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  1. - Top - End - #121
    Ogre in the Playground
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    Sep 2011

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Sent. I'm expecting a rather worse performance than Orvalo, but this was rewarding--you learn a lot about the game when doing optimization research.

  2. - Top - End - #122
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Quote Originally Posted by Kazyan View Post
    Sent. I'm expecting a rather worse performance than Orvalo, but this was rewarding--you learn a lot about the game when doing optimization research.
    That's true. Normally I don't take a PrC to the end, usually its just dips. Its much more difficult to make 20 levels worth of a full build.
    Quotes:
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    Quote Originally Posted by Hashmir View Post
    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

  3. - Top - End - #123
    Titan in the Playground
     
    dantiesilva's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    I can not wait to see everyones build, when they are post I will be putting up the build I had thought about just to see how it looks compared to everyone else builds. Again good luck everyone and I can not wait to be your judge.

  4. - Top - End - #124
    Titan in the Playground
     
    Venger's Avatar

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    Feb 2011
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Quote Originally Posted by Amphetryon View Post
    Eight entries so far, with 7ish hours to go; I'd anticipate 12 entries or so at the final bell.
    wow, that's more than I thought would be able to cook up a dish with death delver. good luck, everybody!
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  5. - Top - End - #125
    Troll in the Playground
    Join Date
    Jul 2007
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    Bellona

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    It was close, but my entry is IN! It took me a heck of a lot longer than normal to finish this one, for some reason...
    Optimization Showcase in the Playground

    Former projects:
    Shadowcaster Handbook
    Archer Build Compendium

    Iron Chef Awards!
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    GOLD
    IC LXXVI: Talos
    IC LXXV: Alphonse Louise Constant
    IC XLIX: Babalon, Queen of Bones
    IC XLV: Dead Mists
    IC XL: Lycus Blackbeak
    IC XXXIX: AM-1468
    IC XXXV: Parsifal the Fool
    IC XXX: Jal Filius

  6. - Top - End - #126
    Firbolg in the Playground
     
    OMG PONIES's Avatar

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    Jun 2009
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Quote Originally Posted by Amphetryon View Post
    Eight entries so far, with 7ish hours to go; I'd anticipate 12 entries or so at the final bell.
    I just find it crazy that three of those come from one competitor...I know I've done two at a time, but three? Good on you. If I can judge Dragon Disciple, I should be able to judge this one.

    Quote Originally Posted by Kazyan View Post
    Sent. I'm expecting a rather worse performance than Orvalo, but this was rewarding--you learn a lot about the game when doing optimization research.
    Agreed. Researching builds is how I find all of the tricks and builds I want to try in actual games.
    A few busy weeks IRL...should be back by 4/10.

    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 - #127
    Ogre in the Playground
     
    mattie_p's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    I really wish I could have finished (or started, for that matter) my entry. I had a plan sketched out, but unfortunately for me, RL intervened. Good luck to all competitors, and I wish I could have been with you.
    This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

    Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

    Spoiler
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    Prizes:
    Eglath - 2nd Place Iron Chef XXXII

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  8. - Top - End - #128
    Firbolg in the Playground
     
    NecromancerGuy

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    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    And now it's time for the reveal!

    Please refrain from posting in the thread until after I've given the all-clear. Thanks.

    1. Doctor Herbert West
    2. Dalibar the Nightmare
    3. Cado Norl
    4. TK-421 "Rush"
    5. Reach
    6. The Dark Fantastic
    7. Pino Chio
    8. Mortimus Vozh
    9. Het of Wyrmtooth Mountain
    10. Mina the Undying
    11. Mr. Bibby
    12. Parsifal the Fool
    Last edited by Amphetryon; 2012-07-31 at 09:19 AM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  9. - Top - End - #129
    Firbolg in the Playground
     
    NecromancerGuy

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    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    The doctor is in.


    Quote Originally Posted by Doctor Herbert West
    Doctor Herbert West

    Abilities
    Spoiler
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    Before Strongheart Halfling:
    Str 8 Dex 8 Con 14 Int 16 Wis 16 Cha 14

    After Stongheart Halfling:
    Str 6 Dex 10 Con 14 Int 16 Wis 16 Cha 14

    Ability point boosts go to Int

    Class Breakdown
    Spoiler
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    LN Archivist 5/Death Delver 10/ Nosomatic Chirurgeon 5

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

    1st|Archivist 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4, Know (religion) 4, Know (nature) 4, Know (arcana) 4, Know (dungeoneering) 4, Know (planes) 4, Spellcraft 4 | Least Dragonmark (Mark of Healing: lesser restoration), Practiced Spellcaster (Archivist)|Dark Knowledge (tactics) 3/day, Scribe Scroll

    2nd|Archivist 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Concentration 1 (5), Know (religion) 1 (5), Know (nature) 1 (5), Know (arcana) 1 (5), Know (dungeoneering) 1 (5), Know (planes) 1 (5), Spellcraft 1 (5)||Lore Mastery

    3rd|Archivist 3|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Concentration 1 (6), Know (religion) 1 (6), Know (nature) 1 (6), Know (arcana) 1 (6), Know (dungeoneering) 1 (6), Know (planes) 1 (6), Spellcraft 1 (6)|Knowledge Devotion|Dark Knowledge 4/day

    4th|Archivist 4|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Concentration 1 (7), Know (religion) 1 (7), Know (nature) 1 (7), Know (arcana) 1 (7), Know (dungeoneering) 1 (7), Know (planes) 1 (7), Spellcraft 1 (7)||Still Mind

    5th|Archivist 5|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Concentration 1 (8), Heal 2, Know (planes) 1 (8), Know (nature) 1 (8), Spellcraft 1 (8), Know (dungeoneering) 1 (8)||Dark Knowledge (puissance)

    6th|Death Delver 1|
    +2
    |
    +6
    |
    +1
    |
    +6
    |Collector of Stories (Skilltrick) Know (arcana) 2 (9), Spellcraft 1 (9)|Lesser Dragonmark (Healing:Restoration)|Deathsense, rebuke undead

    7th|Death Delver 2|
    +3
    |
    +7
    |
    +1
    |
    +7
    |Concentration 2 (10), Know (arcana) 1 (9), Know (religion) 1 (10), Spellcraft 1 (10)||Deadened soul, spontaneous casting (cure spells)

    8th|Death Delver 3|
    +4
    |
    +7
    |
    +2
    |
    +7
    |Concentration 1 (11), Know (arcana) 1(10), Know (religion) 1 (11), Spellcraft 1 (11) Spot 2||Death ward 1/day

    9th|Death Delver 4|
    +5
    |
    +8
    |
    +2
    |
    +8
    |Concentration 1 (12), Swift Concentration (skilltrick) Spellcraft 1 (12), Spot 2 (4)|Greater Dragonmark (Healing: Heal)|Diehard

    10th|Death Delver 5|
    +5
    |
    +8
    |
    +2
    |
    +8
    |Know (arcana) 3 (13), Know (religion) 3 (13) ||Fear Aura

    11th|Death Delver 6|
    +6/+1
    |
    +9
    |
    +3
    |
    +9
    |Know (arcana) 1 (14), Know (religion) 1 (14), Spot 4 (8)||Death ward 2/day

    12th|Death Delver 7|
    +7/+2
    |
    +9
    |
    +3
    |
    +9
    |Know (arcana) 1 (15), Know (religion) 1 (15) Spot 4 (12) |Divine Spell Power|Cheat death

    13th|Death Delver 8|
    +8/+3
    |
    +10
    |
    +3
    |
    +10
    |Clarity of Vision (skilltrick) Spot 4 (16) ||Mantle of Life

    14th|Death Delver 9|
    +8/+3
    |
    +10
    |
    +4
    |
    +10
    |Heal 6 (8)||Death ward 3/day

    15th|Death Delver 10|
    +9/+4
    |
    +11
    |
    +4
    |
    +11
    |Heal 6 (14)|Maximize Spell|Nine Lives

    16th|Nosomatic Chirurgeon 1|
    +9/+4
    |
    +13
    |
    +4
    |
    +13
    |Sleight of Hand 5, Conceal Spellcasting (skilltrick)||Heir's mark, nosomatic chirurgy, pestilential touch

    17th|Nosomatic Chirurgeon 2|
    +10/+5
    |
    +14
    |
    +4
    |
    +14
    |Bluff 2, Sleight of Hand 3 (8) False Theurgy (skilltrick)||Plague bearer

    18th|Nosomatic Chirurgeon 3|
    +11/+6/+1
    |
    +14
    |
    +5
    |
    +14
    |Bluff 1 (3), Know (nature) 1 (9), Sense Motive 5 |Mastery of Day and Night|Isolate pathogen

    19th|Nosomatic Chirurgeon 4|
    +12/+7/+2
    |
    +15
    |
    +5
    |
    +15
    |Know (nature) 7 (16)||Nosomatic touch

    20th|Nosomatic Chirurgeon 5|
    +12/+7/+2
    |
    +15
    |
    +5
    |
    +15
    |Bluff 7 (10)||Ascendent carrier[/table]

    Spells Per Day
    Spoiler
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    Archivist Spells per day
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th

    1st|3|2|-|-|-|-|-|-|-|-

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

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

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

    5th|4|4|3|2|-|-|-|-|-|-

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

    7th|4|4|3|2|-|-|-|-|-|-

    8th|4|4|3|2|-|-|-|-|-|-

    9th|4|4|3|2|-|-|-|-|-|-

    10th|4|4|3|2|-|-|-|-|-|-

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

    12th|4|4|3|2|-|-|-|-|-|-

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

    14th|4|4|3|2|-|-|-|-|-|-

    15th|4|4|3|2|-|-|-|-|-|-

    16th|4|4|4|3|-|-|-|-|-|-

    17th|4|5|4|3|2|-|-|-|-|-

    18th|4|5|4|4|3|-|-|-|-|-

    19th|4|5|5|4|3|2|-|-|-|-

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


    Death Delver Spells per day
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th

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

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

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

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

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

    6th|-|0|-|-|-|-|-|-|-|-

    7th|-|1|-|-|-|-|-|-|-|-

    8th|-|1|0|-|-|-|-|-|-|-

    9th|-|1|1|-|-|-|-|-|-|-

    10th|-|1|1|0|-|-|-|-|-|-

    11th|-|1|1|1|-|-|-|-|-|-

    12th|-|2|1|1|0|-|-|-|-|-

    13th|-|2|2|1|1|-|-|-|-|-

    14th|-|2|2|1|1|-|-|-|-|-

    15th|-|2|2|2|1|-|-|-|-|-

    16th|-|2|2|2|1|-|-|-|-|-

    17th|-|2|2|2|1|-|-|-|-|-

    18th|-|2|2|2|1|-|-|-|-|-

    19th|-|2|2|2|1|-|-|-|-|-

    20th|-|2|2|2|1|-|-|-|-|-
    [/table]


    Backstory
    Spoiler
    Show


    The plague had been thriving as long as anyone who was still mortal could remember. While those of sufficient affluence were attaining lichdom, ascending (or descending, depending on one's point of view) to vampires, or giving into easier forms of immortality that required less conviction, the ranks of the living were fewer and fewer with each passing year. Those who were less well off had little choice but to succumb.

    It had not always been this way, of course. Doctors were of course ready and willing (though not able) to cure the disease when it was first discovered. The point of origin was known once, but had since been lost to the sands of time. It is now agreed upon that it was tropical in origin. Whoever had been its original bearer either originated from, or had visited the lush jungles of Xen'drik. That was where the search for a cure had begun. After all, so many medicines were discovered in the darkest parts of the jungle. Since this was where the disease had been traced to, those who set out on the initial expedition were optimistic.

    House Lyrander, eager as always to show off how vital their oh-so-precious fleet of airships were, were happy to offer their services, with the understanding that their philanthropic efforts would not go unreported in the Korranberg Chronicle, of course. The ship was stocked with the best and brightest House Lyrander had to offer, with the finest researchers and field operatives House Jorasco could spare. While there were undoubtedly older and wiser doctors available, they were no longer young halflings, and could not go flitting off to the jungle, no matter how great the possible return and accolade could be. Besides, while the adventurers who dug the antidote from some desolate, underground grotto may receive considerable representation in the Sharn Inquisitive, the Korranberg Library would give credit where credit was due, to the doctors who actually developed the cure, not simply the couriers who delivered it. Having one's name in medical journals for generations to come, being the one who cured this disease, great and terrible, it was truly a bid for immortality.

    The heady concoction of fame led to a quiet sort of civil war within House Jorasco. After all, there were no accolades for being the second doctor to discover the cure. While officially, the house had financed one expedition team to comb Xen'drik's jungles, sparing no expense to outfit their explorers with the finest available equipment, there was no practical way for them to be sure that members of the house would not send their own teams of adventurers, or happen to request personal time coinciding with the joint effort Jorasco was taking with Lyrander, which came to be known as the Panacea Project. While not completely accurate, it was catchy and easily abbreviated, the brainchild of some intrepid newspaperman that now drifted in one of Lyrander's ships, off toward the deep unknown that was Xen'drik. A good name would get the public to talk about it, to watch the results of Project Panacea and to finance it accordingly. If nothing else, it would help Jorasco pay Lyrander's fees that were as exorbitant as they were omnifarious.

    While Jorasco itself may have been able to afford Lyrander's services, its members working on their own, or those who chose instead to hire underlings to brave the danger for them, usually could not. As a result, their means of transport to Xen'drik were slower, less reliable, and not always successful. While it was not exactly the rule that these extracurricular expeditions lost their way, sometimes to fatal ends, it could not be said that it was particularly rare.

    This was exacerbated by the more direct intervention these parties took towards one another, intervention that did more damage to their ultimate goal than all the sea serpents, tsunamis, and whirlpools the Thunder Sea could offer. While the exploratory groups outside of the one supported by Lyrander did not officially exist, certain elements were aware of their existence, most notably the secret crews themselves. It would come that the groups would interact with one another, be it by sea or land, though the number that did ultimately reach Xen'drik were far fewer than those who did not.

    While the general public was more or less oblivious to the goings on within Jorasco, the crews that the fame-hungry members were not. If they were being hired to deliver the antidote behind the backs of Jorasco's elders, who was to say that others weren't as well? This led to their being extremely wary, and often times distrustful of ships that they encountered on the way to Xen'drik, assuming they too were on a secret exploratory mission. Just as the crews were supposedly fishermen, travelers, or cartographers, they were suspicious of other supposed transients they passed on their way to Xen'drik. The warnings of the disease here worsening were ignored, though sometimes rightly, sometimes wrongly, to be a trick by rival parties to dissuade them from their mission.

    Since secrecy was paramount to all these agents in Jorasco, communication was necessarily slower than was ideal. When it came to light that due to acts of petty sabotage and the importance of hiding their true purpose in Xen'drik was slowing their progress considerably, the Jorasco financiers were not happy. Some simply abandoned their quest, figuring that it was more trouble than it was worth, others, determined, instructed their hirelings to stay the course. Still others took different, more drastic actions.

    What were traditionally regarded as undesirable elements were ultimately introduced into the quest. The questions that their employers had to address were: Who does not need to give an excuse for their behavior in uncharted waters? Who will be unlikely to avoid incurring suspicion by frightening other ships away? Most of all though, who would be willing to undertake such a dangerous and potentially lethal mission and forego their chance at fame for discovering such a useful medicine?

    The answer to all these questions was, of course, pirates. Slowly but surely, the rival teams that were either in Xen'drik itself or still making their way to its shores began to disappear. Whether it was through poor map reading skills, bad intelligence, mutiny, or pirate attack was up for interpretation, since the existence of these teams had been kept strictly confidential.

    Once the pirate crews arrived on the island, they found that as they surmised, they were not alone. They knew they would have to avoid the official Lyrander-Jorasco search parties. They were unable to trifle with them lest they betray their masters' disloyalty to their house. However, they were not completely certain that more than just their own employer in Jorasco would stoop to hiring their ilk. There were many factions on the island, and it was not long before they found one another. While their purposes there may have been the same, it mattered little. Now was a chance to settle old scores, the rivalry between the pirate clans echoing the fierce competition that boiled within house Jorasco.

    Despite their best efforts (some clans better than others) to leave the Project Panacea team alone, collateral damage was a reality when fighting a war. Certain elements within the party succumbed to crossfire. While they did have the finest doctors Jorasco had to offer, the humid atmosphere of the jungle along with foreign germs, jungle rot, and of course, the lurking threat of the disease they were all here to cure, the results in treatment were not always satisfactory, and there were casualties.

    Jorasco was furious, as was Lyrander. They had agreed to provide guidance and transport, not to fight in a war. Lyrander threatened to pull all involvement if their agents could not be retrieved immediately, placing the responsibility on Jorasco. Jorasco countered that it was unable to have predicted the attack by the pirates and that their presence was a mystery, but that just as the members of Lyrander who had agreed to go on the mission had agreed that death to the disease was a possibility, they should too accept death in other forms as from pirates, so they refused to accept responsibility.

    By now, of course, it was too late for those in Jorasco involved in employing the pirates to come clean, as the repercussions would be severe. They had to hope that despite what had happened, someone would discover the cure soon.

    The Panacea Project's exploration party was beginning to grow destitute. They had set off with supplies to last quite some time, but since they had left, the path they had taken had been deemed unsafe by both their houses. Initially, the two factions within the party, Jorasco and Lyrander began to tease one another about whose house would send in the cavalry first as soon as they noticed pirates occupied the island. After the first casualties, their bickering became less friendly, each blaming the others' house for their current predicament. Eventually, they came to agree that Lyrander or Jorasco, they were both abandoned, and they were both stuck with each other. The group vowed to start a new house if and when they returned. They would call it Panacea, and they would travel to and treat medically those embroiled in someone else's war. This was, if any of them survived to make it back to the mainland.

    Their numbers dwindled until they were but two: Dr. Herbert West formerly of Jorasco, and Captain Maximilian Stell'urlo, formerly of Lyrander. The rest had succumbed either to the disease that swarmed invisibly around them, or to the pirates that fought recklessly with one another across the island. Their ship past the point of return after a strafing by a conjured swarm of lightning beetles, they would be going nowhere soon, and their goal for the moment was to find a temporary reprieve from the looming crack of gunfire and the screams the dying.

    They could remember a time it would have chilled them, but now they felt nothing. They came upon a great, crumbling ziggurat. Its immensity spoke of it being crafted by giants, since though the ruins of Xen'drik's ancient drow were mammoth, they were nowhere this size. The two looked over the front door for a long while, attempting to ascertain whether or not it was trapped, their experts in the field long since deceased.

    While Stell'urlo was unable determine whether the door was trapped, he was able to decipher the enormous writing over the archway, in an ancient, obscure dialect of Giant:

    ABANDON ALL HOPE YE WHO ENTER HERE

    West remarked that it was a bit late for that, which almost drew a smile from Stell'urlo.

    They decided to go through the door since it could scarcely be worse than their current situation. They entered and looked around, each stair requiring their combined efforts to climb. As with the pyramids of old, there appeared to be less space on the inside than the exterior would have one imagine. They came to the final chamber, sunlight streaming in through myriad cracks in the giant blocks of stone, held tenuously together by strands of creeping vines that West found strikingly similar to a creature's vascular system.

    In the center of the room, on a large dais, lay a stone sarcophagus, colossal to behold. In their current state, the two didn't feel up to lifting it, though they agreed they might as well, since they had little to lose.

    Stell'urlo was able to decipher the inscription on the top of the lid in the same language as outside:

    "YOU WILL FIND WHAT YOU SEEK WITHIN"

    West picked up one of the spiders crawling around the top of the sarcophagus, a spindly thing that wasn't one of the venomous species. He drew the words of power from his prayerbook, mercifully surviving the humidity of the jungle, and set it down as it began to grow. With a flick of his fingers, West gestured to the coffin. The spider picked it up in a pair of gargantuan forelegs and set it down with an echoing thud.

    West and Stell'urlo were standing well back and instinctively covered their noses as a foul looking mist rose from the sarcophagus. It flew to the monstrous spider and at once, the creature seized up. It shook and quivered with a frenzied gait that both recognized as symptoms of the disease they had come here to cure so long ago. It collapsed to the floor on its back, its legs curling up around it.

    Stell'urlo braced himself for combat. Though one may not be able to fight a disease as one would a man, there was no reason to simply lie down and die. West readied a spell, ready to collapse the ceiling on whatever appeared before them.

    Though the two saw nothing, they could tell by the way the spider went from twitching to being so utterly still that whatever had been controlling it was no longer present. A form began to coalesce in front of them, imposing in a way neither had ever seen.

    This was one of the giants that had constructed these ziggurats. Judging from his fine decoration, it would be more accurate for West to say that he was the one who had had them constructed. The giant's body was strong, powerful, and so firm and delineated he appeared to be carved from the same material as the building that surrounded him. This could not be said for the consistency of his skin, however.

    In all his experience as a doctor for Jorasco, West had seen terrible things. He had treated a great number of diseases and was not unfamiliar with those who waited far too long to see him until they were barely recognizable as being alive any longer. He had never seen anything as diseased as the creature that now stood before him.

    The traditional garb of this giant's people was not dissimilar to the pharaohs of the far east. His chest was bare, so West could see the muscles, but more importantly, the underlying musculature in places where the skin had sloughed off. The giant's eyes glowed bright yellow, his skin jaundiced and sickly. He looked possessed with a righteous fury like nothing West had ever seen, his face set in two determined scowls, a bloated, malformed tumor bulging on his cheek with a malevolent, evil face glaring into West's soul, mirroring the giant's own expression.

    The giant seemed about to speak, but Stell'urlo cut him off with a single word that reverberated through the empty stone room.

    "Why?"

    The giant sneered a pair of sneers and opened his mouths, the voices harmonizing.

    "Long ago, before this place came to be known as Xen'drik, it was the land of my people. There was no one else for a long long time, until explorers came. At first they seemed harmless. Your kind always does. But before long, my subjects began to get sick. The little folk said it was not their doing, that we lacked immunity to the poisons they had brought with them in their meat and their drink and swimming on their lying tongues. They thought me a fool. How else could a creature so puny hope to contend with a kingdom, my kingdom of giants? They would attack us with their disease. Creatures too small and too cowardly to kill a man in a fair fight, but content instead to slip beneath his skin and swim in his guts, to turn his body against him until he succumbs. What way is that to do battle?"

    Stell'urlo was stunned. He spoke haltingly, the dialect that the king was speaking older than he could have put into words.

    "You're over-"

    The giant nodded.

    "We giants were formed from the union of the sky and earth. The sea sprung around us to protect us from those that would do us harm. It was only a matter of time before we had to end this golden age. My subjects were fewer and fewer every day, until it was only I who remained. When an intruder came to this kingdom, this graveyard, my words were not enough to keep him away. He did not understand, and the weapons he used were no longer the slings and arrows I fought against and broke off in my hide so long ago. I trampled many tiny mechanical men before finding their overseer.

    The disease did not kill me as it did my people. It attempted, in its own strange way, to enslave me, to make my strength its own. Without the birth, life, and death of my people, I no longer knew how much time passed, only that the invaders now were more powerful than I could deal with alone, so I did something that shames me greatly to this day.

    When I came to their commander, my rage, my fury, it grew so great that I exploded before him and found my body was gone. I had become that which I hated so much, which I still hate to this day: the disease.

    I saw through the commander's eyes and spoke with his voice. I dragged my stolen body back to its armada and told it to leave, that whatever they were looking for was not there. I left him before the ship sailed. While I may not be able to rescue my people, I can at least protect their memory and tend to their graves, to protect if from people like you."

    The giant stood himself up straight, his head nearly scraping the ceiling, clenching his fists, warped and swollen with rheumatism.

    "Is there no other way?" Stell'urlo said, drawing his sword before he could stop himself.

    "My duty to my people is done. I have found someone to pass my legacy on to."

    West opened his mouth to ask what he meant, but before he could, the king had discorporated and flew into his gullet. Before West could scream, his mouth sealed itself shut.

    "I am the disease, and I am you. You are the disease now.You can use it to destroy, and you can withdraw it to heal. Tell your people that I will have no further quarrel with them as long as my people are not disturbed. Take with you the secret of life and death, and leave me in peace."

    West acknowledged his acquiescence through their mental link. The king flew from his nostrils and picked up the huge lid to the sarcophagus. He lay down within and became once more a mist to sleep forevermore.

    West felt the chills and spasms of disease wracking his body and concentrated in the way he had just now been taught. His dragon mark burned and at once he was better.

    "Let's go."

    "How?" said Stell'urlo.

    "I have an idea."

    He waved a white flag and approached the nearest unengaged patrol of pirates. He noticed one of them was suffering from the disease, blankets piled high on his limp form, even in the sweltering heat of the jungle. He was brought in chains before him and learned he was the captain.

    He lay his hands upon him and drew the sickness into his hand. It swam up the length of his arm like ink and ran into the byzantine loops and whorls of his dragon mark. The man sat up and West knew he had found a way home.


    Suggested Play Tips
    Spoiler
    Show

    You can enjoy the best of archivist casting (all the spells) without having to put up with the worst of it (heavily DM dependent both in finding the spells initially and in the required money involved) by having your death delver list to fall back on in the case that you don't have enough money or don't find many scrolls. Spontaneity is a big part of the build and becomes more apparent as you level up

    Level 5
    Spoiler
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    You're a plain archivist here. Knowledge devotion is quite the boon to you, saving you valuable uses of your dark knowledge ability, and being more generally applicable to different kinds of monsters. Practiced spell caster helps your CL stay relevant all the way to 9 even if it can't be used immediately, and your least dragon mark proudly identifies you as a member of Jorasco and provides later entry to nosomatic chirurgeon. Play him more or less as you would the party's primary caster before you start to lag once you enter death delver.


    Level 10
    Spoiler
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    Your death delver casting is coming into its own now, and you've got restoration as a SLA, so it saves you from having to pay the costly material component, which is pretty sweet. You're immune to fear now, which is great since this is around the point where it starts becoming most dangerous with monsters like night hags being around your average CR if you're in either a large party or a difficult game. Try not to let the party rely on you as the primary caster per se, since you are still throwing around 3rds, but you're far from helpless in a magic fight. Spontaneous cures help you from having to waste slots preparing healing spells. Death delver lacks the slots to make you a good primary healer (besides, who uses CLW anyway?) but it can be a lifesaver to someone who's in the negatives and doesn't have free diehard. Speaking of diehard, your spontaneous cures can help if you get slapped into the low negatives, you can cure yourself to avoid dropping too low in subsequent rounds.


    Level 15
    Spoiler
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    You've got enough ranks in heal, so start collecting diseases. They may not be useful at the moment, but your check should be good enough to treat them successfully, as the DCs involved are usually not all that high. The best disease (besides the excellent standby used in sample text everywhere, mummy rot) is Libris mortis's Gangrenous touch, courtesy of the plague blight (LM, p 116) it deals 1d4 con, but requires a save each round. debuff your opponent's fort save (enervation, curse, etc) and go to town. You don't have nosomatic chirurgeon's isolate pathogen ability just yet, but you will soon, and it allows you to deal diseases that you've treated personally with your contagion SLA (which you can fuel with additional uses from your dragonmark, hence the dragon mark line) so get out there and do your job as a doctor, namely treating people with diseases.

    Divine spell power gives you something to do with your otherwise worthless rebuke pool, and helps further with boosting your archivist CL. Between the bonus from 5 ranks in know (religion) your charisma, and the +3 bonus the feat gives, you should almost always be casting your spells at a higher than normal level.


    Level 18 (sweet spot)
    Spoiler
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    This is probably my favorite part of the build, where everything that I had been planning on for all his levels comes together. Mastery of Day and Night is online, giving maximize spell a reason for existing. All cure and inflict spells you cast are now auto-maximized for free. This is especially handy since you are able to spontaneously cast both of them, which is normally somewhat difficult to do. Be aware that your pestilential touch can't be used to heal undead, so keep this in mind if you're making use of the animate dead spell you get through either archivist or death delver.

    Isolate pathogen is finally available, so you can use your place bearer ability to give people diseases that might actually do some damage. Gangrenous touch, as mentioned earlier, is probably your best bet, but if you wanted to really create some chaos in a town, lycanthropy is perfectly serviceable too. As with many things, which diseases you want to infect people with is a matter of personal taste.

    Now that you have your titular nosomatic chirurgery ability, finding new diseases for your "library" should be much easier due to the bonus you have on saves against them plus the bonus you have to your already quite large heal check.[/b]


    Level 20
    Spoiler
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    You can now scour the landscape for the absolute worst diseases there are without fear of infection. Ascendant carrier makes you wholly immune to disease. Despite the misleading name, you are not actually an asymptomatic carrier of the diseases you come in contact with like cancer mages are. Instead, you simply are unaffected entirely by disease, so the only way you can spread disease is by your plague bearer ability boosted by the wonderful isolate pathogen. Remove disease 1/day is nice too and saves you from having to spend a slot on it.



    Sources
    Spoiler
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    HoH- Archivist, Death Delver
    Eberron campaign setting- least, lesser, greater dragon mark
    CDiv-Practiced Spellcaster, Divine Spell Power
    CChamp-Knowledge Devotion
    SRD-Maximize Spell
    Player's Guide to Eberron- Mastery of Day and Night
    [/QUOTE]
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  10. - Top - End - #130
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Welcome to my nightmare.


    Quote Originally Posted by Dalibar The Nightmare
    Dalibar The Nightmare
    Illusionist 5/ Nightmare Spinner 5/ Death Delver 10
    Spoiler
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    What was I? Starting Stats
    Spoiler
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    Standard Gnome
    Str 7
    Dex 10
    Con 14
    Int 18
    Wis 11
    Cha 14
    Wizard Specialist in Illusion
    ACF: Gnome Substitution levels
    Banned Schools: Evocation, Enchantment
    +1 DC for Illusions(Racial)
    +1 DC for Illusions(Feat)


    Who am I? The Background.
    Spoiler
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    Forward:Gnomes are often known for their “pranks”. The said purpose of these pranks is to bring joy and energy to those around the Gnome. However, do consider for a moment a gnomish village, with 500 or so Gnomes. Imagine that each Gnome preforms a single prank each week, that's about 71 pranks each day. The odds of someone getting hurt are surprisingly high, and yet you never hear about said problems. Well, that's about to change. This is the story of a broken Gnome who became a legend. This is the story of Dalibar The Nightmare.

    It was the second month of the new year, and the village of Blue Leaf was starting to plant crops for the next year. Young Dalibar(his birth name is unknown) was only 26 this year. Old enough to start using some of the magic abilities of his race, he was going to start training as an apprentice. Dalibar's nerves were high so his new teacher decided to pull a prank on the boy to lighten the mood. All we know is that the prank involved Cake, a Playground, a badger, a Chef, and a near-death experience. The boy woke up several days later lying in bed with many cuts and burns. From that day forward, Dalibar became a sour child because he had faced the greatest of fears at a young age.

    “There is only one fear which is universal, Death.”- Raldin, Cleric of the village.

    The young boy did continue with his apprenticeship and became a specialist in illusion magic like many other gnomes. Between his powerful personality, and his keen intellect, he may have been a great Gnomish leader. But as he grew in power, he was always focused on that primal fear that all people face. The first time he tapped into this knowledge was when he started focusing on scaring his opponents away. However, this delight in others' fear grew into an obsession with causing panic. His new power caused the village to remove him from the land. So he began adventuring with a small group of “Heroes”.

    The adventuring only lasted for a bit of time, because his companions became weary from a lack of sleep due to strong nightmares. It was at this point that he stopped training in the way of illusions and reflected upon the feeling of death. It was cold, but almost comforting. In a way it is simply too comforting. “I fear death no longer, I control it.” He spent a little more time going back to illusions, but the call of the grave caused him to seek answers. Eventually, he would surpass Death. Now they say that he haunts the dreams of entire nations. They say He Can't be killed



    What am I? The Build
    Spoiler
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    Dalibar,The Nightmare
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Gnome Illusionist 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Concentration 4, Knowledge(Religion) 4,Spellcraft 4cc:Bluff 2, Sense Motive 2, Intimidate 2|Spell Focus(Illusion)|Gnome Illusion Spells

    2nd|Illusionist 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Concentration 4, Knowledge(Religion) 4,Spellcraft 4,cc:Bluff 2.5, Sense Motive 2.5, Intimidate 2.5|-|-

    3rd|Illusionist 3|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Concentration 4, Knowledge(Religion) 4,Spellcraft 4,cc:Bluff 3, Sense Motive 3, Intimidate 3|Fell Frighten|-

    4th|Illusionist 4|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Concentration 4, Knowledge(Religion) 4,Spellcraft 4,cc:Bluff 3.5, Sense Motive 3.5, Intimidate 3.5|-|-

    5th|Gnome Illusionist 5|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Concentration 8, Knowledge(Religion) 4,Spellcraft 4,cc:Bluff 4, Sense Motive 4, Intimidate 4, Heal 2|-|Extended Illusions

    6th|Nightmare Spinner 1|
    +2
    |
    +1
    |
    +1
    |
    +6
    |Concentration 8, Knowledge(Religion) 8,Spellcraft 8,cc:Bluff 4, Sense Motive 4, Intimidate 4, Heal 2|Arcane Thesis:Legion of Sententials|Bonus Spells, immunity to fear, inspire fear

    7th|Nightmare Spinner 2|
    +3
    |
    +1
    |
    +1
    |
    +7
    |Concentration 9, Knowledge(Religion) 9,Spellcraft 9,cc:Bluff 6, Sense Motive 4.5, Intimidate 4, Heal 2|-|Nightmare phantasm

    8th|Death Delver 1|
    +3
    |
    +3
    |
    +1
    |
    +9
    |Concentration 12, Knowledge(Religion) 9,Spellcraft 12,cc:Bluff 6, Sense Motive 4.5, Intimidate 4, Heal 2|-|Deathsense, rebuke undead

    9th|Death Delver 2|
    +4
    |
    +4
    |
    +1
    |
    +10
    |Concentration 13, Knowledge(Religion) 13,Spellcraft 13,cc:Bluff 6, Sense Motive 4.5, Intimidate 4, Heal 2|Sculpt Spell|Deadened soul, spontaneous casting

    10th|Nightmare Spinner 3|
    +4
    |
    +5
    |
    +2
    |
    +10
    |Concentration 14, Knowledge(Religion) 14,Spellcraft 14,cc:Bluff 8, Sense Motive 7, Intimidate 6,Heal 2|-|Spirit Chill

    11th|Nightmare Spinner 4|
    +5
    |
    +5
    |
    +2
    |
    +11
    |Concentration 14, Knowledge(Religion) 14,Spellcraft 14,cc:Bluff 10, Sense Motive 10, Intimidate 9,Heal 2|-|-

    12th|Nightmare Spinner 5|
    +5
    |
    +5
    |
    +2
    |
    +11
    |Concentration 16, Knowledge(Religion) 16,Spellcraft 16,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|Ability Focus(Deadly Nightmare)|Deadly Nightmare

    13th|Death Delver 3|
    +6
    |
    +5
    |
    +3
    |
    +11
    |Gather Information 6,Concentration 16, Knowledge(Religion) 16,Spellcraft 16,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|-|Death Ward 1/day

    14th|Death Delver 4|
    +7
    |
    +6
    |
    +3
    |
    +12
    |Gather Information 12,Concentration 16, Knowledge(Religion) 16,Spellcraft 16,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|Diehard|Diehard feat

    15th|Death Delver 5|
    +7
    |
    +6
    |
    +3
    |
    +12
    |Gather Information 18,Concentration 17, Knowledge(Religion) 16,Spellcraft 16,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|Fell Weaken|Fear aura

    16th|Death Delver 6|
    +8
    |
    +7
    |
    +4
    |
    +13
    |Gather Information 18,Concentration 20, Knowledge(Religion) 16,Spellcraft 19,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|-|Death ward 2/day

    17th|Death Delver 7|
    +9
    |
    +7
    |
    +4
    |
    +13
    |Gather Information 21,Concentration 21, Knowledge(Religion) 16,Spellcraft 21,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|-|Cheat death

    18th|Death Delver 8|
    +10
    |
    +8
    |
    +4
    |
    +14
    |Gather Information 22,Concentration 22, Knowledge(Religion) 19,Spellcraft 22,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|Invisible Spell|Mantle of Life

    19th|Death Delver 9|
    +10
    |
    +8
    |
    +5
    |
    +14
    |Gather Information 23,Concentration 23, Knowledge(Religion) 22,Spellcraft 23,cc:Bluff 12, Sense Motive 10, Intimidate 9,Heal 2|-|Death ward 3/day

    20th|Death Delver 10|
    +10
    |
    +8
    |
    +5
    |
    +14
    |Gather Information 24,Concentration 24, Knowledge(Religion) 24,Spellcraft 24,cc:Bluff 12.5, Sense Motive 10, Intimidate 9,Heal 2|-|Nine Lives[/table]


    How am I? The Casting
    Spoiler
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    In addition, but not noted, The Nightmare gains a bonus Illusion slot for being a specialist for every spell level. Also, starting at level 6, Nightmare Spinner grants an extra Illusion slot at every spell level that I can prepare. So the benefits of Focused Specialist, without dropping another school.
    Spells per day(Wizard)
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

    3rd|4|2|1|-|-|-|-|-|-|-

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

    5th|4|3|2|1|-|-|-|-|-|-

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

    7th|4|3|3|2|-|-|-|-|-|-

    8th|4|3|3|2|-|-|-|-|-|-

    9th|4|3|3|2|-|-|-|-|-|-

    10th|4|4|3|2|1|-|-|-|-|-

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

    12th|4|4|4|3|2|1|-|-|-|-

    13th|4|4|4|3|2|1|-|-|-|-

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

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

    16th|4|4|4|3|2|1|-|-|-|-

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

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

    19th|4|4|4|3|2|1|-|-|-|-

    20th|4|4|4|3|2|1|-|-|-|-[/table]

    How am I continued..
    Spoiler
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    Shortened for convenience since death delver levels don't start until level 8. Note: This character will rely a fair bit on getting at least one wisdom boosting item. Why didn't I focus more on wisdom? Well, take a look at the Death Delver's spell list. Most of the spells are all day boosts, or conditional spells that you don't use in combat. Because of this, Wisdom took a back seat in terms of attributes. However, by the level that the death delver would even need to worry about 2nd level Death Delver spells, he would have enough gold to buy proper equipment.
    Spells per day(Death Delver)
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    8th|-|0|-|-|-|-|-|-|-|-

    9th|-|1|-|-|-|-|-|-|-|-

    10th|-|1|-|-|-|-|-|-|-|-

    11th|-|1|-|-|-|-|-|-|-|-

    12th|-|1|-|-|-|-|-|-|-|-

    13th|-|1|0|-|-|-|-|-|-|-

    14th|-|1|1|-|-|-|-|-|-|-

    15th|-|1|1|0|-|-|-|-|-|-

    16th|-|1|1|1|-|-|-|-|-|-

    17th|-|2|1|1|0|-|-|-|-|-

    18th|-|2|1|1|1|-|-|-|-|-

    19th|-|2|2|1|1|-|-|-|-|-

    20th|-|2|2|2|1|-|-|-|-|-[/table]

    Highlights 10th level

    Spoiler
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    This is a great time for enemies to be afraid. Dalibar just got 4th level spells, which means that he can start using fun things like Fell Frighten(LM) on Legion of Sententials(PHBII: 116) along with sculpt spell(CA) for a grand total of a 4th level slot. Sculpt it into a 120ft. Line or 4 10ft. Cubes. This, when added to nightmare spinner's Inspire Fear and Nighmare Phantasm being applied to the legion, means that we get triple fear effects in a single move. Extended Illusions from the Gnome substitution level 5 makes it last twice as many rounds for free. I suggest creating Illusionary Walls(Not the spell, just the image from Silent Image) in addition to the Legion of Fear(What I call this combo), a Panicked foe will believe the wall is real, which means they cower and you win. This combination takes all the power of Debuffing and combines it with Battlefield Control. At 10th level you can do up to 3 of these each day, 4 or 5 if you include bonus spells from intelligence.

    Deathsense is extremely helpful out of combat for noticing foes. The Nighmare uses Invisibility, or creates a silent image rock to hide in. Dalibar is able to preform a stealth/detection role in his party out of combat by hiding and using Deathsense. An awesome thing to note is that the Deathsense ability is Extraordinary, which means it can be used in an antimagic field and all the other fun things that come with it.
    More importantly, Dalibar now has Spontaneous casting. Because he gets two bonus illusion slots of each level, he has more than enough slots to heal his party members, and himself. This is one of the Roleplaying parts of the build, while In Combat healing is sub-par, the fact that the Nightmare can heal himself fits his selfish attitude, along with his lack of trust for allies. Being self-sufficient is something that allows Dalibar to safely move behind enemy lines.

    The Rebuking he gained might work with Crown of the Grave (PHBII: 107), which does say “A cleric can” expend a use of a turn or rebuke attempt to increase the DC by 4. This of course is debatable and not necessary for the build, but having physical minions along with his illusionary ones is extremely effective.


    Sweet Spot(12th level)

    Spoiler
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    Dalibar gets all the fun he had from level 10 and adds to it a death effect. While Deadly Nightmare doesn't seem like much, most death effects aren't, Dalibar can debuff an opponent's will save to the point of extinction, which means that the save DC of 20(Without Charisma modifying items) becomes a big deal. This is also as far as his Wizard spellcasting will go in this build, so this is the point where his spellcasting matches his enemy's strength the most.


    Highlights(Honorable mention)
    Spoiler
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    At 15th level, Dalibar gains fear aura from Death Delver, which happens to stack with all his other fear effects. Without spells, he could get someone into the frightened state in mere moments. With spells, its panic all the way. Spirit Chill also applies to the Death Delver's fear effects, meaning you deal a ton of nonlethal damage in addition to debuffing.

    Sources
    Spoiler
    Show

    Core
    Complete Mage
    Complete Arcane
    Player's Handbook II
    Libris Mortis
    Heroes of Horror
    Races of Stone
    Cityscape
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  11. - Top - End - #131
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Living in OJ's guest house?


    Quote Originally Posted by Cado Norl
    Cado Shadow Sun
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Skills|Skill Ranks|Feats|Class Features

    1st|Scout 1|
    +(+3/4)
    |
    +0
    |
    +2
    |
    +0
    |Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 4; Heal 2; Hide 4; Jump 4; Knowledge (Religion) 2; Listen 4; Move Silently 4; Search 4; Sense Motive 4; Tumble 4|Expeditous Dodge|Skirmish (+1d6); trapfinding

    2nd|Scout 2|
    +1(1+1/2)
    |
    +0
    |
    +3
    |
    +0
    |Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 5; Heal 2; Hide 5; Jump 5; Knowledge (Religion) 2; Listen 5; Move Silently 5; Search 5; Sense Motive 5; Survival 2; Tumble 5|
    -
    |Battle fortitude +1; uncanny dodge

    3rd|Scout 3|
    +2(2+1/4)
    |
    +1
    |
    +3
    |
    +1
    |Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 6; Heal 2; Hide 6; Jump 6; Knowledge (Religion) 3; Listen 6; Move Silently 6; Search 6; Sense Motive 6; Survival 2; Tumble 6|Iron Will|Fast movement +10 ft.; skirmish (+1d6, +1 AC); trackless step

    4th|Barbarian 1|
    +3(3+1/4)
    |
    +3
    |
    +3
    |
    +1
    |Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)|Climb 7; Heal 2; Hide 6; Jump 7; Knowledge (Religion) 3; Listen 7; Move Silently 6; Search 6; Sense Motive 6; Survival 5; Tumble 6|
    -
    |Fast Movement; Whirling Frenzy

    5th|Ranger 1|
    +4(4+1/4)
    |
    +4
    |
    +4
    |
    +1
    |Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 7; Concentration 8; Heal 2; Hide 6; Jump 7; Knowledge (Religion) 3; Listen 7; Move Silently 6; Search 6; Sense Motive 6; Survival 5; Tumble 6|Track (Ranger)|1st favored enemy; wild empathy; Skilled City-Dweller(Tumble for ride)

    6th|Ranger 2|
    +5(5+1/4)
    |
    +4
    |
    +4
    |
    +2
    ||Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 7; Concentration 8; Heal 2; Hide 8; Jump 8; Knowledge (Religion) 3; Listen 8; Move Silently 8; Search 6; Sense Motive 6; Survival 5; Tumble 8|Swift Hunter|Combat style(Two Weapon Combat); 2nd favored enemy(Stalwart Hunter); Skirmish (+2d6, +1 AC)(Stalwart Hunter)

    7th|Ranger 3|
    +6(6+1/4)
    |
    +5
    |
    +5
    |
    +2
    ||Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 8; Concentration 8; Heal 2; Hide 9; Jump 9; Knowledge (Religion) 4; Listen 9; Move Silently 9; Search 6; Sense Motive 6; Survival 5; Tumble 9|Endurance (Ranger)|-

    8th|Ranger 4|
    +7(7+1/4)
    |
    +5
    |
    +5
    |
    +2
    ||Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 8; Concentration 8; Heal 2; Hide 10; Jump 10; Knowledge (Religion) 4; Listen 10; Move Silently 10; Search 8; Sense Motive 6; Survival 5; Tumble 11|
    -
    |Distracting Attack; Skirmish (+2d6, +2 AC)(Stalwart Hunter)

    9th|Ranger 5|
    +8(8+1/4)
    |
    +6
    |
    +6
    |
    +3
    ||Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 8; Concentration 8; Heal 2; Hide 11; Jump 11; Knowledge (Religion) 4; Listen 11; Move Silently 11; Search 8; Sense Motive 6; Spot 3; Survival 5; Tumble 12|Improved Skirmish|-

    10th|Ranger 6|
    +9(9+1/4)
    |
    +6
    |
    +6
    |
    +3
    ||Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 12; Move Silently 12; Search 8; Sense Motive 6; Spot 6; Survival 5; Tumble 13|
    -
    |Improved combat style(Two Weapon Combat); Skirmish (+3d6, +2 AC)(Stalwart Hunter)

    11th|Death Delver 1|
    +10(10)
    |
    +7
    |
    +7
    |
    +5
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 12; Move Silently 12; Search 8; Sense Motive 6; Spot 10; Survival 5; Tumble 13|
    -
    |Deathsense; Rebuke Undead

    12th|Death Delver 2|
    +10(10+3/4)
    |
    +7
    |
    +7
    |
    +6
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 13; Move Silently 12; Search 8; Sense Motive 6; Spot 13; Survival 5; Tumble 13|Travel Devotion|Deadened Soul; Spontaneous Casting

    13th|Death Delver 3|
    +11(11+1/2)
    |
    +8
    |
    +7
    |
    +6
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 15; Move Silently 12; Search 8; Sense Motive 6; Spot 15; Survival 5; Tumble 13|
    -
    |Death Ward 1/Day

    14th|Death Delver 4|
    +12(12+1/4)
    |
    +8
    |
    +8
    |
    +7
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 15; Move Silently 12; Search 8; Sense Motive 6; Spot 15; Survival 5; Tumble 15|
    -
    |Diehard

    15th|Death Delver 5|
    +13(13)
    |
    +9
    |
    +8
    |
    +7
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 17; Move Silently 12; Search 8; Sense Motive 6; Spot 17; Survival 5; Tumble 15|Sword of the Arcane Order|Fear Aura

    16th|Death Delver 6|
    +13(13+3/4)
    |
    +9
    |
    +8
    |
    +8
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 17; Move Silently 12; Search 8; Sense Motive 6; Spot 17; Survival 5; Tumble 17|
    -
    |Death Ward 2/Day

    17th|Death Delver 7|
    +14(14+1/2)
    |
    +10
    |
    +9
    |
    +8
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 18; Move Silently 12; Search 8; Sense Motive 6; Spot 18; Survival 5; Tumble 18|
    -
    |Cheat Death

    18th|Death Delver 8|
    +15(15+1/4)
    |
    +10
    |
    +9
    |
    +9
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 19; Move Silently 12; Search 8; Sense Motive 6; Spot 19; Survival 5; Tumble 19|Cumberous Will|Mantle of Life

    19th|Death Delver 9|
    +16(16)
    |
    +11
    |
    +9
    |
    +9
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 20; Move Silently 12; Search 8; Sense Motive 6; Spot 20; Survival 5; Tumble 20|
    -
    |Death Ward 3/Day

    20th|Death Delver 10|
    +16(16+3/4)
    |
    +11
    |
    +10
    |
    +10
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 21; Move Silently 12; Search 8; Sense Motive 6; Spot 21; Survival 5; Tumble 21|
    -
    |Nine Lives[/table]

    Spells per day/Spells Known
    {table=head]Level|1st|2nd|3rd|4th|<-Ranger/Death Delver->|1st|2nd|3rd|4th

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

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

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

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

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

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

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

    8th|0|-|-|-|
    ^
    |-|-|-|-

    9th|0|-|-|-|
    ^
    |-|-|-|-

    10th|1|-|-|-|
    ^
    |-|-|-|-

    11th|1|-|-|-|
    ^
    |0|-|-|-

    12th|1|-|-|-|
    ^
    |1|-|-|-

    13th|1|-|-|-|
    ^
    |1|0|-|-

    14th|1|-|-|-|
    ^
    |1|1|-|-

    15th|1|-|-|-|
    ^
    |1|1|0|-

    16th|1|-|-|-|
    ^
    |1|1|1|-

    17th|1|-|-|-|
    ^
    |2|1|1|0

    18th|1|-|-|-|
    ^
    |2|1|1|1

    19th|1|-|-|-|
    ^
    |2|2|1|1

    20th|1|-|-|-|
    ^
    |2|2|2|1[/table]

    1st level Ability Scores: STR 13; DEX 13; CON 13; INT 14; WIS 14; CHA 13
    Level Increases: 4th: DEX 8th: CON 12th: CHA 16th: DEX 20th: DEX

    Description: Often mistaken for a Slaad, Cado Shadow Sun is actually a Neraph from the plane of Limbo, the everchanging. He was born and raised into chaos, and knows how to use it to his advantage. Wielding the Limbo equivilant of chakrams, both he and his annulats never stop moving, despite what his opponents claim. Highly agitated by having to stop moving, Cado Norl, as most call him, doesn't like to be held up, to the point of taking out anyone in his way, though he always counts to three before going into any sort of frenzy. Because of his chaotic and destructive nature, he's also often refferred to as the Doomlord.



    5th Level: At 5th level, Your restlessness has already begun to manifest itself. You're constantly on the move, never stopping in one place, constantly pacing. This means you constantly get Skirmish and are ready to attack at any moment. And when you do strike, your whirling frenzy gives you an extra attack to cut your foes to ribbons.

    10th Level: At 10th level, Your inability to stay put has been boosted to high levels, and you never stay in the same spot for more than a round. You are now much more proficient with your annulats to a higher degree, to the point of extra attacks being possible. Your distractive attack also enables you to engage in flanking without being anywhere near your opponents for your allies. Finally, your WPL enables you to afford the Gauntlets of Endless Javelins, meaning you always have a weapon to throw.

    15th Level: At 15th level, Your enemies truely don't realize how dangerous you are until it's too late, and it's always too late. You now have Sword of the Arcane Order, granting you access to a Wizard's 1st level spells using your Ranger spell slots. You often give up your rebuke undead uses so as to be able to move and full attack together.

    20th Level: At 20th level, You've become truely reckless with your constant motion, knowing that you have extra lives for when escape needs a deadly jump. This is especially important for you because you are an Outsider, and not a native one at that. This means that upon your final death, only a miracle (or a wish) can return you from merging back into the ever changing Limbo. You can even make those jumps without worrying that your body will crumple on impact, thanks to your ability to Cheat Death and avoid death by massive damage. After such a jump, you may need to spend a couple rounds casting healing spells, though...

    Sweet Spot: I'd say the sweet spot is around level 15. There are approximately four reasons for this. First, you are now able to cast wizard'd 1st level spells as long as it is in your book. This means you have access to a plethora of spells, albiet a limited number of spells per day. Second, you have access to travel devotion, enabling you to move as a swift action and still make a full attack action in the same round. It also means that you can move 1+1/2 further than anyone else of your speed in a round, as you can spend three actions moving, while they most likely can only move two. This enables you to keep your distance when you need to. Third, by level 15, your WPL (wealth Per Level) enables you to have obtained a Starmantle Cloak by this point, which, when combined with your high reflex save and the fact that you have both Evasion and Uncanny Dodge, can make you immune to all weapons, whether mundane or magical. Combined with an ally who can counterspell your opponent, you become immune to any attack(Note: This does not apply to poison, disease, etc.). Finally, you have five levels in Death Delver, meaning on the rare occasion in which your opponent somehow backs you against a wall, you can engage your fear aura, making them realize it was a bad idea to bug you. You are also able to pull off a high number of attacks per round, boosted by the powers of skirmish.

    Stat Block for Sweet Spot: Cado Shadow Sun
    Medium Neraph(Outsider, Extraplanar)
    Scout 3/Barbarian 1/Ranger 6/Death Delver 5
    Hit Dice: (3d8+3)+(1d12+1)+(6d8+3+6)+(5d8+10) (85 hp)
    Initiative: +3
    Speed: 50 ft (10 squares)
    Armor Class: 24-31 (+5 Armor, +2 Dex, +2 natural, +2 Dodge [move 40 ft.], +2 Skirmish 10ft.[+4 Improved Skirmish 20ft.]), touch 10-16, flat-footed 17
    Base Attack/Grapple: +13/+14
    Attack: +1 Dancing Returning Annulat +15 (1d6 +2, 19-20) or +1 Javelin +15 (1d6 +2)
    Full Attack: 2 +1 Dancing Returning Annulats +15 (1d6 +2, 19-20) and 6 +1 Javelins + +15 (1d6 +2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Skirmish Bonus +3d6 10 ft.(Improved Skirmish +5d6 20ft.), Distracting Attack (applied Automatically)
    Special Qualities: Outsider; Darkvision 60ft.; Neraph Camouflage; Leap; Weapon Familiarity (annulat); Skill Bonus (Spot +2 & Search +2); Skirmish (); Trapfinding; Battle Fortitude +1; Uncanny Dodge; Fast Movement +10(Scout); Trackless Step; Fast Movement +10(Barbarian); Whirling Frenzy; 1st favored enemy; wild empathy; Skilled City-Dweller(Tumble for ride); Combat style(Two Weapon Combat); 2nd favored enemy(Stalwart Hunter); Distracting Attack; Improved combat style(Two Weapon Combat); Skirmish (+3d6, +2 AC)(Stalwart Hunter); Deathsense; Rebuke Undead; Deadened Soul; Death Ward 1/Day; Spontaneous Casting; Diehard; Fear Aura
    Saves: Fort +12, Ref +10, Will +11
    Abilities: Str 13, Dex 14, Con 14, Int 14, Wis 14, Cha 14
    Skills: Climb 8; Concentration 8; Heal 2; Hide 12; Jump 12; Knowledge (Religion) 4; Listen 17; Move Silently 12; Search 8; Sense Motive 6; Spot 17; Survival 5; Tumble 15
    Feats: Expeditious Dodge; Iron Will; Track (Ranger); Swift Hunter; Endurance (Ranger); Improved Skirmish; Travel Devotion; Sword of the Arcane Order
    Gear: 2 +1 Dancing Returning Annulats, Shirt of Wraith Stalking (MIC 216), Manyfang Dagger (SK 152), Mithral Brestplate, Casting Glove (DMGII 266), Wizard's Spellbook (for Spell of the Arcane Order), Starmantle Cloak (BoED 116), Rod of Embassy (A&E 125), Gloves of Endless Javelins (MIC 194), Bracers of Wind (MIC 82)
    Alignment: Chaotic Neutral
    Level Adjustment: +0
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  12. - Top - End - #132
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    A Monday warrior, mean, mean stride. . .


    Quote Originally Posted by TK-421 Rush
    TK-421 "Rush"
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Skills|Skill Ranks|Feats|Class Features

    1st|Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (All skills taken individually), Sense Motive, Spellcraft, Swim, Tumble|Concentration 4, Heal 2, Knowledge (Religion) 4|Adamantine Body|Arcane Attunement; Armored Mage (Light), Skilled City Dweller (Tumble for Ride)

    2nd|Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (All skills taken individually), Ride, Sense Motive, Spellcraft, Swim|Concentration 4, Heal 2, Knowledge (Religion) 4, Profession (Herder) 1, Sense Motive 1/2|Combat Casting (Duskblade)|-

    3rd|Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (All skills taken individually), Ride, Sense Motive, Spellcraft, Swim|Concentration 4, Heal 2, Knowledge (Religion) 4, Profession (Herder) 2, Sense Motive 1|Power Attack|Arcane Channeling

    4th|Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (All skills taken individually), Ride, Sense Motive, Spellcraft, Swim|Concentration 4, Heal 2, Knowledge (Religion) 4, Profession (Herder) 3, Sense Motive 2|
    -
    |Armored Mage (Medium)

    5th|Ranger 1|
    +5
    |
    +4
    |
    +3
    |
    +4
    |Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive, Spot (Wis), Swim (Str), Tumble (), and Use Rope (Dex)|Concentration 5, Heal 2, Knowledge (Religion) 4, Profession (Herder) 8, Sense Motive 4|Track (Ranger)|fast movement (as barbarian), Wild Empathy

    6th|Reforged 1|
    +5(5+3/4)
    |
    +4
    |
    +3
    |
    +5
    |Balance, Bluff, Climb, Craft, Diplomacy, Heal, Gather Information, Jump, Listen, Profession, Spot, Search, Sense Motive, Survival, Swim|Concentration 8, Heal 2, Jump 1, Knowledge (Religion) 4, Listen 1, Profession (Herder) 8, Sense Motive 4, Spot 1|Improved Bull Rush|Extroverted; Natural Healing

    7th|Reforged 2|
    +6(6+1/2)
    |
    +4
    |
    +3
    |
    +5
    |Balance, Bluff, Climb, Craft, Diplomacy, Heal, Gather Information, Jump, Listen, Profession, Spot, Search, Sense Motive, Survival, Swim|Concentration 8, Heal 2, Jump 3, Knowledge (Religion) 4, Listen 3, Profession (Herder) 8, Sense Motive 4, Spot 3|
    -
    |Reforged Insight; Magical Healing

    8th|Warforged Juggernaught 1|
    +7(7+1/2)
    |
    +5
    |
    +3
    |
    +5
    |Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str)|Concentration 8, Heal 2, Jump 4, Knowledge (Religion) 4, Listen 4, Profession (Herder) 8, Sense Motive 4, Spot 3|Powerful Charge(Warforged Juggernaught)|Armor Spikes 1d6; Expert Bull Rush; Reserved

    9th|Warforged Juggernaught 2|
    +8(8+1/2)
    |
    +5
    |
    +4
    |
    +5
    |Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str)|Concentration 8, Heal 2, Jump 5, Knowledge (Religion) 4, Listen 4, Profession (Herder) 8, Sense Motive 4, Spot 4|Silver Tracery|Charge Bonus +1; Construct Perfection 1; Extended Charge

    10th|Spellcarved Soldier 1|
    +9(9+1/2)
    |
    +6
    |
    +4
    |
    +6
    |Climb, Craft, Handle Animal, Intimidate, Jump, Spellcraft, Swim, Tumble, Use Magic Device|Concentration 8, Heal 2, Jump 5, Knowledge (Religion) 4, Listen 5, Profession (Herder) 8, Sense Motive 4, Spot 5, Tumble 2|
    -
    |Spellcarved Runes; Rune of Extension, Skilled City Dweller (Tumble for Ride)

    11th|Death Delver 1|
    +10(10+1/4)
    |
    +6
    |
    +4
    |
    +6
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 8, Heal 2, Jump 5, Knowledge (Religion) 4, Listen 7, Profession (Herder) 8, Sense Motive 4, Spot 7, Tumble 2|
    -
    |Deathsense; Rebuke Undead

    12th|Death Delver 2|
    +11(11)
    |
    +7
    |
    +4
    |
    +7
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 8, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 7, Profession (Herder) 8, Sense Motive 4, Spot 7, Tumble 2|Battle Caster|Deadened Soul; Spontaneous Casting

    13th|Death Delver 3|
    +11(11+3/4)
    |
    +7
    |
    +5
    |
    +7
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 8, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 9, Profession (Herder) 8, Sense Motive 4, Spot 9, Tumble 2|
    -
    |Death Ward 1/Day

    14th|Death Delver 4|
    +12(12+1/2)
    |
    +8
    |
    +5
    |
    +8
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 10, Profession (Herder) 8, Sense Motive 4, Spot 10, Tumble 2|
    -
    |Diehard

    15th|Death Delver 5|
    +13(13+1/4)
    |
    +8
    |
    +5
    |
    +8
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 12, Profession (Herder) 8, Sense Motive 4, Spot 12, Tumble 2|Expeditious Dodge|Fear Aura

    16th|Death Delver 6|
    +14(14)
    |
    +9
    |
    +6
    |
    +9
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 14, Profession (Herder) 8, Sense Motive 4, Spot 14, Tumble 2|
    -
    |Death Ward 2/Day

    17th|Death Delver 7|
    +14(14+3/4)
    |
    +9
    |
    +6
    |
    +9
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 16, Profession (Herder) 8, Sense Motive 4, Spot 16, Tumble 2|
    -
    |Cheat Death

    18th|Death Delver 8|
    +15(15+1/2)
    |
    +10
    |
    +6
    |
    +10
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 18, Profession (Herder) 8, Sense Motive 4, Spot 18, Tumble 2|Cumberous Dodge|Mantle of Life

    19th|Death Delver 9|
    +16(16+1/4)
    |
    +10
    |
    +7
    |
    +10
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 20, Profession (Herder) 8, Sense Motive 4, Spot 20, Tumble 2|
    -
    |Death Ward 3/Day

    20th|Death Delver 10|
    +17
    |
    +11
    |
    +7
    |
    +11
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 22, Profession (Herder) 8, Sense Motive 4, Spot 22, Tumble 2|
    -
    |Nine Lives[/table]


    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|<-Duskblade/Death Delver->|1st|2nd|3rd|4th

    1st|3|2|-|-|-|-|
    ^
    |-|-|-|-

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

    3rd|5|4|-|-|-|-|
    ^
    |-|-|-|-

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

    5th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    6th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    7th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    8th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    9th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    10th|6|5|-|-|-|-|
    ^
    |-|-|-|-

    11th|6|5|-|-|-|-|
    ^
    |0|-|-|-

    12th|6|5|-|-|-|-|
    ^
    |1|-|-|-

    13th|6|5|-|-|-|-|
    ^
    |1|0|-|-

    14th|6|5|-|-|-|-|
    ^
    |1|1|-|-

    15th|6|5|-|-|-|-|
    ^
    |1|1|0|-

    16th|6|5|-|-|-|-|
    ^
    |1|1|1|-

    17th|6|5|-|-|-|-|
    ^
    |2|1|1|0

    18th|6|5|-|-|-|-|
    ^
    |2|1|1|1

    19th|6|5|-|-|-|-|
    ^
    |2|2|1|1

    20th|6|5|-|-|-|-|
    ^
    |2|2|2|1[/table]

    Spells known:
    0-Level: Ray of Frost, Touch of Fatigue, Acid Splash
    1st Level: Chill Touch, Shocking Grasp, True Strike, Ray of Enfeeblement, Swift Expeditous Retreat

    1st level Ability Scores: STR 13; DEX 13; CON 13; INT 13; WIS 14; CHA 10
    Level Increases: 4th: INT 8th: CON 12th: STR 16th: STR 20th: STR

    Description: "Life is motion. If something moves, no matter how small, it has life." This is what is percieved by TK-421, a Warforged mage. Standing tall, TK-421, or "Rush" as his friends have affectionately named him, is very estudiant when it comes to life, which he finds the understanding of to be more important than that which he was built for: combat. Rush sees motion as life, even if this motion is only the beating of a heart or the flow of nutrients in an organism. This obsesive study of "what is Life" has driven Rush to the borders of death, or "stillness" as he calls it. Thus, he became a Death Delver, to better know the "Flowing Movements of Life," and to understand the "Rush of Movement" that combat provides...



    5th Level: At 5th level, Rush is a combatant who specializes in channeling his spells through his ever-changing weapon; a specially enchanted Rod of Surprises that can transform into more weapons than any other, and can even become any size needed. He's fought enough enemies that he has specially trained combat maneuvers, allowing better actions in combat. Despite what his nickname implies, TK-421 more often charges his opponents as soon as battle is initiated, rather than bull rushing them...

    10th Level: At 10th level, Rush has become more in touch with both his construct roots and "Life's Stream". He now charges at opponents while covered in spikes, and is especially efficient against the fiendish forces of devils, as his entire body shines like silver(and has a coating of it...). He now takes more time to prepare for battle, often boosting his powers with an enchantment bound to his spellcarved runes. He also often charges his opponents so as to inflict spells channelled through his weapons or his body spikes. His battle philosophy is "Why throw spells from affar when I can throw them through my spikes as I slam into you?"

    15th Level: At 15th level, Rush has begun to learn about the dangers of what he calls "the Stillness" and takes appropriate countermeasures to ensure that neither he nor his companions' chances of stillness are left to chance. He often carves the spell Bull's Strength into his spellcarved runes each morning before setting off, but still seems to think that he is best on the front lines, rather than in the back slinging spells. Rush can now also cast divine spells, and commonly uses his ability to channel spells through weapons or his spikes. He also does this on occasion through his Morphing Sizing Rod of surprises to buff his allies, though this is only when he thinks they need a thwack on the head, which is quite rare...

    20th Level: At 20th level, Rush feels that he fully understands the flow of "Life's Stream" and the "Rocks of Stillness that stand within," to the point that the Warforged can literally "Stand on these still rocks for a time" without fear of becoming one such stone himself. He boosts his allies and himself just before combat, then charges in with spell-charged spikes ready to strike fear into his foolish foes. He knows how to "travel the river without getting stuck in the muck" to the point that he wades straight through without fear nor worries of getting stuck. Even if he were to stick to the bottom of the river, he knows how to relax and let the current set him free...

    Sweet Spot: The Sweet Spot is about 15th level. 1st, he has access to Bull's Strength, which, by carving into his Spellcarved Runes, lasts for a much larger period of time than it normally could. 2nd, he has a fear aura, making his machinated form even more terrifying. 3rd, he has full and natural healing, but at the same time is immune to non-lethal damage and critical hits. 4th, he can cast spells or channel them through his attacks, making some spells more powerful through the process. Finally, despite being a living machine, animals like him, as he can make Wild Empathy Checks.

    Stat Block for Sweet Spot: Tk-421 "Rush"
    Medium Warforged(Living Construct)
    Duskblade 4/Warblade 1/Reforged 2/Warforged Juggernaught 2/Spellcarved Soldier 1/Death Delver 5
    Hit Dice: (4d8+4)+(1d12+1)+(2d8+2)+(2d12+1+2)+(1d10+2)+(5d8+ 10) (87 hp)
    Initiative: +1
    Speed: 25 ft (5 squares)
    Armor Class: 21-23 (+1 Dex, +8 natural, +2 Dodge (cumberous Dodge), +2 Dodge [move 40 ft.]), touch 11-15, flat-footed 18
    Base Attack/Grapple: +13/+15
    Attack: Morphing Sizing Rod of surprises +15 Melee (varies +2)
    Full Attack: +1 Morphing Sizing Rod of surprises +15/+10/+5 Melee (varies +3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Charge +18 Melee (Varies +3, +1d6 Armor Spikes +2)
    Special Qualities: DR 2/Adamantine; Living Construct Traits; Arcane Attunement; Armored Mage (Heavy); Arcane Channeling; Wild shape (as druid; Small or Medium animals only); fast movement (as barbarian); Wild Empathy; Extroverted; Natural Healing; Reforged Insight; Magical Healing; Armor Spikes 1d6; Expert Bull Rush; Reserved; Charge Bonus +1; Construct Perfection 1; Extended Charge; Spellcarved Runes; Rune of Extension, Skilled City Dweller (Tumble for Ride); Deathsense; Rebuke Undead; Deadened Soul; Spontaneous Casting; Death Ward 1/Day; Diehard; Fear Aura
    Saves: Fort +10, Ref +6, Will +10
    Abilities: Str 14, Dex 13, Con 14, Int 14, Wis 14, Cha 10
    Skills: Concentration 10, Heal 2, Jump 7, Knowledge (Religion) 4, Listen 12, Profession (Herder) 8, Sense Motive 4, Spot 12, Tumble 2
    Feats: Adamantine Body; Combat Casting (Duskblade); Power Attack; Track (Ranger); Improved Bull Rush; Powerful Charge(Warforged Juggernaught); Silver Tracery; Battle Caster; Expeditious Dodge
    Spells Known:0-Level: Touch of Fatigue, Ray of Frost, Acid Splash; 1st Level: Chill Touch, Shocking Grasp, True Strike, Ray of Enfeeblement, Swift Expeditous Retreat
    Gear: Morphing Sizing Rod of Surprises, Shirt of Wraith Stalking (MIC 216),
    Alignment: Neutral Good
    Level Adjustment: +0
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  13. - Top - End - #133
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Measuring against Grasp.


    Quote Originally Posted by Reach
    Reach
    {table=head]Level|Class|Base Attack Bonus(Non-Rounded Version)|Fort Save|Ref Save|Will Save|Class Skills|Skill Ranks|Feats|Class Features

    1st|Changling Rogue 1|
    +0(3/4)
    |
    +0
    |
    +2
    |
    +0
    |Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)|Balance 3, Bluff 3, Climb 3, Concentration 2, Diplomacy 3, Disguise 3, Gather Information 3, Hide 3, Jump 3, Knowledge (Religion) 4, Listen 3, Move Silently 3, Sense Motive 3, Sleight of Hand 3, Spot 3, Tumble 3|Able Learner*|1d6 Sneak Attack; Social Intuition;

    2nd|Dragonfire Adept 1|
    +1(1+1/4)
    |
    +2
    |
    +2
    |
    +2
    |Appraise (Int), Bluff (Cha), Climb (Str), Concentration (), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (), Spellcraft (), Spot (Wis), Use Magic Device (Cha)|Balance 3, Bluff 4, Climb 3, Concentration 2, Diplomacy 4, Disguise 3, Gather Information 4, Hide 3, Jump 3, Knowledge (Religion) 5, Listen 4, Move Silently 3, Sense Motive 3, Sleight of Hand 3, Spot 4, Tumble 3|Dragontouched (DFA Bonus)|Breath Weapon 1d6; Least Invocations (); Invocations Known (1)

    3rd|Dragonfire Adept 2|
    +1(1+3/4)
    |
    +3
    |
    +2
    |
    +3
    |Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (), Spellcraft (), Spot (Wis), Use Magic Device (Cha)|Balance 3, Bluff 3, Climb 3, Concentration 6, Diplomacy 3, Disguise 3, Gather Information 3, Hide 4, Jump 3, Knowledge (Religion) 4, Listen 3, Move Silently 4, Sense Motive 3, Sleight of Hand 3, Spot 3, Tumble 3|Entangling Exhalation|Breath Effect (Frost Breath); Scales +2;

    4th|Dragonfire Adept 3|
    +2(2+1/4)
    |
    +3
    |
    +3
    |
    +3
    |Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (), Spellcraft (), Spot (Wis), Use Magic Device (Cha)|Balance 3, Bluff 4, Climb 3, Concentration 6, Diplomacy 4, Disguise 3, Gather Information 4, Hide 4, Jump 3, Knowledge (Religion) 4, Listen 4, Move Silently 4, Sense Motive 4, Sleight of Hand 3, Spot 4, Tumble 3|
    -
    |Breath Weapon 2d6; ; Invocations Known (2)

    5th|Dragonfire Adept 4|
    +2(2+3/4)
    |
    +4
    |
    +3
    |
    +4
    |Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (), Spellcraft (), Spot (Wis), Use Magic Device (Cha)|Balance 3, Bluff 4, Climb 3, Concentration 8, Diplomacy 4, Disguise 3, Gather Information 4, Heal 2, Hide 4, Jump 4, Knowledge (Religion) 4, Listen 4, Move Silently 4, Sense Motive 4, Sleight of Hand 3, Spot 4, Tumble 4|Least Legacy (Scales of Balance)(Legacy Ritual)|Dragonkin;

    6th|Death Delver 1|
    +3(3+1/2)
    |
    +4
    |
    +3
    |
    +4
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Balance 4, Bluff 4, Climb 4, Concentration 8, Diplomacy 4, Disguise 4, Gather Information 4, Heal 2, Hide 4, Jump 4, Knowledge (Religion) 4, Listen 4, Move Silently 4, Sense Motive 4, Sleight of Hand 4, Spot 4, Tumble 4|Jack of All Trades|Deathsense; Rebuke Undead

    7th|Death Delver 2|
    +4(4+1/4)
    |
    +5
    |
    +4
    |
    +5
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Balance 4, Bluff 4, Climb 4, Concentration 8, Diplomacy 4, Disguise 4, Gather Information 4, Heal 2, Hide 5, Jump 4, Knowledge (Religion) 4, Listen 5, Move Silently 5, Sense Motive 4, Sleight of Hand 4, Spot 5, Tumble 4|
    -
    |Deadened Soul; Spontaneous Casting

    8th|Death Delver 3|
    +5(5)
    |
    +5
    |
    +4
    |
    +5
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Balance 4, Bluff 5, Climb 4, Concentration 8, Diplomacy 5, Disguise 4, Gather Information 5, Heal 2, Hide 5, Jump 4, Knowledge (Religion) 4, Listen 5, Move Silently 5, Sense Motive 5, Sleight of Hand 4, Spot 5, Tumble 4|
    -
    |Death Ward 1/Day

    9th|Death Delver 4|
    +5(5+3/4)
    |
    +6
    |
    +4
    |
    +6
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Balance 4, Bluff 5, Climb 4, Concentration 8, Diplomacy 5, Disguise 4, Gather Information 5, Heal 2, Hide 5, Jump 4, Knowledge (History) 4, Knowledge (Religion) 4, Listen 5, Move Silently 5, Sense Motive 5, Sleight of Hand 4, Spot 5, Tumble 4|Iron Will|Diehard

    10th|Death Delver 5|
    +6(6+1/2)
    |
    +6
    |
    +5
    |
    +6
    |Concentration (), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (), Spot (Wis)|Balance 4, Bluff 5, Climb 4, Concentration 8, Diplomacy 5, Disguise 4, Gather Information 5, Heal 2, Hide 5, Jump 5, Knowledge (History) 5, Knowledge (Religion) 4, Listen 5, Move Silently 5, Sense Motive 5, Sleight of Hand 5, Spot 5, Tumble 5|
    -
    |Fear Aura

    11th|Warshaper 1|
    +7(7+1/4)
    |
    +7
    |
    +5
    |
    +7
    |Balance (Dex), Climb (Str), Concentration, Decipher Script, Disguise (Cha), Escape Artist (Dex), Jump (Str), Swim (Str)|Balance 5, Bluff 5, Climb 5, Concentration 8, Diplomacy 5, Disguise 5, Gather Information 5, Heal 2, Hide 5, Jump 5, Knowledge (History) 5, Knowledge (Religion) 4, Listen 5, Move Silently 5, Sense Motive 5, Sleight of Hand 5, Spot 5, Tumble 6|
    -
    |Morphic Immunities; Morphic Weapons

    12th|Legacy Champion 1|
    +8(8)
    |
    +7
    |
    +5
    |
    +7
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 5, Bluff 5, Climb 5, Concentration 8, Diplomacy 5, Disguise 5, Gather Information 5, Heal 2, Hide 6, Jump 5, Knowledge (History) 5, Knowledge (Religion) 4, Listen 6, Move Silently 6, Sense Motive 6, Sleight of Hand 6, Spot 6, Tumble 6|Cumberous Will; Lesser Legacy (Scales of Balance)(Legacy Ritual)|Reduced Ritual Cost (Lesser); Bond of Lore

    13th|Legacy Champion 2|
    +8(8+3/4)
    |
    +7
    |
    +5
    |
    +7
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 6, Bluff 6, Climb 6, Concentration 8, Diplomacy 6, Disguise 6, Gather Information 6, Heal 2, Hide 6, Jump 5, Knowledge (History) 5, Knowledge (Religion) 4, Listen 6, Move Silently 6, Sense Motive 6, Sleight of Hand 6, Spot 6, Tumble 6|
    -
    |Replace Legacy Ability (Least); Class Features: Death Delver 6(Death Ward 2/Day)

    14th|Legacy Champion 3|
    +9(9+1/2)
    |
    +8
    |
    +6
    |
    +8
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 6, Bluff 6, Climb 6, Concentration 8, Diplomacy 6, Disguise 6, Gather Information 6, Heal 2, Hide 7, Jump 7, Knowledge (History) 5, Knowledge (Religion) 4, Listen 7, Move Silently 7, Sense Motive 6, Sleight of Hand 6, Spot 7, Tumble 6|
    -
    |Extra Legacy Ability Use (Least); Class Features: Death Delver 7(Cheat Death)

    15th|Legacy Champion 4|
    +10(10+1/4)
    |
    +8
    |
    +6
    |
    +8
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 7, Bluff 7, Climb 7, Concentration 8, Diplomacy 7, Disguise 7, Gather Information 7, Heal 2, Hide 7, Jump 7, Knowledge (History) 5, Knowledge (Religion) 4, Listen 7, Move Silently 7, Sense Motive 6, Sleight of Hand 6, Spot 7, Tumble 6|Ability Focus (Breath Weapon); Curative Legacy (Death's Swift Wing) (Legacy Champion)|(Bonus Legacy Feat); Class Features: Death Delver 8(Mantle of Life)

    16th|Legacy Champion 5|
    +11(11)
    |
    +8
    |
    +6
    |
    +9
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 7, Bluff 7, Climb 7, Concentration 8, Diplomacy 7, Disguise 7, Gather Information 7, Heal 2, Hide 8, Jump 7, Knowledge (History) 5, Knowledge (Religion) 4, Listen 8, Move Silently 8, Sense Motive 8, Sleight of Hand 7, Spot 8, Tumble 7|
    -
    |Replace Legacy Ability (Lesser); Class Features: Death Delver 9(Death Ward 3/Day)

    17th|Legacy Champion 6|
    +11(11+3/4)
    |
    +9
    |
    +7
    |
    +9
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 7, Bluff 7, Climb 7, Concentration 8, Diplomacy 8, Disguise 8, Gather Information 8, Heal 2, Hide 8, Jump 8, Knowledge (History) 5, Knowledge (Religion) 4, Listen 9, Move Silently 8, Sense Motive 8, Sleight of Hand 8, Spot 9, Tumble 8|
    -
    |Extra Legacy Ability Use (Lesser); Class Features: Death Delver 10(Nine Lives)

    18th|Legacy Champion 7|
    +12(12+1/2)
    |
    +9
    |
    +7
    |
    +10
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 8, Bluff 8, Climb 8, Concentration 8, Diplomacy 8, Disguise 8, Gather Information 8, Heal 2, Hide 9, Jump 8, Knowledge (History) 5, Knowledge (Religion) 4, Listen 9, Move Silently 9, Sense Motive 8, Sleight of Hand 8, Spot 9, Tumble 10|Darkstalker; Greater Legacy (Scales of Balance)(Legacy Ritual)|Reduced Ritual Cost (Greater)

    19th|Legacy Champion 8|
    +13(13+1/4)
    |
    +9
    |
    +7
    |
    +10
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 8, Bluff 8, Climb 8, Concentration 8, Diplomacy 9, Disguise 9, Gather Information 9, Heal 2, Hide 9, Jump 9, Knowledge (History) 5, Knowledge (Religion) 4, Listen 9, Move Silently 9, Sense Motive 9, Sleight of Hand 9, Spot 9, Tumble 9|Curative Legacy (Lifetouch) (Legacy Champion)|(Bonus Legacy Feat); Class Features: Dragonfire Adept 5(Breath Weapon 3d6; Breath Effect(Slow Breath))

    20th|Legacy Champion 9|
    +14(14)
    |
    +10
    |
    +8
    |
    +11
    |Concentration, Decipher Script, Gather Information, Knowledge (history), Use Magic Device, plus existing class skills from all your classes|Balance 9, Bluff 9, Climb 9, Concentration 8, Diplomacy 9, Disguise 9, Gather Information 9, Heal 2, Hide 10, Jump 9, Knowledge (History) 5, Knowledge (Religion) 4, Listen 10, Move Silently 10, Sense Motive 9, Sleight of Hand 9, Spot 10, Tumble 9|
    -
    |Extra Legacy Ability Use (Greater); Class Features: Dragonfire Adept 6(Damage Reduction 2/Magic; Lesser Invocations; Invocations Known (3))[/table]


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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|0|-|-|-

    7th|1|-|-|-

    8th|1|0|-|-

    9th|1|1|-|-

    10th|1|1|0|-

    11th|1|1|0|-

    12th|1|1|1|-

    13th|1|1|1|0

    14th|2|1|1|1

    15th|2|2|1|1

    16th|2|2|2|1

    17th|2|2|2|1

    18th|2|2|2|1

    19th|2|2|2|1

    20th|2|2|2|1[/table]

    Invocations Known: Endure Exposure, Magic Insight, Humanoid Shape

    1st level Ability Scores: STR 13; DEX 13; CON 13; INT 14; WIS 14; CHA 13
    Level Increases: 4th: CON 8th: DEX 12th: INT 16th: INT 20th: CHA

    Description: They say a rose by any other name would smell just as sweet; the only constant about this woman is that she is dangerous. As a Changling, she can take on many different lives, but almost all of her's are female (she just doesn't like being a man for some reason). Known most commonly as the High Elf Arilia(a barmaid), the only constant found among all of her identities is a magical quarterstaff formerly known as the Scales of Balance. However, she claims that her's is not the Scales of Balance, but instead something she calls, "the Reaper's Libra", which she uses to heal her allies and hurt her foes almost at the same time, filling her foes with hopelessness and her allies with confidence.



    Sweet Spot: The sweet spot is 18th level for the following reasons. 1st off, she has access to all three levels of the Scales of Balance's Power levels (least, lesser, and greater) and the Scales themselves are at their strongest. 2nd, she has the full Casting of the Death Delver at her disposal, along with all of the rest of its class abilities. 3rd, she has the Dragonfire Adept's Invocations and its Draconic Breath. Finally, her shapechanging prowess has evolved to the point of creating her own weapons such as horns or claws which constantly points any evil acts she performs towards anyone but herself.

    Stat Block for Sweet Spot: Reach
    Medium Changeling(Shapechanger)
    Changeling Rogue 1/Dragonfire Adept 4/Death Delver 5/Warshaper 1/Legacy Champion 7
    Hit Dice: (1d8+1)+(4d12+2+4)+(5d8+10)+(1d8+2)+(7d8+14) (113 hp)
    Initiative: +3
    Speed: 30 ft (6 squares)
    Armor Class: 19 (+5 Armor, +2 Dex, +2 natural), touch 12, flat-footed 17
    Base Attack/Grapple: +12/+13
    Attack: Morphic weapon +13 (varies +1)
    Full Attack: Morphic Weapons +13 (varies +1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks:1d6 Sneak Attack; Breath Weapon 2d6; Morphic Weapons
    Special Qualities: Racial Bonuses (+2 vs. Sleep&Charm Effects; +2 to Bluff, Intimidate, & Sense Motive); Natural Linguist; Minor Change Shape; 1d6 Sneak Attack; Social Intuition; Least Invocations; Invocations Known (1); Breath Effect (Frost Breath); Scales +2; Breath Weapon 2d6; Invocations Known (2); Dragonkin; Deathsense; Rebuke Undead; Deadened Soul; Death Ward 3/Day; Spontaneous Casting; Diehard; Fear Aura; Morphic Immunities; Morphic Weapons; Reduced Ritual Cost (Lesser); Bond of Lore; Replace Legacy Ability (Least); Extra Legacy Ability Use (Least); Cheat Death; Mantle of Life; Replace Legacy Ability (Lesser); Nine Lives; Reduced Ritual Cost (Greater)
    Saves: Fort +13, Ref +9, Will +14(20with Cumberous Will)
    Abilities: Str 13, Dex 14, Con 14, Int 16, Wis 14, Cha 14
    Skills: Balance 8, Bluff 8, Climb 8, Concentration 8, Diplomacy 8, Disguise 8, Gather Information 8, Heal 2, Hide 9, Jump 8, Knowledge (History) 5, Knowledge (Religion) 4, Listen 9, Move Silently 9, Sense Motive 8, Sleight of Hand 8, Spot 9, Tumble 10
    Feats: Able Learner; Dragontouched (Dragonfire Adept); Entangling Exhaltation; Least Legacy (Scales of Balance)(Legacy Ritual); Jack of All Trades; Iron Will; Cumberous Will; Lesser Legacy (Scales of Balance)(Legacy Ritual); Ability Focus (Breath Weapon); Curative Legacy (Death's Swift Wing) (Legacy Champion); Darkstalker; Greater Legacy (Scales of Balance)(Legacy Ritual)
    Gear: Shirt of Wraith Stalking (MIC 216), Scales of Balance (WoL 136) Mithral Breastplate, Amulet of Supremecy
    Alignment: Neutral-Evil
    Level Adjustment: +0

    *Important Note: While, technically, Able learner is limited to Humans and Doppelgangers, as Changlings are LITERALLY decendants of both Doppelgangers and Humans, it is generally agreed that Changelings qualify for the feat.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  14. - Top - End - #134
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Fighting against the Light Horrible.

    Quote Originally Posted by The Dark Fantastic
    Hellbred Paladin of Freedom 4 / Dark template (LA +1) / Binder 5 / Death Delver 10
    starting attributes:
    Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 16
    First two level bumps to Charisma, second two to Wisdom (just in time to be able to cast fourth level spells).

    Background
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    I always knew I would always be special. A comet of ill fortune blazed across the skies as I was born, presaging war and upheaval and the death of a great ruler - and I was the meteor to fly up to challenge it. Nobody told me that celestial mechanics does not work that way. Nobody told me that meteors burn up as they fall. I was the child of prophecy, I was the gift of fate, I was the leader foretold to raise up the downtrodden and cast out the evil necromancer holding my people in durance vile. At every step, I chivvied my people to stand up against the great oppressor, but a thousand generations of failed rebellions had culled the tendency from my people as surely as the emasculator's ratcheted blade. The people applauded my speeches, but quietly lest they bring the Praetorian Guard down upon us and afterward they filed quietly home to pay their taxes. Hope for freedom and a better future proved insufficient to inspire greatness in my people, but fear - ah, now there is a motivating force. At last I overthrew the necromancer's reign of terror and led my people in the rebuilding. My victory; my people; my fall.

    With my great mission fulfilled, I withdrew from those for whom I had sacrificed so much. A great leader deserves a few sybaritic pleasures, does he not? The machinery of state that I had inherited functioned smoothly (ruthlessly), and required little enough of my attention. If my people were not always fulfilled, were they not fed? Was the cost of the occasional police crackdown on antisocial behavior too much to pay for the freedom I delivered? I lost myself, I became what I so despised - just another petty tyrant. Using the techniques of guerrilla activism I had taught them, the people rose up against me - my proudest moment, my downfall.

    Even as the dust settled in the People's Park and the statues I had caused to be erected were torn down, my soul sped to the Nine Hells, the proper place of no rest for any tyrant. Even as the devils claimed their due, a lone voice was raised in dissent: how could the people's hero be condemned so? Lengthy legal proceedings ensued. Eventually I was expelled from Limbo to claw my way back up to the Material Plane that my true nature might reveal itself through a redemption quest.

    The portal opened to a subglacial lake on the High Moor; out of respect - and yes, love - I shall not tell you precisely where. Shocked by the sudden cold and unaccustomed to this strange body, I began immediately to drown. There would my quest have ended had not the resident rimefire eidolon [Frostburn pp 149-150] taken pity on a kindred spirit. It knew nothing of my people, but much of the surrounding lands. I bided my time in righteous quests while messengers scoured the world for news of what had transpired since my first death. No word returned; it seemed that the passing of years had erased all knowledge of my deeds and my crimes. The eidolon guided me deep within the glacier to a place untouched by light or warmth for geologic ages. There the living darkness latched itself to the darkness in my soul, and there I partook of the secrets of the dead gods in the hopes that one of them would know what path I could take to redemption.

    I left the glacier a changed man on a quest for knowledge. Many foes of freedom fell to my blade or stranger powers, but none bore any hint to the quest I required. It seemed I would be doomed to the Nine Hells once more - unable to save a people forgotten to the ages, unable to redeem my forgotten sins. My strengthening ties to the vestiges led me to delve into the secrets of death itself, seeking some way to freedom around this conundrum. Nine times now have the forces of Hell come to claim me, and nine times has my soul cleaved to my body, refusing to admit defeat. Weakness overwhelms me, the darkness does not hide me. I hear the beating of Death's wings.




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

    1st|Paladin of Freedom 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Heal 3, Knowledge (Local: Western Marches) 2, Knowledge (Religion) 1|Dreadful Wrath; Devil's Favor (racial bonus)|Aura of Good; Corpse Strike; Undead Knowledge

    2nd|Paladin 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Heal 5|-|Divine Grace; Lay on Hands

    3rd|Paladin 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Heal 6, Knowledge (Religion) 3|Nymph's Kiss|Aura of Resolve; Eternal Vigor

    4th|Paladin 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Concentration 1, Heal 7, Knowledge (Religion) 4|Divine Cleansing (bonus); Devil's Aura (racial bonus)|Turn Undead

    5th|Dark template|
    +4
    |
    +4
    |
    +1
    |
    +1
    |-|-|Hide in Plain Sight, &c.

    6th|Binder 1|
    +4
    |
    +6
    |
    +1
    |
    +3
    |Gather Information 1, Heal 8|-|bind first level vestiges

    7th|Binder 2|
    +5
    |
    +7
    |
    +1
    |
    +4
    |Gather Information 4|Protection Devotion|Pact Augmentation (one); Suppress Sign

    8th|Binder 3|
    +6
    |
    +7
    |
    +2
    |
    +4
    |Concentration 2, Gather Information 5|-|bind second level vestiges

    9th|Binder 4|
    +7
    |
    +8
    |
    +2
    |
    +5
    |Concentration 5|Improved Binding (bonus)|bind third level vestiges

    10th|Binder 5|
    +7
    |
    +8
    |
    +2
    |
    +5
    |Concentration 8|Sacred Healing|Pact Augmentation (two); bind fourth level vestiges

    11th|Death Delver 1|
    +7
    |
    +10
    |
    +2
    |
    +7
    |UMD 1.5|-|Death Sense; Rebuke Undead

    12th|Death Delver 2|
    +8
    |
    +11
    |
    +2
    |
    +8
    |UMD 3|-|Deadened Soul; spontaneous casting

    13th|Death Delver 3|
    +9
    |
    +11
    |
    +3
    |
    +8
    |UMD 4.5|Retrieve Spell|Death Ward 1/day

    14th|Death Delver 4|
    +10
    |
    +12
    |
    +3
    |
    +9
    |UMD 6|-|Diehard

    15th|Death Delver 5|
    +10
    |
    +12
    |
    +3
    |
    +9
    |-|Devil's Tongue racial bonus)|Fear Aura

    16th|Death Delver 6|
    +11
    |
    +13
    |
    +4
    |
    +10
    |-|Extra Turning|Death Ward 2/day

    17th|Death Delver 7|
    +12
    |
    +13
    |
    +4
    |
    +10
    |-|-|Cheat Death

    18th|Death Delver 8|
    +13
    |
    +14
    |
    +4
    |
    +11
    |-|-|Mantle of Life

    19th|Death Delver 9|
    +13
    |
    +14
    |
    +5
    |
    +11
    |-|Divine Ward|Death Ward 3/day

    20th|Death Delver 10|
    +14
    |
    +15
    |
    +5
    |
    +12
    |-|-|Nine Lives
    [/table]


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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|-|-|-|-

    7th|-|-|-|-

    8th|-|-|-|-

    9th|-|-|-|-

    10th|-|-|-|-

    11th|0|-|-|-

    12th|1|-|-|-

    13th|1|0|-|-

    14th|1|1|-|-

    15th|1|1|0|-

    16th|1|1|1|-

    17th|2|1|1|0

    18th|2|1|1|1

    19th|2|2|1|1

    20th|2|2|2|1

    [/table]


    feats
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    * Devil's Aura: 3/day fear aura
    * Devil's Favor: 3/day +2 to an attack, save, or check
    * Devil's Tongue: 3/day daze (mind-affecting, language-dependent)
    * Divine Cleansing: Fortitude save bonus for everyone
    * Divine Ward: burn Turn Undead to cast touch spells as close range
    * Dreadful Wrath: frightful presence
    * Extra Turning: +4 Turn and Rebuke Undead
    * Improved Binding: bind higher level vestiges
    * Nymph's Kiss: +1 skill point/level, +2 Charisma checks, +1 saves
    * Protection Devotion: sacred bonus to AC to allies, recharged with Turn Undead
    * Retrieve Spell: use Turn Undead to recall cast spells
    * Sacred Healing: use Turn Undead to grant fast healing to allies


    notable items
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    * Cloak of Elvenkind (DMG)
    * Heraldic Crest of Inspiration (Forge of War): double range of beneficial auras (requires DM cooperation)
    * Nightstick (Libris Mortis): Extra Turning (not included in estimates)
    * Reliquary Holy Symbol (MIC): extra uses of Turn Undead


    notes
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    * The Dark template (Tome of Magic 161) is an acquired or inherited template that gives LA +1. I have recorded it in the table as "level" five, granting the abilities of the template but no skill points or HD. The subsequent HD-based feats are listed on the lines labeled seven, ten, thirteen, sixteen, and nineteen; hopefully the presentation remains clear.
    * Hellbred are not supposed to remember their former life except perhaps as the occasional flash of plothook. There is no mechanical advantage from it here, though, and the background was fun to write.
    * I agree, that is rather a lot of substitutions and ACFs for the Paladin. I would have traded off more had I found anything more useful and never would I have felt the slightest tinge of remorse. Different abilities are being traded in each case, so they should play together nicely; ACF-chaining is not used. The aggregate effect of Paladin of Freedom (UA) + Holy Warrior (CC) + Eternal Order (CV) is to lose Aura of Courage, spellcasting, Smite Evil, and Divine Health in exchange for Aura of Resolve, a divine feat, and some thematic bonuses to damage, know about, and defend against undead.
    * Jergal does not, so far as I can tell, offer the Protection domain or anything particularly similar. On another hand, protection is kinda the raison d'ętre of the archetypal paladin. On the gripping hand, I am not a fan of the whole Forgotten Realms cosmology and avoid it whenever possible. According to realmshelp.org, Clerics of Jergal can be CG, and I am assuming that that applies to Paladins as well. Jergal is a demigod in the service of Kelemvor, which should be good enough for membership in the Eternal Order and gives nice fluff for a Hellbred from a forgotten age.
    * It is a bit iffy to use the Turn Undead granted by Tenebrous to power divine feats. It works by RAW, but it is using a renewable resource to fuel abilities that are written to be usable only a few times per day. Certainly it should not be permissible to combine different sources of Turn Undead to power a single use of a divine or domain feat. Most of those divine feats cost only one use of Turn Undead.
    * A good aligned Paladin is required to take Turn Undead, while the Death Delver offers only Rebuke Undead. This looks like it should grant two separate pools for fueling feats; if ruled otherwise the build is weaker but holds. A Charisma of 28 gives enough Turn Undead to use Protection Devotion three times and still recall an extra 6 fourth level spells.
    * Hellbred get a special exemption for casting [Evil] spells, like Deathwatch, without tainting their alignment.
    * Binders tend towards the lower right quadrant of the alignment matrix, but this is described as "most binders" rather than as a mechanical requirement. Binder works quite well with Hellbred fluff-wise - consorting with the enigmatically amoral in the service of Good.


    sources
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    * Book of Exalted Deeds: Nymph's Kiss (feat)
    * Champions of Valor: Eternal Order (Paladin substitution levels)
    * Complete Champion: Protection Devotion (feat); Retrieve Spell (feat)
    * Complete Divine: Sacred Healing (feat)
    * Complete Warrior: Divine Cleansing (feat)
    * Fiendish Codex II: Devil's Aura (feat); Devil's Favor (feat); Devil's Tongue (feat); Hellbred (race)
    * Heroes of Horror: Death Delver (prestige class)
    * Player's Guide to Faerun: Dreadful Wrath (regional feat)
    * Player's Handbook: Extra Turning (feat); Paladin (class)
    * Player's Handbook II: Divine Ward (feat)
    * Tome of Magic: Binder (class); Dark (template); Improved Binding (feat); Tenebrous (vestige)
    * Unearthed Arcana: Paladin of Freedom



    Benchmarks
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    5th level
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    These levels play basically like any other Paladin - buy the biggest sword and heaviest armor affordable. The Dark Fantastic's saves are extra good (+3 divine grace, +1 Nymph's Kiss, +2 1/day from Devil's Favor, plus a racial bonus against poison), but he has a low strength for a primary melee character. Dreadful Wrath and Devil's Aura give limited fear effects, providing a solid debuff and occasional encounter ender. Level five is the assumption of the Dark template, providing a visible manifestation of the tormented darkness in the character's soul.


    10th level
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    In these levels, the Hellbred's favored class is abandoned for better access to de/buff effects and a renewable Turn Undead ability. Binding Tenebrous requires an effective Binder level of seven (five real levels + the Improved Binding feat). At levels six and seven, he can bind Aym (for better mobility and a bit of retributive damage) or Naberius (to play at being the party face and debuff with a DC 16ish Command effect). Level eight adds Dahlver-Nar for an area Daze effect or Malphas for scouting through a raven's eyes. At level nine he can use Wizard wands with Karsus, debuff with Focalor (Aura of Sadness) or Andromalius (Tasha's Hideous Laughter), or run rings around a Dervish with Paimon. Level ten unlocks Tenebrous for more Turn Undead, a globe of magical darkness (thematic, useful for Hide in Plain sight, and more debuffing), and the ability to teleport about like mad for one encounter per day. Protection Devotion and Divine Cleansing reinforce the role as a party buffer (three to four points of AC can really make a difference at these levels, and every Wizard likes a better Fortitude save); a Reliquary Holy Symbol adds an extra use of Turn Undead at levels 4 and 7 (and a third at ECL 16), yielding three uses of each feat at level 8. Sacred Healing lets everyone start every combat at full hit points; Tenebrous fuels the feat without expending any resources but a little time. The Binder's two Pact Augmentation abilities effectively grant Improved Initiative.


    15th level
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    Over these levels, the transition from primary melee to primary buff/debuff is complete. Retrieve Spell, Extra Turning, and both a Turn and a Rebuke pool allow much freer use of the otherwise very limited spells per day, and nobody ever complained about a free all day Death Ward effect. With 6 ranks in Use Magic Device, a +4 Cloak of Charisma (for a total of 22), +2 from Nymph's Kiss, and a cheap +5 competence item, The Dark Fantastic can use (primarily buffing) wands without chance of failure. The Death Delver fear aura at ECL 15 makes three, all keyed to Charisma; many foes will be immune, of course, but it is nice to be able to shut down the angry mob storming Castle Dark.


    20th level
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    These levels are devoted almost entirely to playing support. Divine Ward allows a close range Remove Disease or Freedom of Movement (possibly usable in conjunction with a Rod of Chaining). The Mantle of Life ability makes a nice complement to the Divine Cleansing feat. Enervation is a beautiful spell, but it allows spell resistance; CL 7 at level 17 pretty much puts the kibosh on that; besides, using Turn/Rebuke Undead for DMM in addition to using it to fuel spells per day would get excessive pretty quickly without Nightstick abuse. Finally, the Nine Lives extraordinary ability makes for an excellent party scout (to paraphrase the Marquis de Carabas: people talk freely when you are about to be dead, and even more so when you already are).



    Use of secret ingredient
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    * Spellcasting: the list is full of buffs and status fixers, and this ends up as a support build. The major directly offensive options, Enervation and Animate Dead, are not as good as they usually are due to low caster level (allows SR and low HD limit, respectively). A properly timed break enchantment or remove disease will shut down a status effect inflicting encounter.
    * Deathsense: when a skeleton removes its own humerus and begins beating you with it, it is of paramount importance to know whether it is animated by the foul energies of unlife or if it is merely someone's telekinetic puppet. It is also convenient for the secondary healer to know when an ally is about to die, though the lack of scaling limits the probability that a creature will actually pause in this range instead of passing straight into death.
    * Rebuke Undead: fuel for divine/devotion feats. Minionmancy is an option, but a low effective Cleric level precludes relying on it too heavily; stacking effective class level and turn check improving items (there are a half dozen or so in the MIC) might make it viable anyway. The ability to get a second pool of turning really sets the Death Delver apart from most classes, especially for those of us who prefer to play Good-aligned characters. This build starts building a store of divine feats as soon as Turn Undead shows up, but the bulk of the fuel is devoted to buying back cast spells with Retrieve Spell. The two divine feats selected as prerequisite to Retrieve Spell each take one TU; one is circumstantial, the other is useful outside of combat (as is Divine Ward, taken later), and both can be taken care of by Tenebrous. Protection Devotion gives a scaling sacred bonus to AC for the party; the bonus type is uncommon enough and the modifier high enough that it retains its relevance to higher levels, though each use after the first costs as much as retrieving a second level spell. Best of all, the whole is built on a Paladin chassis, providing a ready answer for the question of why taking the SI is better than sticking with the build's original class.
    * Deadened Soul: A classic Paladin ability, and thematic for a fear-user who walks always shrouded in deeper darkness.
    * Spontaneous Casting: lets him act as a secondary healer as well as a de/buffer.
    * Death Ward: anyone could use this ability just fine, but it helps The Dark Fantastic fill his niche in the party.
    * Diehard: same problem as Deathsense. This limitation would apply even at level nine, the earliest that this PrC would grant the ability.
    * Fear Aura: fits nicely with the other two Charisma based fear abilities.
    * Cheat Death: TDF's saves are pretty good at this level (+21 before stat and save boosters), but if this ever comes up something has already gone wrong so it is nice to have a backup.
    * Mantle of Life: fits with other de/buffing abilities.
    * Nine Lives: a nice little capstone for the build. Did anyone use this to sneak through Ardent Dilettante?

    Iron Chef in the Playground veteran since Round IV. Play as me!


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  15. - Top - End - #135
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Puppet and master.
    Quote Originally Posted by Pino Chio
    Pino Chio
    Levels 1st-5th
    Spoiler
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    Warforged: Medium Construct (Living Construct)
    {table]
    str 17
    |
    dex 10
    |
    con 10
    |
    int 12
    |
    wis 8
    |
    cha 13
    [/table]
    In the beginning, Pino was a Warforged Bard designed to entertain nobles. Pino was not very good at entertaining nobles or even working the corner for donations. He was continually disappointing his creator and master Giappedo, who loved Pino as if he were his son. Pino knew that he wanted more in life, he wanted to be a real boy and have Giappedo as his father. Pino prayed every day at the temple praying to be made into a real boy but his prayers went unanswered and he suffered. This made him a Solemn Simulacrum (a sad robot):
    One day after a very bad performance he was approached by a spellcaster of some sort who saw the agony in Pino and offered to grant his wish of being a real boy. Once Pino was made a real boy, he ran to Giappedo to tell him the great news but in his excitement he did not see the horse drawn carriage as he ran across the road. Six horses and two tires trampled Pino but this did not kill the resilient boy (because his hit dice changed from d6 to d8). Pino bleeding and close to death in the street was rescued by a neighborhood man and taken to Giappedo, who did not know how to fix Pino now that he wasn’t a construct (shoulda’ put ranks in heal not craft). Giappedo took Pino and travelled to the temple and asked the clerics to heal Pino (even though certainly not dead or dying), but looking on the unnatural creation they saw Pino’s existence as a heresy against god and the smote him killing Pino.
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special Abilities|Feats|Skills
    1|Bard|0|0|2|2| Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, Composite plating, light fortification, living construct traits |Skill Focus (Perform)|Balance 4, Concentration 4, Knowledge (Nature) 4, (Religion) 4, Perform 4, Tumble 4, Use Magic device 4.
    2|Bard|1|0|3|3||| Balance 5, Concentration 5, Knowledge (Nature) 5, (Religion) 5, Perform 5, Tumble 5, Use Magic device 5
    [/table]
    Incarnate Construct Warforged Mummified Creature
    Medium Humanoid (Undead, Living Construct)
    Hundreds of years later, Pino woke in a dark place which was a tomb, his tomb. He has no memory of his prior life but was able to read some of the writing on the walls which described the terribly sad life of a boy called Pino who only wanted to be a real boy with a real father. He could only assume that he was Pino and that was his life. He was an undead, a mummy, with no concept of what events had passed since his life, but he knew that he was terribly sad and that he wanted to find out what happened to Giapeddo and find happiness in this life, he was a sad mummy.
    {table]str 20|dex 8|con -|int 8|wis 12|cha 17[/table]
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special Abilities|Feats|Skills
    4|Mummified Creature|1|0|2|3||Movement 10ft, +8 natural armor, slam attack 1d8, Despair, Mummy Rot, Undead Traits, Resistant to Blows, Damage Reduction 5/+1, Fire Vulnerability| | Concentration 5, Knowledge (Nature) 5, (Religion) 5, Perform 5, Tumble 5, Use Magic device 5
    5|Barbarian|2|2|2|3|Fast Movement, Rage 1/day| Improved Unarmed Strike| Concentration 8
    [/table]
    At lvl 5, AC of 17, 5d12hp taking ˝ damage from physical attacks then a DR 5/+1, immune to mind-effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, critical hits, subdual damage, ability damage, ability drain, energy drain, massive damage, and effects that require fortitude saves the defensive abilities of Pino were high. AoE fear, Mummy Rot, and tossing Bandages allow him to be a competent foe at level 5. If only he could get someone to love him, but he might have. He met one person that seemed intrigued by him a Death Delver named Karthus a magician who was interested in death and what happened in the afterlife. Pino joined Karthus on his travels and started to delve the depths of Death also.

    At 5th level wealth by level he'd have 9k worth of gear, it is not included or listed her because some judges don't like it, but the items he's be interested are ones to increase his base speed, changeling guantlets or reach (so they shoot out 10ft and look like mummy bandages), as well as fire resistance gear.

    Level 6th-10th
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    {table]str 20|dex 8|con |int 8|wis 12|cha 17[/table]
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special Abilities|Feats|Skills
    6|Death Delver 1|2|4|2|5| +1 Cha, Death Sense, Rebuke Dead 7/day||Concentration 9
    7| Death Delver 2|3|5|2|6|Deadened Soul, Spontaneous Casting| |Concentration 10
    8| Death Delver 3|4|5|3|6|Death Ward 1/day| Improved Grapple| Concentration 11
    9| Death Delver 4|5|6|3|7|Diehard| | Concentration 12
    10| Death Delver 5|5|6|3|7|+1 Strength, Fear Aura| | Concentration 13
    [/table]
    Pino found out the hard way that doubling up on the Fear Auras was not a good way for people to accept him, in fact they would see him and scream “A mummy”, and some would be so fearful they would stop in midsentence and scream “A mumu”, which is the name Karthus started calling Pino. Pino didn’t like the nick name so much and told Karthus to knock it off and that ended up in them fighting, Pino ended up killing Karthus (who became a powerful Lich because of it, but that is a different story). Karthus in lich form cursed Pino and made the spell Torrent of Tears permanent, even though Pino made his saves and isn’t sickend or blind because of it he still cries no matter where he goes, maybe it isn’t from the Torrent of Tears but from the fact Pino killed his only friend in the world. Pino continued to delve into the secrets of the dead hoping that he could uncover the secrets to his past. At level 10, Pino gained a few powers doubling on the fear aura, but mostly he lost a friend.

    A wealth by level increase of 40k, and Pino would focus on finding items to increase his size with unarmed attack, glamoured armor (has to look like mummy bandages), items to increase strength, wisdom, charisma, dexterity and intelligence. Also items to increase his reflex save.

    Levels 11th – 15th
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    {table]str 21|dex 8|con |int 8|wis 12|cha 18[/table]
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special Abilities|Feats|Skills
    11| Death Delver 6|6|7|4|8|Death Ward 2/day| Scorpion’s Grasp | Concentration 14
    12| Death Delver 7|7|7|4|8|Cheat Death| | Concentration 15
    13| Death Delver 8|8|8|4|9|Mantle of Life| | Concentration 16
    14| Death Delver 9|8|8|5|9|+1 Strength, Death Ward 3/day| Divine Metamagic | Concentration 17
    15| Death Delver 10|9|9|5|10|Nine Lives| | Concentration 18
    [/table]
    After finding, a strange place called Demacia Pino was starting to wonder if he was still in Eberron and was wondering that his DM was doing to him? He thought that he was building the tragic puppet that wanted to be a real boy but then the DM made him into a sad mummy and that was unexpected. People across the lands called Pino ‘Amumu’ which wasn’t the worst name ever, one time he attempted to pass himself off as Mr. Grigio but since he didn’t put any ranks in Bluff he wasn’t able to convince the town and the screamed “Amumu” and fled in terror. Another town he rolled a natural 20 on and convinced them that his name was Nior, until a Drunken Monk named Lee Sin told him that Pino Nior was a wine. So Pino pulled out both of the Monks eyes making him blind.
    Complete with his delving of death and still short of answers Pino went to the original place that he could, his faith. Pino decided that he was going to become a member of the clergy.

    A wealth by level increase of 151,000 Pino is interested in getting great for Fire Immunity, Amulets of Might Fist, etc.

    Levels 16th – 20th
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    {table]str 22|dex 8|con |int 8|wis 12|cha 18[/table]
    {table=head]Level|Class|BAB|Fort|Ref|Will|Special Abilities|Feats|Skills
    16|Cleric 1|9|11|5|12|Rebuke Undead +7/day|| Concentration 19
    17|Cleric 2|10|12|5|13| |Extend Spell| Concentration 20
    18|Cleric 3|11|12|6|13| +1 Wisdom|| Concentration 21
    19|Cleric 4|12|13|6|14| || Concentration 22
    20|Cleric 5|13|13|6|14| |Persistent Spell| Knowledge (Religion) 6
    [/table]
    Finding a church that would accept a Mummy is hard work, however, after searching Pino found one for a smaller deity (probably a demigod, since he doesn’t have very many followers) of melancholy and loneliness which really fit what he was going through. In fact so involved was Pino’s unlife that the High Priest believes that he could be the prophesied one, the one that knew the bounds of eternal melancholy. Then Pino was given the gift of memory of his former life, and it was just as in the glyphs in the tomb said that it was, and Pino knew that he once had a father that loved him, and he was a real boy, but it was taken from him, and this made him sad.

    A wealth by level increase of 510k, continuing to look for items that increase grapple, unarmed strikes, immunities, speed, etc.
    End game stats:
    {table]str 26|dex 8|con -|int 8|wis 14|cha 18[/table]
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  16. - Top - End - #136
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Fifty percent more Dead than your regular character.


    Quote Originally Posted by Mortimus Vozh
    Mortimus Vozh, Walker in Twilight
    LG Human Cleric 1 of Dol Arrah/Paladin 5 of Dol Arrah/Deadgrim 1/Death Delver 1/Deadgrim +4/Death Delver +8

    Background
    Spoiler
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    1st to 6th: The Hunter of Undeath
    Spoiler
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    Mortimus was once a Karrnathi soldier, one of those who was a rare adept of the Sovereign Host in a moment where the Blood of Vol was gaining more and more adepts. He began his training as an acolyte of Dol Arrah, the Sovereign of Light, yet held fierce pride in his country. These were the days of the Last War, and thus Mortimus took the halberd, the favored weapon of his deity, and fought in the front-lines dutifully.

    Ever since he began, he had a strong dislike for undeath. He thought of it as desecration to those souls who perished giving their lives for their country. Despite his patriotic fervor, Mortimus steadfastly refused to fight alongside the reanimated corpses of his former soldiers, believing firmly that those were but shadows of those slain.

    At the end of the Last War, with king Kaius III vying for peace, Mortimus was amongst those who thought the influence of the Blood of Vol contaminated the essence of Karrnath, making it a grim and harsh place. Not long after the Emerald Claw separated from the ranks of Karrnath's army, Mortimus began his own personal crusade against the undead. He began to specialize in the tactics of his sworn foes, knowing their scent and capable of distinguishing between the living and the dead.

    One could say, though, that ever since that day, Mortimus began losing his purity towards his grim goal. Yet, during this time, he was still "pure".


    7th-12th:The Red Watchers
    Spoiler
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    Despite his skill at facing the undead, Mortimus was but one man. Thus, it was inevitable that he bit more that he could chew, and was only steps away from departing into the grim land of Dolurrh forever as one of its inevitable inhabitants. During a battle with shadows, Mortimus suffered wounds that dropped him, even though he worked his best to face the incorporeal assailants. He didn't knew what happened later, but the experience of that day changed his life forever.

    When he awoke, he found himself bandaged and cared by people who found him and slew the shadows. Some discussion time revealed that they were of like mind, as they also abhorred what the Blood of Vol did to Karrnath. Calling themselves the Red Watchers, they swore to rid Karrnath of the taint of undeath forever. Mortimus, glad to find allies in his crusade, offered his services and strove to master their arts.

    During those early years, the fabled "deadgrim", the elite agents of the Red Watchers, were essentially non-existent. Mortimus' experience was important for their development, as despite a warrior of the light, he suddenly began to acquaint with the power that suffuses the undead. His familiarity with the undead now turned into a powerful supernatural sense that detected life itself, and he could cause the undead to stay in awe of him. However, with the assistance of the Watchers, he refined his hunting arts to a fine degree.

    The training began to change him, physically and mentally. His body began to slowly shrivel, his voice turned raspy and deep. He still harbored faith in Dol Arrah and was every bit as devoted to destroying the blight of undeath, but the experience with the shadows shook him forever. Soon, he felt that, despite his fervor, Dol Arrah grew displeased with him. That didn't stop him; he was more devoted to end the blight forever, but he felt that he had to familiarize furthermore with the power that fuels the hunger of the undeath to better face them.


    13th-20th: the Walker in Twilight
    Spoiler
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    Soon, Mortimus began to delve deeper into the mystery of death, the power of Dolurrh and the energy that fuels the undead. He sought to master the arts of healing, but also the arts of harm. Soon, he could convert his spells into the purest form of positive and negative energy, ward himself from the depredations of the undead, and even learn to keep them under his control. Only his fervor in Dol Arrah and his stern goal stop him from consuming himself into darkness, becoming one of those whom he hunts so vehemently. Even the Red Watchers begun to fear him, for while the Deadgrim have a hint of death in their souls, Mortimus went above and beyond that hint.

    Mastering abilities both sacred and profane, Mortimus has learned from experience what it is to stay too close to the cliff and almost fall. His supernatural ability to sense life has made him almost crave such, and thus he relies on the very same skills that he honed with years of experience. Despite the ability to use undead against each other, Mortimus refuses to animate them, for worry that he may soon be absorbed into the very thing he loathes so much. He is at the brink of mastery over death, but so far it has eluded him. So far, he faces undeath with the power of light and those fools who face him with the cold embrace of darkness, shifting between each other with haunting ease.

    This mastery of both light and darkness has earned him the moniker "the Walker in Twilight". Only time will tell if he'll remain in twilight, or if he will cross closer to dusk or to dawn.


    Build
    Spoiler
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    Starting ability scores (32 pt. buy): Str 14, Dex 8, Con 15, Int 10, Wis 14, Cha 16
    Base ability scores at 20th level: Str 16, Dex 8, Con 16, Int 10, Wis 14, Cha 18
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Cleric 1 of Dol Arrah|+0|
    +2
    |
    +0
    |
    +2
    |Concentration 4 Ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks|Extra Turning, Heighten Turning|Domains (Glory, Sun), Turn Undead

    2nd|Paladin 1|+1|
    +4
    |
    +0
    |
    +2
    |Concentration +1, Gather Information 1 rank, Heal 1 rank| |Aura of Good, Detect Evil, Favored Enemy (undead) +2, Skilled City-Dweller, Smite Evil 1/day

    3rd|Paladin 2|+2|
    +5
    |
    +0
    |
    +2
    |Concentration +1, Gather Information +1, Heal +1| Practiced Spellcaster (Cleric)|Divine Grace

    4th|Paladin 3|+3|
    +5
    |
    +1
    |
    +3
    |Concentration +1, Gather Information +1, Heal +1||Aura of Courage, Divine Health

    5th|Paladin 4|+4|
    +6
    |
    +1
    |
    +3
    |Concentration +1, Gather Information +1, Heal +1|Power Attack (CC pg. 49)|

    6th|Paladin 5|+5|
    +6
    |
    +1
    |
    +3
    | Concentration +1, Gather Information +1, Heal +1|Divine Might|Charging Smite (PHB II pg. 53),Favored Enemy (undead) +4, Favored Enemy (evil outsiders) +2, Smite Evil 2/day

    7th|Death Delver 1|+5|
    +8
    |
    +1
    |
    +5
    |Knowledge (religion) +1, Listen 1 rank, Spot 1 rank||Deathsense, Rebuke Undead

    8th|Deadgrim 1|+6/+1|
    +8
    |
    +1
    |
    +7
    |Concentration +1, Intimidate 1 rank, Listen +1, Spot +1, Survival 1 rank||Deadened Flesh, Extra Spells (Death Delver spell list), Improved Turning, Voice of the Damned

    9th|Deadgrim 2|+7/+2|
    +8
    |
    +1
    |
    +8
    |Concentration +1, Intimidate +1, Listen +1, Spot +1, Survival +1|Holy Potency|Deadened Flesh +2, Favored Enemy (Undead) +6

    10th|Deadgrim 3|+8/+3|
    +9
    |
    +2
    |
    +8
    |Concentration +1, Intimidate +1, Listen +1, Spot +1, Survival +1 ||Deadgrim Soul (immunities)

    11th|Deadgrim 4|+9/+4|
    +9
    |
    +2
    |
    +9
    |Concentration +1, Intimidate +1, Listen +1, Spot +1, Survival +1||Deadened Flesh +4

    12th|Deadgrim 5|+10/+5|
    +9
    |
    +2
    |
    +9
    |Concentration +1, Intimidate +1, Listen +1, Spot +1, Survival +1 |Profane Aura|Deadgrim Soul (can be turned, spontaneous inflict spells), Favored Enemy (undead) +8, Undead Slayer

    13th|Death Delver 2|+11/+6/+1|
    +10
    |
    +2
    |
    +10
    | Knowledge (religion) +1, Listen +1, Spot +1||Deadened soul, spontaneous casting (cure spells)

    14th|Death Delver 3|+12/+7/+2|
    +10
    |
    +3
    |
    +10
    | Knowledge (religion) +1, Listen +1, Spot +1||Death Ward 1/day

    15th|Death Delver 4|+13/+8/+3|
    +11
    |
    +3
    |
    +11
    | Knowledge (religion) +1, Listen +1, Spot +1 |Diehard, Spurn Death’s Touch|

    16th|Death Delver 5|+13/+8/+3|
    +11
    |
    +3
    |
    +11
    |Gather Information +1, Listen +1, Spot +1||Fear Aura

    17th|Death Delver 6|+14/+9/+4|
    +12
    |
    +4
    |
    +12
    |Gather Information +1, Listen +1, Spot +1||Death Ward 1/day

    18th|Death Delver 7|+15/+10/+5|
    +12
    |
    +4
    |
    +12
    |Gather Information +1, Listen +1, Spot +1|Empower Turning|Cheat Death

    19th|Death Delver 8|+16/+11/+6/+1|
    +13
    |
    +4
    |
    +13
    | Gather Information +1, Listen +1, Spot +1||Mantle of Life

    20th|Death Delver 9|+16/+11/+6/+1|
    +13
    |
    +5
    |
    +13
    | Gather Information +1, Listen +1, Spot +1||Death Ward 3/day [/table]

    Ability Score Increases per Character Level
    4th – Constitution
    8th – Strength
    12th – Charisma
    16th – Strength
    20th – Charisma

    Skills at 20th level
    Concentration +17, Gather Information +14,Heal +7, Intimidate +8 (+13 with Voice of the Damned), Listen +17, Knowledge (religion) +8, Spellcraft +4, Spot +17

    Spellcasting
    Spoiler
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    (Format: Cleric Slot + Domain Slot/Death Delver Slot)
    {TABLE=head]Level|0|1st|2nd|3rd |4th|Cleric CL|Death Delver CL
    1st & 2nd|3|1+1/--|--|--|--|1|--
    3rd|3|1+1/--|--|--|--|3|--
    4th|3|1+1/--|--|--|--|4|--
    5th-6th|3|1+1/--|--|--|--|5|--
    7th-8th |3|1+1/0|--|--|--|5|1
    9th|4|2+1/0|--|--|--|6|1
    10th|4|2+1/0|1+1/--|--|--|7|1
    11th|5|3+1/0|2+1/--|--|--|8|1
    12th|5|3+1/0|2+1/--|1+1/--|--|9|1
    13th|5|3+1/1|2+1/--|1+1/--|--|9|2
    14th|5|3+1/1|2+1/0|1+1/--|--|9|3
    15th|5|3+1/1|2+1/1|1+1/--|--|9|4
    16th|5|3+1/1|2+1/1|1+1/0|--|9|5
    17th|5|3+1/1|2+1/1|1+1/1|--|9|6
    18th|5|3+1/2|2+1/1|1+1/1|0|9|7
    19th|5|3+1/2|2+1/1|1+1/1|1|9|8
    20th|5|3+1/2|2+1/2|1+1/1|1|9|9 [/TABLE]


    Typical Cleric Spells Prepared
    3rd—blindsight, searing lightD
    2nd—bless weaponD, ghost touch armor, light of faith, spiritual weapon
    1st—detect undead, divine favor, endure elements D, nightshield, shield of faith
    0—cure minor wounds (x3), guidance, light
    D: Domain spell. Domains: Glory (+2 on turning checks, +1d6 on turning damage roll), Sun (1/day greater turning). Deity: Dol Arrah

    Typical Death Delver Spells Prepared
    4th—one of the 4th level list.
    3rd—1 of the following: deep slumber, halt undead, vampiric touch
    2nd— bear’s endurance, command undead, resist energy
    1st—1-3 of the following: chill touch, hide from undead, lesser restoration


    Tactics:
    Spoiler
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    1st-6th: The first five levels are essentially similar to playing a Paladin, except for early access to spellcasting and Turn Undead. While the halberd (the favored weapon of Dol Arrah) isn't particularly potent, it allows trip attempts and readying against a charge. His offensive features include smiting evil, Power Attack (particularly with the halberd being a two-handed weapon) and Divine Might to add Charisma, what with the ten daily uses of Turn Undead per day. Against undead, he adds a +4 to damage rolls because of his specialization.

    7th-12th: The level of Death Delver introduces the first bit of his strategy. With the ability to Rebuke Undead independently from the ability to Turn Undead, Mortimus now has 20 uses of energy channeling, which he can spend all on Divine Might, or use them to fuel Profane Aura latter on (in case he needs the concealment). Holy Potency grants him the ability to boost his attack rolls or Strength checks by using cure wounds spells. The last level of Deadgrim is interesting, as he shifts his strategy into spontaneous casting of inflict wounds spells, which add a mild boost to damage in one way or another.

    13th-20th: The sweet spot is around 13th level, when Mortimus reclaims the ability to spontaneously cast cure wounds spells once again, thanks to the second level of Death Delver. With a decent amount of spellcasting thanks to Cleric levels, he can complement his minimal spellcasting with Death Delver spells, expanded through Deadgrim in earlier levels. All four tactical maneuvers of Holy Potency may be used now, boosting Cure or Inflict spells, attack rolls, damage rolls and Strength checks. With Heighten Turning and Extra Turning, Mortimus can reliably turn (or rebuke) undead, whether a strong one or only a bunch of weaker ones. With the Sun domain and Glory domain in tandem, Mortimus is a better turner than he is a rebuker, and with Light of Purity in his Cleric spells, he can do one extraordinary turning check once per day, enough to make a single lich or stronger undead become ashes. Aside from the ability to both turn and rebuke undead, Mortimus has also the ability to bolster courage in his allies or inspire fear in his opponents, with the Aura of Courage and Fear Aura essentially overlapping. By this level, Mortimus is a being of contradictions.


    Questions and Answers
    Spoiler
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    1) Why not take all 10 levels of Death Delver? Nine Lives is the greatest ability of the Death Delver, period!

    Sadly, it would have undermined the trick and the very essence of Mortimus. While Diehard and Nine Lives (alongside Cheat Death) make for an essentially unkillable guy, the idea was to make him master both life and death. This implied that Deadgrim had to be taken before Death Delver, because Mortimus had to turn his ability to spontaneously cast Cure spells into Inflict spells in order to exploit the ability to spontaneously cast Cure spells through his Death Delver spells. This allows exploitation of Holy Potency, something that would otherwise be impossible. That said, Nine Lives IS an awesome ability, but it was either being true to the fluff (and the chance of casting both Cure AND Inflict spells) or cheat death nine times, but then lose the ability permanently (and an extra 3rd level spell).

    2) The Deadgrim ability mentions that you can't spontaneously cast Cure AND Inflict spells. What about that?

    It's a judgment call, really, but if you're to analyze it closely, it's possible to do both. To put it simply: when you reach the 5th level of Deadgrim Soul, it allows you a choice of whether you want to spontaneously cast Cure or Inflict spells, but doesn't allow you to change back. The trick done here is to change the ability to spontaneously cast Cure spells from the Cleric, but leave the one from Death Delver intact; both are different abilities gained at different levels from different classes and, based on how the DM may judge it, applying ONLY to a small set of spells, it doesn't force you to choose once again; it only allows you to do so. Now, that argument can be done for the opposite side ("it's a meta-decision, as in that you permanently choose to replace any instance of spontaneously casting Cure spells with Inflict spells, no matter how many times you get it"), but RAW is way flimsier here (as Favored Souls can spontaneously cast Cure spells, implying that you have to turn any and all of your Cure spells into Inflict spells and can no longer choose Cure spells anymore as you can't spontaneously cast both). For purposes of this build, the first assumption is considered and not the second, but the argument is present here for people to discuss.

    3) How the Death Delver helps this build?

    Well, it helps on the main trick, of course. It allows for the use of both Turn and Rebuke Undead, which with Extra Turning allows up to 11 uses of Turn Undead, 11 uses of Rebuke Undead, 22 uses of Divine Might, 11 uses of Spurn Death's Touch, 11 uses of Profane Aura, or a combination of all. Another thing where it helps is that it covers for the Paladin's (Su)pernatural fear immunity with an (Ex)traordinary one, and offers Diehard for free. Cheat Death alongside a formidable Fortitude save further empowered by Divine Grace further amplifies this ability, and fear should not be a problem with a combination of Mantle of Life and Aura of Courage providing a +8 total bonus (half of it being a morale bonus). Finally, the spellcasting may be small, but the addition of Deadgrim improves the spell list (if only ever so slightly. One apparently bad mixture would be Deadgrim Soul's immunities alongside Death Ward, but you may consider the hour-long Death Ward as a buff to Deadgrim Soul's immunities. Above all, the nifty trick of having the ability to manipulate both positive and negative energy fits well with Deadgrim Soul granting the ability to be healed by positive OR negative energy. All in all, both Cleric and Paladin seem a natural entry into Death Delver, but it's the fluff combination between Deadgrim and Death Delver that gives it that nice touch. Too bad about Nine Lives (it's an awesome ability!), but the ability to "walk into Twilight" would have been impossible otherwise.

    4) The Death Delver has the Deathwatch special ability, which is based off a spell with an [Evil] descriptor. Furthermore, it can cast Animate Dead, another Evil spell. How this, plus the ability to rebuke undead and spontaneously cast Inflict Wounds spells, affects the Paladin levels?

    This is a major concern, particularly with Deathwatch being based off an [Evil] spell. The decision is mostly left to the DM, but even then, the Paladin entering the Death Delver class should use this ability sparingly. Of course, creating undead is out of the question.

    On the other hand, negative energy by itself is NOT Evil in nature. Thus, the ability to spontaneously cast Inflict Wounds spells and rebuke (or even control) the undead is not considered inherently evil. In the same line of thought, Profane Aura isn't inherently evil as well, only "dark". Using these abilities may be questionable, but as they aren't inherently Evil per se, they shouldn't affect the Paladin's alignment and/or code.

    Of course, this was intentional. This represents an undead hunter that went way too far into hunting reanimated corpses that it's slowly turning into one of them; the idea that this warrior was (or still IS) a Paladin can be quite shocking. The PrC actually offers the idea that Paladins CAN be Death Delvers, and mentions that they're no less devoted to their task than before, even if they have Deathwatch or the ability to rebuke undead. It's recommended to speak with the DM to determine how far can this build go, but it makes for an interesting NPC or even a villain. Note that Eberron is already lax on terms of alignment, so it's natural that good undead can exist and thus be targets of Mortimus and his single-minded task.


    Optionals:
    Spoiler
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    Becoming hard to kill: if you don't care much about turning or rebuking, nor about Holy Potency, you can drop one level of Paladin, get 2 levels of Death Delver instead of 1, and then get another level of Death Delver to get the elusive Nine Lives ability. You lose one Smite Evil (plus deal 1 less point of damage), the extra Favored Enemy bonuses and Charging Smite, but you get hardier to kill. This can be coupled with Improved Toughness (for more HP), plus Combat Vigor for fast healing 2 (or 4) every battle.

    What Items to Get?: Good items to get would be things that improve turning or rebuking even more. Reliquary Holy Symbols (or Nightsticks) do this task masterfully. Likewise, Cleric wands (and scrolls!) can cover for those needed spells (such as Lesser Vigor). Getting the best halberd around and adding stuff such as Implacable, Collision and Mighty Smiting work wonders. Stuff such as a Belt of Growth aid in crowd control, or Belt of Battle if you need some extra actions. Armbands of Might, Greatreach Bracers and Strongarm Bracers are also likely choices. Enemy Spirit Pouches keyed for undead creatures grant further boons against undead.

    What about Items of Legacy?: if you want to further Mortimus' fluff regarding mastery of positive and negative energy, the Scales of Balance are a treat. While you'll need to get some ranks on Balance, the fluff fits Mortimus' quest as he walks between life and death, light and darkness. Perhaps he founds the legacy in Eberron? Only you and your DM may know...


    Sources
    Spoiler
    Show
    Complete Champion (Holy Warrior ACF), Complete Divine (Practiced Spellcaster feats), Complete Warrior (Divine Might feat), Cityscape web enhancement (Skilled City Dweller ACF), Faiths of Eberron (information on Dol Arrah), Heroes of Horror (Death Delver PrC), Libris Mortis (Empower Turning, Spurn Death’s Touch feats), Magic of Eberron (Deadgrim PrC, fluff), Player’s Handbook (Power Attack feat, Cleric class, Paladin class, Human race), Player’s Handbook II (Charging Smite ACF, Profane Aura feat), Spell Compendium (various spells), Unearthed Arcana (Paladin variant)
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  17. - Top - End - #137
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    It's a kobold! RUN! Wait, really?


    Quote Originally Posted by Het of Wyrmtooth Mountain
    Het of Wyrmtooth Mountain

    Every kobold has his day... but today wasn’t his.
    Spoiler
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    Het hissed in alarm. The sentries had seen a group of humans approaching, and they weren’t anything like the gnomish caravans that frequented this mountain pass. They’d been raiding the caravans passing through for nearly three tendays without retaliation. Seems like the gnomes had finally decided to try and put an end to them.

    Typical gnomes. Too cowardly to do it themselves. Had to hire big folk to do it.

    He grabbed his shortspear and, with his squadmates, rushed out to defend the colony. There were losses on the kobold side, of course, but that had been planned on. But they were also slowly whittling down the numbers of the humans.

    That is, until one of the heavily armored humans raised his warhammer into the air and shouted a short phrase in a tongue that sounded like sunlight hitting a mossy trunk. A heartbeat later, massive pearlescent fog banks appeared, and then vanished a second later, revealing a trio of massive centipedes.

    Immediately, they crawled forwards and started slaughtering all kobolds in the vicinity. Even as Het charged them with his comrades, one of them turned and snipped one of them neatly in half. He tried to fight, but to no avail. The last thing the he saw was a descending claw-foot.

    When he next opened his eyes, the world was blue-shifted, and he could see his body lying on the ground as the adventurers plundered the bodies, not bothering to wait for the dying kobolds to stop breathing.

    “OH. HELLO THERE.”

    Het turned and saw a figure draped in a midnight black cloak. A skeletal muzzle peeked our frmo underneath the deep cowl.

    “You’re.... you’re Death, aren’t you?”

    “WELL, DEATH OF KOBOLDS. BUT YOU’RE NOT SUPPOSED TO BE HERE YET.”

    “What do you mean?”

    “YOU’RE EARLY FOR YOUR APPOINTMENT. I’M AFRAID THAT THAT’S NOT ALLOWED.”

    Het backed away as the menacing figure stalked towards him. He tripped over his own body, nd when he regained his feet, the hooded one was right in front of him.

    “GOODBYE.” The figure said in a cold, dry tone and tapped him on the forehead.

    Het’s eyes snapped open as he woke up. Stripped down to his smallclothes, he was surprised to see that he was the final kobold left alive on the field; the monstrous centipedes had done their jobs well.

    That day, he swore vengeance against the common adventurers that had slain his tribe, and vowed to harness Death of Kobold’s power to take his revenge.


    Build
    Spoiler
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    NE male Jungle Kobold Swordsage 10/Death Delver 10
    {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, Concentration 4, Hide 4, Knowledge (Religion) 2, MS 4, Tumble 4|Adaptive Style|Quick to Act +1, Discipline focus (Weapon focus) (Shadow Hand)

    2nd|Swordsage 2 |
    +1
    |
    +0
    |
    +3
    |
    +3
    | Balance 5, Concentration 5, Heal 1, Hide 5, MS 5, Tumble 5| |AC Bonus (Wis to AC)

    3rd|Swordsage 3 |
    +2
    |
    +1
    |
    +3
    |
    +3
    | Concentration 6, Hide 6, Knowledge (Religion) 3, MS 6, Tumble 6|Earth Devotion|

    4th|Swordsage 4 |
    +3
    |
    +1
    |
    +4
    |
    +4
    | Concentration 7, Heal 3, Hide 7, MS 7, Tumble 7| |Discipline Focus (insightful strikes) (Diamond Mind)

    5th|Swordsage 5 |
    +3
    |
    +1
    |
    +4
    |
    +4
    | Concentration 8, Hide 8, Knowledge (Religion) 4, MS 8, Tumble 8| |Quick to Act +2

    6th|Death Delver 1 |
    +3
    |
    +3
    |
    +4
    |
    +6
    | Concentration 9, Spot 1|Steady Concentration|Deathsense, rebuke undead

    7th|Death Delver 2 |
    +4
    |
    +4
    |
    +4
    |
    +7
    | Concentration 10, Spot 2| |Deadened soul, spontaneous casting (inflict)

    8th|Death Delver 3 |
    +5
    |
    +4
    |
    +5
    |
    +7
    | Concentration 11, Spot 3| |Death ward 1/day

    9th|Swordsage 6 |
    +6
    |
    +5
    |
    +6
    |
    +8
    | Concentration 12, Hide 10, MS 9, Tumble 10|Underfoot Combat|

    10th|Death Delver 4 |
    +7
    |
    +6
    |
    +6
    |
    +9
    | Concentration 13, Spot 4|Diehard (B)|

    11th|Death Delver 5 |
    +7
    |
    +6
    |
    +6
    |
    +9
    | Concentration 14, Spot 5| |Fear aura

    12th|Death Delver 6 |
    +8
    |
    +7
    |
    +7
    |
    +10
    | Concentration 15, Spot 6|Confound the Big Folk|Death ward 2/day

    13th|Swordsage 7 |
    +9
    |
    +7
    |
    +7
    |
    +10
    | Concentration 16, Hide 12, MS 12| |Sense Magic

    14th|Death Delver 7 |
    +10
    |
    +7
    |
    +7
    |
    +10
    | Concentration 17, Spot 7| |Cheat death

    15th|Death Delver 8 |
    +11
    |
    +8
    |
    +7
    |
    +11
    | Concentration 18, Spot 8|Extra Readied Maneuver|Mantle of Life

    16th|Death Delver 9 |
    +11
    |
    +8
    |
    +8
    |
    +11
    | Concentration 19, Spot 9| |Death ward 3/day

    17th|Death Delver 10 |
    +12
    |
    +9
    |
    +8
    |
    +12
    | Concentration 20, Spot 10| |Nine lives

    18th|Swordsage 8 |
    +13
    |
    +9
    |
    +9
    |
    +13
    | Concentration 21, Hide 14, MS 15|Combat Reflexes|Discipline Focus (defensive stance) (Shadow Hand)

    19th|Swordsage 9 |
    +13
    |
    +10
    |
    +9
    |
    +13
    | Concentration 22, Hide 16, MS 18| |Evasion

    20th|Swordsage 10 |
    +14
    |
    +10
    |
    +10
    |
    +14
    | Concentration 23, Hide 19, MS 20| |Quick to Act +1[/table]
    Staring abilities: STR 10, DEX 16, CON 14, INT 10, WIS 15, CHA 10. Level up points at 4th, 16th and 20th go to WIS, while the 8th and 12th level points go to DEX.


    Manoeuvres
    Spoiler
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    Manoeuvres Readied
    Spoiler
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    {table=head]Level|Readied
    1st|4

    2nd|4

    3rd|5

    4th|5

    5th|6

    6th|6

    7th|6

    8th|6

    9th|6

    10th|6

    11th|6

    12th|6

    13th|6

    14th|6

    15th|7

    16th|7

    17th|7

    18th|8

    19th|8

    20th|9[/table]

    Manoeuvres Selected
    Spoiler
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    1- Shadow Blade Technique, Wolf Fang Strike, Burning Blade, Sapphire Nightmare Blade, Clinging Shadow Strike, Distracting Ember, Mighty Throw
    2- Mountain Hammer, Emerald Razor, Cloak of Deception
    3- Insightful Strike
    4- Ruby Nightmare Blade, Obscuring Shadow Strike
    5- Shadow Stride
    6- Greater Insightful Strike, Moment of Alacrity
    7- Shadow Blink
    8- Diamond Nightmare Blade, One with Shadow

    Traded Wolf Fang Strike out for Cloak of Deception at SS 4, Burning Blade for Obscuring Shadow Strike at SS 6, Sapphire Nightmare Blade for Greater Insightful Strike at SS 8, and Clinging Shadow Strike for One with Shadow at SS 10.

    Stances Known
    Spoiler
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    ECL 1- Child of Shadow
    ECL 2- Island of Blades
    ECL 5- Assassin’s Stance
    ECL 18- Pearl of Black Doubt/Giant Killing Style



    Tactics
    Spoiler
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    Death is just the beginning (ECL 1-5)
    Spoiler
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    Het plays like a typical low-STR swordsage for the first few levels of his career, with an emphasis on Diamond Mind and Shadow Hand. The major difference here, however, is that he can wield a longspear for reach.... and still threaten with his bite attack (thanks to the RotD web enhancement).

    Het mainly uses the Child of Shadows stance if he’s solo, and switches out to Island of Blades if he’s with a melee partner. Biggest weakness at these levels is his lack of threat – his manoeuvres are his main source of damage, and he needs a full-round action to refresh them. He favours Sapphire Nightmare Blade, Insightful Strike and Shadow Blade Technique for combat, with Mountain Hammer thrown in for DR and utility.

    Embrace the cold hand of Death (ECL 6-13)
    Spoiler
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    Het has started taking Death Delver levels, and with those come rebuke undead uses – perfect to fuel additional uses of Earth Devotion, letting you ignore terrain, or, more importantly, insuring that your meat shieldopponent cannot 5’ step away and leave you vulnerable. Death Delver spells mainly function as utility/support, granting you allies in the form of undead (for Island of Blades-style flanking to activate SA), and the ability to heal them with spontaneous inflict spells. Death ward offers some protection until you hit 9 lives, also leaving you some space to prepare more useful spells. Fear aura is, unfortunately, little used except to freak out the little(r) guys.

    By the tail end of these levels, you’ve hit upon your major strategy. With the combination of Underfoot Combat/Confound the Big Folk/Slight Build, you should be able to count yourself as Tiny for the purposes of the feats, meaning that you can run wily-nilly into Medium creatures’ spaces to activate Confound the Big Folk. It might be appropriate to have a non-reach weapon to use while in your opponent’s space, although since most of your damage comes from your manoeuvres, you could theoretically rely on your bite to deliver them. Steady Concentration gives you the ability to take 10 on Concentration checks, giving you the option of reliable damage with your Diamond Mind strikes. Try using Shadow Stride to waltz into their squares and hit them with a Ruby Nightmare Blade or an Insightful Strike.

    It’s worth noting that if your DM doesn’t allow you to count yourself as Tiny for this combination, a permanencied reduce person should barely blip on your budget by ECL 12.

    Master Death, cheat Death, defeat Death (ECL 14-20)
    Spoiler
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    Here we move onto the intense manoeuvres. Het obtains both Shadow Stride/Blink, providing excellent mobility. Adaptive Style combined with Moment of Alacrity means that he can tailor his manoeuvres for every encounter, effectively having all of his manoeuvres readied at anytime (spend a swift action to activate MoA, then a full-round to switch out manoeuvres, ready for next round). A bonus to all saves from the discipline that you’re most likely to be in a stance from is always sweet. Your final stance, granted at ECL 18 doesn’t much matter. I’d recommend either Giant Killing Style (pre-requisite fulfilled by Mighty Throw), as all of your opponents will likely be bigger than you, and Het can really use the to hit bonuses, or Pearl of Black Doubt and really trying to stack those miss chances (as it triggers on a miss, not specifying due/not due to what).

    Cheat Death is useful for stretching his hit points as far as possible, and maybe even saving his life, preventing him from using one of his nine lives. Since there’s no limit on the amount of times that Mantle of Life can be used per day, we can assume that he always has it running, granting him (and his party) a constant +4 to Will saves. Death ward is effectively constant at these levels, thankfully, as it helps to preserve his nine lives, obtained at ECL 17.


    The Archives
    Spoiler
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    Races of the Dragon web enhancement
    Unearthed Arcana
    Tome of Battle
    Races of the Wild
    Player’s Handbook
    Heroes of Horror
    Complete Champion
    Races of Stone
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  18. - Top - End - #138
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Altering the shape of death.


    Quote Originally Posted by Mina the Undying
    Wilhelmina Delilah Harkness, the Undying, NE female human Incarnate 6/Death Delver 10/Necrocarnate 4

    Starting ability scores (32 pt. buy): Str 14, Dex 10, Con 15 (+1 at 4th, 12th, 20th), Int 12, Wis 14 (+1 at 8th, 16th), Cha 14

    Part 1: Reanimating the fallen, one (Necrocarnate) Undead at a time.
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Incarnate 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4 ranks, Heal 2 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks|Heroic Destiny (human bonus feat), Improved Toughness|Aura (evil), detect opposition

    2nd|Incarnate 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Concentration +1, Knowledge (arcana) 1 rank, Knowledge (religion) +1, Spellcraft +1|--|--

    3rd|Incarnate 3|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Necrocarnum Acolyte|Expanded Soulmeld Capacity +1, Incarnum Radiance (evil) 1/day

    4th|Incarnate 4|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|--|--

    5th|Incarnate 5|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Rapid Meldshaping 1/day[/table]

    Ever since birth, Mina was destined for something unique, special. Even as a child, she was unusually resilient: staved off terrible illnesses, had only minimal wounds from pitfalls, and survived attacks from bandits. It was, thus, how she ended outliving her parents and most of her orphanage.

    Arrogant to a fault and a bully to fear, Mina finally was adopted by a mysterious gentleman who styled himself "Mr. Harkness". This black-robed man, a frail yet learned necromancer, saw Mina's unusual fortune, and trained her in what he only dabbled: a rare form of magic fueled by the energy of the souls lingering within the multiverse, "incarnum".

    Mina ended up a dutiful student, as her upbringing made her fiendish to the core. In time, her studies inclined towards Mr. Harkness' favorite subject; the dark reflection of soul energy, known to the learned as "Necrocarnum". This energy, drained from the torture of good souls, was an excellent fit for Mina, who was already accustomed to torture the living. It was only natural that she excelled in this art.

    What would have happened had Mr. Harkness taught her further, no one may know: one day, Mina and her master were assaulted, and left for dead. Mina's fortune made her survive...her master, however, had no such luck.


    Part 2: A Study in the Nature of Death (and how to Delve it)
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    6th|Death Delver 1|
    +4
    |
    +6
    |
    +1
    |
    +6
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Practiced Spellcaster (Death Delver)|Deathsense, rebuke undead

    7th|Death Delver 2|
    +5
    |
    +7
    |
    +1
    |
    +7
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Deadened soul, spontaneous casting (inflict spells)

    8th|Necrocarnate 1|
    +5
    |
    +7
    |
    +1
    |
    +9
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Harvest soul (1 minute), improved meldshaper level

    9th|Necrocarnate 2|
    +6/+1
    |
    +7
    |
    +1
    |
    +10
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Fearless Destiny|Necrocarnum soulshield

    10th|Necrocarnate 3|
    +6/+1
    |
    +8
    |
    +1
    |
    +10
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|--[/table]

    Now alone, Mina sought revenge, darkening her already stained heart. She took the favored moniker of her adoptive father and master and styled herself as "Ms. Harkness".

    Her near-death experience gave her a new insight on death and its nature. It also made her understand the very concept of Necrocarnum, and how she could harness it. She began doing so, unconsciously, by drawing upon the lingering essence of the late Mr. Harkness, a talent she fully developed once she began to master the arts of Necrocarnum. She also began studies on the basics of necromancy, enamored by undeath and how corpses could be animated through dark energies. Since that day, she was never seen without the crown that adorns her hair to this day; a black crown that seems to devour light itself, and obscures her face.

    Her near-death experience made her even more resilient, though. At times, when she was overwhelmed, she simply shrugged her final blow. Her pet zombie, of course, finished the surprised warriors. This earned her the moniker of "the Undying".


    Part 3: Of Necromancers and Necrocarnates, which are not the names of a game nor a roaming band
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    11th|Necrocarnate 4|
    +7/+2
    |
    +8
    |
    +2
    |
    +11
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Extra chakra bind, extra soulmeld

    12th|Death Delver 3|
    +8/+3
    |
    +8
    |
    +3
    |
    +11
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Extend Supernatural Ability|Death ward 1/day

    13th|Death Delver 4|
    +9/+4
    |
    +9
    |
    +3
    |
    +12
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Diehard|--

    14th|Death Delver 5|
    +9/+4
    |
    +9
    |
    +3
    |
    +12
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Fear aura

    15th|Death Delver 6|
    +10/+5
    |
    +10
    |
    +4
    |
    +13
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Sudden Ability Focus|Death ward 2/day[/table]

    Impatient as she could not advance further in the mysteries of "Necrocarnum", Mina took it to further advance her fleeting necromantic skills. Despite her infatuation with the undead, she couldn't help but realize she feared death more than anything. Why she always survived? She always ended up steps away from death, and she always returned to the world of the living, never as one of their grim number.

    To further her studies, she fancied herself a wandering healer, though never one that healed wounds. Or a medium, who could wrest secrets from the dead. Or even a death defiant, though always with a grim spectacle. All her wares were exorbitant, ever more if the need was dire (and with her mastery over death, it was evident that there would always be need for her). In time, she began animating her first undead through classical necromancy, comparing her work with that of Necrocarnum. None, however, were a match for herself, already capable of withstanding the worst wounds and keep fighting those who would want her seen dead (likely those she cheated out of their hard-earned money).


    Part 4: Rise of the Undying
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    16th|Death Delver 7|
    +11/+6/+1
    |
    +10
    |
    +4
    |
    +13
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Cheat death

    17th|Death Delver 8|
    +12/+7/+2
    |
    +11
    |
    +4
    |
    +14
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Mantle of Life

    18th|Death Delver 9|
    +12/+7/+2
    |
    +11
    |
    +5
    |
    +14
    |Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|Open Greater Chakra (waist)|Death ward 3/day

    19th|Death Delver 10|
    +13/+8/+3
    |
    +12
    |
    +5
    |
    +15
    | Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|Nine lives

    20th|Incarnate 6|
    +14/+9/+4
    |
    +13
    |
    +6
    |
    +16
    | Concentration +1, Knowledge (arcana) +1, Knowledge (religion) +1, Spellcraft +1|--|--[/table]

    Despite her knowledge of various forms of commanding the forces of undeath, Mina's legacy grew because of different means. As time passed, she became harder and harder to slay: nor assassins, nor necromancers, nor paladins could best her in combat and see her finally dead, as she could survive even the deadliest wounds. Spells that commanded death were useless against her, and when things turned dire, she sent her opponents fleeing away in fear. Even mental assaults were worthless against her.

    Yet, despite the ability to defy death, she knows very well her own weakness: time. Each year, she grows older, though no less powerful. Soon, her might will falter, albeit her mind will turn clear. Her path is clear, however: for all means invincible, all she needs now is to become immortal. Whether she does it by becoming undead herself, or by other means, Mina is determined to leap the hurdle that will lead her into true immortality.


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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|0|-|-|-

    7th|1|-|-|-

    8th|1|-|-|-

    9th|1|-|-|-

    10th|1|-|-|-

    11th|1|-|-|-

    12th|1|0|-|-

    13th|1|1|-|-

    14th|1|1|0|-

    15th|1|1|1|-

    16th|2|1|1|0

    17th|2|1|1|1

    18th|2|2|1|1

    19th|2|2|2|1

    20th|2|2|2|1 [/table]

    Favored Spells: Mina has a small spell list, but nonetheless a decent one. Being a Necrocarnate who happens to dabble in necromancy, she favors Command Undead and Animate Dead, the latter to replace slain mooks. Whenever she enters combat, she also looks to use Bull's Strength for an extra punch.


    Meldshaping
    Spoiler
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    {table=head]Level|Essentia| Soulmelds| Chakra Binds| Open Chakras

    1st|
    1
    |
    2
    |
    0
    |--

    2nd|
    2
    |
    3
    |
    1
    |Crown

    3rd|
    3
    |
    3
    |
    1
    |--

    4th|
    4
    |
    4
    |
    1
    |Feet, Hands

    5th|
    5
    |
    4
    |
    1
    |--

    6th|
    5
    |
    4
    |
    1
    |--

    7th|
    5
    |
    4
    |
    1
    |--

    8th|
    5
    |
    4
    |
    1
    |--

    9th|
    5
    |
    4
    |
    1
    |--

    10th|
    5
    |
    4
    |
    1
    |Arms, Brow, Shoulders

    11th|
    5
    |
    5
    |
    2
    |--

    12th|
    5
    |
    5
    |
    2
    |--

    13th|
    5
    |
    5
    |
    2
    |--

    14th|
    5
    |
    5
    |
    2
    |--

    15th|
    5
    |
    5
    |
    2
    |--

    16th|
    5
    |
    5
    |
    2
    |--

    17th|
    5
    |
    5
    |
    2
    |--

    18th|
    5
    |
    5
    |
    2
    |Waist

    19th|
    5
    |
    5
    |
    2
    |--

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

    Favored Soulmelds: Being an Incarnate AND a Necrocarnate, she favors Necrocarnum soulmelds and those who give her a strong melee boost.

    Being primarily an undead leader, she ALWAYS has Necrocarnum Circlet bound to her Crown (as early as 2nd level, of course). She has the soulmeld full with a moderate amount of essentia (typically 2 or 3) unless she attemps to rebuke undead, in which case she removes all essentia temporarily (in order to improve her chances). She attempts to have the best zombie possible (typically a hydra by the time she reaches 8th level, seeking hydras with more heads as she progresses, up to the coveted 10-headed hydra at 20th level) as her Necrocarnum Zombie.

    Being a decent combatant, she tends to shape Incarnate Weapon into a flail, then using Bloodwar Gauntlets or Necrocarnum Weapon (choosing the flail, of course). She binds Incarnate Weapon to her Arms chakra, and if shaping Necrocarnum Weapon, chooses that soulmeld for her Hands Chakra. She also has the Necrocarnum Shroud and Necrocarnum Vestments shaped, placing as much essentia as possible between the two; by 18th level, if she has a free Chakra Bind (usually possible at 20th level if she has shaped Bloodwar Gauntlets), she may choose to bind any of both to her Waist Chakra if she needs to deal extra cold damage or boost her Fear Aura through the life-draining field's shaken effect.


    For when the DM feels generous (optionals):
    Spoiler
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    Flaws: if the DM is willing to allow flaws, Necrocarnum Acolyte can be easily reduced to a bonus feat. Tomb-Tainted Soul is also a nice choice.

    Beyond 21st level: if the DM allows levels beyond 21st, choosing Open Greater Chakra is no longer necessary, as Mina would gain the chakra binds for Throat and Waist (Corpsecrafter is a nice replacement in this case, although the Necrocarnum Zombie won't take advantage of it). Progressing Incarnate and Necrocarnate ends up with more soulmelds and chakra binds than having both separate, alongside having a higher meldshaper level for Necrocarnum Circlet.

    Items: Being an Incarnate, Mina will have troubles with magic items, but some options involve gaining ways to harness even more essentia. Pearls of Power for 4th level spells are a must, because the best spells are undoubtedly 4th level. Holding a Darkskull also improves rebuking and grants the ever-important Magic Circle against Good ability, excellent for mental assaults. Since the Crown chakra is always occupied, alternatives to a Periapt of Wisdom are necessary (as well as Belts of Health, because of the occasional Waist Chakra binding). Given that Arms and Hands chakras will occasionally be bound as well, it's best to keep those areas free. That leaves the neck, shoulders, face, torso, feet, and armor slots free (and rings, as well).


    Sources
    Spoiler
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    Magic of Incarnum for Incarnate and Necrocarnate, plus various feats.
    Heroes of Horror for Death Delver
    Tome of Magic for supernatural-related feats
    Races of Destiny for Heroic and Fearless Destiny
    Player's Handbook for anything else
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  19. - Top - End - #139
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    . . .While the monkey-man sells paradise to the girl from Tupelo. -David and David, "River's Gonna Rise", Boomtown

    The creepy guy
    Spoiler
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    Sly slipped back to the table with a disgruntled expresion on his wispling face. He rubbed his eyes and then rubbed his forehead. "This won't work, team. There's no one here. Next tavern."

    "An imperfect pick is still a pick," Daulvonus said, closing his spellbook. "Who are the best to select from?"

    "An awful bard, some sort of kill-maim-destroy paladin mockery that tried to smite me, and another barbarian, not from Thurg's tribe. They wouldn't get along."

    Thrug snorted. "They help?"

    "Probably not. Seriously, let's go."

    "Why are we discounting that last one you talked to?" Geb pointed out. "I overheard. He could be of assistance."

    Sly pinched the bridge of his nose.

    "You know. The creepy guy--"

    "With the monkeys, yes," a voice finished. A man strode up to the table, carrying one happy chimpanzee in his arms as two followed behind, vocalizing at each other. "Hello. I noticed you all looked prone to violence and fit to be an adventuring party. Do you mind if tag along?"

    The party quieted immediately.

    "...You're articulate," Daulvonus pointed out.

    "Yes, in fact."

    "I thought you'd be a babbling weirdo from over here," Sly muttered.

    "No, no. You misunderstand. I consider myself fairly bright, actually. Can't I just really, really like monkeys?"

    The quiet continued...

    "Thurg like monekys."

    Geb smiled. "It's settled, then. Welcome, Mr..."

    "Bibby. Mr. Bibby. I know. Don't laugh, please."


    Concept
    Spoiler
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    Death delver has three feature that seem independent, like the Monk's abilities. Fear Aura is a cha-based fear effect. Deadened Soul lets you ignore fear effects. Mantle of Life increases your allies' will Saves. How can you make these interact? Answer: get a whole bunch of fear effects flying around indiscriminately. You won't care, your allies will keep their cool, and you can up the ante with a standard action. The next question is thus: what do you do to get tons of fear effects all over the place?

    The optimization muses have shown me the way. It involves monkeys with shivs, apparently.


    Build: The Simian Legion
    Spoiler
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    Mr. Bibby is a LN Human, with the following point buy array:

    STR - 8
    DEX - 15
    CON - 12
    INT - 16
    WIS - 12
    CHA - 14

    Take Sylvan as one of your bonus languages. Just do it; I'll tell you why later.

    For ease of reading, the progression is Human Paragon 1/Wizard 3/Human Paragon 2/Death Delver 10/Sanctified One 1/Marshal 1/Geomancer 2.

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

    1st|Human Paragon 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |4 Handle Animal, 4 Concentration, 2 Heal, 4 Sense Motive, 4 Knowledge (Nature), 4 Diplomacy, 4 Bluff, 4 Craft (Weaponsmithing), 2 Knowledge (Religion)|Two-Weapon Fighting, Travel Devotion|Adaptive Learning (Handle Animal)

    2nd|(Fighter Bonus Feat Variant) Wizard 1|
    +0
    |
    +0
    |
    +0
    |
    +4
    | 5 Handle Animal, 5 Concentration, 2 Heal, 4 Sense Motive, 4 Knowledge (Nature), 4 Diplomacy, 5 Bluff, 5 Craft (Weaponsmithing), 2 Knowledge (Religion), 1 Knowledge (Arcana), 1 Spellcraft|Exotic Weapon Proficiency (Gnome Quickrazor)|Summon Familiar

    3rd|(FBF) Wizard 2|
    +1
    |
    +0
    |
    +0
    |
    +5
    |6 Handle Animal, 6 Concentration, 2 Heal, 4 Sense Motive, 4 Knowledge (Nature), 4 Diplomacy, 5 Bluff, 6 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 2 Spellcraft|Spellrazor|

    4th|(FBF) Wizard 3|
    +1
    |
    +1
    |
    +1
    |
    +5
    |7 Handle Animal, 7 Concentration, 2 Heal, 4 Sense Motive, 4 Knowledge (Nature), 5 Diplomacy, 5 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 3 Spellcraft||

    5th|Human Paragon 2|
    +2
    |
    +1
    |
    +1
    |
    +6
    |8 Handle Animal, 8 Concentration, 2 Heal, 5 Sense Motive, 5 Knowledge (Nature), 7 Diplomacy, 7 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft|Fell Frighten|Bonus Feat

    6th|Human Paragon 3|
    +3
    |
    +2
    |
    +2
    |
    +6
    |9 Handle Animal, 9 Concentration, 2 Heal, 7 Sense Motive, 7 Knowledge (Nature), 8 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft|Craft Magic Arms and Armor|Ability Increase (+2 Charisma)

    7th|Death Delver 1|
    +3
    |
    +4
    |
    +2
    |
    +8
    |10 Handle Animal, 10 Concentration, 2 Heal, 7 Sense Motive, 10 Knowledge (Nature), 9.5 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft, Craft (Armorsmithing) 1||Deathsense, Rebuke Undead

    8th|Death Delver 2|
    +4
    |
    +5
    |
    +2
    |
    +9
    | 11 Handle Animal, 11 Concentration, 2 Heal, 7 Sense Motive, 11 Knowledge (Nature), 11 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft, 2 Craft (Armorsmithing)||Deadened soul, Spontaneous Casting

    9th|Death Delver 3|
    +5
    |
    +5
    |
    +3
    |
    +9
    | 12 Handle Animal, 12 Concentration, 2 Heal, 7 Sense Motive, 12 Knowledge (Nature), 12 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft, 3 Craft (Armorsmithing) |Touch of Healing|Death Ward 1/day

    10th|Death Delver 4|
    +6/+1
    |
    +6
    |
    +4
    |
    +10
    | 13 Handle Animal, 13 Concentration, 2 Heal, 7 Sense Motive, 13 Knowledge (Nature), 13 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft, 4 Craft (Armorsmithing)||Diehard

    11th|Death Delver 5|
    +6/+1
    |
    +6
    |
    +4
    |
    +10
    |14 Handle Animal, 14 Concentration, 2 Heal, 7 Sense Motive, 14 Knowledge (Nature), 14 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 1 Knowledge (Arcana), 5 Spellcraft, 5 Craft (Armorsmithing)||Fear Aura

    12th|Death Delver 6|
    +7/+2
    |
    +7
    |
    +5
    |
    +11
    | 15 Handle Animal, 15 Concentration, 2 Heal, 7 Sense Motive, 15 Knowledge (Nature), 15 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 2 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing)|Practiced Spellcaster (Death Delver)|Death Ward 2/day

    13th|Death Delver 7|
    +8/+3
    |
    +7
    |
    +5
    |
    +11
    | 16 Handle Animal, 16 Concentration, 2 Heal, 7 Sense Motive, 16 Knowledge (Nature), 16 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 4 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing)||Cheat Death

    14th|Death Delver 8|
    +9/+4
    |
    +8
    |
    +5
    |
    +12
    | 17 Handle Animal, 17 Concentration, 2 Heal, 7 Sense Motive, 17 Knowledge (Nature), 17 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 4 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing)||Mantle of Life

    15th|Death Delver 9|
    +9/+4
    |
    +8
    |
    +6
    |
    +12
    | 18 Handle Animal, 18 Concentration, 2 Heal, 7 Sense Motive, 18 Knowledge (Nature), 18 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing)|Craft Contingent Spell|Death Ward 3/day

    16th|Death Delver 10|
    +10/+5
    |
    +9
    |
    +6
    |
    +12
    | 19 Handle Animal, 19 Concentration, 2 Heal, 7 Sense Motive, 19 Knowledge (Nature), 19 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing), Survival 1||Nine Lives

    17th|Sanctified One of Wee Jas 1|
    +10/+5
    |
    +11
    |
    +8
    |
    +14
    |20 Handle Animal, 20 Concentration, 2 Heal, 7 Sense Motive, 20 Knowledge (Nature), 20 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing), Survival 2||Sanctified Fall

    18th|Marshal 1|
    +10/+5
    |
    +13
    |
    +8
    |
    +16
    | 21 Handle Animal, 21 Concentration, 2 Heal, 7 Sense Motive, 21 Knowledge (Nature), 21 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing), Survival 6|Skill Focus (Handle Animal)|Skill Focus (Diplomacy)

    19th|Geomancer 1|
    +10/+5
    |
    +15
    |
    +8
    |
    +18
    |22 Handle Animal, 22 Concentration, 2 Heal, 7 Sense Motive, 22 Knowledge (Nature), 22 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing), Survival 11||Drift 1, Spell Versatility 0

    20th|Geomancer 2|
    +12/+7/+2
    |
    +16
    |
    +8
    |
    +19
    |23 Handle Animal, 23 Concentration, 2 Heal, 7 Sense Motive, 23 Knowledge (Nature), 23 Diplomacy, 8 Bluff, 7 Craft (Weaponsmithing), 6 Knowledge (Religion), 6 Knowledge (Arcana), 5 Spellcraft, 6 Craft (Armorsmithing), Survival 14, Speak Language (Monkey)||Drift 1, Spell Versatility 1, ley lines +1
    [/table]

    Spells
    Spoiler
    Show

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

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

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

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

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

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

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

    …|4|4|3|2|-|-|-|-|-|-

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

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

    Spells per Day (Death Delver)
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    7th|-|1|-|-|-|-|-|-|-|-

    8th|-|2|-|-|-|-|-|-|-|-

    9th|-|2|1|-|-|-|-|-|-|-

    10th|-|2|2|-|-|-|-|-|-|-

    11th|-|2|2|0|-|-|-|-|-|-

    12th|-|2|2|1|-|-|-|-|-|-

    13th|-|3|2|1|0|-|-|-|-|-

    14th|-|3|2|1|1|-|-|-|-|-

    15th|-|3|3|1|1|-|-|-|-|-

    16th|-|3|3|2|1|-|-|-|-|-

    …|-|3|3|2|1|-|-|-|-|-

    20th|-|3|3|2|1|-|-|-|-|-[/table]


    Level breakdown: a guide to managing The Simian Legion
    Spoiler
    Show
    Level 5
    Spoiler
    Show
    Mr. Bibby started off only being able to contribute as a party face and crossbow user, but his shtick becomes recognizeable by level 5. He has access to the powerful debuff of Fell Frighten Sonic Snap. That's a no-save fear effect, and solves boss fights in two rounds. 2nd-level Wizard spells help, and he can use the Spellrazor feat, allowing him to attack and Shocking Grasp/Lesser Shivering Touch in the same round. Travel Devotion has been a boon since level one, as he's spending his move and standard action to help out ever since. He doesn't have Weapon Finesse, but that's because you can buy the equivalent. Mr. Bibby would really like it if he had a masterwork feycraft Gnome Quickrazor, but those don't exactly go on sale. That's why you're going to make your own. With your Knowledge (Nature), fluency in Sylvan, and +12 Diplomacy modifier, you have a good shot at talking to a fey without getting Seelie-smacked because your rhoticism sounds too blue, or whatever. Get mentally influenced, then craft your toy. It'll be useful later.

    I'll get to the point. You're Mr. Bibby. You have monkeys. Your Handle Animal modifier started at +6, enough to rear a monkey by taking 10, so you could concievably have them in your backstory. At level 5, you have a mod of +12 with an Animal Handler's Kit. You can take 10 to train monkeys to attack. Further, you can spend 30gp to buy a 3-minute casting of Speak With Animals, enough time to Diplomacy a wild animal from Unfriendly to Helpful if you take 10. It's also become possible to rear animals of up to 7-HD. You could be boring and get fleshrakers, but it's much more interesting to get more monkeys. Or Dire Apes. Dire Apes are awesome.

    I should probably mention that you're not specializing as a Wizard. Enchantment helps your party face role, banning Necromancy removes Shivering Touch and is a flavor clash considering what prestige class you're going into, and you can't ban Evocation without losing Sonic Snap. All of the schools that actually make sense to ban will hurt you if you do, so Mr. Bibby is a generalist. (Yes, we're keeping Evocation because of a cantrip. It's baffling how optimization goes, isn't it?)

    Also, if your DM lets you have a monkey familiar, or take the animal companion variant to get a moneky companion, do it.


    Level 10
    Spoiler
    Show
    Mr. Bibby has a wishlist. Blow your weapon budget on enhancing your toy into a +1 Spell Storing toy. Make the +1 part yourself. You spent that feat for a reason, after all. With Spellrazor, you can now essentially cast two touch spells in the first round of combat. You got 3rd-level Wizard spells at level 6. (Everyone here knows what Shivering Touch does, right?) Also, go get some Pandemonic Silver. Under the description in Complete Warrior, it can be used to coat the surface of a weapon, so it's reasonable for you to be able to add it on now. By crafting, you can do this for 3000. Your toy is complete.

    If you're unfamiliar with them, Pandemonic Silver and Gnome Quickrazors have a lovely inteaction. Pandemonic Silver weapons, when drawn, cause enemies nearby to cower unless they save against a fear effect with a DC depending on the strength of the wind. Gnome Quickrazors are drawn as part of every attack. This means that, as a full-round action using Spellrazor, you can blast with two touch spells and toss out a fear effect.

    Here's the interesting part: In seeing so many of your monkeys and apes die in combat, Mr. Bibby has become interested in the process of death, and more importantly, how to stop it. He's also probably taken his share of knocks, considering his hit dice. He enters Death Delver at level 7, and Travel Devotion becomes a lot more reliable all of the sudden. Thanks to Spontaneous Casting, you always have a healing spell "available to cast", if you don't spend that 2nd-level slot. Touch of Healing, at level 9, allows you to partially heal your army of monkeys after a battle for no cost except time. (I am assuming that you have a Periapt of Wisdom +2 by now. The cleric that's been babysitting your friggin' chimps for eight levels can give you it as a handmedown.) Death Delver also has Remove Fear available, and the barbarian is probably going to fail his will save against your screaming toy's fear effect a few times, so you can get him to stop whining.

    Handle Animal has gone up to +16, with another +2 if you use the kit. You've been interested ever since level 8, because that mod of +14 (+16 kit) is enough to take 10 on turning apes into Warbeasts. They are now more relevant to combat. By level 9, you can do the same with Dire Apes. At level 10, you can rear animals of Hit Dice up to 13, including the Legendary Ape. If you need to go get these big nasties without being eaten, your +20 Diplomacy mod will serve you well; make a rushed check to immediately shut down an Unfriendly beast. Note that since animals gain a Hit Die when they become Warbeasts, Dire Apes hit 6HD. Ask if you can train them how to use Gnome Quickrazors, as they have suitable hands. This gives them Exotic Weapon Proficiency (Gnome Quickrazor) as the feat for that hit die. Don't count on this, though, and it's not important until...


    Level 13 (sweet spot)
    Spoiler
    Show
    The Simian Legion suddenly becomes a thing. Everything from monkeys to Warbeast Legendary Apes begins throwing out fear effects like it's their job, which it is. All you need to do is outfit them with Pandemonic Silver Gnome Quickrazors. Of course, they have to be Skillful weapons, since monkeys are not usually proficient. But how are you going to acquire so many +1 Skillful Pandemonic Silver Gnome Quickrazors? That's madness and implausible.

    You are Mr. Bibby. You find a way.

    Get more Pandemonic Silver. Borrow the party's Wizard, and buy scrolls of Fabricate and Tenser's Transformation, and the inks necessary to scribe them, so the wizard does not have an excuse. Ask him to prepare them during one of your downtime days, then assist you during crafting by providing those prerequisites. With the necessary spells supplied, you just have to foot the bill and supply the caster level for Skillful, which is going to be a pain to...hmm, Death Delver's caster level doesn't increase at half the usual rate, unlike other casters that only go up to 4th level spells? Interesting! Practiced Spellcaster gets you to CL 11 at level 13, then!

    Next, churn out twice as many +1 Skillful Morphing Pandemonic Silver Shuriken as you have simians. Get cracking on this earlier in the game if you have the resources, particularly if you could give Warbeast Dire Apes the proficieny, but the Skillful enhancement has to wait until level 13. Due to the ammunition pricing rules, 50 of these things cost 32,010 gp. But they're thrown weapons, which was why you could add Morphing. Now, morph them individually into Gnome Quickrazors. Since ape and monkeys have opposable thumbs, they can weild these weapons. Train them to do two-weapon fighting; the penalties don't matter becuase they're not the point. Check it out: with creativity, you can outfit a simian with a Pandemonic Silver Gnome Quickrazor for 640.1 gp a pop, reduced to 160.1 gp for ideal Dire Apes! Not bad.

    How is this relevant to Death Delver, you ask? Because you're immune to those fear effects that will be flying about, and as mentioned earlier, you have Fear Aura. Now, it takes even less effort to assist in the debuffing; you can make multiple enemies shaken at once, let your monkeys clean up, and the ones that are still there just get a Fell Frighten Magic Missle to bump them to frightened. If your monkeys scare each other and go running, catch up with Travel Devotion and use your rapidly growing stock of Remove Fear spells. Let's put it this way: everything that isn't immune to fear pretty much automatically loses now. This is the core of the Simian Legion: Death Delver's abilities let you marshal an army of fearmonkeys. Ba-dum-tsh.

    You may have to train the monkeys the Attack trick again, and Stay is a good one to keep them from running away if you can't Remove Fear them in time. Easy, with your mod of +19, +21 with a kit. You are now capable of rearing 1HD magical beasts by taking 10, if you are so inclined.


    Level 15
    Spoiler
    Show
    Mantle of Life, finally. Your monkeys don't run away so much any more, because you said so. Death Delver + Pracitced Spellcaster gives you access to Craft Contingent Spell, which becomes relevant next level. You've spent a lot of money, so it's a good thing that Death Ward is lasting all day now and you don't have to make Soulfire armor. Diplomacy reaches +25, which is bringing you into the realm of "Diplomancer". Speak With Animals, take 10, the Battletitan no longer wants to kill you. Handle Animal is +21/+23, which doesn't let you do anything you couldn't do earlier. This is a boring level, really.


    Level 20
    Spoiler
    Show
    I'm going to talk about level 17 instead. In the wake of his insights into the nature of death, the church of Wee Jas--a death goddess--has found it fit to reward him. He becomes a Santified One, while an army of simians wait outside the church.

    Here's the combo: Craft Contingent Benign Transposition on your allies, set to go off whenever an attack next to them would kill them, will automatically switch your position with them. Due to Nine Lives, you won't die, and due to Sancitifed Fall, you can cast a spell or make an attack--Shivering Touch, Fell Frighten Magic Missle, or a Gnome Quickrazor attack containing one of the two. The assailant is taken care of in whichever manner you like. When your turn rolls around, you're still up thanks to Diehard (thanks, Death Delver) and can Touch of Healing yourself back to normal (thanks, Death Delver!)

    In case it needs to be spelled out: "I spend a life. The other guy dies instead."

    Now, level 20. The Geomancer levels are mostly fluff, because your effectiveness still depends on the Simian Legion. You do get 4th-level Wizard spells, though. (If you don't know what Mr. Bibby wants to polymorph into, chances are you've been skimming.) I'm sure you can afford a Cloak of Charisma +6 by now, so Handle Animal hits +38/+40. You've learned to be a marshal from 17 levels of monkey directing, and that Motivate Charisma pays off. You can find yourself walking around with a posse of hydras and chronotryns rather easily. +42 Diplomacy solves NPCs and hostile monkeys, and can create fanatics.

    You also gain your a iterative attack. If you have Gloves of the Balanced Hand, and have borrowed one of those Pandemonic Silver Gnome Quickrazors that are supposed to be for the monkeys, you can make five fear-effect attacks in one round.

    Two drifts from geomancer--the tail and the fur--change Mr. Bibby's appearance to that of an overgrown monkey. One day, before hitting epic levels, he retires deep into the forest, to live the rest of his live with his friends.

    ...No, Speak Language (Monkey) is not a valid option, but is the DM going to argue when you're about to retire?


    Wishlist
    Spoiler
    Show
    A supply of Pandemonic Silver
    Gloves of the Balanced Hand
    Cloak of Charisma +6
    Periapt of Wisdom +2
    A fey to consort with
    Scrolls of Fabricate and Tenser's Transformation, and the party wizard
    Masterwork Tools
    Custom item of Handle Animal
    Custom item of continuous Speak With Animals (big help!)


    Sources
    Spoiler
    Show
    SRD
    Unearthed Arcana (Human Paragon, Wizard Variant)
    Miniatures Handbook (Marshal)
    Complete Champion (Touch of Healing, Sanctified One of Wee Jas, Travel Devotion)
    Complete Adventurer (Animal Handler's Kit)
    Complete Divine (Geomancer, Practiced Spellcaster)
    Complete Warrior (Pandemonic Silver)
    Heroes of Horror (Secret Ingredient)
    Races of Stone (Gnome Quickrazor, Spellrazor)
    Libris Mortis (Fell Frighten)
    Spell Compendium (Sonic Snap)
    Frostburn (Shivering Touch, Lesser Shivering Touch)
    Monster Manual II (Legendary Ape, Warbeast)


    Variant: Half-Fey Mr. Bibby
    Spoiler
    Show
    If you start the game at middling levels and/or LA buyoff is allowed, the Half-Fey template is an excellent addition to Mr. Bibby. It doesn't hurt his Charisma-based checks, allows him to make his toy without outside assistance, arguably extends his lifespan (relevant when you want to rear lots of animals), and allows you to use Point Buy more effeciently because it increases Dexterity. Combine that with permaflight, SLAs, and a party face spell at will, and the only thing stopping you from taking this is the fact that you will be very weak at low levels. If you do play the Half-Fey Mr. Bibby, but are not allowed LA buyoff, lose the Geomancer levels at the end of the build.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
    Show

  20. - Top - End - #140
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Showing off is the fool's idea of glory. - Bruce Lee


    Quote Originally Posted by Parsifal the Fool


    Excerpt from the Journal of Sir Wolfram Heartsteel:

    ...I did not expect to be entertained by a fool, but there he was. He had a pinched face but wide blue eyes, eyes that were strangely compelling. Behind him was his "Motley Band," four skeletons grotesquely dressed in motley. They played upon wooden harps, but truly, I could not call it music...

    ...the Fool smiled when he met me. "Sir Wolfram Heartsteel? That cannot be," he said. "Sir Wolfram Heartsteel is dead. He starved to death on the Bitter Sea." I assured him I was very much alive, but all he did was stare at me with those terrible eyes. "No," he said. "I am sure of it. Wolfram of House Cannith died on the Bitter Sea. His ship was destroyed, and he was washed up on a small rocky island, where he starved. It happened just this Barrakas."

    I sat there, dumbfounded. "Barrakas? But it is only Nymm - Barrakas is still two months away."

    "Ah," he said. "My apologies then, my lord. I must be mistaken..."

    ...It has now been three weeks that I have been stranded on this godsforsaken isle. I am no longer sure of the day, but I believe Lharvion has ended and it is now Barrakas. I do not know how much longer I have...


    The Build
    Spoiler
    Show

    Parsifal the Fool
    CN Half-Elf, Divine Bard 5/Death Delver 10/Medani Prophet 5

    ACFs:
    Half-Elf Bard Racial Substitution Levels - Soothing Voice
    Healing Hymn
    Hymn of Fortification
    Inspire Awe

    Stats:
    Spoiler
    Show

    Starting Stats (32-point buy):
    Str 8/Dex 10/Con 12/Int 14/Wis 16/Cha 16

    All boosts go to Charisma


    Build:
    Spoiler
    Show

    Parsifal the Fool
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Divine Bard 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Diplomacy 4 ranks, perform (oratory) 4 ranks, concentration 4 ranks, know (arcana) 4 ranks, know (religion) 4 ranks, bluff 4 ranks, know (nobility & royalty) 4 ranks, sense motive 4 ranks|Apprentice (Entertainer)|Bardic music, bardic knowledge, soothing voice, healing hymn, inspire awe
    2nd|Divine Bard 2|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Diplomacy 5 ranks, perform (oratory) 5 ranks, concentration 5 ranks, know (arcana) 5 ranks, know (religion) 5 ranks, bluff 5 ranks, know (nobility & royalty) 5 ranks, sense motive 5 ranks||
    3rd|Divine Bard 3|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Diplomacy 6 ranks, perform (oratory) 6 ranks, concentration 6 ranks, know (arcana) 6 ranks, know (religion) 6 ranks, heal 1 rank, speak language 1 rank|Least Dragonmark (Mark of Detection - Detect Poison)|Hymn of Fortification
    4th|Divine Bard 4|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Diplomacy 7 ranks, perform (oratory) 7 ranks, concentration 7 ranks, know (arcana) 7 ranks, know (religion) 7 ranks, heal 2 ranks, speak language 1 rank||
    5th|Divine Bard 5|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Diplomacy 8 ranks, perform (oratory) 8 ranks, concentration 8 ranks, know (arcana) 8 ranks, know (religion) 8 ranks, speak language 3 ranks||
    6th|Death Delver 1|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Diplomacy 9 ranks, perform (oratory) 9 ranks, know (arcana) 9 ranks, know (religion) 9 ranks|Lesser Dragonmark (Mark of Detection - See Invisibility)|Deathsense, rebuke undead
    7th|Death Delver 2|
    +4
    |
    +4
    |
    +4
    |
    +7
    |Diplomacy 10 ranks, perform (oratory) 10 ranks, concentration 9 ranks, know (religion) 10 ranks||Deadened soul, spontaneous casting
    8th|Death Delver 3|
    +5
    |
    +4
    |
    +5
    |
    +7
    |Diplomacy 11 ranks, perform (oratory) 11 ranks, know (arcana) 10 ranks, know (religion) 11 ranks||Death ward 1/day
    9th|Medani Prophet 1|
    +5
    |
    +4
    |
    +5
    |
    +9
    |Diplomacy 12 ranks, perform (oratory) 12 ranks, know (arcana) 11 ranks, know (religion) 12 ranks, concentration 11 ranks|Greater Dragonmark (Mark of Detection - True Seeing)|Heir’s mark, keen insight, prophetic vision
    10th|Medani Prophet 2|
    +6/+1
    |
    +4
    |
    +5
    |
    +10
    |Diplomacy 13 ranks, perform (oratory) 13 ranks, know (arcana) 13 ranks, know (religion) 13 ranks, concentration 12 ranks||Improved dragonmark, blood augury
    11th|Death Delver 4|
    +7/+2
    |
    +5
    |
    +5
    |
    +11
    |Diplomacy 14 ranks, perform (oratory) 14 ranks, concentration 13 ranks, know (religion) 14 ranks||Diehard
    12th|Death Delver 5|
    +7/+2
    |
    +5
    |
    +5
    |
    +11
    |Diplomacy 15 ranks, perform (oratory) 15 ranks, know (arcana) 14 ranks, know (religion) 15 ranks|Mark of the Dauntless|Fear aura
    13th|Medani Prophet 3|
    +8/+3
    |
    +6
    |
    +6
    |
    +11
    |Diplomacy 16 ranks, perform (oratory) 16 ranks, know (arcana) 16 ranks, know (religion) 16 ranks, concentration 15 ranks||Dragon’s shield
    14th|Medani Prophet 4|
    +9/+4
    |
    +6
    |
    +6
    |
    +12
    |Diplomacy 17 ranks, perform (oratory) 17 ranks, know (arcana) 17 ranks, know (religion) 17 ranks, concentration 17 ranks||Improved dragonmark, Medani guidance
    15th|Death Delver 6|
    +10/+5
    |
    +7
    |
    +7
    |
    +13
    |Diplomacy 18 ranks, perform (oratory) 18 ranks, know (arcana) 18 ranks, know (religion) 18 ranks|Healing Devotion|Death ward 2/day
    16th|Death Delver 7|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +13
    |Diplomacy 19 ranks, perform (oratory) 19 ranks, concentration 18 ranks, know (religion) 19 ranks||Cheat death
    17th|Death Delver 8|
    +12/+7/+2
    |
    +8
    |
    +7
    |
    +14
    |Diplomacy 20 ranks, perform (oratory) 20 ranks, know (arcana) 19 ranks, know (religion) 20 ranks||Mantle of life
    18th|Death Delver 9|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +14
    |Diplomacy 21 ranks, perform (oratory) 21 ranks, concentration 19 ranks, know (religion) 21 ranks|Extra Music|Death ward 3/day
    19th|Death Delver 10|
    +13/+8/+3
    |
    +9
    |
    +8
    |
    +15
    |Diplomacy 22 ranks, perform (oratory) 22 ranks, know (arcana) 20 ranks, know (religion) 22 ranks||Nine lives
    20th|Medani Prophet 5|
    +13/+8/+3
    |
    +9
    |
    +8
    |
    +15
    |Diplomacy 23 ranks, perform (oratory) 23 ranks, know (arcana) 21 ranks, know (religion) 23 ranks, concentration 21 ranks||Visions of the past[/table]


    Spells:
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    Divine Bard Spells per day/Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th

    1st|2 / 4|-|-|-|-|-|-

    2nd|3 / 5|2 / 1|-|-|-|-|-

    3rd|3 / 6|1 / 3|-|-|-|-|-

    4th|3 / 6|2 / 3|0 / 2|-|-|-|-

    5th|3 / 6|3 / 4|1 / 3|-|-|-|-

    6th|3 / 6|3 / 4|1 / 3|-|-|-|-

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

    8th|3 / 6|3 / 4|1 / 3|-|-|-|-

    9th|3 / 6|3 / 4|2 / 3|-|-|-|-

    10th|3 / 6|3 / 4|2 / 4|0 / 2|-|-|-

    11th|3 / 6|3 / 4|2 / 4|0 / 2|-|-|-

    12th|3 / 6|3 / 4|2 / 4|0 / 2|-|-|-

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

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

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

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

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

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

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

    20th|3 / 6|3 / 4|3 / 4|2 / 4|0 / 2|-|-[/table]

    Divine Bard Spells Known:
    0- Prestidigitation, Ghostharp, Detect Magic, Lullaby, Mage Hand, Read Magic
    1- Silent Image, Improvisation, Grease, Swift Invisibility
    2- Alter Self, Silence, Shatter, Glitterdust
    3- Alter Fortune, Glibness, Scrying, Listening Coin
    4- Ruin Delver’s Fortune, Celerity

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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|0|-|-|-

    7th|1|-|-|-

    8th|1|0|-|-

    9th|1|0|-|-

    10th|1|0|-|-

    11th|1|1|-|-

    12th|1|1|0|-

    13th|1|1|0|-

    14th|1|1|0|-

    15th|1|1|1|-

    16th|2|1|1|0

    17th|2|1|1|1

    18th|2|2|1|1

    19th|2|2|2|1

    20th|2|2|2|1[/table]


    Suggested Items:
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    The Fool travels far, and rarely carries much with him beyond his own person. In general, he is not an item-dependent build, although he would benefit well from anything that boosts his Charisma and Wisdom, a Circlet of Persuasion, and a decent light armor. He carries no weapons with him, preferring to fight with his voice and his soul.

    He likes to travel with skeletons that he names his "Motley Band." These are not intended for combat, and so they do not need to be outfitted, but he likes to dress them in motley and give them wooden harps to strum at.



    The Story of Parsifal, the Fool Who Cannot Die
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    Baron d’Vadalis frowned. “You want me to send a... a fool on a ranging into the Demon Wastes? I tell you, sir, when I asked for assistance from the Warning Guild, this is not what I expected.”

    The captain leaned back. “Parsifal may wear motley, but he is no fool,” he said. “He has a rather unique perspective that I believe you may find valuable.”

    “He had better be valuable,” gruffed the Baron, “considering what your guild expects me to pay! Perhaps if I needed a spy in court he might help. What good is a fool when it comes to traveling beyond the Eldeen Reaches?”

    “Truth be told,” said the captain, “House Medani originally trained him for court. He was baseborn, you know - if it were not for his dragonmark, he would have never found a place in the House. When his dragonmark manifested, they trained him as a court jester, with an ear toward intrigue. But that was before his accident.

    “He was still young, and appointed to a minor court in Cyre, where he was to secretly test for poison as he entertained. And in this he was successful - he discovered that one of the lordlings attending a feast was wearing a hollow ring filled with poison. The lordling was arrested, and the Cyrean court paid a healthy bonus to the Warning Guild.

    "Unfortunately for poor Parsifal, though, that was not the end of it. Weeks later, the lordling that Parsifal had caught hired an assassin to kill the fool. Parsifal was in temple praying to Aureon when the assassin caught up with him. He snuck behind Parsifal and slit his throat.

    "As Parsifal lay on the floor, his lifeblood seeping out of him, he suddenly received a terrible vision. He saw himself dying, saw it clearly. Again and again it played itself in front of his eyes, and again and again he saw himself die. He knew the exact moment when it would happen, knew with a terrible certainty that it could not be avoided. And yet he knew it was not that day.

    "Sure enough, Parsifal survived the wound. However, his poor mind was broken, not by the injury, but by the visions of his own death. He had looked into the future - something no mortal should ever do. And something of the future remained with him from then on. Memories of events not yet born filled his mind. Days long past felt like yesterday, and days yet to come instead seemed to be the distant past.

    "And above all else, Parsifal knew that he could not die. Not until the moment of his vision, which he still claims to see, every night. He has never told anyone when that moment is, but he knows that until it occurs, he shall always live. Many have put this to the test, and I have seen Parsifal walk away from many a mortal wound."

    The Baron scratched his chin thoughtfully. "What must that do to a man, to see his own death?"

    The captain shook his head. "I know not," he said. "Yet I do know this. Parsifal, the fool that fears nothing... he fears that day. He knows it will come, and it terrifies him."


    Parsifal the Fool and His Motley Band (Build Explanation)
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    He looks to be just a fool, wearing a fool's crown. He is followed by his Motley Band, four skeletal figures strumming dischordant tunes on old wooden harps. But his eyes - those are eyes that have seen much, seen more than any eyes should see.

    The Fool is primarily a utility and support character. He can sense life and death, peer into the future or past, change the fortune of those around him. He can calm people's troubled souls with his poetry, or strike fear into their hearts. He sees the unseen, knows the unknown. And until a day that has not yet come, he will never die.

    His mind unstuck in time, the Fool can peer briefly into the future to know how events will unfold. He can convert his dragonmark SLAs into augury and divination effects. Unlike the spells, which have a long casting time and requiring costly material components, the Fool casts these as spell-like abilities (standard action casting, no material components required). That means that he can use them almost constantly, letting his party know of what dangers await them. He can use his augury ability up to six times per day, and his divination ability up to five times per day.

    Eventually, the Fool can even use his dragonmark to peer into the past, allowing him to get the answers to any three questions regarding the past of an area he is in.

    The Fool was trained to entertain the lordly courts, and though many consider him a madman, his training has left him engaging and well-spoken. One of his most powerful forms of offense is his soothing voice ability. This use of his bardic music allows him to affect enemies with a calm emotions effect, the DC being set by his diplomacy check. This is almost impossible to succeed against. His diplomacy check is well beyond even the most optimized Will save. To give an example of how hard this save is to make, even without a single magic item, the Fool gets a +38 to his check by level 20. This means that the average save DC will be 49. Add in level-appropriate items (nothing fancy, just Charisma boosters and a Circlet of Persuasion), and this instead becomes +47, for an average save DC of 58.

    He can also strike fear into the hearts of enemies. He has a powerful fear aura, and he can extend this effect considerably with his Inspire Awe ability. Like Soothing Voice, this is a check that will be very hard to beat (he has a +35 to perform by level 20, making the average DC 46).

    He can also manipulate time to bring fortune into his favor. He can force enemies to re-roll saving throws or help his allies out with alter fortune and ruin delver's fortune. And with celerity, he can ensure he always acts before his enemies.

    Against mindless enemies immune to his Soothing Voice and Fear Aura, Parsifal is still far from helpless. Undead enemies fall victim to rebuking and command undead (which has no save against mindless undead). He also has grease and silent image, both spells that are incredibly effective against zombies and most constructs.

    With his constant deathwatch effect and access to glitterdust, true seeing and see invisibility, it is almost impossible to hide from Parsifal... especially since his divinations generally warn him in advance of any danger.

    The Fool knows he cannot die. He spends most of the day immune to death effects, negative energy, fear, and more. He is an excellent healer, and has access to fast healing. And with his Nine Lives class feature and access to celerity, he will live forever...... at least until the prophesied day arrives.

    Out of combat, Parsifal is just as effective. He has an excellent diplomacy check, and his high Charisma combined with the glibness spell makes him a great bluffer as well. He can scry on enemies, or infiltrate enemy parties and implant listening coins to constantly spy. And his divinations are useful for more than just knowing what enemies may be coming.


    The Grave's Dark Secrets - How the Fool Uses His Death
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    After seeing his own death, the touch of the grave remained on the Fool for the rest of his days. Though some say it drove him mad, he has learned to use this touch of death to his great advantage. Here are just some of the ways the Fool takes advantage of his Death Delver levels:

    The Fool’s Piercing Gaze (Permanent Deathwatch + Glitterdust / See Invisibility / True Seeing)

    Thanks to the Death Delver’s permanent deathwatch effect, none can ever sneak past the Fool. Deathwatch instantly lets him know when any creatures within its effect are dead, fragile, fighting off death, etc. He does not need to see them to know this, meaning that he gets this knowledge even of hidden or invisible enemies. When Parsifal gets a ping within the effect for a creature he cannot see, he uses the see invisibility or true seeing ability from his dragonmark, or his glitterdust spell, to oust the hiding foe.

    It Is Not Yet Time To Die (Nine Lives + Healing Devotion + Diehard)

    Having stepped out of time, the Fool has seen the moment of his death, and he knows it is not this one. The Death Delver’s Nine Lives class feature sets him to -9 hit points when he would otherwise die. Healing Devotion automatically activates if the Fool is reduced below 0 hit points, but does not die. The net effect is that whenever the Fool is hit with an attack that would slay him, not only does he survive the attack, but he also gains fast healing and rises again.

    Wise Men Fear the Mad (Fear Aura + Inspire Awe)

    Parsifal the Fool was trained to entertain, not to intimidate. Nevertheless, his mastery of speech and his close acquaintance with death allows him to be more foreboding than most would expect. Particularly powerful is the fear aura he gets from his Death Delver levels, which immediately makes enemies panicked or cowering. However, this effect is of limited duration. Enter the Fool’s Inspire Awe ability. This ability is terrifically hard to resist, with a typical DC in the high 40s by level 20, but it ordinarily only makes enemies shaken. But, when enemies are exposed to multiple fear effects, the worst stage of fear lasts until all effects expire (per Rules Compendium p53). The Fool can use this to extend his fear aura’s effect for as long as he continues speaking, keeping enemies cowering for as long as he wants them to be.

    Time Heals All (Spontaneous Healing + Healing Hymn)

    Parsifal can use his mastery over time to help his allies heal from their wounds in just a fraction of the time it would ordinarily take. It takes but a night to sleep off the most grievous of injuries. His Death Delver levels grant him spontaneous healing as well, but ordinarily this would be rather limited, since his Death Delver spells are capped at such a low level. However, with Healing Hymn, he adds his ranks in perform to the amount healed by a cure spell, making even a simple Cure Light Wounds powerful.

    The Voice of Aureon Protects Its Chosen (Celerity + Death Ward/Hymn of Fortification/Resist Energy + Mark of the Dauntless)

    The Fool has many abilities that protect him from the machinations of his foes. Death Ward, for instance, stops many negative effects cold. His Hymn of Fortification can block most compulsion effects and summoned enemies. His Death Delver spells also offer similar protection. However, these spells and abilities are worthless if they are not activated until after an enemy attacks him. Enter celerity, which lets him use them as an immediate action, often saving his life or the lives of those in his party. He is even immune to many of the negative effects, thanks to Mark of the Dauntless (which also prevents him from being dazed when he receives a Medani prophecy).

    The Magic of House Medani (Death Delver casting)

    As a divine bard, the Fool is no stranger to magic. However, the Death Delver’s spell list opens up his options considerably. In particular, he has access to several defensive buffs that become even more powerful when combined with his Medani Prophet divinations - resist energy, freedom of movement, etc. Rigor mortis combines well with bluff and glibness to allow him to feign death. He gains access to animate dead, allowing him to create his Motley Band. Speak with undead is an excellent divination that fits well with his character, and comes in at a level earlier than the divine bard. Command undead gives him a powerful weapon against those who would ordinarily be immune to his soothing voice or fear effects.


    Playing the Fool (Parsifal in your campaign)
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    The Fool would make an effective PC or NPC in any Eberron-style campaign. With his excellent survivability and wide range of abilities, he would make a welcome addition to most parties.

    It is easy to scale the Fool's power up or down depending on the campaign. Diplomacy and divinations in particular can be excellent tools if used properly, but can break campaigns if used too aggressively. As always, I would suggest speaking to your DM about how she would like these effects handled.

    Many DMs also ban the spell celerity. Though Parsifal attempts to use it in a non-abusive way, focusing on defensive elements that assist the party, it can easily be replaced. Ruin Delver's Fortune and Alter Fortune are generally more than enough, as far as immediate action castings go. If this is the case, I would replace celerity with shadow conjuration, which will add some more versatility to Parsifal.

    Build Snapshots

    Level 5: Divine Bard 5

    The fact that two of the Fool's key abilities come online at level 1 means that the low levels play very well for him. Soothing voice and inspire awe are both effective ways of dealing with enemies, and his bardic spellcasting also helps.

    Level 10: Divine Bard 5/Death Delver 3/Medani Prophet 2

    Soothing voice and inspire awe continue to gain in strength. Meanwhile, the Fool picks up several excellent abilities from Death Delver, most notably deathsense and death ward, as well as the ability to rebuke undead. He can also convert his least dragonmark uses (of which he has 5 at this point) into auguries, and his bardic casting improves, giving him the ability to cast alter fortune once per day.

    Level 15: Divine Bard 5/Death Delver 6/Medani Prophet 4

    Several new abilities come online in these levels. Now the Fool can generate divinations as well as auguries. He gains more uses of his death ward ability, and he picks up his fear aura, which is an excellent weapon when combined with inspire awe. He can now use his rebuking attempts to fuel Healing Devotion, giving him fast healing. His casting in both classes improves, and he gains a few other minor defensive boosts from both his Death Delver and Medani Prophet levels.

    Level 20: Divine Bard 5/Death Delver 10/Medani Prophet 5

    All of the Fool's abilities continue to improve, but what is most notable are his two class capstones. Nine Lives fully cements the Fool as unkillable (at least until his prophesied day), especially when combined with Healing Devotion. Meanwhile, visions of the past has huge implications, allowing the Fool to catch glimpses of events that occurred months in the past - it is equivalent to the ninth-level spell hindsight, but usable several times throughout the day.


    Build Sources
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    Unearthed Arcana/SRD:
    Divine Bard.

    Dragonmarked:
    Medani Prophet
    Mark of the Dauntless

    Eberron Campaign Setting:
    Least, Lesser and Greater Dragonmark

    Races of Destiny:
    Half-Elf Bard racial sub levels (Soothing Voice)

    Complete Champion:
    Healing Hymn
    Hymn of Fortification
    Healing Devotion

    Dragon Magic:
    Inspire Awe

    DMGII:
    Apprentice (Entertainer)

    Complete Adventurer:
    Extra Music

    All spells can be found in the PHB or Spell Compendium, with the following three exceptions: Rigor Mortis (Heroes of Horror), Celerity (PHBII) and Ruin Delver's Fortune (online).
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    Firbolg in the Playground
     
    NecromancerGuy

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    That's the last of them, folks. Ready, set, JUDGE!
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  22. - Top - End - #142
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    12 I believe...

    Very interesting. We have a few that overlap. And quite a bit of cheese coming from a certain incarnate construct
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    The build I was working on was Paladin of Freedom 4, Battle Dancer 1, Death Delver 9, Risen Martyr 6 with Vow of Poverty (no, I'm not sure why I keep trying to use Vow of Poverty in IC all the time either). It picks up Cha to AC twice, has both a Rebuking and Turning pool, fueling Divine Metamagic, and Risen Martyr taking the place of the 10th Death Delver level was an interesting idea to me. I wish I had found a way to get the thing functional. Always next time, and good luck to the contestants!

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Azurin Cleric of Helm (Azurin sub level for channel incarnum), picking up Sacred Exorcist for explicit turning and Death Delver for explicit rebuke. Law and Planning domains, picking up Persist and DMM persist at level 1. Shape Soulmeld rageclaws so he can act when negative HP, also divine soul power and a bunch of extra turning so he could expand his three turning pools several times and persist almost any spell.

    Just needed about 6 hours I couldn't find to pull it together.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    What I was thinking Monk 4/ Ur Priest 6/ Death delver 10

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Quote Originally Posted by dantiesilva View Post
    What I was thinking Monk 4/ Ur Priest 6/ Death delver 10
    Monk 4 can't qualify for Ur-Priest (both max ranks (requires 8 ranks in Spellcraft, minimum level 5) and sheer amount (most of the skill requirements aren't class skills for the monk).

    And that build looks pretty sweet, Mentieth - shame you couldn't get it together in time.

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    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    Some very nice builds here - and a lot of funny overlap in ways I did not expect!

    Oddly enough, my first build thought was the EXACT build of one of these here - different feat choices but same exact race/class combos, and similar fluff. I won't say which one until after the chefs are revealed, but I am very relieved to have dodged a bullet on that one!
    Last edited by Piggy Knowles; 2012-08-20 at 04:28 PM.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXV

    I didn't realize Warforged and Death Delver was a popular combo, apparently I need to brush up on my metagame.
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    Quote Originally Posted by Tim Proctor View Post
    I didn't realize Warforged and Death Delver was a popular combo, apparently I need to brush up on my metagame.
    I don't think the Death Delver has been in any popular combos...
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    When I die, I donate my body to the cause of whatever ******* finds it first.
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    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
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    I don't think the Death Delver has been in any popular combos...
    Death delver combos with everything!

    Alas buying a house knocked me out of competing this round but if it looks like another judge is needed I do love the ingredient.

    My Jordain Vizier/Death Delver Necromancer's assistant, Resident Evil style death delver/psion, and my third build which is remarkable close to one posted will have to remain incomplete.
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    You don't see the gnomes running around fighting wars with each other, do you? No, because they're civilized.

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