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  1. - Top - End - #181
    Troll in the Playground
     
    Deadline's Avatar

    Join Date
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    Necro-equestrian Pugilism
    Gender
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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Well, I finally had a second idea, but it's well past the deadline, so that's a pity. But now I have two build ideas to share after the reveal!
    Awesome avatar by Iron Penguin!

    Signature of Holding

  2. - Top - End - #182
    Troll in the Playground
    Join Date
    Apr 2011
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    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    So sorry about the lateness - my motherboard fried last Thursday, and I've been limited to public access computers since then. Not to fear, as I'm picking up a replacement tonight.

    On that note, please refrain from posting until I can get all of the entires up. Thank you.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  3. - Top - End - #183
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He's gonna get you

    Quote Originally Posted by The Grasping Mist
    The Grasping Mist

    CE Ethereal Filcher* 5/Rogue 3/Cold Iron Warrior 10/Rogue +2
    *Scroll down to the bottom for the class.

    The Story:
    Spoiler
    Show

    Dear Brother Albert,

    With good hope, this letter will reach you in good haste. Not that this can be assured, in these odd times. With regards to your request of knowledge on the creature known as "The Grasping Mist", all we know of him can be divined through my own knowledge, the knowledge of my brothers and what scant few texts and reports remain in our libraries. They describe the creature as follows.

    The problem seems to have first arisen when the monastery was first designated it's position as Chief Repository of Arcane Paraphernalia. We had always had the odd problem with monstrous incursions every now and again, and our ascetic training had served us well throughout such occurrences.

    However, we did notice a continual problem with a certain Ethereal Filtcher that visited our repository rooms on a regular basis. The most aggravating problem as the fact that, regardless of the fact that he would always visit at midnight on the 4th day of every week, we would still find one of our magical items missing and its former resting place marked with a white X with chalk, with any traps lain in his path brutally dismantled and relieved of any parts that could radiate a magical aura. What items the creature had dropped in its ensuing escape had been oddly marked with a black X of charcoal. Although we tried to keep the acolytes focused on their duties and training and not idle rumor, the Filcher soon became known as The Grasping Mist.

    Desperate to ensure the safety of such dangerous items, we made contact with the local Fey Grove and it's ruling Nymph Druidess. Regrettably, what was our mistake. Do not misunderstand me, the Druidess was very accepting of our deal, taking the gold leaf Runestaff for her hunter's service, but the problem with the Seelie Fey is that they have very odd ideas of purity, and I did not specify that I wanted the magic items back in one piece. Finding out that a "Ghosthand" had touched the items, she promptly had them burned in front of the Ethereal Filtcher's eyes.

    From the texts we have on Ethreal Filtcher psychology, the Filtcher builds its entire psyche on the items it builds - a Filtcher that steals swords and hammers becomes a confrontational creature, one that steals armor and shields becomes reserved, one that steals scrolls and books becomes erudite.....And one that sees its horde burn to the cackling laughs of fey does NOT handle it well at all.

    The first attack happened a week after the Filtcher's supposed death. The messenger fey that arrived afterwards made some excuse about the hunter knocking out the filtcher after the purifyng pyre and throwing him into a river. How in Baator do you drown a creature that can shift into the aether with but a gesture? How can an immortal fae that has spend centuries hunting the odd and the strange be stupid enough to make such a poor assassination attempt? Regardless of the pathetic excuse, it did not excuse 20 Grigs being nailed to our monastery door, each with a white chalk X over their heads.

    The murders still continue to this day, with fey being nailed to or strung up on the monastery and the last acolytes left currently fleeing to the nearest town to avoid the bloodbath. All the while, the Druidess' grove has gone to wrack and ruin trying to hold together a semblance of order, with charred Dryads hung from their own trees, Verdant Princes choked to death on their contract's parchments and the Druidess herself drowned in her own pool.

    In closing, I am humbly begging the Chief Barracks of Martial Excellence for their services in order to deal with the monster that preys on us, and to save us from our on sins.

    Yours Sincerely,
    Brother James, Abbot of the Chief Repository of Arcane Paraphernalia

    P.S - Please do not think I am senile enough to expect this letter to reach its destination, my ethereal friend. I know you have this letter, and I know you are reading it. Let me say that I am sorry for what I have done both directly and indirectly to you, that my only with was a quiet life devoted of knowledge, and that I hardly expect what I am about to do will actually work. Regardless of my expectations, let me lastly say that, as a child and young Wizard-in-training, my favorite spell was Explosive Runes. Happy thieving, Grasping Mists.

    X

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

    1st|Ethereal Filcher 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Hide 2, Listen 4, Move Silently 2, Slight of Hand 4|Iron Will|Dex +2, Int -2, natural armor +1, bite attack, speed 30 ft., darkvision 60 ft

    2nd|Ethereal Filcher 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Hide 2.5, Listen 4, Move Silently 2.5, Slight of Hand 5|---|Str +2, Detect Magic (At Will)

    3rd|Ethereal Filcher 3|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Hide 3, Listen 4, Move Silently 3, Slight of Hand 6|Weapon Finesse|Natural armor +2, Speed 40 ft

    4th|Ethereal Filcher 4|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Hide 3.5, Listen 4, Move Silently 3.5, Slight of Hand 7|---|Dex +4, Ethereal Jaunt (3/day)

    5th|Ethreal Filcher 5|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Hide 4, Listen 4, Move Silently 4, Slight of Hand 8|---|Natural armor +3, Ethereal Jaunt (At Will)

    6th|Rogue 1|
    +3
    |
    +1
    |
    +3
    |
    +4
    |Hide 9, Listen 4, Move Silently 7, Slight of Hand 9|Two-Weapon Fighting|Sneak attack +1d6, Trapfinding

    7th|Rogue 2|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Hide 9, Knowledge (Nature) 4, Listen 4, Move Silently 8, Slight of Hand 9|---|Evasion

    8th|Rogue 3|
    +5
    |
    +2
    |
    +4
    |
    +5
    |Hide 11, Knowledge (Nature) 4, Listen 6, Move Silently 11, Slight of Hand 11|---|Sneak Attack +2d6, Trap Sense +1

    9th|Cold Iron Warrior 1|
    +6/+1
    |
    +2
    |
    +4
    |
    +7
    |Hide 12, Knowledge (Nature) 5, Listen 7, Move Silently 12, Slight of Hand 12|Darkstalker|Smite Fey (1/day)

    10th|Cold Iron Warrior 2|
    +7/+2
    |
    +2
    |
    +4
    |
    +8
    |Hide 13, Knowledge (Nature) 6, Listen 8, Move Silently 13, Slight of Hand 13|---|Detect Fey, Iron Mind +2

    11th|Cold Iron Warrior 3|
    +8/+3
    |
    +3
    |
    +5
    |
    +8
    |Hide 14, Knowledge (Nature) 7, Listen 9, Move Silently 14, Slight of Hand 14|---|Dispel Magic (1/day)

    12th|Cold Iron Warrior 4|
    +9/+4
    |
    +3
    |
    +5
    |
    +9
    |Hide 15, Knowledge (Nature) 8, Listen 10, Move Silently 15, Slight of Hand 15|Staggering Strike|Mind Over Magic 1/day

    13th|Cold Iron Warrior 5|
    +10/+5
    |
    +3
    |
    +5
    |
    +9
    |Hide 16, Knowledge (Nature) 9, Listen 11, Move Silently 16, Slight of Hand 16|---|Smite Fey (2/day), Unmaking Magic

    14th|Cold Iron Warrior 6|
    +11/+6/+1
    |
    +4
    |
    +6
    |
    +10
    |Hide 17, Knowledge (Nature) 10, Listen 12, Move Silently 17, Slight of Hand 17|---|Dispel Magic (2/day)

    15th|Cold Iron Warrior 7|
    +12/+7/+2
    |
    +4
    |
    +6
    |
    +10
    |Hide 18, Knowledge (Nature) 11, Listen 13, Move Silently 18, Slight of Hand 18|Martial Study (Obscuring Shadow Veil)|Cold Iron Strike

    16th|Cold Iron Warrior 8|
    +13/+8/+3
    |
    +4
    |
    +6
    |
    +11
    |Hide 19, Knowledge (Nature) 11, Listen 14, Move Silently 19, Slight of Hand 19|---|Iron Mind +4, Mind Over Magic 2/day

    17th|Cold Iron Warrior 9|
    +14/+9/+4
    |
    +5
    |
    +7
    |
    +11
    |Hide 20, Knowledge (Nature) 12, Listen 15, Move Silently 20, Slight of Hand 20|---|Dispel Magic (3/day)

    18th|Cold Iron Warrior 10|
    +15/+10/+5
    |
    +5
    |
    +7
    |
    +12
    |Hide 21, Knowledge (Nature) 13, Listen 16, Move Silently 21, Slight of Hand 21|Martial Stance (Assassin's Stance)|Slippery Mind, Smite Fey (3/day)

    19th|Rogue 4|
    +16/+11/+6
    |
    +5
    |
    +8
    |
    +12
    |Hide 22, Knowledge (Nature) 13.5, Listen 17, Move Silently 22, Slight of Hand 22|---|Uncanny Dodge

    20th|Rogue 5|
    +16/+11/+6
    |
    +5
    |
    +8
    |
    +12
    |Hide 23, Knowledge (Nature) 14, Listen 18, Move Silently 23, Slight of Hand 23|---|Sneak Attack +3d6[/table]

    Ability Scores:
    Starting stats of (original, without racial modifiers);
    Str 10 (10)
    Dex 18 (16)
    Con 10 (10)
    Int 14 (16)
    Wis 12 (12)
    Cha 12 (12)

    At 4th level and 8th level, the Grasping Mist increases his Wisdom by +1 each time, to a total of 14. Beyond that, he increases his dexterity every time he gains an ability score increase.

    The Notes and Highlights:
    Spoiler
    Show
    The idea behind the build was to subvert the magical nature of the fair folk by not being in the same plane of existence as them up until the moment when you plunge a fist-full of chilled metal into their face. An at-will Ethereal Jaunt as a supernatural ability at Level 5 helps this. From levels 1-3, your abilities scale from "Meh" to "Meh", and I get that. Everyone gets the Low-Level Blues. But once you hit levels 4 and 5, then you start cooking with gas. Ethereal Jaunt? A level SEVEN spell? Three times per day and AT-WILL? Call the Kool-Aid Man, 'cause he got a tall cool glass of OH YEAH for ya!

    Once you get that, it's just a matter of meeting Cold Iron Warrior's BaB requirement and making up for the Ethereal Filtcher's TERRIBLE skill list with judicious applications of Rogue levels, and we learn why we took the class. It is because the class can be broken down into 4 core pillars, each useful to the Grasping Mists;
    Hunting Fey - You detect them, you smite them and you disappear from their vision with just a small jaunt. You tear 'em up like they're paper.
    Resisting Fey - Have you seen the SLA's fey get? Mostly got Will saves, right? We cannot be failing our Will Saves against these enchanting creatures, and the class aids us in this endeavor.
    Dispelling Enchantments - Gods forbid, there is always the chance some jack-backside fey is gonna curse you or something. If so, you can dispel their nonsense with but another gesture.
    Spellcasting - I do hate to be lazy, but I feel having access to buffs, dispelling and utility spells keyed to an ability score that further boosts your will save needs no detailed explanation.

    Once you finish Cold Iron Warrior, you only need to cap it off with Rogue, to further continue your skill in sneaking up on things and stabbing them in the face. Easy as a pilfered pie.

    The build highlight is at 16th level: The Grasping Mists gets his 4th level spells, and can use these spells to back up his sneak attack, his ethereal roaming and his homicidal disapproval of the fair folk.

    Wishlist:
    Spoiler
    Show
    The Grasping Mist is not a choosy creature - he wants his Dex boosters, his skill boosters for Hide and Move Silently, and the other things any adventurer would like to own in general. I guess an Ethereal Reaver (EPH) would shift the Grasping Mist from a good idea for a build to an obscene murderblender *HINT HINT*, but we'll note it down as an idea, mkay?

    Sources:
    Spoiler
    Show
    SRD
    Lords of Madness
    Complete Adventurer
    Tome of Battle
    Web Enhancements (Links Above)
    Last edited by Kuulvheysoon; 2013-07-22 at 10:22 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  4. - Top - End - #184
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He goes on the Hunt alone
    Quote Originally Posted by Talsum
    Talsum The-Dark Hunter

    Stats
    Spoiler
    Show
    Before Racial Modifiers(Human)
    Strength; 10 [+0], Dexterity; 16 [+3], Constitution; 12 [+1]
    Intelligence; 16 [+3], Wisdom; 13 [+1], Charisma; 9 [-1]

    After Racial And Benefits for Leveling
    Strength; 10 [+0], Dexterity; 19 [+4], Constitution; 12 [+1]
    Intelligence; 16 [+3], Wisdom; 14 [+2], Charisma; 10 [+0]

    As a Human Talsum gains no benefits to his stats.
    But does gain a bonus feat, and additional Skill points per level. Which goes to help with his manic life choices.


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

    1st|Duskblade|
    +1
    |
    +2
    |
    +0
    |
    +2
    |+4 Spellcraft, +4 Knowledge Arcane, +4 Sense Motive, +4 Concentration, +4 Knowledge Nature, +4 Knowledge The Planes|Weapon Finesse, Weapon Focus(Rapier)|Arcane Attunement, Armored Mage(Light)

    2nd|Rogue|
    +1
    |
    +2
    |
    +2
    |
    +2
    |+5 Disguise, +3 Hide, +3 Move Silently, +3 Use Magic Device|-|Sneak Attack(+1d6), Trapfinding

    3rd|Duskblade|
    +2
    |
    +3
    |
    +2
    |
    +3
    |+1 Spellcraft, +1 Knowledge Arcane, +1 Sense Motive, +1 Concentration, +2 Knowledge The Planes|Iron Will|Combat Casting

    4th|Duskblade|
    +3
    |
    +3
    |
    +3
    |
    +3
    |+1 Spellcraft, +1 Knowledge Arcane, +2 Knowledge The Planes, +1 Knowledge Nature, +1 Concentration|-|Arcane Channeling

    5th|Rogue|
    +4
    |
    +3
    |
    +4
    |
    +3
    |+5 Move Silently, +5 Hide, +2 Use Magic Device|-|Evasion

    6th|Duskblade|
    +5
    |
    +4
    |
    +4
    |
    +4
    |+2 Concentration, +1 Spellcraft, +1 Knowledge The Planes, +1 Knowledge Arcane, +1 Knowledge History|Dodge|Armored Mage(Medium)

    7th|Rogue|
    +6/+1
    |
    +5
    |
    +4
    |
    +5
    |+2 Hide, +2 Move Silently, +5 Tumble, +2 Use Magic Device, +1 Knowledge Local|-|Sneak Attack(+2d6), Trapfinding +1

    8th|Cold Iron Warrior|
    +7/+2
    |
    +5
    |
    +4
    |
    +7
    |+2 Concentration, +1 Hide, +1 Move Silently, +1 Knowledge Nature, +2 Spellcraft|-|Smite Fey(1/day)

    9th|Cold Iron Warrior|
    +8/+3
    |
    +5
    |
    +4
    |
    +8
    |+1 Concentration, +1 Hide, +1 Move Silently, +1 Knowledge Nature, +1 Spellcraft, +2 Spot|Mobility|Detect Fey, Iron Mind +2

    10th|Cold Iron Warrior|
    +9/+4
    |
    +6
    |
    +5
    |
    +8
    |+1 Concentration, +1 Hide, +1 Move Silently, +4 Spot|-|Dispel Magic(1/day)

    11th|Assassin|
    +9/+4
    |
    +6
    |
    +7
    |
    +8
    |+5 Craft(Poison), +1 Hide, +1 Move Silently, +1 Tumble|-|Death Attack, Sneak Attack(+3d6), Poison Use

    12th|Assassin|
    +10/+5
    |
    +6
    |
    +8
    |
    +8
    |+5 Craft(Poison), +1 Hide, +1 Move Silently, +1 Tumble|Spring Attack|Uncanny Dodge, +1 save against poison

    13th|Assassin|
    +11/+6/+1
    |
    +7
    |
    +8
    |
    +9
    |+2 Disguise, +1 Hide, +1 Move Silently, +3 Sense Motive, +1 Tumble|-|Sneak Attack(+4d6)

    14th|Cold Iron Warriorl|
    +12/+7/+2
    |
    +7
    |
    +8
    |
    +10
    |+3 Knowledge Nature, +3 Listen, +1 Spot|-|Mind Over Magic

    15th|Cold Iron Warrior|
    +13/+8/+3
    |
    +7
    |
    +8
    |
    +10
    |+2 Knowledge Nature, +3 Listen, +2 Spot|Mage Slayer|Smite Fey(2/day), Unmaking Magic

    16th|Cold Iron Warrior|
    +14/+9/+4
    |
    +8
    |
    +9
    |
    +11
    |+2 Concentration, +2 Spot, +3 Listen|-|Dispel Magic(2/day)

    17th|Cold Iron Warrior|
    +15/+10/+5
    |
    +8
    |
    +9
    |
    +10
    |+1 Concentration, +3 Hide, +3 Move Silently, +1 Knowledge Nature|-|Cold Iron Strike

    18th|Cold Iron Warrior|
    +16/+11/+6/+1
    |
    +8
    |
    +9
    |
    +11
    |+1 Concentration, +1 Hide, +1 Move Silently, +2 Listen, +3 Spellcraft|Pierce Magical Protection|Iron Mind +4, Mind Over Magic

    19th|Cold Iron Warrior|
    +17/+12/+7/+2
    |
    +9
    |
    +10
    |
    +11
    |+1 Concentration, +1 Knowledge Nature, +1 Concentration, +1 Hide, +1 Move Silently, +1 Spot, +1 Listen, +1 Spellcraft|-|Dispel Magic(3/day)

    20th|Cold Iron Warrior|
    +18/+13/+8/+3
    |
    +9
    |
    +10
    |
    +12
    |+1 Concentration, +1 Knowledge Nature, +1 Hide, +1 Move Silently, +1 Spot, +1 Listen, +1 Spellcraft, +1 Concentration|-|Slippery Mind, Smite Fey(3/day)[/table]

    Total For Each Skill Ranks
    Concentration(19 Ranks),
    Craft Poison(10 Ranks),
    Disguise(7 Ranks),
    Hide(22 Ranks),
    Knowledge Arcane(7 Ranks),
    Knowledge History(1 Ranks),
    Knowledge Local(1 Ranks),
    Knowledge Nature(16 Ranks),
    Knowledge The Planes(9 Ranks),
    Listen(13 Ranks),
    Move Silently(22 Ranks),
    Sense Motive(7 Ranks),
    Spellcraft(15 Ranks),
    Spot(13 Ranks),
    Tumble(8 Ranks),
    Use Magic Device(7 Ranks)


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

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

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

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

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

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

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

    7th|6|5|2|-|-|-|-|-|-|-

    8th|6|5/0|2/-|-|-|-|-|-|-|-

    9th|6|5/1|2/-|-|-|-|-|-|-|-

    10th|6|5/2|2/-|-|-|-|-|-|-|-

    11th|6|5/2/0|2/0|-|-|-|-|-|-|-

    12th|6|5/2/1|2/0/-|-|-|-|-|-|-|-

    13th|6|5/2/2|2/0/0|-|-|-|-|-|-|-

    14th|6|5/3/2|2/1/0|-|-|-|-|-|-|-

    15th|6|5/3/2|2/2/0|-/0/-|-|-|-|-|-|-

    16th|6|5/3/2|2/3/0|2/1/-|-|-|-|-|-|-

    17th|6|5/3/2|2/2/0|-/2/-|-/0/-|-|-|-|-|-

    18th|6|5/3/2|2/3/0|-/3/-|-/1/-|-|-|-|-|-

    19th|6|5/3/2|2/3/0|-/3/-|-/2/-|-|-|-|-|-

    20th|6|5/3/2|2/3/0|-/3/-|-/3/-|-|-|-|-|-[/table]
    *The First number is Duskblade Spells Per Day.
    *The Second number is Cold Iron Warrior Spells Per Day.
    *The Third Number is Assassin Spells Per Day.

    Bonus Spells Per Day
    Duskblade(1st[+1], 2nd[+1])
    Cold Iron Warrior(1st[+1], 2nd[+1], 3rd[-])
    Assassin(1st[+1], 2nd[+1])


    How the Build Works Level by Level
    Spoiler
    Show

    Talsum at 5th Level
    -+8 to Attack, with a Rapier before magic
    -+8 to Attack, with a Rapier before magic
    -+4 Fort Save, +7 Reflex Save, +7 Will Save
    -This early on Talsum is pretty weak. He relies on Arcane Channeling and Flanks to boost his damage.
    Thankfully he has Evasion and can handle any blasts and things coming his way.

    Talsum at 10th Level
    +13 to Attack, with a Rapier before magic
    -+13/+8, for a Full attack with a Rapier before magic
    -+7 Fort Save, +8 Reflex Save, +12 Will Save
    -This is a little before Talsum can Spring Attack across the battlefield, he has just started to get Cold Iron Warrior to flesh out his budding hatred towards the Fey

    Talsum at 15th Level
    -+17 to Attack, with a Rapier before magic
    -+17/+12/+7, for a Full Attack with a Rapier before magic
    -+8 Fort Save, +11 Reflex Save, +14 Will Save
    Talsum is still a excellent hunter and has recently come out of his dive into depression and his dive into the darkness that is assassination.
    -His Mage Slayer stuff starts to hit it off here to take care of Fey's natural magical capabilities

    Talsum at 20th Level
    -+22 to Attack, with a Rapier before magic
    -+22/+17/+12/+7 for a Full Attack with a Rapier before magic
    -+10 Fort Save, +14 Reflex Save, +16 Will Save
    -Talsum wears the best armor get can get along with it have as many reduction to armor check penalty as possible.
    -As a force to be reckoned with he can either go for his Death Attack on a fey. He can also lunge from the shadows for a sneak attack. Or silently wait until they approach and are shredded by his blade
    -Talsum's Mage Slaying abilities let him deal with Fey's natural magical talents effectively shutting them down once he gets close.

    Talking on Talsum
    Spoiler
    Show
    Talsum becomes continuously better at fighting. Gaining better saves. Better ability to deal with situations, 3 different spell lists. Martial Weapon Proficiency. He can channel spells through his Rapier along with Sneak attack for nasty damage.
    He has excellent save's vs enchantments, blast spells, a benefit against poison and does not need to worry about poisoning himself. He also has Uncanny Dodge meaning he gains his Dexterity to AC even in situations it does not apply which gives him further protection from sneaking fey.

    As Talsum improves he can more readily bounce across the battlefield and hit a foe with a arcane channeled spell and sneak attack. Later on he ignores magical benefits to armor and makes casters have to retreat because they cannot cast defensively.
    He also applies poison to his Rapier to further hurt his fey opponents


    Equipment Things
    Spoiler
    Show
    Talsum wants equipment that further boosts his stealth, & perception.
    Along with a good Rapier, and decent armor.
    He then wants to fill out his arsenal with a large variety of poisons, and tricks. So as to hit his opponents with several saves and have ways to get out of dodge once things go bad. Using teleports, clouds of darkness etc.
    I did not give a specific load-out because I honestly see him scavenging and only dedicating resources directly towards the stealth/perception and the Rapier/armor.
    And not having a direct concern on what poisons he's using as long as they stack together.
    Or what magic items he carries as long as they can help boost his ability to survive by harder detection and quick retreats


    Class Features
    Spoiler
    Show
    Talsum's Class Features
    -Arcane Attunement: a duskblade learns to use dancing lights, detect magic, flare, ghost sound, and read magic as spell-like abilities. You can use these powers a combined total of times each day equal to three plus your Intelligence modifier. These powers don't count against your number of spells known or against the spells you can cast each day.
    -Armored Mage(Medium): Can cast without Arcane Spell Failure Chance in medium or lighter armor
    -Sneak Attack(+4d6): The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target
    -Trapfinding(+1): Can attempt a Search check to look for traps
    -Arcane Channeling: a duskblade can use a standard action to deliver touch-range spells he knows through his weapon as a melee attack, provided that the spell has a casting time of one standard action or less. A successful attack delivers normal damage from the weapon and delivers the spell as well. Casting a spell this way does not provoke an attack of opportunity.
    -Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion
    -Smite Fey(3/day): a cold iron warrior can smite a fey with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per cold iron warrior level). If the cold iron warrior accidentally smites a creature that is not a fey, the smite has no effect, but the ability is still used up for that day
    -Detect Fey: a cold iron warrior can detect the aura that surrounds fey creatures. This functions like the detect undead spell, except it detects fey
    -Iron Mind(+4): Talsum has a +4 bonus to save vs. Enchantments
    -Dispel Magic(3/day): Talsum can attempt a Dispel Check like, the Dispel Magic spell. His caster level equals his Cold Iron Warrior Level
    -Death Attack(DC: 16): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
    -Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade
    -Uncanny Dodge: an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
    -+1 Save Against Poison: assassin gains a natural saving throw bonus to all poisons
    -Mind Over Magic: a cold iron warrior can cause a spell or spell-like ability targeted against him to rebound onto the originator; this does not require an action, but the cold iron warrior must be conscious and must decide whether to use this power before knowing what the incoming spell or spell-like ability's effect is, before rolling any saving throw allowed, and before the attacker rolls to overcome the cold iron warrior's spell resistance (if any). This power is similar to the spell turning spell, except that there is no die roll to determine the number of spell levels affected; one use of the power turns one spell or spell-like ability targeted at the cold iron warrior. Effect and area spells and spell-like abilities are not affected, and this power doesn't work on spells or spell-like effects with a range of touch.
    -Unmaking Magic: a cold iron warrior gains a bonus equal to his Wisdom modifier to caster level checks when attempting to dispel magic. The spell's maximum caster level bonus (+10) still applies, but character can exceed the bonus when adding the Wisdom modifier.
    -Cold Iron Strike: a cold iron warrior's unarmed strike or any weapon he wields bypasses cold iron damage reduction
    -Slippery Mind: a cold iron warrior can wriggle free from magical effects that would otherwise control or compel him. If a cold iron warrior with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.



    Back-story
    Spoiler
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    The Fey always whisper of him.
    He who hunted them along the cold moors, through the breaking dawn light.
    The man with hate in his eye so dark it had twisted him.
    They speak of he whose blade cut as Cold Iron, who could hear their great thieves approach, he who could throw off their mighty enchantments. Whose blade struck home and true killing with a single thrust.

    They call him the Hunter he who hid in the shadows were the Fey crossed.
    He knew their magic. Could counter it. Could dispel it with a wave of his hand and approach silent as night. Then before the fey knew they had such a great foe a rain of blows would descend upon them.

    A man so twisted in anger he hunted his fellow mortals, in his rage called assassin and murderer and hero all together. The Dark man.

    That is the legend of the Dark-Hunter
    He who grew as a rebellious youth to learn the art of the Duskblade, and threw himself into the worlds of thieves and men of ill-repute.
    But his actions would cost. As for when he returned home he found family slaughtered by a Fey creature a most vile beast.
    He took to training to slay the creatures of Fey, but the training did not provide what he sought.
    He searched and hunted and joined with dark men who killed their fellows for gold & sport. Following them and learning he gained knowledge's of poison.
    But had discovered he had strayed from his goals and his heart steeled against both mortal and fey he ventured back and began once more to train.
    Off soon that young man went with the skills of the thief, mage, hunter, and assassin to slay those who had hurt him.

    *He does not take Cold Iron Warrior until the family tragedy which happened well he gained his 3rd level in Rogue
    *Story wise Talsum picks up the skills of an assassin because the early levels of Cold Iron Warrior are so ugh, for Fey Hunting. He sought something more personal and visceral in the Assassin class.
    *Soon realizing his mistakes he once more took up the training's of the Cold Iron Warrior and combined the 4 schools of thought.
    *The thought process was build a character who utilized stealth against the Fey. He further needed a good mental fortitude, which is then benefited by striking their weak points

    What The Prestige Class Provides
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    -Bonus to save vs. Enchantments which are a dangerous thing that Fey use.
    -Smite Fey to boost damage
    -Dispel Magic to disrupt fey magical support and spells, it also lets him take off buff that he does not already ignore
    -Slippery Mind to try a save a second time if things go bad. This also provides a good safety net
    -Cold Iron Strike to ignore Damage Reduction, which means against his foe the Fey he does not need to invest all of his time into boosting strength
    -Mind Over Magic makes him even more resistant to magic especially Fey single target spells. And the ability to reflect magic back also lets him shut down any Fey that use single target mind control spells

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  5. - Top - End - #185
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Although he's no Initiate,the Faerie hold no Mysteries for him.
    Quote Originally Posted by Khair Ostern
    Khair Ostern



    LN Human – Cloistered Cleric of Aureon 3/Monk 2/Church Inquisitor 2/Sacred Fist 2/Shiba Protector 1/Cold Iron Warrior 10

    Prologue
    Spoiler
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    Khair Ostren was born in Bluevine in Aundair while Last War was still ravaging around. It was year 976 YK and life was though especially in village so close to ever-moving borders of Thrane and Eldeen Reaches. As he was growing up, he saw few of his older siblings go to war. Still, his mother and father maintained the family and the house in proper condition and his youth was good. But when he turned 7 years old, everything changed.

    One night, he was sleeping soundly with his family, when he woke up because of strange noise coming out of the kitchen. Barefooted he sneaked closer to see what is going on and he saw it. Small person, even smaller then he was, rummaging through the pots holding a lantern. When she saw him, she immediately charmed him. He went to play with her, to make his new friend happy, and they did play for some time. However while playing he hasn’t noticed, that the lantern the fey was carrying was knocked over and set a part of the house on fire. It took some time before the fire and smoke broke him away from his games. He screamed in horror as the fey ran away. He immediately ran to his parents to wake them up. Smoke was everywhere and before he got to them, big part of the house was already covered in flames. He was quickly sent out as his parents went for other kids to get them out. However they never made it. As Khair was standing outside, he saw the house collapse and trap everyone inside. No one could help his parents and siblings anymore. Villagers who were woken up by the sound of fire tried to help, but it was too late. Khair as only survivor and orphan was sent to monastery nearby, so that monks could take care of him…


    Ability scores
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    Str: 13/+1 (+1 at 4th lvl)
    Dex: 14/+2
    Con: 14/+2
    Int: 13/+1
    Wis: 16/+3 (+1 at 8th, 12th, 16th and 20th lvl)
    Cha: 8/-1


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

    1st|Cloistered Cleric 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Spellcraft 4, Kn (Nature) 4, Kn (Religion) 4, Kn (Arcana) 4, Diplomacy 4, Concentration 4, Sense Motive (cc) 2 (4), Spot (cc) 2 (4) |Combat Casting, Iron Will (human) |Domains: Law (traded for Law Devotion), Knowledge (traded for Knowledge Devotion, Kn (Nature) as class skill), Magic; Turn Undead, Spontaneous Casting (cure spells), Lore

    2nd|Monk 1|
    +0
    |
    +4
    |
    +2
    |
    +4
    |Kn (Religion) +1, Sense Motive +1, Spot +1, Diplomacy +1, Concentration +1 |Stunning Fist (b), Improved Unarmed Strike (b) |Flurry of Blows, Unarmed Strike, AC bonus

    3rd|Monk 2|
    +1
    |
    +5
    |
    +3
    |
    +5
    |Kn (Religion) +1, Concentration +1, Sense Motive +1, Spot +1, Diplomacy +1, Tumble +1 |Combat Reflexes (b), Extra Turning |Evasion

    4th|Cloistered Cleric 2 |
    +2
    |
    +6
    |
    +3
    |
    +6
    |Spellcraft +3, Kn (Nature) +3, Kn (Religion) +1, Diplomacy +1|- |-

    5th| Cloistered Cleric 3 |
    +2
    |
    +6
    |
    +4
    |
    +6
    |Spellcraft +1, Kn (Nature) +1, Kn (Religion) +1, Diplomacy +1, Sense motive +1 (2), Spot +1 (2) |- |-

    6th| Church Inquisitor 1|
    +2
    |
    +6
    |
    +4
    |
    +8
    |Spellcraft +1, Kn (Nature) +1, Kn (Religion) +1, Diplomacy +1, Sense motive +1, Spot +1, Kn (Planes) +1 |Alertness |Detect Evil, Inquisition Domain

    7th| Church Inquisitor 2|
    +3
    |
    +6
    |
    +4
    |
    +9
    |Spellcraft +1, Kn (Nature) +1, Kn (Religion) +1, Diplomacy +1, Sense motive +1, Spot +1, Kn (Planes) +1 |- |Immune to Charms

    8th|Sacred Fist 1|
    +4
    |
    +8
    |
    +6
    |
    +9
    |Spellcraft +1, Kn (Nature) +1, Concentration +4 |- |AC bonus, Unarmed Damage

    9th| Sacred Fist 2|
    +5
    |
    +9
    |
    +7
    |
    +9
    |Spellcraft +1, Kn (Nature) +1, Concentration +2, Kn (Local)(cc) +1 (2) |Combat Expertise |-

    10th|Shiba Protector 1|
    +5
    |
    +11
    |
    +7
    |
    +11
    | Spellcraft +1, Kn (Nature) +1, Diplomacy +2 |- |No Thought

    11th|Cold Iron Warrior 1|
    +6
    |
    +11
    |
    +7
    |
    +13
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Diplomacy +1 (2) |- | Smite Fey (1/day)

    12th| Cold Iron Warrior 2|
    +7
    |
    +11
    |
    +7
    |
    +13
    | Spellcraft +1, Kn (Nature) +1, Concentration +2, Spot +1, Diplomacy +0 (1) | Divine Defiance | Detect Fey, Iron Mind +2

    13th|Cold Iron Warrior 3|
    +8
    |
    +12
    |
    +8
    |
    +14
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +2, Diplomacy +1 (1) |- | Dispel Magic (1/day)

    14th|Cold Iron Warrior 4|
    +9
    |
    +12
    |
    +8
    |
    +15
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +2, Diplomacy +0 (1) |- | Mind Over Magic (1/day)

    15th|Cold Iron Warrior 5|
    +10
    |
    +12
    |
    +8
    |
    +15
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +2, Diplomacy +1 (1) | Practiced spellcaster (cleric) | Unmake Magic

    16th|Cold Iron Warrior 6|
    +11
    |
    +13
    |
    +9
    |
    +16
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Kn (Dungeoneering) +1(2) |- | Dispel Magic (2/day)

    17th|Cold Iron Warrior 7|
    +12
    |
    +13
    |
    +9
    |
    +16
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Diplomacy +1(2) |- |Cold Iron Strike

    18th|Cold Iron Warrior 8|
    +13
    |
    +13
    |
    +9
    |
    +17
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Sense Motive +1(2) |Improved Natural Attack (Unarmed Strike) |Iron Mind +4, Mind Over Magic (2/day)

    19th|Cold Iron Warrior 9|
    +14
    |
    +14
    |
    +10
    |
    +17
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Diplomacy +1(2) |- |Dispel Magic (3/day)

    20th|Cold Iron Warrior 10|
    +15
    |
    +14
    |
    +10
    |
    +18
    | Spellcraft +1, Kn (Nature) +1, Concentration +1, Spot +1, Sense Motive +1(2) |- | Slippery Mind, Smite Fey (3/day) [/table]


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

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

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

    3rd|3|1+1|-|-|-|-|-|-|-|-

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

    5th|4|2+1|1+1|-|-|-|-|-|-|-

    6th|5|3+1|2+1|-|-|-|-|-|-|-

    7th|5|3+1|2+1|1+1|-|-|-|-|-|-

    8th|5|3+1|3+1|2+1|-|-|-|-|-|-

    9th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    10th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    11th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    12th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    13th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

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

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

    16th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    17th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

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

    19th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

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


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

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

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

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

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

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

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

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

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

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

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

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

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

    13th|-|2|0|-|-|-|-|-|-|-

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

    15th|-|3|2|0|-|-|-|-|-|-

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

    17th|-|3|3|2|0|-|-|-|-|-

    18th|-|3|3|3|1|-|-|-|-|-

    19th|-|3|3|3|2|-|-|-|-|-

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

    *Without bonus spells for high wisdom score

    Highlights
    Spoiler
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    This build is getting good stuff late in its life, so the highlight is lvl 15. At that time, Khair should be competent combatant thanks to his good unarmed damage progression and Shiba Protector’s No Thought ability. Also, at this level he gains Unmake Magic ability, which lets him be really good at counterspelling/dispelling. Adding wisdom, his main attribute, to dispel is real blessing. With Inquisition domain power and Dispelling cord he should be able to get rid of magic quite quickly. Should he need more fighting power, he can always use his lvl 4 slot for divine power and 1st lvl slot for devastating smite alongside with his Law devotion bonus and Knowledge devotion bonuses to bring pain to any fey that stands in his way.


    Tactics
    Spoiler
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    For first few levels, Khair is just standard cloistered cleric. He stands in the back row, supports others with spells or plinks his crossbow here or there. If it is needed, he punches someone to face too, but he generally tries to stay out of harms way at this time.

    In his mid levels he starts moving closer to melee combat. He is changing more to the role of skirmisher. His unarmed damage is getting better thanks to Sacred Fist levels and Shiba Protector No Thought ability. Stunning fist, while usually not so great, should work fine against fey who tend to have low fort saves. Also at that time he should be able to afford monks belt and enhance either his battle fist or necklace of natural attacks should the battle fist be considered weapon and thus unusable to him (because of Sacred Fist).

    At higher levels he should be spending most of his wealth on his combat ability. He’s still a monk after all, and he is very gear dependent. Should everything go right though, he should be doing fine. He won’t be powerhouse but he should be able to stand on his own for a while.

    That being said, his role isn’t only fighter/skirmisher. He has spells to buff and support himself and his allies or make enemies life a bit harder. Later on he should be quite good at dispelling, thanks to Cold Iron Warrior’s Unmake Magic ability. Combined with bit of gear, good spellcraft and Battlemagic perception spell he should be able to dispel/counterspell quite a lot of things. He also has some skills that he can use out of battle, be it his knowledge, diplomacy, spot or sense motive. Also thanks to his magic domain power, he can use quite a wide selection of wands.


    Khair’s Story
    Spoiler
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    After what happened to him, Khair vowed to himself he would never fall under influence of any fey ever again. Life in monastery was harsh, but in turn it was keeping him fit both mentally and physically. It was however monastery of the Host and it was populated mostly by priests of Aureon, so knowledge was at first place before anything else. Khair didn’t mind it though, he valued knowledge and wisdom of others and was learning very quickly, especially about nature and fey. He never forgot what happened that night thought he later realized it was unfortunate accident and found his peace with it. Still, he never trusted fey since then and he studied them extensively so he could fight them if needed.

    When group of adventures passed the monastery mentioning they are hunting down troublesome fey in this area, he pleaded his master if he could go with them to gain experience from the travels. It took some effort, but he was eventually free to join them. He then traveled the countryside, giving some advices about it to the adventures as he lived there his whole life. He quickly became friends with them, even though his rigid adhesion to laws was bothersome sometimes. Travelling with them he learned new tricks and his knowledge was really paying off. He lost most of his companions to two trolls they fought when they thought they finally found the lair of the elusive troublemaking fey. He almost died in the fight as well, when he was cornered by remaining troll, with no magic left. He swung his back with remaining alchemist fire inside, hoping to hit the troll and kill him in this last attempt. He hit, the fire spread both over the troll and over his arms. This desperate attack was enough to kill the wounded troll, but in return his hands were badly burned and left unusable. Not that he cared at that time as he was unconscious because of the pain. He was found by group of Silver Flame knights who thought that by helping local community they could sway them to join the Silver Flame religion or even Thrane. They saved him, as he was innocent person after all and brought him back to his monastery.

    Later on, after he was given new warforged-like arms and learned how to manipulate them, he resumed travelling again. He went to Thrane, to thank the knights of Silver Flame who saved him after his encounter with the trolls. He remained within their church and learned a bit about their ways and found out, that they have much in common. Still, he remained loyal to the Host and after some time went back to the monastery where he lived. When he returned though, he found out that many people from his old village of Bluevine were missing. He took it as his mission and started searching for them, questioning the villagers and everyone who might have some knowledge about what happened. Soon he found out that many fey frequent the local woods. He talked to them, even though he found it disgusting to do so, and find out that Thelanis manifested in the forest a while ago. He tried his diplomatic skills to send the fey back to their world and when world failed him or were not listened to at all he used his fists and magic.

    Doing this was however only temporal solution. Fey were chaotic and if they were persuaded to go back home, the usually got back very soon. Khair made research on how to close the manifesting zone but had to admit this is something he couldn’t make alone even though he was already well known through Khorvaire. He banded together a group of adventures and they traveled through the continent to find rare ingredients and powerful artifacts so they could try a ritual to close the manifesting zone. When they finally got what they needed, after paying the price in sweat and blood, the last thing had to be done. Khair went through the manifesting zone to the Thelanis and searched the court of fey king where he had to finish the ritual and thus trapping himself in that realm. However he feared not and the rest of the party witnessed how the manifesting zone closed. They brought the news to local lords saying that the fey invasion, while not so flashy as invasion by daelkyrs, was stopped because of his sacrifice.

    What really happened to Khair, who hated the fey so much, is unknown. Some people say he found peace with them and lives with them in their court. Others say they saw him in the Khorvair, passing through some villages, seeking something. However, only Khair knows the truth of his fate.


    Recommended Items
    Spoiler
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    Dispelling cord (1000 gp), MIC pg. 94
    Ring of spell-battle (12000 gp), MIC pg. 127
    Monk‘s belt (13000 gp), DMG pg. 128
    Bracers of armor +8 (64000 gp), DMG pg. 250
    Mighty arms graft (1000 gp), FoE pg. 158
    Battle fist (2300 gp + enh.) ECS pg. 268 / Necklace of natural attacks (600 + enh.) SS or http://www.wizards.com/default.asp?x=dnd/fc/20060707a
    Belt of magnificence (200000 gp), MH pg. 42 (Miniatures handbook)
    Anklets of translocation (1400 gp), MIC pg. 71
    Phoenix cloak/Wings of flying (50000/54000 gp) MIC pg. 210/DMG pg. 268 (no weapons means this guy needs flight badly)
    Tome of clear thought +4 (110 000 gp), DMG pg. 268
    Monks tattoo (80000 gp), Magic of Faerûn


    Options and comments
    Spoiler
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    This build is based on monk/cleric combo and thus is very MAD. He is very gear depended and not fit for high power play. He has options to do lot of things, but won’t be great at them, just like monk. There are also some problems, which are for DM to decide:

    - does Monk’s Tattoo and Monk’s belt stack? If yes, it’s good for player, as it will keep Khairs unarmed damage quite usable.
    -
    - is battle fist weapon or not? Battle fist is poorly written and while it mentions being weapon in first sentence, it never states what proficiency is need or, well, anything. It just increases unarmed/slam damage and can be enhanced as normal weapon does. If it is not judged as weapon (and thus doesn’t violate Sacred Fist’s code) it’s good again. If it isn’t allowed, the player will have to fall back on Necklace of Natural Attacks which is 3.0 material. If you are not using battle fist you might as well drop the Might Arms graft which is needed for their use.

    Also, this build is quite feat intensive. Flaws are usually frown upon, and otyugh hole is not used by all DMs. Still, if those things were allowed, you could try to shuffle feats around and few more, like: Snap Kick (ToB), Superior Unarmed Strike (ToB), Power Attack (as prereq for next feat), Awesome Smite, Extra Smite or Improved Trip. You might find other feats useful as well, but these were the feats I was thinking about when making this build.

    Last thing that I’m not really fan of (and which will reduce my scoring somewhat) is Shiba Protector. It fits well, it helps the build being centered on wisdom, but it doesn’t feel quite right. It’s from Oriental Adventures which is totally different setting and it is 3.0 as well. I only wish I had found something that would help this build and fit in more. I tried to stay in Eberron settings as much as I could, Shiba Protector and Monk’s Tattoo should be only things from different settings iirc.


    Sources
    Spoiler
    Show
    Player‘s Handbook (Monk, Cleric, feats and stuff)
    Dungeon Master Guide (items)
    Fiendish Codex II (Divine Defiance feat)
    Eberron Campaign Petting (Battle fist, deity)
    Faiths of Eberron (Mighty arms graft)
    The Forge of War (Devastating Smite spell)
    Heroes of Battle (Battlemagic perception spell)
    Complete Divine (Church Inquisitor pg. 26, Sacred Fist pg. 59)
    Complete Champion (devotion feats)
    Magic Item Compendium (items)
    Oriental Adventures (Shiba Protector pg. 222)
    Tome of Battle (feats)
    Miniatures Handbook (Belt of Magnificence)
    Savage Species (Necklace of natural attacks)
    Magic of Faerûn (Monk’s tattoo)
    http://www.wizards.com/default.asp?x=dnd/fey/20040507a (for Secret Ingredient)
    http://www.d20srd.org/srd/variant/cl...oisteredCleric (for Cloistered Cleric variant)
    http://www.wizards.com/default.asp?x=dnd/fc/20060707a (alternative source for Necklace of natural attacks)
    Last edited by Kuulvheysoon; 2013-07-22 at 08:13 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  6. - Top - End - #186
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    It's a Blight on both Nature and the Fae.
    Quote Originally Posted by Calista Ecanus
    Calista Ecanus 5 Druid/1 Ranger/4 Blighter/10 Cold Iron Warrior Lesser Aasimar

    Stats
    Spoiler
    Show



    The Build
    Spoiler
    Show

    The Bliss of Acceptance (1-5)
    Spoiler
    Show
    Calista began her adventure seeking to be a great and powerful force of good, as a young child she was very connected to the elements around her and was always in the forests. And then as she was maturing she even met a traveling druid who sensed her connection and took her on as his apprentice. Through her training as a druid Calista learned to cast spells and push away smaller plant creatures that were causing problems in towns, and even learned to shift into animals of the forests.

    Up until this point Calista plays like a druid, just biding her time until she reaches wildshape. Her spells have good DCs and she has a good wild empathy check, so she will be more of a caster while her wolf Animal companion complements the front line fighters.


    The Agony of Rejection (6-10)
    Spoiler
    Show
    Along her travels Calista helped a great many people and was happy with herself, but through one of her adventures she encountered several dryads that were devastating a local town. Unable to solve the situation diplomatically, she fell back upon heavy violence. The purging of the fey took months of fighting and Calista never once flinched at slaughtering the fey even when they pleaded for mercy. But as the last dryad fell and the settlement began to sprawl and devastate the land Calista fell and lost her druidic powers. From that day forward, feeling forever betrayed by the natural world Calista swore to see it burn.

    Calista drops all of her druid powers here and begins her Blighter progression. Her blightfire and Undead wildshape catch her up quickly with the rest of her Party after the power drop of becoming a fallen druid.


    The Sting of Anger (11-15)

    Spoiler
    Show
    As Calista traveled the lands, leaving a wake of destruction in her path, she realized that the true representation of nature was in its guardians, the Fey. So Calista dedicated herself to destroying all of the fey she could. She developed new strategies and hardened her mind to the tricks of the fey. She learned to rid the forests of them and crushed their magic under her heel or reflect it back at them.


    Calista starts her Cold Iron Warrior progression with a fierce hatred for the natural fey, believing that they represent all of nature and seeking to destroy them. Her high Cha allows her Smite Fey ability to function at a high capacity, and her Wis modifier gives her spells strong DCs.


    The Devastation of Wrath (16-20)
    Spoiler
    Show
    As Calista Burns through some of the strongest forests and most powerful Fey she encounters her skeletal claws and other weapons become stonger and stronger until the fey’s natural resistance to damage does nothing to prevent them from her strikes. She even toughens her mind to the point where almost no spell can affect her own mind.

    Calista picks up Cold Iron strike which makes her weapons (Natural weapons too) count as cold iron so she can tear through the Fey with ease. All 20 levels with strong will saves make her near invulnerable to Mind affecting spells and slippery mind makes it even less likely.


    The Path of Corruption (Table)
    Spoiler
    Show

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

    1st|Druid|
    +0
    |
    +2
    |
    +0
    |
    +2
    | +Handle Animal, +Concentration, +Knowledge(nature), +Survival, +SpellCraft |Iron Will|Animal Companion, Nature Sense, Wild Empathy
    2nd|Druid|
    +1
    |
    +3
    |
    +0
    |
    +3
    | +Handle Animal, +Concentration, +Knowledge(nature), +Survival, +SpellCraft |N/a|Woodland Stride

    3rd|Druid|
    +2
    |
    +3
    |
    +1
    |
    +3
    | +Handle Animal, +Concentration, +Knowledge(nature), +Survival, +SpellCraft |Plant Defiance|Trackless Step

    4th|Druid|
    +3
    |
    +4
    |
    +1
    |
    +4
    | +Handle Animal, +Concentration, +Knowledge(nature), +Survival, +SpellCraft |N/a|Resist Nature’s Lure

    5th|Druid|
    +3
    |
    +4
    |
    +1
    |
    +4
    | +Handle Animal, +Concentration, +Knowledge(nature), +Survival, +SpellCraft |N/a|Wild shape 1/day

    6th|Ranger|
    +4
    |
    +6
    |
    +3
    |
    +4
    | +Handle Animal, +Concentration, +Knowledge Nature, +Survival, Knowledge(dungeoneering), Knowledge (Geography),profession(herbalist)|Combat Casting, Track|Favored enemy(Fey), Track feat, Wild empathy

    7th|Blighter|
    +4
    |
    +8
    |
    +3
    |
    +6
    | +Profession(Herbalist), +Concentration, +Knowledge(Nature), +Survival, +Spellcraft | N/a|Deforestation

    8th|Blighter|
    +5
    |
    +9
    |
    +3
    |
    +7
    | +Profession(Herbalist), +Concentration, +Knowledge(Nature), +Survival, +Spellcraft |N/a|Blightfire, Sustenance

    9th|Blighter|
    +6/+1
    |
    +9
    |
    +4
    |
    +7
    | +Profession(Herbalist), +Concentration, +Knowledge(Nature), +Survival, +Spellcraft| Natural Spell|Undead Wild shape 1/day

    10th|Blighter|
    +7/+2
    |
    +10
    |
    +4
    |
    +8
    | +Profession(Herbalist), +Concentration, +Knowledge(Nature), +Survival, +Spellcraft |N/a|Undead Wild shape 2/day, Speak With Dead Animal

    11th|Cold Iron Warrior|
    +8/+3
    |
    +10
    |
    +4
    |
    +10
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Smite Fey 1/day

    12th|Cold Iron Warrior|
    +9/+4
    |
    +10
    |
    +4
    |
    +11
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|Reckless Offense|Detect Fey, Iron Mind +2

    13th|Cold Iron Warrior|
    +10/+5
    |
    +11
    |
    +5
    |
    +11
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Dispel Magic 1/day

    14th|Cold Iron Warrior|
    +11/+6/+1
    |
    +11
    |
    +5
    |
    +12
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Mind Over Magic

    15th|Cold Iron Warrior|
    +12/+7/+2
    |
    +11
    |
    +5
    |
    +12
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|Spell Focus(Evocation)|Smite Fey 2/day, Unmaking Magic

    16th|Cold Iron Warrior|
    +13/+8/+3
    |
    +12
    |
    +6
    |
    +13
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Dispel Magic 2/day

    17th|Cold Iron Warrior|
    +14/+9/+4
    |
    +12
    |
    +6
    |
    +13
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Cold Iron Strike

    18th|Cold Iron Warrior|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +14
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|Greater spell focus(evocation)|Iron Mind +4, Mind Over Magic

    19th|Cold Iron Warrior|
    +16/+11/+6/+1
    |
    +13
    |
    +7
    |
    +14
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Dispel Magic 3/day

    20th|Cold Iron Warrior|
    +17/+12/+7/+2
    |
    +13
    |
    +7
    |
    +15
    |+Profession(Herbalist), +Concentration, +Knowledge(Nature), +Listen, + Spellcraft|N/a|Slippery Mind, Smite Fey 3/day[/table]

    Side Note: Calista’s Iron Will Feat and Iron Mind is not added into the Table Her will Save is actually +17 at 20th lv, +21 against enchantment effects



    Tactics/Wishlist/Spells
    Spoiler
    Show

    Tactics by Lvs
    1-5
    Spoiler
    Show

    Calista uses a Scimitar and shield as her melee weapons, but focuses on spells more often than not. Her niche in the party is putting out good damage against enemies while her wolf animal companion aids the front line fighters of the party.

    6-10
    Spoiler
    Show

    Calista’s Power drops off quite a bit at 7th level where she begins progression as a blighter. But she quickly catched up to the rest of the party with new spells and undead wild shape. She now no longer has an animal companion, but her at will ability Blightfire allows her more sustained damage in combat.

    11-15
    Spoiler
    Show

    Cold Iron warrior progression gives Calista opportunities to add her high Cha to hit and add more damage to the swing. Calista now begins to fill a new niche and maintain as a front line fighter using her smite to add bonuses while she is in Undead wild shape

    16-20
    Spoiler
    Show

    Calista now has the ability to bypass Fey’s DR/Cold Iron thanks to her Cold iron touch, and her will save will almost never fail (maybe on a natural 1) but slippery mind will allow her to make up for it and she will be able to break free from a fey’s enchantment.

    WishList
    Spoiler
    Show

    Calista needs very few material possesions. She no longer needs food or water after 8th lv, and she relies heavily on spells over melee combat, and even then she assumes her undead wild shape to cover for her low physical stats. Calista benefits the most from items that boost her casting stat, Wis. Blue ioun stones and periapts of wisdom fulfill this need. Wild Dragonhide full plate also gives Calsita almost untouchable AC while she is in her wildshapes.

    Spells
    Spoiler
    Show

    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|3|2|-|-|-|-|-|-|-|-
    2nd|4|3|-|-|-|-|-|-|-|-
    3rd|4|3|2|-|-|-|-|-|-|-
    4th|5|4|3|-|-|-|-|-|-|-
    5th|5|4|3|2|-|-|-|-|-|-
    6th|5|4|3|2|-|-|-|-|-|-
    7th|4|3|-|-|-|-|-|-|-|-
    8th|5|5|1|-|-|-|-|-|-|-
    9th|5|5|2|1|-|-|-|-|-|-
    10th|6|5|3|2|1|-|-|-|-|-
    11th|Blighter(6)|Blighter(5)/CIW(2)|Blighter(3)|Blighter(2)|Blighter(1)|-|-|-|-|-
    12th|Blighter(6)|Blighter(5)/CIW(3)|Blighter(3)|Blighter(2)|Blighter(1)|-|-|-|-|-
    13th|Blighter(6)|Blighter(5)/CIW(4)|Blighter(3)/CIW(1)|Blighter(2)|Blighter(1)|-|-|-|-|-
    14th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(2)|Blighter(2)|Blighter(1)|-|-|-|-|-
    15th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(3)|Blighter(2)/CIW(1)|Blighter(1)|-|-|-|-|-
    16th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(4)|Blighter(2)/CIW(2)|Blighter(1)|-|-|-|-|-
    17th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(4)|Blighter(2)/CIW(3)|Blighter(1)/CIW(1)|-|-|-|-|-
    18th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(4)|Blighter(2)/CIW(4)|Blighter(1)/CIW(2)|-|-|-|-|-
    19th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(4)|Blighter(2)/CIW(4)|Blighter(1)/CIW(3)|-|-|-|-|-
    20th|Blighter(6)|Blighter(5)/CIW(5)|Blighter(3)/CIW(4)|Blighter(2)/CIW(4)|Blighter(1)/CIW(4)|-|-|-|-|-
    [/table]
    Calista prefers to use flame based spells like produce flame, flame strike, and wall of fire, but also has ray of enfeeblement at the ready from her blighter spell list. From her cold iron warrior spells she usually uses buffing spells like true strike, true seeing, and dispel magic.



    Sources
    Spoiler
    Show

    PHB
    Deities and Demigods, Plant Defiance, Greater spell focus
    Races of Faerun, Reckless Offense
    Complete Divine, Blighter
    Fey Feature, cold iron warrior
    Last edited by Kuulvheysoon; 2013-07-22 at 11:35 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  7. - Top - End - #187
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    The Flying FaeFist
    Quote Originally Posted by Shoure
    Shoure
    LG Dragonborn (Wings) Wood Elf Paladin 4/Monk 2/Cold Iron Warrior 3/Argent Fist 2/Cold Iron Warrior 7/Cleric of the Silver Flame (Law, Inquisition) 2
    STR 14 (12 + 2)
    DEX 14 (14 + 0)
    CON 14 (14 + 0)
    INT 6 (8 - 2)
    WIS 16 (16 + 0)
    CHA 14 (14 - 0)

    Add all level-up increases to Wisdom.

    Miss Shoure Awoke Screaming...
    ...she took several deep breaths as soon as the screaming fit stopped. She slowly unclutched the blanket.

    "The damned hole again?" Reginald sleepily asked from the top bunk. "A shame there's no spell to cure nightmares."

    "Yes. The hole again." Shoure laid her head back down on the pillow and prayed to the Silver Flame that the rest of her night would be peaceful. Meditation didn't seem to work to clear the nightmares...she kept reliving that awful day. The redcaps abandoned her to the worst prison in the world, throwing her in under false charges as some sort of sick game. Shoure shuddered. She thought...she thought getting the Ritual of Rebirth could free her from her old memories. But it hadn't.

    She said another prayer, and curled up under the covers. The rest of the Silver Flame's clergy had come to admire her for her upstanding moral fiber, but always avoided that one...quirk. She hated fey, and only her dear friend Reginald knew why. The memory was usually too horrible to recount. Shoure would constantly train her evil-detector on any fey she came across, and relished the opportunity to smite them into unconsciousness. But not death. That would be too cruel, and she wanted the wretched things to become better than they were. Leave them to the inquisitors.

    But her mind was running in circles again. Shoure sighed, steeled her mind, and lay her head back to sleep once more.

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

    1st|Monk 1|
    +0
    |
    +2
    |
    +2
    |
    +2
    |K: Religion 4, K: Nature 2|Intuitive Attack, Improved Unarmed StrikeB, Stunning FistB|Decisive Strike, Improved Unarmed Strike

    2nd|Monk 2|
    +1
    |
    +3
    |
    +3
    |
    +3
    |K: Religion 4, K: Nature 3|Deflect ArrowsB|Evasion

    3rd|Paladin 1|
    +2
    |
    +5
    |
    +3
    |
    +3
    |K: Religion 4, K: Nature 3.5|Knight Training|Aura of Good, Smite Evil 1/day, Detect Evil, Dragonscale Husk

    4th|Paladin 2|
    +3
    |
    +6
    |
    +3
    |
    +3
    |K: Religion 4, K: Nature 4||Divine Grace, Lay on Hands

    5th|Elf Paladin 3|
    +4
    |
    +6
    |
    +4
    |
    +4
    |K: Religion 4, K: Nature 4, Spellcraft 0.5|Iron WillB|Aura of Freedom, Divine Health

    6th|Paladin 4|
    +5
    |
    +7
    |
    +4
    |
    +4
    |K: Religion 4, K: Nature 4, Spellcraft 1|Serenity|Turn Undead (3+Wis/day)

    7th|Cold Iron Warrior 1|
    +6
    |
    +7
    |
    +4
    |
    +6
    |K: Religion 4, K: Nature 4, Spellcraft 3||Smite Fey (1/day)

    8th|Cold Iron Warrior 2|
    +7
    |
    +7
    |
    +4
    |
    +7
    |K: Religion 4, K: Nature 4, Spellcraft 5||Detect Fey, Iron Mind +2

    9th|Cold Iron Warrior 3|
    +8
    |
    +8
    |
    +5
    |
    +7
    |K: Religion 4, K: Nature 4, Spellcraft 7|Divine Defiance|Dispel Magic (1/day)

    10th|Argent Fist 1|
    +8
    |
    +10
    |
    +5
    |
    +9
    |K: Religion 4, K: Nature 4, Spellcraft 8||Ascetic Knight, Ki Focus, Stunning Smite

    11th|Argent Fist 2|
    +9
    |
    +11
    |
    +5
    |
    +10
    |K: Religion 4, K: Nature 4, Spellcraft 9||Holy Armor, Ki Strike (silver)

    12th|Cold Iron Warrior 4|
    +10
    |
    +11
    |
    +5
    |
    +11
    |K: Religion 4, K: Nature 4, Spellcraft 11|Reinforced Wings|Mind Over Magic

    13th|Cold Iron Warrior 5|
    +11
    |
    +11
    |
    +5
    |
    +11
    |K: Religion 4, K: Nature 4, Spellcraft 13||Smite Fey (2/day), Unmaking Magic

    14th|Cold Iron Warrior 6|
    +12
    |
    +12
    |
    +6
    |
    +12
    |K: Religion 4, K: Nature 4, Spellcraft 15||Dispel Magic (2/day)

    15th|Cold Iron Warrior 7|
    +13
    |
    +12
    |
    +6
    |
    +12
    |K: Religion 4, K: Nature 4, Spellcraft 17|Flyby Attack|Cold Iron Strike

    16th|Cold Iron Warrior 8|
    +14
    |
    +12
    |
    +6
    |
    +13
    |K: Religion 4, K: Nature 4, Spellcraft 19||Iron Mind +4, Mind Over Magic

    17th|Cold Iron Warrior 9|
    +15
    |
    +13
    |
    +7
    |
    +13
    |K: Religion 4, K: Nature 4, Spellcraft 20, Concentration 1||Dispel Magic (3/day)

    18th|Cold Iron Warrior 10|
    +16
    |
    +13
    |
    +7
    |
    +14
    |K: Religion 4, K: Nature 4, Spellcraft 21, Concentration 2|Improved Smiting| Slippery Mind, Smite Fey (3/day)

    19th|Cleric 1|
    +16
    |
    +15
    |
    +7
    |
    +16
    |K: Religion 4, K: Nature 4, Spellcraft 22, Concentration 3|Law DevotionB|Domain Access (Law Devotion, Inquisition)

    20th|Cleric 2|
    +17
    |
    +16
    |
    +7
    |
    +17
    |K: Religion 4, K: Nature 4, Spellcraft 23, Concentration 4||[/table]


    Build Breakdown
    Spoiler
    Show
    Level 5: Miss Shoure starts as a multiclass Monk/Paladin, mostly Wisdom-based, and with the Dragonblood subtype thanks to being Dragonborn. The Elf Paladin sub-level grants a resistance to enchantments. Throw Stunning Fists and Smite Evils around, woohoo! We get...uh...you know what, everyone else is either doing this or pointedly avoiding it; I should not have to explain where I'm getting Iron Will for 3,000 gp. Accept it, ding me for Elegance or whathaveyou, and move on. She's also got Dragonscale Husk. It doesn't stack with the Monk stuff yet. Knight Training is a feat tax for later.

    Level 10: Breaking into Cold Iron Warrior. With Serenity, the paladin stuff is now Wisdom-based, including Turn Undead. With Divine Defiance, qualified for via Cold Iron Warrior's CL, Shoure can use the SI's Dispel Magic to counter a spell if she can identify it, as an immediate action. Iron Mind stacks with Aura of Freedom, granting a cumulative +6 vs. enchantments. Also, woo, Argent Fist, which doesn't do much yet--though the one daily Stunning Smite is kind of heavy-duty. Finally, note the Cold Iron Warrior is a prepared caster, and thus has access to Sanctified Spells. Put on some Luminous Armor, which stacks with Dragonscale Husk--not an AC bonus, and is advanced by Cold Iron Warrior's proficiency!

    Why, no, I don't know if Argent Fist advances Dragonscale Husk, because it has no "Proficiencies" entry to determine that with. As your DM.

    Level 15: The interesting stuff happened at level 11. Holy Armor kicked in from Argent Fist. Now Monk stuff stacks with armor! Except Dragonscale Husk has annoying wording that prevents special qualities from stacking. Just put on a Monk's Belt so that the AC bonus now comes from the item, and Shoure should be good on that front. This is Shoure's main trick: Monks' Belt w/ Holy Armor + Dragonscale Husk + (Greater) Luminous Armor for lotsa AC. Speaking of Luminous Armor, 4th level spells, so Greater Luminous is now available.

    The idea being using Mind over Magic is that it blocks off one of the best avenues of hitting Shoure. With Flyby Attack, she can strafe, so one cannot simply full attack, which is unlikely to work anyway due to high AC. Wanna use ranged attacks? Deflect Arrows, hah! AoE stuff? They're usually weaksauce. So, a targeted spell? Mind over Magic! There we go. Hard to touch.

    Unmaking Magic simply speeds along dispel checks, but Cold Iron Strike is nifty. Note that Argent Fist grants Ki focus (Silver). With an adamantine monk weapon, Shoure can combine the abilities to bypass all metallic forms of DR, without coughing up money for a Metalline weapon.

    Level 20: Breaking into Cleric after Cold Iron Warrior. Inquisition domain grants +4 to dispel checks to keep up at this level, but you knew that because of every other entry this round. Improved Smiting improves Smite Fey so that it's useful more widely--making it bypass evil damage reduction, combined with the aforementioned ability to say "nyeh" the metalline components of DR, allow the bypassing of demon and devil DR. Slippery Mind and Iron Mind are used to make Mind Blank irrelevant. How is this different from what any other entry could get from Cold Iron Warrior, you ask? Well, Shoure gets Wisdom to Will saves twice, and an additional +4 against enchantments. What with Wisdom being her primary stat...yeah, Mind Blank is not that necessary. Rerolls would help, though.


    Use of the Secret Ingredient
    Spoiler
    Show
    Proficiencies: Used to advance Dragonscale Husk.
    Spellcasting: Access to the Luminous Armor line
    Smite Fey: Improved Smiting against anything with an Evil component to DR
    Detect Fey: Unused
    Dispel Magic: Useable in conjunction with Divine Defiance
    Unmaking Magic: Exactly as you'd expect it to be used
    Mind over Magic: Blocks off the best remaining avenue to hurt Shoure, as AC is high vs. melee and ranged attacks, supplemented by Deflect Arrows
    Slippery Mind + Iron Mind: Throw in Serenity and Aura of Freedom to basically turn off the enchantment school


    Sources
    Spoiler
    Show
    Core
    BoED: Intuitive Attack, Luminous Armor line
    ECS: Knight Training
    Faiths of Eberron: Argent Fist
    Fiendish Codex II: Divine Defiance
    CS: Otyugh Hole
    Dragon Magic: Dragonscale Husk
    Dragon Compendium: Serenity
    RotD: Reinforced Wings, Dragonborn of Bahamut
    RotW: Elf Paladin substitution levels
    CD: Improved Smiting
    CC: Law Devotion
    Web: The SI
    Last edited by Kuulvheysoon; 2013-07-22 at 11:37 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  8. - Top - End - #188
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    I... I honestly have no idea what to say.
    Quote Originally Posted by Al'laab Tuhump
    Al’laab Tuhump
    N Human Were-Camel Lion Totem Barbarian 1/ Fighter 2/Cold Iron Warrior 10/Warshaper 2
    From Soft Silk to Hard Iron
    Spoiler
    Show
    I still remember everything about that night. Back then, I was a simple merchant. I travelled from city to city along the Silk Road selling fabric. I was just another man…

    It was a full moon. The caravan had descended down from the steppes into foothills. Forests had risen up on either side of the road, taking the camels out of their native element. Yet even so, mine wandered away from camp, off of the path and into the trees. My livelihood depended on the beast, so I chased after it almost without thinking. Looking back, I marvel at how complete the darkness of night seemed back then with the moonlight blocked by branches and leaves. I stumbled through to find my camel at the bank of a stream. Our journey had been a relatively easy one and we had not needed to deprive our animals of water, yet it drank as if it were dying of thirst. As I stared at it in confusion, a naked female figure rose up out of the water. She was fairer than any women I had ever met, and when she spoke, her voice was at once like laughter and song.

    “You needn’t worry about him,” she said with a twinkle in her eye, and when I could only stammer in reply the laughter in her voice became more prominent still. Her fingers ran along my arm with a touch like that of silk, and her beautiful voice whispered “you mortals are such silly folk,” into my ear.

    She was like no mortal woman I’d ever had. Every moment that I spent in her embrace will remain forever etched into my memory. When we had finished, she rose up and drifted back into the moonlit stream. So complete was my infatuation that I couldn’t help but blurt out the words “will I see you again?” She simply smiled mischievously at me as her head slipped beneath the water.

    I did see her again. A month passed, and under the light of the next full moon, my camel wandered away from the caravan once more to drink at another stream, and when I caught up with the animal I found her standing beside it, naked from head to toe and beckoning to me. Once more I spent a night of ecstasy in her arms, and once more, she returned to the stream as soon as the act was done.

    Another month passed, and I waited desperately for the moon to once again be full. When the night finally arrived, sure enough, my camel walked away from the camp toward a nearby river. But when I arrived at the bank, it was not the slender figure of a beautiful fey that I saw beside my beast, but the hulking shape of another camel. Before I could even guess at what the creature was doing there, it charged me in a mad frenzy, spitting and biting. I was left maimed and nearly dead by the assault, and as I lay there gazing up at the moon, I saw her face looking down at me.

    “Please,” I begged. “Help me.”

    “You mortals are such silly folk,” was her only reply, and I knew with a total, horrible certainty, that the gleam in her eyes had always been malice. Then all went black.

    I don’t know whether she meant for me to die or to live a cursed life, but I did survive. I was found and restored to health by a barbarian tribe native to the area. From them I came to understand the nature of the beast that had attacked me, and of the affliction that its bite had given me. Over the next month before my lycanthropy manifested itself, I learned what I could of their way of battle. They were a proud people, dedicated to the totem of the lion, and they laughed at first when they heard that my attacker had been a camel, but still, I knew that I could not stay amongst them when I changed. I left the tribe and secluded myself in the wild as I learned command over my disease. After many months, I made my return to civilization; at least to the extent that I could still do so. I discovered a group of warriors dedicated to battling the fey, and learned from them the arts of warfare and of combating the lure of the fair folk’s seduction.

    The sprite woman probably found the idea of a were-camel even more amusing than the barbarians did, and I can only imagine the fact that it was of the two-humped variety was also part of the joke. But being a creature of the water and not of the dry steppes, she didn’t seem to know an important fact about the beasts. They are given to holding grudges. If you beat or abuse one, your only recourse is to kill it or sell it away lest it come up behind you someday when you least expect it, close its jaws around your head, and crush your skull. She didn’t kill me, and my vengeance cannot be prevented by any exchange of coin. For the moment that I was bitten, my life as a merchant ended. I now live solely by the sword, and the only currencies which can settle my debt are blood and cold iron.


    The Beast of Burden
    Spoiler
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    Ability Scores:
    Spoiler
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    Point Buy:
    Str 18, Dex 10, Con 10, Int 14, Wis 14, Cha 8
    Adjustments for Lycanthrope
    Str 18, Dex 10, Con 10, Int 14, Wis 16, Cha 8
    Hybrid Form
    Str 26, Dex 16, Con 16, Int 14, Wis 16, Cha 8
    All stat increases from levels go to strength.


    The Build:
    Spoiler
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    {table=head]ECL|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Barbarian 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |, Concentration 2 (cross class), Spot 2 (cross class), Jump 4, Knowledge(Nature) 2 (cross class), Survival 4, Listen 4, Balance 2 (cross class)| Power Attack, Combat Reflexes (Human Bonus Feat)|Pounce (Spirit Lion Totem ACF), Rage 1/day

    6th|Were-Camel (Afflicted Lycanthrope)|
    +3
    |
    +5
    |
    +3
    |
    +1
    |Control Shape 6, Concentration 2, Spot 5, Jump 7 (cross class), Knowledge(Nature) 2, Survival 4, Listen 4, Balance 2|Iron Will (Lycanthrope Bonus Feat) , Improved Bull Rush| Alternate Form, Low-Light Vision, Scent
    7th| Fighter 1|
    +4
    |
    +7
    |
    +3
    |
    +1
    | Control Shape 7, Concentration 2½ (cross class), Spot 5, Jump 8, Knowledge(Nature) 3 (cross class), Survival 4, Listen 4, Balance 2|Leap Attack (Fighter Bonus Feat)| -

    8th| Fighter 2|
    +5
    |
    +8
    |
    +3
    |
    +1
    | Control Shape 8, Concentration 3 (cross class), Spot 5, Jump 9, Knowledge(Nature) 4 (cross class), Survival 4, Listen 4, Balance 2|Surogate Spellcasting, Improved Sunder (Fighter Bonus Feat)|-

    9th| Cold Iron Warrior 1|
    +6/+1
    |
    +8
    |
    +3
    |
    +3
    | Control Shape 10, Concentration 5, Spot 6, Jump 10 (cross class), Knowledge(Nature) 4, Survival 4, Listen 4, Balance 2|-|Smite Fey 1/day

    10th|Cold Iron Warrior 2|
    +7/+2
    |
    +8
    |
    +3
    |
    +4
    | Control Shape 11, Concentration 7, Spot 8, Jump 11 (cross class), Knowledge(Nature) 4, Survival 4, Listen 4, Balance 2|-|Detect Fey, Iron Mind +2

    11th|Cold Iron Warrior 3|
    +8/+3
    |
    +9
    |
    +4
    |
    +4
    | Control Shape 12, Concentration 9, Spot 10, Jump 12 (cross class), Knowledge(Nature) 4, Survival 4, Listen 4, Balance 2 |Shock Trooper|Dispel Magic 1/day

    12th|Cold Iron Warrior 4|
    +9/+4
    | ]|
    +9
    |
    +4
    |
    +5
    | Control Shape 13, Concentration 11, Spot 12, Jump 13 (cross class), Knowledge(Nature) 4, Survival 4, Listen 4, Balance 2|-|Mind Over Magic

    13th| Cold Iron Warrior 5|
    +10/+5
    |
    +9
    |
    +4
    |
    +5
    | Control Shape 14, Concentration 13, Spot 14, Jump 14 (cross class), Knowledge(Nature) 4, Survival 4, Listen 4, Balance 2|-|Smite Fey 2/day, Unmaking Magic

    14th| Cold Iron Warrior 6|
    +11/+6/+1
    |
    +10
    |
    +5
    |
    +6
    | Control Shape 15, Concentration 15, Spot 15, Jump 15 (cross class), Knowledge(Nature) 5, Survival 4, Listen 4, Balance 2| Combat Brute |Dispel Magic 2/day

    15th| Cold Iron Warrior 7|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +6
    | Control Shape 16, Concentration 16, Spot 16, Jump 16 (cross class), Knowledge(Nature) 7, Survival 4, Listen 4, Balance 2|-|Cold Iron Strike

    16th| Cold Iron Warrior 8|
    +13/+8/+3
    |
    +10
    |
    +5
    |
    +7
    | Control Shape 17, Concentration 17, Spot 17, Jump 17 (cross class), Knowledge(Nature) 9, Survival 4, Listen 4, Balance 2|-|Iron Mind +4, Mind Over Magic

    17th| Cold Iron Warrior 9|
    +14/+19/+4
    |
    +11
    |
    +6
    |
    +7
    | Control Shape 18, Concentration 18, Spot 18, Jump 18 (cross class), Knowledge(Nature) 11, Survival 4, Listen 4, Balance 2|Robilar’s Gambit|Dispel Magic 3/day

    18th| Cold Iron Warrior 10|
    +15/+10/+5
    |
    +11
    |
    +6
    |
    +8
    | Control Shape 19, Concentration 19, Spot 19, Jump 19 (cross class), Knowledge(Nature) 13, Survival 4, Listen 4, Balance 2|- |Slippery Mind, Smite Fey 3/day

    19th|Warshaper 1|
    +15/+10/+5
    |
    +13
    |
    +6
    |
    +8
    | Control Shape 20, Concentration 20, Spot 20 (cross class), Jump 20, Knowledge(Nature) 13, Survival 4, Listen 4, Balance 2|-|Morphic Immunities, Morphic Weapons
    20th| Warshaper 2|
    +16/+11/+6/+1
    |
    +13
    |
    +6
    |
    +10
    | Control Shape 21, Concentration 21, Spot 21 (cross class), Jump 21, Knowledge(Nature) 13, Survival 4, Listen 4, Balance 2| Quicken Spell-Like Ability| Morphic Body[/table]


    Cold Iron Warrior Spells:
    Spoiler
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    Spells per day
    {table=head]Level|1st|2nd|3rd|4th
    9th|0+1|-|-|-

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

    11th|2+1|0+1|-|-

    12th|3+1|1+1|-|-

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

    14th|3+1|3+1|1+1|-

    15th|3+1|3+1|2+1|0

    16th|3+1|3+1|2+1|1

    17th|3+1|3+1|2+1|2

    18th|3+1|3+1|3+1|3

    19th|3+1|3+1|3+1|3

    20th|3+1|3+1|3+1|3 [/table]
    Typical Spells Prepared:
    1st: True Strike, Bless
    2nd: Bull’s Strength, Cat’s Grace, See Invisibility
    3rd: Dispel Magic, Invisibility Purge
    4th: Spell Immunity, True Seeing, Break Enchantment


    Blood and Cold Iron
    Spoiler
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    Level Snapshots:
    Spoiler
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    ECL 6: So why a Were-camel? Well first off, all lycanthropes get Iron Will as a bonus feat, which is a bit more elegant than using an Otyugh Hole, and +2 to Wis, which Cold Iron Warrior will like. The camel in particular was chosen because it’s a big, mean beatstick which we can use to murder things, and makes for surprisingly nice fluff if I do say so myself. We’re using the two-humped camel for 2 extra Con as we have to use the base creature’s speed in hybrid form anyway. I suspect Lion Totem Barbarian will require less explanation. Pick up a two-handed weapon and go mess up some delicate fey faces.

    ECL 14 (sweet spot):Ubercharging is basically good to go so long as we keep our BAB up. The SI certainly does that, and it also does a few other nice things for us. First off, it makes us less of a liability when enemies are throwing around enchantment spells, as it means we’re less likely to get dominated and pounce on the rest of the party instead of the enemy. Dumping Cha means we aren’t getting any bonus to hit out of Smite Fey, and we won’t really need any more damage on our charge attacks most of the time, but against a particularly sturdy boss fey or on one of your many AoO swings the boost is nice to have. Having a few buffs and decent dispelling of his own also helps make Al’laab ever so slightly less reliant on the party spellcasters. On the whole, that’s pretty good in a fey heavy campaign.

    ECL 17: Al’laab takes a few more levels of the SI, and snags Robilar’s Gambit. Between that, Combat Reflexes, and Combat Brute, he can dish out a lot of damage beyond the usual reduction of anything on the business end of one of his charges to a fine whatever-color-fey-blood-is mist. Cold Iron Strike means we don’t have to worry about doing anything special to our weapon to get through fey DR, and better still gets our secondary bite attack through Cold Iron DR as well.

    ECL 20:The final Cold Iron Warrior level improves on what it was already doing for us, and a few levels of Warshaper are tacked onto the end granting a extra natural attacks (which are all Cold Iron thanks to the SI) and an improvement on the bite that was already there. Al’laab gets his fourth iterative at ECL 20, as well as the Quicken Spell-Like Ability feat, which allows him to deal with some magical problem in need of dispelling and still pounce on something on his turn.


    Adaptation:
    Spoiler
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    If LA buyoff is allowed, Al’aab has several good options for the extra levels. The most obvious is two more levels of Warshaper, but Dipping Cloistered Cleric 1/Warblade 1 for Devotion feats, a few more spells, and a few maneuvers, or dipping Crusader 2 for maneuvers and Thicket of Blades would also be solid choices. These dips could also work as alternate options for the 2 Warshaper levels that the build currently has.


    Equipment
    Spoiler
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    First and foremost, Al’laab needs a good two handed weapon and good armor. Beyond that, he would benefit from a boost to any of his ability scores. Obviously some are more important than others, but everything all the way down to his Cha dump stat can be of use. He might be the sort of character where it’s worth splurging on a Belt of Magnificence.


    Chewing The Cud
    Spoiler
    Show
    Complete Champion: Spirit Lion Totem Barbarian
    Complete Adventurer: Leap Attack
    Complete Warrior: Shock Trooper, Combat Brute, Warshaper
    Savage Species: Surrogate Spellcasting
    Monster Manual IV: Quicken Spell-Like Ability
    Everything else apart from the SI should be in the SRD.
    Last edited by Kuulvheysoon; 2013-07-22 at 09:17 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  9. - Top - End - #189
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    "Not for thy fairy kingdom. Fairies, away!"
    Quote Originally Posted by Captain Fraxinus

    Captain Fraxinus, Hound of Titania
    Killoren Champion of the Wild(CC) Spirit Guide(CC) Wildshape Ranger(UA) 5/Cold Iron Warrior 10/Dread Commando 5

    Background
    Spoiler
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    The general paced around a finely crafted table which held an intricately detailed map of the countryside surrounding the keep. No, he mused, it doesn't look any better from this angle either. They had been laying siege to Duke Sivris for nearly a day, and it was only a matter of time before the Unseelie court sent aid. If that happened, all they had fought for here would be lost. They needed to break the Duke's lines, but every offensive they mounted had been pushed back by the Duke's not insubstantial magical support. There were only a few sorcerers in the Duke's employ, but they knew the terrain, and stayed incredibly mobile. Trying to pin them down had proved difficult thus far, and while his forces had managed to trap and kill two of them, it had been costly in both time and manpower. The general had requested additional support, of course, but Titania's forces were spread thin across multiple fronts, and word had not yet come to him in response to his request. His continued pacing drew fitful glances from the numerous aides in the room.

    The general sighed and rubbed his eyes, gazing again at the map before him as its illusory terrain shifted to reflect the known positions of enemy forces. As he watched, a familiar image appeared out of nowhere on the left flank. The Duke's sorcerers are back, thrice damn them, he thought. He barked out orders to the staff in the room, "Issue a sending to Lieutenant Rivetus, tell him to prepare for an incoming magical assault from the copse of trees to his left! Get a cavalry unit over there to drive away those mages! You there, tell..."

    The general was interrupted by a high pitched note that pierced the din. He spun on the source of the noise, only to find a Satyr dressed in Seelie court finery, holding his pan pipes at his lips.

    Unable to contain his irritation, the general scowled, "What do you want, courtier?" Wordlessly, the Satyr simply smiled and tossed a message tube to the general. The tube bore Titania's seal. The general uncapped the tube and pulled out the scroll inside. As he did so, a little blue mote of light drifted over the map, and pooled into an image of a hound's head. The image floated just behind the same copse of trees that held the Duke's magical artillery. As he read the note and looked at the map, he smiled. He rolled up the scroll, and let out a hearty laugh. "Well, well, the queen has seen fit to send us the aid of some of her personal Hounds!" The room filled with cheers as the tension melted out of it. He tossed the scroll to a nearby aide, "Issue a sending to Captain Fraxinus! Tell him that I want those mages silenced, and that as of this moment, he and his fellow Hounds are off the leash!"


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

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Concentration 4, Hide 4, Knowledge(Nature) 4, Listen 4, Move Silently 4, Spot 4, Survival 4|Iron Will, Track(B)|1st Favored Enemy(Fey +2), Track, Wild Empathy, Fast Movement (+10)

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Concentration 5, Hide 5, Knowledge(Nature) 5, Listen 5, Move Silently 5, Spot 5, Survival 5| |

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Concentration 6, Hide 6, Knowledge(Nature) 6, Listen 6, Move Silently 6, Spot 6, Survival 6|Darkstalker, Endurance(B)|Endurance

    4th|Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Concentration 7, Hide 7, Knowledge(Nature) 7, Listen 7, Move Silently 7, Spot 7, Survival 7|Improved Favored Enemy(B)|Champion of the Wild Bonus Feat, Spiritual Guide

    5th|Ranger 5|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Concentration 8, Hide 8, Knowledge(Nature) 8, Listen 8, Move Silently 8, Spot 8, Survival 8| |2nd Favored Enemy(Fey +4, Outsiders(Evil) +2), Wildshape (Small and Medium Animals only)

    6th|Cold Iron Warrior 1|
    +6
    |
    +4
    |
    +4
    |
    +3
    |Concentration 9, Hide 9, Knowledge(Nature) 9, Listen 9, Move Silently 9|Power Attack|Smite Fey (1/day), Spells

    7th|Cold Iron Warrior 2|
    +7
    |
    +4
    |
    +4
    |
    +4
    |Concentration 10, Hide 10, Knowledge(Nature) 10, Move Silently 10, Spot 9| |Detect Fey, Iron Mind +2

    8th|Cold Iron Warrior 3|
    +8
    |
    +5
    |
    +5
    |
    +4
    |Concentration 11, Hide 11, Listen 10, Move Silently 11, Spot 10| |Dispel Magic (1/day)

    9th|Cold Iron Warrior 4|
    +9
    |
    +5
    |
    +5
    |
    +5
    |Concentration 12, Hide 12, Listen 11, Move Silently 12, Spot 11|Extra Smiting|Mind Over Magic (1/day)

    10th|Cold Iron Warrior 5|
    +10
    |
    +5
    |
    +5
    |
    +5
    |Concentration 13, Hide 13, Knowledge(Nature) 11, Listen 12, Move Silently 13| |Smite Fey (2/day), Unmaking Magic

    11th|Cold Iron Warrior 6|
    +11
    |
    +6
    |
    +6
    |
    +6
    |Concentration 14, Hide 14, Knowledge(Nature) 12, Move Silently 14, Spot 12| |Dispel Magic (2/day)

    12th|Cold Iron Warrior 7|
    +12
    |
    +6
    |
    +6
    |
    +6
    |Concentration 15, Hide 15, Knowledge(Nature) 13, Listen 13, Move Silently 15|Dodge|Cold Iron Strike

    13th|Cold Iron Warrior 8|
    +13
    |
    +6
    |
    +6
    |
    +7
    |Concentration 16, Hide 16, Knowledge(Nature) 14, Move Silently 16, Spot 13| |Iron Mind +4, Mind Over Magic (2/day)

    14th|Cold Iron Warrior 9|
    +14
    |
    +7
    |
    +7
    |
    +7
    |Concentration 17, Hide 17, Knowledge(Nature) 15, Listen 14, Move Silently 17| |Dispel Magic (3/day)

    15th|Cold Iron Warrior 10|
    +15
    |
    +7
    |
    +7
    |
    +8
    |Concentration 18, Hide 18, Listen 15, Move Silently 18, Spot 14|Mobility|Slippery Mind, Smite Fey (3/day)

    16th|Dread Commando 1|
    +16
    |
    +7
    |
    +9
    |
    +8
    |Hide 19, Listen 16, Move Silently 19, Spot 16, Spot the Weak Point| |Sudden Strike +1d6, Team Initiative Bonus (+1)

    17th|Dread Commando 2|
    +17
    |
    +7
    |
    +10
    |
    +8
    |Hide 20, Listen 19, Move Silently 20, Spot 18| |Armored Ease 2, Team Initiative Bonus (+2)

    18th|Dread Commando 3|
    +18
    |
    +8
    |
    +10
    |
    +9
    |Hide 21, Listen 21, Move Silently 21, Spot 21|Magic Disruption|Sudden Strike +2d6, Team Initiative Bonus (+3)

    19th|Dread Commando 4|
    +19
    |
    +8
    |
    +11
    |
    +9
    |Hide 22, Move Silently 22, Spot 22, Survival (9), Clarity of Vision| |Armored Ease 4, Stealthy Movement, Team Initiative Bonus (+4)

    20th|Dread Commando 5|
    +20
    |
    +8
    |
    +11
    |
    +9
    |Hide 23, Listen 23, Move Silently 23, Spot 23, Survival (10)| |Sudden Strike +3d6, Team Initiative Bonus (+5)[/table]

    Racial Abilities:
    Medium Fey
    Speed: 30ft.
    Low-Light Vision
    Immunity to magic sleep effects
    +2 racial bonus on saving throws against enchantment spells or effects
    +2 racial bonus on handle animal and survival
    Cold Iron Anathema(Su)
    Manifest Nature's Might(Su)
    Languages: Common, Sylvan

    Alternate Class Features:
    Champion of the Wild - Ranger, replaces Ranger spellcasting.
    - Grants bonus feats at the following Ranger levels: 4th, 8th, 11th, and 14th
    Spiritual Guide - Ranger, replaces Animal Companion
    - In natural surroundings, grants a divine bonus of 1/4 Ranger level to the following skills: Handle Animal, Knowledge(Nature), Listen, Search, Spot, Survival.
    - Can use Commune With Nature, as the spell, 1/day (caster level equals Ranger level).
    Wildshape Ranger - Ranger, replaces Combat Style and Improved Combat Style
    - Grants Wildshape (as a Druid, small and medium animals only)
    - Grants Fast Movement (as a Barbarian)


    Stats
    Spoiler
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    Starting Ability Scores:
    Str - 12
    Dex - 14
    Con - 14
    Int - 12
    Wis - 14
    Cha - 14

    Final Ability Scores:
    Str - 13 (+1 4th level)
    Dex - 14
    Con - 14
    Int - 12
    Wis - 14
    Cha - 18 (+4 remaining levels)


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

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

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

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

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

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

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

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

    8th|-|2|0|-|-|-|-|-|-|-

    9th|-|3|1|-|-|-|-|-|-|-

    10th|-|3|2|0|-|-|-|-|-|-

    11th|-|3|3|1|-|-|-|-|-|-

    12th|-|3|3|2|0|-|-|-|-|-

    13th|-|3|3|3|1|-|-|-|-|-

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

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

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

    17th|-|3|3|3|3|-|-|-|-|-

    18th|-|3|3|3|3|-|-|-|-|-

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

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

    Spell-Like Abilities:
    Commune With Nature (CL 5) 1/day, Detect Fey (at will), Dispel Magic 3/day


    Level Breakdown
    Spoiler
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    Level 1
    At this level, Fraxinus is a fairly standard Ranger. He functions well as a scout, sneak, or front-line combatant. His alternate class features will start to kick in over the next few levels, but for now he grabs the biggest two-handed weapon he is proficient with and goes to town. His racial type and abilities give him immunity to things that target humanoids, and he has a few options for minor benefits from his race that he can change daily. Each day he can choose to manifest a specific Aspect. [i]Aspect of the Ancient[/b] gives him a boost to Knowledge(Nature) and enhances his resitance against enchantment spells and effects. Aspect of the Destroyer gives him a racial smite ability once per hour against Aberrations, Constructs, Humanoids, Oozes, Outsiders, and Undead. Aspect of the Hunter gives him a +2 bonus to several useful skills (Hide, Listen, Move Silently, and Spot), and a nice +2 to initiative. For general utility purposes, Fraxinus usually manifests Aspect of the Hunter. If he knows the kind of foe he will be facing and has the chance to prepare, then he will manifest whichever one of the other two Aspects will be most helpful. This remains true throughout the build. Because of his expertise and experience in dealing with his kind, he selects Fey as his Favored Enemy.

    Level 5
    By this level, all of his alternate class features have come online, and Fraxinus if ready to enter the SI. He's got some nice utility with his wildshape forms, enhanced speed to chase down his foes, the bonus Improved Favored Enemy makes him a more lethal threat to his foes, and his Spiritual Guide gives him a minor boost to his scouting, Knowledge(Nature) and tracking skills. All of these features replace something that Fraxinus has little to no use for (he will pick up spellcasting from Cold Iron Warrior, he doesn't use either combat style, and his animal companion, while potentially useful, comes online far too late to be anything more than a speedbump). He selects Evil Outsiders as his second favored enemy, as they are another likely foe he will face when combating the Unseelie fey in Arborea. He also picks up the Darkstalker feat, ensuring that his sneaking ability is world-class.

    Level 10
    At this point, a few new abilities have come online. Detect Fey, Detect Snares and Pits, Darkvision and See Invisibility all give Fraxinus a solid boost to his scouting abilities. Smite Fey is highly useful with his good Charisma, and his Extra Smiting feat gives him more daily uses of it. He gets good mileage out of Power Attack, as he has full BAB and he can afford to dump as much as possible into his attacks thanks to his good Charisma bonus and True Strike. Dispel Magic, Mind Over Magic, and Unmaking Magic all give him a decent chance (1d20+7 for Dispel, before Wisdom boosting items) to successfully dispel and counter magical effects. Iron Mind sees some use by combining the bonuses it grants with his built in racial bonuses. A somewhat subtle boost that Fraxinus gets when he enters Cold Iron Warrior is that he can now wear medium or heavy armor. Given that he will lose his Fast Movement if he is wearing anything heavier than medium, that means Fraxinus can suit up in Breastplate, and when he can afford it, Mithril Fullplate (which will slow him down to 30ft, but the added defense is an acceptable tradeoff, especially when he enters Dread Commando in a few levels). The heavier armor helps him stay relevant as a frontline fighter.

    Level 15
    The big boost here is Cold Iron Strike. Killoren have a racial drawback called Cold Iron Anathema. This ability gives them penalties when using Cold Iron weapons, even if they are only partially made of Cold Iron. Thanks to this ability, Fraxinus can overcome the DR of his main favored enemy without suffering penalties himself. This, coupled with a True Strike fueled Smiting Power Attack can put a serious hurt on an even CR fey creature in a single hit, due to many fey creatures having a low Con score. Slippery Mind and Spell Immunity further enhance his defenses, and True Seeing gives a final solid boost to his scouting ability.

    Level 20 "Sweet Spot"
    After finishing the SI, Fraxinus is an excellent front-line fighter, is well defended against magic, and has numerous options for versatility. But he is also a capable ambusher, and he needs to be able to take advantage of both his sneaking skills, and his ability to wear Mithril Fullplate. So he enters a nice little 5 level Prestige Class that hits all these points mechanically and thematically, Dread Commando. Dread Commando enhances his already impressive ability to ambush his foes, as the Sudden Strike damage can attest to. Not only that, but he gets access to the Armored Ease ability, which ultimately lets him ignore up to 4 points worth of Armor Check penalty (which means ACP 0 in Mithril Fullplate), so he can be as stealthy in full armor as he can be without it, and with Stealthy Movement, he can do so quickly. The icing on the cake here is the Team Initiative Bonus, which means that not only can Fraxinus ambush his foes, but so can his squad, as he and all his allies within 30 feet of him gain a +5 untyped bonus to their initiative. The last thing of note is the Magic Disruption reserve feat, which comes online at 18th level. While not over the top powerful, this feat does give an extra way to enhance the "magic countering" nature of the SI. He can sit in a small animal form in the enemy camp and disrupt magical healing, communication, and divinations. Against higher level spellcasters, the ability is less useful, but this feat really shines against spell-like abilities, especially on any creatures that don't normally have a good reason for having ranks in Concentration (none of the fey creatures in the Monster Manual have Concentration except for the Nymph, who also has spellcasting).


    Use of the Secret Ingredient
    Spoiler
    Show

    Weapon and Armor Proficiencies: Thanks to the armor proficiencies granted by Cold Iron Warrior, Fraxinus can now wear Breastplate (or Mithral Full Plate) around the battlefield for added protection.

    Spellcasting: The spell selection from Cold Iron Warrior gives some nice counters to enemy spellcasters. Not only that, but Fraxinus uses them to power his Magic Disruption reserve feat, meaning that anyone casting a spell within 30 ft. will likely have to succeed on a DC 18-19 Concentration check or have their DC and Caster Level for the spell reduced by 2 (this also serves as a "disrupting the magical supply lines" tactic when combined with his wildshape ability in a small animal form). The spells also help him fulfill his scouting role. And lastly, True Strike lets him open a combat with a full Power Attack (and Sudden Strike damage).

    Iron Mind
    The Killoren race encroaches on this ability a little bit by already having this ability built in. However, the bonuses vs. Enchantment spells and effects is untyped, and comes from two different sources, so they stack (giving Fraxinus +4 and later +6). If he is manifesting the Aspect of the Ancient, that improves by a further +2. This racial boost also increases the effectiveness of the Cold Iron Warrior's Slippery Mind ability.

    Mind Over Magic: Due to the wording of this ability, it looks like it needs to be used before know what the spell is. However, if he has an immediate action, Fraxinus will always use his Magic Disruption reserve feat to try and weaken the spell. Fraxinus will always use Mind Over Magic as a defensive measure, especially if the spellcasting foe has already shown the ability to cast reflectable spells (or his knowledge check tells him the foe is capable of casting such spells).

    Smite Fey: Given that he is likely to commonly face fey enemies, Fraxinus has Extra Smiting to get more mileage out of this ability. If he wants to have a smite available for non-fey foes, he can manifest his racial Aspect of the Destroyer. The wording of Extra Smiting is a bit unclear, but it is possible that it can apply to either Smite Fey, or his Racial smite, or both. It's a bit of a GM call, but for this entry I just applied it to Smite Fey.

    Cold Iron Strike: This is one of the big ticket items for Fraxinus from the SI. As a fey warrior for the Seelie court, Fraxinus comes up against other fey quite often. Because of his Cold Iron Anathema racial drawback, he can't wield a Cold Iron weapon, so being able to treat any weapon he wields as Cold Iron for purposes of overcoming the DR of his most commonly faced foe is a sizeable advantage.


    Sources
    Spoiler
    Show

    Player's Handbook (Class: Ranger, Feats: Iron Will, Track, Endurance, Power Attack, Dodge, Mobility)
    Complete Warrior (Feats: Improved Favored Enemy, Extra Smiting)
    Lords of Madness (Feats: Darkstalker)
    Complete Mage (Feats: Magic Disruption)
    Races of the Wild (Race: Killoren)
    Complete Scoundrel (Skill Tricks: Spot the Weak Point, Clarity of Vision)
    Heroes of Battle (Class: Dread Commando)
    Unearthed Arcana (ACF: Wildshape Ranger)
    Complete Champion (ACF: Champion of the Wild, Spiritual Guide)

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  10. - Top - End - #190
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He's every mother's worst nightmare
    Quote Originally Posted by Ourevel Moonshadow
    Ourevel Moonshadow
    CN
    Star Elf
    Hexblade 5/ Cold Iron Warrior 10 /Abjurant Champion 5

    Introduction
    Spoiler
    Show

    Diary of Nimara Nightsong
    „I met Ourevel again today. He is sooooo handsome. Mom said he is crazy, but i don't think so. He just doesn't like fey. And who wouldn't given that his grandfather was a fey and abandoned his grandmother. Anyways Ourevel strayed around looking for fey. I followed him. I think he noticed, but i am not sure. At one point he suddenly stopped and leaped into a bush. When i did catch up, he
    had caught a grig. The grig was sooo tiny and soo cute. But not as cute as Ourevel. Whatever. He yelled at the grig to apologize. The Grig did. Then Ourevel did let him go. I didn't get that but it made Ourevel happy. He smiled at me. I think i totally blushed. We walked back to the village. I should have kissed him, but I didn't dare. Ourevel said that one day he would hunt down all fey creature and make them apologize for everything. I totally get that. He is so hot. Ah mom is coming, i have to stop now. Good night diary.“


    The build
    Spoiler
    Show

    Ourevel Moonshadow

    Str: 14
    Dex: 14
    Con: 10
    Int: 12
    Cha: 16 [21]
    Wis: 14

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

    1st|Hexblade|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Listen 1, Knowledge(Arcana) 4, Spellcraft 4, Spot 1|Iron Will|Hexblade’s curse 1/day

    2nd|Hexblade|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Concentration 1, Listen 1, Knowledge(Arcana) 5, Spellcraft 5, Spot 1|-|Arcane Resistance

    3rd|Hexblade|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Concentration 1, Listen 1, Knowledge(Arcana) 6, Spellcraft 5, Spot 1|Knowledge devotion (nature)|Mettle / Skill trick: Collector of stories

    4th|Hexblade|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Concentration 1, Listen 1, Knowledge(Arcana) 6, Knowledge (nature) 3, Spellcraft 5, Spot 1|-|Summon familiar

    5th|Hexblade|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Concentration 1, Listen 1, Knowledge(Arcana) 8, Knowledge (nature) 4, Spellcraft 5, Spot 1|Combat casting(BF)| Hexblade’s curse 2/day

    6th|Cold Iron Warrior|
    +6
    |
    +1
    |
    +1
    |
    +6
    |Concentration 1, Listen 1, Knowledge(Arcana) 9, Knowledge (nature) 7, Spellcraft 5, Spot 1|Fey Heritage|Smite fey 1/day

    7th|Cold Iron Warrior|
    +7
    |
    +1
    |
    +1
    |
    +7
    |Concentration 1, Listen 1, Knowledge(Arcana) 10, Knowledge (nature) 10, Spellcraft 5, Spot 1|-|Detect Fey, Iron Mind +2

    8th|Cold Iron Warrior|
    +8
    |
    +2
    |
    +2
    |
    +7
    |Concentration 3, Listen 1, Knowledge(Arcana) 11, Knowledge (nature) 11, Spellcraft 5, Spot 1|-|Dispel Magic 1/day

    9th|Cold Iron Warrior|
    +9
    |
    +2
    |
    +2
    |
    +8
    |Concentration 5, Listen 1, Knowledge(Arcana) 12, Knowledge (nature) 12, Spellcraft 5, Spot 1|Fey Legacy|Mind over magic

    10th|Cold Iron Warrior|
    +10
    |
    +2
    |
    +2
    |
    +9
    |Concentration 7, Listen 1, Knowledge(Arcana) 13, Knowledge (nature) 13, Spellcraft 5, Spot 1|-|Smite Fey 2/day, Unmaking Magic

    11th|Cold Iron Warrior|
    +11
    |
    +3
    |
    +3
    |
    +10
    |Concentration 9, Listen 1, Knowledge(Arcana) 14, Knowledge (nature) 14, Spellcraft 5, Spot 1|-|Dispel magic 2/day

    12th|Cold Iron Warrior|
    +12
    |
    +3
    |
    +3
    |
    +10
    |Concentration 11, Listen 1, Knowledge(Arcana) 15, Knowledge (nature) 15, Spellcraft 5, Spot 1|Vengeful Surge|Cold Iron Strike

    13th|Cold Iron Warrior|
    +13
    |
    +3
    |
    +3
    |
    +11
    |Concentration 13, Listen 1, Knowledge(Arcana) 16, Knowledge (nature) 16, Spellcraft 5, Spot 1|-|Iron Mind +4, mind over magic 2/day

    14th|Cold Iron Warrior|
    +14
    |
    +4
    |
    +4
    |
    +11
    |Concentration 15, Listen 1, Knowledge(Arcana) 17, Knowledge (nature) 17, Spellcraft 5, Spot 1|-|Dispel magic 3/day

    15th|Cold Iron Warrior|
    +15
    |
    +4
    |
    +4
    |
    +12
    |Concentration 17, Listen 1, Knowledge(Arcana) 18, Knowledge (nature) 18, Spellcraft 5, Spot 1|Power Attack|Slippery mind, Smite fey 3/day

    16th|Abjurant Champion|
    +16
    |
    +4
    |
    +4
    |
    +14
    |Concentration 18, Listen 1, Knowledge(Arcana) 19, Knowledge (nature) 19, Spellcraft 5, Spot 1|-|Abjurant Armor, Extended Abjuration

    17th|Abjurant Champion|
    +17
    |
    +4
    |
    +4
    |
    +15
    |Concentration 19, Listen 1, Knowledge(Arcana) 20, Knowledge (nature) 20, Spellcraft 5, Spot 1|-|Swift Abjuration

    18th|Abjurant Champion|
    +18
    |
    +5
    |
    +5
    |
    +15
    |Concentration 20, Listen 1, Knowledge(Arcana) 21, Knowledge (nature) 21, Spellcraft 5, Spot 1|Awesome Smite|-

    19th|Abjurant Champion|
    +19
    |
    +5
    |
    +5
    |
    +16
    |Concentration 21, Listen 1, Knowledge(Arcana) 22, Knowledge (nature) 22, Spellcraft 5, Spot 1|-|Arcane Boost

    20th|Abjurant Champion|
    +20
    |
    +5
    |
    +5
    |
    +16
    |Concentration 22, Listen 1, Knowledge(Arcana) 23, Knowledge (nature) 23, Spellcraft 5, Spot 1|-|Martial Arcanist[/table]


    Hexblade Spells per day/Spells Known
    Spoiler
    Show

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

    2nd|-|-|-|-|

    3rd|-|-|-|-|

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

    5th|1/2|-|-|-|

    6th|-|-|-|-|

    7th|-|-|-|-|

    8th|-|-|-|-|

    9th|-|-|-|-|

    10th|-|-|-|-|

    11th|-|-|-|-|

    12th|-|-|-|-|

    13th|-|-|-|-|

    14th|-|-|-|-|

    15th|-|-|-|-|

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

    17th|2/3|-|-|-|

    18th|2/4|1/2|-|-|

    19th|2/4|1/2|-|-|

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

    Spells Known Hexblade:
    1: Protection from Chaos, Charm Person, Karmic Aura, Expeditious Retreat
    2: Alter Self, Invisibility, Glitterdust

    Cold Iron Warrior Spells per day
    Spoiler
    Show

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

    1st|-|-|-|-|

    2nd|-|-|-|-|

    3rd|-|-|-|-|

    4th|-|-|-|-|

    5th|-|-|-|-|

    6th|1|-|-|-|

    7th|2|-|-|-|

    8th|3|1|-|-|

    9th|4|2|-|-|

    10th|4|3|-|-|

    11th|4|4|1|-|

    12th|4|4|2|-|

    13th|4|4|3|1|

    14th|4|4|3|2|

    15th|4|4|3|3|

    16th|4|4|3|3|

    17th|4|4|3|3|

    18th|4|4|3|3|

    19th|4|4|3|3|

    20th|4|4|3|3|[/table]


    Breakdown
    Level 5
    Spoiler
    Show

    At this level you are a capable damage dealer. Knowledge devotion and full BAB should keep you useful in a majority of the fights. At this level you already have a whooping +8 (+4 base, +2 wis, +2 iron will) on wil saves (+11 vs spells and spell like effects(arcane resistance), + 13 vs. enchantement spells (racial)). When casting kicks in you add Charm person and Protection from Chaos (since you will be hunting those feys, won't you?). You should fare well in melee and ranged combat, though i would advise keeping your distance. Pick up a rat or weasel familiar to boost your very lacking Fort and Ref save. Skillwise you focus on Knowledge arcana and nature for Knowledge devotion with the collector of stories skill trick adding +5 to knowledge devotion. You pick up some concentration and spellcraft with a minor step in listen and spot to use your racial bonus at very early level. You stop adding spellcraft as you won't be able to get it high enough to identify spells well enough, therefor countering them won't work most of the time. If you encounter incorporeal creatures at night, you can unleash your might also on them thanks to your racial trait.

    Level 10
    Spoiler
    Show

    At six you gain another boost against enchantement effects via fey heritage(+3 untyped bonus) and follow that up with fey legacy at nine for some very nice SLAs once a day. Especially dimension door and SNA V give you versatility you didn't have before. Use confusion in conjunction with the hexblade curse. You got 5 levels of Cold Iron Warrior already and therefor can really hurt those thrice damned feys. Use mind over magic when you think you get targeted by a Fort or Ref save spell, or even better when targeted by a no save spell. Your dispel magic will be at +5+wisdom modifier (assuming 2 here) (unmaking magic). Not bad for a secondary caster. Will save math against enchantement spell: +9 base + 2 wis + 2 iron will +2 racial bonus+2 iron mind +3 fey heritage + 4 arcane resistance=+24. You pick up some nice utility spells from Cold Iron Warrior. I'd call this a sweet spot.

    Level 15
    Spoiler
    Show

    Capstone! In case you ever role a natural one you can try once more vs enchantement spells. Your casting got to a more serious point. While you are nowhere near a full caster, you are a full BAB secondary caster. Vengeful surge should kick in pretty often and give you a minor dmg buff. Power Attack also uses your Full BAB for some extra damage. Your concentration checks let you cast in combat pretty freely, although this shouldn't be your primarily focus in combat.

    Level 20
    Spoiler
    Show

    With the Cold Iron Warrior spell list where almost everything seems to be Abjuration you now can cast all of them extended and up to third level quickened. You progress your Hexblade casting a little, thereby getting Glitterdust, Invisibility and Alter self. You keep your full BAB. Awesome smite finally gives you a use for Smite Fey when not fighting fey (but why would you?). Arcane boost is only minor useful to you, for your arcane spell level is low and your daily spells also don't add up very high.
    Final will save math against enchantement spell: +16 base + 2 wis + 2 iron will +2 racial +4 iron mind + 3 fey heritage + 5 Cha(assuming no item/inheriant boni)=+34




    Sources
    Spoiler
    Show

    Starelf: Unapproachable East
    Hexblade: Complete Warrior
    Abjurant Champion: Complete Mage
    Knowledge Devotion: Complete Champion
    Collector of stories: Complete scoundrel
    Fey Heritage: Complete Mage
    Fey Legacy: Complete Mage
    Vengeful Surge: Fiendish Codex 2: Tyrants of the Nine Hells
    Awesome Smite: Complete Champion

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  11. - Top - End - #191
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Who ya gonna call?
    Quote Originally Posted by Jasper
    Basic Statistics
    Spoiler
    Show
    Human (Ghost) Paragon 2/Crusader 4/Cold Iron Warrior 9
    Starting Abilities: Str 16, Dex 12, Con 8, Int 14, Wis 14, Cha 14.
    Ending Abilities: Str 16, Dex 12, Con --, Int 14, Wis 14, Cha 23.
    Beliefs: Lawful Neutral of St. Cuthbert


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

    1st|Human Paragon 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Balance 4, Diplomacy 4, Intimidate 4, Knowledge (nature) 4, Knowledge (arcane) 4, Knowledge (religion) 4, Knowledge (history) 4| Iron Will, Vengeful Surge| Adaptive Learning (Knowledge (nature))

    2nd|Human Paragon 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Balance 5, Diplomacy 5, Intimidate 5, Knowledge (nature) 5, Knowledge (arcane) 5, Knowledge (religion) 5, Knowledge (history) 5| Knowledge Devotion| Bonus Feat

    3rd|Crusader 1|
    +2
    |
    +2
    |
    +0
    |
    +3
    | Balance 6, Diplomacy 6, Intimidate 6, Knowledge (nature) 6, Knowledge (arcane) 5, Knowledge (religion) 6, Knowledge (history) 6, Martial Lore 1| Power Attack| Furious Counterstrike, Steely Reserve 5

    4th|Crusader 2|
    +3
    |
    +3
    |
    +0
    |
    +3
    |Balance 7, Diplomacy 7, Intimidate 7, Knowledge (nature) 7, Knowledge (arcane) 5, Knowledge (religion) 7, Knowledge (history) 7, Martial Lore 2| | Indomitable Soul

    5th|Crusader 3|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| | Zealous Surge

    6th|Ghost LA +1|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| |undead traits, incorporeal traits, Corrupting Gaze, Draining Touch, Horrific Appearance, Manifestation, Telekinesis, Rejuvenation

    7th|Ghost LA +2|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| |

    8th|Ghost LA +3|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| |

    9th|Ghost LA +4|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| |

    10th|Ghost LA +5|
    +4
    |
    +3
    |
    +1
    |
    +4
    | Balance 8, Diplomacy 8, Intimidate 8, Knowledge (nature) 8, Knowledge (arcane) 5, Knowledge (religion) 8, Knowledge (history) 8, Martial Lore 3| |

    11th|Crusader 4|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Balance 9, Diplomacy 9, Intimidate 9, Knowledge (nature) 9, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Martial Lore 4| Ghostly Grasp| Steely Resolve 10

    12th|Cold Iron Warrior 1|
    +6
    |
    +4
    |
    +1
    |
    +6
    | Balance 9, Concentration 3, Diplomacy 9, Intimidate 9, Knowledge (nature) 10, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Martial Lore 4, Spellcraft 3| | Smite Fey 1/day

    13th|Cold Iron Warrior 2|
    +7
    |
    +4
    |
    +1
    |
    +7
    | Balance 9, Concentration 3, Diplomacy 9, Intimidate 9, Knowledge (nature) 11, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 3, Martial Lore 4, Spellcraft 3, Spot 3| |Detect Fey, Iron Mind +2

    14th|Cold Iron Warrior 3|
    +8
    |
    +5
    |
    +2
    |
    +7
    | Balance 9, Concentration 6, Diplomacy 9, Intimidate 9, Knowledge (nature) 12, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 3, Martial Lore 4, Spellcraft 6, Spot 3| Empowered Ability Damage| Dispel Magic 1/day

    15th|Cold Iron Warrior 4|
    +9
    |
    +5
    |
    +2
    |
    +8
    | Balance 9, Concentration 6, Diplomacy 9, Intimidate 9, Knowledge (nature) 13, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 6, Martial Lore 4, Spellcraft 6, Spot 6| | Mind Over Magic 1/day

    16th|Cold Iron Warrior 5|
    +10
    |
    +5
    |
    +2
    |
    +8
    | Balance 9, Concentration 9, Diplomacy 9, Intimidate 9, Knowledge (nature) 14, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 6, Martial Lore 4, Spellcraft 9, Spot 6| | Smite Fey 2/day, Unmaking Magic

    17th|Cold Iron Warrior 6|
    +11
    |
    +6
    |
    +3
    |
    +9
    | Balance 9, Concentration 9, Diplomacy 9, Intimidate 9, Knowledge (nature) 15, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 9, Martial Lore 4, Spellcraft 9, Spot 9| Improved Smiting (lawful)| Dispel Magic 2/day

    18th|Cold Iron Warrior 7|
    +12
    |
    +6
    |
    +3
    |
    +9
    | Balance 9, Concentration 12, Diplomacy 9, Intimidate 9, Knowledge (nature) 16, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 9, Martial Lore 4, Spellcraft 12, Spot 9| | Cold Iron Strike

    19th|Cold Iron Warrior 8|
    +13
    |
    +6
    |
    +3
    |
    +10
    | Balance 9, Concentration 12, Diplomacy 9, Intimidate 9, Knowledge (nature) 17, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 12, Martial Lore 4, Spellcraft 12, Spot 12| |Iron Mind +4, Mind Over Magic 2/day

    20th|Cold Iron Warrior 9|
    +14
    |
    +7
    |
    +4
    |
    +10
    | Balance 9, Concentration 12, Diplomacy 9, Intimidate 9, Knowledge (nature) 18, Knowledge (arcane) 5, Knowledge (religion) 9, Knowledge (history) 9, Listen 15, Martial Lore 4, Spellcraft 12, Spot 15| Extra Smiting| Dispel Magic 3/day[/table]


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

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

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

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

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

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

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

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

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

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

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

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

    12th|-|0|-|-|-|-|-|-|-|-

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

    14th|-|2|0|-|-|-|-|-|-|-

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

    16th|-|3|2|0|-|-|-|-|-|-

    17th|-|3|3|1|-|-|-|-|-|-

    18th|-|3|3|2|0|-|-|-|-|-

    19th|-|3|3|3|1|-|-|-|-|-

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


    The Tale of Jasper
    Spoiler
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    Sometimes the Pen isn’t Mightier…
    Spoiler
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    I used to think that just learning and teaching were so important. Why did I think things that way? Not that being ignorant is so great either. But I figured all my problems could be handled by just understanding them. That I could learn enough about wars and monsters and magic that I could just handle them. Well that’s not the case. Family still suffers, enchantments are still horrid magic, and life is still hard.

    I’ve been a test dummy for the last two for long enough to believe I’d gained some insight.
    So what does work? What is the right step to saving the world, or at least a small part of it?

    Now this I know; cutting the problem apart until nothing of it remains.

    I can finally put this knowledge to use. Dark magic, cursed monsters, undead abominations, and the deceitful beings of the fey…none of them can control me. None of them can laugh as I am subject to their whims.

    Now I turn this power against them, and make them suffer for it. For now, my sword is my pen, the way I leave my mark on this world.


    Jasper of Valenruut, Crusader of St. Cuthbert


    They Said Death was a New Beginning…
    Spoiler
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    I can’t believe it all happened that way.

    In fact, I can’t believe I am writing this at all.

    It was that cursed nymph. I always knew that even the most light-hearted of fey couldn’t be trusted. But I just never knew how much.

    The thing had grinned at me, [email protected]%&ing grinned as it cursed me. I looked at its cold eyes through that black helmet as its touch left me ill and unable to fight. And it could have killed me so easily. But no, it just left.

    Its touch was enough to make sure anyway. I did die. It took maybe of week, or smelling and burning and my family trying to care for me, but it was pointless. I just couldn’t fight it.

    But I learned fast that it doesn’t have to be the end. My last thoughts weren’t about the tragic end of my life, or the suffering my father would have to go through because of this. My thoughts were of rage, and regret, over not killing all of those accursed things before I went.

    Everything was dark for a little while. Or a long while. I don’t remember much of those lost times. I don’t even remember feeling. I remember just being in this old hovel of mine again. I remember what a wreck it was. I remember not finding my family anywhere. Did they die? Did they ever move on from what became of me? Those are now things best left forgotten.

    It took me a long time before I could touch things again, including this journal. I welcome the feeling of them being there now. These writings, my blade, and my goal are all I have.

    I came back for a reason and I shall see that reason through. I will hunt the fey to extinction.


    Jasper, the Spirit Crusader


    And Death Goes On
    Spoiler
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    I’ve been hunting them for so long now. They never run out. And they never run out of tricks. But I’m stronger and cleverer than they are.

    I’ve devoted myself to no other purpose now, and it shows. I have died many more times since that day, years ago, when I was but a young man in bed dying of a horrid cursed disease. Each time I’ve come back, like the afterlife itself approved of my crusade. I’ve grown stronger against these things; I’ve turned all their weaknesses and sometimes their strengths against them. I’ve worn their bodies down to nearly crippled husks of their former glory, and then struck them down with my might blade. For years and years I’ve hunted and killed.

    Never once have I grown tired of it.

    I still haven’t found the one who killed me, that cursed blighter. But she was never really my goal. That’s too restrictive.

    All of her kind are my target. If I find and kill her on my path, then that is just one more satisfying kill.

    I don’t know why I write this anymore. Maybe I hope someone will stumble upon it in this old, haunted house of mine. Join me in the hunt. There are never too many hunters.

    I leave this journal aside now, until writing again strikes my fancy. I’m still not out of fey to kill.

    Let Justice be done.

    Jasper, the Fey Hunter Ghost



    Level Breakdown
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    Levels 1-5
    Spoiler
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    When Jasper was young he had two main interests: Knowledge and Enchantments. He was not a fan of the latter but interested in how others were affected by it. This led to much of his early career, studying the ways of the world and fighting against mind-controlling influences. At his earliest levels there isn’t much to him. He has a lot of Knowledge, he is good with a couple social skills, and he can hold his own almost as well as the standard warriors in that early time.

    As he grew he learned of the dangers of the greatest manipulators of this world, the fey, and so strove to be able to face them. Now with his training as a stalwart crusader of justice, he is much better in direct combat. Vengeful Strike makes it so that those that try to control him will suffer for it, Knowledge Devotion makes sure that those early levels of limited combat training are made up for against many different creature types, and with Power Attack he moves to crush them quickly. He also utilizes strong combat maneuvers like Leading the Attack to center on one opponent, Charging Minotaur to be first into glorious combat, and Bolstering Voice stance to protect others from fey magic just as he is protected. Short of straight combat his diplomatic skills are still fair, and his knowledge skills are good enough to keep him and his team informed on various threats.


    Levels 6-11
    Spoiler
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    Jasper's power takes a weird turn here, since after his death by illness inflict from a horrid fey (see The Tale) he rose as a ghost, vowing to defend all the world from the twisted creatures and get vengeance on the one who killed him. Though his attack bonus, saves, and skills remain the same, he does acquire some intriguing new powers to make up for it. He is much harder to strike now in combat and all those d12 to make up for his lackluster health (no more Con to bring him down). He can use a variety of horrific special attacks to target his enemies’ stats. This is the key to his victory, since he can target the usually weak physical stats of the fey now with these attacks. And best of all thanks to his manifestation he never quits. Kill him again? He’ll just come back that little bit angrier.

    Other than the new defenses and powers from his ghost transformation, he is mostly the same as he was. However, that new crusader level is enough to give him an effective 3rd level maneuver, so he gives up a basic low level one for Bonecrusher, so now he can bring fey down to low health by targeting their Con, then finish them with this! To make him more lethal and cover the typical weaknesses of high level adjustment, Jasper learns how to wield physical object effectively. This means a sturdy enchanted greatsword through his career, magical items to wear, and be allowed to continue to use his Power Attack. However if he faces something with too much defense, he can always just keep up targeting them with corrupting gaze and draining touch.


    Levels 12-20
    Spoiler
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    For the rest of his…well unlife, Jasper trains specifically to hunt down fey. There are other threats in the world but to him fey are by far the worst, and he works hard to hunt them. He has a few advantages against them now, both from being a ghost and from his Cold Iron Warrior training. He has absolute immunity to many types of spells and effects, ignores nonmagical strikes, can still pulverize stats and then finish enemies with maneuvers or smiting, and then great dispelling to handle whatever his resistances can’t.

    His feats add to his lethality by adding to the damage from his stat-targeting abilities, as well as making his smite a force to be reckoned with on chaotic creatures, which many fey are. The Extra Smiting feat makes up for not taking the last level of the class by having him end up with more smite attempts than he would otherwise, and his buffed up Cha ensures he can deliver lethal smites that usually connect. Though the LA hurts him all over, Knowledge Devotion and maneuvers and smites make up for those deficiencies. Last of all he easily has the Wis to cast his full range of spells, and tends to focus on self-target spells like true seeing, cat’s grace, and protection from energy so he doesn’t need more Wis for DC’s.


    Utilizing the Cold Iron
    Spoiler
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    -Knowledge (nature) rather than just being a simple requirement for the class, he uses it for Knowledge Devotion to lay a smack down on all fey. Also with his very first level he can make sure to keep this skill maxed through all of his levels.

    -Iron Will: again rather than just being needed for meeting the class prerequisites, he uses Iron Will to qualify for Vengeful Surge, so that when he does fight fey their most terrifying magic becomes his greatest weapon.

    -Smite Fey: though normally smiting is very weak, Jasper works with it to make it just a bit better. High Cha guarantees hits, Awesome Smite deals extra damage to chaotic fey, and that last Extra Smiting feat means he can do it fairly often. In addition, smiting makes an excellent finishing move both practically and stylishly after wearing down the foe with Draining Touch.

    -Detect Fey: It is what it is, this just let’s you find your targets easier. This is very helpful to Jasper since he cannot track and has no other way to divine the location of fey.

    -Iron Mind: useful on its own, but useless for Jasper since he is immune to mind-affecting effects.

    -Dispel Magic: never a pointless spell, Jasper can use this to assist any team he might be with and to get rid of those few spells that can affect him.

    -Mind over Magic: this is actually very useful to him, since he will automatically succeed on saves against a few types of spells. With this he aims to give fey a taste of their own medicine.

    -Unmaking Magic: useful for the same reasons dispel magic is useful. You can never be too good with them right? Also makes up for not taking the last level in this class.

    -Cold Iron Strike: it should be obvious how he uses this. No more damage reduction for many fey. Makes smiting and bonecrushing all the more potent.

    -Slippery Mind: he doesn’t get this, so he can’t use it. Even if he was a high enough level to get it, he wouldn’t use if due to being a ghost.

    So in the end the only thing he really loses without that last level is a single high level spell slot, made up for by his fair Wisdom score.


    Strategies and Tactics
    Spoiler
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    Before Transformation: Jasper starts out as a very minor warrior. Knowledge Devotion and Vengeful Strike help a little bit. After training as a crusader, he can charge into combat and strike with Charging Minotaur if he starts the fight with it. Otherwise, Leading the Attack at least helps the team he is with.

    After Transformation: Jasper fights more recklessly now since he can just return to his ghostly state. He would use his Power Attack quite a lot, only possible because of his ability to wield corporeal weapons. He starts by whittling the foe down with Horrific Appearance and Corrupting gaze. Afterward he wades into combat wildly, usually striking with martial maneuvers like Mountain Hammer and Leading the Attack. After battering a target he finishes it with Bonecrusher or Smite Fey, whichever is most applicable.

    If he needs to before a fight he can toughen up with cat’s grace or bull’s strength, or defend himself with entropic shield and protection from energy. Outside of combat he makes a fair scout or can watch the party as they rest, since he has no need of sleep or trance. Though he has the skills and Cha to make a good party face, this is rather difficult for a ghost for obvious reasons. But he can do a great job at scaring someone into submission with Intimidate and Horrific Appearance.


    Sources
    Spoiler
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    Cold Iron Warrior- Online Source
    Ghost- Monster Manual I
    Human Paragon- Unearthed Arcana
    Crusader- Tome of Battle
    Knowledge Devotion and Improved Smiting- Complete Divine
    Vengeful Surge- Fiendish Codex II
    Ghostly Grasp and Empowered Ability Damage- Libris Mortis
    Extra Smiting- Complete Warrior

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  12. - Top - End - #192
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He's menacing, he's strong, and he is Law Incarnate. He also happens to be 6 inches tall.
    Quote Originally Posted by James (TSBTWAROI) Ferrifer
    James Thou-Shalt-Break-Them-With-A-Rod-Of-Iron Ferrifer
    LG Pixie Paladin 6/Cold Iron Warrior 10

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

    1st|Pixie LA+1|
    -
    |
    -
    |
    -
    |
    -
    |||

    2nd|Pixie LA+2|
    -
    |
    -
    |
    -
    |
    -
    |||

    3rd|Pixie LA+3|
    -
    |
    -
    |
    -
    |
    -
    |||

    4th|Pixie LA+4|
    -
    |
    -
    |
    -
    |
    -
    |||

    5th|Paladin 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Concentration 4, Knowledge (arcana) 2, Knowledge (nature) 2, Knowledge (religion) 4|Knowledge Devotion|Aura of good, Detect evil, Smite evil (1/day)

    6th|Paladin 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Concentration 5, Knowledge (arcana) 2, Knowledge (nature) 4, Knowledge (religion) 5||Divine grace, Lay on hands

    7th|Paladin 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Concentration 6, Knowledge (arcana) 2, Knowledge (nature) 6, Knowledge (religion) 6|Iron Will|Aura of courage, Divine health

    8th|Paladin 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Concentration 7, Knowledge (arcana) 2.5, Knowledge (nature) 7, Knowledge (religion) 7|Power Attack (bonus)|Turn undead, Holy Warrior (bonus feat)

    9th|Paladin 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Concentration 8, Knowledge (arcana) 3, Knowledge (nature) 8, Knowledge (religion) 8||Smite evil (2/day), Charging smite

    10th|Paladin 6|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Concentration 9, Knowledge (arcana) 3.5, Knowledge (nature) 9, Knowledge (religion) 9|Divine Might|Curse breaker (Remove Curse 1/day)

    11th|Cold Iron Warrior 1|
    +7
    |
    +5
    |
    +2
    |
    +4
    |Concentration 10, Knowledge (arcana) 4, Knowledge (nature) 10, Knowledge (religion) 10, Spellcraft 1||Smite fey (1/day)

    12th|Cold Iron Warrior 2|
    +8
    |
    +5
    |
    +2
    |
    +5
    |Concentration 11, Knowledge (arcana) 4, Knowledge (nature) 11, Knowledge (religion) 11, Spellcraft 3||Detect fey, Iron mind +2

    13th|Cold Iron Warrior 3|
    +9
    |
    +6
    |
    +3
    |
    +5
    |Concentration 12, Knowledge (arcana) 4, Knowledge (nature) 12, Knowledge (religion) 12, Spellcraft 5|Law Devotion|Dispel magic (1/day)

    14th|Cold Iron Warrior 4|
    +10
    |
    +6
    |
    +3
    |
    +6
    |Concentration 13, Knowledge (arcana) 4, Knowledge (nature) 13, Knowledge (religion) 13, Spellcraft 7||Mind over magic (1/day)

    15th|Cold Iron Warrior 5|
    +11
    |
    +6
    |
    +3
    |
    +6
    |Concentration 14, Knowledge (arcana) 4, Knowledge (nature) 14, Knowledge (religion) 14, Spellcraft 9||Smite fey (2/day), Unmaking magic

    16th|Cold Iron Warrior 6|
    +12
    |
    +7
    |
    +4
    |
    +7
    |Concentration 15, Knowledge (arcana) 4, Knowledge (nature) 15, Knowledge (religion) 15, Spellcraft 11|Divine Shield|Dispel magic (2/day)

    17th|Cold Iron Warrior 7|
    +13
    |
    +7
    |
    +4
    |
    +7
    |Concentration 16, Knowledge (arcana) 4, Knowledge (nature) 16, Knowledge (religion) 16, Spellcraft 13||Cold iron strike

    18th|Cold Iron Warrior 8|
    +14
    |
    +7
    |
    +4
    |
    +8
    |Concentration 17, Knowledge (arcana) 4, Knowledge (nature) 17, Knowledge (religion) 17, Spellcraft 15||Iron mind +4, Mind over magic (2/day)

    19th|Cold Iron Warrior 9|
    +15
    |
    +8
    |
    +5
    |
    +8
    |Concentration 18, Knowledge (arcana) 4, Knowledge (nature) 18, Knowledge (religion) 18, Spellcraft 17|Extra Smiting|Dispel magic (3/day)

    20th|Cold Iron Warrior 10|
    +16
    |
    +8
    |
    +5
    |
    +9
    |Concentration 19, Knowledge (arcana) 4, Knowledge (nature) 19, Knowledge (religion) 19, Spellcraft 19||Slippery mind, Smite fey (3/day)[/table]

    A note on Knowledge (nature) ranks - the Knowledge Devotion feat lets me add it to my class skill list for all classes, but at first level I have not yet taken the feat when I choose skills, so for the 1st level only they are cross-class

    Spells
    Spoiler
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    Cold Iron Warrior spells per day (excluding bonuses from stats)
    {table=head]Level|1 lvl per Day|2 lvl per Day|3 lvl per Day|4 lvl per Day

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|-|-|-|-

    7th|-|-|-|-

    8th|-|-|-|-

    9th|-|-|-|-

    10th|-|-|-|-

    11th|0|-|-|-

    12th|1|-|-|-

    13th|2|0|-|-

    14th|3|1|-|-

    15th|3|2|1|-

    16th|3|3|1|-

    17th|3|3|1|0

    18th|3|3|3|1

    19th|3|3|3|2

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

    Spells Prepared:
    1 - True Strike x3
    2 - Cat's Grace, See Invisibility x2
    3 - Dispel Magic x3
    4 - Break Enchantment, True Seeing x2

    Pixie Racial Traits
    Spoiler
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    -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma
    Small size
    Speed 20 feet, fly speed 60 feet (good)
    Low-light vision
    Damage reduction 10/cold iron
    Spell resistance 15 + class levels
    Greater Invisibility
    +1 natural armor bonus
    +2 racial bonus on Listen, Search, and Spot

    Bonus feats:
    Dodge, Weapon Finesse

    Spell-like abilities:
    (1/day each, CL 8th, Charisma-based DCs)
    Confusion, Lesser
    Dancing Lights
    Detect Chaos
    Detect Good
    Detect Evil
    Detect Law
    Detect Thoughts
    Dispel Magic
    Entangle
    Permanent Image (visual and auditory elements only)

    Stats
    Spoiler
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    Before racial modifiers:
    STR 16
    DEX 14
    CON 10
    INT 8
    WIS 14
    CHA 15

    After racial modifiers & stat points:
    STR 13 (+1 stat point)
    DEX 22
    CON 10
    INT 14
    WIS 20
    CHA 24 (+3 stat points)

    Sources
    Spoiler
    Show
    Complete Warrior - Divine Might, Divine Shield and Extra Smiting feats
    Complete Champion - Holy warrior variant, Knowledge Devotion and Law Devotion feats
    Complete Mage - Curse breaker variant
    PHBII - Charging smite variant

    Taking the Boy
    Spoiler
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    For the first time in three weeks, William Thou-Shalt-Not-Commit-Adultery Ferrifer and his wife Mary were not woken in the night by the sound of their newborn James. Tonight, they were woken instead by the dog barking. Weeks of sleepless nights meant William was grateful when the damned beast stopped, but his old instincts kicked in - something was wrong.
    He got up and fumbled in the darkness for his lantern, taking care not to use any profane language as it failed to catch the first few times, and went to check on James and the dog. It was a tough adventuring lantern, rather than a decorative and fragile thing for around the house, so it didn't shatter when he dropped it in alarm. James' cot was empty.
    A flicker of movement caught William's eye and he turned to see a shadowy figure disappear out the door. He ran over and saw the figure vanish into the tree line, the sound of unearthly giggling ringing through the air. Fey. He had retired in the last year to raise a family, but clearly they hadn't finished with him. He grabbed his cold iron mace from its rack on the wall and ran towards the trees, as he heard his wife find the empty cot and scream.
    The laughing figure in the woods never seemed to be out of sight for very long as William sprinted after it, even though it always seemed to disappear before he could reach it. His wife shouted his name a few times but it was hard to hear, and hard to figure out which way it was coming from. Surely it was from behind him, he had been running in a straight line, hadn't he?
    Suddenly the trees ended and he staggered back into the dim moonlight, the figure nowhere to be seen. Another house stood in front of- wait, no, his house. His house? Mary came out of the trees across from him and ran to his arms, sobbing heavily, then they heard another cry from inside the house.
    "James?" his wife cried, running back into the house while William tried to regain his bearings. He heard her gasp.
    "Is he okay?" he shouted as he followed her inside, staggering a little from the run and the confusion.
    In the cot lay a baby, but not his son. It was smaller than James had been, with a slightly greenish tinge to its skin, and it had wings folded carefully around it. Wings. His mace was already drawing back over his head before he fully understood what he was looking at - a fey. An abomination.
    "Will, no!" cried Mary, grabbing his arm. "What if it's him? What if it's James?"
    "That thing?! That's not my son!" he yelled, weapon still raised but no longer moving.
    "But what if it is?" she pleaded, tears running down her face. "Look at his eyes."
    He looked down at the child in front of him, looked at the eyes. They did look like his...
    "Dada?" it said, looking quizzically at him.
    The mace crashed heavily to the floor and William slumped against the wall, sinking to the floor and choking back tears. His son, a fey?


    Levels 5-10:

    Being level 1 at ECL 5 is obviously a big hindrance early on, but the pixie's 10/cold iron DR and Greater Invisibility at will should keep him alive for those first few levels. Spell resistance 15+level, not being Humanoid and getting Divine Grace protects him from almost everything magical, and Curse Breaker is a nice variant that will be more useful against fey than Remove Disease would be. Landing attacks is more difficult, but Knowledge Devotion and a +6 Dex modifier makes up for some of this, and being able to fly and rain down arrows in relative peace negates some of the downsides.

    Smite Evil has to be used as a melee attack, not James' strong point but again the high Charisma is useful as it provides the bonus to hit in smiting. The best way to use it would probably be as an opening move, charge in whilst invisible before flying up to safety and finishing them with arrows. Charging smite provides additional damage (+18 at Paladin 6) and rather neatly it lets you keep the smite attempt if you miss. Some form of Pounce ability would be so powerful here, but it just did not fit into the build naturally.

    Divine Might, however, does not require a melee attack despite having Power Attack (and Str 13) as a prerequisite. So, using one of the many turn attempts James has, he can add his Charisma modifier to the damage of all of his arrows for that round. Without Pounce though, using it on smite attacks would be a little wasteful depending on how often you think you will be fighting that day.

    Becoming the Man
    Spoiler
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    "So today, son, you're going to learn to be a man," William announced. James risked a quick glance at his wings, evidence to the contrary of his father's statement, but had learned by now to say nothing. Getting smacked with just a hand or even a gauntlet wasn't so bad, but the rod burned. It was like being chastised by a furnace.
    "Firstly, you need to learn how to use a real weapon," his father said, "not like those little sticks you've been playing with." He pulled a small mace from behind his back, and held it out to James. "I had Jenny forge this for you, as you probably won't be able to use a normal sized one." James looked nervously at it. It was made of cold iron; he could tell without even having to touch it.
    "Go on, lad, take it," his father insisted. James reached out with a tentative fingertip, flinching back when it touched the mace with a hiss. William sighed and pulled out a small pair of thick leather gloves, passing them to James.
    "Those will help dull the pain," he said, "but it's a good pain. Reminds you who you are, and what you've achieved." James put the gloves on and took the mace, struggling under the weight a little. He took a few awkward swings, then dropped the mace with a yelp.
    "It still hurts," he said, showing his father the scorch marks on the gloves.
    "And it'll keep hurting until you are pure of heart," his father replied coldly. James glared at the mace on the floor and picked it up again. He took a few more swings and lost his balance, the weight of the weapon tipping him over. William looked down at him, stroking his greying beard.
    "Try this," he said, bringing out his hunting bow. It was the wrong size for James, but he could just about carry it like an oversized longbow, and the draw weight was fairly reasonable as it wasn't for punching through armour. He dropped the arrow a few times before he managed to shoot it, but once he did he managed to hit the exact centre of the tree he was aiming at.
    "Mmm, interesting," his father said. "Reckon you could hit that apple over there?" James nodded and aimed again. The arrow pirouetted in air and landed a few feet away from him, and the two of them laughed. He picked it up and tried again. The apple sailed off into the woods with an arrow through it.
    "Well, that's quite a talent you've got there," William said, clearly impressed by the boy's shooting. "I'm sure we can get some cold iron arrowheads made, and and a proper bow for your height and draw."
    "Woohoo!" said James, lifting off and doing a loop-the-loop in celebration.
    "Get down!" yelled his father. "What have I told you about flying?"
    "Sorry, sir," James said meekly, fluttering gently down to the floor and looking at his feet. "I should walk on the ground like a normal person, and not fly like the monstrosities do."
    His father nodded. "And don't you forget it." He looked James up and down again. "The armour will be more difficult; Jen said she could make it smaller without much trouble, but holes for the wings will be awkward and introduce weaknesses... We'll see what we can do." He patted James heavily on the back, nearly knocking the little pixie to his knees. "We'll make a soldier of God out of you yet, son."


    Levels 11-16:

    Smite Fey has the same drawbacks as Smite Evil but again runs off Charisma to make up for it. There also doesn't seem to be anything stopping him using Smite Evil and Smite Fey in the same attack, assuming both apply to the target, adding an additional +14 to hit and +28 damage by level 20. Unfortunately at this point he is still very limited by uses per day.

    Iron Mind and Mind Over Magic add to the significant defenses James has against fey, most of which apply to other creatures too, while Unmaking Magic lets him go more on the offensive. His caster level for Dispel is not very high, but a high Wisdom modifier and lots of attempts per day (Unmaking Magic's bonus applies to his racial 1/day ability too) give him good odds of success. Law Devotion comes online at 13th level which is such a good versatile feat, providing a +5 (later +7) sacred bonus either to hit or to AC for a minute per use, and the bonus can be switched every round during that minute as needed.

    Divine Shield is the third feat he has that uses turn attempts, but like Law Devotion it lasts for a minute per use so most of your turns can be used for Divine Power. This adds your Charisma modifier to your shield AC (best to use a mithral buckler so you can use a bow without penalty), and combined with magical equipment and Law Devotion your AC can reach 60. If you can get a couple more feats from flaws or similar, take Shield Optimization so you can pick up Shield Ward to add your boosted shield AC to touch AC and resisting special attacks like trips and bull rushes.

    The build steadily gets more powerful with almost every level so pinning down a sweet spot is difficult, but it is probably here, when you pick up Law Devotion and Divine Shield.

    Doing the Work
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    The coaching inn had the normal mix of travellers and locals enjoying a drink, who had learnt to be discreet when someone new entered the bar. They forgot this time and stared, silent and slack-jawed, at the small winged man that had just walked in. One particularly drunk fellow at the bar was still waffling on at his neighbour when he turned to find the pixie approaching and recoiled in fright, falling comically off his stool in the process.
    James climbed up onto a high stool and laid down his mace on the bar. Smoke curled away from his glove as he lifted it off the mace, and a small puddle of beer under the mace began to hiss and bubble. The bartender watched in horror as the pixie peeled off the charred and smoking glove to reveal a scarred hand beneath.
    "Is the work of God really so feared in these parts?" James asked the room, his voice uncharacteristically deep and serious for such a creature.
    "Erm, which work would that be?" said the bartender nervously.
    "And which god," someone else muttered from the back of the room, eliciting some muffled laughter which stopped when James span around and glared.
    "The extermination of the fey!" he shouted. "Scourge of the earth! Liars, cheaters, thieves and murderers, they deserve no place in this land." Two dozen faces looked carefully at his wings and green-tinged skin.
    "Don't you think that's a little, ah, unusual for someone of your nature?" asked the bartender carefully, emboldened by having seen a number of things almost as bizarre as this in their inn.
    "Could start with yourself," came the heckler from the back again. The bow was out and drawn as soon as he'd finished speaking, and the arrow knocked his tankard clean out of his hand before burying itself solidly in the wall behind him. The heckler swore loudly, and the room filled with the sound of scraping chairs as everyone prepared to either fight or flee.
    "Alcohol rots the mind and poisons the soul," said James, another arrow drawn and ready. "Now hold your tongue before it condemns you any further." Several tense minutes passed, before he put the bow back over his shoulder and turned back to the bartender. "I know not why I was made in this form," he said calmly, "but I use all of my strength and conviction to do God's work despite its weaknesses. Now, I-"
    He was interrupted by a bottle smashing on the back of his head, which did surprisingly little damage. James rang his fingers through his hair to brush bits of glass out and bowed his head in prayer. "God, grant these drunkards the wisdom to see the error of their ways," he whispered, then turned around and quickly ducked under another bottle that shattered on the bar top. Then, he vanished.
    The heckler and bottle-thrower decided to stop drinking and go home early that night, after having it demonstrated to him that someone less than half his height and a tiny fraction of his weight can nonetheless kick him around with ease if they cannot actually be seen. James re-appeared seated at the bar in front of a terrified bartender, and sighed.
    "Where was I?" he continued, apparently oblivious to the ruins of the inn behind him. "Oh yes, I remember - I believe you've had some trouble with fey recently..."


    Levels 17-20:

    Fluff-wise, I am curious as to how cold-iron strike would affect James - he is a fey, so would any weapon now burn him as if it was cold iron? This will certainly help him save on arrow costs, anyway.

    The final few levels tail off in terms of new benefits gained, but there are still some good things. Slippery Mind guarantees a re-roll after a 1 on a Will save, and Extra Smiting gives you two extra smite attempts for both Smite Evil and Smite Fey, particularly useful if you can get Pounce from an item and do a charging full attack made entirely of smite attempts. 16 BAB is just reached at level 20, so you can apply Divine Might to all four ranged attacks at this point. Rapid shot would also have been nice to pick up, but would have required two feats that I couldn't spare.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  13. - Top - End - #193
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He's everyone's anyone.
    Quote Originally Posted by Gilles de Rais-Loquart


    I came here to hunt witches.- Gilles de Rais-Loquart.
    Class level breakdown
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    LE Human warblade 5/cold iron warrior 2/zhentarim spy 5/ cold iron warrior 8


    abilities:
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    str 14 dex 12 con 14 int 16 wis 14 cha 8 (boosts to wis)


    Gilles de Rais-Loquart
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Warblade 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |balance 4, concentration 4, disguise 4, forgery 4, gather info 4, jump 4, know (nature) 4, tumble 4 |City Slicker, Education|Battle clarity (reflex saves), weapon aptitude

    2nd|Warblade 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |balance 1 (5), bluff 1 (0.5), concentration 1 (5) disguise 1 (5), forgery 1 (5), gather info 1 (5), jump 1 (5), tumble 1 (5)| |uncanny dodge

    3rd|Warblade 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |bluff 1 (1), craft (written composition) 4, concentration 1 (6), disguise 1 (6), tumble 1 (6)|Power Attack|Battle ardor (critical confirmation)

    4th|Warblade 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |bluff 2 (2) craft (written composition) 3 (7), concentration 1 (7) disguise 1 (7), tumble 1 (7)| |

    5th|Warblade 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |bluff 4 (4), craft (written composition) 1 (8), concentration 1 (8) disguise 1 (8), tumble 1 (8)| |Bonus feat (Iron Will)

    6th|Cold Iron Warrior 1|
    +6/+1
    |
    +4
    |
    +1
    |
    +3
    |bluff 1 (4.5), craft (poisonmaking) 3, craft (written composition) 1 (9), concentration 1 (9), disguise 1 (9), know (nature) 1 (5)|Deceitful|Smite fey (1/day)

    7th|Cold Iron Warrior 2|
    +7/+2
    |
    +4
    |
    +1
    |
    +4
    |bluff 1 (5),craft (poisonmaking) 5 (8), craft (written composition) 1 (10), concentration 1 (10)| |Detect fey, iron mind +2

    8th|Zhentarim Spy 1|
    +7/+2
    |
    +4
    |
    +3
    |
    +6
    |bluff 1 (6), UMD 9| |Cover identity

    9th|Zhentarim Spy 2|
    +8/+3
    |
    +4
    |
    +4
    |
    +7
    |bluff 6 (12), disguise 1 (10), UMD 3 (12)|Ironheart Aura|Sneak attack +1d6, undetectable alignment

    10th|Zhentarim Spy 3|
    +9/+4
    |
    +5
    |
    +4
    |
    +7
    |bluff 1 (13), disguise 3 (13), tumble 3 (11), UMD 1 (13), second impression| |Poison use, unlikely cover

    11th|Zhentarim Spy 4|
    +10/+5
    |
    +5
    |
    +5
    |
    +8
    |bluff 1 (14), disguise 1 (14), sense motive 3, tumble 2 (13), UMD 1 (14), assume quirk | |Slippery mind, sneak attack +2d6

    12th|Zhentarim Spy 5|
    +10/+5
    |
    +5
    |
    +5
    |
    +8
    |bluff 1 (15), disguise 1 (15), sense motive 7 (10), UMD 1 (15)|Stormguard Warrior|Deep cover

    13th|Cold Iron Warrior 3|
    +11/+6/+1
    |
    +6
    |
    +6
    |
    +8
    |concentration 1 (11), craft (written composition) 6 (16), disguise 1 (16| |Dispel magic (1/day)

    14th|Cold Iron Warrior 4|
    +12/+7/+2
    |
    +6
    |
    +6
    |
    +9
    |concentration 6 (17) craft (written composition) 1 (17), disguise 1 (17)| |Mind over magic

    15th|Cold Iron Warrior 5|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +9
    |concentration 1 (18), craft (written composition) 1 (18) craft (poison making) 5 (13), disguise 1 (18)|Martial study (rapid counter)|Smite fey (2/day), unmaking magic

    16th|Cold Iron Warrior 6|
    +14/+9/+4
    |
    +7
    |
    +7
    |
    +10
    |concentration 1 (19), craft (poisonmaking) 5 (18), craft (written composition) 1 (19), disguise 1 (19)| |Dispel magic (2/day)

    17th|Cold Iron Warrior 7|
    +15/+10/+5
    |
    +7
    |
    +7
    |
    +10
    |concentration 1 (20), craft (poisonmaking) 2 (20), craft (written composition) 1 (20), disguise 1 (20), sense motive 1 (11)| |Cold iron strike

    18th|Cold Iron Warrior 8|
    +16/+11/+6/+1
    |
    +7
    |
    +7
    |
    +11
    | concentration 1 (21), craft (poisonmaking) 1 (21), craft (written composition) 1 (21), sense motive 5 (16)|Martial study (moment of alacrity)|Iron mind +4, mind over magic

    19th|Cold Iron Warrior 9|
    +17/+12/+7/+2
    |
    +8
    |
    +8
    |
    +11
    |concentration 1 (22), craft (poisonmaking) 1 (22), craft (written composition) 1 (22), know (nature) 3 (7), sense motive 2 (18)| |Dispel magic (3/day)

    20th|Cold Iron Warrior 10|
    +18/+13/+8/+3
    |
    +8
    |
    +8
    |
    +12
    |concentration 1 (23), disguise 2 (22), know (nature) 4 (11), sense motive 1 (19)| |Slippery mind, smite fey (3/day)[/table]


    Butcher
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    Sam enjoyed a position of some good renown in town. After all, everyone had to eat, whether they stayed for a day, a week, or if they were one of the locals. As a result, he got to know almost everyone straight away, if not firsthand then through gossip as people waited in line. There were certain privileges to being the town's only butcher.

    This was how he came to learn of an interloper in the city. While Glenbrook had its fair share of visitors, this was one rare instance where a traveler's reputation had preceded him. Loquart was a name that many knew, but there were curiously few who had met him firsthand. Tales of his bravery were regular fare in the tavern. There were many would-be bards who tried their hand at singing one of his ballads, some penned by his own hand.

    His triumph over the Northhollow nightshade was legendary. He had apparently moved it to tears with a song from his heart, like Orpheus of days long since past. Sam dimly recalled the tale of the Silverbow selkie but couldn't remember how it had ended. He did often wonder if Loquart found towns with just the right names or if they changed them afterwards. He supposed now he could simply ask.

    A snap from an impatient customer roused him from his reverie and he handed Josiah his meat. He muttered an apology and got a curt nod of the head in return. There would be time for his questions later, he thought, and got back to work.


    Baker
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    Josiah was many things, but he had never been accused of being a pleasant man. He was under no particular illusions that people spoke to him on a daily basis for any other reason than they needed their bread. By the sweat of his brow would they eat it, he often thought to himself as he toiled at his ovens.

    Effey asked him whether he had overheard anything at Sam's. He told her what he had learned and it seemed to please her greatly. While he had never shared the thirst for rumors some nursed, he couldn't say he didn't understand it. She asked him with that look if he could let her know if Loquart stopped by, and he said he didn't see why not.


    Undertaker
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    If Loquart was in town, business was sure to be good. Undertakers were supposed to be named Mort or Barry or something else clever and somber, but Winston could never cozy up to the stereotype of death warmed over. In his philosophy, it was a dirty job and someone had to do it, so why not enjoy it? He had heard tales of what some would regard as ill-repute, but to him meant work. There had been several casualties when Loquart crossed swords with the Vanderbilt vampire, but it wasn't as though it had been Loquart's fault.

    He had heard Effey saying Loquart would be by Josiah's later. Business was slow, so he could afford to wait. Perhaps he would make a memorable first impression and see if Loquart's next tale featured a cheerful undertaker in the background. Winston sat on the bench outside Josiah's and anticipated Loquart's arrival.


    Mover-shaker
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    At long last, Loquart arrived. By the time he rode into town, there was a crowd awaiting his presence, as he'd grown accustomed to as of late. He hopped off his carriage and saw a man leaning on a pine box he must have spent ages arranging just so in order to appear relaxed but not so relaxed as to have his handiwork topple over.

    "Your size, I think? Never interred a celebrity before, but I'm sure you're like the rest," said the man who was presumably the undertaker.

    "How ever am I like the rest?" Loquart said with a deliberate indifference that had taken him months to master.

    "Go down easy."

    Loquart smiled, but didn't laugh.

    "What kind of freak are you here to fight?" grunted a large, clean man in a white apron. Crusted, red-brown handprints meandered across his chest and stomach. Either a butcher or Loquart's work was done already. He hoped for the former since the chase was half the fun.

    He tugged off his kid gloves and drummed his shell-pink fingernails on the hilt of his sword, subtly drawing the crowd's attention to the filigree on its scabbard.

    "Were I to tell you, would it not defeat the purpose entirely?" he said loud enough to be heard over the oohs and ahhs the crowd was making over his outfit. Nothing but the best for day one. An elaborate cursive G was emblazoned on his codpiece, a golden half-cape hanging lazily on his shoulder like some debonair specter of opulence.

    "Huh?" said the butcher. Loquart had not found his quarry.

    "Surely you remember the Dundas doppelgänger?" he said with a quirk of his eyebrow.

    His vacant expression answered Loquart more eloquently than he could ever hope to.

    "Had I tipped my hand earlier than had been my intention, he would never have been snared in my web in time. So suffice it to say that I am indeed here to catch some wrongdoer, the specifics of which are best left undisclosed for the time being."

    While he unspooled the metaphor, Loquart turned to the nearest female.

    "My good Madame, might I inquire as to where I might find accommodations for my stay here?"

    The woman in front of him blushed, as he'd expected her to, and pointed to a building down the street as she tried to choke out a few words and failed.

    "Thank you. Now, there will be plenty of time for me to answer your questions after my job has been done, and he's, I would be happy to sign whatever it is you wish me to later, sir," he directed this comment at a young man towards the back of the crowd looking hopeful and clutching a quill in his hand, "after I have concluded my business."


    Heartbreaker
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    Madame Sans-Merci was used to travelers staying at her inn, and used to discretion, but what the man in front of her was asking was a bit much even for her considerable talents.

    "I'm not sure how you expect me to cope with this, monsieur…" she reached for his name, pretending not to know who and what he was.

    "Loquart," he said, clearly unfamiliar with her mother tongue and trying (and failing) to pretend otherwise. "And I'm sure you'll find a way. After all, I'm sure you like to keep to yourself as well." He directed a glance downward and she dutifully feigned indignation.

    His gaze fell squarely on her lap. She was sitting down, as she always was due to the twist of fate that had not seen fit to gift her with legs like the other women in town. Since she could hardly walk down the street on what she was born with, she had to make do with a wheeled chair that some of her girls had fashioned for her.

    "What I mean is, I'm sure there are times you'd rather not be bothered. Whatever excuses you make for yourself, I'm sure they'll suffice for me as well," he said, not feeling at all as bad as he was supposed to after she had made her angry face.

    "Shall I tell them you're servicing a gentleman caller upstairs?" she said, raising an eyebrow.

    "What you tell them is immaterial. Despite what you and your ilk may believe, I kill monsters first and endure my worshippers afterwards, not the other way round."

    "I'm surprised to hear you speak so plainly. What makes you think I won't just pass this on to the rest of the town?"

    He smiled and she felt her grip around the arm of her chair growing tighter.

    "What indeed," he said, and with that went up the stairs to his room where he knew she could not follow.

    Just as she was debating delivering some choice words after him, there was a knock at the door. She rolled to answer it and found it was Sam the butcher delivering her groceries, as he did every week.

    "Have I missed anything else interesting in town today?" she said pleasantly enough to mask the anger boiling inside her breast.

    "Not much. There was an apothecary in the square earlier. Looked to be selling potions and the like, but no one seemed interested. We asked her to leave before Loquart got here and she did. Said she'd be back late tonight if you needed any diseases removed or the like. Should I go look for her?"

    Madame Sans-Merci shook her head. "No, thank you. I'll be off to bed soon. I was just asking. It isn't every day we get a celebrity visiting." She flicked her eyes behind her towards the staircase and saw a look of childlike awe fill Sam's face that made her very annoyed.

    She bid him good night and wheeled herself into her room. Once she was quite sure her girls and patrons were down for the night, she began to gather her thoughts.

    Loquart was dangerous. There was no question of that. The only thing she remained unsure of was whether it was too soon to strike. While she was sure that some of his adventures were exaggerated, she felt it imprudent to dismiss all of it as fabrication. While he may not sleep only one hour a night after training for years with githzerai monks, she was certain he was the type to sleep with an iron knife under his pillow. An apothecary may be just what she needed.

    Madame Sans-Merci drew the blanket off her legs, the air feeling cold on them since they were so infrequently uncovered. She opened the trunk at the foot of her bed and reached for a cloak that brushed the floor, keeping her covered. She tugged a hood over her face and grabbed a pouch of money, stuffing a wad of cotton into it so she didn't jingle as she walked, a little unsteady on her feet. It had been a while since she needed to venture out of her manor.

    Mercifully, she didn't see anyone from town on her way into the square. That would have complicated things. The only person's blood she wanted on her hands for now was Loquart's. The apothecary was sitting at the helm of a creaky old carriage. The large, elaborate letters snaked across its sides extolling the virtues of her wares had grown faded with the passage of time. Little flakes of paint fell from the cart an drifted through the night sky with every gust of wind. Madame Sans-Merci drew her cloak tightly around herself. The last thing she needed was to expose herself to this hedge witch.

    She knocked on the cart when it became clear its driver was asleep.

    "Eh? Oh, a customer! What can I do for you, dear?" said the apothecary who, if the side of her cart could be believed, was called Old Lace. Madame Sans-Merci wasn't used to being called "dear" and bristled a little at the woman's words.

    "I require poison," she said in as deep a voice she could affect without straining herself.

    "Oh, got lots of that. What did you have in mind?"

    "Something strong and hard to detect."

    Old Lace bustled in the back of her cart, muttering to herself.

    "Here we are!" she chirped. She sat back on the bench at the front of the cart and proffered a clear vial. Madame Sans-Merci paid the asked price and appraised it dubiously.

    "How much will I need to get the job done?" she asked, giving it a little shake. It hardly looked dangerous, but, she had to remind herself, this wasn't always a guarantee something was safe.

    "Depends what you're using it on."

    Madame Sans-Merci narrowed her eyes. "Rats."

    "How big are they?"

    "Man-sized rats."

    "Ah." Old Lace rubbed at her warty chin. "The bottle should do then. Just put it in his cup. Or whatever you lay your traps with," she said with a wink.

    Madame Sans-Merci turned to begin her trek back, limping uphill to her house.

    "Oh, you're the woman who lives up there then?" Old Lace called out after her.

    Madame Sans-Merci looked at the footprints she had left leading from her manor to the cart. Would this woman make things complicated? She reached as calmly as she could for the knife she'd worn up her sleeve.

    "Have a safe journey," Old Lace said and gave a tug at her horse's reins. With that, she was off. Be thankful for small mercies, Madame Sans-Merci thought to herself as she took her hand off her dagger.

    She got home in relative short order and was able to get to her room without any troublesome questions by her girls. She didn't dare sleep tonight, in case Loquart had designs of his own. She locked the door to her bedroom. Not that it would stop him, but should he pick the lock, she would be able to hear him in time. With some difficulty, she sat at the edge of her bed, her legs aching with effort.

    The night passed uneventfully for her. When she heard the rooster crow outside her window to herald the new dawn breaking, she went to the kitchen to help her girls prepare Loquart's breakfast. She made her own surreptitious addition to his cup without detection and waited in the kitchen for the girl's scream to let her know her work was done.

    She came flying into the kitchen and said, as Madame Sans-Merci expected her to, that Loquart was dead. Madame Sans-Merci told her to go to her room and lock the door, and that everything would be taken care of.

    Once she heard the door shut and lock, she rose from the bed, feeling surer of herself with every step she took. She walked carefully up the stairs until she came to Loquart's room. She drew it open carefully and saw Loquart slumped on his desk, his face in a plate of scrambled eggs.

    Unfortunately, it meant his blood was spoiled. She would hardly drink the poison herself. No matter. The blood of heroes was the same as in any man's veins. It was no big loss. She stood behind him and put her hands under his arms. Though she may have pretended otherwise, it was a trivial matter for her to lift Loquart's corpse.

    She grunted a little and braced herself on the floor, her knees shaking a little as she pulled him from his chair. She was caught off guard when his head snapped back and he head butted her in the nose.

    "Surprise!" Loquart shouted. Madame Sans-Merci's ears rang as she tried to steady herself. Loquart pulled himself free from her grasp and hopped to his feet. He looked none the worse for the wear, though his cup was empty.

    "How?" she snarled, no longer bothering to hide her teeth as she spoke, their points glistening in dawn's early light.

    "How indeed," Loquart said with a wink, "dear." His voice changed to become the one of the old apothecary from the night before.

    He lunged forward and swept at the ground with his leg, knocking Madame Sans-Merci's cloven hooves from beneath her. She pounced forward and clawed at Loquart's face, trying to grab for his neck.

    He had drawn his sword by now, a blood red diamond glistening in its hilt, and carelessly batted her hands away.

    "It was a simple enough matter to determine there was something amiss. Those handprints on that man-ape of a butcher's smock were far too fine to belong to him. So it must have been someone else. Someone he wouldn't mind spilling his blood for willingly." She smelled the tang of magic in the air as he spoke and dodged at his sword strokes even as they became more rapid, darting around his side as he buried his blade in the desk.

    "I thought at first that a vampire was the culprit. A reclusive woman in the house on top of a hill, occupying a position of power if not of prestige over the men in the town. But I can see now that I was wrong." He tried to yank it from the wood and made little progress.

    She braced herself against the floor and kicked him backwards, causing him to release his grip on the handle. She wrapped her hands around it and screamed as it burned her skin, releasing a puff of foul-smelling white smoke.

    "I name you as a glaistig of the fair folk, and I have come here to kill you." He made no move towards his sword, his hands balled into fists.

    She narrowed her eyes towards him and dropped her glamour, having no further use for it. Her moonbeam white hair shone blindingly bright in the sunlight, her eyes deep and full with the energy of Sam's blood. She spoke, her voice thick and syrupy sweet with magic.

    "If you've deduced that I'm feeding on these mortals willingly, what's the harm in it? Why not just leave me be?" she sang, her words unspooling and weaving an invisible web in the witch hunter's mind.

    Loquart clawed at the air, shredding the fibers of magic as soon as she had spun them.

    "Hasn't it ever occurred to you that I don't do this because I care about the welfare of your cattle?"

    Her words having no power, she threw down a fog, but Loquart dispersed it with a gesture of his hand.

    "Why then?" she snarled.

    "The same reason you prey on them in the first place. Their love, their praise, their adulation. Why do you think I bother with this oafish disguise?"

    Loquart talked too much. She grabbed onto his shoulders and kneed him in the groin hard enough to dent his codpiece. Her eyes widened when Loquart didn't fall to the ground writhing in pain.

    "You're-"

    "Of course. No one would bother repeating the tale of Gillian de Raisx. It would be a minor curiosity, not a tale to last the ages. And besides, any monster a woman could kill couldn't possibly be a credible threat in the eyes of the audience. That's why I wear this mask. In order to gain the cattle's respect, you need to become one of them in whatever way you can, no matter how distasteful it may be. That's what your kind will never understand. It's why I can always sniff you out."

    Loquart's eyes flicked down to Madame Sans-Merci's neck, the small shimmer of gold catching the light.

    "And that's how you've been able to stray so far from your river," Loquart said with a note of dull interest. "Well then, it appears my work here is done."

    "No, don't-"

    With another lazy wave of the hand, Loquart tore the magic of Madame Sans-Merci's acorn asunder, and she began to gasp for breath. She wrapped her hands around Loquart's neck and sunk her teeth into his flesh, her tongue brushing against where his adam's apple should have lain, but she had no strength in her jaws as blackness crept in around her field of vision. Loquart made no motion to stop her, hugging her limp form to her chest.

    "Goodbye, Glenbrook glaistig," said Loquart, or whoever she was. "While I can't promise you'll be missed, I can at least guarantee that you'll be remembered."

    She supposed, as Loquart's blood trickled down her throat, the last she would ever taste, that if she had to die, at least it was in the arms of a kindred spirit.


    Maneuvers
    Spoiler
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    1: moment perfect mind (diamond) , douse the flames (raven), steel wind (iron)
    2: steely strike (iron)
    3: wall of blades (iron)
    4: nothing (replace steely strike mountain hammer)
    5: IHS (iron)
    15: sudden counter (diamond)
    18: moment of alacrity (diamond)

    stances
    1: punishing stance
    4: leading the charge

    Suggested play tips
    Spoiler
    Show


    5
    Spoiler
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    At this point, Gillian is an iron heart focused warblade with some somewhat unorthodox choices regarding her skills in order to qualify for cold iron warrior. Education supplies knowledge, and city slicker provides a wealth of other fun skills. this is a time of prereqs being met with a somewhat unusual emphasis on craft.

    Zhentarim spy, the twist that makes this build unique, has its definitive class features dependent on craft which, in its infinite wisdom, it did not see fit to grant as a class skill, so it's important that Gillian put ranks in it now.

    Written composition, a very fun craft skill in races of stone, will enable her to write epics about Loquart's adventures and disseminate them to the gullible masses in order to grow his fame and repute, and make quite a tidy sum of money, as well. The skill can be applied to a variety of different media (poems, songs, etc) so play around a little and build your identity however seems fitting. Your imagination's the limit.

    Power attack's here because of reasons. All melee characters need it and you do too. It'll be a real windfall later on.

    Warblade helpfully aids Gillian in paying the feat tax for cold iron warrior with iron will. It's a prereq feat and getting it early is nice since your saves can use a little shoring up at this point. Your high wis (especially for a warblade) also helps, as does moment of perfect mind in case you are caught off guard. Gillian keeps concentration maxed, and it's easy as pie to have a sky-high concentration check as opposed to a sky-high save.

    Pummel your enemies into the ground and enjoy the defensive powers your maneuvers offer you. douse the flames lets you stop enemy aoos, steel wind helps against multiple foes, steely strike helps to-hit early on until it can be swapped for mountain hammer to avoid DR, wall of blades lets you sub your AC for an attack roll as an immediate (pretty awesome at all levels, especially low ones) and iron heart surge is a counter to just about anything you can imagine (though if you don't want your dm to cry himself to sleep at night, don't get too nuts about it.)


    10
    Spoiler
    Show


    Congrats, you're in the SI! It took blood, sweat, tears, and a handful of cc ranks in bluff (which is unreasonably difficult to get as a class skill short of apprenticeship) but you managed to get in. You also managed to get into… zhentarim spy?

    Your eyes do not deceive you, and yes, it sort of is the betamax to spymaster's VHS. The reason you should care is that it's two levels shorter (allowing you to complete it and the SI), gives its bonuses faster, has a scaling bonus to its bluff/disguise/gather info checks, and has no cap on how many cover IDs you can employ.

    You've got a ridiculous amount of skill points to bandy about for your spy levels, so enjoy it. UMD will be of assistance to you since cold iron warrior's spell list (especially at the beginning) is kind of puny. Beefing up with other social/utility spells from lists like the assassin, hexblade, and blackguard can help you build your versatility.

    Now the question you're probably more interested in:

    What exactly is the point of zhentarim spy?

    If you're to be fighting fey, you need to be prepared for their magic and spell-like abilities. If your plan is to get close to them in an attempt to pierce through their disguises and reveal them for what they truly are, you have to make sure that they don't expose you first.

    Your mundane disguise check (along with bluff) is through the roof for your cover IDs, at level 10 being an 18 for disguise (along with 2 from synergy and if you're clever, +5 for minor details only in your non-unlikely cover identity making for an outstanding 25) which is fairly difficult to overcome at this level especially with second impression giving you another chance if you screw up (usable 1/day, unlike most other skill tricks) but that's often all you need, and assume quirk denies familiar viewers a bonus against you.

    poison making from earlier is still as useful a method of making money as ever as per complete adventurer page 97, and is notable for only requiring 1/6 the base gp in raw materials rather than 1/3, letting you rake in the dough more quickly. zhentarim spy teaches you proper safety techniques and you cn no longer poison yourself by mistake.

    remember that disguise checks explicitly trump effects like true seeing, which you'll start seeing around this level from fey that are spell casters (many are) or from normal enemies you want to get the drop on as well. your check is so high that it's unlikely they'll have anything to really fall back on, especially since the group who can cast true seeing doesn't have much overlap with the one that has spot as a class skill.

    sneak around, sniff out the enemy with detect fey, enjoy your bonus against enchantment from iron mind, and enjoy using disguises to hide in plain sight, and strike when the time is right


    15 (sweet spot)
    Spoiler
    Show

    Oh yeah, this is the stuff. You've got deep cover now which means that divination effects can no longer penetrate your amazing spy training at all. People trying to surveil you only learn what you want them to know about your cover identity. All at level 12.

    Stormguard warrior is also up and running. it's a tactical feat (which I love) and gives you some nice options.

    channel the storm: when enemies provoke AoOs from you and you don't take them, you gain +4 atk/dmg against them next turn per AoO ignored (they stack)

    combat rhythm: make melee touch attacks for no damage against your enemies and gain a cumulative +5 to hit per melee touch attack that hits applied to your damage in the next round

    fight the horde isn't that useful since you don't have combat expertise (and won't fight defensively that much) but the other two work well with your existing abilities.

    you aren't structured around AoOs, and there isn't a real cap to this. while it's not that common for an enemy to provoke more than one AoO in a round, it's definitely possible, and this gives you the option in case you're saving an AoO for later (such as saving it for sudden counter)

    sudden counter works really well in tandem with this, because you can use sudden counter to attack while still letting your "real" AoO pass to power channel the storm.

    combat rhythm is pretty cool overall but works best when fighting a single high AC foe like a dinosaur or golem. you can bonk him with your highest iterative, and when you're looking at your second with despair, instead of whiffing, you can do something productive with it to bide your time, since enemies with high AC normally have awful touch ACs.

    your funky mind over magic and unmaking magic abilities are online, giving you more ways to say "nope!" to your adversaries. when you can't iron heart surge it away, dispel magic as a sla or using one of your spell slots will help do the job as well.


    20
    Spoiler
    Show

    All good things must come to an end and that includes cold iron warrior. moment of alacrity's up, letting you go first in initiative by adding 20 to your current score and applying it from the next round to the end of the combat. this can let you do all kinds of things with your cold iron warrior abilities, dispelling, unmaking, and mind over magicking all over the place. when you've used up your mind over magic uses per day, don't forget about the humble moment of perfect mind, a similar effect. you've been putting points in concentration ever since for a reason. will's the most important save, and it doesn't hurt to take some extra steps to protect it.

    you keep up ranks in your crafts, disguise and bluff. just because divination can't foil your deep cover doesn't mean a spot can't. keep those ranks up in case someone tries to sneak a guidance of the avatar or a pair of keen eye lenses past you. you'll be ready for them.


    sources
    Spoiler
    Show

    tome of battle: warblade, iron heart aura, storm guard warrior, martial study
    srd: power attack, deceitful
    races of destiny: city slicker
    player's guide to faerun: zhentarim spy, education
    complete adventurer: poison making rules
    races of stone: craft (written composition)
    Last edited by Kuulvheysoon; 2013-07-22 at 09:37 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  14. - Top - End - #194
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Seventh time's the charm?
    Quote Originally Posted by Project 7a
    Project 7a
    NG Warforged Ranger 5/Stalker of Kharash 2/Cold Iron Warrior 8/Witch Slayer 5

    The Machinist Faction had set up "The Project" following the advise of the God-Prophets, their algorithms perfectly capable of predicting any and all outcomes to what would transpire. The predictions suggested that the human race would die at the hands of the evils of the natural world, the lycanthropes, the devils, and the demons, those who rule the outer planes. And so they set too to perfect their designs, pure silver filigree entwining his arms, a body crafted from Cold Iron, and pure divine wrath empowering his every blow. However, the evils assailing the humans do not always fight on the land, but in the air and in the sea as well; and so they designed "The Project" so that it would be able to take the most useful form whenever, or wherever it was most necessary.

    Project 7a
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Hide 4, K. (Arcana) 1, K. (Nature) 4, K. (Planes) 1, Listen 4, Move Silently 4, Spot 4|Track, Alertness|Favoured Enemy (Arcanist), Wild Empathy, Fast Movement (+10ft)

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Hide 5, K. (Arcana) 1.5, K. (Nature) 5, K. (Planes) 1.5, Listen 5, Move Silently 5, Spot 5||

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Hide 6, K. (Arcana) 2, K. (Nature) 6, K. (Planes) 2, Listen 6, Move Silently 6, Spot 6|Favoured of the Companions, Endurance|

    4th|Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Hide 7, K. (Arcana) 2.5, K. (Nature) 7, K. (Planes) 2.5, Listen 7, Move Silently 7, Spot 7||Distracting Attack

    5th|Ranger 5|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Hide 8, K. (Arcana) 3, K. (Nature) 8, K. (Planes) 3, Listen 8, Move Silently 8, Spot 8||Wild Shape 1/day (Small/Medium Animals only)

    6th|Stalker of Kharash 1|
    +6
    |
    +4
    |
    +6
    |
    +1
    |Hide 9, K. (Arcana) 3.5, K. (Nature) 9, K. (Planes) 3.5, Listen 9, Move Silently 9, Spot 9|Iron Will, Weapon Focus (Unarmed Strike)|Scent of Evil

    7th|Stalker of Kharash 2|
    +7
    |
    +4
    |
    +7
    |
    +1
    |Hide 10, K. (Arcana) 4, K. (Nature) 10, K. (Planes) 4, Listen 10, Move Silently 10, Spot 10||Favoured Enemy (Evil)

    8th|Cold Iron Warrior 1|
    +8
    |
    +4
    |
    +7
    |
    +3
    |Hide 11, K. (Arcana) 4.5, K. (Nature) 11, K. (Planes) 4.5, Listen 11, Move Silently 11, Spot 11||Smite Fey (1/day)

    9th|Cold Iron Warrior 2|
    +9
    |
    +4
    |
    +7
    |
    +4
    |Hide 12, K. (Arcana) 5, K. (Nature) 12, K. (Planes) 5, Listen 12, Move Silently 12, Spot 12|Sanctify Martial Strike (Unarmed)|Detect Fey, Iron Mind +2

    10th|Cold Iron Warrior 3|
    +10
    |
    +5
    |
    +8
    |
    +4
    |Hide 12, K. (Arcana) 5, K. (Nature) 13, K. (Planes) 5, K. (Religion) 1, Listen 12, Move Silently 12, Sense Motive 1, Spot 13||Dispel Magic 1/day

    11th|Cold Iron Warrior 4|
    +11
    |
    +5
    |
    +8
    |
    +5
    |Hide 12, K. (Arcana) 5, K. (Nature) 14, K. (Planes) 5, K. (Religion) 2, Listen 12, Move Silently 12, Sense Motive 2, Spot 14||Mind Over Magic

    12th|Cold Iron Warrior 5|
    +12
    |
    +5
    |
    +8
    |
    +5
    |Hide 13, K. (Arcana) 5, K. (Nature) 15, K. (Planes) 5, K. (Religion) 2.5, Listen 13, Move Silently 13, Sense Motive 2.5, Spot 15|Nemesis (Arcanist)|Smite Fey 2/day, Unmaking Magic

    13th|Cold Iron Warrior 6|
    +13
    |
    +6
    |
    +9
    |
    +6
    |Hide 14, K. (Arcana) 5, K. (Nature) 16, K. (Planes) 5, K. (Religion) 3, Listen 14, Move Silently 14, Sense Motive 3, Spot 16||Dispel Magic 2/day

    14th|Cold Iron Warrior 7|
    +14
    |
    +6
    |
    +9
    |
    +6
    |Hide 15, K. (Arcana) 5, K. (Nature) 17, K. (Planes) 5, K. (Religion) 3.5, Listen 15, Move Silently 15, Sense Motive 3.5, Spot 17||Cold Iron Strike

    15th|Cold Iron Warrior 8|
    +15
    |
    +6
    |
    +9
    |
    +7
    |Hide 16, K. (Arcana) 5, K. (Nature) 18, K. (Planes) 5, K. (Religion) 4, Listen 16, Move Silently 16, Sense Motive 4, Spot 18|Wise To Your Ways (Arcanist)|Iron Mind +4, Mind Over Magic

    16th|Witch Slayer 1|
    +16
    |
    +8
    |
    +9
    |
    +9
    |Hide 16.5, K. (Arcana) 5, K. (Nature) 19, K. (Planes) 5, K. (Religion) 5, Listen 17, Move Silently 16.5, Sense Motive 5, Spot 19||Smite Spirit Sharer

    17th|Witch Slayer 2|
    +17
    |
    +9
    |
    +9
    |
    +10
    |Hide 17, K. (Arcana) 5, K. (Nature) 19.5, K. (Planes) 5, K. (Religion) 5, Listen 18, Move Silently 17, Sense Motive 7, Spot 20||Mettle

    18th|Witch Slayer 3|
    +18
    |
    +9
    |
    +10
    |
    +10
    |Hide 17.5, K. (Arcana) 5, K. (Nature) 20, K. (Planes) 5, K. (Religion) 5, Listen 19, Move Silently 17.5, Sense Motive 9, Spot 21|Silver Tracery|Locate Possession

    19th|Witch Slayer 4|
    +19
    |
    +10
    |
    +10
    |
    +11
    |Hide 18, K. (Arcana) 5, K. (Nature) 20.5, K. (Planes) 5, K. (Religion) 5, Listen 20, Move Silently 18, Sense Motive 11, Spot 22||Slippery Mind

    20th|Witch Slayer 5|
    +20
    |
    +10
    |
    +10
    |
    +11
    |Hide 19, K. (Arcana) 5, K. (Nature) 21, K. (Planes) 5, K. (Religion) 5, Listen 21, Move Silently 18, Sense Motive 13, Spot 23||Momentary Disjunction[/table]
    *NB; Skills were done in a rush, so are possibly incorrect totals, sorry!

    Spellcasting
    Ranger Spellcasting; At 20th Level, I only get access to a single 1st level spell/day (as if a Ranger 7), not including High Wisdom Scores
    Cold Iron Warrior Spellcasting; 3 1sts, 3 2nds, 3 3rds, 1 4th.

    Entropic Shield ensures I can keep protected against the Sleep Arrows of Pixies etc, while True Strike gives me a nice boost to hit. Moment of Clarity meshes well with "Witch Slayer" thematically to prevent against Mind-Control, while See Invisibility is always good against the sheer number of Invisible threats I can face. Break Enchantment is extremely useful should I be facing Lycanthropes, where I can remove their curse. The 3rd level spells are not much to write home about, but helping hand isn't hampered by a lower caster level, even if Mind Over Magic does get me a .

    Stats
    Str; 16
    Dex; 8
    Con; 14+2 = 16
    Int; 10
    Wis; 12-2 = 10 (+4 Level)
    Cha; 16-2 = 14 (+1 Level, before 9th)

    Build Notes
    Levels 1-5
    I use my Favoured Enemy bonus to close with enemy spellcasters and then use my natural Slam attack to put some hurt on them. Other than that, I am the beginnings of an average scout. There is little to add to this stage other than that I am just building towards Stalker of Kharash. As a Wild Shape Ranger, at 5th level, I'm spending as much time as possible in the most useful form possible; whether that be a Fleshraker in combat, or an Eagle, whichever is the most useful for that day. This Wild Shape alleviates the "requirement" for Improved Unarmed Strike to make them lethal, as I have around 5 Natural Attacks, and we all know how lethal Fleshraker's can be.

    Level 6-10
    The Stalker of Kharash allows me to Detect Evil through Smell, and add Evil to my Favoured Enemy Bonus (+5 total, +1d6 damage on Evil Arcanists, and +3 against those Evil Fey which do not cast spells). Taking Iron Will from the Otyugh Hole, I am able to advance into the SI; which allows me to Detect Fey at Will, and Smite Away.

    Level 11-15
    Progressing with the SI, I get extra Detect Magic uses and with Nemesis I have brilliant detection coverage (so, Detect Fey at will, Detect Evil (scent) at Will, Detect Magic 2/day and Detect Arcanist automatically). With Wise to Your Ways, I add Favoured Enemy bonus to Saves against Ex, Spell-like and Su abilities; if you follow by the understanding that Spellcasting is an Ex ability like it is in the later Monster Manuals, then against Evil Arcanists, I get a +5 to saves against them (although not against spells gained from class levels).

    Level 16-20
    With Silver Tracery, I now have the ability to pierce the Damage Reduction of Fey, Devils, Demons, Lycanthropes, and anything else which falls under Good, Cold Iron, Silver, Bludgeoning, and possibly Magic (from a Necklace of Natural Attacks). I can Smite a Spirit Sharer (binder, possessed by Ghost, etc), I have "mettle", the ability to locate possession (so, Detect Fey, Evil, Magic, Arcanist, Possession), Slippery Mind (in conjunction with Wise to Your Ways) to break out of enchantments (despite leaving the SI early, I still gain the Slippery Mind class ability), and Momentary Disjunction allows me possibly 1 or 2 uses in an encounter the ability to stop enemies from using their Spellcasting/Su/SLA's.

    Overall
    Please excuse the rushed effort; the idea was to have a "Dinobot"; a weapon created so that the human race could continue to exist in fighting against that which outclasses it, going into "Beastmode" every so often. It's not only effective against Fey, but against the Planar Races as well (although it's not adviseable to get too near a Balor or Marilith, for example they have "Good AND Cold Iron". Similiar situtation on the Lawful evil axis), not to mention Possessed creatures.

    Alternate Options
    If Dragon Magazine Content is on the table, then #347 has the Solitary Hunting Alternate Class Feature (pg91), which trades the Animal Companion for a bonus to attack equal to my Favoured Enemy bonus, in favour of Distracting Attack.If Flaws are alowed, pick Iron Will without the Otyugh Hole, and Knowledge Devotion or Improved Unarmed Strike. Alternatively, the Power Attack/Favoured Power Attack chain for use with True Striking.

    Items
    This build is completely item independant, although a Fanged Ring may be useful when I am not in Wild Shape form. A Ring of Evasion might be a decent buy however to round out "Mettle" combined with High Dex forms. Many Warforged Components, in particular, the hunter based ones can clearly augment me. If a DM is feeling nice, a Winged Cape could be decent to give me additional attacks and Perfect 120ft Flight. If Custom Items from the Arms and Equipment Guide allow me to take Feats like it suggests (for around 20K/time), the Extra Wild Shape would be nice.

    Sources - non-core
    -- UA; Wild Shape Ranger Variant Class
    -- PHB 2; Distracting Attack ACF
    -- Cold Iron Warrior; http://www.wizards.com/default.asp?x=dnd/fey/20040507a
    -- BoED; Stalker of Kharash, Nemesis, Favoured of the Companions, Sanctify Martial Strike (Unarmed)
    -- Ghostwalk; Wise To Your Ways
    -- Tome of Magic; Witch Slayer

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  15. - Top - End - #195
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He's calling out the Fae - not one, but all of them.
    Quote Originally Posted by Sir Broderick
    Sir Broderick the Feybreaker, Stalwart Vigilant Vassal to the Kingdom of Dassen, Hero of the Battle of Gallo’s Fend, Avenger of the City of Bresk

    Basics
    Spoiler
    Show
    LE male azurin Knight 5/Cold Iron Warrior 9/Vengeance Knight 3/Iron Mind 3
    Str 14, Dex 10, Con 12, Int 12, Wis 14, Cha 16
    all ability increases go to Strength


    Build
    Spoiler
    Show
    {table=head]Level|Class|BAB|Fort|Ref|Will|Skills|Feats|Class Features

    1st|Knight 1|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Intimidate 4, Knowledge (nature) 1, Knowledge (nobility) 2, Ride 4|Azure Talent, Hidden Talent (2 PP, expansion)|fighting challenge +1, knight’s challenge, knight’s code

    2nd|Knight 2|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Intimidate +1, Knowledge (nature) +1|Mounted Combat (B)|shield block +1

    3rd|Knight 3|
    +3
    |
    +1
    |
    +1
    |
    +3
    | Intimidate +1, Knowledge (nature) +1|Psionic Talent (+2 PP)|bulwark of defense

    4th|Knight 4|
    +4
    |
    +1
    |
    +1
    |
    +4
    | Intimidate +1, Knowledge (nature) +1| |armor mastery (medium), test of mettle

    5th|Knight 5|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Intimidate +1, Knowledge (nobility) +1, Ride +1|Iron Will (B)|vigilant defender

    6th|Cold Iron Warrior1 |
    +6
    |
    +1
    |
    +1
    |
    +6
    |Concentration 2, Knowledge (nature) +1, Spot 2|Power Attack|smite fey 1/day

    7th|Cold Iron Warrior 2 |
    +7
    |
    +1
    |
    +1
    |
    +7
    |Concentration +2, Knowledge (nature) +1, Spot +2| |detect fey, iron mind +2

    8th|Cold Iron Warrior 3|
    +8
    |
    +2
    |
    +2
    |
    +7
    |Concentation +2, Sense Motive 1, Spot +1| |dispel magic 1/day

    9th|Cold Iron Warrior 4 |
    +9
    |
    +2
    |
    +2
    |
    +8
    |Concentration +2, Sense Motive 1, Spot +1|Weapon Focus (longsword)|mind over magic 1/day

    10th|Vengeance Knight 1 |
    +10
    |
    +4
    |
    +2
    |
    +8
    |Intimidate +1, Never Outnumbered skill trick| |armor training, bringer of vengeance +1

    11th|Vengeance Knight 2|
    +11
    |
    +5
    |
    +2
    |
    +8
    |Intimidate +1, Sense Motive +1, Spot +1|Improved Shield Bash (B)|counterstrike +1

    12th|Vengeance Knight 3 |
    +12
    |
    +5
    |
    +3
    |
    +9
    |Intimidate +1, Sense Motive +1, Spot +1|Heavy Armor Optimization (B), Invest Armor|

    13th|Iron Mind 1|
    +12
    |
    +5
    |
    +3
    |
    +11
    |Autohypnosis 1, Concentration +1, Sense Motive +1| |armored mind 1/day

    14th|Cold Iron Warrior 5|
    +13
    |
    +5
    |
    +3
    |
    +11
    |Concentration +1, Knowledge (nature) +1, Listen 2, Spot +1| |smite fey 2/day, unmaking magic

    15th|Cold Iron Warrior 6|
    +14
    |
    +6
    |
    +4
    |
    +12
    | Concentration +1, Knowledge (nature) +1, Listen +2, Spot +1|Imperious Command |dispel magic 2/day

    16th|Cold Iron Warrior 7|
    +15
    |
    +6
    |
    +4
    |
    +12
    | Concentration +1, Knowledge (nature) +1, Listen +2, Spot +1| |cold iron strike

    17th|Cold Iron Warrior 8|
    +16
    |
    +6
    |
    +4
    |
    +13
    | Concentration +1, Knowledge (nature) +1, Listen +2, Spot +1| |iron mind +4, mind over magic 2/day

    18th|Cold Iron Warrior 9|
    +17
    |
    +7
    |
    +5
    |
    +13
    | Concentration +1, Knowledge (nature) +1, Listen +2, Spot +1|Awesome Smite|dispel magic 3/day

    19th|Iron Mind 2|
    +18
    |
    +7
    |
    +5
    |
    +15
    | Autohypnosis +1, Concentration +1, Sense Motive +1| |DR 1/-

    20th|Iron Mind 3|
    +19
    |
    +8
    |
    +6
    |
    +15
    | Autohypnosis +1, Concentration +1, Sense Motive +1| |mind over body 1/day[/table]

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

    1st|-|-|-|-|-|-|-|-|-|-
    2nd|-|-|-|-|-|-|-|-|-|-
    3rd|-|-|-|-|-|-|-|-|-|-
    4th|-|-|-|-|-|-|-|-|-|-
    5th|-|-|-|-|-|-|-|-|-|-
    6th|0|-|-|-|-|-|-|-|-|-
    7th|1|-|-|-|-|-|-|-|-|-
    8th|2|-|-|-|-|-|-|-|-|-
    9th|3|1|-|-|-|-|-|-|-|-
    10th|3|1|-|-|-|-|-|-|-|-
    11th|3|1|-|-|-|-|-|-|-|-
    12th|3|1|-|-|-|-|-|-|-|-
    13th|3|1|-|-|-|-|-|-|-|-
    14th|3|2|0|-|-|-|-|-|-|-
    15th|3|3|1|-|-|-|-|-|-|-
    16th|3|3|2|0|-|-|-|-|-|-
    17th|3|3|3|1|-|-|-|-|-|-
    18th|3|3|3|2|-|-|-|-|-|-
    19th|3|3|3|2|-|-|-|-|-|-
    20th|3|3|3|2|-|-|-|-|-|-[/table]
    Typically Prepared
    1: bless, true strike (x2)
    2: cat’s grace, moment of clarity (x2)
    3: dispel magic (x2), invisibility purge
    4: break enchantment, true seeing


    The Epic Tale of Sir Broderick
    Spoiler
    Show
    The Hero of Gallo’s Fend (Level 1-5)
    Spoiler
    Show
    The battle had waged all day. Broderick lead his troops into the opposition’s main line breaking their formation. His giant size allowed him to stomp over enemies, weakening their morale. The enemies could not bring down this blue eyed giant. His triumphs on the battlefield were only matched by his charms in the royal court. In the aftermath Broderick’s bravery and prowess were recognized and he was knighted.

    Spoiler
    Show
    Broderick is an azurin knight with Hidden Talent and Azure Talent. He invests his essentia into the Azure Talent to help power his Hidden Talent so he can keep his expansion power going longer. His Charisma is high enough to help power his knight abilities through these early levels. Once Broderick uses expansion, he gains the advantage of having reach with the benefit of still keeping his shield making his bulwark of defense and vigilant defender abilities more effective. Once Broderick gains level 5 he takes Iron Will as his bonus feat for free to help enter the SI.


    Vengeance Shall Be Mine (Level 6-10)
    Spoiler
    Show
    The knighting ceremony was cause for a grand ball and celebration. Sir Broderick, as he was now known, started to gain a swagger at the royal court. He was determined to make himself known in the aristocracy. Now the king has been known to host members of the different lands in these galas. One of these was a jovial faerie creature who enjoyed pranks. He saw the swaggering Sir Broderick as the perfect candidate for a fantastic prank. Sir Broderick was the victim of plum pudding falling on his head from an unseen source. It came at the precise moment when all eyes were upon him as he met the queen. Sir Broderick’s debut into the aristocracy was now forever marked with ridiculous plum pudding. Sir Broderick later learned that it was a fey creature that embarrassed him and his queen. For this he would have his revenge. Sir Broderick was able to track down and punish that fey interloper. He thought this would be the end but the faerie are a clever and resourceful bunch. They would not stop tormenting Sir Broderick every chance they got. Eventually Sir Broderick had to take his singular fight to all of the fey.

    Spoiler
    Show
    Sir Broderick has now entered the SI with the drive needed to fight the fey. Power Attack is also online. Having the ability to always know where is quarry is through detect fey means he can always tell when they are around. Concentration is a class skill which helps with an entry into one of the other prestige classes. His combat techniques do not change very much over the course of this part of his career. His knight abilities further enhance his anti-fey abilities. Having dispel magic as a spell like ability gives Sir Broderick an unexpected option that could help out the party when the spellcasters are somehow incapacitated or preoccupied. Since Sir Broderick is a melee character, most enemies will assume that he has a weak will save but quite the contrary his Will save is high and iron mind gives him even more protection against what most fey have as their strongest abilities. Of course the best ability he gains from the SI is the mind over magic which is essentially spell turning. Iron Will is also a prerequisite for the Vengeance Knight prestige class. The main benefit is the vengeance ability which gives another bonus against his most hated foes.


    The Power of the Mind (Level 11-15)
    Spoiler
    Show
    The dwarves of Dassen have a special regiment of defenders that helped strengthened their minds and increase their prowess with heavy armors. Sir Broderick knew that these skills were something that he must learn. Since Sir Broderick was psionic he was able to gain these techniques for his fight against the fey. With these newfound abilities, he was able to resist the powers of the fey and protect those fellow countrymen that he cared about. Soon he was able to finally get the ear of the king to help force political pressure on the fey as Sir Broderick kept up his military pressure.

    Spoiler
    Show
    Sir Broderick continues with Vengeance Knight gaining a few bonus feats (Improved Shield Bash and Heavy Armor Optimization). Counterstrike gives another useful bonus against those fey (or anyone else) that would dare damage him. The feat Invest Armor is a prerequisite for the Iron Mind prestige class. The armored mind ability from this prestige class gives the possibility of another huge bonus to the Will save when needed. Sir Broderick returns to the SI to gain another dispel magic use and the ability to make those dispels count through the unmaking magic ability. He also takes the feat Imperious Command which in conjunction with the Never Outnumbered skill trick, means he can make his foes cower in front of him. Striking his enemies while in this state would go against his knight’s code, but the only beings he would consider doing this against would be the fey, as he could also use his smite fey ability and destroy his most hated foe.


    The Feybreaker (Level 16-20)
    Spoiler
    Show
    The fey were always welcome in Dassen before Sir Broderick had started his campaign. But now they were as unwelcome as were the orcs to the north. The fey naturally came up with the largest and most elaborate prank ever. Timing was crucial and it took many charms, guiles, and stealth to take over the capital city. The City of Bresk was overrun with fey who were now upset with Sir Broderick and his anti-faerie stance. Sir Broderick was called in to fix this problem. Using all of his training Sir Broderick dispelled and defeated all of the fey and overcame all of their wiles. The City of Bresk was cleansed of these creatures and the entire country would soon be rid of them as well. Sir Broderick had truly earned his title of Feybreaker.

    Spoiler
    Show
    ”Hey wait! You didn’t finish the SI!” It’s true but there is a reason. The level 10 ability is an extra smite and the slippery mind feature. Given Sir Broderick’s high Will save, the bonuses from iron mind, mind over magic, and armored mind abilities, this designer believes that slippery mind could be skipped in order to gain the Iron Mind prestige class third level ability of mind over body which allows Sir Broderick to use his Will save in place of his Fortitude or Reflex saves once per day. Sir Broderick’s over saves are not nearly as high so this boost is more advantageous than slippery mind.


    Spoiler
    Show
    Sir Broderick returns to the SI and gains the very useful cold iron strike which of course is invaluable against a fey opponent. Coincidentally it is also useful against demons. Another use of dispel magic and mind over magic continues Sir Broderick’s usefulness outside of melee combat. The Awesome Smite feat gives Sir Broderick options when he smites his fey enemies. Of course Sir Broderick can make his fey opponents cower with fear which makes them vulnerable to a critical Awesome Smite. After Sir Broderick finishes with the SI he returns to the Iron Mind prestige class. He gains some flat damage reduction though small, could be the difference in a critical battle. The mind over body ability allows his Will save to be substituted for his poorer Fortitude and Reflex saves.


    Design Notes
    Spoiler
    Show
    Sir Broderick is of course most useful against the fey. Incidentally there are only a little over seventy 3.5 official fey creatures out of the couple thousand monsters that exist. However this designer believes that Sir Broderick can be useful against all types of opponents. For magic item needs: mithral full plate armor (to benefit from all of his different class armor trainings), bashing shield (gives a bludgeoning damage option), longsword (to make use of his prerequisite feat), as well as enhancers for Strength, Constitution, and Charisma. Of course Sir Broderick’s main melee power is constant throughout his career utilizing his expansion power from his Hidden Talent feat. Iron Will is also a common thread throughout the build as it is a prerequisite for all of Sir Broderick’s prestige classes.


    Source List
    Spoiler
    Show
    Champions of Ruin: Vengeance Knight prestige class
    Complete Champion: Awesome Smite feat
    Complete Scoundrel: Never Outnumbered skill trick
    Drow of the Underdark: Imperious Command feat
    Expanded Psionics Handbook: Hidden Talent feat
    Magic of Incarnum: azurin race, Azure Talent feat
    Players' Handbook II: Knight class
    Races of Stone: Iron Mind prestige class, Heavy Armor Optimization and Invest Armor feats
    War of the Burning Sky: geographical fluff
    Wizards of the Coast website: Cold Iron Warrior prestige class

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  16. - Top - End - #196
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    She's a traitortoher own kind
    Quote Originally Posted by Jillian Feykiller
    Jillian Feykiller
    NE Fey-Bloodline Half-Fey Human Wildshape Ranger 5/CIW 9/Bloodline 3/Fighter 1

    Abilities and Overview
    Spoiler
    Show
    Initial Ability Scores: 12/14/12/10/14/16
    After Racial Adjustments: 12/16/10/10/16/20
    Level 20: 12/20/10/10/17/21
    All 3 stat increases given to Dexterity.

    Yes, yes, I understand bloodlines are frowned upon. I went with one, though, because it was ironically flavorful and seemed a reasonable tradeoff in power. I lost three levels for it, which likely would have gone to Ranger. Those three levels would have given me Swift Tracker, Woodland Stride, and +3 more BAB. Instead I got a few small stat increases, was assured the entry feat, and got a few more flavorful bonuses beyond that. Overall, in my eyes, a very reasonable tradeoff.

    I also realize that I only took 9/10 levels of CIW. All that level would have given me was an additional use of Smite Fey (always nice) and rerolls against enchantments (already immune). Instead I took a respectable 1-level dip in fighter to cap off the build. NOT Ranger, because that would just have meant another use of Wild Shape.

    Finally, a comment on the choice of weapon and feats. I went with Weapon Finesse to convey the idea of a dextrous fighter. Spring Attack seemed a natural continuation, and Up the Walls just seemed like a fun way to spend 2 more feats. The spiked chain was chosen as a weapon because it is useable with Weapon Finesse and has reach.


    LEVELS 1-5
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|LA +1|
    +0
    |
    +0
    |
    +0
    |
    +0
    |||

    2nd|LA +2|
    +0
    |
    +0
    |
    +0
    |
    +0
    ||Iron Will (Bloodline)|

    3rd|Bloodline 1|
    +0
    |
    +0
    |
    +0
    |
    +0
    |||

    4th|Wildshape Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Heal +4, Hide +4, Knowledge (Nature) +4, Listen +4, Move Silently +4, Survival +4|Weapon Finesse, Exotic Weapon Proficiency (Spiked Chain) (Racial), Track (Bonus)|Favored Enemy (Fey), Wild Empathy, Fast Movement

    5th|Wildshape Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Heal +5, Hide +5, Knowledge (Nature) +5, Listen +5, Move Silently +5, Survival +5||[/table]

    Jillian was mostly normal as a child. At least until about the time she hit puberty, when she grew two large butterfly wings. From then on, she was ostracized for being half-fey and not completely human. She grew to resent her strong fey blood, and vowed to hunt down the creatures that caused her so much emotional pain as a teen.


    LEVELS 6-10
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    6th|Bloodline 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Heal +5, Hide +5, Knowledge (Nature) +5, Listen +5, Move Silently +5, Survival +5||

    7th|Wildshape Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Heal +6, Hide +6, Knowledge (Nature) +6, Listen +6, Move Silently +6, Survival +6|Dodge, Endurance (Bonus)|

    8th|Wildshape Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Heal +7, Hide +7, Knowledge (Nature) +7, Listen +7, Move Silently +7, Survival +7|Alertness (Bloodline)|Animal Companion

    9th|Wildshape Ranger 5|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Heal +8, Hide +8, Knowledge (Nature) +8, Listen +8, Move Silently +8, Survival +8||Favored Enemy (Plant), Wild Shape (1/day)

    10th|Cold Iron Warrior 1|
    +6
    |
    +4
    |
    +4
    |
    +3
    |Hide +9, Listen +9, Move Silently +9, Survival +4.5|Mobility|Smite Fey 1/day[/table]

    Jillian went on to take a pilgrimage through the forest. During her many years wandering, she learned both to fight fey more effectively and to use her hated ancestry to help. Eventually, her anger had grown strong enough to manifest itself in combat.


    LEVELS 11-15
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    11th|CIW 2|
    +7
    |
    +4
    |
    +4
    |
    +4
    |Hide +10, Listen +10, Move Silently +10, Survival +5||Detect Fey, Iron Mind +2

    12th|Bloodline 3|
    +7
    |
    +4
    |
    +4
    |
    +4
    |Hide +10, Listen +10, Move Silently +10, Survival +5||

    13th|CIW 3|
    +8
    |
    +5
    |
    +5
    |
    +4
    |Hide +11, Listen +11, Move Silently +11, Survival +5.5||Dispel Magic 1/day

    14th|CIW 4|
    +9
    |
    +5
    |
    +5
    |
    +5
    |Hide +12, Listen +12, Move Silently +12, Survival +6|Spring Attack|Mind Over Magic

    15th|CIW 5|
    +10
    |
    +5
    |
    +5
    |
    +5
    |Hide +13, Listen +13, Move Silently +13, Survival +6.5||Smite Fey 2/day, Unmaking Magic[/table]

    Through her studies in the woods, Jillian discovered the secret to destroying her kin. She learned to resist their spells, and eventually, even to counter them with magic of her own.


    LEVELS 15-20
    Spoiler
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    16th|CIW 6|
    +11
    |
    +6
    |
    +6
    |
    +6
    |Hide +14, Listen +14, Move Silently +14, Survival +7||Dispel Magic 2/day

    17th|CIW 7|
    +12
    |
    +6
    |
    +6
    |
    +6
    |Hide +15, Listen +15, Move Silently +15, Survival +7.5|Wild Talent|Cold Iron Strike

    18th|CIW 8|
    +13
    |
    +6
    |
    +6
    |
    +7
    |Hide +16, Listen +16, Move Silently +16, Survival +8||Iron Mind +4, Mind Over Magic

    19th|CIW 9|
    +14
    |
    +7
    |
    +7
    |
    +7
    |Hide +17, Listen +17, Move Silently +17, Survival +8.5||Dispel Magic 3/day

    20th|Fighter 1|
    +15
    |
    +9
    |
    +7
    |
    +7
    |Survival +9.5|Up the Walls, Improved Initiative (Bonus)|[/table]

    After learning entirely how to destroy her kin, Jillian proceeded to hun them down. Few fey could stand in her way, until she conquered the court she was born of, earning her that title Feykiller.


    Sources
    Spoiler
    Show
    PHB– Most stuff
    XPH– Wild Talent and Up the Walls
    UA– Bloodlines and Wildshape Ranger variant class
    FF– Half-Fey, referenced here

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  17. - Top - End - #197
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Mithral Hall's Municipal Code, 213: Willfull destruction of property, that's two years. Code 310: Illegal possession of assault weapons, five years. Code 457: Resisting arrest, TWENTY years!
    Quote Originally Posted by Bitterbeard
    Judge Bitterbeard of the Non-Seelie Court

    "Run, fey folk, for my gavel pounds sentence on those I find."

    Neutral Good Dwarf Ranger 1/Barbarian 2/Ranger +2/Cold Iron Warrior 10/Battlesmith 1/Hammer of Moradin 4


    Story:
    Spoiler
    Show
    Click-clang. Click-clang.

    He felt like the metal pinned between anvil and hammer, relentlessly pounded by a life trying to mold him. In his most formative years, he'd sought the light of truth. He found himself deep into the fire before he'd realized it, burning away the reality he'd known and understood. The truth he discovered scarred him -- his mother, holy emissary of Moradin, had been traveling the Upperworld and had fallen victim to a trap, lured to a dance under the moonlight, enthralled to succumb to the will of her captors for the night, only to wake cold and alone in the morning, exhausted, naked, pregnant.

    Click-clang. Click-clang.

    Decades later, he'd learn the truth that haunted his mother to her deathbed. The pressure of that truth, the perversion of his birth, learned in those most malleable of years, molded him, formed him into what he would become. Each piece of the truth -- the where, the how, presumptions of who -- hammered at his enflamed soul.

    Click-clang. Click-clang.

    Moradin held him to the fire, toughened him in the flame, molded his life on His anvil.

    Click-clang. Click-clang.

    And he would work the forge to craft, molding metal around his mother's ashes, forming revenge from her death.

    Click-clang. Click-clang.

    Revenge against the vile creatures who enthralled her, defiled her, haunted her...

    Click-clang. Click-clang.

    Revenge against their ancestors who brought such vileness to be...

    Click-clang. Click-clang.

    Revenge against their offspring who carry that vile blood in their veins...

    Hiiissssssssssssssssssssssssss

    He was bathed in the purity of Moradin's water, hardened, formed into the perfect tool to mete out His will. To honor his mother with vengeance. To honor his children with safety. To see that such vile foes NEVER again threaten the Clan of Moradin!


    Stats:

    Spoiler
    Show
    Str: 16, Con: 14 (+2), Dex: 8, Int: 10, Wis: 16, Cha: 12 (-2)
    Level bonuses to strength.


    Build:

    Spoiler
    Show
    Judge Bitterbeard of the Non-Seelie Court
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Craft(Weaponsmithing) (4), Heal (4), K:Nature (4), Listen (4), Spot (4), Survival (4)|1st: Fey Heritage; B: Track|Favored Enemy: Fey (+2), Wild Empathy

    2nd|Barbarian (ACF) 1|
    +2
    |
    +4
    |
    +2
    |
    +0
    |Craft(Weaponsmithing) 1(5), Heal (4), Intimidate 1(1), K:Nature (4), Listen 1(5), Spot (4), Survival 1(5)|--|Fast Movement

    3rd|Barbarian 2|
    +3
    |
    +5
    |
    +2
    |
    +0
    |Craft(Weaponsmithing) 1(6), Heal (4), Intimidate 1(2), K:Nature (4), Listen 1(6), Spot (4), Survival 1(6)|3rd: Iron Will, B: Rapid Shot|Uncanny Dodge

    4th|Ranger 2|
    +4
    |
    +6
    |
    +3
    |
    +0
    |Craft(Weaponsmithing) 1(7), Heal (4), Intimidate (2), K:Nature 2(6), Listen 1(7), Spot 1(5), Survival 1(7)|B: Two Weapon Fighting|--

    5th|Ranger 3|
    +5
    |
    +6
    |
    +3
    |
    +1
    |Craft(Weaponsmithing) 1(8), Heal (4), Intimidate (2), K:Nature (6), Listen 1(8), Spot 3(8), Survival 1(8)|B: Endurance|FE: Fey (+4)/Animal (+2)

    6th|Cold Iron Warrior 1|
    +6/1
    |
    +6
    |
    +3
    |
    +3
    |Craft(Weaponsmithing) 1(9), Heal (4), Intimidate (2), K:Nature 1(7), Listen 1(9), Spot 1(9), Survival (8)|6th: Fey Skin|Smite Fey 1/day

    7th|Cold Iron Warrior 2|
    +7/2
    |
    +6
    |
    +3
    |
    +4
    |Craft(Weaponsmithing) 1(10), Heal (4), Intimidate (2), K:Nature 1(8), Listen 1(10), Spot 1(10), Survival (8)|--|Detect Fey, Iron Mind +2

    8th|Cold Iron Warrior 3|
    +8/3
    |
    +7
    |
    +4
    |
    +4
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(9), Listen 1(11), Spot 1(11), Survival 1(8.5)|--|Dispel Magic 1/day

    9th|Cold Iron Warrior 4|
    +9/4
    |
    +7
    |
    +4
    |
    +5
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(10), Listen 1(12), Spot 1(12), Survival 1(9)|9th: Knowledge Devotion (nature)|Mind Over Magic

    10th|Cold Iron Warrior 5|
    +10/5
    |
    +7
    |
    +4
    |
    +5
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(11), Listen 1(13), Spot 1(13), Survival 1(9.5)|--|Smite Fey 2/day, Unmaking Magic

    11th|Cold Iron Warrior 6|
    +11/6/1
    |
    +8
    |
    +5
    |
    +6
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(12), Listen 1(14), Spot 1(14), Survival 1(10)|--|Dispel Magic 2/day

    12th|Cold Iron Warrior 7|
    +12/7/2
    |
    +8
    |
    +5
    |
    +6
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(13), Listen 1(15), Spot 1(15), Survival 1(10.5)|12th: Improved Favored Enemy|Cold Iron Strike

    13th|Cold Iron Warrior 8|
    +13/8/3
    |
    +8
    |
    +5
    |
    +7
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(14), Listen 1(16), Spot 1(16), Survival 1(11)|--|Iron Mind +4, Mind Over Magic

    14th|Cold Iron Warrior 9|
    +14/9/4
    |
    +9
    |
    +6
    |
    +7
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(15), Listen 1(17), Spot 1(17), Survival 1(11.5)|--|Dispel Magic 3/day

    15th|Cold Iron Warrior 10|
    +15/10/5
    |
    +9
    |
    +6
    |
    +8
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature 1(16), Listen 1(18), Spot 1(18), Survival 1(12)|15: Weapon Focus: Warhammer|Slippery Mind, Smite Fey 3/day

    16th|Battlesmith 1|
    +16/11/6/1
    |
    +11
    |
    +6
    |
    +8
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Nature (16), Listen (18), Spot (18), Survival 2(13)|--|One With The Hammer, Secrets Of The Forge

    17th|Hammer of Moradin 1|
    +17/12/7/2
    |
    +13
    |
    +6
    |
    +10
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana 1(1), K:Nature (16), K:Religion 1(1), Listen (18), Spot (18), Survival (13)|--|Aura of Courage, Hammer Throw

    18th|Hammer of Moradin 2|
    +18/13/8/3
    |
    +14
    |
    +6
    |
    +11
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature 2(18), K:Religion (1), Listen (18), Spot (18), Survival (13)|18th: Vengeful Surge|Goblinkiller, Hammer Return

    19th|Hammer of Moradin 3|
    +19/14/9/4
    |
    +14
    |
    +7
    |
    +11
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature (18), K:Religion (1), Listen (18), Spot (18), Survival 2(14)|--|Damage Reduction 2/-, Powerful Grip

    20th|Hammer of Moradin 4|
    +20/15/10/5
    |
    +15
    |
    +7
    |
    +12
    |Craft(Weaponsmithing) (10), Heal (4), Intimidate (2), K:Arcana (1), K:Nature (18), K:Religion (1), Listen (18), Spot (18), Survival 2(15)|B: Far Shot|Quake[/table]


    Spells:

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

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

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

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

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

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

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

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

    8th|-|3|1|-|-|-|-|-|-|-

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

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

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

    12th|-|4|4|3|0|-|-|-|-|-

    13th|-|4|4|4|1|-|-|-|-|-

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

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

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

    17th|-|4|4|4|3|-|-|-|-|-

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

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

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


    Levels 1-5:

    Spoiler
    Show
    At these levels, Bitterbeard is a hunter. The ability to track and good Spot and Listen skills keep him quite aware of his surroundings out-of-combat.

    In combat, he's got options. He can sword-and-board (er...hammer-'n'-board?) well enough and use his shield to bash from time to time with TWF. Or he can use a warhammer in one hand with a light hammer in the other. Rapid Shot gives him the choice to fling throwing hammers, too. Choose a tactic as the situation warrants.

    Against fey (damn those fey!), he has his favored enemy bonuses, with a minor FE bonus against the animals that fey tend to summon or employ. The dwarven racial bonus to saves against spells and spell-like abilities coupled with Fey Heritage (damn those vile fey!) added to Iron Will will keep his mind clear against faerie enchantments.


    Levels 6-10:

    Spoiler
    Show
    Into the secret ingredient! Increasing base Will and Iron Mind keep Bitterbeard well ahead of the DCs of CL appropriate fey enchantments. Dispel Magic and Unmaking Magic help to keep his friends unenchanted.

    Full BAB continues, and with Knowledge Devotion (and a healthy K:Nature check) and Smite Fey (damn those fey!), he can certainly hold his own in combat against the faerie folk. Fey Skin gives him DR/cold iron (which actually stacks with DR gained later).


    Levels 11-15:

    Spoiler
    Show
    Iron Mind gets stronger, base Will saves continue to climb, and Slippery Mind adds an extra bit of cushion "just in case".

    Cold Iron Strike is just what the doctor ordered, and Improved Favored Enemy shows just how much Bitterbeard hates those fey (damn those fey!!)


    Levels 16-20:

    Spoiler
    Show
    Everything about these levels strengthens Bitterebeards relationship with his warhammer, his connection to his mother, the physical symbol of his loathing of the fey (damn those fey!). With the abilities gained, he can hit harder and more often.
    Full attack with his warhammer, plus an off-hand with a light hammer, plus throwing his hammer and having it return. The Vengeful Surge feat just adds to the pain of the fey (damn those fey!) who try to use their vile enchantments against him.


    Items:

    Spoiler
    Show

    (Self-made) Dwarvencraft, Ancestor Fey-fiercebane Hunting Magebane Warhammer
    Animated Tower Shield
    And, or course, all the other neccessary stuff that makes an adventurer and adventurer.


    Sources:

    Spoiler
    Show
    Complete Mage: Fey Heritage, Fey Skin
    Unearthed Arcana: Barbarian ACF
    Web: Cold Iron Warrior
    Complete Champion: Knowledge Devotion
    Complete Warrior: Improved Favored Enemy
    Races of Stone: Battlesmith, Ancestor Weapons, Dwarvencraft
    Web: Hammer of Moradin
    Fiendish Codex II: Vengeful Surge
    Magic Item Compendium: Fiercebane, Hunting

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  18. - Top - End - #198
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Now, why am I looking for a Cold Days-era Dresden?
    Quote Originally Posted by The Phouka
    The Phouka
    NG Killoren Wildshape Planar Ranger 5/Cold Iron Warrior 10/Hellreaver 5
    Stats
    Spoiler
    Show
    Str 14
    Dex 10
    Con 14
    Int 10
    Wis 14
    Cha 16 (Increases Here)

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

    1st|Ranger 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Concentration 4, Heal 4, Hide 4, Knowledge (Nature) 4, Move Silently 4, Survival 4|Power Attack, Track (Bonus)|Favored Enemy (Fey), Track, Wild Empathy

    2nd|Ranger 2|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Concentration 5, Heal 5, Hide 5, Knowledge (Nature) 5, Move Silently 5, Survival 5|+10 feet movement speed|

    3rd|Ranger 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Concentration 6, Heal 6, Hide 6, Knowledge (Nature) 6, Move Silently 6, Survival 6|Iron Will, Heat Endurance (Bonus)|Heat Endurance

    4th|Planar Ranger 4|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Knowledge (The Planes) 4, Hide 7, Move Silently 7||Celestial Animal Companion

    5th|Ranger 5|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Concentration 8, Hide 8, Move Silently 8, Survival 8| |Favored Enemy (Outsider(Evil)), Wildshape 1/day

    6th|Cold Iron Warrior 1|
    +6/+1
    |
    +4
    |
    +4
    |
    +3
    |Concentration 9, Hide 9, Knowledge (Nature) 7, Move Silently 9|Extra Wildshape|Smite Fey 1/day

    7th|Cold Iron Warrior 2|
    +7/+2
    |
    +4
    |
    +4
    |
    +4
    |Concentration 10, Hide 10, Knowledge (Nature) 8, Move Silently 10||Detect fey, Iron Mind +2

    8th|Cold Iron Warrior 3|
    +8/+3
    |
    +5
    |
    +5
    |
    +4
    |Concentration 11, Hide 11, Knowledge (Nature) 9, Move Silently 11||Dispel Magic 1/day

    9th|Cold Iron Warrior 4|
    +9/+4
    |
    +5
    |
    +5
    |
    +5
    |Concentration 12, Hide 12, Knowledge (Nature) 10, Move Silently 12|Improved Unarmed Strike|Mind Over Magic 1/day

    10th|Cold Iron Warrior 5|
    +10/+5
    |
    +5
    |
    +5
    |
    +5
    |Concentration 13, Hide 13, Knowledge (Nature) 11, Move Silently 13||Smite Fey 2/day, Unmaking Magic

    11th|Cold Iron Warrior 6|
    +11/+6/+1
    |
    +6
    |
    +6
    |
    +6
    |Concentration 14, Hide 14, Knowledge (Nature) 12, Move Silently 14||Dispel Magic 2/day

    12th|Cold Iron Warrior 7|
    +12/+7/+2
    |
    +6
    |
    +6
    |
    +6
    |Concentration 15, Hide 15, Knowledge (Nature) 13, Move Silently 15|Natural Spell|Cold Iron Strike

    13th|Cold Iron Warrior 8|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +7
    |Concentration 16, Hide 16, Knowledge (Nature) 14, Move Silently 16||Iron Mind +4, Mind over Magic 2/day

    14th|Cold Iron Warrior 9|
    +14/+9/+4
    |
    +7
    |
    +7
    |
    +7
    |Concentration 17, Hide 17, Knowledge (Nature) 15, Move Silently 17||Dispel Magic 3/day

    15th|Cold Iron Warrior 10|
    +15/+10/+5
    |
    +7
    |
    +7
    |
    +8
    |Hide 18, Knowledge (Nature) 17, Move Silently 18|Sanctify Natural Attack|Slippery Mind, Smite Fey 3/day

    16th|Hellreaver 1|
    +16/+11/+6/+1
    |
    +7
    |
    +7
    |
    +10
    |Spot 2||Holy Fury, Furious Strike +2/+1d6

    17th|Hellreaver 2|
    +17/+12/+7/+2
    |
    +7
    |
    +7
    |
    +11
    |Spot 4||Divine Succor (10 points)

    18th|Hellreaver 3|
    +18/+13/+8/+3
    |
    +8
    |
    +8
    |
    +11
    |Spot 6|Nemesis (Outsider(Evil))|Divine Resolve, Divine Shield

    19th|Hellreaver 4|
    +19/+14/+9/+4
    |
    +8
    |
    +8
    |
    +12
    |Spot 8||Furious Strike +4/+2d6, Mettle

    20th|Hellreaver 5|
    +20/+15/+10/+5
    |
    +8
    |
    +8
    |
    +12
    |Spot 10||Divine Succor (20 points), Heroic Sacrifice[/table]

    Backstory
    Spoiler
    Show
    The Phouka served for many years in the service of the Seelie Queen, fighting as her knight against the forces of the Unseelie Court. The feuding had continued for centuries with neither side gaining much progress. He had earned himself great honor by defeating many foes while in the shape of wild beasts. He had honed fighting the Unseelie Court down to an art. He knew their strengths and their weaknesses, and how to use each to his best advantage.

    That changed one day when the courts met on the battlefield. The Unseelie fought with a greater strength than they ever had before, some of them fighting without any discipline or order, like things possessed. As the days of battle went on, their numbers began to thin, but their strength only increased. In time they were joined by forces the Phouka had never seen before, monstrous things that fought with fire and magic, supplemented by massive strength.

    Through exposure on the battlefield and interrogation of captured unseelie warriors it came to be known that the Unseelie Court had formed a compact with the demons of the Abyss, tithing fey from their own court in exchange for power. The Phouka was disgusted at this partnership, and so steeled himself to learn to face this new foe. He came to learn that the Unseelie Court had been foolish and rash in making their treaty, as the demons bore the same weakness to cold iron that they had. Emboldened with this knowledge, the Phouka set out to learn the ways of his new foes.

    Playtips
    Spoiler
    Show

    Level 5
    Spoiler
    Show
    A Killoren entering Cold Iron Warrior? Yes indeed! There’s nothing preventing fey from entering, and even fey need to kill fey sometimes. All of the Aspects are useful in their own way. Ancient lets the Phouka better identify exactly what fey he is attacking and what he can expect from them. Destroyer lets him add on more damage against a number of types, notably outsiders for backstory reasons and humanoids for their ubiquity. Hunter is the best bet at lower levels, a good all-around skill boost that also improves initiative checks, because at low levels the first strike is often the last.

    Increased speed and power attack help him take full advantage of going first. Evil Outsiders and Fey as favored enemies helps the Phouka to fight the Unseelie fey and their demon allies. He’s only got 1 spell per day from these ranger levels (2 with your wisdom bonus), but it still means he has access to the ranger list, which is honestly pretty nice. Aspect of the Wolf is good for tracking and decent for combat. Impeding Stones is great for messing up other people, especially casters, which he will only get better at. Heat Endurance’s bonus against fire effects is much more useful when fighting demons than normal Endurance. A quick pop into Planar Ranger nets the ranks in Knowledge (the Planes) necessary for hellreaver and make identifying demons easier, with the added effect of giving a celestial animal companion essentially for free. For an animal companion I’d recommend the swindlespitter from MMIII. Blindness for 2d4 minutes is ruinous in a fight.

    The animal companion also goes well with your default wildshape choice, the much beloved and reviled Fleshraker, also from MMIII. Fleshraker just fits in the 5HD cap and gives a boost to all physical stats in addition to poison, pounce, rake, and trip attempts. Power attack explicitly applies to natural attacks, so don’t be afraid to use it as much as you can.

    Level 10
    Spoiler
    Show
    With a couple levels of the SI under the belt, the Phouka is much stronger for it. Extra Wildshape means you can be a fleshraker for 15 hours a day, and aspect of the wolf will plug the remaining hour, meaning he doesn’t have to be in his natural form at all for the waking hours unless you want to. For this reason, Improved Unarmed Strike become useful as it gives him more attacks to use his full BA on in addition to natural attacks, and Power Attack applies to this as well. Detect and Smite Fey better helps the Phouka fight his Unseelie opponents. Dispel Magic and Unmaking magic work just as well against demons as they do against fey, as both use spells and SLAs with frequency. Iron Mind stacks with Killoren’s racial bonus vs enchantment, meaning a +4 bonus, +6 if he chose Aspect of the Ancient.

    Level 15(Sweet Spot)
    Spoiler
    Show
    More uses of all the good stuff, plus another boost to Iron Mind means a hearty +8 vs enchantment. Combined with Slippery Mind, it means that even if you do fail your first save, you probably won’t fail your second. Cold Iron Strike comes into play now, and it’s more useful than it might seem. The Phouka doesn’t use weapons when wildshaped, and Cold Iron Anathema means he would be foolish to try to use real cold iron weapons. This way he can punch through the DR of fey and demons without having to take the penalties himself. Natural Spell means the Phouka can cast as a fleshraker with abandon. Sanctify Natural Attack means that his attacks as a fleshraker (and probably IUS as well, check with your DM) count as good aligned for overcoming DR, which higher level demons have. The +1d4 damage is a nice little bonus, as well.

    Level 20
    Spoiler
    Show
    The Phouka decides to take the fight to the demons now, and Hellreaver lets him do just that. Furious Strike helps to put more hurt on evil foes, so it still works against evil fey. Divine Shield and Resolve are nice little defensive buffs. 20 points of Divine Succor is a great healing bit in a pinch, and it happens to be just enough to offset the hp loss from divine sacrifice, so that’s pretty great. The holy fury points that Mettle helps protect against all those fort and will partial effects that come up. Nemesis allows the Phouka to detect demons (as well as devils and yugoloths, for that matter) in proximity, even through walls and through invisibility in addition to adding even more damage against them, which means they can’t hide from the pain he dishes out.

    Sources
    Spoiler
    Show
    Killoren: Races of the Wild
    Planar Ranger: Planar Handbook
    Hellreaver: Fiendish Codex II
    Heat Endurance: Sandstorm
    Extra Wildshape: Complete Divine
    Sanctify Natural Attack, Nemesis: Book of Exalted Deeds
    Wildshape Ranger: Unearthed Arcana
    Ranger, Power Attack, Iron Will, Improved Unarmed Strike, Natural Spell: srd
    The Phouka: Tam Lin, War for the Oaks

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  19. - Top - End - #199
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    He ain't got no book-learnin', but he don't need it to kick your ass.
    Quote Originally Posted by Atmos Fear
    Atmos Fear

    Ah, I was once just a young man, like you. I grew in this forest, and believed the nature's way to be fair and benevolent. But there is also the wicked, and the mischievous. Have you heard about the Fey?

    Atmos Fear, The Inquisitor of the Fey

    Spoiler
    Show
    Now, don't get me wrong, a black bear may try to eat you, but that may be just because it is hungry, it has happened to me a couple times this month. But some of these creatures want to be cruel to you just for fun.

    NG Male Mongrelfolk, Totemist 8 / Witchborn Hunter 2 / Cold Iron Warrior 10

    Ability Scores

    STR: 14
    DEX: 10
    CON: 14 +4 = 18
    INT: 12 -2 = 10
    WIS: 15
    CHA: 14 -4 = 10

    Ability Scores With VoP+Levels

    STR: 14
    DEX: 16
    CON: 26
    INT: 10
    WIS: 24
    CHA: 10

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

    1st|Totemist 1|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Knowledge (Nature) 4, Spellcraft 4, Survival 4, Jump 2|Sacred Vow|Wild empathy, illiteracy

    2nd|Totemist 2|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Knowledge (Nature) 5, Spellcraft 5, Survival 5, Jump 2.5|-|Totem chakra bind (+1 capacity)

    3rd|Totemist 3|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Knowledge (Nature) 6, Spellcraft 6, Survival 6, Jump 3|Vow of Poverty|Totem’s protection

    4th|Totemist 4|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Listen 1, Knowledge (Nature) 7, Spellcraft 7, Survival 7, Jump 3.5|Nymph's Kiss|-

    5th|Totemist 5|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Listen 2, Knowledge (Nature) 8, Spellcraft 8, Survival 8, Jump 4|-|Chakra binds (crown, feet, hands)

    6th|Totemist 6|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Listen 3, Knowledge (Nature) 9, Spellcraft 9, Survival 9, Jump 4.5|Iron Will, Intuitive Attack|Totem chakra bind (+1 meldshaper level)

    7th|Totemist 7|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Listen 4, Knowledge (Nature) 10, Spellcraft 10, Survival 10, Jump 5|-|

    8th|Cold Iron Warrior 1|
    +6
    |
    +5
    |
    +5
    |
    +4
    |Listen 5, Knowledge (Nature) 11, Spellcraft 11, Survival 11, Jump 5.5|Gift of Faith|Smite fey (1/day)

    9th|Cold Iron Warrior 2|
    +7
    |
    +5
    |
    +5
    |
    +5
    |Listen 6, Knowledge (Nature) 12, Spellcraft 12, Survival 12, Jump 6|Alertness|Detect fey, iron mind +2

    10th|Cold Iron Warrior 3|
    +8
    |
    +6
    |
    +6
    |
    +5
    |Listen 7, Knowledge (Nature) 13, Spellcraft 13, Survival 13, Jump 6.5|Animal Friend|Dispel magic (1/day)

    11th|Cold Iron Warrior 4|
    +9
    |
    +6
    |
    +6
    |
    +6
    |Listen 8, Knowledge (Nature) 14, Spellcraft 14, Survival 14, Jump 7|-|Mind over magic

    12th|Cold Iron Warrior 5|
    +10
    |
    +6
    |
    +6
    |
    +6
    |Spot 1, Knowledge (Nature) 15, Spellcraft 15, Survival 15, Jump 7.5|Track, Touch of Golden Ice|Smite fey (2/day), unmaking magic

    13th|Witchborn Binder 1|
    +10
    |
    +6
    |
    +6
    |
    +8
    |Spot 3, Spellcraft 16, Survival 16, Jump 8|-|Detect Magic, Meldshield, Royal Purse 1/level

    14th|Witchborn Binder 2|
    +11
    |
    +6
    |
    +6
    |
    +9
    |Spot 5, Spellcraft 17, Survival 17, Jump 8.5|Nimbus of Light|Dispelling orb, essentia +1

    15th|Totemist 8|
    +12
    |
    +7
    |
    +7
    |
    +9
    |Spot 7, Spellcraft 18, Survival 18, Jump 9|Double Chakra (Totem)|Rebind totem soulmeld 1/day

    16th|Cold Iron Warrior 6|
    +13
    |
    +7
    |
    +7
    |
    +9
    |Spot 8, Listen 9, Spellcraft 19, Survival 19, Jump 9.5|Stigmata|Dispel magic (2/day)

    17th|Cold Iron Warrior 7|
    +14
    |
    +7
    |
    +7
    |
    +9
    |Spot 9, Listen 10, Spellcraft 20, Survival 20, Jump 10|-|Cold iron strike

    18th|Cold Iron Warrior 8|
    +15
    |
    +7
    |
    +7
    |
    +10
    |Spot 10, Listen 11, Listen 11, Spellcraft 21, Survival 21, Jump 10.5|Holy Radiance, Soultouched Spellcasting|Iron mind +4, mind over magic

    19th|Cold Iron Warrior 9|
    +16
    |
    +8
    |
    +8
    |
    +10
    |Spot 11, Listen 12, Listen 12, Spellcraft 22, Survival 22, Jump 11|-|Dispel magic (3/day)

    20th|Cold Iron Warrior 10|
    +17
    |
    +8
    |
    +8
    |
    +11
    |Spot 13, Listen 13, Spellcraft 23, Survival 23 |Favored of the Companions|Slippery mind, smite fey (3/day)[/table]

    They can perform their magic tricks as well, and they dare to call themselves, "The Spirits of the Forest", yet their powers don't come from the divine earth.

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

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

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

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

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

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

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

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

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

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

    10th|3|1|-|-|-|-|-|-|-|-

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

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

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

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

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

    16th|4|4|2|-|-|-|-|-|-|-

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

    18th|4|4|4|2|-|-|-|-|-|-

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

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


    Sometimes, you must look within yourself, and manifest your very essence to stand against these creatures. Material objects are no match to the limitless potential of our very souls.

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

    1st|2|1|0

    2nd|3|2|1

    3rd|3|2|1

    4th|4|3|1

    5th|4|3|1

    6th|4|4|2

    7th|5|5|2

    8th|5|5|2

    9th|5|5|2

    10th|5|5|2

    11th|5|5|2

    12th|5|5|2

    13th|5|5|2

    14th|5|6|2

    15th|5|6|2

    16th|5|6|2

    17th|5|6|2

    18th|5|7|2

    19th|5|7|2

    20th|5|7|2[/table]


    As with anything, it is not just a matter of having potential, but also how you use. Even among the Fey, I certainly know some carry noble dispositions, despite the chaotic ways of their kind.


    Tactics by level

    Level 1

    Spoiler
    Show
    Atmos has a very good Constitution and a d8, which allows him to function quite well as a tank, and the Soulmelds of a Totemist offer versatility.

    Level 5

    Spoiler
    Show
    In these levels, besides the qualities as a Totemist, Atmos is quite capable as a scout, with high Knowledge (Nature) and Survival Ranks, and without the need for food or water.

    Level 10

    Spoiler
    Show
    Atmos' acquires his first spellcasting levels, which can be used better for buffing and can use dispel magic 1/day. Shaping Wormtail Belt and investing some essentia, grants a decent AC, and binding Landshark Boots with the enhancement bonus from Vow of Poverty.

    Level 15

    Spoiler
    Show
    The Totem bind carries many useful options, and Double Chakra (Totem) allows more variety in it. Unmaking Magic and Dispelling Orb synergize, allowing you to use targeted dispels at will and the other forms of Dispel Magic as SLA 2/day, both kinds carrying a Wisdom Bonus.

    To defend himself from magic, Atmos has Mind over Magic (1/day) and Meldshield.

    Landshark Boots work with Intuitive Attack and Touch of Golden Ice in melee combat.

    Binding Basilisk Mask is viable, with the high Con Modifier of Atmos as well.

    Level 20

    Spoiler
    Show
    Atmos can perform Stigmata to heal, but the most important quality of it is the second save to diseases. Soultouched Spellcasting adds to the Unmaking Magic dispel check bonus.

    I've been told there are stories about these creatures, tomes of knowledge to be learnt from. Sometimes makes me wish I had learnt how to read.

    Sources:
    Spoiler
    Show
    Magic of Incarnum: Totemist, Witchborn Hunter classes; Double Chakra and Soultouched Spellcasting feats.

    Book of Exalted Deeds: Sacred Vow, Vow of Poverty, Intuitive Attack, Animal Friend, Nimbus of Light, Stigmata, Holy Radiance, Gift of Faith, Favored of the Companions feats.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  20. - Top - End - #200
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    What broke the camel’s back
    Quote Originally Posted by The White Tiger
    THE WHITE TIGER
    Spoiler
    Show
    Baihu "The White Tiger" Human Outcast
    There was always many mischievious things that occured on and around the family property. This always seemed to his parents to occur in or near areas that Baihu had recently been. If it went wrong or was broken, his Parents would place the blame on Baihu. Every so often Baihu would catch sight of a Fey doing various things about the property. This continued to progressivly get worse over the years, until his parents banished him to the streets. Without knowing which fey was responsible for this act, With deadly earnestness he set out in pursuit of the Fey. His belief that all Fey were aberrant creatures that manipulated the minds and hearts of his parents. While traveling about town he caught hold of a Fey , not knowing if it was the one responsible, and proceeded to kill it outright.


    Human Warblade 5/Scout 7/Cold Iron Warrior 8
    32 point-buy, str13, dex13, con14, int14,wis16, cha 8
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Warblade 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |28 skillpoints|Exotic Weapon Proficiency (Bastard Sword)B, Quick Draw|Battle Clairity (Reflex Saves), weapon aptitude

    2nd|Scout 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Knowledge (Nature) 4 ranks, 5 skillpoints||Skirmish (+1d6), trapfinding

    3rd|Scout 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |9 skillpoints|Eyes in the Back of your Head|Battle fortitude +1, uncanny dodge

    4th|Warblade 2|
    +3
    |
    +3
    |
    +3
    |
    +1
    |5 skillpoints| |Uncanny dodge, Wisdom +1

    5th|Warblade 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |5 skillpoints| |Battle ardor (critical confirmation)

    6th|Scout 3 |
    +2
    |
    +1
    |
    +3
    |
    +1
    |9 skillpoints|Martial Study (Shadow Hand)|Fast Movement (+10ft), skirmish (+1d6, +1 AC), trackless step

    7th|Warblade 4 |
    +4
    |
    +4
    |
    +1
    |
    +1
    |5 skillpoints| |

    8th|Warblade 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |5 skillpoints|Iron WillB|Wisdom +1

    9th|Cold Iron Warrior 1|
    +1
    |
    +0
    |
    +0
    |
    +2
    |5 skillpoints|Martial Stance (Shadow Hand (Child of Shadows))|Smite fey (1/day)

    10th|Cold Iron Warrior 2|
    +2
    |
    +0
    |
    +0
    |
    +2
    |5 skillpoints| |Detect fey, iron mind +2

    11th|Cold Iron Warrior 3|
    +3
    |
    +1
    |
    +1
    |
    +3
    |5 skillpoints| |Dispel magic 1/day

    12th|Cold Iron Warrior 4|
    +4
    |
    +1
    |
    +1
    |
    +4
    |5 skillpoints|Improved critical|Mind over magic 1/day, Strength +1

    13th|Cold Iron Warrior 5|
    +5
    |
    +1
    |
    +1
    |
    +4
    |5 skillpoints| |Smite fey 2/day, unmaking magic

    14th|Scout 4|
    +3
    |
    +1
    |
    +4
    |
    +1
    |9 skillpoints|TrackB|

    15th|Scout 5 l|
    +3
    |
    +1
    |
    +4
    |
    +1
    |9 skillpoints|Powerful Charge|Evasion, skirmish (+2d6, +1 AC)

    16th|Cold Iron Warrior 6|
    +6
    |
    +2
    |
    +x
    |
    +5
    |5 skillpoints| |Dispel magic 2/day, Dexterity +1

    17th|Cold Iron Warrior 7|
    +7
    |
    +2
    |
    +2
    |
    +5
    |5 skillpoints||Cold iron strike

    18th|Scout 6|
    +4
    |
    +2
    |
    +5
    |
    +2
    | skillpoints|Shadow Blade|Flawless stride

    19th|Scout 7|
    +5
    |
    +2
    |
    +5
    |
    +2
    |9 skillpoints| |Skirmish (+2d6, +2 AC)

    20th|Cold Iron Warrior 8|
    +8
    |
    +2
    |
    +2
    |
    +6
    |5 skillpoints| |Iron mind +4, mind over magic 2/day[/table]

    Maneuvers
    Spoiler
    Show

    {table=head]Level|Known|Readied|Stances

    1st|3|3|1

    2nd|3|3|1

    3rd|3|3|1

    4th|4|3|1

    5th|5|3|1

    6th|5|3|1

    7th|5|4|2

    8th|6|4|2

    9th|6|4|2

    10th|6|4|2

    11th|6|4|2

    12th|6|4|2

    13th|6|4|2

    14th|6|4|2

    15th|6|4|2

    16th|6|4|2

    17th|6|4|2

    18th|6|4|2

    19th|6|4|2

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



    Spells per day/Spells Known
    Spoiler
    Show

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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|-|-|-|-

    5th|-|-|-|-

    6th|-|-|-|-

    7th|-|-|-|-

    8th|-|-|-|-

    9th|0|-|-|-

    10th|1|-|-|-

    11th|2|0|-|-

    12th|3|1|-|-

    13th|3|2|0|-

    14th|3|2|0|-

    15th|3|2|0|-

    16th|3|3|1|-

    17th|3|3|2|0

    18th|3|3|2|0

    19th|3|3|2|0

    20th|3|3|3|1[/table]*Not inclulding any bonus spells due to a high Wisdom score

    Typical spells prepared
    1st: bless, sanctuary, entropic shield, true strike
    2nd: bull's strength, cat's grace, owl's wisdom, see invisibility
    3rd: dispel magic x2, helping hand, invisibility purge
    4th: break enchantment, true seeing


    Original (in case I missed anything in the conversion)
    Spoiler
    Show
    as there is not a guideline for GP for equipment - I present "The White Tiger". it displays just fine as a page and so should work for here.
    <head>

    <p>The ICOC XLVII "Cold Iron Warrior" Build
    </p>
    <p>Baihu "The White Tiger" Human Outcast</p>
    <p>There was always many mischievious things that occured on and around the family property.</p>
    <p>This always seemed to his parents to occur in or near areas that Baihu had recently been</p>
    <p>If it went wrong or was broken, his Parents would place the blame on Baihu.</p>
    <p>Every so often Baihu would catch sight of a Fey doing various things about the property.</p>
    <p>This continued to progressivly get worse over the years, until his parents banished him to the streets.</p>
    <p>Without knowing which fey was responsible for this act, With deadly earnestness he set out in pursuit of the Fey</p>
    <p>His belief that all Fey were aberrant creatures that manipulated the minds and hearts of his parents.</p>
    <p>While traveling about town he caught hold of a Fey , not knowing if it was the one responsible, and proceeded to kill it outright</p>
    <p></p>
    <p></p>
    <p>32 point-buy, str13, dex13, con14, int14,wis16, cha 8</p>
    <table class="d20" style="text-align: left;">
    <tr style="text-align: center;">
    <th rowspan="2"> ECL
    </th>
    <th rowspan="2"> Class/HD/LA
    </th>
    <th rowspan="2"> <a href="/wiki/BAB" title="BAB" class="mw-redirect">Base<br/>Attack Bonus</a>
    </th>
    <th colspan="3"> <a href="/wiki/SRD:Saving_Throw" title="SRD:Saving Throw">Saving Throws</a>
    </th>
    <th rowspan="2"> Feats
    </th>
    <th rowspan="2"> Class<br/>Features
    </th>
    <th rowspan="2"> Skill Ranks
    </th></tr>
    <tr style="text-align: center;">
    <th> <a href="/wiki/SRD:Saving_Throw#Fortitude" title="SRD:Saving Throw">Fort</a> </th>
    <th> <a href="/wiki/SRD:Saving_Throw#Reflex" title="SRD:Saving Throw">Ref</a> </th>
    <th> <a href="/wiki/SRD:Saving_Throw#Will" title="SRD:Saving Throw">Will</a>
    </th></tr>
    <tr class="odd">
    <td> 1st </td>
    <td> Warblade </td>
    <td> +1 </td>
    <td> +2 </td>
    <td> +0 </td>
    <td> +0 </td>
    <td> Battle clarity (Reflex saves), weapon aptitude, 0lvl Quick Draw, hbf Exotic WP Bastarsword </td>
    <td> Maneuvers known 3, Readied 3, Stances known 1 </td>
    <td> 28sp </td>
    </tr>
    <tr class="even">
    <td> 2nd </td>
    <td> Scout </td>
    <td> +0 </td>
    <td> +0 </td>
    <td> +2 </td>
    <td> +0 </td>
    <td> — </td>
    <td> Skirmish (+1d6), trapfinding </td>
    <td> Knowledge (nature) 4 ranks, 5sp </td>
    </tr>
    <tr class="odd">
    <td> 3rd </td>
    <td> Scout </td>
    <td> +1 </td>
    <td> +0 </td>
    <td> +3 </td>
    <td> +0 </td>
    <td> lvl feat Eyes in the Back of Your Head </td>
    <td> Battle fortitude +1, uncanny dodge </td>
    <td> 9sp </td>
    </tr>
    <tr class="even">
    <td> 4th </td>
    <td> Warblade </td>
    <td> +2 </td>
    <td> +3 </td>
    <td> +0 </td>
    <td> +0 </td>
    <td> Uncanny dodge, lvl-wis+1 </td>
    <td> Maneuvers known 4, Readied 3, Stances known 1 </td>
    <td> 5sp </td>
    </tr>
    <tr class="odd">
    <td> 5th </td>
    <td> Warblade </td>
    <td> +3 </td>
    <td> +3 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> — </td>
    <td> Battle ardor (critical confirmation), Maneuvers known 5, Readied 3, Stances known 1 </td>
    <td> 5sp </td></tr>
    <tr class="even">
    <td> 6th </td>
    <td> Scout </td>
    <td> +2 </td>
    <td> +1 </td>
    <td> +3 </td>
    <td> +1 </td>
    <td> lvl feat Martial Study Shadow Hand </td>
    <td> Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step </td>
    <td> 9sp </td>
    </tr>
    <tr class="odd">
    <td> 7th </td>
    <td> Warblade </td>
    <td> +4 </td>
    <td> +4 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> — </td>
    <td> Maneuvers known 5, Readied 4, Stances known 2 </td>
    <td> 5sp </td>
    </tr>
    <tr class="even">
    <td> 8th </td>
    <td> Warblade </td>
    <td> +5 </td>
    <td> +4 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> Iron Will, lvl-wis+1 </td>
    <td> Maneuvers known 6, Readied 4, Stances known 2 </td>
    <td> 5sp </td>
    </tr>
    <tr class="odd">
    <td> 9th </td>
    <td> Cold Iron Warrior </td>
    <td> +1 </td>
    <td> +0 </td>
    <td> +0 </td>
    <td> +2 </td>
    <td> lvl feat Martial Stance Child of Shadow </td>
    <td> Smite fey (1/day) </td>
    <td> 5sp </td>
    </tr>
    <tr class="even">
    <td> 10th </td>
    <td> Cold Iron Warrior </td>
    <td> +2 </td>
    <td> +0 </td>
    <td> +0 </td>
    <td> +3 </td>
    <td> — </td>
    <td> Detect fey, iron mind </td>
    <td> 5sp </td>
    </tr>
    <tr class="odd">
    <td> 11th </td>
    <td> Cold Iron Warrior </td>
    <td> +3 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> +3 </td>
    <td> — </td>
    <td> Dispel magic (1/day) </td>
    <td> 5sp </td>
    </tr>
    <tr class="even">
    <td> 12th </td>
    <td> Cold Iron Warrior </td>
    <td> +4 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> +4 </td>
    <td> lvl feat- Improved Critical, lvl-str+1 </td>
    <td> Mind over magic</td>
    <td> 5sp </td>
    </tr>
    <tr class="odd">
    <td> 13th </td>
    <td> Cold Iron Warrior </td>
    <td> +5 </td>
    <td> +1 </td>
    <td> +1 </td>
    <td> +4 </td>
    <td> — </td>
    <td> Smite fey (2/day), unmaking magic </td>
    <td> 5sp </td>
    </tr>
    <tr class="even">
    <td> 14th </td>
    <td> Scout </td>
    <td> +3 </td>
    <td> +1 </td>
    <td> +4 </td>
    <td> +1 </td>
    <td> Track </td>
    <td> — </td>
    <td> 9sp </td>
    </tr>
    <tr class="odd">
    <td> 15th </td>
    <td> Scout </td>
    <td> +3 </td>
    <td> +1 </td>
    <td> +4 </td>
    <td> +1 </td>
    <td> lvl feat Powerful Charge </td>
    <td> Evasion, skirmish (+2d6, +1 AC) </td>
    <td> 9sp </td>
    </tr>
    <tr class="even">
    <td> 16th </td>
    <td> Cold Iron Warrior </td>
    <td> 6</td>
    <td> +2 </td>
    <td> +2 </td>
    <td> +5 </td>
    <td> lvl-dex+1 </td>
    <td> Dispel magic (2/day) </td>
    <td> 5sp </td>
    </tr>
    <tr class="odd">
    <td> 17th </td>
    <td> Cold Iron Warrior </td>
    <td> +7 </td>
    <td> +2 </td>
    <td> +2 </td>
    <td> +5 </td>
    <td> — </td>
    <td> Cold iron strike </td>
    <td> 5sp </td>
    </tr>
    <tr class="even">
    <td> 18th </td>
    <td> Scout </td>
    <td> +4 </td>
    <td> +2 </td>
    <td> +5 </td>
    <td> +2 </td>
    <td> lvl feat Shadow Blade </td>
    <td> Flawless stride </td>
    <td> 9sp </td>
    </tr>
    <tr class="odd">
    <td> 19th </td>
    <td> Scout </td>
    <td> +5 </td>
    <td> +2 </td>
    <td> +5 </td>
    <td> +2 </td>
    <td> — </td>
    <td> Skirmish (+2d6, +2 AC) </td>
    <td> 9sp </td>
    </tr>
    <tr class="even">
    <td> 20th </td>
    <td> Cold Iron Warrior </td>
    <td> +8 </td>
    <td> +2 </td>
    <td> +2 </td>
    <td> +6 </td>
    <td> lvl-cha+1 </td>
    <td> Iron mind +4, mind over magic </td>
    <td> 5sp </td>
    </tr>
    </table>
    <table class="d20" style="text-align: left;">
    <tr style="text-align: center;">
    <th rowspan="1.5"> Level </th>
    <th rowspan="1.5"> 1 </th>
    <th rowspan="1.5"> 2 </th>
    <th colspan="1.5"> 3 </th>
    <th rowspan="1.5"> 4 </th>
    <tr class="odd">
    <td> 1st </td>
    <td> 0 </td>
    <td> — </td>
    <td> — </td>
    <td> — </td>
    </tr>
    <tr class="even">
    <td> 2nd </td>
    <td> 1 </td>
    <td> — </td>
    <td> — </td>
    <td> — </td>
    </tr>
    <tr class="odd">
    <td> 3rd </td>
    <td> 2 </td>
    <td> 0 </td>
    <td> — </td>
    <td> — </td>
    </tr>
    <tr class="even">
    <td> 4th </td>
    <td> 3 </td>
    <td> 1 </td>
    <td> — </td>
    <td> — </td>
    </tr>
    <tr class="odd">
    <td> 5th </td>
    <td> 3 </td>
    <td> 2 </td>
    <td> 0 </td>
    <td> — </td>
    </tr>
    <tr class="even">
    <td> 6th </td>
    <td> 3 </td>
    <td> 3 </td>
    <td> 1 </td>
    <td> — </td>
    </tr>
    <tr class="odd">
    <td> 7th </td>
    <td> 3 </td>
    <td> 3 </td>
    <td> 2 </td>
    <td> 0 </td>
    </tr>
    <tr class="even">
    <td> 8th </td>
    <td> 3 </td>
    <td> 3 </td>
    <td> 3 </td>
    <td> 1 </td>
    </tr>
    </table>
    <table class="d20" style="text-align: left;">
    <tr style="text-align: center;">
    <th rowspan="1.5"> Level </th>
    <th rowspan="1.75"> Spells </th>

    <tr class="odd">
    <td> 1st </td>
    <td> bless, sanctuary, entropic shield, true strike </td>
    </tr>
    <tr class="even">
    <td> 2nd </td>
    <td> bull's strength, cat's grace, owl's wisdom, see invisibility </td>
    </tr>
    <tr class="odd">
    <td> 3rd </td>
    <td> dispel magic x2, helping hand, invisibility purge </td>
    </tr>
    <tr class="even">
    <td> 4th </td>
    <td> break enchantment, true seeing</td>
    </tr>

    </table>
    </html>
    Last edited by Kuulvheysoon; 2013-07-25 at 09:17 PM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  21. - Top - End - #201
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    ...And that should be all.

    There's one more entry coming in (The White Tiger), but there are some...minor formatting issues that I'll clear up before releasing it. Expect it (probably) later today or tomorrow.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  22. - Top - End - #202
    Orc in the Playground
    Join Date
    Mar 2013

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    I think i counted 18 entries. As always some pretty interesting / funny stuff but need a closer look at many of them.
    Avatar by the amazing Cuthalion.

    Natural 1 on every attack role since 2003.

  23. - Top - End - #203
    Troll in the Playground
     
    Deadline's Avatar

    Join Date
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    Necro-equestrian Pugilism
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    I had two ideas that didn't make the grade/cut. The first was similar to another entry here, in that I was going to focus on the "Must have fought a fey" requirement, and go with a human barbarian girl whose tribe was decimated by unseelie court fey. She comes back as a vengeful ghost who focuses on draining away a fey's beauty (Charisma Drain) before slaying it.

    The other one that I didn't get the time to put together was a Centaur Paladin 4/SI 10. He'd focus on using the Centaur Trample and Smiting Power feats, and generally be a goody-goody slayer of evil type character. It felt a little generic, and I had already missed the deadline by that point, so yeah.

    But there are quite a few entries here, and several of them are very similar. I'm curious to see how the judges evaluate them.
    Awesome avatar by Iron Penguin!

    Signature of Holding

  24. - Top - End - #204
    Dwarf in the Playground
     
    RangerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    I love how diverse a lot of these entries are! I doubt I'd have ever come up with a were-camel for this. Oh and I give a tip of my imaginary hat to The Grasping Mist for including explosive runes in his explanation.

  25. - Top - End - #205
    Bugbear in the Playground
    Join Date
    Apr 2011

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    I think the ethereal filcher link for The Grasping Mist meant to link here.

  26. - Top - End - #206
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Sep 2012

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Hellreaver is a neat class. There's a lot off odd classes coming out of the woodwork to be combined with CIW.

    Is the Ethereal Filcher somewhere on the CIW web enhancement page and I missed it or was that an error in the links?

    The use of blighter was fun, but I thought Ourevel Moonshadow's use of abjurant champion was pretty clever.

    All the fey-killing fey were funny too. Lots of knowledge devotion rangers & paladins running around.
    No longer have time to participate in games. I apologize.

  27. - Top - End - #207
    Troll in the Playground
    Join Date
    Apr 2011
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    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Quote Originally Posted by 123456789blaaa View Post
    I think the ethereal filcher link for The Grasping Mist meant to link here.
    Fixed, thanks.

    Quote Originally Posted by Mishkov View Post
    Is the Ethereal Filcher somewhere on the CIW web enhancement page and I missed it or was that an error in the links?
    Error in the links- fixed now.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  28. - Top - End - #208
    Firbolg in the Playground
    Join Date
    Jun 2009
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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Entries
    1. The Grasping Mist: Ethereal Filcher 5/Rogue 5/Cold Iron Warrior 10
    2. Talsum the Dark Hunter: Human(?) Duskblade 4/Rogue 3/Cold Iron Warrior 10/Assassin 3
    3. Khair Ostern: Human Cleric 3/Monk 2/Church Inquisitor 2/Sacred Fist 2/Shiba Protector 1/Cold Iron Warrior 10
    4. Calista Ecanus: Lesser Aasimar Druid 5/Ranger 1/Blighter 4/Cold Iron Warrior 10
    5. Shoure: Dragonborn Wood Elf Paladin 4/Monk 2/Cold Iron Warrior 10/Argent Fist 2/Cleric 2
    6. Al'laab Tuhump: Human Were-Camel Barbarian 1/Fighter 2/Cold Iron Warrior 10/Warshaper 2
    7. Captain Fraxinus: Killoren Ranger 5/Cold Iron Warrior 10/Dread Commando 5
    8. Ourevel Moonshadow: Star Elf Hexblade 5/Cold Iron Warrior 10/Abjurant Champion 5
    9. Jasper: Ghost Human Paragon 2/Crusader 4/Cold Iron Warrior 9
    10. James Ferrifer: Pixie Paladin 6/Cold Iron Warrior 10
    11. Gilles de Rais-Loquart: Human Warblade 5/Cold Iron Warrior 10/Zhentarim Spy 5
    12. Project 7a: Warforged Ranger 5/Stalker of Kharash 2/Cold Iron Warrior 8/Witch Slayer 5
    13. Sir Broderick: Azurin Knight 5/Cold Iron Warrior 9/Vengeance Knight 3/Iron Mind 3
    14. Jillian Feykiller: Fey-Bloodline Half-Fey Human Wildshape Ranger 5/Cold Iron Warrior 9/Fighter 1
    15. Judge Bitterbeard: Dwarf Ranger 3/Barbarian 2/Cold Iron Warrior 10/Battlesmith 1/Hammer of Moradin 4
    16. The Phouka: Killoren Wildshape Ranger 5/Cold Iron Warrior 10/Hellreaver 5
    17. Atmos Fear: Mongrelfolk Totemist 8/Witchborn Hunter 2/Cold Iron Warrior 10
    18. The White Tiger: Human Warblade 5/Scout 7/Cold Iron Warrior 8


    Part of me is really glad that we've had a consistently large crop of entries for the past few rounds, but the part of me that's judging finds it a little daunting. Anyone actually care what I was cooking up? If so, I can include the stub when I post my judging.
    Last edited by OMG PONIES; 2013-07-30 at 09:24 AM.
    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

  29. - Top - End - #209
    Bugbear in the Playground
     
    dysprosium's Avatar

    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Handy Reference Chart of Our Entries
    {table=head]Name|Descripttion
    Grasping Mist|CE ethereal filcher Rogue 5/Cold Iron Warrior 10
    Talsum the Dark Hunter|human Duskblade 4/Rogue 3/Cold Iron Warrior 10/Assassin3
    Khair Ostern|LN human Cloistered Cleric 3/Monk 2/Church Inquisitor 2/Sacred Fist 2/Shiba Protector 1/Cold Iron Warrior 10
    Calista Ecanus|lesser aasimar Druid 5/Ranger 1/Blighter 4/Cold Iron Warrior 10
    Shoure|LG dragonborn wood elf Paladin 4/Monk 2/Cold Iron Warrior 10/Argent Fist 2/Cleric 2
    Al'laab Tuhump|N human afflicted were-camel Lion Totem Barbarian 1/Fighter 2/Cold Iron Warrior 10/Warshaper 2
    Captain Fraxinus|killoren Champion of the Wild Spirit Guide Wildshape Ranger 5/Cold Iron Warrior 10/Dread Commando 5
    Ourevel Moonshadow|CN star elf Hexblade 5/ Cold Iron Warrior 10 /Abjurant Champion 5
    Jasper|LN human ghost Human Paragon 2/Crusader 4/Cold Iron Warrior 9
    James Ferrifer|LG Pixie Paladin 6/Cold Iron Warrior 10
    Gilles de Rais-Loquart|LE human Warblade 5/Cold Iron Warrior 10/Zhentarim Spy 5
    Project 7a|NG warforged Ranger 5/Stalker of Karrash 2/Cold Iron Warrior 8/Witch Slayer 5
    Sir Broderick|LE male azurin Knight 5/Cold Iron Warrior 9/Vengeance Knight 3/Iron Mind 3
    Jillian Feykiller|NE half fey human major fey bloodline Wildshape Ranger 5/Cold Iron Warrior 9/Fighter 1
    Bitterbeard|NG dwarf Ranger 3/Barbarian 2/Cold Iron Warrior 10/Battlesmith 1/Hammer of Moradin 4
    The Phouka|NG killoren Wildshape Planar Ranger 5/Cold Iron Warrior 10/Hellreaver 5
    Atmos Fear|NG male mongrelfolk Totemist 8/Cold Iron Warrior 10/Witchborn Binder 2
    White Tiger|human Warblade 5/Scout 7/Cold Iron Warrior 8[/table]

    My apologies to those entries with loooooong titles/names. I wanted to fit this chart on the page

    Edit: swordsaged by OMG Ponies
    Last edited by dysprosium; 2013-07-25 at 09:30 PM.

  30. - Top - End - #210
    Firbolg in the Playground
    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XLVII

    Quote Originally Posted by dysprosium View Post
    My apologies to those entries with loooooong titles/names. I wanted to fit this chart on the page
    Yeah, I think there was a secret side competition this round .

    Quote Originally Posted by dysprosium View Post
    Edit: swordsaged by OMG Ponies
    Nah, bro, I'm more of a factotum/warblade with Moment of Alacrity and Improved Initiative .
    Last edited by OMG PONIES; 2013-07-22 at 11:23 AM.
    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

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