteries, but decided that an alliance between the Wudang sword style and Shaolin Shadowboxing could exist, even if it was dangerous. They established a new place of learning at Wudang Mountain. They took the young orphan, now known as the Wudang Disciple, under their wings, and each trained him, be it physically, mentally, or in the ancient art of battlerapping.


    A Young Youth, Yo Rockin’ the Gold Tooth, ‘Lo Goose (5th Level)
    Spoiler
    Show

    From the Man of Methods, he learned to watch his step and protect his neck. Raekwon, the lowly chef and The Venerated Unwashed Hermit both taught him to bring the mother****in’ ruckus, and how to be buck wild with the trigger with styles unbreakable bulletproof (if the youth wanted to get the bow, then shoot). The You-God showed him how to control Da Killa Bee swarm. He learned stealth from the Ghostface Killer, as well as how to catch the blast of a hype verse. Prince Rakim showed him the basics of Shaolin shadowboxing and how to flip the track. The Genius, formerly the Shogun Assassin, briefed the young disciple on the legendary Liquid Sword style.

    But it was under the tutelage of the remaining two that the young disciple flourished. Inquisitive Dek instructed him in the art of using his mind to cloud the perceptions of others, as well as how to bomb atomically, so that Socrates’ philosophies and hypotheses couldn’t define how he’d be dropping these mockeries. Combined with the stealth he’d learned from the Ghostface Killer, the Wudang disciple was able to learn how to use his rhymes as part of his combat style, confusing the minds of men around him. He was then given over to the Master Killer, who taught him in the ways of assassination, guiding him until the time he first became a body dropper and heartbeat stopper.

    At 5th level, The Wudang Disciple is only a Beguiler. He’s learned bluff, stealth, and how to use his illusions and enchantments to move unseen through crowds. At this point he is entirely unremarkable, though he has developed a particularly cerebral style of battlerap, one based more on his ability to see the weakness in his opponents tracks.


    Only way I begin to Gee Off is Drug Loot (10th-15th Level)
    Spoiler
    Show

    The Wudang Disciple was on his way to fulfilling his potential, completing the various training chambers of the monastery. However, when he found himself facing the fabled 36th Chamber that would test his spirit, he was overcome with fear. He fled the monastery, dishonoring each of the masters in the process. Back on the streets and now only known as the Wudang Renegade, he quickly learned that his newfound abilities put him in a somewhat advantageous position.

    At this point, he focuses on his assassin levels. Now that he has sneak attack and poison use, he’s significantly more deadly, and the illusion spells from Beguiler are useful in his stealth. He also quickly learns at this point that how to apply his best leverage, hitting rogues and wizards with poisons and hitting dedicated melee people with enchantments. Also, while he has spells, he tries to use his mundane social skills to get around in the world.


    Let’s Start it Like This Son, Rollin’ with This One and That One, Pullin’ Out Knives For Fun,
    But it was Just a Dream for the teen, who was a fiend. (20th Level)

    Spoiler
    Show

    The Wudang Renegade unfortunately learned that the Clan of Wudang Mountain did not take his betrayal lightly. A new Disciple leading a Killa Bee Swarm found him in a small village, and the ensuing rap battle brought devastation to the valley. The Renegade realized quickly that he needed to join up with a like-minded group in order to protect himself. He also developed his own style, working with stealth, dagger skills, and picking back up his beguiling powers. Now he rolls with different evil groups to ensure his own protection, as well as to get the money, plat’num plat’num piece, y’all.

    By this point, the Renegade has levels in daggerspell mage, which aside from increasing his sneak attack, and allowing 4 more levels of Beguiler spells, also give him some useful tools. He can now double daggercast, which means that he can deliver touch spells through his dagger attacks. Normally, Beguilers don’t get many spells that are touch attacks, but there is Touch of idiocy, which each dagger can hold a charge of. Thus, in combat, he can feint as a swift action, sneak attack a character with each dagger (with Wisdom damage poison applied to his daggers), and deliver two Touches of Idiocy. Then, by the next turn, he’ll feint again, and cast an enchantment (which has a higher DC from the feint) on the person who should, by this point, have a significantly lower will save. If he can charm the target, then he opens the possibility of a charm person stun lock (StabStab. ‘Oh, sorry man, my bad’, StabStab). If things are getting more serious, he can always fall back on dual-wielding hand crossbows and sneak attacking from the shadows.

    He has weapon crystals, one to let him sneak attack undead and the other to let him sneak attack constructs. Also, against mindless undead and constructs, his illusion spells can be used to completely shut them down.


    Do you think your Wudang Sword can defeat me? (20th Level Build)
    Spoiler
    Show

    The Wudang Renegade, NE Beguiler 6/Assassin9/Daggerspell Mage 5
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Beguiler|
    +0
    |
    +0
    |
    +0
    |
    +2
    |4 Concentration, 4 Disguise, 4 Move Silently, 4 Hide, Perform (Battlerapping), 4 Use Magic Device, 4 Search|Apprentice (Entertainer), Combat Expertise|Armored Mage, Trapfinding

    2nd|Beguiler |
    +1
    |
    +0
    |
    +0
    |
    +3
    |1 To all Previous|-|Cloaked Casting (+1 DC), Surprise Casting

    3rd|Beguiler |
    +1
    |
    +1
    |
    +1
    |
    +3
    |1 To all Previous|Weapon Finesse|Advanced Learning

    4th|Beguiler |
    +2
    |
    +1
    |
    +1
    |
    +4
    |1 To all Previous|-|-

    5th|Beguiler |
    +2
    |
    +1
    |
    +1
    |
    +4
    |1 to all Previous|-|Silent Spell

    6th|Beguiler |
    +3
    |
    +2
    |
    +2
    |
    +5
    |1 to all Previous|Improved Feint|Surprise Casting (Move Action)

    7th|Assassin |
    +3
    |
    +2
    |
    +4
    |
    +5
    |1 to all except concentration, Continue the Rest|-|Sneak Attack 1d6, Poison, Death Attack

    8th|Assassin |
    +4
    |
    +2
    |
    +5
    |
    +5
    |1 to All Previous|-|+1 Save vs. Poison, Uncanny Dodge

    9th|Assassin |
    +5
    |
    +3
    |
    +5
    |
    +6
    |1 to All Previous|Two Weapon Fighting|Sneak Attack 2d6

    10th|Assassin |
    +6
    |
    +3
    |
    +6
    |
    +6
    |1 to all previous|-|+2 Save vs. Poison

    11th|Assassin |
    +6
    |
    +3
    |
    +6
    |
    +6
    |1 to all previous|-|Improved Uncanny Dodge, Sneak Attack 3d6

    12th|Assassin |
    +7
    |
    +4
    |
    +7
    |
    +7
    |1 to all previous|Weapon Focus (Dagger)|+3 Save vs. Poison

    13th|Assassin |
    +8
    |
    +4
    |
    +7
    |
    +7
    |1 to all previous|-|Sneak Attack 4d6

    14th|Assassin |
    +9
    |
    +4
    |
    +8
    |
    +7
    |1 to all previous|-|+4 Save vs. Poison, Hide in Plain Sight

    15th|Assassin |
    +9
    |
    +5
    |
    +8
    |
    +8
    |1 to all previous|Darkstalker|Sneak Attack 5d6

    16th|Daggerspell Mage |
    +9
    |
    +5
    |
    +10
    |
    +10
    |1 Perform (Battlerapping), 1 Spot, 1 Listen, 1Hide, 1 Move Silently, 7 Tumble|-|Daggercast

    17th|Daggerspell Mage |
    +10
    |
    +5
    |
    +11
    |
    +11
    |1 to all previous, 6 Knowledge (Arcana)|-|Invocation of the Knife

    18th|Daggerspell Mage |
    +11
    |
    +6
    |
    +11
    |
    +11
    |1 to all previous, 6 Knowledge (Arcana)|Improved Initiative|Sneak Attack 6d6

    19th|Daggerspell Mage |
    +12
    |
    +6
    |
    +12
    |
    +12
    |1 to all previous, 5 Spellcraft|-|-

    20th|Daggerspell Mage|
    +12
    |
    +6
    |
    +12
    |
    +12
    |1 to all previous, 5 Spellcraft|-|Double Daggercast[/table]


    Shame on a Rogue who try to run game on a Rogue (Key Equipment)
    Spoiler
    Show

    2 Virulent, Toxic, Triple Weapon Capsule Retainer Daggers, one with a Greater Demolition Crysatl, one with a Greater Truedeath Crystal
    Poisons last 2 rounds, the Secondary Save comes after 5 rounds instead of 10, and the daggers can store 3 poisons each that can be applied as a swift action.




    Tao of Wu (Attributes and Spells)
    Spoiler
    Show

    Level 1/Level 20
    Str 10
    Dex 15/26 (+5 book, +6 enhancement)
    Con 10/16 (+6 enhancement)
    Int 18/34 (+5 20th Level, +5 book, +6 enhancement)
    Wis 10
    Cha 11/22 (+5 Book, +6 enhancement)
    Int- 18 (+5 20th level) (+5 book) (+6 enhancement)= 34
    Dex- 15 (+5 book) (+6 enhancement)- 26
    Cha- 11 (+5 book) (+6 enhancement)- 22


    Spoiler
    Show

    Beguiler Spells Per Day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|5|3|-|-|-|-|-|-|-|-

    2nd|6|4|-|-|-|-|-|-|-|-

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

    4th|6|6|3|-|-|-|-|-|-|-

    5th|6|6|4|-|-|-|-|-|-|-

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

    17th|6|6|6|4|-|-|-|-|-|-

    18th|6|6|6|5|3|-|-|-|-|-

    19th|6|6|6|6|4|-|-|-|-|-

    20th|6|6|6|6|5|3|-|-|-|-[/table]


    Spoiler
    Show

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



    7th|-|2|-|-|-|-|-|-|-|-

    8th|-|3|-|-|-|-|-|-|-|-

    9th|-|3|2|-|-|-|-|-|-|-

    10th|-|4|3|-|-|-|-|-|-|-

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

    12th|-|4|4|3|-|-|-|-|-|-

    13th|-|4|4|3|2|-|-|-|-|-

    14th|-|4|4|4|3|-|-|-|-|-

    15th|-|4|4|4|3|-|-|-|-|-[/table]


    Raekwon the Chef’s Kitchen
    Spoiler
    Show

    PHB II- Beguiler
    DMG II- Apprentice Feat
    Lords of Madness- Darkstalker
    Complete Adventurer- Daggerspell Mage, Triple weapon capsule retainer
    Drow of the Underdark- Virulent and Toxic weapons
    Magic Item Compendium- Weapon Crystals

  23. - Top - End - #173
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    true_shinken's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    This just got here in the nick of time.
    Quote Originally Posted by Gothias

    Gothias
    Spoiler
    Show
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Shadowcaster|
    +0
    |
    +2
    |
    +0
    |
    +2
    |24|Able Learner|Fundamentals of Shadow, Apprentice Mysteries

    2nd|Shadowcaster|
    +1
    |
    +3
    |
    +0
    |
    +3
    |6|Favored Path: Shutters and Clouds|Bonus Feat

    3rd|Shadowcaster|
    +1
    |
    +3
    |
    +1
    |
    +3
    |6|Shadow Weave Magic|Umbral Sight (30 ft darkvision)

    4th|Shadowcaster|
    +2
    |
    +4
    |
    +1
    |
    +4
    |7|Insidious Magic|Bonus Fundamental

    5th|Shadowcaster|
    +2
    |
    +4
    |
    +1
    |
    +4
    |7||Sustaining Shadow (eat 1 meal/week)

    6th|Assassin|
    +2
    |
    +4
    |
    +3
    |
    +4
    |9|Arcane Preparation|Death Attack, Sneak Attack 1d6, Poison Use, Assassin Spells

    7th|Assassin|
    +3
    |
    +4
    |
    +4
    |
    +4
    |9||Uncanny Dodge, +1 save vs. poison

    8th|Assassin|
    +4
    |
    +5
    |
    +4
    |
    +5
    |9|| Sneak Attack 2d6

    9th|Noctumancer|
    +4
    |
    +7
    |
    +4
    |
    +7
    |7|Practiced Spellcaster (Assassin)|Capture Magic's Shadow

    10th|Assassin|
    +5
    |
    +7
    |
    +5
    |
    +7
    |9||+2 save vs. poison

    11th|Noctumancer|
    +6
    |
    +8
    |
    +5
    |
    +8
    |7||Innate Counterspell 1/day

    12th|Assassin|
    +6
    |
    +8
    |
    +5
    |
    +8
    |10|Ability Boost| Sneak Attack 3d6, Improved Uncanny Dodge

    13th|Noctumancer|
    +6
    |
    +8
    |
    +6
    |
    +8
    |8||

    14th|Assassin|
    +7
    |
    +9
    |
    +7
    |
    +9
    |10||+3 save vs. poison

    15th|Noctumancer|
    +8
    |
    +10
    |
    +7
    |
    +10
    |8|Tenacious Magic|

    16th|Assassin|
    +9
    |
    +10
    |
    +7
    |
    +10
    |10||
    Sneak Attack 4d6

    17th|Noctumancer|
    +9
    |
    +10
    |
    +7
    |
    +10
    |8|| Innate Counterspell 2/day

    18th|Assassin|
    +10
    |
    +10
    |
    +8
    |
    +10
    |10|Shadow Cast|+4 save vs. poison, Hide in Plain Sight

    19th|Noctumancer|
    +11
    |
    +11
    |
    +9
    |
    +11
    |8||Eldritch Disruption

    20th|Assassin|
    +11
    |
    +12
    |
    +9
    |
    +12
    |11||Sneak Attack 5d6[/table]



    Gothias
    Patron Deity Shar

    Deep Imaskari Shadowcaster 5/Assassin 3/Noctumancer 1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1/Noctumancer +1/Assassin +1

    32 point buy:

    Int: 17 (+2 racial bonus, +5 from levels.)
    Con: 12
    Dex: 9
    Str: 11
    Cha: 11


    DC to detect Assassin spells with Divinations: 32


    Backstory
    [SPOILER]”You remind me of my brother, you know; he always thought he was better than me too. HE was the one with the good looks, while I got skin that looks like f***ing rock! Magic jumped to his fingertips, while I had no magic to turn to at all. Until Shar... sorry, that's the name of my imaginary friend; well, Shar told me that you could take magic from shadows. Was I interested? HELL, I was fascinated. Especially since my wonderful brother had just gone of to some wizardy college or some such. So I decided to teach myself these “mysteries of shadow”. And bide my time. Always bide my time.
    Sorry, I got carried away. Anyway, while he went to learn some fancy schmancy wizard spells, I looked towards shadows for power. Shar approved.
    1st LEVEL
    Spoiler
    Show
    Gothias starts off as a Deep Imaskari Shadowcaster. Woo. He has plentiful Int, which will help him later. Right now, the best thing for him to do is bide his time, maybe with a knife at the ready; he always has his fundamentals, though.

    Where was I? Oh yes, the training to kill my hated brother. I taught myself shadowy magics, until one of the local girls spotted my shadow moving weirdly. Of course, it was only Shar doing the other part of my “magic”, but of course, she thought I was possessed by a demon. So I had to kill her before she ran home to tell people. Bothersome, as I actually had a sort of crush on the girl; oh well, necessities are necessities. Of course, when I came bearing news of her death, they immediately suspected me, even though I looked quite innocent. I was sentenced to be killed the next day, but of course, they left the cell unguarded, not realizing that I wasn't some child who would feel repentance for his deed, not a man who had killed out of need... and then found that he liked how it was. The blood. Watching the blood pour out of her throat, after I slashed it open with a rock... imagining it was my oh so great brother! Ha, I felt more alive, more powerful, at that moment than ever before. So I broke out, and killed all of the villagers in their sleep. Mostly for fun. It was a proper revel. Shar approved.
    6th LEVEL
    Spoiler
    Show
    Gothias has now reached our secret ingredient, and boy does he enjoy it! Also, with Shadow Weave Magic, Insidious Magic, and that high Int score, he actually is quite a potent murderer, due to Death Attack DCs, and the fact that any buffs he throws on himself are harder to detect, making him stand out less like a Christmas tree in summer. He also only needs to eat once a week, and he can see 30 feet in total darkness, meaning that he a. doesn't take up party resources getting fed, such as with spells that create food or monetarily, and can make a decent spy in a pinch, if you don't have anyone else for the job, as he can stalk in total darkness. Start to play a bit more like a rogue now; due to your Sneak Attack die, which, while not too great, is still nice, as you can DA with your Arrow of Dusk fundamental. And I actually have use of my Spell Clutch racial ability; 1 more use of a first level spell is useful, though not too powerful.

    After that, I wandered a bit. Didn't stay anywhere for too long; had to kill people too much. Got a bit bothersome. Of course, the law started following the trail of corpses, but I didn't CARE. All I cared about was finding my. PERFECT. Brother. I knew that I wouldn't be able to win any contest of magic with my brother, but Shar, lovely Shar, told me of a secret method of gaining spells by killing. Of course, that was right up my alley, so, excuse my pun, I preyed in the alleyways. I performed the rituals, and felt a hateful magic spring up in my chest. It felt WONDERFUL. I've never felt more, how do you put it? Dangerous. So, with this lovely magic, I felt like I could take on the world! But Shar, blessed Shar, told me of a way to gain the power to control other people's magic. It was a mixture between my lovely new magic, and my old Shadowy, mysterious powers. So I took it; I took the opportunity. And then, I luxuriated in the looks on the faces of the mages I killed, their lovely surprise when their spells failed. Because they couldn't see my magic... and I didn't care about theirs. It was excellent. Shar approved.
    11th level
    [SPOILER]Gothias has some more Shadowcasting progression, a second SA dice, and the ability to make any dispellings/counterspellings he performs supply him with power. He also has Uncanny dodge, which is useful, though not indispensible; what's even more interesting is 3rd level spells. Mm-mm good. Now, Gothias is starting to take the dispelling Mysteries, so he has some nice counterspelling/dispelling abilities. Not too nice, but fun. Also, his 1st through 3rd level mysteries are treated as Spell-Like abilities. So that's something.
    Spoiler
    Show

    You know what I found out when I reached the college my brother was supposed to be learning at? I learned that he had never enrolled there. A little persuasion, and a whole lot of torture, finally let me follow his trail back to where he 'died'. Like that would happen; I had to be the one to kill him, me ME! You understand? He didn't die from some random accident! So I wandered in a blind rage, killing as the whim took me; in other words, not much changed, except that my little list of things to do to my brother before I killed him grew. Considerably. Shar approved. You know how I know she approves? Well, I once walked into a meeting of people who said they worshipped Shar. Well, the only Shar that exists is my Shar, and I told them so, quite emphatically in fact. Turns out the Shar they worship is my Shar! Oh, how silly I felt, after killing half of them. And then Shar spoke to me, longer and firmer than ever before, told me that I had been chosen for purposes of her own, and that I had always worshiped her, in my own special way. Then she told me to go have fun. So I did.
    16th LEVEL
    Spoiler
    Show
    Gothias can now counterspell any spell cast at him as an immediate action, as long as he has a spell or mystery of equal or higher level to use; only 1/day, for now. Other than that, your buffs are better, tougher to detect and dispel, and include Shadow Form, the reason you should spend ranks on Escape Artist; walking through Forcecage or Walls of Force is fun!, also, other buffs like Deathsight and such.

    So, then I figured it out! My brother is alive! Someone so brilliant wouldn't die from a carriage accident. So I tracked you down... Brother. Shar approves!”
    “I... I don't know what you're talking about”
    Make that DC 30 Fortitude save to live.


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

    1st|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-

    6th|2/2|-|-|-|-|-|-|-|-

    7th|3/3|-|-|-|-|-|-|-|-

    8th|4/3|1/2|-|-|-|-|-|-|-

    9th|5/4|2/3|-|-|-|-|-|-|-

    10th|5/4|3/3|1/2|-|-|-|-|-|-

    11th|5/4|4/4|2/3|-|-|-|-|-|-

    12th|5/4|5/4|3/3|1/2|-|-|-|-|-

    13th|5/4|5/4|4/4|2/3|-|-|-|-|-

    14th|5/4|5/4|4/4|3/3|-|-|-|-|-

    15th|5/4|5/4|4/4|4/4|-|-|-|-|-

    16th|5/4|5/4|4/4|4/4|-|-|-|-|-

    17th|5/4|5/4|4/4|4/4|-|-|-|-|-

    18th|5/4|5/4|4/4|4/4|-|-|-|-|-

    19th|5/4|5/4|4/4|4/4|-|-|-|-|-

    20th|5/4|5/4|5/4|4/4|-|-|-|-|-[/table][SPOILER]

    Mysteries Known
    Spoiler
    Show

    Fundamental:
    Arrow of Dusk 4/day, Mystic Reflections, and Umbral Hand 3/day

    Apprentice Mysteries (2/day spell-likes)
    Dusk and Dawn +1 use
    Shadow Skin +1 use
    Dancing Shadows +1 use
    Life Fades
    Flesh Fails
    Umbral Touch

    Initiate Mysteries (1/day as Arcane spells.)
    Warp Spell
    Echo Spell
    Flood of Shadow
    Shadows Fade
    Unravel Dweomer


    Sources
    Spoiler
    Show
    Core, Player's Guide to Faerun, Tome of Magic, Dragon Magazine Compendium.
    Last edited by true_shinken; 2010-12-10 at 08:59 PM.

  24. - Top - End - #174
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    Default Re: Iron Chef Optimization Challenge XVI

    I couldn't resist, I have to post this song:
    Suteeji bakuhatsu sanbyoumae san ni ichi kirikiri mai
    Kirikiri mai kirikiri mai
    Kirikiri mai kirikiri mai nousatsu nousatsu
    Dokkaan saibou houkai dokkaan orenji ga sennou

    - Orange Range, Kirikirimai
    Quote Originally Posted by Kamaitachi
    Kamaitachi
    NE pixie swashbuckler3/swordsage2/exotic weapon master1/assassin10

    Once upon a time...
    Spoiler
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    We're not your father's fey
    In the dark caves of Pandemonium, where maddening winds rage in the darkness, dwells the Unseelie Court - the divine kingdom of the evil fey. Ruled by beatiful and malicious Queen of Air and Darkness, the fey travel with the winds, seeking new amusements. And among such amusements, the funniest are the adventurers. There is a chant between the planewalkers, that sometimes, winds of the chaotic caverns of Pandemonium bring not only whispers and mourning, but actual wounds, appearing for no reason. They call this phenomenon "kamaitachi" - by the word, brought by a strange human from Prime world of Rokugan. It means "weasel with a kama" - a spirit, that lurks in the wind and cut the flesh. Well, maybe there is such spirit in Rokugan. But on Pandemonium, Kamaitachi is one of the most wicked Knights of the Unseelie court. Don't be fooled with "Knight" - it's nothing more, than court title, an in fact, Kamaitachi obeys no code of honor, being a cold-blooded killer. He travels with the winds to find next berk, who angered the Queen, occasionally wounding planewalkers just for fun.


    Abilities

    STR 6 (-2)
    DEX 24 (+7)
    CON 14 (+2)
    INT 20 (+5) -> 24 (+7) via levelups
    WIS 14 (+2)
    CHA 20 (+5)

    Build step-by-step
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    Kamaitachi
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Swashbuckler|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Hide+4; Move Silently+4; Disguise(cc)+2; Spot(cc)+2; Listen(cc)+2; Craft (Weaponsmithing)+3; Bluff+1 |Exotic weapon proficiency (spiked chain); Dodge(b); Weapon Finesse(b)|Weapon Finesse

    2nd|Swordsage|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Hide+1; Move Silently+1; Concentration +5; Listen+3; Bluff+1 |-|Quick to act+1; Discipline focus (Shadow Hand) Weapon focus

    3rd|Swashbuckler|
    +1
    |
    +1
    |
    +0
    |
    +0
    | Hide+1; Move Silently+1; Disguise(cc)+1; Spot(cc)+1; Listen+1; Bluff+2|Shadow Blade|Grace+1

    4th|Swashbuckler|
    +1
    |
    +0
    |
    +1
    |
    +1
    | Hide+1; Move Silently+1; Listen+1; Bluff+2; Diplomacy+4|-|Insightful strike

    5th|Swordsage|
    +1
    |
    +0
    |
    +1
    |
    +1
    | Hide+1; Move Silently+1; Disguise(cc)+1; Spot(cc)+1; Listen+1; Bluff+1; Diplomacy+3|-|AC bonus

    6th|Assassin|
    +0
    |
    +0
    |
    +2
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use Magic Device+1|Flyby attack|Sneak attack +1d6, death attack, poison use, spells

    7th|Assassin|
    +1
    |
    +0
    |
    +1
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use Magic Device+1|-|+1 save against poison, uncanny dodge

    8th|Assassin|
    +1
    |
    +1
    |
    +0
    |
    +1
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Sneak attack +2d6

    9th|Assassin|
    +1
    |
    +0
    |
    +1
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Versatile spellcaster|+2 save against poison

    10th|Assassin |
    +0
    |
    +0
    |
    +0
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Improved uncanny dodge, sneak attack +3d6

    11th|Exotic weapon master|
    +1
    |
    +1
    |
    +0
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1;|-|Flurry of strikes

    12th| Assassin |
    +1
    |
    +1
    |
    +1
    |
    +1
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Arcane Strike|+3 save against poison

    13th| Assassin |
    +1
    |
    +0
    |
    +0
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|Sneak attack +4d6

    14th| Assassin |
    +1
    |
    +0
    |
    +1
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|+4 save against poison, hide in plain sight

    15th| Assassin |
    +0
    |
    +1
    |
    +0
    |
    +1
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |Darkstalker|Sneak attack +5d6

    16th| Assassin |
    +1
    |
    +0
    |
    +1
    |
    +0
    | Hide+1; Move Silently+1; Disguise+1; Spot+1; Listen+1; Bluff+1; Diplomacy+1;Sense Motives +1; Use magic Device+2 |-|+5 save against poison[/table]

    Spells per day
    {table=head]Level|1st|2nd|3rd|4th
    6th|2|-|-|-|-|-|-|-|-|-

    7th|3|-|-|-|-|-|-|-|-|-

    8th|4|2|-|-|-|-|-|-|-|-

    9th|5|3|-|-|-|-|-|-|-|-

    10th|5|4|2|-|-|-|-|-|-|-

    11th|5|5|2|-|-|-|-|-|-|-

    12th|5|5|3|-|-|-|-|-|-|-

    13th|5|5|4|1|-|-|-|-|-|-

    14th|5|5|5|2|-|-|-|-|-|-

    15th|5|5|5|3|-|-|-|-|-|-

    16th|5|5|5|4|-|-|-|-|-|-
    [/table]

    Spells Known
    {table=head]Level|1st|2nd|3rd|4th
    6th|2|-|-|-|-|-|-|-|-|-

    7th|3|-|-|-|-|-|-|-|-|-

    8th|3|2|-|-|-|-|-|-|-|-

    9th|4|3|-|-|-|-|-|-|-|-

    10th|4|3|2|-|-|-|-|-|-|-

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

    12th|4|4|3|-|-|-|-|-|-|-

    13th|4|4|3|2|-|-|-|-|-|-

    14th|4|4|4|3|-|-|-|-|-

    15th|4|4|4|3|-|-|-|-|-|-

    16th|4|4|4|4|-|-|-|-|-|-
    [/table]

    All table info is shown without items


    The basics
    Assassin needs two things to function properly - one is the Death Attack, so you would want the DC to be the highest, and the other is sneak attack, so you would want it to work as often as possible. Pixie, with it's +6int and permanent invisibility is a answer to both. These little fellows are born assassins. Let's look for ourselves.

    Spoiler
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    ECL 5: Here you enter the game, as a pixie Swashbuckler 1. Well, it's not your best level, you, probably will have troubles hitting anything, that is not an ooze, and you're pretty fragile, too. But you're still invisible flying creature, right - so scout, attack the less armored enemy from nowhere, and use your entangle SLA. Remember, unless you're heavily buffed, you're no frontliner. For now you just have to survive.

    ECL 10: Now that's better. You have both Int and Dex into damage, and maneuvers like Rabid Wolf Strike, or Steely strike to make actual hitting possible. You also have 3d6 Sneak Attack thanks to Assassin's Stance, and with your decent INT score you may start Deathattacking enemy spellcasters, or any other not-too-forty foe, why Flyby Attack covers your need for defence by moving you out of range of counterattack. Oh, and there is WIS to AC - who cares, you don't want to be hit anyway. Be sure to find or buy Deathstrike bracers - there are monsters, immune to sneak attack, you know.

    ECL 15: Aaah, Exotic weapon master - comes in "Flurry of misses" flavor. For not missing use the Wraithstrike - perhaps one of the best assassin's spell. Another feature worth of note is the Versatile spellcaster feat - it will shine very soon. Right about now:

    ECL 16(sweet spot): Here is your best level - you peaked all, this build has to offer. Use Versatile spellcaster to gain extra high-level spells, burn them for Arcane Strike, flurry, repeat. Or just death attack them to...death. The invisibility will stop being your reliable defence, so think of getting your hands on misschance

    ECL 20: Well, it's simply an extension of your power - more sneak attack, more death attack DC, more spells to burn - nothing much. Just be sure to pick up Darkstalker feat - just in case of blindsences and such.


    Recommended items
    First, you absolutely need int boosters. Int gives you spells, melee damage and of course, DC for both spells and Death attack. So keep it high - it's your prime stat.
    Then, you may want to look at the Boots of temporal acceleration (MiC) - makes three-round observation much easier
    Deathstrike bracers - you need them to fight immune to sneak attack monsters.
    Anything you may want to UMD.

  25. - Top - End - #175
    Banned
     
    true_shinken's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    That's the last of them! And a new Iron Chef record with 12 submissions!
    I missed two submissions and only posted them afterwards. Links here. Sorry for being stupid, carry on.

    Get ready! Judge!
    Last edited by true_shinken; 2010-12-11 at 11:56 AM.

  26. - Top - End - #176
    Ettin in the Playground
     
    Cieyrin's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Quote Originally Posted by true_shinken View Post
    That's the last of them! And a new Iron Chef record with 12 submissions!

    Get ready! Judge!
    Man, I can pick 'em when I judge, can't I? First Vigilante, now this...

    It'll be a while before I can significantly judge, as I'm ~150 miles from home (and my books) at the moment, so I can't do any significant judging till Sunday at the earliest. In the meantime, I'll just be amused by the number of kitties that were submitted. Neko kawaii! =^_^=
    Goblin Cannon Crew avatar by Vrythas.
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    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
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  27. - Top - End - #177
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    Grynning's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Holy crap, 12? Whoohoo, that's awesome, and also...somewhat terrifying

    Ok...this is gonna take me a while...probably til Tuesday with the way my schedule's looking.
    My friend and I have a blog, we write D&D stuff there: http://forgotmydice.com/



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    A Guide to Commonly Misunderstood 5th Edition Rules

  28. - Top - End - #178
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    Amechra's Avatar

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    Default Re: Iron Chef Optimization Challenge XVI

    Ooh, nice competition. Pretty.

    One of my lost builds was a Dvati Assassin/Elocater who would effectively flank like a bitch. Like, from the inside of walls. And could also flank with itself...

    It would have been fun. Curse you, computer problems!

  29. - Top - End - #179
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge XVI

    My abandoned (2nd) entry was Death Master/Binder/Assassin/Tenebrous Apostate.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  30. - Top - End - #180
    Titan in the Playground
     
    Lizardfolk

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    Default Re: Iron Chef Optimization Challenge XVI

    Entry I couldn't enter:

    Spoiler
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    was Sage Bard5/Assassin 10/Fatespinner 5 which used Seal Fate + Deathattack

    It was also an Illumnian for the Dex=extra spells ability.


    Sorry I couldn't enter, and thank you Amechra.


    Nice entries everyone! Love them!
    Last edited by Tvtyrant; 2010-12-10 at 11:35 PM.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

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