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  1. - Top - End - #91
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Xen'kar Torkak: Is a stinging shadow a thing?

    Quote Originally Posted by Xen'kar Torkak
    Xen’kar Torkak, The Shadow's Fall

    Story
    When the dragons devastated Xen'drik , the ancestors of the Umbragen fled into the depths of Khyber. The persisted under Xen'drik for a long time against many horrible monsters. Eventually they reached their current home, which is under the Ring of Storms.

    In a desperate struggle to survive, these drow established a spiritual bond with a dark force known as the Umbra. Umbra is a dark type of magic that the Umbragen learned from Qabalrin lore. The Qabalrin resided in the Ring of Storms before they were destroyed by a giant dragon shard.The Umbragen have been using the magic Umbra for a very long time now. And they have been using their magic against many dangerous monsters and have gained more power over time as they bound themselves to the magic of Umbra.

    However in the recent decades a daelkyr lord, Belashyrra, has created an army in the depths below Xen'drik. The Umbragen have been fighting a losing battle with the army of Belashyrra ever since. The army includes beholders, mind flayers, and other sorts of aberrations. Since even the Umbragen see that they are overmatched, they have sent many drow out from underground in order to find a weapon that will turn the tide in their war.

    I, Xen’kar Torkak am one of the seekers. I grew up in the depths of Khyber, a blade of my tribe, I knew the ways of the warrior, and It was here that I was trained. My birth had given me strange abilities and to prove my worth I was sent in to the distant caves to forage for my self for a year, here I leant more of the ways of the lands. But when I returned my tribe had be driven off by Belashyrra's minions. I fought for many years against them, until I was reunited with my tribe, where I continued to be a blade of my tribe.

    My Chief decided that I had shown great promise over the years and taught me the way of the Scorpion. this I trained for many years, fighting the hordes of Belashyrra, but we were soon driven up from the lands of the Khyber, but to the surface of Xendik. Here I embraced the magic of the Umbra, and fused it with my blade lore. It was here that I became the Shadow's Fall, the blade of the shadow... now I fight the giants, and the hordes of Belashyrra, trying to help my people against these odds, it is here umongst the ruins of my forefathers that I see a weapon that can turn the tide of our war

    Build
    • Lesser Drow



    Stats STR: 10 DEX: 18 CON: 10 INT: 10 WIS: 16 CHA: 12


    + Level up STR: 10 DEX: 22 CON: 10 INT: 10 WIS: 17 CHA: 12


    + Belt STR: 16 DEX: 28 CON: 16 INT: 16 WIS: 23 CHA: 18


    + Inherent STR: 16 DEX: 33 CON: 16 INT: 16 WIS: 28 CHA: 18

    Xen’kar Torkak, The Shadow's Fall
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1 | Swordsage 1st | 0 | 0 | 2 | 2 | Bluff 4 ranks , Hide 4 ranks , Move Silently 4 ranks, Knowledge (Nature) 4, Concentration 4, Craft (poison) 4 | Hidden Talent | Quick to act +1, discipline focus (weapon focus)

    2 | Ranger 1st | 1 | 2 | 2 | 0 | Bluff 5 ranks , Hide 5 ranks , Move Silently 5 ranks, Knowledge (Nature) 4, Concentration 5, Craft (poison) 5, Knowledge (Arcane, cc) 1 | 1st favored enemy Arcanists (ranger ACF), Track, Wild empathy

    3 | Fighter 1st (Drow ACF) | 1 | 2 | 0 | 0 | Bluff 5 ranks , Hide 6 ranks , Move Silently 5 ranks, Knowledge (Nature) 4, Concentration 5, Craft (poison) 5, Knowledge (Arcane, cc) 1 | Improved Initiative, Weapon Finesse | Bonus feat; AFC: Gain +2 initiative and Dex to damage against flat-footed enemies, lose heavy armor and tower shield proficiency.

    4 | Fighter 2nd | 2 | 3 | 0 | 0 | Bluff 5 ranks , Hide 6 ranks , Move Silently 6 ranks, Knowledge (Nature) 4, Concentration 5, Craft (poison) 5, Knowledge (Arcane, cc) 1 | Blind Fighting | Bonus feat

    5 | Swordsage 2 | 1 | 0 | 3 | 3 | Bluff 5 ranks , Hide 8 ranks , Move Silently 8 ranks, Knowledge (Nature) 4, Concentration 6, Craft (poison) 6, Knowledge (Arcane, cc) 1 | AC Bonus (Wis to AC)

    6 | Scorpion Wrath 1st | 1 | 0 | 2 | 0 | Bluff 5 ranks , Hide 9 ranks , Move Silently 9 ranks, Knowledge (Nature) 4, Concentration 8, Craft (poison) 8, Knowledge (Arcane, cc) 1 | Shadow Hand | Poison use, sudden strike 1d6, wild empathy

    7 | Scorpion Wrath 2nd | 2 | 0 | 3 | 0 | Bluff 5 ranks , Hide 10 ranks , Move Silently 10 ranks, Knowledge (Nature) 4, Concentration 10, Craft (poison) 10, Knowledge (Arcane, cc) 1 | Darkness, unexpected assault

    8 | Scorpion Wrath 3rd | 3 | 1 | 3 | 1 | Bluff 7 ranks , Hide 11 ranks , Move Silently 11 ranks, Knowledge (Nature) 4, Concentration 11, Craft (poison) 11, Knowledge (Arcane, cc) 1 | Sudden strike 2d6, veil of shadow

    9 | Scorpion Wrath 4th | 4 | 1 | 4 | 1 | Bluff 9 ranks , Hide 12 ranks , Move Silently 12 ranks, Knowledge (Nature) 4, Concentration 12, Craft (poison) 12, Knowledge (Arcane, cc) 1 | Craven | Perfect sight, sculpt shadow

    10 | Scorpion Wrath 5th | 5 | 1 | 4 | 1 | Bluff 11 ranks , Hide 13 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 13, Knowledge (Arcane, cc) 1 | Deadly sting, sudden strike 3d6

    11 | Shadowblade 1st | 0 | 2 | 0 | 0 | Bluff 11 ranks , Hide 13 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 13, Knowledge (Arcane, cc) 1 | Unseen weapon (unerring strike)

    12 | Shadowblade 2nd | 1 | 3 | 0 | 0 | Bluff 11 ranks , Hide 14 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 14, Knowledge (Arcane, cc) 1 | Telling Blow | Shadow and stealth, sudden strike 1d6

    13 | Shadowblade 3rd | 2 | 3 | 1 | 1 | Bluff 11 ranks , Hide 15 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 15, Knowledge (Arcane, cc) 1 | Shadow vision, unseen weapon (unexpected strike)

    14 | Shadowblade 4th | 3 | 4 | 1 | 1 | Bluff 11 ranks , Hide 16 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 16, Knowledge (Arcane, cc) 1 | Sudden strike 2d6

    15 | Shadowblade 5th | 3 | 4 | 1 | 1 | Bluff 11 ranks , Hide 17 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 17, Knowledge (Arcane, cc) 1 | Darkstalker | Unseen weapon (ephemeral weapon)

    16 | Shadowblade 6th | 4 | 5 | 2 | 2 | Bluff 11 ranks , Hide 18 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 18, Knowledge (Arcane, cc) 1 | Sudden strike 3d6

    17 | Shadowblade 7th | 5 | 5 | 2 | 2 | Bluff 11 ranks , Hide 19 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 19, Knowledge (Arcane, cc) 1 | See in darkness, unseen weapon (shadowy strike)

    18 | Shadowblade 8th | 6 | 6 | 2 | 2 | Bluff 11 ranks , Hide 20 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 20, Knowledge (Arcane, cc) 1 | x | Sudden strike 4d6

    19 | Shadowblade 9th | 6 | 6 | 3 | 3 | Bluff 11 ranks , Hide 21 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 21, Knowledge (Arcane, cc) 1 | Unseen weapon (far shadow)

    20 | Shadowblade 10th | 7 | 7 | 3 | 3 | Bluff 11 ranks , Hide 22 ranks , Move Silently 13 ranks, Knowledge (Nature) 4, Concentration 13, Craft (poison) 22, Knowledge (Arcane, cc) 1 | Sudden strike 5d6, unseen weapon (free action)
    [/table]

    Features

    Maneuvers
    • Maneuvers: 7 (4); Cloak of Deception(2)* Sapphire Nightmare Blade, Counter Charge, Shadow Blade Technique, Burning Blade, Distracting Ember, Moment of Perfect Mind, and Mighty Throw
    • Stances: 2; Child of Shadow, Hunter's Sense


    Initiative
    • Init=+18, +22 if surprise round
    • Drow Fighter ACF; +2 untyped
    • Quick to Act (Ex); +1 untyped (swordsage)
    • Dex; +11
    • Improved Initiative: +4 feat bonus
    • Unexpected Assault (Ex); +4 untyped, in surprise round if able to act



    Special abilities
    • BAB 16 (attack routine: +31, +26, +21, +16)
    • AC: 10 base + 2 armour + 11 dex + 9 wis + 5 enhancement + 5 deflection (ring)=43
    • Saves: FORT: +21 REF: +28 WILL: +21
    • Init=+18, +22 if surprise round
    • Hide: 61=22 ranks + 11 dex mod + 5 (Scorpion Wrath) + 5 (Shadowblade, circumstance) + 8 Dark Creature +10 (Armor, competence bonus) ; + Darkstaker feat + Hide is Plain sight
    • Unseen Weapon (Su) 10/day special effects with a melee weapon
    • See in Darkness (Su); able to see normally in ANY darkness (even magical)
    • Sudden Strike [SS]: 8d6 (base) + 1d6 (Rogues vest) + 1d6 (assassin weapon quality)=10d6
    • Deadly Sting (Su): 9 wis mod + 1=10/day create deadly poison (1d10 con/1d10 con, DC 15 + 9 wis mod + 3 assassin weapon enhancement bonus=DC 36)
      • That is good for 2 attacks each application

    • Darkness; 3/day; as normal or able to shape in to 8 x 5' cubes, must be adjacent to one cube, and start next to me
    • Hide in Plain Sight (Ex)
    • Resistance to cold 10
    • Poison use



    Tactics


    Round 1
    • be in child of shadow stance, this allows Shadow hand feat to apply
    • if combat with in 1 hour, apply Deadly Sting poison
    • if combat in next round - release posions on weapon
    • Get initiative so that targets are flat footed (init=+18, +22 if surprise round)
    • activate belt of battle to use move action to get closer to opponent (swift action, 1 charge, leaves 2)
    • use Unseen Weapon (Su) power; which ever is appropriate at the time (free action) - possibly make last attack in iterative a melee touch attack)
    • Full attack, with SS, each attack gains SS (10d6) + dex mod to damage (drow) (11) + dex mod to damage (shadow hand) (11) + str mod to damage (3) + craven (20)
      • Hide as part of the attack action, (-20) have HIPS
      • First two hits apply Deadly Sting poison!




    Round 2
    • if target still alive
      • use Cloak of Deception Manoeuvre (swift action) Greater Invisibility for the round
      • use Unseen Weapon (Su) power; which ever is appropriate at the time (free action)- possibly make last attack in iterative a melee touch attack)
      • Full attack, with SS, each attack gains SS (10d6) + dex mod to damage (drow) (11) + dex mod to damage (shadow hand) (11) + str mod to damage (3) + craven (20)
        • Hide as part of the attack action, (-20) have HIPS






    Against SS imune targets
    • Activate Deathstrike Bracers (Swift) Target now able to be SS for 1 round....
    • Full attack, with SS, each attack gains SS (10d6) + dex mod to damage (drow) (11) + dex mod to damage (shadow hand) (11) + str mod to damage (3) + craven (20)
      • Hide as part of the attack action, (-20) have HIPS



    Equipment
    • Collar of Umbral Metamorphosis (ToM) (continuous, 22k gp) dark template
    • Deathstrike Bracers (MIC pg 93) 5k swift action, 3/ day SA/SS works against immune targets
    • +3 Assassination Toxic Shortsword
    • Triple Weapon Capsule Retainer - X, X, X
    • Hilt Hollow - X
    • Tooth of Leraje (TOM) 1/day greater magic weapon
    • Rogue's Vest (MIC) - 18k gp extra +1d6 SN/SS damage?
    • Belt of Magnificence (MH, pg 42). 200k gp (+6).
    • Custom Boots of Battle; as Belt of Battle (MIC) 12k gp
    • Custom Item of Launch item, CL 1 - launch poison bottles, use activated tube... drop the potion in and it fires it out...
      • Greensickness (MM3 Inhaled DC 33 2d6 Str + 1d4 Con/ 2d6 Str + 1d4 Con, 10' cube)

    • +5 Weightless Improved Shadow, Nightscale Armour (Underdark) 1k gp + 49k gp +15k gp; +2 AC, +14 Max Dex, + 49k gp +15k gp
    • Cloak of resistance (+5)
    • Ring of Protection (+5)


    Useful Information

    Shadowblade
    • Base Attack Bonus: +5
    • Skills: Bluff 5 ranks , Hide 5 ranks , Move Silently 5 ranks
    • Feats: Blind-Fight
    • Special: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the darkness descriptor, or through physical contact with a shadow or dark creature (such as a shadow mastiff or a dark lion)



    Scorpion Wrath
    • Base Attack Bonus: +4
    • Skills: Hide 8 ranks , Knowledge (nature) 4 ranks , Move Silently 8 ranks
    • Feats: Blind-Fight , Improved Initiative
    • Special: Must have the wild empathy class feature.
    • Special: Must have been trained in Xen'drik by another scorpion wraith.



    Drow Fighter
    Level: 1st.
    Replaces: By selecting the hit-and-run alternative class feature, you give up proficiency with heavy armor and tower shields, even if you already have those proficiencies from another class. You can't gain either of these proficiencies by multiclassing later, but you can gain them by selecting the appropriate feats.

    Benefit: At 1st level, you gain a +2 bonus on initiative checks. In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls.

    Dark Template
    • Speed: As base creature, +10 to feet ro all modes of movement.
    • SpecialQualities: A dark creature retains all the special qualities of the base creature and also gains rbe following.
    • - Darkvision 60 ft.
    • - Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a continual light spell, or a similar ettect).
    • - Resistance to cold 10.
    • - Superior low-light vision. (four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination)
    • Skills: Same as the base creature, plus Hide +8 and Move Silently +6.
    • Environment: Changes to Plane of Shadow.
    • Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar.
    • Alignment: Usually one step different from the base creature, rarely good.
    • Level Adjustment: +1.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  2. - Top - End - #92
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Saleed: Thug Life

    Quote Originally Posted by Saleed

    General Information
    Spoiler
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    Name: Saleed, Blade in the Shadow
    Race: Human
    God: No Patron
    Alignment: Lawful Evil
    Size: Medium
    Age: 23
    Eyes: Hazel
    Hair: Black
    Languages: Common, Undercommon, Draconic

    Stats:
    Str 8
    Dex 17 (Boosted to natural 22 by leveling)
    Con 14
    Int 14
    Wis 13
    Cha 10

    Class Progression:
    Rogue 4/Fighter(Thug)2/ShadowBlade10/Assassin3/Rogue+1


    Saleed, Blade in the Shadow

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

    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff 4, Diplomacy 4, Disable Device 4, Disguise 4, Escape Artist 4, Hide 4, Move Silently 4, Tumble 4, Use Magic Device 4 |Two Weapon Fighting, Craven|Sneak Attack +1d6, Trapfinding

    2nd|Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    | Bluff 5, Diplomacy 5, Disable Device 5, Disguise 5, Escape Artist 5, Hide 5, Move Silently 5, Tumble 5, Use Magic Device 5 |-|Evasion

    3rd|Rogue 3|
    +2
    |
    +1
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 6, Disable Device 6, Disguise 6, Escape Artist 5, Hide 6, Move Silently 6, Spot 2, Tumble 6, Use Magic Device 6 |Weapon Finesse|Sneak Attack +2d6, Trapfinding+1

    4th|Rogue 3|
    +3
    |
    +1
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 7, Move Silently 7, Spot 4, Tumble 7, Use Magic Device 7|-|Uncanny Dodge

    5th|Fighter(Thug) 1|
    +4
    |
    +3
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 7, Intimidate 4, Move Silently 7, Spot 4, Tumble 7, Use Magic Device 7|-|Sneak Attack +3d6

    6th|Fighter(Thug) 2|
    +5
    |
    +4
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 7, Intimidate 8, Move Silently 7, Spot 4, Tumble 7, Use Magic Device 7|Weapon Focus (Shortsword), Blindfight|-

    7th|Shadowblade 1|
    +5
    |
    +6
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 8, Intimidate 8, Move Silently 8, Spot 4, Tumble 7, Use Magic Device 7|-|Unseen Weapon (Unerring Strike)

    8th|Shadowblade 2|
    +6/+1
    |
    +7
    |
    +3
    |
    +1
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 9, Intimidate 8, Move Silently 9, Spot 4, Tumble 7, Use Magic Device 7|-| Shadow and stealth, Sudden strike +1d6

    9th|Shadowblade 3|
    +7/+2
    |
    +7
    |
    +4
    |
    +2
    | Bluff 5, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Hide 9, Intimidate 8, Move Silently 9, Spot 4, Tumble 7, Use Magic Device 7|Improved Two-Weapon Fighting| Shadow vision, Unseen weapon (unexpected strike)

    10th|Shadowblade 4|
    +8/+3
    |
    +8
    |
    +4
    |
    +2
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5, Intimidate 8, Hide 11, Move Silently 11, Spot 4, Tumble 7, Use Magic Device 7 |-| Sudden Strike +2d6

    11th|Shadowblade 5|
    +8/+3
    |
    +8
    |
    +4
    |
    +2
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 12, Move Silently 12, Spot 4, Tumble 7, Use Magic Device 7|-| Unseen Strike (Ephemeral Weapon)

    12th|Shadowblade 6|
    +9/+4
    |
    +9
    |
    +4
    |
    +2
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 12, Move Silently 12, Spot 4, Tumble 7, Use Magic Device 7|Darkstalker| Sudden Strike +3d6

    13th|Shadowblade 7|
    +10/+5
    |
    +9
    |
    +4
    |
    +2
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 13, Move Silently 13, Spot 4, Tumble 7, Use Magic Device 7 |-| See in Darkness, Unseen Weapon (shadowy strike)

    14th|Shadowblade 8|
    +11/+6/+1
    |
    +10
    |
    +4
    |
    +2
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 14, Move Silently 14, Spot 4, Tumble 7, Use Magic Device 7|-| Sudden Strike +4d6

    15th|Shadowblade 9|
    +11/+6/+1
    |
    +10
    |
    +5
    |
    +3
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 15, Move Silently 15, Spot 4, Tumble 7, Use Magic Device 7|Greater Two-Weapon Fighting|Unseen Weapon (Far Shadow)

    16th|Shadowblade 10|
    +12/+7/+2
    |
    +11
    |
    +5
    |
    +3
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Escape Artist 5 Intimidate 8, Hide 16, Move Silently 16, Spot 4, Tumble 7, Use Magic Device 7|-|Sudden Strike +5d6, Unseen weapon (free action)

    17th|Assassin 1|
    +12/+7/+2
    |
    +11
    |
    +7
    |
    +3
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 8, Escape Artist 5 Intimidate 8, Hide 17, Move Silently 17, Spot 4, Tumble 8, Use Magic Device 7|-|Sneak Attack +4d6, Death Attack, Poison Use


    18th|Assassin 2|
    +13/+8/+3
    |
    +11
    |
    +7
    |
    +3
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 9, Escape Artist 5 Intimidate 8, Hide 18, Move Silently 18, Spot 4, Tumble 9, Use Magic Device 7|Staggering Strike|+1 save vs. poison, Improved Uncanny Dodge

    19th|Assassin 3|
    +14/+9/+4
    |
    +12
    |
    +7
    |
    +4
    |Bluff 7, Diplomacy 7, Disable Device 7, Disguise 10, Escape Artist 5 Intimidate 8, Hide 19, Move Silently 19, Spot 4 Tumble 10, Use Magic Device 7|-|Sneak Attack +5d6

    20th|Rogue 5|
    +14/+9/+4
    |
    +12
    |
    +7
    |
    +4
    |Bluff 7, Diplomacy 7, Disable Device 8, Disguise 11, Escape Artist 6, Intimidate 8, Hide 20, Move Silently 20, Spot 4, Tumble 11, Use Magic Device 7|-|Sneak Attack +6d6 [/table]


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

    17th|0|-|-|-|-|-|-|-|-|-

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

    19th|2|-|-|-|-|-|-|-|-|-[/table]

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

    17th|Disguise Self, Obscuring Mist|-|-|-|-|-|-|-|-|-

    18th|True Strike|-|-|-|-|-|-|-|-|-

    19th|-|-|-|-|-|-|-|-|-|-[/table]


    The Story
    Spoiler
    Show
    Saleed was a simple man, all he wanted was gold, women, and happiness. If his happiness happened to include a dead man or woman here and there, then so be it. This was four years ago, when he was 19 and a strapping young man.

    Then they came.

    After a successful assassination, Saleed was searching the body for his "tip" when the darkness took him. However... in the darkness, he retained consciousness for a moment or two further. And what he saw in the darkness... it defied written description. In any case, he lost himself in the darkness.

    He woke strapped to a hard stone slate, blind in a darkness that even his trained eyes could not pierce. His internal queries were answered with not words, but with pain. He felt his form stripped away and replaced with the darkness. Did he scream? Oh yes. He screamed. He begged each god in turn to end his pain, to end this torment and just allow him to die. When no one answered he turned to demons, to devils. No answer.

    And then he begged the darkness.

    It answered.

    Reborn in darkness and given flesh once more, Saleed is now only the Blade. The Blade in the Shadow. He furthers himself in his old line of work. But now he doesn't work for anyone- not for gold, nor any earthly reward.

    He works for the shadows now.


    Breakdown
    Spoiler
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    Level 5
    Saleed at this point is a simple murderer. He can hold his own in a fight with his formidable dexterity and strong offense. At this point he's yet to mature, and is a glass cannon with a single level in fighter to aid his meager health pool. He's a generic Rogue at this point.

    Level 10
    This is where the Blade really begins to pick up. His ability to catch foes flatfooted without the need for allies, surprise, or even his fantastic stealth is able to give him his extra 5d6 (Sneak Attack 3d6, Sudden Strike 2d6). In short, this is his adolescence, with his full maturity coming up fast.

    Level 15
    This is Blade's strongest point. Six attacks, 7d6 precision damage, +23 MS/Hide, and Darkstalker all allow him to function in his preferred role: assassination. While he's no slouch in full combat, he isn't built to last in a prolonged fight.

    Level 20
    Blade's still strong after his peak, and does pick up a number of new tricks with the three levels of Assassin. The addition of some misc. spells to his arsenal is essentially to be his latch ditch resort (in the case of obscuring mist), or to aid his already strong points (Disguise Self, True Strike). At this point, however, it may be too little, too late for the level 1 spells.


    Sources
    Spoiler
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    Player’s Handbook 1 (Most feats, Rogue)
    Tome of Magic (ShadowBlade)
    Unearthed Arcana (Thug ACF)
    Champions of Ruin (Craven)
    Lords of Madness (Darkstalker)
    Complete Adventurer (Staggering Strike)
    Dungeon Master's Guide (Assassin PRC)
    Iron Chef in the Playground veteran since Round IV. Play as me!


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

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Hamond Shadowstrike: Pouncing Shadow, Hidden Blade

    Quote Originally Posted by Hamond Shadowstrike
    Hamond Shadowstrike


    The Story
    Spoiler
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    "No, No, No," shouted Gorish "you have to focus and suppress your ferocity. You will have to depend on stealth if you ever intend to put the fear of the gods into those bastards who burned your town. Again! If you are ever going to be obscured from the sight of your enemies, you first have to convince yourself that you can't be seen."

    Hamond felt that Gorish was a tough but fair teacher and was grateful that he understood Hamond's need to destroy the kingdom of Toi for burning his home town along with all his friends and family. Hamond decided on the spot that he would do anything that Gorish told him to do. He would attempt to disappear, embrace his ansestral abilities, and even learn to manipulate the shadow composing Gorish's mysterious casting technique, until he was ready to kill the military and nobility of Toi one by one. He just wished his tail would stop getting in the way of the maneuvers that Gorish was trying to teach him.


    General Info
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    Name: Hamond Shadowstrike
    Race: Silverbrow Human
    Alignment: Chaotic Neutral
    Languages: Common, Draconic, Dwarven

    Stats
    STR 14, DEX 16, CON 12, WIS 8, INT 14, CHA 14

    Stat bumps go to DEX at 4,8,12 and CHA at 16,20

    Class Progression
    Feat Rogue 4/Lion Totem Barbarian 1/Warblade 1/Avenging Executioner 4/Shadowblade 10


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

    1st|Feat Rogue1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Hide(4)4, Move Silently(4)4, UMD(4)4, Tumble(4)4, Balance(4)4, Intimidate(4)4, Bluff(4)4, Search(4)4, Disable Device(4)4, Open Lock(4)4 |Two Weapon Fighting(R), Hidden Talent (Bite of the Wolf), Dragon Tail|Trapfinding

    2nd|Feat Rogue2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Hide(1)5, Move Silently(1)5, UMD(1)5, Tumble(1)5, Balance(1)5, Intimidate(1)5, Bluff(1)5, Search(1)5, Disable Device(1)5, Open Lock(1)5 |Weapon Finesse(R)|Evasion

    3rd|Feat Rogue3|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Hide(1)6, Move Silently(1)6, UMD(1)6, Tumble 5, Balance 5, Intimidate(1)6, Bluff 5, Search(1)6, Disable Device(1)6, Open Lock(1)6, Disguise(3)3 |Dark Stalker|Penetrating Strike

    4th|Feat Rogue4|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Hide(1)7, Move Silently(1)7, UMD(1)7, Tumble 5, Balance 5, Intimidate(1)7, Bluff 5, Search(1)7, Disable Device(1)7, Open Lock(1)7, Disguise(3)6 |Blind Fighting(R)|Uncanny Dodge

    5th|Lion Totem Barbarian1|
    +4
    |
    +3
    |
    +4
    |
    +1
    |Hide 7, Move Silently(1)7.5, UMD(2)8, Tumble 5, Balance 5, Intimidate(1)8, Bluff 5, Search 7, Disable Device 7, Open Lock 7, Disguise 6, (2)Twisted Charge (skill trick) ||Ferocity 1/day

    6th|Warblade1|
    +5
    |
    +5
    |
    +4
    |
    +1
    |Hide(2)8, Move Silently(1)8, UMD(2)9, Tumble 5, Balance 5, Intimidate(1)9, Bluff 5, Search 7, Disable Device 7, Open Lock 7, Disguise 6, Twisted Charge (skill trick) |Martial Study: Cloak of Deception|Battle Clarity (Reflex Saves), Weapon Aptitude

    7th|Avenging Executioner1|
    +5
    |
    +5
    |
    +6
    |
    +3
    |Hide(2)10, Move Silently(2)10, UMD(2)10, Tumble 5, Balance 5, Intimidate(1)10, Bluff 5, Search 7, Disable Device 7, Open Lock(1)8, Disguise 6, Twisted Charge (skill trick) ||Bloody Blade, Sudden Strike +1d6

    8th|Avenging Executioner2|
    +6/+1
    |
    +5
    |
    +7
    |
    +4
    |Hide(1)11, Move Silently(1)11, UMD(2)11, Tumble 5, Balance 5, Intimidate(1)11, Bluff 5, Search 7, Disable Device 7, Open Lock(1)9, Disguise 6, Twisted Charge (skill trick), (2)Never Outnumbered (skill trick)||Rapid Intimidation

    9th|Avenging Executioner3|
    +7/+2
    |
    +6
    |
    +7
    |
    +4
    |Hide(1)12, Move Silently(1)12, UMD(2)12, Tumble 5, Balance 5, Intimidate(1)12, Bluff 5, Search 7, Disable Device 7, Open Lock(2)11, Disguise(1)7, Twisted Charge (skill trick), Never Outnumbered (skill trick)|Improved Two Weapon Fighting|Sudden Strike +2d6

    10th|Avenging Executioner4|
    +8/+3
    |
    +6
    |
    +8
    |
    +5
    |Hide(1)13, Move Silently(1)13, UMD(2)13, Tumble 5, Balance 5, Intimidate(1)13, Bluff 5, Search 7, Disable Device 7, Open Lock(2)13, Disguise(1)8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Dread Blade

    11th|Shadow Blade1|
    +8/+3
    |
    +8
    |
    +8
    |
    +5
    |Hide(1)14, Move Silently(1)14, UMD(1)13.5, Tumble 5, Balance 5, Intimidate(1)14, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Unseen Weapon (unerring strike)

    12th|Shadow Blade2|
    +9/+4
    |
    +9
    |
    +8
    |
    +5
    |Hide(1)15, Move Silently(1)15, UMD(1)14, Tumble 5, Balance 5, Intimidate(1)15, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)|Martial Stance: Assassin Stance|Shadow and Stealth, Sudden Strike +3d6

    13th|Shadow Blade3|
    +10/+5
    |
    +9
    |
    +9
    |
    +6
    |Hide(1)16, Move Silently(1)16, UMD(1)14.5, Tumble 5, Balance 5, Intimidate(1)16, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Shadow Vision, Unseen Weapon (unexpected strike)

    14th|Shadow Blade4|
    +11/+6/+1
    |
    +10
    |
    +9
    |
    +6
    |Hide(1)17, Move Silently(1)17, UMD(1)15, Tumble 5, Balance 5, Intimidate(1)17, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Sudden Strike +4d6

    15th|Shadow Blade5|
    +11/+6/+1
    |
    +10
    |
    +9
    |
    +6
    |Hide(1)18, Move Silently(1)18, UMD(1)15.5, Tumble 5, Balance 5, Intimidate(1)18, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)|Greater Two Weapon Fighting|Unseen Weapon (ephemeral weapon)

    16th|Shadow Blade6|
    +12/+7/+2
    |
    +11
    |
    +10
    |
    +7
    |Hide(1)19, Move Silently(1)19, UMD(1)16, Tumble 5, Balance 5, Intimidate(1)19, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Sudden Strike +5d6

    17th|Shadow Blade7|
    +13/+8/+3
    |
    +11
    |
    +10
    |
    +7
    |Hide(1)20, Move Silently(1)20, UMD(1)16.5, Tumble 5, Balance 5, Intimidate(1)20, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||See in Darkness, Unseen Weapon (shadowy strike)

    18th|Shadow Blade8|
    +14/+9/+4
    |
    +12
    |
    +10
    |
    +7
    |Hide(1)21, Move Silently(1)21, UMD(1)17, Tumble 5, Balance 5, Intimidate(1)21, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)|Shadow Blade|Sudden Strike +6d6

    19th|Shadow Blade9|
    +14/+9/+4
    |
    +12
    |
    +11
    |
    +8
    |Hide(1)22, Move Silently(1)22, UMD(1)17.5, Tumble 5, Balance 5, Intimidate(1)22, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Unseen Weapon (far shadow)

    20th|Shadow Blade10|
    +15/+10/+5
    |
    +13
    |
    +11
    |
    +8
    |Hide(1)23, Move Silently(1)23, UMD(1)18, Tumble 5, Balance 5, Intimidate(1)23, Bluff 5, Search 7, Disable Device 7, Open Lock 13, Disguise 8, Twisted Charge (skill trick), Never Outnumbered (skill trick)||Unseen Weapon (free action), Sudden Strike +7d6[/table]

    Maneuvers Known:
    level 6: Claw at the Moon, Blood in the Water, Wall of Blades, Mountain Hammer, Cloak of Deception*
    level 12: Assassin Stance*

    *Learned via Feat


    Level Breakdown
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    Level 5
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    Hamond is a two weapon fighting rogue that can pounce into combat, even at odd angles(Twisted Charge), and he can use ferocity if he wants to end an encounter quickly. If he has any preparation time, he can manifest his hidden talent and gain a seconrady bite attack along with his constant secondary tail attack. He's using his better Dex modifier to attack with short swords and natural attack(s)(Weapon Finesse). He's at home fighting in the dark(Blind Fight) and his ability to hide is not hindered by those pesky enemies with Blindsense, Blindsight, Tremorsense, or Scent(Darkstalker). He also has a reasonable AC and can cast Feather Fall once per day(Silverbrow).


    Level 10
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    Hamond can now go invisible(due to Cloak of Deception), as greater invisibility, every other round as a swift action. This helps to ensure that his newly acquired sudden strike ability will be applied to all attacks in the rounds he is invisible unless there are extenuating circumstances or his enemies can see invisible. When he does hit someone with sudden strike, they and all other enemies within 30 feet have to make a DC 16 will save or become shaken(Bloody Blade). Because Hamond now has up to 8 attacks per round, if Bite of the wolf, Cloud of Knives, and Haste are active, there is a good chance that all enemies in the area will be at least shaken and some may even be cowering by the end of the round. The following round when Hamond is refreshing his Cloak of Deception any enemy with a fear effect is treated as flat footed to Hamond and he can still apply sudden strike damage(Dread Blade), which gives a fresh batch of saves against fear to enemies in the area. If enemies happen to make all their saves or are immune to fear affects Hamond can still apply his sudden strike every other round due to his refreshed invisibility. If an enemy is continually saving against the middling fear DC Hamond can attempt to demoralize all enemies within 10 feet(Never Outnumbered) as a move action(Rapid Intimidation) at a higher DC. If Hamond gets a surprise round or wins initiative, he can even save his invisibility for the second round.

    Hamond now has a better chance than not of being able to activate items using UMD so he can stock up on any scrolls, wands, or staves that might come in handy, especially good buff spells such as Cloud of knives* Haste*, Hunter's Eye*, Bless, Divine Favor, Cure/vigor, Barkskin, Grease, Enlarge, Bite of the Were. Hamond can also use Mountain Hammer to ignore DR every other round if an enemy seems to be snaking off all damage or if he needs to break down and adamantine door. Plus Hamond gets a nice little bonus to hit and damage when he scores a critical hit(Blood in the water)

    *Most Beneficial Wands for damage output.


    Level 15
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    Hamond now has up to 10 attacks, and he has gained 2 more sudden strike dice and a couple of sneak attack dice(assassin stance). He can also ignore concealment(Unerring Strike), deny an enemy Dex(Unexpected Strike), or add 2d6 damage(Ephemeral Strike) to the first attack in any round. Hamond will not be using these abilities much yet due to it taking away his ability to go invisible and/or refresh his maneuvers in that round, but for those enemies that are not surprised, win initiative, and are not hindered by invisible he can use Unexpected strike in order to apply sudden strike and hopefully get fear in place. Also if he already has fear in place and does not need to be invisible in order to get his sudden strike damage he can use Ephemeral strike to get an additional 2d6 damage. He gets a bonus to Hide and Move Silently checks(Shadow and Stealth), so he can surprise his foes more often. He can also see in shadowy illumination(Shadow Vision). If Hamond can get his hands on a wand, scroll, or staff of darkness, he can cast it on an object he carries via UMD and become a 20 foot radius sphere of shadow that may further hinder enemies without hindering Hamond and allow him to apply his sudden strike damage.


    Level 20
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    This is Hamond's sweet spot. In addition to all his previous routines, he has some additional sudden strike dice, he can now apply his Unseen Weapon abilities, including resolving an attack as a touch attack(Shadowy Strike) and increasing his reach by 10 feet for a round(Far Reach), as a free action, so he can use them in the same round as invisibility or refreshing his maneuvers. He will use them all situationally, but most likely be using Ephemeral weapon and Shadowy Strike the most. Hamond now gets his Dex bonus to damage, and can use a wand of Deeper Darkness just like the regular Darkness wand and he's enhanced to a 60 foot radius sphere of dark and the duration is much better.


    Options
    Spoiler
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    Ask your DM if Penetrating Strike applies to Sudden Strike as well as Sneak Attack. Even if it does not you still have a few sneak attack dice via Assassin Stance and possibly Hunter's Eye to which it might apply or you could go back to Trapsense or Spell Sense(with a little skill point shuffling). As always deck yourself out in the best equipment you can find and/or afford. Grab a Mithral shirt preferably with an enhancement bonus for nice light armor that doesn't restrict your Dex bonus too much and any finessable weapons with enhancements and fire/cold/shock/sonic/acid applied per hit not just on crits. Get plus stat items as you can, DEX and CHA being the most important, because Dex increases attack and damage and Cha increases Fear DC and UMD checks.


    Sources
    Spoiler
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    Cityscape - ferocity
    Complete Champion - Lion Totem Barbarian
    Complete Scoundrel - Avenging Executioner
    Dragon Magic - Silverbrow Humans
    Dungeonscape - Penetrating Strike
    Expanded Psionics Handbook - Hidden Talent, Bite of the Wolf
    Lords of Madness - Darkstalker
    Players Handbook - Barbarian, Rogue, various Feats, skills, and spells
    Players Handbook II - Cloud of Knives, Hunter's Eye
    Races of the Dragon - Dragon Tail
    Spell Compendium - Bite of the Were line
    Tome of Battle - Warblade, maneuvers, Martial Study, Martial Stance, Shadow Blade(feat)
    Tome of Magic - Shadow Blade(class)
    Unearth Arcana - Feat Rogue

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


    Spoiler
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  4. - Top - End - #94
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Krkitckl, Champion of Mab: As Quagmire would say - Griggity

    Quote Originally Posted by Krckitckl
    The Story
    Krckitckl, Champion of Mab

    Spoiler
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    Grimblebottom shook the river-mud from his hoofs as he stepped to the far bank. He peered about him, then examined the treeline ahead. Was he the first of the Seelie to cross the Bubblybrook in all these years? The old Northern border of Titania's kingdom was a boundary no longer. The Ent-Treaty had ceded all the land between the Bubblybrook and the Ent-Eyrie Mountains to the Seelie Court and ended the long-standing dispute. And now a whole new tract of woodland was open for exploration! This was the Equinox, the first day of Spring; and the official date on which this new forest was opened to the Seelie.

    The fur on Grimblebottom's legs stood on end as he gazed in excitement at the fresh, green wood open before him. What wonders he might behold! What miracles he might discover! It made him all a-quiver.

    Grimblebottom allowed himself only a few moments to enjoy this vista before he hiked up is pipes over his left shoulder, his satchel over his right, and set off into the wood.

    For many a pleasant hour he trotted along the sun-dappled game trails, and splashed through laughing streams. A soft blanket of last autumn's leaf-fall muffled his hooves, and the new spring buds on the branches tickled at his horns. Grimblebottom had long since stopped tracking the direction of the stream; he gave himself over completely to the enjoyment of this wood. Besides, whenever he needed he could find his way back to the Bubblybrook. To a ranger such as himself, these things were second nature.

    As the afternoon wore on, Grimble began to consider that he might like to camp tonight on this far side of the Bubblybrook. What better way to experience a new wood than to sleep nestled in its boughs? So he sought out a suitable clearing, cleared a patch in the leaves, and gathered fallen wood for a fire.

    Dusk found Grimblebottom settled cozily next to his fire, cross-legged on the soft leaves. A dinner of hazelnuts and pinecones roasted over the flames, while Grimble sipped berry wine from his skin. The nightbirds and crickets seranaded him as he watched the first stars of evening appear.

    A pleasant sound interrupted Grimble's reverie. A light, tinkling laugh, clear and bubbly, flowed toward him from a small delve some distance away, where Grimble had recently filled his flask from a clear, cool stream. A lecherous grin split Grimble's lips. It would seem a naiad inhabited this stream! Surely, spending the night nestled in the arms of a fair, slender river fairy would be even better than his cozy campfire. Rising to his hooves, Grimble took up his satchel and his pipes. He checked the amount of berry wine left in his skin--plenty, he thought, for two--and tucked it into his pouch as he set off across the clearing.

    A second sound perked up Grimblebottom's pointy ears. Very faint, it was, and yet Grimble was attuned to all woodly noises. This was akin to the buzzing wings of a cicada, yet larger; and it came in short bursts, as though its source was darting from spot to spot. Almost as if a very large cicada was stalking a prey, even as Grimble sometimes stalked rabbit or hart. But what cicada would hunt in such a manner?

    The naiad's laughter came to him again from the stream, louder and (perhaps) more insistent. Grimble stood straight and still for a moment, torn between two choices; a mystery, or a tryst? The cicada-buzzing came again, faintly, barely perceptible. And another noise with it, one that Grimble couldn't identify but that pulled the smile from his face.

    Slowly, with his eyes carefully scanning the far treeline, Grimble reached into his satchel for the sling and stones he kept there.

    Suddenly, his fire erupted in a great gout of sparks and smoke. Grimblebottom screwed shut his eyes against the sudden flash, and dropped to his furry knees as he ripped his sling from the satchel. His hands were nimble and practiced, and even with his eyes so startled he quickly had a stone whirring in circles above his head. But where to sling it?

    Grimble opened his eyes again to scan the treeline, but the flash from the fire still danced in his vision. Very well, he thought, and slowed his sling so he could listen again for the buzzing of those cicada-wings.

    What he heard instead was the snap of a bowstring, behind him.

    Grimble's stone flew wild from the sling as he pitched forward and grasped at his back for the dart. His fingers closed about it; it was small, such a small dart! But the spot it had struck in his back was so very, very painful, and now it burned not only with the sting of the dart but a different, inner fire. This fire crept from his back to his chest, and up toward his head; and as it engulfed his mind Grimble hadn't even time to wonder.


    Spoiler
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    (Last entry from the field journal of Wingtip, Seelie scout [missing, presumed dead])
    I do not like this place. We are told that the Seelie should fear nothing in this wood; that we are the undisputed masters, the beloved fathers, the adored lords of all the forest. And yet, I am uneasy.

    There is a shadow here that falls upon the heart rather than the eyes. I feel a strange familiarity; I sense a magic that I have not encountered in centuries perhaps millennia.

    You see, there are those who forget; there was once war among the Fey. We once owned a different Queene.

    This was long, long ago, of course; back before the world settled down and declared itself sane, back before Titania organized her Seelie Court and we claimed the sunny glades and starlit meadows as our homes. Long ago there was a different Queene, beautiful and terrible as a storm, capricious as the winds. She dwelt in shadow, and delighted in the torment of mortals. And did we delight alongside her? Of course we did. Mostly we toyed with them, these silly, fragile new beings. Our magic and our bodies were built to haunt their steps and their dreams. Ordinarily we would give them fright, and laugh amongst ourselves as they quivered or cried, and eventually fled. And if we happened to play too hard? Well, toys break after all, and really it's their fault for being made so poorly.

    Then, one day, came Titania's rebellion. Sweet, lovely Titania she is now, but back then she displayed the full wrath of which our race is capable. And the Queene...

    I don't like to remember the things that happened during that war. We are a race given to excess, after all.

    In the end, it was only by the treachery of the Puck that Titania and Oberon triumphed. What enticement they offered, nobody knows; although it could be that the Puck needed no enticement. Treachery and discord have always been his chief delights.

    So at long last the Queene was cast down. Titania and Oberon told us that she was unmade, and could never again walk this green land. We celebrated, and the Seelie Court began its rule, and we settled into our life of comfortable revelry.

    And now... Now I am come to this dark, unknown section of this wood, and I feel again the strange magics that I had tried so hard to forget. I was wary before, but now I am afraid. We had heard rumors of a malevolent presence, and reports of folk gone missing. I was selected to investigate. And did they see then how my eyes gaped, and my knees shook? Did they guess that this journey terrifies me? Did they surmise the reason for my terror?

    And I am in terror. Because if what we were told was not true, if that ancient Queene has returned to this wood, then how terrible must her anger be? After all these many long years, how has the hate warped her?

    And so I write here what I couldn't speak aloud at Court. I venture into this dark wood, and I am terrified, because I remember. I, Wingtip, remember: we once had a different Queene, and her name was Mab.


    Spoiler
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    Let the record show that Tumblefoot, Captain of the Eighth Dragoons, stands accused of incompetence and dereliction of duty as pertains to actions on 9th Moonday, the year of Her Grace Titania's rule 1,937. On that day Tumblefoot is alleged to have, through his own misdirection, caused or allowed the deaths of no less than thirteen Dragoons under his command.

    By the recorded log of the First Talltrees Brigade, Seelie Army Command, Captain Tumblefoot was assigned a squad of Dragoons to investigate an unmapped area of the forest approximately eight miles north-northwest of the river Bubblybrook, in accordance with the Entreaty that extends the Seelie Kingdom beyond said river to the Enteyre Mountains. By the logs, Captain Tumblefoot and his squad departed on 1st Moonday with supplies and arms deemed sufficient for the task assigned, and return was expected on or about 15th Moonday.

    By the Log, Captain Tumblefoot returned alone on 21st Moonday in a state of ill-presentment, having lost or discarded his weapon and supplies. Captain Tumblefoot spoke incoherently about a combat action in which his squad had become involved, and during routine debrief it became apparent that all Dragoons beside Captain Tumblefoot were lost, presumed dead.

    During his defense, Captain Tumblefoot has regaled us with stories of nightmare creatures that tracked is squad through the forest; of unnatural, shadowy mists that sprung from the ground and separated his men; of night falling during the height of day so that they could not see well enough to fight their opponents. According to Captain Tumblefoot, the very wood itself lashed out to attack him as he foundered through this unnatural night and bloody mist.

    I quote here from Tumblefoot's own statement: "...I could hear them crying out, trying to rally together. I added my voice to the clamor. I called for Dobbs and Doby to attend me, thinking that if we could link at least three of us together we could create a stable strike platform. I thought I heard Doby respond... but then I heard nothing at all. My eyes and my ears were both taken from me, and I stumbled off the path. I felt the roots and vines coil about me, trying to subdue me at the wrists and ankles. I tore myself free and ran in the direction I guessed was my squad. Finally I could hear again; I heard cries for help, in the voices of my men. But the cries, they were behind me, not before. The darkness still clung to me, and I felt the cold mist about, but I took up my sword and charged for my men..."

    Those of you who have read Captain Tumblefoot's statement will recognize that the further tale becomes garbled and incomprehensible. But this passage alone is enough to illustrate the simple truth; during a simple ambush, Captain Tumblefoot abandoned his reason and his training, and allowed his men to be separated and dispatched piecemeal. This is a grave failing in a commander, and one which deserves punishment to the full extent of our laws.

    My Lords Inquisitor, the Seelie Court hereby completes its argument and calls on you for judgement."


    Spoiler
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    She calls out, from the shadows. From behind the sun and from the other side of the rain, from the mind inside the stone. She rages, and cries; she laments for her lost dominion. She calls, and I answer.

    She demands her tribute. She demands blood, and fear, and tears; I give them.

    We commiserate, she and I; my beautiful, terrible Queene. I am one among a very few, and yet we persevere. We strike, when there is cause to strike; we hide, when there is cause to hide.

    But always, we remember; oh, yes, we remember. She does not forget, and she does not forgive. I, and the other Few, we remember. And we punish.


    The Build

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    Krckitckl, Champion of Mab
    Chaotic Evil Grig Ninja3/Wiz3/Combat Trapsmith3/Rog1/Shadowblade 10
    Starting Abilities: STR 6, DEX 24, CON 10, INT 16, WIS 12, CHA 18
    (Includes racial adjustments: STR-6, DEX +8, CON+2, INT+0, WIS+2, CHA+4). LA buyoff rules used, not noted below.

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

    Racial LA|Fey 1/2 HD (Replaced by 1st class level)|||||+8 Racial bonus to Jump, +5 Racial bonus to Move Silently (forest only), +8 size bonus to Hide (tiny)|No bonus or racial feats|Spell-Like Abilities (3/day, CL 9th): disguise self, entangle (DC 15), invisibility (self only), pyrotechnics (DC 16), ventriloquism (DC 15). Save DCs are charisma-based.


    Racial LA|Fey|||||||

    Racial LA|Fey|||||||

    1st|Ninja|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff 4, Craft (Poison) 4, Craft (Trapmaking) 4, Disable Device 4, Hide 4, Move Silently 4, Search 4, Spot 4, Use Magic Device 2|Combat Expertise|ki power, Sudden Strike +1d6, Trapfinding

    2nd|Ninja|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Bluff 5, Craft (Poison) 5, Craft (Trapmaking) 5, Disable Device 5, Hide 5, Move Silently 5, Search 5, Spot 5, Use Magic Device 2.5||Ghost Step (invisible) 2/day

    3rd|Ninja|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Bluff 5, Craft (Poison) 6, Craft (Trapmaking) 6, Disable Device 6, Hide 6, Move Silently 6, Listen 1, Search 6, Spot 6, Use Magic Device 3|Blind-Fight|Sudden Strike +2d6, Poison Use

    4th|Wizard|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Concentration 3, Craft (Poison) 7, Craft (Trapmaking) 7|Scribe Scroll|Summon Familiar|CHA 19

    5th|Wizard|
    +3
    |
    +1
    |
    +3
    |
    +4
    |Concentration 6, Craft (Poison) 8, Craft (Trapmaking) 8||

    6th|Wizard|
    +3
    |
    +2
    |
    +4
    |
    +4
    |Concentration 9, Craft (Poison) 9, Craft (Trapmaking) 9|Hear the Unseen|

    7th|Combat Trapsmith|
    +3
    |
    +4
    |
    +6
    |
    +4
    |Craft (Alchemy) 3, Craft (Poison) 10, Craft (Trapmaking) 10, Listen 5||Combat Trapping, Trap Sense +1. Traps known: Scorcher, Enfeebler

    8th|Combat Trapsmith|
    +4
    |
    +5
    |
    +7
    |
    +4
    |Craft (Poison) 11, Craft (Trapmaking) 11, Listen 9, Spot 9|Skill Focus (Craft [Trapmaking])|Trap Known: Entangler|CHA 20

    9th|Combat Trapsmith|
    +5
    |
    +5
    |
    +7
    |
    +5
    |Craft (Poison) 12, Craft (Trapmaking) 12, Listen12, Move Silently 7, Spot 12|Poison Expert|Trap Sense +2, Trap Known: Flashbang

    10th|Shadowblade|
    +5
    |
    +7
    |
    +7
    |
    +5
    |Craft (Poison) 13, Craft (Trapmaking) 13, Move silently 8, Use Magic Device 3||Unseen Weapon 1/day (Unerring Strike)

    11th|Shadowblade|
    +6/+1
    |
    +8
    |
    +7
    |
    +5
    |Craft (Poison) 14, Craft (Trapmaking) 14, Move Silently 9, Use Magic Device 4||Shadow and Stealth, Sudden Strike +3d6

    12th|Rogue|
    +6/+1
    |
    +8
    |
    +9
    |
    +5
    |Use Magic Device 15|Unseen Arrows|Sneak Attack +1d6|DEX 25

    13th|Shadowblade|
    +7/+2
    |
    +8
    |
    +10
    |
    +6
    |Craft (Poison) 16, Craft (Trapmaking) 16, Move Silently 10||Shadow Vision, Unseen Weapon 3/day (Unexpected Strike)

    14th|Shadowblade|
    +8/+3
    |
    +9
    |
    +10
    |
    +6
    |Craft (Poison) 17, Craft (Trapmaking) 17, Move Silently 11, Hide 8||Sudden Strike +4d6

    15th|Shadowblade|
    +8/+3
    |
    +9
    |
    +10
    |
    +6
    |Craft (Poison) 18, Craft (Trapmaking) 18, Move Silently 12, Hide 10|Poison Master|Unseen Weapon 5/day (Ephemeral Weapon)

    16th|Shadowblade|
    +9/+4
    |
    +10
    |
    +11
    |
    +7
    |Craft (Poison) 19, Craft (Trapmaking) 19, Move Silently 14, Hide 11||Sudden Strike +d6|DEX 26

    17th|Shadowblade|
    +10/+5
    |
    +10
    |
    +11
    |
    +7
    |Craft (Poison) 20, Craft (Trapmaking) 20, Move Silently 15, Skill Trick (Spot the Weak Point)||See in Darkness, Unseen Weapon 7/day (Shadowy Strike)

    18th|Shadowblade|
    +11/+6/+1
    |
    +11
    |
    +11
    |
    +7
    |Move Silently 16, Listen 13, Hide 13|Deft Strike|Sudden Strike +6d6

    19th|Shadowblade|
    +11/+6/+1
    |
    +11
    |
    +12
    |
    +8
    |Move Silently 17, Listen 15||Unseen Weapon 9/day (Far Shadow)

    20th|Shadowblade|
    +12/+7/+2
    |
    +12
    |
    +12
    |
    +8
    |Move Silently 20, Listen 16||Sudden Strike +7d6, Unseen Weapon 10/day (Free Action)|DEX 27[/table]



    Wizard Spells

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



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

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

    3rd|4|3|2|-|-|-|-|-|-|-[/table]

    Spellbook
    0-Level: All
    1st-Level: grease, obscuring mist, identify, true strike, silent image, ray of enfeeblement, reduce person, expeditious

    retreat, charm person

    2nd-Level: fog cloud, glitterdust, web, detect thoughts, Tasha's hideous laughter, darkness, blindness/deafness, ghoul touch, mirror image

    Krckitckl favors spells that can be used to trap, disable, or disorient his enemies.


    Gear
    Spoiler
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    Krckitckl's tactics depend on remaining unseen and unheard, so gear that improves his Hide and Move Silently skills is important.

    Krckitckl's fly speed negates the need for many travel and movement enchantments, although dimension door and its ilk help him flit about the battlefield and harry his opponents.

    Krckitckl prefers finely-made light armor with the shadow or silent moves enhancements.

    Krckitckl wields a light crossbow sized for himself on most occasions. Since his BAB is quite low, and many of his class abilities involve using a move action, his iterative attacks rarely come into play. A Tiny light crossbow deals miniscule damage, so Krckitckl relies on his additional damage dice in combat, and his preferred weapon enhancements reflect this. At the moment Krckitckl uses an icy burst crossbow, and keeps well-stocked with poisoned ammunition.

    Krckitckl's other magic gear focuses on keeping him moving, hidden, and safe, in that order. Any slots left after optimizing these goals is used to enhance his combat capability with the crossbow.

    Some time ago, shortly after he had discovered the secrets of of a Shadowblade, Krckitckl subdued a Seelie cleric who interloped into his domain. From this cleric, Krckitckl learned of the spell glyph of warding and immediately recognized its utility in combination with his other traps. He set out straightaway to acquire a wand with this spell, and made it his direct goal to learn its

    use as soon as possible. Krckitckl uses his glyphs primarily in combination with spells of [i]blindness[i/] and darkness to deny his enemies their sight--and therefore their dexterity bonus--as much as possible.

    Krckitckl uses his Scribe Scroll feat between combats to ensure he never lacks for blindness, darkness, fog cloud, ghoul touch and [i]minor image[i] spells.

    Krckitckl favors traps that immobilize or poison his opponents. His favorite poisons involve Strength and Dexterity damage, as well as paralysis. Krckitckl uses these poisons on both his traps and his crossbow.


    Tactics
    Spoiler
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    Krckitckl (named for the sound made by his cicada-wings and insectile legs as he scurries among the branches) loves nothing more than to harry, harrass, and terrify interlopers into his domain. He has sown his area of the forest with dozens, if not hundreds, of traps, and has the capability to create more in a rush, at need. Krckitckl's goal is not only to defeat, but also to punish and humiliate intruders. His traps are frequently embarassing as well as disabling. Krckitckl himself terrifies travelers by following closely, allowing glimpses and flashes as he flits from hiding-spot to hiding-spot, while his spell-like abilities and illusions create an impression that an army of shadowy, sinister figures attend him as he stalks his prey. Once the quarry is sufficiently unnerved, Krckitckl drives them into his traps for the kill.

    Krckitckl's tactics away from his fortified home are similar, but rely more heavily on available terrain and his Combat Trapmaking ability. Often Krckitkl must employ his invisibility spell-like ability or his Ghost Step to remain ahead of his enemies.

    Levels 1-5
    Spoiler
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    Krckitckl began as a lone rebel, who staked out a portion of forest once sacred to Queen Mab and made it his mission to kill or drive off any who intruded. At low levels, his innate spell-like abilities provide necessary enhancement for his Ninja attacks and Hide and Sneak skills. He begins immediately seeding his domain with traps, and studies stolen spell-books until he attains some small skill as a wizard.

    Krckitckl knows from his stolen spell-books that this magic will enable him to blind or disorient his opponents, so he begins training early for this new strategy and has the blind-fight feat prepared before he ever has access to the darkness spell. For now, he relies on his stealth skills to remain unobserved and his ventriloqism spell-like ability to lure enemies into his traps. He doesn't neglect the blinding or obscuring capabilities of pyrotechnics if his enemies are foolish enough to build a campfire in his domain.

    Once his trap is sprung, Krckitckl uses his fly speed to flit about the battlefield, darting from one hiding place to another, and sniping from concealment to employ his poisoned crossbow and Sudden Strike.

    Krckitckl avoids melee combat at all costs. The light crossbow is his primary weapon, and he commonly employs it from an elevated, covered and concealed position. In this manner he can safely close to within the 30 feet necessary to use Sudden Strike.

    Should Krckitckl ever be forced into melee, he wields a mundane rapier and makes full employment of his Combat Expertise feat until he can escape to a safe distance.


    Levels 6-10
    Spoiler
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    Once Krckitckl has enough vision-obscuring tricks to disorient his opponents, Spot and Hide become less important as skills. His overall strategy is still the same, but with vision obscured across the entire battlefield, Listen becomes the primary means of acqiring targets. Likewise, Move Silently becomes Krckitckl's primary stealth skill. His aptitude with traps has progressed until he can rig them up swiftly, and he prefers the Entangler (which immobilizes his opponents) or the Flash-Bang (which blinds them, his preferred combat goal).


    Levels 11-15
    Spoiler
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    At this point, Krckitckl's strategy and tactics are firmly established. Having obtained a wand of glyph of warding and trained in its use, he has sown glyphs of darkness and blindness about his forest, and his Shadowblade abilities have increased his Sudden Strike damage and offer new and exciting options to employ his crossbow. With a few exceptions, Krckitckl will follow this same strategy through the rest of his development.


    Levels 16-20
    Spoiler
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    This is the completion of Krckitckl's progression into Mab's mad shadow. Krckitckl knows his spells are no longer effective against well-matched opponents, so he develops new tricks to rob his enemies of battlefield advantage. He continues to develop new and more dangerous traps, and to refine more deadly poisons for his traps and bolts; and his Shadowblade abilities now provide his primary offensive capability. Still, the fundamentals remain the same. Krckitckl now retains his full sight even within magical darkness, while few enemies come prepared for that eventuality. A dispel magic may end the spell, but even one round's advantage allows Krckitckl to inflict significant damage. And, as long as he has some down-time between fights, Krckitckl can always make more traps.



    Some Build Notes

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    Some aspects of this build may, at first, seem a bit jarring. I will explain here what I anticipate may be the most objectionable elements, and my defense of the same.

    First, the CE Grig (who are listed as Always NG in the MM). I want to evoke an older, wilder form of Fey, the kind that was decidedly sinister (although not necessarily malevolent). These are the faerie who would play tricks on mortals such as in A Midsummer Night's Dream. There's literary support for an older Queen of Fairie, Mab, such as in Romeo and Juliet where Mercutio explains how she delights in the ruin of mortals. See also Edmund Spencer's "The Faerie Queene." Modern literature has seen a revival of this darker, distrustful aspect of faerie; see, for instance, Simon R. Green's Nightside novels or Suzanna Clarke's Jonathan Strange and Mr. Norrell. This older, dark, wild aspect of faerie is distinct from the "good" faerie as assumed in standard D&D. From this I extrapolate the Faerie War, and the "return" of a vengeful Queene Mab; who, after centuries of exile, could certainly have turned to evil.

    I projected this distinction onto the naming conventions as well: Krckitckl's name is nothing like the whimsical, friendly names given to other characters and locations in my narrative. This is deliberate; whether Krckitckl was raised by the Unseelie under different naming conventions, or whether he renounced his Seelie name in favor of something more primal is irrelevant, but it reinforces that Krckitckl, by alignment, temperament, and even name, is separate from other Faerie.

    Why Ninja? The flavor seems entirely unlike the old-English Faerie I'm trying to evoke. In fact, though, mechanically the Ninja class lends itself well to the concept of a shadowy Faerie trickster. It's only the name (and the assumed connotations of an East-Asian culture) that clash. If one sets aside Eastern mysticism in favor of Faerie magic, the same mechanics fit a more appropriate flavor.

    I struggled with the level-adjustment buyoff on this build. Buyoff rules assume that as a character gains class levels, his innate racial abilities become less important. I feel that this is not the case for Krckitckl; his Faerie powers (minor though they may be) remain a significant aspect of his battlefield tactics. If the contest allowed the development of characters beyond 20th level, I would have happily left the level adjustments in place; however, in order to accomplish everything I wanted with the character and still fit the full SI progression, buyoff became necessary.

    I feel I've explained the one-level dip into Rogue, with all the skill points spent on UMD, sufficiently in other sections above.

    Finally; Combat Trapsmith? Really? I say, yes. While some may argue (possibly successfully) that it mechanically detracts from the overall power of the build (instead of taking, say, more levels of Wizard to attain 3rd-level spells) I argue that it thematically fits the goals of the character. Krckitckl likes building traps. Mechanically, this provides a mundane avenue to achieve some of the effects that would otherwise require magic (entangle, blindness) AND it allows Krckitckl to capitalize on his trapmaking hobby while away from his home ground. Having achieved his primary goal during the 3-level dip (blinding and entangling his opponent, in order to setup for sneak/sudden attacks), Krckitckl moves on to pursue other areas of study. And besides, who expects a flighty Faerie to maintain focus on anything for any length of time?


    Sources:
    Grig - MM 3.5, pg.235
    Ninja - Complete Adventurer, pg. 8
    Hear the Unseen feat - Complete Adventurer, pg. 110
    Poison Expert/Poison Master feats - Complete Scoundrel, pg. 80
    Combat Trapsmith class - Complete Scoundrel, pg. 34
    Unseen Arrows feat - Tome of Magic, pg. 138
    Deft Strike feat - Complete Adventurer, pg. 106
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  5. - Top - End - #95
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Munemasa: An Exemplary Paladin

    Quote Originally Posted by Munemasa
    Build:
    Spoiler
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    Munemasa
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Savant|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Iaijutsu Focus 4, Concentration 4, Diplomacy 4, Hide 4, Move Silently 4, Bluff 4, Intimidate 4, Sense Motive 4, Autohypnosis 4|Able Learner, Exotic Weapon Proficiency(Gnomish quickrazor)|Academic Lore, Skill Assistance (5 ft), Trapfinding

    2nd|Paladin of Freedom|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Iaijutsu Focus 5, Concentration 5, Diplomacy 4, Hide 5, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 4|New Feats|Aura of Good, Detect Evil, Smite Evil 1/day

    3rd|Paladin of Freedom|
    +2
    |
    +3
    |
    +0
    |
    +2
    | Iaijutsu Focus 6, Concentration 6, Diplomacy 6, Hide 6, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 4|Blindfight|Divine Grace, Lay on Hands

    4th|Paladin of Freedom|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Iaijutsu Focus 7, Concentration 7, Diplomacy 7, Hide 7, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 6|New Feats|Aura of Resolve, Divine Health

    5th|Fighter|
    +4
    |
    +6
    |
    +1
    |
    +3
    | Iaijutsu Focus 8, Concentration 8, Diplomacy 8, Hide 8, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 7|Combat Expertise|Bonus Feat

    6th|Fighter|
    +5
    |
    +7
    |
    +1
    |
    +3
    | Iaijutsu Focus 9, Concentration 9, Diplomacy 9, Hide 9, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 8|Improved Trip, Knock-down|Bonus Feat

    7th|Shadowblade|
    +5
    |
    +9
    |
    +1
    |
    +3
    | Iaijutsu Focus 10, Concentration 10, Diplomacy 10, Hide 10, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 9|New Feats| Unseen weapon (unerring strike)

    8th|Shadowblade|
    +6
    |
    +10
    |
    +1
    |
    +3
    | Iaijutsu Focus 11, Concentration 11, Diplomacy 11, Hide 11, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 10|New Feats| Shadow and stealth, sudden strike +1d6

    9th|Shadowblade|
    +7
    |
    +10
    |
    +2
    |
    +4
    | Iaijutsu Focus 12, Concentration 12, Diplomacy 12, Hide 12, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 11|Craven| Shadow vision, unseen weapon (unexpected strike)

    10th|Shadowblade|
    +8
    |
    +11
    |
    +2
    |
    +4
    | Iaijutsu Focus 13, Concentration 13, Diplomacy 13, Hide 13, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 12|New Feats| Sudden strike +2d6

    11th|Shadowblade|
    +8
    |
    +11
    |
    +2
    |
    +4
    | Iaijutsu Focus 14, Concentration 14, Diplomacy 14, Hide 14, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 13|New Feats| Unseen weapon (ephemeral weapon)

    12th|Shadowblade|
    +9
    |
    +12
    |
    +3
    |
    +5
    | Iaijutsu Focus 15, Concentration 15, Diplomacy 15, Hide 15, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 14| Martial Study(Sapphire Nightmare Blade)| Sudden strike +3d6

    13th|Shadowblade|
    +10
    |
    +12
    |
    +3
    |
    +5
    | Iaijutsu Focus 16, Concentration 16, Diplomacy 16, Hide 16, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 15|New Feats| See in darkness, unseen weapon (shadowy strike)

    14th|Shadowblade|
    +11
    |
    +13
    |
    +3
    |
    +5
    | Iaijutsu Focus 17, Concentration 17, Diplomacy 17, Hide 17, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 15|New Feats|Sudden strike +4d6

    15th|Shadowblade|
    +11
    |
    +13
    |
    +4
    |
    +6
    | Iaijutsu Focus 18, Concentration 18, Diplomacy 18, Hide 18, Move Silently 5, Bluff 5, Intimidate 4, Sense Motive 4, Autohypnosis 16|Skill Focus (IaiJutsu focus)| Unseen weapon (far shadow)

    16th|Shadowblade|
    +12
    |
    +14
    |
    +4
    |
    +6
    | Iaijutsu Focus 19, Concentration 18, Diplomacy 18, Hide 18, Move Silently 5, Bluff 15, Intimidate 4, Sense Motive 4, Autohypnosis 16|New Feats| Sudden strike +5d6, unseen weapon (free action)

    17th|Exemplar|
    +12
    |
    +14
    |
    +4
    |
    +8
    | Iaijutsu Focus 20, Concentration 20, Diplomacy 20, Hide 20, Move Silently 5, Bluff 15, Intimidate 4, Sense Motive 4, Autohypnosis 20|New Feats|Skill Artistry(Iaijutsu Focus) Skill Mastery(Iaijutsu Focus, Hide, Autohypnosis)

    18th|Exemplar|
    +13
    |
    +14
    |
    +4
    |
    +9
    | Iaijutsu Focus 21, Concentration 21, Diplomacy 21, Hide 21, Move Silently 5, Bluff 20, Intimidate 4, Sense Motive 4, Autohypnosis 21|Iaijutsu Master|Lend Talent(Half-penalty)

    19th|Exemplar|
    +14
    |
    +15
    |
    +5
    |
    +9
    | Iaijutsu Focus 22, Concentration 22, Diplomacy 22, Hide 22, Move Silently 5, Bluff 20, Intimidate 4, Sense Motive 4, Autohypnosis 22|Skill Focus(Hide)|Bonus Feat, Skill Mastery(Bluff)

    20th|Exemplar|
    +15
    |
    +15
    |
    +5
    |
    +10
    | Iaijutsu Focus 23, Concentration 23, Diplomacy 22, Hide 22, Move Silently 5, Bluff 20, Intimidate 4, Sense Motive 13, Autohypnosis 22|New Feats|Skill Artistry(Hide) , Skill Mastery(Diplomacy)[/table]

    Initial:
    STR: 16 DEX: 12 CON: 14 INT: 14 WIS: 8 CHA: 14
    Final Ability Scores:
    STR: 16 DEX: 12 CON: 14 INT: 14 WIS: 8 CHA: 19
    Backstory
    Spoiler
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    Munemasa’s story began many ages ago, in a tiny dojo, on a small island, learning the way of the samurai from the local lord. Munemasa served faithfully under his master, saving the poor and fighting the tyrannical. However eventually, in battle, his master fell in battle. Rather than committing seppuku from the dishonor of letting his master die, Munemasa became a ronin traveling the land. Munemasa, throughout his travels, acquired many blade skills originally thought unobtainable. Munemasa traveling the land fought tyranny and injustice throughout the land. His unorthodox fighting style caught many opponents off guard and he acquired a fame as a Robin Hood-esque figure.


    12th Level
    Spoiler
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    STR: 16 DEX: 12 CON: 14 INT: 14 WIS: 8 CHA: 17
    Munemasa, at this level, can open by using his swift action Unseen Weapon(Unexpected Strike) followed by the standard action Sapphire Nightmare Blade, which would deal the 5d6+12 sudden strike damage allowing for a free trip attempt due to knock-down. Next round he starts with a iaijutsu focus attempt taking advantage of the fact that his opponent would hopefully be flatfooted to deal on an average roll of 10: 4d6+5d6+12, as well as allowing an additional trip attack. During those two rounds, if any of his trips attempts succeed he can make an attack of opportunity for additional damage. Admittedly Munemasa’s power fades a bit after the second round, forced to rely on items to get off sudden strike and maybe more iaijutsu focus attacks. However, with marbles, getting that damage becomes a little easier without using too much of your per day resources.


    20th level:
    Spoiler
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    At this point, Munemasa ,due to skill artistry , will be hitting a iaijutsu focus check of 44, and can substitute once per day any attack roll with that check almost guaranteeing a first hit. Also, now he has his swift action free during the first round due to the capstone of Shadowblade making Unseen Weapon(Unexpected Strike) a free action. Exemplar’s Lend Talent, and Savant’s Skill Assistance allows you to also give your ally some of your iaijutsu focus skill if you so choose.


    Book List:
    Spoiler
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    Races of Destiny:Able Learner
    Oriental Adventures: Iaijutsu Focus and Iaijutusu Mastery
    Complete Adventurer: Exemplar
    Tome of Battle: Martial Study(Sapphire Nightmare Blade)
    Sword and Fist: Knock-Down
    Champions of Ruin: Craven
    Dragon Magazine Compendium: Savant
    Iron Chef in the Playground veteran since Round IV. Play as me!


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

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Jef Costello: Ninja or Samurai, Who's on first?

    Quote Originally Posted by Jef Costello
    Il n'y a pas de plus profonde solitude que celle de samouraï si ce n'est celle d'un tigre dans la jungle... peut-être...

    (There is no greater solitude than that of the samurai unless it is that of the tiger in the jungle... Perhaps...)




    Jef Costello
    Human, Ninja 8/Totemist 1/Cleric 1/Shadowblade 10

    Act I
    Spoiler
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    Jef Costello drew in a deep lungful of smoke and slowly exhaled. The smoke billowed through his sparse room. His pigeon fluttered nervously in her cage.

    A bed, a cage, and four white walls. Jef had lived in this lonely room for months, and but for the bird it could have been empty.

    He went over the plans in his mind, thinking about every angle, every possibility. A job such as this was an easy one, the target a mere merchant, but still Jef planned. He always planned.

    He could trail the man, poison him or slit his throat and no one would ever see him or know what happened. He could make the man disappear from town without a trace. But Seigneur Rey, Jef’s lord and master, had different ideas. Jef was to send a message. The death was to be public, and messy, and let every other merchant in the city know what their fate would be if they chose to openly defy Le Milieu.

    Jef put his pipe away, cleaned any trace of ash, and slipped from the room like a ghost. Finding the merchant was easy. He closed his eyes and opened his mind, and could feel the merchant’s mind thrumming like a harp string. From there he shadowed, unseen, unheard, as the merchant entered a taproom.

    The taproom was crowded, with a bard playing in the corner. I know that voice, thought Jef, but he put it out of his mind. He ghosted through the ground into the taproom’s basement, watching the scene from below with his mind’s eye. Then, aiming not at his heart but his face, he struck upwards with his spear, through the taproom floor, and drew a gruesome gash across the merchant’s face.

    There was a sharp cry, followed by more screams. Jef ghosted upwards, into the room. People were fleeing the bar. In the corner of his eye, Jef saw Valerie, the bard, hiding behind a chair. She caught his eye, and in an instant, he knew she had recognized him.

    The merchant’s face was a bloody mess, but most of the damage had been superficial. Jef lowered his spear and placed its tip on the man’s heart.

    The merchant sputtered through bloody lips. “Who are you?”

    “It doesn’t matter.”

    “What do you want?”

    “To kill you,” Jef said, and as the last of the bargoers fled, Jef drove his spear through the merchant’s heart.


    Le Samourai, Jef Costello
    Spoiler
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    LE Human, Ninja 8/Totemist 1/Cleric 1/Shadowblade 10
    Domains: Darkness, Animal (traded for Animal Devotion)

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

    1st|Ninja 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance 4 ranks, bluff 4 ranks, craft (poisonmaking) 4 ranks, hide 4 ranks, jump 2 ranks, listen 4 ranks, move silently 4 ranks, sleight of hand 1 rank, spot 4 ranks, tumble 1 rank|Enduring Ki, Darkstalker|Ki power, sudden strike +1d6, trapfinding, AC bonus

    2nd|Totemist 1|
    +0
    |
    +2
    |
    +4
    |
    +0
    |Craft (poisonmaking) 5 ranks, hide 4.5 ranks, knowledge (nature) 1 rank, listen 5 ranks, move silently 4.5 ranks, spot 5 ranks||Wild empathy

    3rd|Cleric 1|
    +0
    |
    +4
    |
    +4
    |
    +2
    |Craft (poisonmaking) 6 ranks, hide 5 ranks, listen 5.5 ranks, move silently 5 ranks|Blind-Fight, Animal Devotion, Flyby Attack|Rebuke undead

    4th|Ninja 2|
    +1
    |
    +4
    |
    +5
    |
    +2
    |Balance 5 ranks, bluff 5 ranks, craft (poisonmaking) 7 ranks, hide 6 ranks, jump 3 ranks, listen 6.5 ranks, move silently 6 ranks, spot 6 ranks||Ghost step (invisible)

    5th|Ninja 3|
    +2
    |
    +5
    |
    +5
    |
    +3
    |Bluff 6 ranks, craft (poisonmaking) 8 ranks, hide 7 ranks, jump 4 ranks, listen 7.5 ranks, move silently 7 ranks, spot 7 ranks, tumble 2 ranks||Sudden strike +2d6, poison use

    6th|Ninja 4|
    +3
    |
    +5
    |
    +6
    |
    +3
    |Bluff 7 ranks, craft (poisonmaking) 9 ranks, hide 8 ranks, jump 5 ranks, listen 8.5 ranks, move silently 8 ranks, spot 8 ranks, tumble 3 ranks|Open Least Chakra (Crown)|Great leap

    7th|Ninja 5|
    +3
    |
    +5
    |
    +6
    |
    +3
    |Bluff 8 ranks, craft (poisonmaking) 10 ranks, hide 9 ranks, listen 9.5 ranks, move silently 9 ranks, spot 9 ranks, tumble 5 ranks||Sudden strike +3d6, +1 AC

    8th|Ninja 6|
    +4
    |
    +6
    |
    +7
    |
    +4
    |Bluff 9 ranks, craft (poisonmaking) 11 ranks, hide 10 ranks, listen 10.5 ranks, move silently 11 ranks, spot 11 ranks||Acrobatics +2, ki dodge

    9th|Ninja 7|
    +5
    |
    +6
    |
    +7
    |
    +4
    |Bluff 11 ranks, craft (poisonmaking) 12 ranks, hide 12 ranks, listen 11.5 ranks, move silently 12 ranks, spot 12 ranks|Mindsight|Sudden strike +4d6, speed climb

    10th|Shadowblade 1|
    +5
    |
    +8
    |
    +7
    |
    +4
    |Craft (poisonmaking) 13 ranks, hide 13 ranks, listen 12 ranks, move silently 13 ranks||Unseen weapon (unerring strike)

    11th|Shadowblade 2|
    +6/+1
    |
    +9
    |
    +7
    |
    +4
    |Bluff 12 ranks, craft (poisonmaking) 14 ranks, hide 14 ranks, move silently 14 ranks||Shadow and stealth, sudden strike +5d6

    12th|Ninja 8|
    +7/+2
    |
    +9
    |
    +8
    |
    +4
    |Bluff 15 ranks, craft (poisonmaking) 15 ranks, hide 15 ranks, move silently 15 ranks, Spot the Weak Point skill trick|Open Lesser Chakra (Shoulders)|Ghost strike

    13th|Shadowblade 3|
    +8/+3
    |
    +9
    |
    +9
    |
    +5
    |Bluff 16 ranks, craft (poisonmaking) 16 ranks, hide 16 ranks, move silently 16 ranks||Shadow vision, unseen weapon (unexpected strike)

    14th|Shadowblade 4|
    +9/+4
    |
    +10
    |
    +9
    |
    +5
    |Bluff 17 ranks, craft (poisonmaking) 17 ranks, hide 17 ranks, move silently 17 ranks||Sudden strike +6d6

    15th|Shadowblade 5|
    +9/+4
    |
    +10
    |
    +9
    |
    +5
    |Bluff 18 ranks, craft (poisonmaking) 18 ranks, hide 18 ranks, move silently 18 ranks|Maiming Strike|Unseen weapon (ephemeral weapon)

    16th|Shadowblade 6|
    +10/+5
    |
    +11
    |
    +10
    |
    +6
    |Bluff 19 ranks, craft (poisonmaking) 19 ranks, hide 19 ranks, move silently 19 ranks||Sudden strike +7d6

    17th|Shadowblade 7|
    +11/+6/+1
    |
    +11
    |
    +10
    |
    +6
    |Bluff 20 ranks, craft (poisonmaking) 20 ranks, hide 20 ranks, move silently 20 ranks||See in darkness, unseen weapon (shadowy strike)

    18th|Shadowblade 8|
    +12/+7/+2
    |
    +12
    |
    +10
    |
    +6
    |Bluff 21 ranks, craft (poisonmaking) 21 ranks, hide 21 ranks, move silently 21 ranks|Craven|Sudden strike +8d6

    19th|Shadowblade 9|
    +12/+7/+2
    |
    +12
    |
    +11
    |
    +7
    |Bluff 22 ranks, craft (poisonmaking) 22 ranks, hide 22 ranks, move silently 22 ranks||Unseen weapon (far shadow)

    20th|Shadowblade 10|
    +13/+8/+3
    |
    +13
    |
    +11
    |
    +7
    |Bluff 23 ranks, craft (poisonmaking) 23 ranks, hide 23 ranks, move silently 23 ranks||Sudden strike +9d6, unseen weapon (free action)[/table]

    Starting Stats:
    Str 16/Dex 14/Con 14/Int 12/Wis 14/Cha 8

    Level 4: Str +1
    Level 8: Str +1
    Level 12: Con +1
    Level 16: Str +1
    Level 20: Str +1

    Spellcasting
    As a first level cleric, Jef casts divine spells from the cleric list and from the Darkness domain. He gets three orisons and one first level spell per day, as well as a domain spell and bonus spells for high Wisdom.


    Act II
    Spoiler
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    Jef lowered himself to his knees and bowed his head. Seigneur Rey looked down at him and smiled. As per custom, there were no words - they spoke only through the mind, where they could not be overheard.

    Rey: You did well, Jef, but too many saw you. The inquisitors are stirring.
    Jef: You asked for witnesses, Seigneur.
    Rey: I asked for witnesses, yes, but not a crowded taproom. Thirty people must have watched you attack him. A bard was there, and gave the inquisitors a near-perfect description of you.

    Jef hesitated. It was only for an instant, not even a full second, but when speaking with the mind, even an instant’s hesitation felt like a chasm of silence had opened up.

    Jef: A bard, Seigneur?
    Rey: A young woman by the name of Valerie. She said she was singing when you approached. She described you down to the color of your eyes.
    Jef: Did she name me, Seigneur?
    Rey: She told the inquisitors that she did not know you. This is messy, Jef. Le Milieu will not back you in this. I highly recommend that you clean up any loose threads. With the inquisitors this upset, we can’t operate freely, and won’t be able to until they put this matter to rest. If our hands are forced, we may need to give you up.

    Again the chasm of silence opened up, threatening to swallow both speakers. Finally, Jef responded. “Yes, Seigneur,” he said aloud, and ghosted away.

    Valerie was easy to find. She was staying in the same place, a three copper a night room above a seedy tavern. Jef stepped inside and waited, hidden in the room’s deep shadows.

    Valerie came in a few hours later. She looked tired, bone tired, and it was several more moments before she noticed him. When she did, she didn’t gasp, but merely sat down on her bed.

    “Is this how it’s going to be, Jef? You’re going to sneak into my room and kill me?” She sighed. “You know, when you refused to tell me what it is you do, I thought it might be something like this,” she said. “Men with normal jobs don’t live like you.” She shook her head. “You don’t seem like you belong in the city, Jef.”

    “I don’t,” he said. “I grew up in the jungles of Q’Barran, among the birds and the beasts. I worshipped the jungle, the darkness, the thrumming life. This dead city, with its wooden houses and stone towers - it scares me, Val. I don’t understand it.”

    “Then why don’t you leave?”

    “You know I can’t do that,” he said. Jef moved forward and put his hand on her shoulder. “Why did you tell the inquisitors you didn’t recognize me?”

    "I don't know," she said, and pulled away. “Why did you kill that man?”

    “I was paid to,” he said.

    “What had he done to you?”

    “Not a thing. I only met him yesterday.”

    There was a long pause, and Valerie looked at Jef levelly. Finally she dropped her gaze. “What sort of a man are you, Jef?”


    The Way of the Samurai - Level by Level Progression
    Spoiler
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    Level 1: You start things off as a typical ninja. You don’t have any ki powers yet, so right now you’re just using your ki to beef up your Will saves. Darkstalker lets you stealth past guard dogs and other animals with scent that are so common at these levels. Keep a couple of sets of marbles on you to help trigger sudden strike when not surprising enemies - basically nothing you face will have 5 ranks in balance at this stage of the game.

    Level 2: And with a single level of totemist, you gain access to every totemist soulmeld. Your two go-to soulmelds at this level are Claws of the Wyrm and Worg Pelt. The former gives you two claw attacks, making up for your low BAB, while the latter boosts your already decent stealth skills. However, you can also use this to up your defenses or boost other skills as needed.

    Level 3: Cleric comes online. The animal domain gets traded out for Animal Devotion, which is huge - a decent offensive buff, natural attacks, or excellent flight for one minute per use. Now that you have a flight speed you also go ahead and pick up Flyby Attack, so you can make skirmishing attacks at level 3. During downtime, you can harvest your venom for use on your weapons (and detect poison plus the Hunter's Circlet for Survival can also give you more poison sources). Your first level spell slots will probably be used for Obscuring Mist, to give you concealment for hiding, and Ice Slick, to help make enemies flat-footed. Grave Strike can also come in handy for undead opponents, and Rhino's Rush will eventually be essential as well..

    Level 5: After picking up two more levels of ninja, you’ve got several new abilities. Ghost step (invisible) combined with Enduring Ki gives you two rounds of invisibility. Poison use means you can really take advantage of that poison you’ve been harvesting via Animal Devotion. Thanks to Flyby Attack you can invisibly strafe your enemy from above with a longspear, or you can close to melee range and use Claws of the Wyrm and Dragon Tail to make three attacks per round (or four, if Animal Devotion is used for a bite attack).

    Level 6: You open up your crown chakra. Eventually you’ll want to more or less staple on the Shedu Crown, but right now you can also use this to pick up Track and bonuses to Survival for when you need to find someone, or the Frost Helm if you want to become a ranged attacker for the day.

    Level 9: Whoo, boy. Two big things happened here. First, you pick up Mindsight, which combines with the Shedu Crown for a nearly unbeatable new sense that works through walls and more. You won’t be able to sense mindless enemies, but mindless enemies tend to be bad at hiding, and with 12 ranks in listen and spot plus a good Wisdom, this shouldn’t be a problem. Of course, while you can pinpoint enemies, if you can’t see them otherwise they still have total concealment versus you - Blind-Fight helps, but doesn't eliminate the penalty altogether. Which brings us to your second boon - you now have +5 BAB, qualifying you for...

    Level 10: ...Shadowblade! The very first ability you pick up, unerring strike, lets you ignore the miss chance from concealment, even total concealment. This is a handy ability to have in general, but it is going to become especially important in a couple of levels.

    Level 12: And with a quick hop back into ninja, the build comes together. You just picked up ghost strike, which not only lets you hit incorporeal or ethereal opponents, it also lets you attack while ethereal. You also open up your shoulders chakra bind here. You’ll want to bind Phase Cloak, which turns you and your equipment ethereal whenever you move. Now, remember Flyby Attack? Instead of taking a standard action before or after your move, it lets you take one at any point during your move.

    Now let’s put this all together. You can stay completely out of sight of your enemy (even behind a wall, or underneath the floor), tracking her by mindsight. Activate your ghost strike ability (for two rounds thanks to Enduring Ki). Make a Flyby Attack. If you’re coming from another room and can’t see her she might have total concealment, but unerring strike lets you ignore the miss chance. Fly through ethereally, sudden strike her, and continue on into another room or behind other obstacles.

    In fact, if you’re fighting in a dungeon with multiple floors, you don’t even need to enter the same room as your opponent. Your equipment turns ethereal with Phase Cloak as well, meaning that you can fly underneath your enemy in the room below her, striking ethereally with your longspear through the ceiling. You can’t see her, but mindsight and unerring strike take care of that.

    In addition, you have Spot the Weak Point for triggering touch attacks, and Shadow and Stealth for a sizeable boost to stealth.

    Level 15: Over the last few levels things have only gotten better. Your stealth is excellent, between Darkstalker, max ranks in hide/MS, and the Shadowblade’s Shadow and Stealth ability. Overall you’ll be spending most of your unseen weapon uses on unerring strike, but if you’re facing an opponent who can travel ethereally themselves, you can instead use unexpected strike on them. You also pick up Maiming Strike at this level. Right now you can deal 3 points of Charisma damage instead of your sudden strike damage. This is brutal against many enemies, including the undead when used alongside Grave Strike. It’s also fixed damage, so if you cast Rhino’s Rush or manage to pick up a Valorous spear, it will double on a charge. 6 points of Charisma damage is rough - that can take out the average enemy in two hits.

    Level 18: You’re now packing Craven, and +8d6 sudden strike. Like the Charisma damage from Maiming Strike, Craven is fixed and therefore will double with effects like Valorous or diving charges. With a Rhino’s Rush and either a Valorous longspear or a diving Claws of the Wyrm attack, that’s 12 points of Charisma damage and 54 points of bonus Craven damage on each hit. Strafe your enemies ethereally a couple of times, then charge through everything to take out the most dangerous one.

    Level 20: Over the last two levels you picked up two excellent abilities. First is far shadow, which can extend the reach of your longspear to 20’ (or your claws to 15’, for dive attacks). This is nice for anyone but particularly nice for you, since you can ethereally attack from behind walls, ceilings or floors. With 20’ reach, unless you’re outdoors, you can almost certainly hit your enemy without even being in the same room as her. Second, you can now use your unseen weapon as a free action. This lets you use multiple effects in a single attack, and also frees up your swift action for spells such as Rhino’s Rush and Grave Strike.


    A Blade in a Dark Room - On the Use of Shadowblade
    Spoiler
    Show

    In addition to its flavor perfectly fitting the build, as a shadowy assassin with links to divine and animalistic forces of darkness, the shadowblade offers quite a bit for you. Unerring strike in particular is essential to this build, but all of its abilities are quite useful:

    Sudden strike progression: Thanks to full sudden strike progression, you end up with +9d6 sudden strike, only one die behind a straight ninja or rogue.

    Unseen weapon (unerring strike)*: One of the biggest boons to your build. Your goal is to locate enemies with mindsight and attack them from afar, but they still have total concealment against you if you can’t see them otherwise (such as when you attack them from behind a wall or from below). Unerring strike eliminates this miss chance entirely.

    Shadow and stealth: For a stealth-focused Darkstalker build, it’s hard to ask for a better boon than a +5 bonus to Hide and Move Silently.

    Shadow vision: Although mindsight helps you locate living enemies, for a build that spends so much time in the dark you don’t have a natural way of piercing it. This fixes that.

    Unseen weapon (unexpected strike): This will be your go-to shadowblade ability against enemies who can see the ethereal, or when you are blocked from ethereal travel. It’s a handy way to trigger sneak attack/Maiming Strike/Craven damage, especially on a charge.

    Unseen weapon (ephemeral strike): When you need spike damage against a particular enemy, this helps ramp things up. Especially handy at 20th level, when you can combine it with other abilities for massive charges.

    See in darkness: Your affinity with the shadow is such that you can see even through magical darkness. You’re a cleric of the darkness domain, nab yourself a wand of deeper darkness and enjoy spending the day in concealment without drawbacks.

    Unseen weapon (shadowy strike): Between this and Spot the Weak Point, you’ve got a variety of ways to take on enemies with absurdly high AC. Most of your attacks will occur while ethereal (and hence invisible), so you can expect ACs of 10 or less for the most part - that means you only miss on a 1. Especially potent when charging to deal lots of Maiming Strike damage.

    Unseen weapon (far shadow): This is tied with unerring strike as your most useful unseen weapon ability. With 20’ reach from your longspear, or 15’ reach from your Claws, your strafing and charging attacks become incredibly potent, and can frequently happen from entirely different rooms...

    Unseen weapon (free action): Excellent capstone. Not only does this let you stack on multiple types of unseen weapon attacks, it also lets you use your abilities alongside rhino’s rush, grave strike and other swift action spells.

    *A NOTE ON UNERRING STRIKE: Check with your DM to see if he will treat unerring strike as ignoring concealment entirely, rather than merely eliminating the miss chance. This will mean that you can even gain sudden strike damage while attacking from other rooms. As written it only eliminates the miss chance, but doesn’t technically take away the “concealment” condition, so this build combines attacking from other rooms with strafing attacks and charges. However, if your DM rules that unerring strike allows you to sudden strike enemies with concealment, this build becomes even more powerful.


    Act III
    Spoiler
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    Valerie’s voice was like birdsong, and it tugged at the heart. Jef listened from the back, nursing his drink. Three inquisitors entered the bar and sat down at a table near the stage. That was fine. Jef knew they were coming, had sensed them with his mind’s eye from far off. He knew, too, why they were there.

    They wouldn’t see him until he wanted them to. Jef was very good at remaining unseen.

    Finally he finished his drink, stood up, and walked over to the stage. He made no attempt to hide anymore. Valerie saw him and stopped singing.

    “Get out of here, Jef,” she said. Her eyes glanced over at the table of inquisitors, who were pushing their chairs back and drawing crossbows. “Go! You shouldn’t be here.”

    Jef drew his own small hand crossbow and pointed it toward her, the tiny bolt’s tip almost brushing her pale skin. “Don’t move,” he said. “The bolt is poisoned. Even a scratch will kill you.” Behind him, Jef could feel the inquisitors forming a circle. He didn’t need to turn around. He could see them in his mind’s eye.

    “Why, Jef?” Valerie spoke in a small, soft voice.

    “I was paid to,” he said.

    Suddenly there was a sharp snap, the unmistakable sound of a crossbow firing, followed by several more. Valerie looked down, expecting to see a bolt protruding from her breast, but she was unharmed. A few feet away, Jef staggered and dropped his small bow. Three large bolts feathered his back. As his blood drained from his body, Jef caught Valerie’s eye and grinned.

    One of the inquisitors stepped over and gingerly picked up Jef’s fallen crossbow. “You’re lucky we were here,” he said to Valerie. “He would have killed you in an instant. We think we can tie him to a dozen deaths in the past three months alone.” He sniffed at the crossbow bolt, and then his eyes glowed green as he muttered under his breath. “That’s odd,” he finally said. “He claimed the bolt was poisoned, but I don’t see any trace of poison here at all. Why would he say it was?”

    Valerie looked down at Jef’s bloody body. Even in death he grinned up at her. Valerie sat down on the stage and began to cry.


    Sources Used
    Spoiler
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    Champions of Ruin (Craven)
    Complete Adventurer (Ninja)
    Complete Champion (Animal Devotion)
    Complete Scoundrel (Enduring Ki, Spot the Weak Point skill trick)
    Exemplars of Evil (Maiming Strike)
    Lords of Madness (Mindsight)
    Magic of Incarnum (Totemist, Open Chakra, assorted soulmelds)
    Monster Manual (Flyby Attack)
    Spell Compendium (Darkness domain, Grave Strike, Rhino's Rush)
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  7. - Top - End - #97
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Mortumdal: We're in grave danger

    Quote Originally Posted by Mortumdal
    Mortumdal

    Chaotic Evil Killoren Gravetouched Ghoul Ranger 2/Swashbuckler 3/Shadowblade 3/Lurking Terror 3/Shadowblade +7

    Story:
    Spoiler
    Show
    I can't quite remember my life. Not in its entirety. There are just fragments of memory that spark from time to time.
    I remember the smell of the rain against the forest leaves.
    I remember the gleam of the moonlight shining off of frost covered fields.
    I remember the soft burble of streams trickling through the glens.
    I remember the way my father would smile when the softest of breezes would ripple his hair.
    And I remember the vengence we felt toward those who would threaten it all.

    They came when I was young. They simply arrived one day, out of the blue, and began clearing away the trees. A large swath of forest was gone before we'd known, such was the speed with which they worked. They brought in great chunks of alabaster and gold, chisled into unnatural blocks, and lumped them together in what they must have thought was beauty. They loved their temple, this monstrousity of stone, and worshiped it as though it was their god.

    But it wasn't until we saw what they had inside their temple that we realised the horror they'd brought.
    They wanted to rid the world of a plague. Or so they said. They'd brought the infected with them, as test subjects, hoping to find a cure for the disease. They wanted, they said, to discover the source of this infection, to determine a manner in which to erradicate it from the world entirely, once and for all. They claimed that these test subjects were the key to their work.

    They had brought with them death. Corpses. Bodies not yet aware of their deaths. Each rose and moaned, wailing against their captivity, begging for release. This plague, as they called it, of undead held captive in cells, bound in chains, its foul, rotting stench billowed past the chisled halls of their hallowed temple and pervaded the sanctity of the wood beyond. The macabe managerie, the cadre of cadavers, the corps of corpses, held captive within those cloistered cages were, worse yet, forced to remain within their prisons of flesh, bound unnatural to this world and crying for the grave. The injustice these holy few brought to their ancestors!

    We wept. We begged them to stop, to put an end to their cursed ways.
    They refused. They stood resolute in their willingness to sacrifice everything to erradicate the vile darkness that roamed the world.
    We rose up; outmanned, but filled with conviction. We stormed their temple, determined to put an end to the outrage, to silence the tortured moans, to release that tormented flesh from its unnatural prison. We fought for honor. We fought for dignity.
    They fought back.
    The battle wasn't clean, it wasn't pretty. There was confusion, there was chaos. We lost a lot of good men that day. I was one of them.

    I can't quite remember my death. Not in its entirety. There are just fragments of memory that spark from time to time.
    I remember the smell of the leaves of those fallen trees, rotting on the forest floor.
    I remember the chill of the frost as it settled over my soul in the darkening night.
    I remember the soft burble of my last breath trickling through the blood at my lips.
    I remember the way my father would cry at the softest mention of my name, his heir no longer living in this world...

    ...but destined to walk through it, never-the-less.

    And I know the vengence I feel for those who have made me the monster I am.
    I stand, still, resolute in my willingness to sacrifice everything to erradicate the vile scourge blindly scorching the world.
    I will extinguish their light!


    Stat Array:
    Spoiler
    Show
    St 14 +2 = 16
    Dx 14 +4 = 18
    Co 8 -- = --
    In 16 +2 = 18
    Wz 8 +4 = 12
    Ch 16 +2 = 18

    Level increases (in order): Cha, Cha, Cha, Cha


    Build:
    Spoiler
    Show
    Mortumdal
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills(Total Ranks)|Feats|Class Features

    1st|Gravetouched Ghoul|
    -
    |
    -
    |
    -
    |
    -
    |--|Multiattack|Claw/Claw/bite; Ghoul feaver; Paralysis; TR+2; Diet Dependant; Undead traits

    2nd|Gravetouched Ghoul (LA2)|
    -
    |
    -
    |
    -
    |
    -
    |--|--|--

    3rd|(Urban/Wildshape) Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Climb 4(4), Gather Information 4(4), Hide 4(4), K: Local 4(4), Listen 4(4), Move Silently 4(4), Search 4(4), Spot 4(4), Swim 4(4), Use Rope 4(4)|1st: Darkstalker|Favored Enemy: Church of Pelor; Urban Tracking; (1/2) Wild Empathy, Fast Movement

    4th|Swashbuckler 1|
    +2
    |
    +4
    |
    +2
    |
    +0
    |Bluff 5(5), Climb (4), Gather Information (4), Hide (4), K: Local (4), Listen (4), Move Silently (4), Search (4), Spot (4), Swim (4), Tumble 3(3), Use Rope (4)|Bonus: Weapon Finesse|--

    5th|Swashbuckler 2|
    +3
    |
    +5
    |
    +2
    |
    +0
    |Balance 5(5), Bluff (5), Climb (4), Diplomacy 2(2), Gather Information (4), Hide (4), K: Local (4), Listen (4), Move Silently (4), Search (4), Spot (4), Swim (4), Tumble 1(4), Use Rope (4)|3rd: Blind-Fight|Grace +1

    6th|Ranger 2|
    +4
    |
    +6
    |
    +3
    |
    +0
    |Balance (5), Bluff (5), Climb (4), Diplomacy (2), Gather Information 3(7), Hide 3(7), K: Local 1(5), Listen (4), Move Silently 3(7), Search (4), Spot (4), Swim (4), Tumble (4), Use Rope (4)|--|--

    7th|Swashbuckler 3|
    +5
    |
    +6
    |
    +4
    |
    +1
    |Balance (5), Bluff (5), Climb (4), Diplomacy 3(5), Gather Information 2(8), Hide (7), K: Local (5), Listen (4), Move Silently (7), Search (4), Spot (4), Swim (4), Tumble 3(8), Use Rope (4)|--|Insightful Strike

    8th|Shadowblade 1|
    +5
    |
    +8
    |
    +4
    |
    +1
    |Balance (5), Bluff (5), Climb (4), Diplomacy (5), Gather Information 2(9), Hide 2(9), K: Local (5), Listen (4), Move Silently 2(9), Search (4), Spot (4), Swim (4), Tumble (8), Use Rope (4)|6th: Ability Focus (Paraysis)|Unseen Weapon (Unerring Strike)

    9th|Shadowblade 2|
    +6/1
    |
    +9
    |
    +x4
    |
    +1
    |Balance (5), Bluff 2(7), Climb (4), Diplomancy (5), Gather Information 2(10), Hide 1(10), K: Local (5), Listen (4), Move Silently 1(10), Search (4), Spot (4), Swim (4), Tumble (8), Use Rope (4)|--|Shadow and Stealth; Sudden Strike +1d6

    10th|Shadowblade 3|
    +7/2
    |
    +9
    |
    +5
    |
    +2
    |Balance (5), Bluff (7), Climb (4), Diplomacy (5), Gather Information 2(11), Hide 1(11), K: Local (5), Listen 2(5), Move Silently 1(11), Search (4), Spot (4), Swim (4), Tumble (8), Use Rope (4)|--|Shadow vision; UW (Unexpected Strike)

    11th|Lurking Terror 1|
    +7/2
    |
    +9
    |
    +5
    |
    +4
    |Balance (5), Bluff (7), Climb (4), Diplomacy (5), Gather Information (11), Hide (11), K: Local (5), Listen 3(7), Move Silently (11), Search 2(6), Spot 3(7), Swim (4), Tumble (8), Use Rope (4)|9th: Improved Initiative|Deathly Power

    12th|Lurking Terror 2|
    +8/3
    |
    +9
    |
    +5
    |
    +5
    |Balance (5), Bluff (7), Climb (4), Diplomacy (5), Gather Information (11), Hide (11), K: Local (5), Listen 3(10), Move Silently (11), Search 2(8), Spot 3(10), Swim (4), Tumble (8), Use Rope (4)|--|Improved Darkvision

    13th|Lurking Terror 3|
    +9/4
    |
    +10
    |
    +6
    |
    +5
    |Balance (5), Bluff (7), Climb (4), Diplomacy (5), Gather Information (11), Hide (11), K: Local (5), Listen 3(13), Move Silently (11), Search 2(10), Spot 3(13), Swim (4), Tumble (8), Use Rope (4)|--|Hide in Plain Sight

    14th|Shadowblade 4|
    +10/5
    |
    +11
    |
    +6
    |
    +5
    |Balance (5), Bluff (7), Climb (4), Diplomacy (5), Gather Information (11), Hide 4(15), K: Local (5), Listen (13), Move Silently 2(13), Search (10), Spot (13), Swim (4), Tumble (8), Use Rope (4)|12th: Death Blow|SS +2d6

    15th|Shadowblade 5|
    +10/5
    |
    +11
    |
    +6
    |
    +5
    |Balance (5), Bluff 2(9), Climb (4), Diplomacy (5), Gather Information (11), Hide 1(16), K: Local (5), Listen (13), Move Silently 3(16), Search (10), Spot (13), Swim (4), Tumble (8), Use Rope (4)|--|UW (Ephemeral Weapon)

    16th|Shadowblade 6|
    +11/6/1
    |
    +12
    |
    +7
    |
    +6
    |Balance (5), Bluff (9), Climb (4), Diplomacy (5), Gather Information 4(13), Hide 1(17), K: Local (5), Listen (13), Move Silently 1(17), Search (10), Spot (13), Swim (4), Tumble (8), Use Rope (4)|--|SS +3d6

    17th|Shadowblade 7|
    +12/7/2
    |
    +12
    |
    +7
    |
    +6
    |Balance (5), Bluff 2(11), Climb (4), Diplomacy (5), Gather Information 2(14), Hide 1(18), K: Local (5), Listen (13), Move Silently 1(18), Search (10), Spot (13), Swim (4), Tumble (8), Use Rope (4)|15th: Harvester of Souls|See in Darkness; UW (Shadowy Strike)

    18th|Shadowblade 8|
    +13/8/3
    |
    +13
    |
    +7
    |
    +6
    |Balance (5), Bluff (11), Climb (4), Diplomacy (5), Gather Information 4(16), Hide 1(19), K: Local (5), Listen (13), Move Silently 1(19), Search (10), Spot (13), Swim (4), Tumble (8), Use Rope (4)|--|SS +4d6

    19th|Shadowblade 9|
    +13/8/3
    |
    +13
    |
    +8
    |
    +7
    |Balance (5), Bluff (11), Climb (4), Diplomacy (5), Gather Information 2(17), Hide 1(20), K: Local (5), Listen (13), Move Silently 1(20), Search (10), Spot 2(14), Swim (4), Tumble (8), Use Rope (4)|--|UW (Far Shadow)

    20th|Shadowblade 10|
    +14/9/4
    |
    +14
    |
    +8
    |
    +7
    |Balance (5), Bluff (11), Climb (4), Diplomacy (5), Gather Information 4(19), Hide 1(21), K: Local (5), Listen (13), Move Silently 1(21), Search (10), Spot (14), Swim (4), Tumble (8), Use Rope (4)|18th: Improved Paralysis|SS +5d6; UW (Free action)[/table]


    ECL 5:
    Spoiler
    Show
    A handful of skills and a high Charisma make you passable as the party face. Being undead though puts a damper on it in many situations. Talking your way into a discount at the local inn isn't going to happen. But, finding contacts in the seedier neighborhoods, making allies of other undead or necromancers, etc. are still on the table. There are situations where being undead will auto-fail your negotiations, but there are others where it will be of benefit. Seek out the latter.
    Urban Tracking and Favored Enemy: Church of Pelor will help you keep an eye on the goings-on of your enemy. As an eternal undead, you can play the long-game -- subvert the organization, create misinformation, upset their plans.

    Killoren gives low-light vision, undead type grants darkvision. With the darkstalker and blind-fight feats, you're on your way to slinking through the shadows well. Using the Aspect of the Hunter (from Killoren) will certainly help out with stalking.

    Multi-attack and Weapon Finesse showcase your bite/claw/claw attacks. Aspect of the Hunter and a high Dexterity help your initiative. Stick to the shadows in combat when possible, use a surprise round to ambush your foes. Pick off the weak, one by one. Aim for : sneak, isolate your foe, strike, paralyse (DC 15). Then, out comes a light pick for the coup de grace.


    ECL 10:
    Spoiler
    Show
    You're getting better at Gathering Information, Hide, and Move Silently. Shadow and stealth (from Shadowblade) and Shadow Vision (Shadowblade) are giving a slight boost to your stealth. You're becoming a thief of information, wandering the city streets unseen, unheard, listening to hushed conversations and using the knowledge gained to your advantage.

    The Unerring and Unexpected strike features of Unseen Weapon (Shadowblade) help to land your attack as you emerge from hiding. Insightful Strike (Swashbuckler) has added a fair amount of fun to your attacks. Your bite and claws both qualify.
    And, of course, once your foe is paralysed (DC 21, thanks to Ability Focus), you can add your intelligence bonus to damage with your light pick on the coup de grace. Add in your Sudden Strike (Shadowblade) with every coup de grace you make as well. Use Aspect of the Destroyer (Killoren) when eligible on the coup de grace and the damage really starts to add up!


    ECL 15:
    Spoiler
    Show
    Hide and Move Silently are getting better, and so too are Spot, Search, and Listen. Improved Darkvision (Lurking Terror) and Hide in Plain Sight (Lurking Terror), along with everything metioned previously, and you're making for a pretty good scout.

    Your combat routine is still to slink in the shadows and strike at your leisure. And you're getting better at it. Improved Initiative increases your chances of more naturally occuring flat-footed opponents and helps you paralyse (DC 26, thanks to Lurking Terror's Deathly Power) more foes before they can react. The Death Blow feat makes it easier to coup de grace. Ephemeral Weapon (Shadowblade) makes it hurt a little more when you do.


    ECL 20:
    Spoiler
    Show
    Gather Information and Bluff both get a bit better. Pelor's faithful will find it difficult to keep secrets from you, and you'll be able to spread a bit of misinformation about them. Disgrace them in the public square and reduce their political clout in the city...all from the shadows, of course.

    Your Hide and Move Silently skills continue to improve (as has your Shadow and Stealth feature). See in Darkness (Shadowblade) lets you own the night...and magical darkness...and without relying on darkvision's black-and-white view of the world, you'll be able to read and/or write (say, a map) in complete darkness. Carry a source of magical darkness around with you and you'll have the advantage over most (especially combined with your Darkstalker feat).

    In combat, you lurk in the darkness, stalking your prey. A free action (each) to grant your bite (if you'd like) Shadow Strike (Shadowblade) and Far Shadow (Shadowblade) gives you an attack at reach as a melee touch attack (no armor or natural armor bonuses) against a flat-footed opponent (no Dex or dodge bonuses). In other words, you hit -- forcing a Fort save against paralysis (DC 34). If (when?) successful, step in as a move action, draw your pick (free action), and coup de grace (standard action) for standard pick damage +3(str) +4(int) +2(Favored Enemy) +18(Aspect of the Destroyer, where applicable) all x4...plus 5d6(Sudden Strike) and (if you'd like) 2d6(Ephemeral Weapon). Ouch! And...if they die...the feat Harvester of Souls will see that they stay good and dead.
    How's that for blowing some sunshine up your holy backsides, you Pelorian bastards!!


    Sources:
    Spoiler
    Show
    Gravetouched Ghoul: Libris Mortis
    Wildshape Ranger: UA (SRD)
    Urban Ranger: UA (SRD)
    Darkstalker feat: Lords of Madness
    Swashbuckler: Complete Warrior
    Ability Focus: Monster Manual
    Lurking Terror: Libris Mortis
    Death Blow feat: Complete Adventurer
    Harvester of Souls feat: Elder Evils
    Improved Paralysis feat: Libris Mortis
    Last edited by Amphetryon; 2013-02-16 at 07:23 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  8. - Top - End - #98
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Geula Abishag: Stealing Spells and Breaking Hell

    Quote Originally Posted by Geula Abishag


    "...so I finished the deal, got the guy's soul and stabbed him in the back within 5 seconds."

    "Nice. I love mortals who can't tell the difference between us and the devils."

    "It just got dark too fast."

    "Some idiot cast a spell! Who do they think-gkt..."

    "Who the &%#@ did that?! Agh..."

    "..."

    "..."

    "Forgive me, ancestor. Mother, father, you can rest in peace."
    The Build:
    Spoiler
    Show
    Geula Abishag
    Chaotic Good Lesser Tiefling Spellthief 1/Duskblade 5/Shadowblade 10/Hellbreaker 4

    Point Buy: Str 10/Dex 18/Con 14/Int 12/Wis 8/Cha 10
    Final Stats: Str 10/Dex 20/Con 14/Int 14/Wis 8/Cha 10
    All bonuses go to Dexterity.

    Bonus Languages: Abyssal, Infernal

    Level Breakdown:
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Spellthief 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |4 Bluff, 4 Concentration, 4 DD, 4 GI, 4 Hide, 4 MS, 4 Search, 4 Tumble|Blind-Fight|Sneak attack +1d6, steal spell (0 or 1st), trapfinding
    2nd|Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +4
    |4.5 Hide, 1 K(Planes), 2 Sense Motive| |Arcane attunement, armored mage (light)
    3rd|Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +5
    |5 Hide, 2 K(Planes), 4 Sense Motive|Weapon Finesse, Combat CastingB|
    4th|Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +5
    |4.5 MS, 3 K(Planes), 6 Sense Motive| |Arcane channeling
    5th|Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +6
    |5 MS, 4 K(Planes), 8 Sense Motive| |Armored mage (medium)
    6th|Duskblade 5|
    +5
    |
    +4
    |
    +1
    |
    +6
    |5 Bluff, 5 Concentration, 1 K(Arcana)|Master Spellthief|Quick cast 1/day
    7th|Shadowblade 1|
    +5
    |
    +6
    |
    +1
    |
    +6
    |8 Hide, 8 MS| |Unseen weapon (unerring strike)
    8th|Shadowblade 2|
    +6
    |
    +7
    |
    +1
    |
    +6
    |10 Hide, 10 MS| |Shadow and stealth, sudden strike +1d6
    9th|Shadowblade 3|
    +7
    |
    +7
    |
    +2
    |
    +7
    |12 Hide, 12 MS|Undo Resistance|Shadow vision, unseen weapon (unexpected strike)
    10th|Shadowblade 4|
    +8
    |
    +8
    |
    +2
    |
    +7
    |6 Bluff, 13 Hide, 13 MS, 5.5 Tumble| |Sudden strike +2d6
    11th|Shadowblade 5|
    +8
    |
    +8
    |
    +2
    |
    +7
    |7 Bluff, 14 Hide, 14 MS, 6 Tumble| |Unseen weapon (ephemeral weapon)
    12th|Shadowblade 6|
    +9
    |
    +9
    |
    +3
    |
    +8
    |8 Bluff, 15 Hide, 15 MS, 6.5 Tumble|Combat Expertise|Sudden strike +3d6
    13th|Shadowblade 7|
    +10
    |
    +9
    |
    +3
    |
    +8
    |9 Bluff, 16 Hide, 16 MS, 7 Tumble| |See in darkness, unseen weapon (shadowy strike)
    14th|Shadowblade 8|
    +11
    |
    +10
    |
    +3
    |
    +8
    |10 Bluff, 17 Hide, 17 MS, 7.5 Tumble| |Sudden strike +4d6
    15th|Shadowblade 9|
    +11
    |
    +10
    |
    +4
    |
    +9
    |11 Bluff, 18 Hide, 18 MS, 8 Tumble|Improved Feint|Unseen weapon (far shadow)
    16th|Shadowblade 10|
    +12
    |
    +11
    |
    +4
    |
    +9
    |13 Bluff, 19 Hide, 19 MS| |Sudden strike +5d6, unseen weapon (free action)
    17th|Hellbreaker 1|
    +12
    |
    +11
    |
    +6
    |
    +11
    |17 Bluff, 20 Hide, 20 MS, Collector Of Stories| |Mantle of darkness, telepathic static
    18th|Hellbreaker 2|
    +13
    |
    +11
    |
    +7
    |
    +12
    |21 Bluff, 21 Hide, 21 MS, 10 Tumble|Martial Study (Mountain Tombstone Strike)|Steal spell-like ability
    19th|Hellbreaker 3|
    +14
    |
    +12
    |
    +7
    |
    +12
    |22 Bluff, 22 Hide, 22 MS, 15 Tumble| |Sneak attack +1d6
    20th|Hellbreaker 4|
    +15
    |
    +12
    |
    +8
    |
    +13
    |23 Bluff, 23 Hide, 23 MS, 20 Tumble| |Stowaway[/table]
    BBonus feat granted by class.


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

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

    In order chosen:
    0th: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue

    1st: Chill Touch, Obscuring Mist, Resist Energy, Shocking Grasp, True Strike

    2nd: Dimension Hop


    Suggested Items
    Spoiler
    Show
    A cold iron weapon is required for Undo Resistance.
    A Fey-craft weapon applies Geula's high Dexterity modifier to damage.
    A Collar Of Umbral Metamorphosis, Greater Shadow armor, or Gloves of Dexterity helps improve her hide skill to take full advantage of the darkness.
    Naturally, a Ring of Wizardry I gives her more channelling.



    Highlights
    Spoiler
    Show
    Level 5:
    Geula has 4/5 BAB, can steal spells and then channel them back and steal more spells, plus scout and find traps as needed. She's what a rogue/gish should look like.

    Level 10:
    Thanks in part to Master Spellthief, Geula is better at all of the above. She got back to max ranks in hide and move silently last level, plus has access to Stealth and Shadows for even better scouting and combat utility. She is a serious combat debuffer, blocking enemy sight, stripping buffs, and dropping enemy SR, in addition to dealing out sudden strike damage.

    Level 15:
    Geula is a hardcore debuffer now, walking around inside Darkness for the entire combat, making every hit a touch attack with Shadowy Strike, stealing a spell and dropping SR by 7 with every attack. She has also trained her ability to feint for a backup source of flat-footedness.

    Level 20:
    Geula has sworn a vow of revenge on her demon ancestors and will stalk them from the shadows that hide her so well even they can't find her. Enemies can't escape by teleporting, can't talk to each other with telepathy, and can't resist Geula's spells with SR after she debuffs them into the ground by stealing spells and SLAs, hiding from their sight, and dropping them by 2d6 Con. Assuming an enemy's HD are equal to Geula's level, that's 70 damage on average. For a dragon, it's more like double that.


    Tricks
    Spoiler
    Show
    Sneak attack + Sudden Strike + Undo Resistance + Steal Spell/SLA + Arcane Channeling/Mountain Tombstone Strike + Unseen Weapon
    Sneak attack and Sudden strike stack when the opponent is denied their dexterity bonus (such as when attacking unseen), meaning Geula effectively has 7d6 sneak attack at level 19. In addition to that she drops opponents' spell resistance by 7 with each successful sneak attack and she can steal a spell while doing so and can channel a spell or hit her enemy with 2d6 Con damage. And the unseen weapon abilities are the cherry on top.

    Steal Spell/SLA + Arcane Channeling/Quick Cast
    Instead of merely casting a stolen spell, Geula can channel it through her weapon as part of an attack, or quicken it thanks to her duskblade ability. That also means that steal spell + quick cast isn't just like quicken spell for the party wizard, it is for you too.

    Darkness/Obscuring Mist + Unerring Strike
    Opponents get miss chance and Geula doesn't.

    Steal Spell/SLA + Unexpected Strike
    Being alone, running out of Darkness SLA and Obscuring Mist doesn't stop Geula from stealing spells (and dealing a bunch of sudden strike damage on the side).

    Lesser Tiefling + Shadow and Stealth + Mantle of Darkness + See in Darkness
    Being a lesser tiefling means Geula can cast Darkness as an SLA and gets +2 to Hide checks. Shadow and Stealth gives her another +5 on hide and move silently. Added to her ranks in hide and dex modifier, at level 20 Geula has +37 hide before equipment. Mantle of Darkness allows her to use that hide check under the effect of her Darkness SLA even when being observed by her demon ancestors, and See in Darkness means that while no one else can see her, she can see them just fine.

    Unseen Weapon (free action) + Quick Cast
    When you absolutely need to hit an someone, there's nothing like being able to activate your Unseen Weapon for Shadowy Strike as a free action and cast a quickened True Strike for +20 Insight Bonus to a touch attack.

    Lesser Tiefling + Caster Level 1 Shocking Grasp
    No effect on combat, but shocking yourself for no damage is a neat trick at parties.


    Sources:
    Spoiler
    Show
    Core: Blind-Fight, weapon Finesse, Combat Expertise, Improved Feint, most spells
    Complete Adventurer: Spellthief, Swift Expiditious Retreat
    Complete Scoundrel: Master Spellthief
    Fiendish Codex II: Hellbreaker, Undo Resistance
    Lords of Madness: Darkstalker
    PHB II: Duskblade, Dimension Hop
    ToM: Shadowblade
    Dragon Age Origins: the picture
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  9. - Top - End - #99
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Keeliani Amaruak: Stitched together from many parts

    Quote Originally Posted by Keeliani Amaruak
    Keeliani Amaruak; the Nightsand Rider


    The Story;
    Spoiler
    Show
    Keeliani Amaruak is a legend among us Zephyr Riders. He was once one of us, one of our greatest. He lead us in our time of need against the Necromancer. What her name was, we have now lost to time and a willingness to forget her evils.

    We Zephyr Riders are a fearsome group in battle; soaring on wing the myriad colours of the rainbow, and lit by inner fire, blinding those not quick enough to avert their eyes. From up high, we unleash hell with our Javelins, skewering those too slow and tripping those too quick. Out darkest hour against the Necromancer saw us trapped at the Black Sands; we were being decimated by the unnatural land, our light inhibited by its evil.

    We were crushed, scattered in individual pockets that were lost to the world at large. But Keeliani was captured. The Necromancer wanted to spin her evil with him.

    Tortured with the black sands, and kept alive by foul magics, each time he was claimed by the dark land, he was brought back, a mishapen sand-form at first, eventually coalescing into the skeletal form of what he once was, more pleasing to the Necromancer's twisted mind.

    Why he was kept alive, other than for torture and sick pleasure, he doesn't know, but over those hundreds of years of pain and agony, he was eventually reborn for a final time, but risen as an un-living, his bones made of the foul black sand and emanating darkness.

    Initially slaved to the will of his creator, he longed for forgiveness, and Elishar answered his calls. Breaking his bonds of servitude, his new found power enabled the dark-son of the Zephyr riders to enact his revenge on the forces of the Necromancer, though she was too powerful to face him alone.

    She however fled all the same, her forces weakened, and the tales of her greatest toy-general destroying her hordes meaning she was vulnerable to attack.

    To this day he hunts her, but still she cannot be found. All know she is growing her army once more, and all know she will be aimed at Keeliani and the Zephyr Riders. But the Dark-son is one with the shadows, the night and the desert now hold no terror for him.

    "Let them come..."


    The Build;
    Spoiler
    Show
    Keeliani Amaruak, the Nightsand Rider
    Race; Spellstitched Necropolitan Incarnate Dustform Unseelie Fey Lesser Aasimar

    Stats; Point Buy
    Strength; 8 (0)
    Dexterity; 8 (0)
    Constitution; 8 (0)
    Intelligence; 8 (0)
    Wisdom; 18 (16) +2 Racial = 20
    Charisma; 18 (16) +2 Racial = 20 (All levelling goes here).

    After Templates (at level 2)
    Str; ∞
    Dex; 7
    Con; -
    Int; 18
    Wis; 20
    Cha; 20

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

    1st|Totemist 1|
    +0.75
    |
    +2
    |
    +2
    |
    +0
    |[n/a]|[n/a]|[n/a] - Template Application, see below

    2nd|Marshal 1|
    +1.5
    |
    +2
    |
    +2
    |
    +2
    |Bluff 1 Rank [+1]; Knowledge (Religion) 3 Ranks [+3]||Skill Focus (Diplomacy), Minor Aura

    3rd|Thug Fighter 1|
    +2.5
    |
    +4
    |
    +2
    |
    +2
    |Bluff 2 Ranks [+1]; Knowledge (Religion) 3 Ranks|Blind Fight|Sneak Attack +1d6

    4th|Rogue 1|
    +3.25
    |
    +4
    |
    +4
    |
    +2
    |Bluff 3 Ranks [+1]; Hide 3 Ranks [+3]; Knowledge (Religion) 3 Ranks; Move Silently 3 Ranks [+3]||Sneak Attack +2d6, Trapfinding

    5th|Crusader 1|
    +4.25
    |
    +6
    |
    +4
    |
    +2
    |Bluff 3 Ranks; Hide 3 Ranks; Knowledge (Religion) 6 Ranks [+3]; Move Silently 3 Ranks||Furious Counterstrike, Steely Resolve 5

    6th|Totemist 2|
    +5
    |
    +7
    |
    +5
    |
    +2
    |Bluff 3 Ranks; Hide 3 Ranks; Knowledge (Religion) 6 Ranks; Move Silently 3 Ranks|Brutal Throw|Totem Chakra Bind (+1 Capacity)

    7th|Soldier of Light|
    +6
    |
    +9
    |
    +5
    |
    +2
    |Bluff 3 Ranks; Hide 3 Ranks; Knowledge (Religion) 8 Ranks [+2]; Move Silently 3 Ranks||Detect Undead, Turn Undead

    8th|Skullclan Hunter 1|
    +6.75
    |
    +9
    |
    +7
    |
    +4
    |Bluff 5 Ranks [+2]; Hide 5 Ranks [+2]; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks [+2]||Track Undead

    9th|Crusader 2|
    +7.75
    |
    +10
    |
    +7
    |
    +4
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks|Divine Shield|Indomitable Soul

    10th|Skullclan Hunter 2|
    +8.5
    |
    +10
    |
    +8
    |
    +5
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Divine Strike

    11th|Shadowblade 1|
    +9.25
    |
    +12
    |
    +8
    |
    +5
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Unseen Weapon (Unerring Strike)

    12th|Totemist 3|
    +10
    |
    +12
    |
    +8
    |
    +6
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks|Undead Meldshaping|Totem's Protection

    13th|Totemist 4|
    +10.75
    |
    +13
    |
    +9
    |
    +6
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||

    14th|Totemist 5|
    +11.5
    |
    +13
    |
    +9
    |
    +6
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Chakra Binds (Crown, Feet, Hands)

    15th|Shadowblade 2|
    +12.25
    |
    +14
    |
    +9
    |
    +6
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks|Mindsight|Shadow and Stealth, Sudden Strike +1d6

    16th|Shadowblade 3|
    +13
    |
    +15
    |
    +10
    |
    +7
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Shadow Vision, Unseen Weapon (Unexpected Strike)

    17th|Shadowblade 4|
    +13.75
    |
    +16
    |
    +10
    |
    +7
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Sudden Strike +2d6

    18th|Shadowblade 5|
    +14.5
    |
    +16
    |
    +10
    |
    +7
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks|Staggering Strike|Unseen Weapon (Ephemeral Weapon)

    19th|Shadowblade 6|
    +15.25
    |
    +17
    |
    +11
    |
    +8
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||Sudden Strike +3d6

    20th|Shadowblade 7|
    +16
    |
    +17
    |
    +11
    |
    +8
    |Bluff 5 Ranks; Hide 5 Ranks; Knowledge (Religion) 8 Ranks; Move Silently 5 Ranks||See in darkness, Unseen Weapon (Shadowy Strike)[/table]


    Highlights;
    Spoiler
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    Spoiler
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    ECL 1-5
    Spoiler
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    ECL 1-2
    . At this moment, the character is only an Unseelie Fey Lesser Aasimar. Its battle tactics rely on staying out of range using Javelins with its Wings. When they run out, it gets close to other members in the party who rely on attacks to get through enemy saves, and uses its Winter Chill Aura for -7 to enemy saves (Lesser Aasimar +2, Unseelie Fey +2, Middle Aged +2). However, I've got to be careful of using that against armed foes - I take a further 1d6 against iron or steel weapons; it is more of use against animals and unarmed foes. Totemist 1 does only a little for me here, but it does mesh well with the idea of messed-up nature of Unseelie Fey being half-breed fools, resembling Mad Wizard spells. It has a mechanical feature as well; it doesn't have a huge amount of Skill Points, so when I apply Dustform and Incarnate Template at Level 2, I don't lose too much. I do lose Feats from Templates, though. Which is initially a pain, but it's not so bad - it's an odd build in that I struggled to find feats that were not particularly useable. Even if I do get another one, I can't think of one much better at level one than Iron Will; any meldshaping feats would be lost when I got Dustform, which also costs me skills (Con and Int -), and the same for Necropolitan with regards to Constitution. However, there are no skills which are considered class skills by a Totemist which are important to the Prestige Class, and with only 2+Int Skill Points (and an Initial Intelligence of 8), that's no loss. They can continue to stack, as Incarnate makes all Ability Scores less than 3 to be set to 3, while Dustform reduces Dexterity by -2; hence, permanently at 3. I do lose all the nice benefits of Unseelie Fey outside of Fly and the Charisma Boost; of but considering that there's no LA for that, it's one which is essentially free. Dustform does lose its Tremorsense <60ft range/Blindness >60ft range, as well as its major glaring weakness; the Critical Hits from Bludgeoning Weapons thanks to Incarnate Construct template, though, as well as negating the +2 LA, so that's all good.

    ECL 2
    This is the Template Application; and where it can become a little bit screwy. While only ever in a game I would only ever apply it once, I can apply Dustform+Incarnate Construct templates as many times as I like; either to get 18 Intelligence (and Con, but that's irrelevant for this build) and/or to get Infinity Strength.

    Necropolitan gets added; and assuming it's made through the Corpsecrafter Feats used by a Dread Necromancer (as per the backstory), I get the following
    Quote Originally Posted by Corpsecrafted Feats
    Necropolitan; +2 Turn Resistance and +2 to Will versus Undead Control

    Corpsecrafter; +4 Strength, +2 HP per HD (Medium = 213.5, Max = 280)
    Bolster Resistance; +4 Turn Resistance
    Deadly Chill; +1d6 Damage with Natural Weapons
    Destructive Retribution; Explode on Death (hopefully not going to happen, but can be a useful bluff tool; "kill me and I'll explode and take you all)
    Hardened Flesh; +2 NAB
    Nimble Bones; +4 Initiative, +10ft Base Land Speed (might apply retroactively to Unseelie Fey, granting 80ft Fly speed).

    Dread Necromancer; +4 Dex (so Dex=7), a further +2 HP per HD (Mid 253.5, Max = 320); the Strength Bonus doesn't stack, and is irrelevant due to the arbitrarily high (Read, Infinite) Strength.

    It's been created in an area of Desecrate as well; so a further +2 HP per HD, for a total of +6, or in other words; (Mid 293.5, Max = 360).
    With Necropolitan added in, I can do some modifications to him. My first thought is to under-go some surgery, or Osteopathy, and actually insert Black Sand into his the Necropolitan's Bones; even if it's ruled that the Black Sand's deeper darkness effect doesn't work, I still gain Fast Healing d4.

    Spellstitched is also applied; I have a Wisdom of 22 by
    that stage (Lesser Aasimar +2, Venerable +2); so that gives me spell likes per day as the following; 1st (4, split between 2 known), 2nd (4, split between 2 known), 3rd (2, split between 2 known), 4th (2, split between 2 known), 5th (2, split between 2 known), 6th (1, only 1 known). These all come from the Conjuration, Evocation or Necromancy spell-lists; for fluff reasons, I'll stay away from evil spells and Necromancy spells; he's turned a new leaf. I also gain a further +2 to Turn Resistance (current total = +8 Turn Resistance), and a +2 to all saves.

    Level-wise, I take a level of Marshal so I can apply my still huge Charisma Modifier to my allies through the Motivate; ability. Later on, the ability to do as such to Fortitude Saves will make up for my lack of Constitution against annoying spells like Disintegration. I also took this level to follow up what I had as a level before trading one away due to becoming a Necropolitan.

    ECL3;
    Thug Fighter; Full BAB, decent skill points and skill list. Blindsight for qualification for Prestige Classes; reasoning, he's fighting Undead a bit more, so taking something to give him better chances at fighting any Invisible threats, the better. I've taken the Sneak Attack variant here as well; this helps with qualification for Skullclan Hunter, and meshes reasonably with Sudden Strike.

    As a quick aside, if I was playing this character from 1st or 2nd level onwards, I wouldn't do this, but the Evolved Undead Template can be broken wide, without Level Adjustment (provided buy off is included). For the purposes of this thread, I'm not including this, but merely highlighting the opportunity to break it. As it's applied every 100 years or so, you can use the LA Buy Off to remove the LA penalty to 0. As you have no LA penalty 100 years later, provided you have the XP, you can buy off the template through that stage. Each time, I get NA Bonus +1, 1 of 12 Powers (requires HD to cast all the spells as if I was a Wizard as per the SLA rules defaulting to Wiz/Sor if not mentioned.), Fast Healing 3 (so Fast Healing d4+3), +2 Strength (useless), +2 Charisma (wahay!). All for free, essentially.

    ECL 4
    Rogue 1; skill points and Sneak attack here. By this stage, I'm beginning to enhance my throwing technique by this stage, but very little else of benefit here.

    ECL 5
    Crusader 1; this is a level tax to get Charisma to Saves. Outside of that, +1 BAB, whoo! Yeah, Infinite Strength, but still, helps with prestige class entry; too many +5's by half.


    ECL 6-10
    Spoiler
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    ECL 6
    Totemist 2; advancing Totemist only, Brutal Throw gets me Strength to Attack bonuses with Ranged weapons. Outstanding; I can now Two Weapon Fight with them; as I have infinite strength, this results in an unimportant penalty; essentially outside of concealment with thrown weapons, I'm hitting 95% of shots.

    ECL 7
    Soldier of Light eh? If you don't know where this is, it's in Deities and Demigods. It's not brilliant outside of +1 BAB, Divine Magic (own spell slots, not progression), and a Turn Undead Pool. It's not that useful; I'm only a first level cleric after all. The true benefit comes at ECL 9 for Divine Shield, as ah aside to the passive benefit of qualifying for Skullclan Hunter.

    ECL 8 and 10
    Skullclan Hunter; what's not to love about this 2 level dip in an anti-undead campaign? Track Undead is thematically decent, and Divine Strike allows me the always on ability to Sneak Attack Undead. By this stage as well, I can start affording some more decent magic items; a set of Gauntlets of Endless Javelins are a snap at 7K from the MIC, and give me 3 Force Javelins a turn, which 95% of the time hit at this level; 4 if I'm hasted. Decent bonuses to my weaker saves as well. Good nice Gracie Ghosty.

    ECL 9
    Crusader 2 and Divine Shield; gives me the ability to swap Turn Undead attempts for Divine Shield for Charisma to AC; typically by this stage it's got a further two from levelling up; so 10 Times a day for 4-5 Rounds a time (upping to 10 Rounds at 20th), I get a +7 to AC. As I'm typically two weapon fighting throwing my Javelins, a Buckler is most at home here; switching to it whenever I need to get up close and personal.


    ECL10-20
    Spoiler
    Show
    This is where the build really begins to kick off.

    Shadowblade comes online, and provides the See in Darkness perfectly ability (which does well with the Black Sands that make up his form), along with some more useful abilities here and there for my melee attacks. This is less useful as a primarily ranged attacker, and my huge strength bonus from stacking templates means that anything I want to throw gets hit. However, if you choose that the build can't run with all those templates (as a DM), then they o become useful.

    Totemist 5 is there for Shedu Crown to give me Mindsight, and a few more useful abilities.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  10. - Top - End - #100
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Tacgnol: Dark Knight, sans bat fetish

    Quote Originally Posted by Tacgnol
    Tacgnol
    LE Dark Wildhunt Shifter Ranger 4/Knight 3/Fighter2/Shadowblade 10

    Stats
    Spoiler
    Show

    Before Racial Mods
    St:16
    Dex:16
    Con:14
    Int:12
    Wis:10
    Cha:8

    After Racial Mods
    Str:16
    Dex:18 (all increases here)
    Con:14
    Int:12
    Wis:10
    Cha:8


    Backstory
    Spoiler
    Show
    They say that there is a yin for every yang, a black for every white, a wrong for every right. They are right to say that. In the great balance of the universe, for every good that is born, there is also a great evil. Just as unknown powerful forces have created the famous Longcat, so secretive fell powers have spawned the infamous Tacgnol.
    Tacgnol is an evil creature bent on the destruction of all that is good in the world. There is definitely felid blood in his history, but of exactly what type is unknown. He would have people believe that he is descended from the Rakshasas, but it is far more likely he is descended from a Weretiger or similar creature. He is linked to the Plane of Shadow, and this connection gives him some of its power. Little else is known about Tacgnol, other than the fact that he long ago pledged one thing: to defeat the mighty Longcat, and claim the earth as his prize.


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

    1st|Dark Template||||| | |+10 feet movement, Darkvision 60 feet, Superior Low-light Vision, Hide in Plain Sight, Cold Resistance 10, Hide+8, Move Silently+6

    2nd|Shifter Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Bluff 5, Hide 5, Move Silently 5, Ride 4, Survival 5|Apprentice (Criminal), Track (Bonus)|Favored Enemy (Magical Beast), Wis to Wild Empathy

    3rd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Hide 6, Move Silently 6, Ride 6, Spellcraft 0.5, Survival 6, |Two-Weapon Fighting|Combat Style

    4th|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Hide 7, Move Silently 7, Ride 7, Spellcraft 1.5, Survival 7|Aberration Blood (Bulging Eyes), Endurance (Bonus)|Bonus Endurance

    5th|Shifter Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Handle Animal 1, Hide 8, Move Silently 8, Ride 8, Spellcraft 2, Survival 8|Blind-Fight (Bonus)|Animal Companion (Swindlespitter), Share Shifting, Champion of the Wild (Bonus Feat)

    6th|Knight 1|
    +5
    |
    +4
    |
    +4
    |
    +3
    |Handle Animal 2, Ride 9| |Knight’s Challenge, Fighting Challenge +1, Knight’s Code

    7th|Knight 2|
    +6/+1
    |
    +4
    |
    +4
    |
    +4
    |Handle Animal 3, Ride 10|Willing Deformity, Mounted Combat (Bonus)| Shield Block +1, Bonus Mounted Combat

    8th|Knight 3|
    +7/+2
    |
    +5
    |
    +5
    |
    +4
    |Handle Animal 4, Ride 11| |Bulwark of Defense

    9th|Fighter 1|
    +8/+3
    |
    +7
    |
    +5
    |
    +4
    |Handle Animal 5, Ride 12|Combat Reflexes (Bonus)|Bonus Feat

    10th|Fighter 2|
    +9/+4
    |
    +8
    |
    +5
    |
    +4
    |Handle Animal 6, Ride 13|Martial Study (Burning Brand), Mage Slayer (Bonus)|Bonus Feat

    11th|Shadowblade 1|
    +9/+4
    |
    +10
    |
    +5
    |
    +4
    |Hide 9, Move Silently 9| |Unseen Weapon (Unerring Strike)

    12th|Shadowblade 2|
    +10/+5
    |
    +11
    |
    +5
    |
    +4
    |Hide 10, Move Silently 10| |Shadow and Stealth, Sudden Strike +1d6

    13th|Shadowblade 3|
    +11/+6/+1
    |
    +11
    |
    +6
    |
    +5
    |Hide 11, Move Silently 11|Inhuman Reach|Shadow Vision, Unseen Weapon (Unexpected Strike)

    14th|Shadowblade 4|
    +12/+7/+2
    |
    +12
    |
    +6
    |
    +5
    |Hide 12, Move Silently 12| |Sudden Strike +2d6

    15th|Shadowblade 5|
    +12/+7/+2
    |
    +12
    |
    +6
    |
    +5
    |Hide 13, Move Silently 13| |Unseen Weapon (Ephemeral Weapon)

    16th|Shadowblade 6|
    +13/+8/+3
    |
    +13
    |
    +7
    |
    +6
    |Hide 14, Move Silently 14|Extended Reach|Sudden Strike +3d6

    17th|Shadowblade 7|
    +14/+9/+4
    |
    +13
    |
    +7
    |
    +6
    |Hide 15, Move Silently 15| |See in Darkness, Unseen Weapon (Shadowy Strike)

    18th|Shadowblade|
    +15/+10/+5
    |
    +14
    |
    +7
    |
    +6
    |Hide 16, Move Silently 16| |Sudden Strike +4d6

    19th|Shadowblade 9|
    +15/+10/+5
    |
    +14
    |
    +8
    |
    +7
    |Hide 17, Move Silently 17|Deformity (Tall)|Unseen Weapon (Far Shadow)

    20th|Shadowblade 10|
    +16/+11/+6/+1
    |
    +15
    |
    +8
    |
    +7
    |Hide 18, Move Silently 18| |Sudden Strike +5d6, Unseen Weapon (Free Action)[/table]


    Playtips
    Spoiler
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    Lvl 5
    Spoiler
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    You’re a pretty normal ranger at this point. Go the two-weapon fighting route for now, though soon enough you’ll set that aside. Dark Template gives him many useful things. You’re pretty good at sneaking, and shifting to gain scent works well with Track. Magical Beast as favored enemy is a natural choice, as Longcat is clearly not a normal animal. You have an animal companion, and like most ranger animal companions it’s pretty frail. However, the point of a Swindlespitter is not to be your flanking buddy, but to blind enemies with poison spray. The DC isn’t too high, but it’s low enough level at this point that people will fail it from time to time. Later on people will begin to make their save more readily, but they still roll 1 sometimes. 2d4 minutes is a very long time, and it’ll become a great asset later when you have sudden strike. For now, it just negates their Dex to AC and makes them have to treat everybody as having full concealment. You will get heavy armor proficiency later, but forget it. Your Dex mod is high enough that you are better off just wearing the good old mithral chain shirt.

    Do me a favor. Pinch yourself. Don’t give me that look, just do it. There you go; you've fulfilled the special requirement for entering Shadowblade.


    Lvl 10
    Spoiler
    Show
    You now have some knight and fighter levels under his belt. Switch to a reach weapon, a Duom to be specific due to its ability to hit adjacent foes as well as those farther away. Knight gives you bulwark of defense, hence the reach weapon. Over the course of those two fighter levels, Tacgnol shuns the way of lawful evil and turns toward neutral evil. This loses you fighting challenge, which is no great loss. More importantly, it means you no longer take the penalties for violating the knight’s code, which includes attacking a flat-footed enemy. Your high Dex mod means you will go first with some frequency, so it’s only going to get in your way. The sudden strike you gain later is more than worth fighting challenge, and it means you can keep using your Swindlespitter to blind people. Combat Reflexes helps you hit all those people in your reach, which is why you want to keep Dex up. Some Str boosting stuff wouldn’t be out of the question, but Dex is more useful to you. Mage Slayer is great for making spellcasters’ lives harder, because let’s face it, their lives could stand to be a little harder. Burning Brand allows you to extend your reach out to 15 feet for an attack and deal it all as fire damage, which is pretty neat.

    You are now capable of pulling a neat little trick we can call “Hey man, let’s kill that horse.” This works better in a sort of city environment. Get a horse and ride it. They’re cheap enough, and you have ranks in Ride and Handle Animal, so you shouldn’t have a problem with it. Draw your Duom, thus preventing casters within 10 feet of casting. Hide. Your modifier is +20 before you roll, so you should be able to do it pretty well, and HIPS lets you do it in anything less than full daylight. Casters within 10 feet of your horse are aware that something is threatening them if they try to cast, but all that is in their vision is your horse. Someone might try to attack it, in which case you can use Mounted Combat and all those ranks in Ride to negate the attack. Creep people out with your seemingly mystical horse. This will only get more amusing as your reach increases.


    Lvl 15
    Spoiler
    Show
    You’re partly into Shadowblade now, and it’s already paying off. Your Hide and MS modifiers are only getting better. Your Swindlespitter can help render people flatfooted, but if an enemy is proving tough you can use Unexpected Strike to make sure they are flatfooted for your sudden strike damage. Inhuman Reach has extended your natural reach to 10 feet, which means your reach with a Duom is 20 feet. If you use Burning Brand, it extends to 25 feet. Combat Reflexes, Mage Slayer, and Bulwark of Defense are starting to shine through now. Toss on Ephemeral Strike to add more damage, because who doesn’t like more damage?


    Lvl 20 (Sweet Spot)
    Spoiler
    Show
    It’s all come together now. The build has been leading up to this moment. Extended Reach increased your natural reach to 15 feet, and Willing Deformity (Tall) increased it to 20. The Duom doubles this to a 40 foot reach, and thanks to its unique quality, you threaten enemies anywhere in this radius. Far Shadow can be used to extend this out to 50 feet for one round, and Burning Brand can still be used to extend your next attack out to 55 feet. Forty feet of reach may not seem like all that much, but it’s a lot of melee reach. That’s more reach than a colossal dragon. That’s more reach than Big T. And you thought Longcat was long.

    If you really, really want someone dead, go ahead and stack all the effects on as a free action. Sudden Strike works at any distance as long as it’s melee. Thumb your nose at the rogues who think they’re so cool as you hit them from so far away they can’t use sneak attack. Note that Far Shadow lasts for 1 round, so you can get much use out of it. Your reach is still 50 feet for making AoOs during other people’s actions as well as bulwark of defense. That’s so much difficult terrain that an enemy needs a movement speed of 50 feet to reach you, assuming they’re standing just outside your reach and use the whole round to move. They need a move speed of 100 feet if they want to approach and hit you in one round. Monks don’t move that quickly. Either way, they get hit by you as they leave a threatened square. That 50 feet of reach works in every direction, including above you. Any flying creature that gets close enough is also fair game. Have some fun with it. The possibilities are as numerous as they are awesome.


    Sources
    Spoiler
    Show
    Ranger, Fighter, Blindfight, Combat Reflexes: srd
    Knight: Player's Handbook II
    Dark Template, Shadowblade: Tome of Magic
    Shifter, Shifter Ranger: Races of Eberron
    Apprentice: Dungeon Master's Guide II
    Aberration Blood, Inhuman Reach: Lords of Madness
    Martial Study: Tome of Battle
    Willing Deformity, Deformity (Tall): Heroes of Horror
    Extended Reach: Savage Species
    Mage Slayer: Complete Arcane
    Champion of the Wild ACF: Complete Champion
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  11. - Top - End - #101
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Briggs: Bound to the shadows by blood

    Quote Originally Posted by Briggs
    Briggs "The Shadow Demon"


    General Info
    Spoiler
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    Name: Briggs “The Shadow Demon”
    Race: Human
    Alignment: Chaotic Evil
    Size: Medium
    Age: 28
    Eyes: Green
    Hair: Black
    Setting:Generic
    Stats:
    Str 15-
    Dex10
    Con 12-
    Int 12
    Wis 12
    Cha 16*-

    *Stat bump per four levels will raise Charisma
    -Bloodline will raise Strength (lvl 3), Constitution (lvl 9), and Charisma (lvl 15) by 1


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

    1st|Binder|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Bluff 4, Intimidate 4, Hide 2, Move Silently 2|Improved Binding, Death Devotion|Soul Binding (1 Vestige), +2 move silently checks, EBL 1 (EBL 3 for determining highest lvl bind)


    2nd| Binder |
    +1
    |
    +3
    |
    +0
    |
    +3
    |Intimidate 5,Bluff 5, Hide 2.5, Move Silently 2.5|Power Attack| Pact Augmentation (1 ability), Suppress Sign, Power attack Bonus feat, EBL 2 (EBL 4 for determining highest lvl bind)

    3rd|Demon Bloodline |
    +1
    |
    +3
    |
    +0
    |
    +3
    | Intimidate 5,Bluff 5, Hide 2.5, Move Silently 2.5|Exotic Weapon Proficiency(Spiked Chain)|Strength +1 unnamed bonus, EBL 3 (EBL 5 for determining highest level bind)

    4th| Binder |
    +2
    |
    +3
    |
    +1
    |
    +3
    | Intimidate 5,Bluff 5, Hide 3.5, Move Silently 3.5|-|EBL 4 (EBL 6 for determining highest level bind), ER 5 Electricity (Ex)

    5th| Binder |
    +3
    |
    +4
    |
    +1
    |
    +4
    | Intimidate 5,Bluff 8, Hide 4, Move Silently 4|Ignore Special Requirements| Bonus feat (see binder- Ignore Special Requirements chosen for bonus feat), EBL 5 (EBL 7 for determining highest level bind), Demon Affinity +2 (bonus to social skills when interacting with demons)

    6th|Demon Bloodline |
    +3
    |
    +4
    |
    +1
    |
    +4
    | Intimidate 5,Bluff 8, Hide 4, Move Silently 4|Blind-fight| EBL 6 (EBL 8 for determining highest level bind), Smite Good with a melee attack 1/day as a blackguard equal to character level (Su)

    7th| Binder |
    +3
    |
    +4
    |
    +1
    |
    +4
    | Intimidate 5,Bluff 8, Hide 5, Move Silently 5|-| Pact Augmentation (2 abilities), EBL 7 (EBL 9 for determining highest level bind), +2 on hide checks

    8th| Binder |
    +4
    |
    +5
    |
    +2
    |
    +5
    | Intimidate 5,Bluff 10, Hide 5.5, Move Silently 5.5|-|Soul Guardian (Immune to fear), Soul Binding (2 Vestiges), EBL 8 (EBL 10 for determining highest level bind), ER Acid 5 (Ex)

    9th| Binder |
    +5
    |
    +5
    |
    +2
    |
    +5
    | Intimidate 5,Bluff 12, Hide 6, Move Silently 6|Extra Smiting| EBL 9 (EBL 11 for determining highest level bind), Constitution +1 Unnamed bonus

    10th|Shadowblade|
    +5
    |
    +7
    |
    +2
    |
    +5
    | Intimidate 5,Bluff 13, Hide 8, Move Silently 7|-| Unseen Weapon (Unerring Strike) [2 extra uses per day from bloodline levels], +2 on saves vs poison

    11th| Shadowblade |
    +6
    |
    +8
    |
    +2
    |
    +5
    | Intimidate 5,Bluff 14, Hide 9, Move Silently 9|-| Shadow and Stealth (Class is treated 2 higher from bloodline for determining this skill bonus, at lvl 12 it will be treated 3 higher), Sudden Strike 1d6, Demon Affinity +4

    12th|Demon Bloodline|
    +6
    |
    +8
    |
    +2
    |
    +5
    | Intimidate 5,Bluff 14, Hide 9, Move Silently 9|Precise Strike| EBL 10 (EBL 12 for determining highest level bind), ER Fire 5 (Ex), Unseen Weapon (+3 uses from bloodline levels)

    13th| Shadowblade |
    +7
    |
    +8
    |
    +3
    |
    +6
    | Intimidate 5,Bluff 14, Hide 11, Move Silently 11|-| Shadow Vision, Unseen Weapon (Unexpected Strike), +2 on Intimidate Checks

    14th| Shadowblade |
    +8
    |
    +9
    |
    +3
    |
    +6
    | Intimidate 5,Bluff 14, Hide 13, Move Silently 13|Cleave| Sudden Strike 2d6, Cleave Bonus feat

    15th| Shadowblade |
    +8
    |
    +9
    |
    +3
    |
    +6
    | Intimidate 5,Bluff 14, Hide 15, Move Silently 15|Ability Focus (Death Devotion)| Unseen Weapon (Ephemeral Weapon), Charisma +1 unnamed bonus

    16th| Shadowblade |
    +9
    |
    +10
    |
    +4
    |
    +7
    | Intimidate 5,Bluff 14, Hide 17, Move Silently 17|-| Sudden Strike 3d6, ER 5 Cold (ex)

    17th| Shadowblade |
    +10
    |
    +10
    |
    +4
    |
    +7
    | Intimidate 5,Bluff 14, Hide 19, Move Silently 19|-| See In Darkness, Unseen Weapon (Shadowy Strike), Unseen Weapon (Free Action) Demon Affinity +6

    18th| Shadowblade |
    +11
    |
    +11
    |
    +4
    |
    +7
    | Intimidate 5,Bluff 14, Hide 21, Move Silently 21|Sudden Ability Focus| Sudden Strike 4d6, +1 Natural Armor unnamed bonus

    19th| Shadowblade |
    +11
    |
    +11
    |
    +5
    |
    +8
    | Intimidate 5,Bluff 16, Hide 22, Move Silently 22|-| Unseen Weapon (Far Shadow), +2 on Spot checks

    20th| Shadowblade |
    +12
    |
    +12
    |
    +5
    |
    +8
    | Intimidate 5,Bluff 18, Hide 23, Move Silently 23|-|Sudden Strike 5d6, DR 5/good[/table]



    Soul Binding

    Spoiler
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    EBL/Maximum Vestige Level/Maximum Number of Vestiges Bound
    Spoiler
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    {table=head]Level|EBL|Maximum Vestige Level|Maximum Number of Vestiges Bound At Once

    1st|1|2nd|1

    2nd|2|2nd|1

    3rd|3|3rd|1

    4th|4|3rd|1

    5th|5|4th|1

    6th|6|4th|1

    7th|7|4th|1

    8th|8|5th|2

    9th|9|5th|2

    10th|9|5th|2

    11th|9|5th|2

    12th|10|6th|2[/table]



    List of Vestiges By Level

    Spoiler
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    1st Level
    Spoiler
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    Amon - Darkvision, Fire Breath*, Ram Attack
    Aym - Dwarven Step, Halo of Fire, Improved Sunder, Medium Armor Proficiency, Resistance to Fire, Ruinous Attack
    Leraje - Hide Bonus, Low-Light Vision, Precise Shot, Ricochet, Weapon Proficiency
    Naberius - Disguise Self, Faster Ability Healing, Naberius’s Skills, Persuasive Words*, Silver Tongue
    Ronove - Cold Iron and Magic Attacks, Far Hand*, Feather Fall, Ronove’s Fists, Sprint


    2nd Level
    Spoiler
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    Dahlver-Nar - Mad Soul, Maddening Moan*, Natural Armor, Shield Self
    Haagenti - Confusing Touch*, Immunity to Transformation, Shield Proficiency, Weapon Proficiency
    Malphas - Bird’s Eye Viewing, Invisibility*, Poison Use, Sudden Strike
    Savnok - Call Armor, Heavy Armor Proficiency, Move Ally*, Savnok’s Armor


    3rd Level
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    Andromalius - Jester’s Mirth*, Locate Item, See the Unseen, Sense Trickery, Sneak Attack
    Focalor - Aura of Sadness, Focalor’s Breath*, Lightning Strike, Water Breathing
    Karsus - Heavy Magic, Karsus’s Senses, Karsus’s Touch*, Karsus’s Will
    Paimon - Dance of Death*, Paimon’s Blade, Paimon’s Dexterity, Paimon’s Skills, Uncanny Dodge, Whirlwind Attack


    4th Level
    Spoiler
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    Agares - Earth and Air Mastery, Earthshaking Step*, Elemental Companion, Fear Immunity, True Speech
    Andras - Weapon Proficiency, Mount, Saddle Sure, Smite Good or Evil*, Sow Discord*, Sure Blows
    Buer - Buer’s Knowledge, Buer’s Purity, Delay Diseases and Poisons, Fast Healing, Healing Gift*, Track
    Eurynome - Animal Friend, Damage Reduction, Eurynome’s Maul, Poison Blood, Water Dancing
    Tenebrous - Deeper Darkness, See in Darkness, Touch of the Void*, Turn/ Rebuke Undead*, Vessel of Emptiness
    Arete (Mind’s Eye WotC article) – Psionic Boon, Resistance, Damage Reduction, Repletion
    Astaroth (Cityscape Web Enhancement) - Angelic Lore, Asaroth's Breath, Honeyed Toungue, Master Craftsman, Word of Astaroth


    5th Level
    Spoiler
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    Acererak - Detect Undead, Hide from Undead, Lich’s Energy Immunities, Paralyzing Touch*, Speak with Dead, Undead Healing
    Balam - Balam’s Cunning*, Icy Glare, Prescience, Weapon Finesse
    Dantalion - Awe of Dantalion*, Dantalion Knows, Read Thoughts, Thought Travel*
    Geryon - Acidic Gaze, All-Around Vision, See in Darkness, Swift Flight*
    Otiax - Air Blast, Combat Reflexes, Concealing Mist, Open Portal, Unlock*


    6th Level
    Spoiler
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    Chupoclops - Aura of Despair, Ethereal Watcher*, Ghost Touch, Poison Bite, Pounce, Soul Sense
    Haures - Inaccessible Mind, Incorporeal Movement, Major Image*, Phantasmal Killer*
    Ipos - Cold Iron Claws, Flash of Insight*, Ipos’s Influence, Planar Attenuation, Rend
    Shax - Freedom of Movement*, Immunity to Electricity, Storm Strike, Swim Speed
    Zagan - Aversion*, Improved Grapple, Scent, Constrict, Snake Bane
    Vanus (Design and Development WotC article) - Fear Aura, Free Ally*, Noble Disdain, Vanus’s Ears
    The Triad (Mind’s Eye WotC article) – Psionic Boon, Call to Mind, Psicraft Bonus, Bardic Knowledge, Empathy, Diplomacy Bonus, Smite Evil, Detect Hostile Intent, Sense Motive Bonus, Weapon Proficiency
    Desharis (Cityscape Web Enhancement) - City Dweller, Infinite Doors, Language of the City, Smite Natural Soul, Spirits of the City
    Zceryll (Class Chronicles web article) - Alien Form, Alien Mind, Bolts of Madness, Summon Alien, Telepathy


    * useable once every 5 rounds


    Story
    Spoiler
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    The heathens of the north are known for many wicked things, but the vilest among them happens to be consorting carnally with Demons. These Northmen take pride in the tainted bloodline that results from these unholy unions, celebrating when demonic power manifests itself in their offspring.

    Briggs was born into a family known particularly amongst his people for consorting with a powerful demon of shadow. When his demonic bloodline manifested he was elevated to a place of leadership among his clan and taught the ways of his peoples magic. Unlike most that show demonic sign, Briggs held no devotion to his people. As he learned his peoples art of pact magic he began to lust for power beyond what his clan could teach him. He left his clan without a word, slipping into the shadows never to be seen by kin.

    Now a traveler of the world, Briggs searched for powerful creatures to bind in pact. As his journey continues he is drawn deeper and deeper into his lineage of shadow, slowly learning how to truly master the power of darkness.



    Level Breakdown

    Spoiler
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    Pact Magic is very versatile and so it would take pages and pages to explain all the options available to Briggs through pact magic. I will go into detail for Paimon and Tenebrous as those are Briggs’ main go to pacts, but Briggs is not against preparing alternate pacts if they are more suited to the challenges at hand.

    It is worth noting that Briggs has a large list of options for his swift per turn. He can only choose one of these options, however they are all relevant because each one represents a different solution to different problems. When he gains 17th lvl his Unseen Weapon becomes a free action to activate, this will free up a large source of his swift options allowing him to perform more advanced combos, bringing more of his abilities to bare at once. A good first round standard would be to activate death devotion as a swift and then either make a dance of death to position for whirlwind attack or use flicker to have the teleportation option available in the combat.

    Level 5
    Spoiler
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    Briggs has a very strong early game. Being able to bind Paimon at lvl 3 gives him both dance of death and whirlwind attack. Whirlwind attack alone is very powerful at early levels, but in conjunction with Death devotions ability both dance of death and whirlwind are devastating. Briggs can easily hit multiple targets in a round with his Spiked Chain and give them all a chance to gain negative levels. Pact Augmentation gives a handy to hit boost for him, and power attack from his bloodline allows for some nice damage options. By 5th he has access to up to 4th lvl binds, and while Paimon is his favorite vestige, the other vestiges give him adequate versatility for other types of challenges. Once activated, Death devotion will give a chance to bestow 1 negative level to anyone hit by his spiked chain for 1 minute. At lvl 8 it will become 2 negative lvls, 3 negative lvls @ lvl 12, 4 negative lvls @ lvl 16 and 5 negative lvls @ lvl 20. This scaling negative level mechanic will be relevant throughout all levels.


    Level 10
    Spoiler
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    Briggs can now bind Tenebrous and Paimon. Tenebrous adds turning attempts to fuel extra uses per day of the death devotion feat, provides a dmg steroid from touch of the void, the ability to surround himself in a permanent cloak of darkness (as deeper darkness), see through all darkness (even magical), and the flicker mystery 1/day (provides very helpful options for advantageous combat positioning). Shadowblade has come online and our bloodline gives us a boost to uses per day of Unseen weapon (3 uses total at lvl 10). Unerring strike gives great synergy with whirlwind attack because WWA gives you an attack on every enemy in your reach. This means Briggs is entitled to swings even on enemies he isn’t aware off. When he makes the attack roll on an unseen enemy he can trigger Unerring strike to ignore their concealment. Extra Smiting gives him a total 3 smite goods per day. These can be situationally used to bring his large charisma to bear against high AC good targets, as well as add his character level in dmg. Pact Augmentation now applies a +2 to hit giving a little bit more leeway for power attack or just helping with regular to hits.


    Level 15
    Spoiler
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    Briggs hide and move silently bonuses from ranks, stats, bloodline bonuses, and Shadow and Stealth have really started to add up. He is a competent skulk. Unseen weapon has increased drastically in value. He now has 8 uses per day (5 from class + 3 from bloodline). Ephemeral weapon gives a dmg steroid option that is a hard to resist dmg type making it a nice alternative to touch of the void. Unexpected strike is very handy for forcing sudden strike dmg on a target. The addition of the Precise Strike feat allows Briggs to trade in sudden strike dice for a +2 to hit per dice traded. Unexpected strike can force the sudden strike which can then be traded in for a +4 to hit. This is a useful combination for hard to hit opponents or just for getting more power attack dmg out of a swing. Ability focus feat and the charisma bump from bloodlines help to give Briggs a respectable Death devotion save DC making it an almost auto win against any opponent not immune to level drain. Paimon's Dexterity is being used to make the dex prerequisite for the Precise Strike feat and therefore is unavailable for use if Paimon is not bound for some reason (a +4 gloves of dexterity would also suffice), but Briggs will always bind paimon if there is even a chance of melee combat at this level.


    Level 20
    Spoiler
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    From 17 on Briggs is the combo king. Briggs bloodline levels allow him to be treated as a 10th lvl shadowblade for the purposes of unseen weapon. This gives us the ability to activate our unseen weapon abilities as a free action 3 levels early. We end with 13 uses per day of unseen weapon. The addition of shadowy strike makes hitting tricky targets a breeze. Far shadow makes both dance of death and whirlwind attack much easier to use and more powerful. All of the unseen weapon abilities can be used when necessary to create interesting and reliable attack rounds. And now that our swift actions are freed up, we can also combo our other swift action abilities with unseen weapon abilities. Touch of the void with far shadow for instance would provide a nice dmg steroid while simultaneously doubling the area of your whirlwind attack, allowing you to potentially apply touch of the void and death devotion to extra enemies. We now have access to some other powerful vestiges, capping out at 6th lvl vestiges. This again gives invaluable versatility. If for instance, Briggs knows he will be fighting undead, he might choose to bind Zceryll to gain summons and other useful abilities instead of Tenebrous, since many of Tenebrous abilities will be countered and the death devotion will be useless and therefore does not need Tenebrous’ support. Precise strike can now provide a maximum +10 to hit if all the sudden strike dice are traded in. Sudden ability focus is a versatile feat that can improve a vestige DC or be used to further spike the death devotion save to better ensure the 5 negative levels per hit go through. With magic items this would cap the fort save to resist the negative levls at a whopping DC 35 fort save. This is so deadly with far shadow combining with whirlwind attack to give you an attack on every target in your now 20 ft reach. You could potentially force a whole room full of enemies to save or take 5 negative lvls on top of the potentially massive dmg from your touch of the void full power attack with the occasionally smite good when applicable. And the enemy better be able to see in magical darkness because everyone you can reach will be standing in your permanent deeper darkness. Also worth noting, our bloodline capstone ability has given us DR 5/good.

    [Shadow vision, See in darkness are both redundant and while that might seem wasteful, I kind of liked it. The levels were still worth taking for the extra unseen weapon uses and abilities and gaining see in darkness from the class as well as tenebrous helps make me feel devoted to the cause of darkness. Other folks might call themselves lords of darkness, but can they see in darkness twice?! I didn’t think so.]


    Bloodlines
    Spoiler
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    I know using bloodlines from the unearthed arcana puts me at the mercy of the judges. But I would like to say that I constructed the build very carefully for this reason. My goal was to only gain an equivalent benefit to make up for the loss of the 3 levels of hit dice, skills, bab, and saves. I feel I was successful in maintaining a balance and ultimately feel that using bloodlines gives the build a unique and flavorful taste. I do not feel that I abused bloodlines in any way. It is worth noting, I could of used Binder 2/ Bloodline 1/Heterodoxy paladin of slaughter2/Bloodline 1/Heterodoxy paladin of slaughter 1/ Knight of the sacred seal 1/ Tenebrous Apostate 1/ Shadow blade 2/ Bloodline 1/ Shadow blade 8 to completely abuse and break bloodlines gaining largely the exact same build but ending with an EBL of 20 instead. I felt this kind of abuse and cheese was exactly why bloodlines are frowned upon, and my goal was to use it tastefully and flavorfully while still being fair to the build.


    Magic Items
    Spoiler
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    This build does not rely on magic items. It works fine in a campaign without any magic items. If you have access to magic items, Charisma and strength are your primary stats. Buy items to raise those scores. (tome of charisma +4, cloak of charisma +6, tome of str +5, Belt of giant’s strength +6)
    Given your natural stealth capabilities, items that enhance hide and move silently could make your hide and move silently checks nigh unbeatable.
    Normal purchases will work fine from here.
    Some noteworthy items- Veil of allure from sandstorm will raise the DC’s of your save based vestige powers by 2.
    Nightsticks- There are 2 interpretations of Tenebrous’ Turn Undead ability. In one camp, the words “You can turn or rebuke undead as a cleric of your effective binder level” are taken to mean exactly as a cleric, meaning you gain 3+charisma modifier turning attempts/ day as described in the turn/rebuke undead class ability of cleric with the added restriction of only being able to activate the ability once every 5 rounds. The second camp, interprets that the quoted text is only intended to copy the turning mechanics of cleric and the uses are unlimited per day but only 1 every 5 rounds. Both are reasonable interpretations so ultimately resolution requires a GM call. For this build, I assumed the first interpretation was correct. I built it with the belief that tenebrous gave you a finite number of turning attempts per day. If your GM feels that the second interpretation is correct, then nightsticks become important. Buying nightsticks will allow you to fuel your death devotion feat for multiple uses in the day if your GM goes with the second interpretation. You shouldn’t need more than 1 or 2 of them.


    Sources
    Spoiler
    Show
    Complete Warrior
    Tome of Magic
    Player’s handbook
    Unearthed Arcana
    Dragon Compendium
    Complete Adventure
    Complete Champion
    DMG
    Monster Manual
    Sandstorm
    Mind’s Eye WotC article https://www.wizards.com/default.asp?x=dnd/psm/20070119a
    Class Chronicles web article https://www.wizards.com/default.asp?x=dnd/frcc/20070718
    Cityscape Web Enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a
    Design and Development WotC article http://www.wizards.com/default.asp?x=dnd/dd/20060407a
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  12. - Top - End - #102
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Ynolar Darkheart: Unseelie, Unseemly, Unseen

    Quote Originally Posted by Ynolar Darkheart
    Ynolar Darkheart
    Unseelie Whisper Gnome Shadow Cloak & Blade Paladin of Tyranny


    "You don't see me as a monster, a gnome with wings, a small shield and a small sword, what threat could I possibly be to you, You weak pathetic creature! Yes you heard me I called you weak!

    And you are! Brought down by my shadow of a blade, one small creature you didn't see coming, to bring you to death. The magic of the blade and the poison coursing through your viens will kill you in moments, but I wanted you to know, who it was that brought you down, by a little gnomish Girl..."

    "Ynolar, ex enforcer of the shadow's fall thieves guild, ex guild leader of the shadow's fall thieves guild, ex ruler of the city of Dal'shazar."

    "I only serve those more powerful than me, and you are no longer required, I server the Black Lord as a faithful vassel, untill even he proves too weak for my loyalty"



    • Unseelie fae (DMC): -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
    • Unseelie fae, Wings (fly 60'), Darkvision 60 ft, 4 racial bonus to Intimidate, Winter Chill (Su), Damage Reduction:15/Cold Iron, Iron Vulnerability (Ex)
    • Winter Chill (Su): An unseelie fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other creatures feel. living, nonfey creatures within 5 feet of her feel uneasy and take a morale penalty on saves equal to the unseelie fey's Charisma bonus (minimum 1).
    • Iron Vulnerability (Ex): The mere touch of iron (including steel) deals point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional 1d6 points of damage. Unseelie fey with more than 12 Hit Dice gain damage reduction, which protects them from most of this vulnerability. When an unseelie fey of 12 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage 1d6 for a successful attack) and then apply the creature's damage reduction.
    • Whisper Gnome Racial Traits; +2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Whisper gnomes are agile and tough, but they are Small and therefore not as strong as larger humanoids. Their quiet nature also leads to a lack of personal presence.
    • Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Whisper gnome base land speed is 30 feet, despite their size.
    • Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.
    • Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
    • +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.
    • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
    • +4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.
    • +2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.
    • Spell-Like Abilities: 1/day -- silence (must be centered on whisper gnome's body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day -- ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level.

    Stats
    • Starting STR: 6 DEX: 20 CON: 10 INT: 12 WIS: 12 CHA: 16
    • 4th +1 Dex
    • 8th +1 Dex
    • 12th +1 Dex
    • 16th +1 Dex
    • 20th +1 Dex
    • Belt of Magnificence +6 ehn (all)
    • Tombs +5 dex, wis, cha
    • Final STR: 12 (+1) DEX: 36 (+13) CON: 16(+3) INT: 18(+4) WIS: 23 (+6) CHA: 27(+8)

    Paladin of Tyranny Class Features
    The paladin of tyranny has all the standard paladin class features, except as noted below.

    Aura of Evil (Ex)
    The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.

    Detect Good (Sp)
    At will, a paladin of tyranny can use detect good, as the spell.

    Smite Good (Su)
    Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.

    Deadly Touch (Su)
    Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

    Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

    Aura of Despair (Su)
    Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.

    Rebuke Undead (Su)
    A paladin of tyranny rebukes undead rather than turning undead.

    Cause Disease (Sp)
    A paladin of tyranny can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.

    Code of conduct
    A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, a paladin of tyranny's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

    AFC and other replacements
    • Replace handle animal with gather information (CS)
    • Replace ride with tumble (CS)
    • Holy Warrior (CC, p 49): Lose spellcasting. Gain bonus feats.
    • Underdark Knight (CC, p 49): Lose special mount. At 5th level, Whenever you are underground, you can draw upon the earth to gain the following abilities: Your base speed increases by 10 feet, and you gain a +2 circumstance bonus on Balance, Climb, and Jump checks. You also gain low-light vision that func* tions as long as you remain underground. If you already had low-light vision, you instead gain darkvision out to 60 feet while underground; if you already had darkvision, add 30 feet to its range.

    Stances and Maneuvers
    • Maneuvers: 9 (5); Cloak of Deception, Sapphire Nightmare Blade, Counter Charge, Shadow Stride, x
    • Stances: 2; Assassin's Stance (SH), Pearl of Black Doubt (DM)...

    Equipment
    • Deathstrike Bracers (MIC pg 93) 5k swift action, 3/ day SA/SS works against immune targets
    • +3 [http://www.wizards.com/default.asp?x=dnd/we/20070314a Assassination] Toxic Shortsword
    • Triple Weapon Capsule Retainer - (any poison you can get hold of x3)
    • Hilt Hollow - (any poison you can get hold of)
    • Tooth of Leraje (TOM) 1/day greater magic weapon
    • Rogue's Vest (MIC) - 18k gp extra +1d6 SN/SS damage?
    • Belt of Magnificence (MH, pg 42). 200k gp (+6).
    • +5 Weightless Improved Shadow, Nightscale Armour (Underdark) 65k gp; +2 AC, +14 Max Dex
    • Cloak of resistance (+5)
    • Ring of Protection (+5)

    Combat effects
    • Flying Hide in Plain sight, with Darkstaker feat, and a Hide score of +54!
    • AC = 10 + 2 armour + 5 enhancement + 13 dex + 6 wis + 1 buckler + 5 enhancement (buckler) + 5 Defelection = 47 (55
    • )
    • *AC boost (rebuke attempt) add + CHA (8) to Shield for Level rounds
    • Saves = FORT: +26 REF: +22 WILL: +22
    • Aura 10' -2 penalty vs saves
    • Aura 5' -8 penalty vs saves (stacks with above!)
    • BAB of 16, with + 13 dex + 1 size +4 shortsword of assassination!
    • Damage 1d4 + 1 str + dex (if shadow hand attack) + 6 wis
    • Sudden strike = 5d6
    • Sneak attack = 2d6 (assassin stance) + 1d6 Assassin shortsword + 1d6 Rogues vest = 4d6
    • Poison on Blade

    Build Table

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

    1 | Paladin | +1 | +2 | +0 | +0 | Bluff 4, Hide 2, Move Silently 2, Tumble 4 | Apprentice: Criminal | Aura of evil, detect good, smite good 1/day

    2 | Paladin | +2 | +3 | +0 | +0 | Bluff 5, Hide 2.5, Move Silently 2.5, Tumble 4 | | Divine grace, Deadly touch

    3 | Paladin | +3 | +3 | +1 | +1 | Bluff 5, Hide 3, Move Silently 3, Tumble 5 | Weapon Finesse | Aura of Dispair, Divine health

    4 | Paladin (Shadow Cloak Knight) | +4 | +4 | +1 | +1 | Bluff 5, Hide 5, Move Silently 4, Tumble 5 | Bonus Feat (Divine Shield) | Favoured Enemy (humanoid: x), Rebuke undead

    5 | Paladin | +5 | +4 | +1 | +1 | Bluff 5, Hide 6, Move Silently 5, Tumble 6 | | Smite good 2/day

    6 | Paladin (Shadow Cloak Knight) | +6/+1 | +5 | +2 | +2 | Bluff 5, Hide 7, Move Silently 5, Tumble 7 | Blind-fight | Hide in Plain sight, Cause disease 1/week

    7 | Shadowblade 1st | 0 | 2 | 0 | 0 | Bluff 5, Hide 10, Move Silently 5, Tumble 7 | | Unseen weapon (unerring strike)

    8 | Shadowblade 2nd | 1 | 3 | 0 | 0 | Bluff 5, Hide 11, Move Silently 7, Tumble 7 | | Shadow and stealth, sudden strike 1d6

    9 | Shadowblade 3rd | 2 | 3 | 1 | 1 | Bluff 5, Hide 12, Move Silently 7, Tumble 9 | Darkstalker | Shadow vision, unseen weapon (unexpected strike)

    10 | Shadowblade 4th | 3 | 4 | 1 | 1 | Bluff 5, Hide 13, Move Silently 7, Tumble 11 | | Sudden strike 2d6

    11 | Shadowblade 5th | 3 | 4 | 1 | 1 | Bluff 5, Hide 14, Move Silently 7, Tumble 13 | | Unseen weapon (ephemeral weapon)

    12 | Shadowblade 6th | 4 | 5 | 2 | 2 | Bluff 5, Hide 15, Move Silently 7, Tumble 15 | Fly by Attack | Sudden strike 3d6

    13 | Shadowblade 7th | 5 | 5 | 2 | 2 | Bluff 5, Hide 16, Move Silently 8, Tumble 16 | | See in darkness, unseen weapon (shadowy strike)

    14 | Shadowblade 8th | 6 | 6 | 2 | 2 | Bluff 5, Hide 17, Move Silently 9, Tumble 17 | | Sudden strike 4d6

    15 | Shadowblade 9th | 6 | 6 | 3 | 3 | Bluff 5, Hide 18, Move Silently 10, Tumble 18 | Great Flyby Attack | Unseen weapon (far shadow)

    16 | Shadowblade 10th | 7 | 7 | 3 | 3 | Bluff 5, Hide 19, Move Silently 11, Tumble 19 | | Sudden strike 5d6, unseen weapon (free action)

    17 | Swordsage 1 | +0 | +0 | +2 | +2 | Bluff 5, Hide 20, Move Silently 12, Tumble 20 | | Quick to act +1, discipline focus (weapon focus)

    18 | Swordsage 2 | +1 | +0 | +3 | +3 | Bluff 5, Hide 21, Move Silently 13, Tumble 21 | Shadow Hand | AC Bonus

    19 | Swordsage 3 | +2 | +1 | +3 | +3 | Bluff 5, Hide 22, Move Silently 14, Tumble 22 | |

    20 | Swordsage 4 | +3 | +1 | +4 | +4 | Bluff 5, Hide 23, Move Silently 15, Tumble 23 | | Discipline focus (insightful strike)

    [/table]
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  13. - Top - End - #103
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Nightman: Dark Days and Hard Nights

    Quote Originally Posted by Nightman
    abilities
    Spoiler
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    before racial
    str 14
    dex 14
    con 14
    int 16
    wis 12
    cha 8

    after racial
    str 16
    dex 12
    con 14
    wis 12
    cha 8

    boost str


    LE Skarn monk7/umbral disciple 3/shadowblade 10

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

    1st|Passive Way Monk 1|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Balance 4, Concentration 4, Hide 4, Know (arcana) 2, Listen 4, MS 4, Sense motive 4, Tumble 2| Carmendine Monk|Improved unarmed strike 1d6, Combat Expertise, flurry of blows

    2nd|Passive Way Monk 2|
    +1
    |
    +3
    |
    +3
    |
    +3
    |Balance 1 (5), Hide 1 (5), MS 1 (5), Listen 1 (5), Tumble 3 (5)||Invisible Fist, Improved Trip

    3rd|Dark Moon Disciple Monk 3|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Bluff 1.5, Hide 1 (6), MS 1 (6), Listen 1 (6), Tumble 1 (6)| Skill Focus (Bluff)|Darkvision, Speed boost +10ft

    4th|Monk 4|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Bluff 1.5 (3), Hide 1 (7), MS 1 (7), Listen 1 (7), Tumble 1 (7)||Ki Strike (magic), slow fall 20, unarmed 1d8

    5th|Planar Skarn Monk 5|
    +3
    |
    +4
    |
    +4
    |
    +4
    |Bluff 1 (4), Hide 1 (8), MS 1 (8), Listen 1 (8), Sense motive 1 (5), Tumble 1 (8)||Fire resist 5, Defensive insight, 1 essentia

    6th|Passive Way Monk 6|
    +4
    |
    +5
    |
    +5
    |
    +5
    |Hide 1 (9), MS 1 (9), Listen 1 (9), Sense motive 3 (8), Tumble 1 (9)| Blind-fight|Improved Feint, +4 to trip when denied dex, Speed boost +20ft

    7th|Dark Moon Disciple Monk 7|
    +5
    |
    +5
    |
    +5
    |
    +5
    |Concentration 1 (5), Hide 1 (10), MS 1 (10), Listen 1 (10), Sense motive 2 (10), Tumble 1 (10)||Shadow Blend

    8th|Umbral Disciple 1|
    +5
    |
    +5
    |
    +7
    |
    +7
    |Hide 1 (11), Listen 1 (11), MS 1 (11), Sense motive 1 (11), Tumble 1 (11), Spot 4 ||Sept knowledge, step of the bodiless, essential +1 (2)

    9th|Umbral Disciple 2|
    +6/+1
    |
    +5
    |
    +8
    |
    +8
    |Bluff 1 (5), Hide 1 (12), Listen 1 (12), MS 1 (12), Sense motive 1 (12), Tumble 1 (12), Spot 2 (6)| Shape Soulmeld (blink shirt)|Sneak attack +1d6, essentia +2 (4)

    10th|Umbral Disciple 3|
    +7/+2
    |
    +6
    |
    +8
    |
    +8
    |Hide 1 (13), Listen 1 (13), MS 1 (13), Sense motive 1 (13), Tumble 1 (13), Spot 4 (10)||Embrace of shadow, essentia +1 (5)

    11th|Shadowblade 1|
    +7/+2
    |
    +8
    |
    +8
    |
    +8
    |Bluff 3 (8), Hide 1 (14), MS 1 (14)||Unseen weapon (unerring strike)

    12th|Shadowblade 2|
    +8/+3
    |
    +9
    |
    +8
    |
    +8
    |Bluff 3 (11), Hide 1 (15), MS 1 (15)| Stunning Fist|Shadow and stealth, sudden strike +1d6

    13th|Shadowblade 3|
    +9/+4
    |
    +9
    |
    +9
    |
    +9
    |Bluff 3 (14), Hide 1 (16), MS 1 (16)||Shadow vision, unseen weapon (unexpected strike)

    14th|Shadowblade 4|
    +10/+5
    |
    +10
    |
    +9
    |
    +9
    |Bluff 3 (17), Hide 1 (17), MS 1 (17)||Sudden strike +2d6

    15th|Shadowblade 5|
    +10/+5
    |
    +10
    |
    +9
    |
    +9
    |Bluff 1 (18), Hide 1 (18), Jump 2, MS 1 (18)| Sun School|Unseen weapon (ephemeral weapon)

    16th|Shadowblade 6|
    +11/+6/+1
    |
    +11
    |
    +10
    |
    +10
    |Bluff 1 (19), Hide 1 (19), Jump 2 (4), MS 1 (19)||Sudden strike +3d6

    17th|Shadowblade 7|
    +12/+7/+2
    |
    +11
    |
    +10
    |
    +10
    |Bluff 1 (20), Hide 1 (20), Jump 2 (6), MS 1 (20)||See in darkness, unseen weapon (shadowy strike)

    18th|Shadowblade 8|
    +13/+8/+3
    |
    +12
    |
    +10
    |
    +10
    |Bluff 1 (21), Hide (21), Jump 2 (8), MS 1 (21)| Pharaoh's fist|Sudden strike +4d6

    19th|Shadowblade 9|
    +13/+8/+3
    |
    +12
    |
    +11
    |
    +11
    |Bluff 1 (22), Hide 1 (22), Jump 2 (10), MS 1 (22)||Unseen weapon (far shadow)

    20th|Shadowblade 10|
    +14/+9/+4
    |
    +13
    |
    +11
    |
    +11
    |Bluff 1 (23), Hide 1 (23), Jump 2 (12), MS 1 (23)||Sudden strike +5d6, unseen weapon (free action)[/table]


    playtips
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    lvl 5
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    You have a wide variety of strange powers from monk. Carmendine monk allows you to essentially stop caring about wis. int now provides all your wis abilities: your save DC for stunning fist (which renders foes flatfooted) and your AC bonus.

    SF (bluff) is a prerequisite for passive way's +4 bonus to trip checks when tripping someone who's flat-footed. between maxing out str, +4 from imp trip at 2, and +4 from the PW monk ability at 2, you should be able to trip pretty much anyone you want.

    invisible fist lets you turn invisible for 1 round as a swift once every 3 rounds. this is another way to render enemies flat-footed for the secret ingredient's sudden strike, since flanking doesn't activate it.

    while these tools to render enemies flat-footed aren't giving precision damage right now, they're laying groundwork for later. you've got a point of essential to put into your AC bonus from skarn monk, and fire resist 5, which at low levels can keep you hanging on. ki strike magic saves you 2000gp, and lets you pass some DR.

    play as a cautious melee type. your dark moon disciple levels give d6 HD, and the other monk levels give d8s, so you don't have much health. act like it


    lvl 10
    Spoiler
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    blind-fight is also a prerequisite for the secret ingredient. now your shadow blend ability is active. in anything less than full daylight, you gain total concealment. it's up all the time. umbral disciple complements this well with its embrace of shadow ability. you get 10% miss chance per essentia invested in it, and if you have 20% or more, you gain hide in plain sight as the ranger. all these things in common make you almost impossible to find. the blink shirt aids you further in this endeavor. while umbral disciple's sneak attack serves mainly to whet your appetite at this point, it is still better than nothing. its step of the bodiless ability also aids you on movement related skills so you can make the best use of blink shirt's mobility expansion

    skirt around the enemy and laugh at him as he fails to find you. trip him and kick him while he's down, popping around the battlefield and flicking your invisibility on and off. in tandem with your hips and total concealment, no one will nail you down.


    lvl 15
    Spoiler
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    you're in the SI now, and can finally actually buy bluff as a class skill.

    the class itself gives you nothing to actually do with bluff, and that's where the non- SI levels come in.

    passive way monk gives combat expertise, imp trip, and imp feint. it also gives an additional +4 to trip checks vs flat footed opponents

    you can feint against the rare foe that can somehow see you through hips, invisibility, and total concealment, so keep ranks in bluff up (remember, they add their BA onto it) but monsters don't usually have ranks in SM.

    you can also stun enemies now (7 times a day) as another way to render them flat footed and vulnerable to sudden strike damage.

    you can use shadow blade abilities to render foes flat footed in rounds you don't turn invisible, so it gives you something to do with your swifts and gives more ways of rending enemies vulnerable to precision damage.

    you've got more meat on your bones now, so use stunning fist to set 'em up, stunning strike to knock 'em down, and hips, total concealment, and invisibility to keep them from knocking back


    lvl 20
    Spoiler
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    sun school gives some tactical maneuvers to push enemies around the battlefield, and also allows you an attack at your highest bonus when you dim door next to someone, as with blink shirt.

    since you lack a totem chakra, you can't do it as a move action, but it's still useful when there are obstacles in your path.

    pharaoh's fist stuns enemies adjacent to your primary target, so you can quickly clear a battlefield.

    skulk around and punch the hell out of people. you've got the stealth to back it up


    The Nightman Cometh
    Spoiler
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    WANTED:

    There have been sightings of a shadowy black figure around the downtown area fixated on pickpocketing rings and coins.

    He is very difficult to see due to a mass of black cat hair glued all over his body that serves to obscure all light in his immediate vicinity.

    He was last seen in troll territory attempting to cross the bridge into their territory in order to evade capture. He has sustained a considerable injury to his legs when they found him unable to pay their toll, but is still dangerous. If you do encounter the Nightman, do not attempt to engage him. If provoked, he has been known to react violently.

    Contact your local guard post if you have any information regarding the Nightman.

    Sources
    Spoiler
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    exemplars of evil- invisible fis
    t
    SRD- passive way monk, blindfight, stunning fist, skill focus

    planar handbook: planar monk

    champions of valor web enhancement-dark moon disciple

    champions of valor: carmendime monk

    magic of incarnum-skarn monk sub lvls, skarn, umbral disciple, shape soul meld

    sandstorm: pharaoh's fist

    complete warrior:sun school

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


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  14. - Top - End - #104
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Assuming I didn't miss anything in my inbox, that's the last of them. Good luck, contestants, and good luck, judges.

    REMINDER: If I did miss your submission in my inbox, send me a PM! Announcing your build's absence from the thread will effectively prohibit its entrance as a build to be judged, because it's likely you'll have forfeited anonymity. Thank you.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  15. - Top - End - #105
    Ogre in the Playground
    Join Date
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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Right, so: how to fake a Shadowblade.

    Spoiler
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    1: Combine equal parts Lurk and Umbral Disciple.
    2: Add Azure Talent for qualifying, Martial Study (Emerald Razor) to add taste, and Practiced Manifester (Lurk) to give it some kick.

    Aaaaand you're done.

    Unseen Weapon:
    - Unerring Strike: Available as a Lurk augment, with nearly-the-same mechanics.
    - Unexpected Strike: Lurk augment.
    - Ephemeral Weapon: Lurk augment. Don't be stingy; blow that PP like you have recharge tricks.
    - Shadowy Stirke: Emerald Razor.
    - Far Shadow: Kiss of the shadows. Just so happens to be a swift action to activate, too.
    - Fluffy visual effect: Blurstrike enhancement? Useful anyway.
    - Free Action capstone: Two lurk augments at a time. You can use almost all of the "Unseen Weapon" abilities simultaneously.

    Sneak Attack:
    - Shadowblades can get up to +10d6, normally. Lurk 10/UD 10 has +5d6, but the Additional Sneak Attack augment means you don't care.

    Shadow and Stealth:
    - Camouflage and Skate powers. Not quite the same mechanics, but if someone figures out how you're hiding, you're not very good at hiding, now are you?

    Shadow Vision/See in Darkness:
    - Collor of Umbral Metamorphosis grants Superior Low-light Vision (I hereby deduct points from myself!), followed by Sight of the Eyeless later. If you're nitpicky, Planar Touchstone (Catalogues of Enlightenment [Baator domain]) copies See in Darkness and more.

    Shadow Shadow Bo Badow Sneaky Guy Fluff:
    - Lurk/Umbral Disciple.


    Anyway. Judging! Oh dear, that's a lot...

  16. - Top - End - #106
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    My second build was a jermlaine lurk10/ Shadowblade 10 who used compression to gain fine size.

    Craven and the Shadow blade feat gave him good dmg on his attacks. The unseen weapon augments provided interesting options, including a character the size of a cricket suddenly being able to stabby stabby from 10 feet away.

    Weapon finesse and the shadow blade feat made great use of his high natural dex

    His hide and move silently checks could break 100 with magic items included!

    His story was basically, the ole thieves guild story, part of a novelty guild in Skullport that only accepted pint sized members.

    I was excited to get a chance to build another jermlaine, I love the itty bitty adventurer archetype. I got to stop being such a dirty procrastinator =)


    GL everyone, thank you judges

  17. - Top - End - #107
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    The only build I was seriously considering was a Marrusault War Hulk 2/Shadowblade 10, hoping to score originality for both a unique race and the absence of any base classes. Basically the unseen sentinel of the wastes, able to use his "next attack" abilities on up to three adjacent foes at once thanks to Mighty Swing. Alternatively, pounce with sudden strike and great cleave or Imperious Command/Never Outnumbered. However, I was hard-pressed to find anything for him to do besides the old "HULK SMASH AND DEMORALIZE" route.

    It looks like folks went in a few separate directions; I'm really amped to read deeper into the entries. I've got some RL stuff I must prepare for on Wed/Thurs this week, but will commence thereafter.
    Last edited by OMG PONIES; 2013-02-16 at 11:53 PM.
    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

  18. - Top - End - #108
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by OMG PONIES View Post
    The only build I was seriously considering was a Marrusault War Hulk 2/Shadowblade 10, hoping to score originality for both a unique race and the absence of any base classes. Basically the unseen sentinel of the wastes, able to use his "next attack" abilities on up to three adjacent foes. Alternatively, pounce with sudden strike. However, I was hard-pressed to find anything for him to do besides the old "HULK SMASH AND DEMORALIZE" route.

    It looks like folks went in a few separate directions; I'm really amped to read deeper into the entries. I've got some RL stuff I must prepare for on Wed/Thurs this week, but will commence thereafter.
    Funny, the first build I considered had a similar functionality. I was looking hard at a psychic warrior/war mind/ shadow blade. The same "next attack" abilities on multiple opponents trick. Even had the pounce from the psionic power.

    I actually turned the idea down because I honestly thought the entries would be inundated with psionics. Was real surprised that psionic entries weren't extremely popular this round.

  19. - Top - End - #109
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Xen’kar Torkak and Briggs are my favorites after a quick glance at the builds. I was thinking about trying those ideas (Scorpion Wraith and/or Binder) as well, though I couldn't quite piece things together because I lacked both the time and inclination to do so. Kudos to the chefs on those!
    Last edited by Hunter Killer; 2013-02-17 at 12:09 AM.
    "What is Sanity? Madness put to good use. What is our waking life? A dream controlled."
    -George Santayana

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  20. - Top - End - #110
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by Gotterdammerung View Post
    I actually turned the idea down because I honestly thought the entries would be inundated with psionics. Was real surprised that psionic entries weren't extremely popular this round.
    Funny, my first plan was Soulknife. I dejectedly scrapped it because I felt it had no real synergy with the class (and would have eaten up a lot of feat slots too). I'm very happy with the final result though.

    And your jemlaine idea is exactly the kind of build I would love to play - a fine size creature with a use for that +8 melee bonus. Would you be willing to build it up to whatever sweet spot it has and pm it to me for use as an NPC/possible PC?

    On another note: wow, 13 entries! My compassion and praise goes out to the judges for this round.

    I have a feeling I can guess Amechra's build, because one of them really knocked my socks off (name hidden for anonymity).

    Also: nice Kazyan
    Last edited by rockdeworld; 2013-02-17 at 12:51 AM.

  21. - Top - End - #111
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by rockdeworld View Post
    And your jemlaine idea is exactly the kind of build I would love to play - a fine size creature with a use for that +8 melee bonus. Would you be willing to build it up to whatever sweet spot it has and pm it to me for use as an NPC/possible PC?
    Yeh I can build it up but I ain't fillin out that gerdam chart!

  22. - Top - End - #112
    Bugbear in the Playground
     
    8wGremlin's Avatar

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    just as a note, I tend to build mine in HTML and then try an convert them over, its a real pain.

    Does anyone know how i can either use html in the post, or know of a decent converter that can deal with tables

  23. - Top - End - #113
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    I just make my chart in a word document. The formatting holds if you copy/paste it.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  24. - Top - End - #114
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by The Viscount View Post
    I just make my chart in a word document. The formatting holds if you copy/paste it.
    Yeh and you can use preview post to double check what its going to look like. Makes it easy to find mistakes.

  25. - Top - End - #115
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by Gotterdammerung View Post
    Yeh and you can use preview post to double check what its going to look like. Makes it easy to find mistakes.
    I use textedit/wordpad. it doesn't mess up the formatting. it keeps it all chunked up. preview post early and often. if you misplace a bracket or have an errant spoiler, it's better to figure it out when you only have 2 or 3 handy then when you're almost finished.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
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  26. - Top - End - #116
    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    I was trying to figure out how to get enough Shadowcaster casting levels to snag Flicker, then start Shadowpouncing with it. That didn't end up with enough levels left over for much of the Secret Ingredient, and didn't really focus much on it.

    The next build was a Totemist entry, with a focus on the Shadow Mantle shoulder bind. This would synergize well with the See In Darkness ability of the Shadowblade to be able to ignore the limitation of the Shadow Mantle's shoulder bind. However, getting that shoulder bind means 9th level Totemist. While he can get the skills, even cross class, by that time, it would be a fairly cookie-cutter build.

    Then I thought of your generic tripper area-effect-denial build, using the capstone from shadowblade to further increase the area of 'sit down and shut up'. Of course, that completely ignores the other nine levels of the SI class.

    I then thought about a Swordsage build. But then I realized that it would mostly be a Swordsage build with Shadowblade tacked into the middle of it, rather than anything really interesting. I mean, sure, there's a lot of synergy to be had there, the sudden strike damage boost comes in very handy, and shadow hand provides a lot of flavor synergy, but really... I don't think there's a more obvious entry point, so the Originality score would've tanked.
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  27. - Top - End - #117
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    Devil

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    My second build was going to be a Druid 5/Planar Shpherd/Shadowblade 10, with Dragon Wild Shape and all the Wild Shape HD boosting items around for 15 HD Dragons, including a Shadow Dragon, using Unseen Weapon to amplify its Combat Stats.

    Good luck everyone and, for the judges as well.

  28. - Top - End - #118
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Quote Originally Posted by Vaz View Post
    My second build was going to be a Druid 5/Planar Shpherd/Shadowblade 10, with Dragon Wild Shape and all the Wild Shape HD boosting items around for 15 HD Dragons, including a Shadow Dragon, using Unseen Weapon to amplify its Combat Stats.

    Good luck everyone and, for the judges as well.
    An interesting idea but I don't think it would work. Unseen weapon is only usable on a wielded melee weapon that is in hand. It didn't seem to me that it worked on natural attacks.

  29. - Top - End - #119
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    Devil

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    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    Depends what your definition of wield is I suppose. The definition here http://dictionary.reference.com/browse/wield suggests it should be fine.

  30. - Top - End - #120
    Ettin in the Playground
     
    thethird's Avatar

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    Jan 2013

    Default Re: Iron Chef Optimization Challenge In the Playground XLII

    On table building Frathe did a great job bringing this up.

    On builds I considered:

    Factotum 4 / Warblade 1 / Shadow hunter (Dragonmarked) 2 / Shadowblade 10 / Shadow hunter +2 / Warblade +1

    Feats were to meet prerequisites, advance the dragonmark, font of inspiration and high level diamond mind strikes. I was also going to make the bonked reading of PrCs giving full advancement of initiator level. Also far shadow can be combined with time stands still (I find that amusing).

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