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  1. - Top - End - #241
    Titan in the Playground
     
    Dusk Eclipse's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    How many entries so far?
    Just call me Dusk
    Avatar by Ceika

    Dming: Eyes of the Lich Queen IC OOC


  2. - Top - End - #242
    Banned
     
    Devil

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    Nov 2012

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Just doing my fluff now; work caught up with me (and a mates sister *score*), so I wasn't able to put that down in time. However, I'm just finishing the fluff on my entry I did get done. Procrastination was a wonderful thing. Apart from when there's a deadline.

  3. - Top - End - #243
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    I hope everyone who is rushing to get stuff done can, and if it sounds like a couple people are in the same boat (as a competitor who already submitted) I wouldn't mind a small extension on the timeline since the count is so small.
    Last edited by Tim Proctor; 2013-11-18 at 06:23 PM.
    I am what lurks under your bridge, I am the troll...

    Not sure about what I said, go back highlight it with your mouse and wham it's magically blue for sarcasm, so like everything on the internet take it with a grain of salt.

    Spoiler: IC Trophies
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    LIV Silver Auric Goldbones
    LVII Bronze Adlib

  4. - Top - End - #244
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Quote Originally Posted by Kuulvheysoon View Post
    Got it (2 parts). About an hour until the reveal, and this may be our smallest crop yet (with me as Chair).
    That could be really good or really bad for originality

  5. - Top - End - #245
    Firbolg in the Playground
     
    NecromancerGuy

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    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Quote Originally Posted by Kuulvheysoon View Post
    Got it (2 parts). About an hour until the reveal, and this may be our smallest crop yet (with me as Chair).
    It's as if students were doing their final push for the semester, while people started planning for various winter holidays.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  6. - Top - End - #246
    Ogre in the Playground
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    Sep 2011

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Bah, I'm out of time. Mechanically done, but unfluffed. I'll post my build after the reveal.

  7. - Top - End - #247
    Banned
     
    Devil

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    Nov 2012

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Just in.

    I'll post my other build stub after the reveal.

  8. - Top - End - #248
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    I got my entry in--despite being ill on the weekend.

    Good luck to this round's entries!

    Only had one idea this time and ran with it.

  9. - Top - End - #249
    Troll in the Playground
     
    The Viscount's Avatar

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    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    In true IC form I've submitted mine close to the deadline.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  10. - Top - End - #250
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Quote Originally Posted by The Viscount View Post
    In true IC form I've submitted mine close to the deadline.
    Pffft. Venger regularly waits until another 20 minutes from now before submitting.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  11. - Top - End - #251
    Troll in the Playground
     
    Deadline's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    6 minutes to go, don't think I'm going to make it.
    Awesome avatar by Iron Penguin!

    Signature of Holding

  12. - Top - End - #252
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Submitted entry #1 under the wire! I don't think entry #2 is happening .

    Quote Originally Posted by Kuulvheysoon View Post
    Got it (2 parts). About an hour until the reveal, and this may be our smallest crop yet (with me as Chair).
    And there was much rejoicing from judges and contestants alike! No offense to larger crops, but it makes judging far easier and allows entries to stand on their own a little more when they're not 1 of 25 (IMHO).

    Quote Originally Posted by Vaz View Post
    Just doing my fluff now; work caught up with me (and a mates sister *score*), so I wasn't able to put that down in time. However, I'm just finishing the fluff on my entry I did get done. Procrastination was a wonderful thing. Apart from when there's a deadline.
    We salute you and your blatant violation of Bro Code.

    Quote Originally Posted by Amphetryon View Post
    It's as if students were doing their final push for the semester, while people started planning for various winter holidays.
    No lie, I took a personal today primarily to finish this build. Priorities, right?

    Quote Originally Posted by Kazyan View Post
    Bah, I'm out of time. Mechanically done, but unfluffed. I'll post my build after the reveal.
    Think that's happening w/ my second unsubmitted entry as well.

    Quote Originally Posted by dysprosium View Post
    I got my entry in--despite being ill on the weekend.

    Good luck to this round's entries!

    Only had one idea this time and ran with it.
    Get well soon!
    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

  13. - Top - End - #253
    Banned
     
    Devil

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    No jokes about deadline not making the deadline, please.

  14. - Top - End - #254
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Quote Originally Posted by Vaz View Post
    No jokes about deadline not making the deadline, please.
    Awwww man!

  15. - Top - End - #255
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Isn't the deadline over? Is the chairman slacking or giving everyone a little bit of extra time? If deadline can't meet the deadline the universe collapses.
    I am what lurks under your bridge, I am the troll...

    Not sure about what I said, go back highlight it with your mouse and wham it's magically blue for sarcasm, so like everything on the internet take it with a grain of salt.

    Spoiler: IC Trophies
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    LIV Silver Auric Goldbones
    LVII Bronze Adlib

  16. - Top - End - #256
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Quote Originally Posted by Tim Proctor View Post
    Isn't the deadline over? Is the chairman slacking or giving everyone a little bit of extra time? If deadline can't meet the deadline the universe collapses.
    I take offense to this! 2 point penalty in every category for you, fiend!

    But seriously, it's only a few (dozen) minutes late.

    Speaking of which, refrain from posting, as I have THE REVEAL.

    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 - #257
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LI

    A blade with a heart of gold?
    Quote Originally Posted by Maximus Locae
    Maximus Locae

    LN Human Cleric 3/Fighter Thug 2/Invisible Blade 5/Black Flame Zealot 10

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

    1st|Cleric 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Craft (Poison Making) 4, Knowledge Arcana 4, Knowledge Religion 4, Sense Motive 4, Spellcraft 4|Point blank shot, Skill knowledge (Sense Motive)|Turn Undead

    2nd|Cleric 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Craft (Poison Making) 5, Knowledge Arcana 5, Knowledge Religion 5, Sense Motive 5, Spellcraft 5||

    3rd|Cleric 3|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Craft (Poison Making) 6, Knowledge Arcana 6, Knowledge Religion 6, Sense Motive 6, Spellcraft 6|Far Shot|

    4th|Thug Fighter 1|
    +3
    |
    +5
    |
    +1
    |
    +3
    |Bluff 4, Craft (Poison Making) 6, Knowledge Arcana 6, Knowledge Religion 7, Sense Motive 7, Spellcraft 6||

    5th|Thug Fighter 2|
    +3
    |
    +6
    |
    +1
    |
    +3
    |Bluff 8, Craft (Poison Making) 6, Knowledge Arcana 6, Knowledge Religion 8, Sense Motive 8, Spellcraft 6|Weapon Focus (Kukri)|

    6th|Invisible Blade 1|
    +4
    |
    +6
    |
    +3
    |
    +5
    |Balance 1, Bluff 9, Craft (Poison Making) 6, Hide 2, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 2, Sense Motive 9, Spellcraft 6|Iron Will|Kukri Sneak Attack +1d6, Unfettered Defence

    7th|Invisible Blade 2|
    +5
    |
    +6
    |
    +4
    |
    +5
    |Balance 2, Bluff 10, Craft (Poison Making) 6, Hide 4, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 4, Sense Motive 10, Spellcraft 6||Bleeding Wound

    8th|Invisible Blade 3|
    +6
    |
    +7
    |
    +4
    |
    +6
    |Balance 3, Bluff 11, Craft (Poison Making) 6, Hide 6, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 6, Sense Motive 11, Spellcraft 6||Kukri Sneak Attack +2d6, Uncanny Feint (move)

    9th|Invisible Blade 4|
    +7
    |
    +7
    |
    +5
    |
    +6
    |Balance 4, Bluff 12, Craft (Poison Making) 6, Hide 8, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 8, Sense Motive 12, Spellcraft 6|Combat Intuition|Feint Mastery

    10th|Invisible Blade 5|
    +8
    |
    +7
    |
    +5
    |
    +6
    |Balance 5, Bluff 13, Craft (Poison Making) 6, Hide 10, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 10, Sense Motive 13, Spellcraft 6||Kukri Sneak Attack +3d6, Uncanny Feint (free)

    11th|Black Flame Zealot 1|
    +8
    |
    +7
    |
    +7
    |
    +8
    |Balance 5, Bluff 13, Craft (Poison Making) 6, Hide 12, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 12, Sense Motive 14, Spellcraft 6, Tumble 2||Death attack, Zealous heart

    12th|Black Flame Zealot 2|
    +9
    |
    +7
    |
    +8
    |
    +9
    |Balance 5, Bluff 13, Craft (Poison Making) 7, Hide 13, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 14, Sense Motive 15, Spellcraft 6, Tumble 4|Destruction Devotion|Poison use

    13th|Black Flame Zealot 3|
    +10
    |
    +8
    |
    +8
    |
    +9
    |Balance 5, Bluff 13, Craft (Poison Making) 8, Hide 15, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 15, Sense Motive 16, Spellcraft 6, Tumble 6||Sneak attack +4d6

    14th|Black Flame Zealot 4|
    +11
    |
    +8
    |
    +9
    |
    +10
    |Balance 5, Bluff 13, Craft (Poison Making) 9, Hide 16, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 17, Sense Motive 17, Spellcraft 6, Tumble 8||

    15th|Black Flame Zealot 5|
    +11
    |
    +8
    |
    +9
    |
    +10
    |Balance 5, Bluff 13, Craft (Poison Making) 10, Hide 18, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 18, Sense Motive 18, Spellcraft 6, Tumble 10|Extra Turning|Fateful Stride

    16th|Black Flame Zealot 6|
    +12
    |
    +9
    |
    +10
    |
    +11
    |Balance 5, Bluff 13, Craft (Poison Making) 12, Hide 19, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 19, Sense Motive 19, Spellcraft 6, Tumble 12||Sneak attack +5d6, Sacred flame

    17th|Black Flame Zealot 7|
    +13
    |
    +9
    |
    +10
    |
    +11
    |Balance 5, Bluff 13, Craft (Poison Making) 14, Hide 20, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 20, Sense Motive 20, Spellcraft 6, Tumble 14||

    18th|Black Flame Zealot 8|
    +14
    |
    +9
    |
    +11
    |
    +12
    |Balance 5, Bluff 13, Craft (Poison Making) 16, Hide 21, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 21, Sense Motive 21, Spellcraft 6, Tumble 16|Fire Devotion|

    19th|Black Flame Zealot 9|
    +14
    |
    +10
    |
    +11
    |
    +12
    |Balance 5, Bluff 13, Craft (Poison Making) 18, Hide 22, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 22, Sense Motive 22, Spellcraft 6, Tumble 18||Sneak attack +6d6

    20th|Black Flame Zealot 10|
    +15
    |
    +10
    |
    +12
    |
    +13
    |Balance 5, Bluff 13, Craft (Poison Making) 20, Hide 23, Knowledge Arcana 6, Knowledge Religion 8, Move Silently 23, Sense Motive 23, Spellcraft 6, Tumble 20||Unholy Immolation[/table]

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

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

    2nd|4|3+1|-|-|-|-|-|-|-|-

    3rd|4|3+1|1+1|-|-|-|-|-|-|-

    4th|4|3+1|1+1|-|-|-|-|-|-|-

    5th|4|3+1|1+1|-|-|-|-|-|-|-

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

    7th|4|3+1|1+1|-|-|-|-|-|-|-

    8th|4|3+1|1+1|-|-|-|-|-|-|-

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

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

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

    12th|5|4+1|2+1|-|-|-|-|-|-|-

    13th|5|4+1|2+1|-|-|-|-|-|-|-

    14th|5|4+1|2+1|1+1|-|-|-|-|-|-

    15th|5|4+1|2+1|1+1|-|-|-|-|-|-

    16th|5|4+1|3+1|2+1|-|-|-|-|-|-

    17th|5|4+1|3+1|2+1|-|-|-|-|-|-

    18th|6|5+1|3+1|2+1|1+1|-|-|-|-|-

    19th|6|5+1|3+1|2+1|1+1|-|-|-|-|-

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


    Domains: Destruction, Fire


    Attributes:
    STR: 14 Starting, +1 @ 8 and 20 = 16
    DEX: 15 Starting, +1 @ 4, 12 and 16 = 18
    CON: 12
    INT: 16
    WIS: 12
    CHA: 8


    Story & Tactics
    Levels 1 - 5
    Spoiler: And so it begins...
    Show
    It was a great day to finally join my brothers at the church of Joramy. Long had I admired the work of the order and they welcomed me with open arms. My assessed grace with the quarterstaff meant I was assigned to the 'combat and tactics' master, Ticorus Fahl. "The fear of a poison", he said, "makes a foe think twice about his actions.". Poisons I thought? Strange... Eager to learn and not disappoint, my base morals already felt as if they were rewriting themselves, but it felt so right! It all started to make sense.

    Until it comes to your doorstep and happens to you and yours. They killed my Caryoliña and I know it. I knew the signs and they were all there! And so I turned my back on the life I'd grown to love and in turn my back the mighty Joramy. What good is it to fight an invisible death that lurks in every drink?! Around every corner?! Behind every door?! I fled into hiding with nothing left but my wits and my fists.

    Spoiler
    Show
    You'll start out with three levels in Cleric and some fairly balanced ability scores. Skill points are relatively plentiful for a cleric for you with a high intelligence modifier. A few of these require positioning for prerequisites but there are plenty to play around with. The ability to produce some rudimentary poisons is a good choice thematically if crafting time is available and this will again be helped by your INT. Sense motive runs through this build as both a prerequisite and a theme - allowing Maximus to gauge the challenge rating of his foes (Assess Opponent - Complete Adventurer) which ties in with his Zealot Death Attack rounds of study. These levels and the two in Thug will enable you to contribute to combat situations and also provide party buffs from the Divine Spell List. Cleric may be an obvious choice here but it is also a strong one.



    Levels 2 - 10
    Spoiler: A year has passed...
    Show
    I've fallen in with a group of professional fighters. Not professional in the sense you're thinking but Suzail as all major cities has its dark underground secrets. We'd fight in regular competition against anything they'd want to see us fight.. ogres, minotaur you name it. We'd make a lot of people a lot of money and we didn’t do too bad ourselves. Oh how restrictive and awkward the armour was I used to have to fight in. All that weight and bulk holding me back. I left all material defences behind with my past and learned the ways of the Kukri, a sleek, beautiful tool. My blade and my senses were the only thing I needed in this game of life and death.

    Spoiler
    Show
    This is where the build starts to pick up speed. You should have traded in your heavy armour for some magical bracers of armour at around level 4 and acquired your now signature Kukri. The Kukri would welcome an upgrade to +1 and keening its critical range to 15-20 will help deliver maximum damage in a single strike which we're aiming for. Every level of the Invisible Blade either adds more to damage or more to your AC. Any income can be spent on upgrading your weapon with enchantments of your choice or your AC by improving your bracers. Balance becomes available as a skill so a minimum of 5 ranks should be placed here to avoid flat footed issues under attack while balancing. Maximus continues to boost his stealth skills and sense motive for opponent analysis. Investing in bluff unlocks use of the Invisible Blade's feint progression which allows you to function in an isolated scenario much better and not rely on flank or flat-footedness to get off your sneak attack damage.


    Levels 11 - 15
    Spoiler: 2 years later...
    Show
    Well, times are changing. I must have caught somebody’s eye in the playground as I was trailed and approached on my way home tonight.. and I was moving, I thought, like the shadow in the night that I had moved since my new life began. He out stealthed me and for an Invisible Blade like myself, that's unheard of. So how am I telling you this story and not crumpled up in the gutter or wending my way out to the Dragonmere? Well the mysterious stranger came with an offer of life not death. A return to the religious splendour aside Joramy was on offer but with a twist, a twist that suited me all too well. Seems corruption has been running rife through the church for years and the Black Flames were formed in secret to redress the focus and cleanup the now shambolic institution that had most definitely lost its way. To prove my dedication I was obliged to start immediately, death to a so called master of tactics. They knew our past and knew the realness of such a test for me. But my mind was made up, I would fully commit to Joramy for the remainder of my years, however long that may be...

    Spoiler
    Show
    The sweet spot of this build comes here. Taking Black Flame Zealot opens up a few nice options both early on and throughout its levels. Three rounds of study, enabled by ever improving stealth skills allows a Death Strike that carries a modest DC to begin with but scales steadily as you progress. Immunity to fear is a handy bonus to avoid annoying checks that could foil your plans before you get stuck in. Your sense motive skill to assess your opponent now coupled with the Combat Intuition feat allows clear odds calculation for either yourself or in a scouting capacity. Should you get stuck in melee combat for more than a round the combat intuition feat helps you gain the upper hand as the battle goes on as does the Destruction devotion feat so the odds should slowly stack more in your favour if everything doesn’t go to plan at the start. Poison use enables you to bolster your attacks with crafted or purchased ointments and your sneak attack abilities make steady improvements as well. Your skills are pretty much set now - some investment in tumble is always handy but progression in your current skill set will probably continue. If all does seem hopeless you also receive the get out of jail free card, Fateful Stride allowing you to get the hell out of there if you can pick a safe direction!


    Levels 16 - 20
    Spoiler: End game
    Show
    The trail is running long; Long but it's narrowing. In fact it seems to run all the way to the top of this riddled institution. The time will soon be upon us to move the final pieces on the board. At last vengeance will be mine for the death of my Caryoliña. I've picked up my old poison notes once more.. what better a way to deliver end game? We'll see what I'll choose when the time comes.. so many options at my finger tips now and the cold words of master Fahl forever ring in my head. Making the man think twice about his actions is too late but it’s still never a bad thing. The powers of fire and destruction will teach him lesson number two as he is made to pay for every one of his mistakes in searing pain. There will be no remaining trace when I'm done! And then at last, I can rest once again.

    I approach across the rooftops. Getting past the guards is no effort at all, even with the heightened security that seems unusual for such a quiet, nothing of an evening. An open window high up grants me entry and I silently navigate the corridors, slipping easily from shadow to shadow. Our mighty leader among equals sat at the head of the table in the great hall. Flanked by a personal guard and seeming unsettled. Scanning the boundaries of the room every few seconds for anything that looked out of place before returning to his meal. As I watched him the anger rose inside me but my training kept me still. He was an excuse of a man; they always are at the top. Sure the brains are required but those had been eaten away with paranoia. He thinks he's prepared but the weaknesses are endless in his defences. I shall appear as the fiery depths of hell and consume him and then without trace, disappear. I circle round and drop gently into the shadows behind him.

    Spoiler
    Show
    Finishing off the secret ingredient is not especially important but brings a few nice perks. Your divine spell casting has progressed to allow 4th level spells, your sneak attack progression completes and your 'man on fire' theme gets its cherry on top with flaming burst weapon enchantments, fire devotion and unholy immolation. Extra turning allows for the powering of your devotion powers up to 6 times per day; you really are the human torch! With minimal reliance on equipment you have a decent BAB, saves and AC, much of which can be supplemented with standard boosting additions. You are a one man infiltration, assassination and even abduction machine with a means of escape from almost all situations with your fateful stride should things go wrong. Continued improvements to your poison skills throughout the build enable access to a supply of detrimental effects, the best of which can be selected during your study period of which you should be able to glean all the information you require to get the job done.


    The Secret Ingredient
    Spoiler
    Show
    Skills:
    Hide and Move Silently skills form a major part of the tactics behind playing this build and are advanced to maximum to gain most benefit and chance of getting of your all important extra damage. Sense motive and Bluff also receive heavy investment as they also form the basis for the Invisible Blade Prc which is completed in full.

    Feats:
    Iron will bolsters a moderate will save and the Kukri requirement, although no feat required, runs as a common theme throughout both prestige classes to enable long term investment in a single weapon. Far shot and Point Blank shot from the Invisible Blade class allow ranged and thrown attacks to hit easier to allow delivery of any poisons you have.

    Class Skills:
    This build focuses on getting the most from your already selected skills but the Black Flame Zealots class skills do have a few other options available which are also good choices should you wish to take them. Many standard stealth skills are available: open lock, escape artist, sleight of hand and should be selected as you see fit.

    Death attack:
    Three rounds of study is easy with your stealth skills. Adding usage of the sense motive, assess opponent, skill you should have a picture of how this fight will go, hopefully ending after just one or two strikes.

    Poison Use:
    Weaken your opponent as you see fit. You have three rounds to choice your poison and deftly apply to your blade or snipe in with a ranged blow dart style attack.

    Sneak Attack:
    Three attacks on a full attack allowing 6d6 sneak attack damage to be added to each successful hit is nice. Weapon enchantments can increase this number should you wish which allows additional powering of your Invisible Blade Bleeding Wound feature.

    Sacred Flame/Unholy Immolation:
    The fiery power of Joramy strikes you down! This forms part of your human torch routine involving your Fire Devotion body flames, flaming burst weapon enchantment and on a successful death attack or sneak attack, consuming your foe in an immediate and utterly consuming unholy fire!


    Sources
    Spoiler
    Show
    Players Handbook - Cleric (p30), Point Blank Shot (p98), Far Shot (p94), Weapon Focus (p102), Iron Will (p97), Extra Turning (p94)
    Unearthed Arcana - Skill Knowledge (p81), Thug Fighter Variant (p51)
    Complete Warrior - Invisible Blade PrC (p44)
    Complete Adventurer - Sense Motive Expanded Skill Description (p102), Combat Intuition (p106)
    Complete Divine - Black Flame Zealot (p22), Joramy (p122)
    Complete Champion - Destruction Devotion (p57), Fire Devotion (p58)
    Last edited by Kuulvheysoon; 2013-11-19 at 06:48 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.

  18. - Top - End - #258
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Her venom burns like FIRE. Get it?
    Quote Originally Posted by Loth'Molvdefein
    Loth'Molvdefein, The Spider's Bite
    Spoiler: Stats
    Show
    Race: Lolth-touched Drow (LA +3)

    Levels: 3 Cleric/ 2 Rogue/ 2 Assassin/ 10 Black Flame Zealot
    Adaption: 4 Cleric/ 4 Rogue/ 2 Assassin/ 10 Black Flame Zealot

    Abilities: Str 8, Dex 16, Con 8, Int 14, Wis 16, Cha 14
    Adjusted: Str14, Dex 18, Con 12, Int 16, Wis 16, Cha 16
    Leveled: Str 14 Dex 20 Con 12, Int 16, Wis 16 Cha 18


    Spoiler: References
    Show
    Heretic of the Faith, Power of Faerun p.46
    Lolth-Touched Creature, MMIV p.92
    Skill Tricks Complete Scoundrel p.82
    Assassin, DMG p. 180
    Spontaneous Domain Casting PHB II p. 37

    Spoiler: My Story
    Show


    Spoiler: Full Build
    Show
    Spoiler: Before the Fall
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Rogue|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Bluff +4, Disguise +4, Gather Information +4, Hide +8, Jump +4, Listen +4, Move Silently +8, Open Lock +4, Search +4, Spot +4, Tumble +4|Martial Weapon Proficency (Kukri) |Sneak attack +1d6, trapfinding


    2nd|Cleric|
    +0
    |
    +4
    |
    +2
    |
    +4
    |Bluff +4, Disguise +4, Gather Information +4, Hide +9, Jump +4, Knowledge (Religion) +3, Listen +4, Move Silently +9, Open Lock +4, Search +4, Spot +4, Tumble +4||Turn or rebuke undead, Divine Spell Casting, Spontaneous Domain Casting


    3rd|Cleric|
    +1
    |
    +5
    |
    +2
    |
    +5
    |Bluff +4, Disguise +4, Gather Information +4, Hide +10, Jump +4, Knowledge (Religion) +6, Listen +4, Move Silently +10, Open Lock +4, Search +4, Spot +4, Tumble +4|Iron Will|

    4th|Cleric|
    +2
    |
    +6
    |
    +3
    |
    +6
    |Bluff +4, Disguise +4, Gather Information +4, Hide +11, Jump +4, Knowledge (Religion) +7, Listen +5, Move Silently +11, Open Lock +4, Search +4, Spot +5, Tumble +4||[/table]

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

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

    2nd|4|2+1|-|-|-|-|-|-|-|-

    3rd|5|3+1|-|-|-|-|-|-|-|-

    4th|5|3+1|2+1|-|-|-|-|-|-|-
    [/table]

    Spoiler: Details
    Show

    Our base Chassis has now been built. Our 1 level dip into rogue gives us access to all the class skill that will be needed for our prestige class except Knowledge(Religion) which we get from our levels in cleric. Additionally it also gives us our sneak attack which is needed to qualify as well. Cleric covers the majority of our chassis and gives us our divine casting. Spontaneous Domain Casting was chosen over the standard since it gives us better versatility as an evil caster. At 1st level Obscuring Mist gives a good spell to provide concealment, and the second level gives us access to Darkbolt, a spell that is overall more powerful than Inflict Light Wounds, all in all this results in a more powerful casting base. It also allows us to stock curative magic into our domain spell so we have that as a back up.


    Yasliloth, the name is strange to me now, but it was the name I was given at my birth. Mother says that my birth was marked. I was favored by our Dark Mistress from the day I entered the world. As I grew I proved to be stronger and more resilient than expected. I took the shadows like a natural and seemed to have no fear. Izztyrr took note of my skills and shaped my early years before I was taken to the temple to be educated as a proper servant of Lolth. I learned how to strike at a weakened opponent, and how to move quickly and freely without making noise. He taught me how to deceive others for my own gain, and to always be aware of my surroundings. Most importantly though he taught be the brutal elegance of the kukri. It would be many years before I learned why he took such interest in me.

    When I began my formal training on my eighteenth birthday, mother forbid me from continuing to learn the arts that Izztyrr had been teaching. I'd had my dalliances, now it was time to do what was expected of me for the house. I agreed to begin my training as a priestess, but was already secretly planning how to get to my lessons with Izztyrr. My formal training slowed my education with Izztyrr, especially with my mother's ever watchful eye. For six years we continued on in secrecy. I realize now that she knew even then that I hadn't actually stopped learning from him, but was merely biding her time to teach me a lesson at the proper moment.

    My twenty-fourth birthday, that was the day everything changed. My training had been going well, Lolth had seen fit to give me unique skills among my sisters, notably a greater access to the powers of Darkness. I'd thought all was well until Izztyrr and I were attacked during our time together. I don't know who it was, but when I attempted to cast my spells in our defense, they failed. Izztyrr threw himself in the way and yelled for me to get out of there. Without my spells I was forced to rely on the meager skills I'd developed from his training.

    I escaped our assassin, and began to make my way out of the house compound. I knew I had to get out. Somehow I'd lost Lolth's favor, and if that was discovered I wouldn't survive. As I slipped about like a ghost, I stumbled across the assassin speaking with my mother. By some fortune, neither of them saw me, and I was able to hide while I eaves dropped on their conversation.

    “They are dead?” she asked.

    “The male is, he sacrificed himself to buy the girl time. She's surely long gone by now, and won't last long on her own. Now about my payment.”

    “Of course.” Mother drew a hidden dagger and plunged it into the assassin's chest. She laughed as he crumpled to the floor and then turned to leave. “You knew to much sadly. It is a pity she'll have to live knowing that she caused her father's death. If only they'd listened. So much wasted potential.”

    It took everything I had to remain hidden. She'd known this entire time what had been happening, and even now she knew I was there and was toying with me. I left the house and slipped away into the city.


    Spoiler: Exile and the Order
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    5th|Rogue|
    +3
    |
    +6
    |
    +4
    |
    +6
    |Bluff +5, Disguise +4, Gather Information +5, Hide +8, Jump +5, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +5, Search +5, Spot +6, Tumble +5||

    6th|Assassin|
    +3
    |
    +6
    |
    +6
    |
    +6
    |Bluff +5, Disguise +4, Gather Information +5, Hide +8, Jump +5, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +7, Search +5, Spot +7, Tumble +9|Heretic of the Faith|Sneak attack +2d6, death attack, poison use, spells

    7th|Assassin|
    +4
    |
    +6
    |
    +7
    |
    +6
    |Bluff +5, Disguise +4, Gather Information +5, Hide +8, Jump +7, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +7, Search +5, Spot +8, Tumble +10||+1 save against poison, uncanny dodge


    8th|Dark Flame Zealot|
    +4
    |
    +7
    |
    +8
    |
    +8
    |Bluff +5, Disguise +4, Gather Information +5, Hide +8, Jump +8, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +7, Search +5, Spot +9, Tumble +11||Death attack, zealous heart
    [/table]


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

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

    6th|5|3+1(Cleric) 1/2(Assassin) |2+1|-|-|-|-|-|-|-

    7th|5|3+1(Cleric) 2/3(Assassin)|2+1|-|-|-|-|-|-|-

    8th||5|3+1(Cleric) 2/3(Assassin)|2+1|-|-|-|-|-|-|-
    [/table]

    Spoiler: Details
    Show

    5th level into rogue is mostly a flavor choice, but also gives us a better base for alternate system where LA buyoff is allowed. After fifth level we are set to enter into two prestige classes. Assassin, and Black Flame Zealot. We start by dipping into Assassin. This gives us and additional 1d6 of sneak attack damage, and a couple of arcane spells. It also gives us the poison use ability which is definitely a nice perk. The second level of Assassin also gives us the uncanny dodge ability, which is generally useful for any build as it allows us to hold onto our dexterity bonus in most circumstances. Finally we enter into the class we've been waiting for Black Flame Zealot. Here the levels of Assassin also serve one other purpose, they stack with BFZ to determine the DC of our Death attack.


    From that day on I drifted from city to city, but there was no home for me here in the Underdark anymore. Still I didn't give up my faith in Lolth, continuing my devotions even in her silence. I trusted her to guide me to where I needed to be.

    I eventually ended up on the surface where my vagrancy continued. Everywhere I went I was met with suspicion and abuse. I could call nowhere home except the back alleys and the sewers of the cities. It was here that I was recruited into a mysterious group of assassins. They helped my hone the skills I'd learned newer and deadlier talents as well. I saw that there were a few of our little family who carried kukri as I did, but they were constantly wreathed in a black flame. Whenever I asked one of them about it I was met with laughter and told to come back when I understood the power of fire.

    I didn't understand what they meant and set about my own search as I continued training with the guild. Lolth did not grant the power of fire, but some of her creatures must have some access to it. The contracts I took of my own choice were all against Lolth's enemies still maintaining my devotion, despite her silence for the past few years. One such target was a servant of Sehanine.

    Rumored to be a powerful wizard, three of us went together to take him out. The elf was clever and saw us coming before we could attack. He summoned a great creature, the one that opened the path and allowed me to understand the power of fire. Though we managed to kill the elf, it wasn't before the Inferno Spider he'd summoned killed our leader. That thing opened my mind to a new world of possibilities. The monster wasn't a true spider, but it was close. I spent a good deal of meditation and prayer forging a link to this new aspect. The whispers of my goddess returned to me as well. They were harsh at first, but as I continued to serve her, her blessing remained.

    Seeing my new capability, I was taken before the few of my new family who held the power, presented, and inducted into their order, the Order of the Black Flame. Thus began my true training.




    Spoiler: The Final Test
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    9th|Dark Flame Zealot|
    +5
    |
    +7
    |
    +9
    |
    +9
    |Bluff +5, Disguise +4, Gather Information +5, Hide +8, Jump +8, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +10, Search +5, Spot +9, Tumble +12|Weapon Finesse, Skill Trick(Corner Perch)|+1 level of existing divine spellcasting class


    10th|Dark Flame Zealot|
    +6
    |
    +8
    |
    +9
    |
    +9
    |Bluff +9, Disguise +4, Gather Information +5, Hide +8, Jump +8, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +10, Search +5, Spot +9, Tumble +13|Skill Trick(Acrobatic Backstab)|Sneak Attack +3d6

    11th|Dark Flame Zealot|
    +7
    |
    +8
    |
    +10
    |
    +10
    |Bluff +13, Disguise +4, Gather Information +5, Hide +8, Jump +8, Knowledge (Religion) +8, Listen +6, Move Silently +8, Open Lock +10, Search +5, Spot +9, Tumble +14|Skill Trick (Back on Your Feet)|+1 level of existing divine spellcasting class


    12th|Dark Flame Zealot|
    +7
    |
    +8
    |
    +10
    |
    +10
    |Bluff +15, Disguise +4, Gather Information +5, Hide +8, Jump +10, Knowledge (Religion) +8, Listen +6, Move Silently +10, Open Lock +10, Search +5, Spot +9, Tumble +15|Combat Expertise|Fateful stride


    13th|Dark Flame Zealot|
    +8
    |
    +9
    |
    +11
    |
    +11
    |Bluff +16, Disguise +4, Gather Information +5, Hide +11, Jump +10, Knowledge (Religion) +8, Listen +6, Move Silently +12, Open Lock +10, Search +5, Spot +9, Tumble +16||Sneak Attack +4d6, +1 level of existing divine spellcasting class

    14th|Dark Flame Zealot|
    +9
    |
    +9
    |
    +11
    |
    +11
    |Bluff +17, Disguise +4, Gather Information +5, Hide +11, Jump +10, Knowledge (Religion) +8, Listen +10, Move Silently +12, Open Lock +10, Search +5, Spot +10, Tumble +17||Sacred Flame

    15th|Dark Flame Zealot|
    +10
    |
    +9
    |
    +12
    |
    +12
    |Bluff +18, Disguise +4, Gather Information +5, Hide +11, Jump +10, Knowledge (Religion) +8, Listen +10, Move Silently +12, Open Lock +10, Search +10, Spot +10, Tumble +18|Improved Feint|+1 level of existing divine spellcasting class

    16th|Dark Flame Zealot|
    +10
    |
    +10
    |
    +12
    |
    +12
    |Bluff +19, Disguise +8, Gather Information +6, Hide +11, Jump +10, Knowledge (Religion) +8, Listen +10, Move Silently +12, Open Lock +10, Search +10, Spot +10, Tumble +19||Sneak Attack +5d6

    17th|Dark Flame Zealot|
    +11
    |
    +10
    |
    +13
    |
    +13
    |Bluff +20, Disguise +8, Gather Information +10, Hide +12, Jump +10, Knowledge (Religion) +8, Listen +10, Move Silently +12, Open Lock +10, Search +10, Spot +10, Tumble +20||Unholy Immolation, +1 level of existing divine spellcasting class
    [/table]

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


    9th|6|4+1(Cleric) 2/3(Assassin)|3+1|-|-|-|-|-|-|-

    10th|6|4+1(Cleric) 2/3(Assassin)|3+1|-|-|-|-|-|-|-

    11th|6|4+1(Cleric) 2/3(Assassin)|3+1|2+1|-|-|-|-|-

    12th|6|4+1(Cleric) 2/3(Assassin)|3+1|2+1|-|-|-|-|-|-

    13th|6|4+1(Cleric) 2/3(Assassin)|4+1|3+1|-|-|-|-|-|-

    14th|6|4+1(Cleric) 2/3(Assassin)|4+1|3+1|-|-|-|-|-|-

    15th|7|5+1(Cleric) 2/3(Assassin)|4+1|3+1|2+1|-|-|-|-|-

    16th|7|5+1(Cleric) 2/3(Assassin)|4+1|3+1|2+1|-|-|-|-|-

    17th|7|5+1(Cleric) 2/3(Assassin)|4+1|4+1|3+1|-|-|-|-|-
    [/table]

    Spoiler: Details
    Show

    Finally we have all our lovely levels of Black Flame Zealot. All together we have a Death attack with a DC of 25, The ability to cast cleric spells of 4th level, and a few nice rogue abilities. All in all a solid buidl that can work in a team, or venture off on its own if well prepared.


    Now my real training began. They showed me the ways to harness my new found power, and how to turn it against the enemies of Lolth. As it turns out, the Assassin's Guild they operated was a recruiting ground for their order. At one point, when it was first founded, they were all devoted to a single deity, but as the centuries passed on, others like me, who would be deemed heretics by their own, arrived. We were able to harness the power just as well, and found our way inside the order. Eventually so many were from different deities that the name of the god whom they originally served was lost, and instead the power that was gained was devoted to whatever deity the individual served. Destruction and death were common amongst the powers of our gods, but no matter what the individuals always had the power of fire.

    For twenty years I've worked with the order, honing my skills. I would often venture into the Underdark either on contract, or because of Lolth's whispers. I was biding my time and waiting, growing stronger. With every trip into a drow city, I have begin rebuilding the web of favors that I was owed. I know one day that it will happen where I will be able to extract vengeance for what has been done to me. Like a spider I wait for the opportune moment to ensnare my prey, and when it happens, they will burn in the web that I have spun. Every test Lolth puts me through only furthers to strengthen me until I am able to strike against those who sought to destroy me.

    I am Loth'Molvdefein. I am Loth's Fire, her eternal vengeance. I strike down all who earn her disfavor, and when the time comes, all her enemies shall suffer immolation at my hands.



    Spoiler: The Sweet Spot
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    17th|Dark Flame Zealot|
    +11
    |
    +10
    |
    +13
    |
    +13
    |Bluff +20, Disguise +8, Gather Information +10, Hide +12, Jump +10, Knowledge (Religion) +8, Listen +10, Move Silently +12, Open Lock +10, Search +10, Spot +10, Tumble +20||Unholy Immolation, +1 level of existing divine spellcasting class
    [/table]

    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    17th|7|5+1(Cleric) 2/3(Assassin)|4+1|4+1|3+1|-|-|-|-|-
    [/table]

    So here's our sweet spot Level 17 with a Rogue 2/ Cleric 3/ Assassin 2/ Black Flame Zealot 10 Our class has a pretty straight forward purpose. We use our cleric spells to buff ourselves and our allies, and then move into the fray to flank and destroy our opponents. We should have one or two curative spells on standby for emergencies, but our primary focus is going to be trying to damage our opponents. We'll use our skill tricks to get into position for flanking, and if we can't flank we have bluffing to fall back on though it denies us our full attack.

    Everyone's a critic... [/muttering]
    Last edited by Kuulvheysoon; 2013-11-18 at 07:18 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.

  19. - Top - End - #259
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Be sure to pat down your pocketses after shaking hands.
    Quote Originally Posted by Org Nightshade
    Org Nightshade

    NE LA 1/Rogue 2/Cleric 3/Black Flame Zealot 10/Invisible Blade 4

    Background
    Spoiler
    Show

    Background
    Dark Aflicted Kender
    str -2 dex +2 wis -2
    small
    speed 30ft
    darkvision 60ft
    superior low light vision
    hide in plain sight (ex):
    resistance cold 10

    +1 racial on all saving throws

    +10 hide
    +8 move silently
    +2 spot
    +2 open locks, slight of hands
    +2 climb, jump

    languages kenderspeak, common, dwarven, elven, goblin
    level adjustment +1
    FC: rogue

    Kender count as halflings, so they count for the halfling rogue racial class.
    Deity: Pyremius - NE, (Destruction, Evil, Fire, Wrath)
    Alignment: NE


    Abilities
    Spoiler
    Show
    Abilities
    32 point buy:
    Str 12 Dex 10 Con 11 Int 17 Wis 15 Cha 10
    str -2 dex +2 wis -2
    Str 10 Dex 12 Con 11 Int 17 Wis 13 Cha 10
    Level 4: Wis+1
    Level 8: Con+1
    Level 12: Dex+1
    Level 16: Str+1
    Level 20: Str+1
    Str 12 Dex 13 Con 12 Int 17 Wis 14 Cha 10


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

    1st|
    Level Adjustment Dark Aflicted Kender
    |0|1|1|1|-|-|-

    2nd|
    Rogue
    |0|1|3|1|Move Silently 4, Hide 4, Sense Motive 4, Disable Device 4, Disguise 4, Escape Artist 4, Gather Information 4, Open Lock 4, Use Magic Device 4, Tumble 4, Decipher Script 4|Iron Will|Ranged sneak attack +1d6, melee sneak attack +0, trapfinding

    3rd|
    Cleric
    |0|3|4|3|Knowledge (religion) 5|Martial Weapon Proficiency (kukri)|rebuke undead

    4th|
    Rogue
    |1|3|4|3|Move Silently 6, Knowledge (religion) 6, Hide 6, Sense Motive 6, Use Magic Device 5|-|Evasion

    5th|
    Cleric
    |2|4|4|4|Move Silently 7, Knowledge (religion) 7, Hide 7, Sense Motive 7, Use Magic Device 6|-|-

    6th|
    Cleric
    |3|4|5|4|Move Silently 8, Knowledge (religion) 8, Hide 8, Sense Motive 8, Use Magic Device 7|Point Blank Shot|-

    7th|
    Black Flame Zealot
    |3|4|7|6|Use Magic Device 8, Disable Device 8, Disguise 6|-|Death attack, zealous heart

    8th|
    Black Flame Zealot
    |4|4|8|7|Disguise 8, Escape Artist 8, Gather Information 5|-|Poison use

    9th|
    Black Flame Zealot
    |5|5|8|7|Open Lock 5, Tumble 5, Decipher Script 5, Bluff 4|Far Shot|Sneak attack +1d6

    10th|
    Black Flame Zealot
    |6|5|9|8|Bluff 9, Move Silently 9, Use Magic Device 9|-|-

    11th|
    Black Flame Zealot
    |6|5|9|8|Sense Motive 9, Disguise 9, Disable Device 9, Escape Artist 9, Hide 9, Move Silently 10, Use Magic Device 10|-|Fateful stride

    12th|
    Black Flame Zealot
    |7|6|10|9|Hide 14, Move Silently 11, Use Magic Device 11|Weapon Focus (kukri)|Sneak attack +2d6, Sacred flame

    13th|
    Black Flame Zealot
    |8|6|10|9|Hide 15, Move Silently 16, Use Magic Device 12|-|-

    14th|
    Black Flame Zealot
    |9|6|11|10|Hide 16, Move Silently 17, Use Magic Device 17|-|-

    15th|
    Black Flame Zealot
    |9|7|11|10|Sense Motive 10, Disguise 10, Disable Device 10, Hide 18, Move Silently 18, Use Magic Device 18|Darkstalker|Sneak attack +3d6

    16th|
    Black Flame Zealot
    |10|7|12|11|Hide 19, Move Silently 19, Use Magic Device 19, Tumble 9|-|Unholy immolation

    17th|
    Invisible Blade
    |11|7|14|11|7|Hide 20, Move Silently 20, Use Magic Device 20, Tumble 10, Knowledge (religion) 11|Dagger sneak attack +1d6, unfettered defense

    18th|
    Invisible Blade
    |12|7|15|11|Hide 21, Move Silently 21, Use Magic Device 21, Knowledge (religion) 15|Staggering Strike|Bleeding wound

    19th|
    Invisible Blade
    |13|8|15|12|Hide 22, Move Silently 22, Use Magic Device 22, Knowledge (religion) 19|-|Dagger sneak attack +2d6, uncanny feint (move action)

    20th|
    Invisible Blade
    |14|8|16|12|Hide 23, Move Silently 23, Use Magic Device 23, Knowledge (religion) 23|-|Feint mastery

    [/table]

    Level Breakdown
    the character builds continously and max's for Hide, Move Silently, Use Magic Device, Knowledge (religion), out of combat the character is versitle.

    Use of the Secret Ingredient
    Spoiler
    Show

    Black Flame Zealot makes decent use of its abilities with the build.




    Spells Known per Day
    Spoiler
    Show

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

    1st|0|-|-|-|-|-|-|-|-|-

    2nd|0|-|-|-|-|-|-|-|-|-

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

    4th|3|1+1|-|-|-|-|-|-|-|-

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

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

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

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

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

    10th|5|3+1|2+1|1+1|-|-|-|-|-

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

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

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

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

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

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

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

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

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

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



    Spells & Powers Prepared/Memorized
    Spoiler
    Show

    Spells & Powers Prepared/Memorized
    Deity: Pyremius - NE, (Destruction, Evil, Fire, Wrath)
    FIRE DOMAIN
    level 0: Detect Magic, Detect Poison, Inflict Minor Wounds, Purify Food and Drink, Read Magic, Resistance
    level 1: Bane, Detect Chaos/Evil/Good/Law, Divine Favor, Entropic Shield - Burning Hands
    level 2: Bear’s Endurance, Bull’s Strength, Sound Burst - Produce Flame
    level 3: Deeper Darkness, Magic Vestment, Water Breathing - Resist Energy
    level 4: Cure Critical Wounds, Freedom of Movement - Wall of Fire



    Sources
    Spoiler
    Show

    Sources
    (RotW 159)
    (T0M 161)
    (DLCS 31, 86)
    (BoVD 48)
    (PHB 30, 49, <181 spells>)
    (LoM 179)
    (CDiv 123)


    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 - #260
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    She's what you'd call a bigot... in polite company.
    Quote Originally Posted by Arnora Hardradi
    Arnora Hardradi

    CE: Human Scout 1/ Paladin of Slaughter 6/ Blackguard 4/ Black Flame Zealot 9

    Background
    Spoiler
    Show

    Background
    Arnora is driven by the desire to achieve, to become a great warrior, In battle she is daring and a bit reckless—the greater the challenge, the more excited she gets.
    Her sense of humor is crude. she likes to talk and is a pretty open book—he generally wants to discuss swordplay, stories about famous or mythological warriors. she is not tolerant of other beliefs and has no interest in converting others. People around her will notice that she likes to drink (which is when her crude humor really comes out), and tell a good tale.

    Human
    Female
    AL:CE
    Deity: Talos CE ( Chaos, Destruction, Evil, Fire, Storm, Wrath)


    Abilities
    Spoiler
    Show
    Abilities
    32 point buy
    str 14 dex 14 con 10 int 10 wis 14 Cha 16
    +2 level abilty boost to wis & str, +1 to cha


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

    1st|
    Scout
    |0|0|2|0|Hide 4, Listen 4, Move Silently 4, Ride 4, Sense Motive 4, Spot 4, Survival 4, Tumble 4, Knowledge (religion) 2, |Iron will, Power Attack|Skirmish (+1d6), trapfinding

    2nd|
    Paladin of Slaughter
    |1|2|2|0|Hide 5, Move Silently 5, Knowledge (religion) 5|-|Aura of evil, detect good, Smite Good 1/day

    3rd|
    Paladin of Slaughter
    |2|3|2|0|Hide 6, Move Silently 6, Knowledge (religion) 6|Cleave|Divine grace, deadly touch

    4th|
    Paladin of Slaughter
    |3|3|3|1|Hide 7, Move Silently 7, Knowledge (religion) 7|-|Debilitating aura, divine health

    5th|
    Paladin of Slaughter
    |4|4|3|1|Hide 8, Move Silently 8, Knowledge (religion) 8|-|Rebuke undead

    6th|
    Paladin of Slaughter
    |5|4|3|1|Hide 9, Move Silently 9, Ride 5|Improved Sunder|Smite good 2/day, special mount

    7th|
    Paladin of Slaughter
    |6|5|4|2|Hide 10, Move Silently 10, Ride 6|-|Cause disease 1/week

    8th|
    Blackguard
    |7|7|4|2|Handle Animal 3|-|Aura of evil, detect good, poison use

    9th|
    Blackguard
    |8|8|4|2|Handle Animal 6|Divine Might|Dark blessing, smite good 1/day

    10th|
    Blackguard
    |9|8|5|3|Handle Animal 9|-|Command undead, aura of despair

    11th|
    Blackguard
    |10|9|5|3|Handle Animal 10, Diplomacy 1, Intimidate 1|-|Sneak attack +1d6

    12th|
    Black Flame Zealot
    |10|9|7|5|Diplomacy 3, Intimidate 3, Tumble 5|Mounted Combat|Death attack, zealous heart

    13th|
    Black Flame Zealot
    |11|9|8|6|Diplomacy 5, Intimidate 5, Listen 5|-|Poison use

    14th|
    Black Flame Zealot
    |12|10|8|6|Intimidate 8, Spellcraft 2|-|Sneak attack +1d6

    15th|
    Black Flame Zealot
    |13|10|9|7|Spellcraft 7|Imperious Command|-

    16th|
    Black Flame Zealot
    |13|10|9|7|Tumble 9, Diplomacy 6|-|Fateful stride

    17th|
    Black Flame Zealot
    |14|11|10|8|Diplomacy 8, Spellcraft 10|-|Sneak attack +2d6, Sacred flame

    18th|
    Black Flame Zealot
    |15|11|10|8|Diplomacy 10, Intimidate 10, Survival 5|Combat Brute|-

    19th|
    Black Flame Zealot
    |16|11|11|9|Ride 10, Spot 5|-|-

    20th|
    Black Flame Zealot
    |17|12|11|9|Knowledge (religion) 10, Sense Motive 5, Tumble 10, Intimidate 9|-|Sneak attack +3d6
    [/table]

    Level Breakdown
    level 1 character is a scout and trapfinder
    * Iron will bonus to Will Saves not reflected within the build

    level 5 character has good combat and some spells in addition to scout, also meets the Kukri WP requirement

    level 10 character commands undead rides a black unicorn and has more spells, in addition to paladin & scout

    level 15 allthough a dead level this is near where the character is peaked and has lots of versitility in and out of combat

    level 20 why did the character not take Zealot earlier or all of its levels, simply becuase the build worked better for this concept this way.

    *Note these are both untyped and of different names and sources and should stack. - these bonuses are not reflected within the build however -
    *Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to Charisma bonus (if any) on all saving throws
    *Dark Blessing (Su): A blackguard applies Charisma modifier as a bonus on all saving throws

    Use of the Secret Ingredient
    use of the death attack and other abilities works well with the build overall and the additional caster levels are put to good use in the paladin/blackguard spell pool



    Spells Known per Day
    Spoiler
    Show

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

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

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

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

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

    5th|0|-|-|-|-|-|-|-|-|-

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

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

    8th|<0>|-|-|-|-|-|-|-|-|-

    9th|<1>|-|-|-|-|-|-|-|-|-

    10th|<1>|<0>|-|-|-|-|-|-|-|-

    11th|<1>|<1>|-|-|-|-|-|-|-|-

    12th|<1>|<1>|<0>|-|-|-|-|-|-|-

    13th|<1>|<1>|<1>|-|-|-|-|-|-|-

    14th|<2>|<1>|<1>|<0>|-|-|-|-|-|-

    15th|<2>|<1>|<1>|<1>|-|-|-|-|-|-

    16th|<2>|<2>|<1>|<1>|-|-|-|-|-|-

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

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

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

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


    Paladin Special Mount
    Spoiler
    Show

    Paladin Special Mount
    Black Unicorn
    large magical beast
    4d10+20 (42hp)
    initiative +3
    speed 60ft
    ac 17
    attacks horn +9 melee, bite +6 melee, 2 hooves +6 melee
    damage horn 1d8+5, bite 1d8+2, hooves 1d4+2
    special attack inflict light wounds
    special qualities teleport
    saves fort +9, ref +7, will +6
    str 20, dex 17, con 21, int 14, wis 21, cha 28
    skills: intimidate +15, listen +13, move silently +9, spot +13, wilderness lore +11
    feats: alertness, multiattack, weapon focus horn
    AL: CE



    Spells & Powers Prepared/Memorized
    Spoiler
    Show

    Spells & Powers Prepared/Memorized
    Paladin of Slaughter
    1st: bane, corrupt weapon

    Blackguard
    1st Level: cause fear, cure light wounds, summon monster I
    2nd Level: cure moderate wounds, death knell, eagle’s splendor
    3rd Level: summon monster III
    4th Level: freedom of movement



    Sources
    Spoiler
    Show

    Sources
    CWar 106, 110
    DMG 181, 182
    PHB 12, 43, 92, 96, 97, 98, 191
    UA 53
    Cadv 10
    DotU 50
    monsters of faerun 83
    Faith & Panth 68

    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 - #261
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    He does what needs doing with no questions asked.
    Quote Originally Posted by Calootrel Kilnfire
    Calootrel Kilnfire

    Aeshuur Illumian (Races of Destiny p51) Ranger 4/Justiciar of Taiia (Deities & Demigods p205) 6/Black Flame Zealot (Complete Divine 21) 10

    Deity: Taiia (Deities & Demigods, p203)

    Starting Stats: STR 16 DEX 12 CON 14 INT 12 WIS 14 CHA 10. Boost WIS with levels.

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

    1st|Ranger 1*|
    +1
    |
    +4
    |
    +3
    |
    +4
    |Concentration 4, Hide 4, Knowledge (Nature) 4, Knowledge (Religion) 2.0, Listen 2, Move Silently 4, Spot 2, Survival 4|Track, Iron Will|Favored Enemy (Outsider(Evil)), Wild Empathy, Track, Aesh sigil

    2nd|Ranger 2|
    +2
    |
    +5
    |
    +4
    |
    +4
    |Concentration 5, Hide 5, Knowledge (Nature) 5, Knowledge (Religion) 2.5, Move Silently 5, Spot 3, Survival 5|Two-Weapon Fighting|Combat Style, Uur sigil

    3rd|Ranger 3|
    +3
    |
    +5
    |
    +4
    |
    +5
    |Concentration 6, Hide 6, Knowledge (Nature) 6, Knowledge (Religion) 6**, Listen 3, Move Silently 6, Survival 6|Endurance, Knowledge Devotion (Complete Champion p60)|Bonus Feat

    4th|Ranger 4^|
    +4
    |
    +6
    |
    +5
    |
    +5
    |Concentration 7, Hide 7, Knowledge (Planes) 3, Knowledge (Religion) 7, Move Silently 7|Eyes in the Back of Your Head (Complete Warrior p98)|Bonus Feat, Eagle Companion

    5th|Justiciar of Taiia 1|
    +4
    |
    +6
    |
    +7
    |
    +7
    |Concentration 8, Hide 8, Knowledge (Planes) 4.0, Knowledge (Religion) 8, Move Silently 8|Exotic Weapon Proficiency (Composite Greatbow) (Complete Warrior p156)|Bonus Feat, Sneak Attack +1d6, Spells

    6th|Justiciar of Taiia 2|
    +5
    |
    +6
    |
    +8
    |
    +8
    |Concentration 9, Knowledge (Planes) 5.0, Knowledge (Religion) 9, Listen 4, Spot 4, Survival 7|Enhanced Power Sigils (Races of Destiny p152)|Combat Sense +2, +1 Divine Spellcasting

    7th|Justiciar of Taiia 3|
    +6
    |
    +7
    |
    +8
    |
    +8
    |Concentration 10, Knowledge (Planes) 6.0, Knowledge (Religion) 10, Listen 5, Spot 5, Survival 8|-|Augury 1/Day, +1 Divine Spellcasting

    8th|Black Flame Zealot 1|
    +6
    |
    +7
    |
    +10
    |
    +11
    |Concentration 11, Knowledge (Nature) 7.0, Knowledge (Planes) 7.0, Knowledge (Religion) 11, Move Silently 9|-|Death Attack, Zealous Heart

    9th|Black Flame Zealot 2|
    +7
    |
    +7
    |
    +11
    |
    +12
    |Concentration 12, Hide 9, Knowledge (Nature) 8.0, Knowledge (Planes) 8.0, Knowledge (Religion) 12|Telling Blow (Player’s Handbook 2 p83)|Poison Use, +1 Divine Spellcasting

    10th|Black Flame Zealot 3|
    +8
    |
    +8
    |
    +11
    |
    +12
    |Hide 10, Knowledge (Nature) 9.0, Knowledge (Planes) 9.0, Knowledge (Religion) 13, Move Silently 10|-|Sneak Attack +2d6

    11th|Black Flame Zealot 4|
    +9
    |
    +8
    |
    +12
    |
    +13
    |Knowledge (Nature) 10.0, Knowledge (Planes) 10.0, Knowledge (Religion) 14; Skill Trick: Swift Concentration (Complete Scoundrel p90)|-|+1 Divine Spellcasting

    12th|Black Flame Zealot 5|
    +9
    |
    +8
    |
    +12
    |
    +13
    |Knowledge (Nature) 11.0. Knowledge (Planes) 11.0, Knowledge (Religion) 15; Skill Trick: Listen To This (Complete Scoundrel p87)|Improved Critical (Kukri)|Fateful Stride

    13th|Black Flame Zealot 6|
    +10
    |
    +9
    |
    +13
    |
    +14
    |Knowledge (Nature) 12.0, Knowledge (Planes) 12.0, Knowledge (Religion) 16; Skill Trick: Collector of Stories (Complete Scoundrel p85)|-|Sneak Attack +3d6, +1 Divine Spellcasting

    14th|Black Flame Zealot 7|
    +11
    |
    +9
    |
    +13
    |
    +14
    |Hide 11, Knowledge (Nature) 13.0, Knowledge (Planes) 13.0, Knowledge (Religion) 17, Move Silently 11|-|Sacred Flame

    15th|Black Flame Zealot 8|
    +12
    |
    +9
    |
    +14
    |
    +15
    |Hide 12, Knowledge (Nature) 14.0, Knowledge (Planes) 14.0, Knowledge (Religion) 18, Move Silently 12|Weapon Focus: Kukri|+1 Divine Spellcasting

    16th|Black Flame Zealot 9|
    +12
    |
    +10
    |
    +14
    |
    +16
    |Hide 13, Knowledge (Nature) 15.0, Knowledge (Planes) 15.0, Knowledge (Religion) 19, Move Silently 13|-|Sneak Attack +4d6

    17th|Black Flame Zealot 10|
    +13
    |
    +10
    |
    +15
    |
    +17
    |Hide 14, Knowledge (Nature) 16.0, Knowledge (Planes) 16.0, Knowledge (Religion) 20, Move Silently 14|-|Unholy Immolation, +1 Divine Spellcasting

    18th|Justiciar of Taiia 4|
    +14
    |
    +10
    |
    +16
    |
    +18
    |Hide 15, Knowledge (Nature) 17.0, Knowledge (Planes) 17.0, Knowledge (Religion) 21, Move Silently 15|Power Critical: Kukri (Complete Warrior 103)|Sneak Attack +5d6, +1 Divine Spellcasting

    19th|Justiciar of Taiia 5|
    +14
    |
    +10
    |
    +16
    |
    +18
    |Hide 16, Knowledge (Nature) 18.0, Knowledge (Planes) 18.0, Knowledge (Religion) 22, Move Silently 16|-|Divination 1/Day, Combat Sense +4, +1 Divine Spellcasting

    20th|Justiciar of Taiia 6|
    +15
    |
    +11
    |
    +17
    |
    +19
    |Hide 17, Knowledge (Nature) 18.0, Knowledge (Planes) 18.0, Knowledge (Religion) 23, Move Silently 17|-|Augury 2/Day, +1 Divine Spellcasting[/table]

    *Champion of the Wild variant(Complete Champion p50)
    ** Knowledge Devotion feat allows selection of Knowledge (Religion) as a permanent class skill
    ^Planar Ranger variant (Planar Handbook p34)


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

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

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

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

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

    5th|-|0|-|-|-|-|-|-|-|-

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

    7th|-|1|0|-|-|-|-|-|-|-

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

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

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

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

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

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

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

    15th|-|2|1|1|0|-|-|-|-|-

    16th|-|2|1|1|0|-|-|-|-|-

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

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

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

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


    Spoiler: Spell List
    Show

    1st level: Bane, Cause Fear, Command, Deathwatch, Divine Favor, Doom, Magic Weapon
    2nd level: Aid, Bull’s Strength, Enthrall, Hold Person, Spiritual Weapon, Zone of Truth
    3rd level: Bestow Curse, Blindness/Deafness, Contagion, Magic Vestment, Prayer, Searing Light
    4th level: Commune, Discern Lies, Divine Power, Greater Magic Weapon


    Spoiler: How Calootrel Kilnfire sparked (level 1)
    Show

    ”Caloo, take Mendicant Masaka and try to find out where that Imp wandered off to, would you?”
    ‘No problem, Ihat; you’re the brains of the outfit.’
    . . .
    ‘Masaka, it looks like the Imp went into that abandoned temple of Taiia. . . wait, there’s movement inside. It may not be abandoned after all. Do you see?’
    “I see it. We’ve got problems. That’s not just one Imp. There’s a Hell Hound at the entrance.”
    ‘I’m going in for a closer look; wait here.’
    “You’re doing WHAT?”


    At first level, Calootrel Kilnfire, or Caloo, works as a fairly standard party Ranger, with a slightly unusual Illumian spin on things. He can be the party’s tank if needed, but he’s at his best at scouting and reconnaissance. Iron Will evens out his Saves, and Knowledge (Religion) distinguishes him a bit from a cardboard cutout version. His weapons of choice at this point are a Kukri, a Heavy Pick, and a Shortbow - placing a fair portion of his damage output in his Critical Hit chances - with Studded Leather for protection.


    Spoiler: How Calootrel Kilnfire smoldered (level 5)
    Show

    “Caloo, you know that sounds crazy, right? You’re saying there’s an allegiance between some Kytons and some sort of rogue band of Githyanki? What could they possibly get out of that arrangement?”
    ‘Look, Korgano, I know how it sounds, but I know what I saw take Ihat, I know what my training and my conversations with Mendicant Masaka taught me about the Devils, and I know what we have to do. Are you going to help me rescue Ihat, or not?’
    “Of course I will, it’s just. . . .”
    ‘Save it. You’ll help. That’s enough.’


    At fifth level, Caloo has already entered into a Prestige Class in service to his deity, gaining a free Exotic Weapon Proficiency in one of the statistically best bows in the game to go with his preferred Two-Weapon Fighting style of dual Kukris, along with the nice, but inconsistent, damage boost of Sneak Attack, and Divine spellcasting (Divine Favor at this level) to help out. Knowledge Devotion gives him a reliable, constant source of extra damage against several different adversaries, particularly with the recent boost to Knowledge (Planes), and he’s literally picked up a new Feat at every Character level to date. The Aeshuur power sigil improves on his somewhat shaky defense on both successful Critical Hits (relatively easy to get with a pair of Kukri) and Sneak Attacks; even against foes with immunity to Critical Hits/Sneak Attacks, Knowledge Devotion allows for decent, if diminished, damage. As a Ranger’s Animal Companion is rarely a good option for combat, Caloo calls one that can provide mundane scouting from a vantage point difficult for him to reach, instead.


    Spoiler: How Calootrel Kilnfire erupted (level 10)
    Show

    “Let me get this straight, Caloo. You’re saying the Githyanki sky raiders who sold Ihat into slavery are the same group who sacked the Library of the Sublime under Lich-Queen Vlaakith?”
    ‘No, I’m saying the markings on their ship identify them as in allegiance with Vlaakith, or one of her underlings, and that capturing that ship could get back volumes whose worth is beyond measure, as well as lead us to getting Vlaakith.’
    “The sack of the Library, from what you told me, was a long time ago to talk about revenge, wasn’t it?”
    ‘This isn’t revenge; this is justice. There IS a difference. Are you coming, or not?’
    “Hells, I’d be coming along just to help get Ihat back, you know that.”
    ‘Good.’


    Having entered Black Flame Zealot as quickly as his spell progression allowed it, Caloo’s relative power begins to really improve. Enhanced Power Sigils and Justiciar of Taiia’s Combat Sense ability help offset the delays to his BAB, with the spells on that PrC’s list making up the difference. Spot and Listen are far from useless, but Augury is likely to prove more reliable in the long run. Death Attack is a solid ability, but potentially tricky to set up, making Caloo’s investment in Hide and Move Silently more important. Zealous Surge is potentially a life-saver against fear-stacking enemies, though it did preclude choosing Craven as a Feat. With Telling Blow, those dangerous and relatively common Critical Hits from his twin Kukri just got deadlier, along with the ability to use poison safely. Black Lotus Extract, Sinmaker’s Surprise, and others are all welcome additions to Caloo’s arsenal, awaiting only the DM making them available. An extra d6 worth of Sneak Attack further improves his combat prowess against vulnerable enemies, while Bull’s Strength, Magic Weapon, and Divine Favor help out against those enemies in addition to those immune to Critical Hits. Enthrall gives him an option to be more than just a combat monkey with some stealth ability, while a decent array of Knowledge skills helps him contribute as well.


    Spoiler: How Calootrel Kilnfire stoked (level 15)
    Show

    “Caloo, ready to board?. . . Caloo?”
    *Notices faint movement about the deck of the Githyanki planar ship, Aulasha’s Bane.*
    “Guess that answers that. . . .”
    . . .
    “What did you do to that sentry in the crow’s nest, Caloo?”
    ‘Drow Sleep Poison, followed by a slash across the throat. He felt almost nothing. . . probably.’
    “That’s so comforting. Really. How do you plan to handle the mummified guards inside, though?”
    ‘I’ll light my weapons on fire. Should help. I’ve also got a Searing Light spell.’
    “You know what? Forget I asked.”


    Caloo’s continuation of the Black Flame Zealot Prestige Class nets him three more spellcasting levels between 11th and 15th Character level, further diversifying his abilities against all manner of foe. Yet another instance of Sneak Attack progression further improves his combat prowess, while Fateful Stride lets him get into - or out of - position to deal damage effectively. Sacred Flame helps further increase his damage output without spending resources to add Flaming or Flaming Burst to his weapon, so he can either spend those resources on better steady-state damage choices like Collision, or keep his damage relatively level-appropriate under a tight-fisted DM (the spell list for Justiciar of Taiia, progressed through Black Flame Zealot, can also help when dealing with such a DM). Weapon Focus is far from the most glamorous Feat in the books, but for a crit-fisher like Caloo, it’s a useful stepping-stone Feat for Power Critical. Skill points are at a bit of a premium because Caloo didn’t totally dump any stats, so he has to prioritize: Swift Concentration is a good tradeoff for a combat focused Character like Caloo whose spells are never high enough level to force sky-high Concentration checks; Listen To This matches up well with the investment he has made in the perception Skills to allow him to convey information accurately; Collector of Stories provides a welcome boon to his Knowledge Skills, thereby helping his damage output via synergy with Knowledge Devotion while also giving him a minor ‘sage’ role.


    Spoiler: How Calootrel Kilnfire blazed (level 20)
    Show

    “Caloo, we got Ihat out of slavery, we burned Aulasha’s Bane to cinders; do we really need to take out Vlaahkith’s Cornugon bodyguards and destroy her phylactery, too?”
    ‘I’m going to assume that question was rhetorical, Korgano.’
    “Ihat, talk some sense into him. How are we going to keep the guards from just resurrecting, anyway?”
    *cold stares from Ihat*
    ‘I have a way, Korgano. Ihat’s on board. Are you coming?’
    “Frabjous. Just frabjous. Count me in.”


    With the continuing improvement of his Sneak Attack and spellcasting progressions, Caloo keeps his combat damage relevant for his primary role. His spell list, though small, provides him opportunities for out of combat contributions aside from his high Knowledge checks and stealth abilities. At 17th Character level, the capstone ability for Black Flame Zealot allows Caloo to put a more permanent end to adversaries than he could otherwise, at a point in time where death is barely more than a status condition without the Unholy Immolation ability. The next level, Caloo returns to Justiciar of Taiia to gain even more spellcasting and Sneak Attack, along with an improvement to his Augury, Divination, and Combat Sense abilities - all of which help offset a BAB that never quite hits the 5th iterative. Power Critical at 18th level couples nicely with all of Caloo’s other crit-fishing abilities and his high threat-range weapons. By 20th Character level, Caloo’s Caster level for his Justiciar of Taiia spells is 11, making those spells harder to resist or dispel than a straight progression through Justiciar of Taiia would have allowed.


    Spoiler: Calootrel Kilnfire’s Wish List (Equipment and Options)
    Show

    Because both Sneak Attacks and Critical Hits figure so highly in Caloo’s primary attack strategy, he would love to get weapon crystals that would allow him to Sneak Attack creatures that are otherwise immune, like Constructs, Undead, and Plants. He would also love to get steady-state damage increases to his weapons, like the aforementioned Collision property. Frost Burst would be appropriate, as well, to complement his Sacred Flame ability, as few enemies will natively have both Fire and Cold resistances. Note that, while these equipment additions would certainly be helpful, Caloo is reasonably able to contribute even in a low-magic game, particularly compared to others in a similar environment who expect to fill a similar role.

    If given the option of Flaws, Caloo would do well to take Shaky and Vulnerable in exchange for Martial Study: Sudden Leap and Martial Stance: Blood in the Water from the Book of Nine Swords; while the former is arguably of limited utility to Caloo, it opens up Blood in the Water, which makes Caloo’s crit-fishing considerably more dangerous.


    Spoiler: Sources
    Show

    SRD
    Races of Destiny
    Deities & Demigods
    Complete Divine
    Complete Champion
    Complete Warrior
    Complete Scoundrel
    Player's Handbook II
    Planar Handbook (substitution level only)

    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 - #262
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    I keep looking, but I still can't see why the BoVD isn't on his source list.
    Quote Originally Posted by Malum Nothus
    The Servant of the Black Flame Malum Nothus

    Background:
    Spoiler
    Show

    Background: Theme Music

    Malum Nothus started out as a thug for the Church of Pyremius. Where he was mentored by Friar Brand (before he joined the League of Legends), who instilled the burning desire to cleanse the world with fire and build a new world a one forged in pain stoked by the fires of vengeance. Malum Nothus was especially chosen by Brand because his sadistic nature. The Church of Deep Sashelas would know the night was dark and full of terrors, and the flame was the most fearsome of them all.

    As a crusader for Pyremius, Malum Nothus doesn't fight fair, he is given a target by the Church of the Black Flame he uses his Urban Tracking and high Gather Information to track the target down. From there he sends that target poisoned items, usually in the form of 'tithes' for their organization and sets up an ambush to attack the target from the shadows. When not possible he will use poisoned arrows or another ranged weapon at his target. Malum Nothus isn't interested in the false glory of battle, but in the assured death of his targets, and finds the concept that some gods are so stupid they would only fight 'fair' fights as an example of why Pyremius is the best.

    Malum Nothus as a senior Black Flame Zealot (BFZ) he began the full-scale elimination of the Church of Deep Sashelas and its member, in his mind nothing was worse than aquatic creatures. Until he first tasted Merfolk roe and then he decided that eating the roe in front of Merfolk was a good use of the Church of Deep Sashelas. At that point he only killed senior and dangerous members, the rest went to a location where they could be farmed for the roe. Malus thought there was something especially pleasing to the dark lord at having his enemies watch their children be eaten.


    Note: the background is 3-paragraphs of 4-sentences each.


    Stats:
    {table=head]Str|10|Dex|14|Con|10|Int|14|Wis|14|Cha|16[/table]

    Race: Fire Half-Elf (SRD)

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

    1st | Ranger |
    1
    |
    +2
    |
    +4
    |
    +2
    | +32 Craft (poison) 4, Gather Information 4, Hide 4, Knowledge (local) 4, Knowledge (religion) 4, Move Silently 4, Tumble 4, Use Magic Device 4. | Apprentice: Spellcaster (DMG II 176) | Skilled City-Dweller, Rival Organization (Church of Deep Sashelas), Urban Tracking, Voice of the City | Apprentice is used to gain 2 class skills, Knowledge (religion) and UMD and 2 skill points, those points are reflected in the sheet as they are getting retrained and fairly irrelevant.

    2nd | Ranger |
    2
    |
    +3
    |
    +4
    |
    +2
    | +8 Craft (poison) 5, Gather Information 5, Hide 5, Knowledge (local) 5, Knowledge (religion) 5, Move Silently 5, Tumble 5, Use Magic Device 5. | | Combat Style (Two-Weapon Fighting) |

    3rd | Fighter - Thug variant w/ sneak attack variant (SRD) |
    3
    |
    +5
    |
    +5
    |
    +3
    | +6 Craft (poison) 6, Gather Information 5, Hide 6, Knowledge (local) 5, Knowledge (religion) 6, Move Silently 6, Tumble 6, Use Magic Device 6. | Guerilla Warrior (HoB 97) | Sneak attack +1d6 | This feat allows you to continue advancing Hide and Move Silently as a fighter and makes armor easier to wear.

    4th | Fighter |
    4
    |
    +6
    |
    +5
    |
    +3
    | +6 Craft (poison) 7, Gather Information 5, Hide 7, Knowledge (local) 5, Knowledge (religion) 7, Move Silently 7, Tumble 7, Use Magic Device 7. | | +1 Wis (15) |

    5th | Fighter |
    5
    |
    +6
    |
    +5
    |
    +3
    | +6 Craft (poison) 8, Gather Information 5, Hide 8, Knowledge (local) 5, Knowledge (religion) 8, Move Silently 8, Tumble 8, Use Magic Device 8. | Weapon Focus: Kukri | Sneak attack +2d6 | Funny that the Dieties mentioned in the BFZ as examples don't have Kukris as favored weapons. So a modification to change Pyremius's favored weapon is taken here. It is for a flavor aspect only, longswords which Pyremius's favored weapon can be exchanged with the weapon focus feat and really just adds damage from d4 to d8.

    6th | Fighter |
    6
    |
    +7
    |
    +6
    |
    +4
    | +6 Craft (poison) 9, Gather Information 5, Hide 9, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 9, Tumble 9, Use Magic Device 9. | | |

    7th | Fighter |
    7
    |
    +7
    |
    +6
    |
    +4
    | +6 Craft (poison) 10, Gather Information 6, Hide 10, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 10, Tumble 10, Use Magic Device 10. | | Sneak attack +3d6 |

    8th | Divine Crusader (CD 33) |
    7
    |
    +9
    |
    +6
    |
    +6
    | +4 Craft (poison) 11, Gather Information 6, Hide 11, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 11, Tumble 10, Use Magic Device 11. | Iron Will | Pyremius, Aura (evil), Domain: Fire, +1 Cha (17) | Plead with the DM for a fire aura instead of evil, they'll probably say no, but it worth a shot.

    9th | Divine Crusader |
    8
    |
    +10
    |
    +6
    |
    +10
    | +4 Craft (poison) 12, Gather Information 6, Hide 12, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 12, Tumble 12, Use Magic Device 12. | | | Retraing the 2 skills points from Apprentice and put into Tumble.

    10th | Divine Crusader |
    9
    |
    +10
    |
    +8
    |
    +12
    | +4 Craft (poison) 13, Gather Information 6, Hide 13, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 13, Tumble 12, Use Magic Device 13. | | Resistance to electricity 5 |

    11th | Black Flame Zealot (CD 21) |
    9
    |
    +10
    |
    +10
    |
    +14
    | +6 Craft (poison) 14, Gather Information 8, Hide 14, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 14, Tumble 12, Use Magic Device 14. | | Death attack, zealous heart |

    12th | Black Flame Zealot |
    10
    |
    +10
    |
    +11
    |
    +15
    | +6 Craft (poison) 15, Gather Information 10, Hide 15, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 15, Tumble 12, Use Magic Device 15. | Divine Denial (EE 24) | Poison use, +1 Cha (18) | This feat is reflective and important against his constant battles against the Church of Fishy people.

    13th | Black Flame Zealot |
    11
    |
    +11
    |
    +11
    |
    +15
    | +6 Craft (poison) 16, Gather Information 13, Hide 16, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 16, Tumble 12, Use Magic Device 15. | | Sneak attack +4d6 |

    14th | Black Flame Zealot |
    12
    |
    +11
    |
    +12
    |
    +16
    | +6 Craft (poison) 17, Gather Information 16, Hide 17, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 17, Tumble 12, Use Magic Device 15. | | |

    15th | Black Flame Zealot |
    12
    |
    +11
    |
    +12
    |
    +16
    | +6 Craft (poison) 18, Gather Information 18, Hide 18, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 18, Tumble 13, Use Magic Device 15. | Master Of Poisons (DroU 51) | Fateful stride | This feat allows for an extra application of poison during an attack.

    16th | Black Flame Zealot |
    13
    |
    +12
    |
    +13
    |
    +17
    | +6 Craft (poison) 19, Gather Information 19, Hide 19, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 19, Tumble 15, Use Magic Device 15. | | Sneak attack +5d6, +1 Cha (19) |

    17th | Black Flame Zealot |
    14
    |
    +12
    |
    +13
    |
    +17
    | +6 Craft (poison) 20, Gather Information 20, Hide 20, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 20, Tumble 17, Use Magic Device 15. | | Sacred flame |

    18th | Black Flame Zealot |
    15
    |
    +12
    |
    +14
    |
    +18
    | +6 Craft (poison) 21, Gather Information 21, Hide 21, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 21, Tumble 19, Use Magic Device 15. | Extra Domain Spell (MH 26) | |

    19th | Black Flame Zealot |
    15
    |
    +13
    |
    +14
    |
    +18
    | +6 Craft (poison) 22, Gather Information 22, Hide 22, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 22, Tumble 21, Use Magic Device 15. | | Sneak attack +6d6 |

    20th | Black Flame Zealot |
    16
    |
    +13
    |
    +15
    |
    +19
    | +6 Craft (poison) 23, Gather Information 23, Hide 23, Knowledge (local) 5, Knowledge (religion) 9, Move Silently 23, Tumble 23, Use Magic Device 15. | | Unholy immolation, +1 Cha (20) | [/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|-|-|-|-|-|-|-|-|-|-

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

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

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

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

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

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

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

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

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

    16th|-|4|4|3|3|1|0|-|-|-

    17th|-|4|4|3|3|1|0|-|-|-

    18th|-|4|4|4|3|2|1|0|-|-

    19th|-|4|4|4|3|2|1|0|-|-

    20th|-|4|4|4|4|3|2|1|0|-[/table]

    Fire Domain*(SRD)

    Granted Power (Su):*Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

    Fire Domain Spells

    1. Burning Hands:*1d4/level fire damage (max 5d4).
    2. Produce Flame:*1d6 damage +1/level, touch or thrown.
    3. Resist Energy*:*Ignores 10 (or more) points of damage/attack from specified energy type.
    4. Wall of Fire:*Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall deals 2d6 damage +1/level.
    5. Fire Shield:*Creatures attacking you take fire damage, you're protected form heat or cold.
    6. Fire Seeds:*Acorns and Berries become grenades and bombs.
    7. Fire Storm:*Deals 1d6/level fire damage.
    8. Incendiary Cloud:*Cloud deals 4d6 fire damage/round.
    9. Elemental Swarm:*Summons multiple elementals (Fire only).
    *Resist cold or fire only.


    Highlights:
    Spoiler
    Show
    Has decent defense (HD: 5d10 +5d8 +10d6), light armor, decent stealth capabilities, wand use for healing, teleportation, etc.

    Can cast 8th level spells (need Cha items) and have a 16 BAB (4 attacks) at level 20, Wands, Poison, Stealth for Ambushes, etc.

    This is a versatile build and while Cha items are beneficial the difference between Fire Storm (level 7 spell) and Incendiary Cloud (level 8 spell) is small enough that is shouldn't be dependant on items.

    Outlook @ Level 5: Damage, 2 attack (w/ a mundane Kukri) 1d4 (weapon), +2 (rival org), +1 (racial), +2d6 (sneak attack) totalling 2d4 +2d6 +6 . UMD (8 (ranks) +3 (ability mod) +1 (minimum roll) 60% chance of successfully using a wand, he's mainly interested in utility wands that allow him to get a combat advantage like a Wand of Rope Trick, Cure Wounds, Summon Monster (for distractions), etc.

    Outlook @ Level 10: Damage: 3 attacks (w/ a mundane Kukri) 1d4 (weapon), +2 (rival org), +1 (racial), +3d6 (sneak attack), +1d6 con (Black adder venom). Totalling 3d4+9 +9d6 +2d6 Con. UMD (13 + 3 +1) a 85% chance of successful wand use.

    Outlook @ Level 15: Damage: 4 attacks (w/ a mundane Kukri) 1d4 (weapon), +2 (rival org), +1 (racial), +4d6 (sneak attack), + 2d4 Str+2d4 Dex (Bonespear poison fusion). Totalling 4d4+12 +16d6 +6d4 Str + 6d4 Dex. UMD 100% chance of successful wand use, so Malum Nothus will use them in combat if needed but mainly to set up his ambush.

    Outlook @ Level 20: Damage: 5 attacks (w/ a mundane Kukri) 1d4 (weapon), +2 (rival org), +1 (racial) +6d6 (sneak attack), +1d6 (sacred flame), +2d4 Str+2d4 Dex (Bonespear poison fusion). Totalling 5d4, +15, +35d6, +6d4 Str +6d4 Dex. UMD 100% chance of successful wand use, so Malum Nothus will use them in combat if needed but mainly to set up his ambush.


    Sources:
    Spoiler
    Show

    City Scape (CS) - Web Enhancement
    Complete Divine (CD)
    Drow of the Underdark (DroU)
    Dungeon Master's Guide II (DMG II)
    Exemplars of Evil (EE)
    Heroes of Battle (HoB)
    Minature's Handbook (MH)
    System Reference Document (SRD)

    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.

  23. - Top - End - #263
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    If Mohammad will not go to the Mountain...
    Quote Originally Posted by Ka wahine ai honua
    Ka wahine ai honua

    (N) Human: Cloistered Cleric 4/ Ranger 6/ Black Flame Zealot 10
    Female

    Background
    Spoiler
    Show

    Background
    she heralds from a distant island where her family dwelt in the shadow of a montain that spewed forth firey rocks.
    as a yound woman she had talents in the art of healing and chose to follow the deity Tharmekhul.
    the order of the black flame was impressed with her abilities and allowed her to join their ranks.

    Human
    dark tan skin, black hair, brown eyes
    AL: N
    Domains: Knowledge, Fire, Destruction
    Deity: Tharmekhul N; Destruction, Fire, War



    Abilities
    Spoiler
    Show
    Abilities
    32 point buy
    str 12 dex 10 con 12 int 10 wis 16 cha 16
    lvl 4: con +1
    lvl 8: wis +1
    lvl 12: wis +1
    lvl 16: cha +1
    lvl 20: cha +1


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

    1st|
    Cloistered Cleric
    |0|2|0|2|Knowledge (religion) 4, Move Silently 2, Spellcraft 4, Concentration 4, Diplomacy 4, Heal 4, Knowledge (local) 4 |Extend Spell, Iron Will|Turn undead

    2nd|
    Cloistered Cleric
    |1|3|0|3|Knowledge (religion) 5, Spellcraft 5, Concentration 5, Diplomacy 5, Heal 5, Knowledge (local) 5, Craft Alchemy 1|-|-

    3rd|
    Cloistered Cleric
    |2|3|1|3|Knowledge (religion) 6, Move Silently 3, Craft Alchemy 5|Divine Metamagic|-

    4th|
    Ranger
    |3|5|3|3|Hide 6, Move Silently 7|-|1st favored enemy (undead), Track, wild empathy

    5th|
    Rogue
    |4|6|4|3|Hide 8, Knowledge (religion) 8, Move Silently 8, Spellcraft 7, Concentration 7|-|Sneak attack +1d6, trapfinding

    6th|
    Black Flame Zealot
    |4|6|6|5|Hide 9, Spellcraft 9, Concentration 9, Knowledge (religion) 9, Move Silently 9|Persistent Spell|Death attack, zealous heart

    7th|
    Cloistered Cleric
    |5|7|6|6|Diplomacy 6, Heal 6, Knowledge (local) 6, Craft Alchemy 6|-|-

    8th|
    Ranger
    |6|7|6|7|Diplomacy 7, Heal 7, Knowledge (local) 7, Craft Alchemy 7|-|Combat style ( TWF )

    9th|
    Ranger
    |7|8|7|7|Diplomacy 8, Heal 8, Knowledge (local) 8, Craft Alchemy 8|Extra Turning|Endurance

    10th|
    Ranger
    |8|8|7|7|Diplomacy 9, Heal 9, Knowledge (local) 9, Craft Alchemy 9|-|Animal companion

    11th|
    Ranger
    |9|9|8|8|Diplomacy 10, Heal 10, Knowledge (local) 10, Craft Alchemy 10|-|2nd favored enemy (Humanoid-reptilian)

    12th|
    Black Flame Zealot
    |10|9|9|9|Hide 10, Spellcraft 10, Concentration 10, Knowledge (religion) 10, Move Silently 10|Knowledge Devotion|Poison use

    13th|
    Black Flame Zealot
    |11|10|9|9|Hide 11, Spellcraft 11, Concentration 11, Knowledge (religion) 11, Move Silently 11|-|Sneak attack +1d6

    14th|
    Black Flame Zealot
    |12|10|10|10|Hide 12, Spellcraft 12, Concentration 12, Knowledge (religion) 12, Move Silently 12|-|-

    15th|
    Black Flame Zealot
    |12|10|10|10|Hide 13, Spellcraft 13, Concentration 13, Knowledge (religion) 13, Move Silently 13|Extra Turning|Fateful stride

    16th|
    Black Flame Zealot
    |13|11|11|11|Hide 14, Spellcraft 14, Concentration 14, Knowledge (religion) 14, Move Silently 14|-|Sneak attack +2d6, Sacred flame

    17th|
    Black Flame Zealot
    |14|11|11|11|Hide 15, Spellcraft 15, Concentration 15, Knowledge (religion) 15, Move Silently 15|-|-

    18th|
    Black Flame Zealot
    |15|11|12|12|Hide 16, Spellcraft 16, Concentration 16, Knowledge (religion) 16, Move Silently 16|Extra Turning|-

    19th|
    Black Flame Zealot
    |15|12|12|12|Hide 17, Spellcraft 17, Concentration 17, Knowledge (religion) 17, Move Silently 17|-|Sneak attack +3d6

    20th|
    Black Flame Zealot
    |16|12|13|13|Hide 18, Spellcraft 18, Concentration 18, Knowledge (religion) 18, Move Silently 18|-|Unholy immolation
    [/table]

    Level Breakdown
    Level 1: a cleric with ambition, not much to look at - gains Domains: Knowledge, Fire, Destruction
    Level 5: with a dip into rogue for that pesky sneak requirement in Zealot the character is more focused on THF but takes the TWF tree of the ranger
    Level 10: with ranger basicly done the character is near its sweat spot, making use of the animal companion and DMM persisted spells, Zealot is giving +1 level to cleric
    Level 15: around the sweat spot of the character it is the party face out of combat with diplomacy, and is fairly versitle in and out of melee as well.
    Level 20: decent overall saves, decent attacks, above average skills to mesh well with the overall character.

    Use of the Secret Ingredient
    Zealot lends itself to any melee/caster combo but needs help to be above average, with this character we have that.


    Spells Known per Day
    Spoiler
    Show

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

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

    2nd|4|2+1|-|-|-|-|-|-|-|-

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

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

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

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

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

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

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

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

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

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

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

    14th|5|3+1|3+1|2+1|-|-|-|-|-|-

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

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

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

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

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

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



    Spells & Powers Prepared/Memorized
    Spoiler
    Show

    Spells & Powers Prepared/Memorized
    Persist the following spells:
    Righteous Might
    Righteous Wrath of the Faithful
    Recitation
    Divine Power
    Lesser Holy Transformation
    Mass Lesser Vigor
    Invisibility Purge
    Channeled Divine Shield
    Divine Retaliation
    Cloud of Knives
    Stretch Weapon
    Divine Favor
    Nightshield

    various other spells as needed



    Munchkin
    Spoiler
    Show

    Munchkin
    optional gear that could be purchased:

    use a karma bead from a strand of prayer beads
    cloak of cha +6
    sword of the Glorious Pearl +3 aquatic holy pearlsteel bastard sword; (gain Extra Turning feat)
    Nightsticks (Extra Turning)
    Reliquary Holy Symbol (Extra Turning)


    Sources
    Spoiler
    Show

    Sources
    PHB 30, 46, 49, 94, (181+ spells)
    UA 50
    Cdiv 21, 80
    CArc 81
    CCham 60


    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.

  24. - Top - End - #264
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Put your hands behind your head and interlock your fingers!
    Quote Originally Posted by Pureflame Kaelesh
    Pureflame Kaelesh
    CE-> NE Aeshkrau Illumian Crusader 4/ Justicar of Taiia 3/ Black Flame Zealot 10/ Crusader 3

    Fluffy Bits

    Spoiler
    Show


    Spoiler: Humble beginnings- Level 5
    Show
    Wanted: Male humanoid of medium height, bald
    Crimes: Arson, disruption of holy relics, public disruption, assault of wizard guild representatives
    Reward: 5000 gold

    Notes: Be careful when trying to track this one. He has proven to be unstable, especially when dealing with arcane spell-casters. He seems to have some particular grudge against anything related to the arcane arts including alchemists, clerics or paladins of gods of magic, anyone owning books, and sorcerers. He also seems to have some knowledge of the clergy, having infiltrated several different sects then burning down their church buildings while chanting about a 'purifying flame'. Though he claims to be from the church of Taiia when questioned they seem to know nothing about him.

    He is often seen wearing a robe but underneath is typically a formidable layer of armor. He has been seen using several different combat styles, the most obvious of which is the large club that he claims to be a walking stick. Despite his appearance he is incredibly strong, take great care. Ignoring the obvious weapon he also has a deadly dagger that seems to be almost otherworldly, shredding through guards and wizards alike. Fear tactics have proven not to be effective against him.

    Spoiler: Mechanics
    Show
    At this level Kaelesh function largely as a normal crusader. He has good strength and wears largely heavy armor at this point. He has one maybe two spells per day and one sneak attack die, so a few tricks that a normal crusader doesn't have but largely a standard build. Admittedly Crusader is really strong this early so it's kind of a win win.



    Spoiler: Advancing through the ranks – Level 10
    Show

    Dosier: Pureflam Kaelesh
    Successful Missions:
    Disruption of government structure in Drolar by careful assassination of leading members of both parties
    Assassination of several rank three mages in the west
    Infiltration of castle Drolek and the slaughter of all those inside
    Poisoning of magistrate of mage academy, name unknown

    Description: Kaelesh excels at infiltrations missions. Though he is rough outwardly and loud he is able to stay on mission for long periods of time, and to be completely quiet. He refers to this as reflecting both aspects of Taiia, something for which he has embraced. He shows personal hatred for arcane spellcasters, and as such all missions he is assigned should involve them.

    He has proven incredibly loyal to the organization. When captured and tortured he said nothing before turning the interrogation the other way using divine energies to extract truth from the weak fools from which he was challenged. He has shown great initiative in his pursuit of destruction, even bringing missions to us through various contacts, including a personal connection with Taiia.

    He has shown occasional disregard for personal safety however, sometimes throwing himself into situations with no intelligence or forethought. Typically he survives these encounters but it is worrying, something may need to be done about it.

    Spoiler: Mechanics
    Show
    Kaelish has begun his training as a Black Flame Zealot and has gained a few new skills because of it. Though his death attack DC is not particularly high it can be useful, especially in sneakier missions like he would be skilled for. He effectively has two modes now, which are referred to as the two sides of the sun. One resembles his position earlier, wielding a full plate and a great club and charging into combat as a tank, and with flanks from teammates he puts out acceptable damage. The other mode is when he ditches the heavy armor for something much lighter and sneaks around aiming to get the jump on people with his Kaorti Resin Dagger, a fierce tool especially if he crits with it




    Spoiler: I'm so high – Level 15
    Show
    Journal of the 15th of August

    He is coming for me now, I am sure of it. I sit here in my windowless chamber and still, I am afraid. I do not know how he has found me, or the other members of our organization. We were so careful, especially when the reports came in of the sacking of St. Fredricksberg. So many lives lost and they say it was only three men. I have heard whispers of this happening before, but it was hundreds if not thousands of years ago, scourings like this shouldn't happen in this day and age.

    Wait, there is a sound outside. No, it was only lightning. Of course it is raining, and a storm has begun in earnest. Only the gods can save me now, though apparently they have already betrayed us. We believed were safe living in ivory towers, but there are those who seek to disrupt order simply because they can. I once truly believed I was invincible, I mean we all did. Then one by one the messages stopped, and sendings would go nowhere.

    I think he is here now. I do not see him, and I do not hear him, but I know that my death approaches. He will let me finish though, that is polite. Once I fall there will be no one left to lead, but let it be known that we can rebuild, we can remake. Once the Beast is dead the world will right itself. And so I go, leaving the world better than it was before, and taken by a fool who believes only in his god.

    Spoiler: Mechanics
    Show
    Kaelish is just about at his peak now. He has a decent amount of sneak attack, some good utility spells and a fairly solid base attack. He is less of a front line fighter but instead sets up the encounters, and sneaks around killing dudes. Really all we're missing is a really cool fluffy capstone from Black Flame and we've got all we want from the class. This is just about the sweet spot, though that actually comes a little bit earlier.



    Spoiler: I could kill a god- Level 20
    Show
    They say that once you become the leader of an organization you have responsibilities. That you must guide it to success, and without a strong base nothing can get done. That is all trash. I knew that the day the last leader of the Black Flame decided I had grown to reckless and tried to kill me. He does not have a soul anymore, I took that from him. I told him that as well, when I was young and foolish and thought he would listen. “I'll take your soul out and let you see it if you ever try to kill me.” It's what I said to him and I wasn't lying. Doesn't matter though, nothing really matters anymore.

    The wizard's guild is dead. Killed them real well, sometimes twice. Not anymore though, no one can escape now. I asked Taiia about it once, the purpose of this all. Was right after I almost died actually. She didn't answer of course, so I tried a different course. Asked her if I could make it better, wasn't sure what at the time but now I know, and she said yes I could. So with that sorted I began getting rid of all the heretics, all those who practiced the dirty magic.

    It's gone well so far, though it may be difficult to completely rid the continent of it. The fires burn real nicely when they have a mountain of books though, real toasty and crackly. Occasionally I'll feel sorry for them as I damn them to some void, but it is truly their fault for choosing the wrong path. That is what Taiia says, and she is the ultimate. I must go now though, there is a lot to do. I'm not really sure what the Black Flame do, occasionally I talk to some of them to see. They continue working mostly, a head here or there. It's good, honest stuff, and it's god's work.

    Spoiler: Mechanics
    Show
    Level 20 is a nice point where we have some high level maneuvers, all the sneakiness we could ever need and a few cool abilities like the whole soul destroying thing. There is nothing particularly special that happens at level 20, just a nice boost in the form of an 8th level maneuver and a 4th attack.




    Spoiler: The Sweet Spot and the secret ingredient
    Show
    The moment that really highlights the Black Flame Zealot is right around 13th level. We get a dimension door ability which is really cool and useful, spells start becoming quite good for utility with 3rd level, and we have a good degree of assassination techniques in the form of death attack and sneak attack, plus of course some solid poison like Black Lotus Extract, though that's only for pail old men really.

    So let's look at what the PrC grants. Initially this is death attack and immunity to fear. Death attack will help with the stealth missions that you would be planning with a character like this, and ultimately the DC is not the best, but it's not too bad especially with a +int item. Next we get poison use which follows along the same track, allowing for explosive damage but to specific targets. We also get some spellcasting and sneak attack which are nice giving more utility and combat potential respectively. Finally at the fifth level we get the dimension door which adds even more utility and allows a few really sneaky infiltration methods which is great. After that more sneak attack and the sacred flame allow for more burst and combat, and finally the capstone is great for delivering final justice of a sun god.


    Crunchy Bits
    Spoiler
    Show


    Ability Scores
    Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 12
    All stat increases go to strength

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

    1st|Crusader 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    | Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (History) 4 ranks, Knowledge (Religion) 4 ranks, Craft (Weaponsmithing) 4 ranks|Iron Will|Maneuvers, Furious Counterstrike, Steely Resolve

    2nd|Crusader 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Diplomacy 1 rank, Intimidate 1 rank, Spellcraft 1 ½ rank, Knowledge (Religion) 1 rank, Craft (Weaponsmithing) 1 rank|-|Indomitable Soul

    3rd|Crusader 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Diplomacy 1 rank, Intimidate 1 rank, Spellcraft 1 ½ rank, Knowledge (Religion) 1 rank, Craft (Weaponsmithing) 1 rank|Power Attack|Zealous Surge

    4th|Crusader 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    | Diplomacy 1 rank, Intimidate 1 rank, Knowledge (History) 1 rank, Knowledge (Religion) 1 rank, Spellcraft 2 ½ ranks|-|Steely Resolve 10

    5th|Justicar of Taiia 1|
    +4
    |
    +4
    |
    +3
    |
    +3
    |Hide 3 ranks, Knowledge (Religion) 1 rank , Move Silently 3 ranks|Exotic Weapon Proficiency (Kukri)1|Spells, Sneak Attack +1d6

    6th|Justicar of Taiia 2|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Hide 3 ranks, Knowledge (Religion) 1 rank, Move Silently 3 ranks|Mage Slayer|Combat Sense +2

    7th|Justicar of Taiia 3|
    +6/+1
    |
    +5
    |
    +4
    |
    +4
    |Hide 3 ranks, Knowledge (Religion) 1 rank, Move Silently 3 ranks|-|Augury 1/day

    8th|Black Flame Zealot 1|
    +6/+1
    |
    +5
    |
    +6
    |
    +6
    |Hide 2 ranks, Knowledge (Religion) 1 rank, Move Silently 2 ranks|-|Death Attack, Zealous Heart

    9th|Black Flame Zealot 2|
    +7/+2
    |
    +5
    |
    +7
    |
    +7
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|Practiced Spellcaster|Poison Use

    10th|Black Flame Zealot 3|
    +8/+3
    |
    +6
    |
    +7
    |
    +7
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|Sneak Attack +1d6

    11th|Black Flame Zealot 4|
    +9/+4
    |
    +6
    |
    +8
    |
    +8
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|-

    12th|Black Flame Zealot 5|
    +9/+4
    |
    +6
    |
    +8
    |
    +8
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|Pierce Magical Concealment|Fateful Stride

    13th|Black Flame Zealot 6|
    +10/+5
    |
    +7
    |
    +9
    |
    +9
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|-Sneak Attack +2d6

    14th|Black Flame Zealot 7|
    +11/+6/+1
    |
    +7
    |
    +9
    |
    +9
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|Sacred Flame

    15th|Black Flame Zealot 8|
    +12/+7/+2
    |
    +7
    |
    +10
    |
    +10
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|Extra Readied Maneuver|-

    16th|Black Flame Zealot 9|
    +12/+7/+2
    |
    +8
    |
    +10
    |
    +10
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|Sneak Attack +3d6

    17th|Black Flame Zealot 10|
    +13/+8/+3
    |
    +8
    |
    +11
    |
    +1
    |Hide 1 rank, Knowledge (Religion) 1 rank, Move Silently 1 rank, Spellcraft 2 ranks|-|Unholy Immolation

    18th|Crusader 5|
    +14/+9/+4
    |
    +9
    |
    +11
    |
    +11
    |Knowledge (Religion) 1 rank, Hide 2 ½ ranks, Move Silently 2 ½ ranks|Darkstalker|-

    19th|Crusader 6|
    +15/+10/+5
    |
    +9
    |
    +11
    |
    +11
    |Knowledge (Religion) 1 rank, Hide 2 ½ ranks, Move Silently 2 ½ ranks|-|Smite 1/day

    20th|Crusader 7|
    +16/+11/+6/+1
    |
    +10
    |
    +12
    |
    +12
    |Knowledge (Religion) 1 rank, Hide 2 ½ ranks, Move Silently 2 ½ ranks|-|-[/table]

    Final skill ranks: Knowledge (Religion) 23 ranks, Hide 23 ranks, Move Silently 23 ranks, Spellcraft 20 ranks, Intimidate 7 ranks, Diplomacy 7 ranks, Craft (Weaponsmithing) 6 ranks, Knowledge (History) 4 ranks

    1Applies to Kaorti Resin Kukris, bonus proficiency granted by Justicar of Taiia

    Maneuvers

    Spoiler
    Show

    1: 5 1st level known, 5 readied
    2: 5 1st Level Known, 5 readied
    3: 5 1st level Known, 1 2nd level known, 5 Readied
    4: 4 1st Level Known, 2 2nd level known, 5 Readied

    18: 4 1st level Known, 2 2nd level known, 1 7th level known, 5 readied
    19: 3 1st level Known, 2 2nd level known, 2 7th level known, 5 readied
    20: 3 1st level Known, 2 2nd level known, 2 7th level known, 1 8th level known, 5 readied


    Suggested maneuvers: 1st: Crusader's Strike, Stone Bones, Douse the Flames, Charging Minotaur, Vanguard Strike
    2nd: Mountain Hammer, Battle Leader's Charge
    7th: Castigating Strike, Clarion Call
    8th: Greater Divine Surge
    Stances: Iron Guard's Glare, Leading the Charge


    Spells per day

    Spoiler
    Show

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

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|0|-|-|-

    5th|1|-|-|-

    6th|1|0|-|-

    7th|1|0|-|-

    8th|1|1|-|-

    9th|1|1|-|-

    10th|1|1|0|-

    11th|1|1|0|-

    12th|1|1|1|-

    13th|1|1|1|-

    14th|2|1|1|0

    15th|2|1|1|0

    16th|2|1|1|1

    17th|2|1|1|1

    18th|2|1|1|1

    19th|2|1|1|1

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


    Source List
    Spoiler
    Show
    Dieties and Demigods: Taiia and Justiciar of Taiia
    Complete Divine: Black Flame Zealot
    Complete Arcane: Mage Slayer, Pierce Magical Concealment
    Tome of Battle: Crusader, Extra Readied Maneuver, Maneuvers
    Lords of Madness: Darkstalker
    Races of Destiny: Illumian

    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.

  25. - Top - End - #265
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Glory to She who shines the brightest
    Quote Originally Posted by Sonny Blaze
    Sonny Blaze
    Lawful Neutral Silverbrow Human Rogue 3/Spellthief 3/Justiciar of Taiia 4/Black Flame Zealot 10

    Spoiler
    Show
    Starting languages: Common, Ignan, Halfling, Draconic

    Str 10
    Con 12
    Dex 14
    Int 16
    Wis 14
    Cha 12

    All level increases to Int.


    Story:
    Spoiler
    Show
    Sonny Blaze was born into a church-run orphanage. He grew learning all the blessings of the beloved Pelor, following in His doctrine, living the life of the righteous. He hated it, felt oppressed, boxed in. The only times he felt free were the times spent under the rays of the sun, basking in the warmth (even though that time was mandatory.) And then, one day, it all changed.

    A group of traveling minstels came through, roaming from church to church, spreading the Light of Life. They stayed in the orphanage for a month, traveling to local churches and their affiliations. But they had a secret. They were not, in fact, a devoted band of Pelor, as they seemed to be. But instead, a following of Taiia, covertly spreading Her light. Sonny, already believing there was more to life than what Pelor had to offer, was instantly hooked.

    He fell in with the group, under the tutalege of one Mr. Ghrian, learned of beauty of the Rays of Taiia, studied Her doctrines. He learned that everyone should be given the chance to come into Her warmth, but that unbelievers must be made to pay for their heresy. He, himself, took the life of the Director of the Orphanage, a man unwilling to accept Pelor's non-existance and turn to the only true goddess, Taiia.

    For years, he traveled with Mr. Ghrian, infliltrating various religious sects, under one guise or another. Sometimes they were a group of missionaries traveling the world and in need of a few weeks' rest; at others, they were homeless wanderers in search of charity. Whatever it took to get them in the door, allowed to stay, offered hospitality and trust. They would move through those gathered, quietly spread the word of Taiia, seek converts to Her will. Those who refused to open their eyes to Her light were burned, cleansed of the sins of their souls.

    On a mission to a temple of Wee Jas, things went horribly wrong. The clergy there stayed faithful. Sonny's band of believers were discovered, their cover blown. The resulting war was a catastrophy of confusion and chaos. In the end, the temple burned. Death had come to members on both sides of the fray. Sonny made it out alive, but he had witnessed a horror that would haunt him -- Mr. Ghrian held immoble in the grip of one of Wee Jas's clerics, fangs pressed deep into his neck, blood flowing free. It was the last time that Sonny would see his mentor alive.

    But they would meet again.

    Sonny continued the mission of Taiia. He led a group of travelers from tmemple to temple, spreading the Word as they always had. They visited truth upon believers of Hextor and Heironious, of Moradin and Yondalla, of Elhonna and St. Cuthbert. They converted a few; they sacrificed many. All for the Glory of the Sun, the Everlasting Light of Taiia. They came upon a monestary of holy worshipers of Vecna, and it was here that Sonny brought the vengence of the sun down upon the abomination that had taken the life of his mentor years ago. And in so doing, he freed Imithe Ghrain from his unholy servitude.

    Imithe Ghrain, freed vampire, would go on to start his own villiage, populated soley by abominations of undead. They built altars to Vecna, Wee Jas, Orcus, and a handul of other foul and depraved gods whose names had been lost to time. They prayed and worshipped within the shadows, under the moonlight, hiding from the sun. And one day, Sonny came. His band of Lightbearers walked among the unholy, bringing sacred grace of the warmth of the Sun to free them from their unholy existance. And in the midst of the conflagration, Sonny came face to face with his former mentor. He offered redemption, an escape from the darkness of idolatry. Imithe Ghrain refused to see the light.

    Their battle began, mentor versus student, darkness versus light, undead chill versus ever-burning flame. In the end, the Light shone through the darkness. Sonny's blade bit into decaying flesh, driving scorch marks through a body already turning to mist. The flame crackled, immolating the mist, burning it to steam which dissipated into nothingness.

    Sonny Blaze wandered back into the world, as his mentor had taught him to so long ago, and saught out more of Taiia's children to bring them to the Light.


    Build:
    Spoiler
    Show

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

    1st|(ACF) Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Appraise 1; Balance 4; Bluff 4; Diplomacy 4; Disable Device 4; Disguise 4; Forgery 1; Hide 4; K:Religion 4; Move Silently 4; Open Lock 4; Search 1; Sense Motive 2; Slight of Hand 1; Spot 4|1st: Apprentice (Philosopher); H: Dragonfire Strike|Sneak Attack +1d6; Antiquarian

    2nd|Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Appraise 1; Balance 5; Bluff 5; Diplomacy 5; Disable Device 5; Disguise 5; Forgery 1; Hide 5; K:Religion 5; Move Silently 5; Open Lock 4; Search 2; Sense Motive 3; Slight of Hand 1; Spot 5|--|Evasion

    3rd|(ACF) Rogue 3|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Appraise 1; Balance 5; Bluff 6; Diplomacy 6; Disable Device 6; Disguise 6; Forgery 1; Hide 6; K:Religion 6; Move Silently 6; Open Lock 5; Search 3; Sense Motive 4; Slight of Hand 1; Spot 6|3rd: Darkstalker|Sneak Attack +2d6; Penetrating Strike

    4th|Spellthief 1|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Appraise 1; Balance 5; Bluff 7; Diplomacy 6; Disable Device 7; Disguise 7; Forgery 1; Hide 7; K:Religion 7; Move Silently 7; Open Lock 6; Search 4; Sense Motive 4; Slight of Hand 1; Spot 7|--|Sneak Attack +3d6; Steal Spell; Trapfinding

    5th|Spellthief 2|
    +3
    |
    +1
    |
    +3
    |
    +4
    |Appraise 1; Balance 5; Bluff 8; Diplomacy 6; Disable Device 8; Disguise 8; Forgery 1; Hide 8; K:Religion 8; Move Silently 8; Open Lock 7; Search 5; Sense Motive 4; Slight of Hand 1; Spot 8|--|Detect Magic; Spell Grace +1; Steal Spell Effect

    6th|Spellthief 3|
    +4
    |
    +2
    |
    +4
    |
    +4
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 6; Disable Device 9; Disguise 9; Forgery 1; Hide 9; K:Religion 8; Listen 1; Move Silently 9; Open Lock 7; Search 6; Sense Motive 4; Slight of Hand 1; Spellcraft 1; Spot 9|6th: Martial Study (Distracting Ember)|Steal Energy Resistance 10

    7th|Justiciar of Taiia 1|
    +4
    |
    +2
    |
    +6
    |
    +6
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 8; Disable Device 9; Disguise 10; Forgery 1; Hide 10; K:Religion 8; Listen 2; Move Silently 10; Open Lock 7; Search 7; Sense Motive 5; Slight of Hand 1; Spellcraft 1; Spot 10|BF: MWP: Kukri|Sneak Attack +4d6

    8th|Justiciar of Taiia 2|
    +5
    |
    +2
    |
    +7
    |
    +7
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 11; Disable Device 9; Disguise 11; Forgery 1; Hide 11; K:Religion 8; Listen 3; Move Silently 11; Open Lock 7; Search 8; Sense Motive 6; Slight of Hand 1; Spellcraft 1; Spot 11|--|Combat Sense +2

    9th|Justiciar of Taiia 3|
    +6/1
    |
    +3
    |
    +7
    |
    +7
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 12; Disable Device 9; Disguise 12; Forgery 1; Hide 12; K:Religion 8; Listen 4; Move Silently 12; Open Lock 7; Search 9; Sense Motive 7; Slight of Hand 1; Spellcraft 1; Spot 12; Skill Trick: Spot the Weak Point|9th: Iron Will|Augury 1/day

    10th|Justiciar of Taiia 4|
    +7/2
    |
    +3
    |
    +8
    |
    +8
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 13; Disable Device 9; Disguise 13; Forgery 1; Hide 13; K:Religion 8; Listen 5; Move Silently 13; Open Lock 7; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 13; Skill Tricks: Spot the Weak Point, Second Impression|--|Sneak Attack +5d6

    11th|Black Flame Zealot 1|
    +7/2
    |
    +3
    |
    +10
    |
    +10
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 13; Disable Device 9; Disguise 14; Forgery 1; Hide 14; K:Religion 8; Listen 7; Move Silently 14; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 14; Skill Tricks: Spot the Weak Point, Second Impression|--|Death Attack; Zealous Heart

    12th|Black Flame Zealot 2|
    +8/3
    |
    +3
    |
    +11
    |
    +11
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 13; Disable Device 10; Disguise 15; Forgery 1; Hide 15; K:Religion 8; Listen 9; Move Silently 15; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 15; Skill Tricks: Spot the Weak Point, Second Impression|12: Staggering Strike|Poison Use

    13th|Black Flame Zealot 3|
    +9/4
    |
    +4
    |
    +11
    |
    +11
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 13; Disable Device 11; Disguise 16; Forgery 1; Hide 16; K:Religion 8; Listen 11; Move Silently 16; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 16; Skill Tricks: Spot the Weak Point, Second Impression|--|Sneak Attack +6d6

    14th|Black Flame Zealot 4|
    +10/5
    |
    +4
    |
    +12
    |
    +12
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 14; Disable Device 11; Disguise 17; Forgery 1; Hide 17; K:Religion 8; Listen 13; Move Silently 17; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 17; Skill Tricks: Spot the Weak Point, Second Impression|--|--

    15th|Black Flame Zealot 5|
    +10/5
    |
    +4
    |
    +12
    |
    +12
    |Appraise 1; Balance 5; Bluff 9; Diplomacy 14; Disable Device 12; Disguise 18; Forgery 1; Hide 18; K:Religion 8; Listen 15; Move Silently 18; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 18; Skill Tricks: Spot the Weak Point, Second Impression|15th: Sickening Strike|Fateful Stride

    16th|Black Flame Zealot 6|
    +11/6/1
    |
    +5
    |
    +13
    |
    +13
    |Appraise 1; Balance 5; Bluff 10; Diplomacy 15; Disable Device 12; Disguise 19; Forgery 1; Hide 19; K:Religion 8; Listen 16; Move Silently 19; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 19; Skill Tricks: Spot the Weak Point, Second Impression|--|Sneak Attack +7d6

    17th|Black Flame Zealot 7|
    +12/7/2
    |
    +5
    |
    +13
    |
    +13
    |Appraise 1; Balance 5; Bluff 11; Diplomacy 16; Disable Device 12; Disguise 20; Forgery 1; Hide 20; K:Religion 8; Listen 17; Move Silently 20; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 20; Skill Tricks: Spot the Weak Point, Second Impression|--|Sacred Flame

    18th|Black Flame Zealot 8|
    +13/8/3
    |
    +5
    |
    +14
    |
    +14
    |Appraise 1; Balance 5; Bluff 12; Diplomacy 17; Disable Device 12; Disguise 21; Forgery 1; Hide 21; K:Religion 8; Listen 18; Move Silently 21; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 21; Skill Tricks: Spot the Weak Point, Second Impression|18th: Fire Devotion|--

    19th|Black Flame Zealot 9|
    +13/8/3
    |
    +6
    |
    +14
    |
    +14
    |Appraise 1; Balance 5; Bluff 13; Diplomacy 17; Disable Device 12; Disguise 22; Forgery 1; Hide 22; K:Religion 8; Listen 21; Move Silently 22; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 22; Skill Tricks: Spot the Weak Point, Second Impression|--|Sneak Attack +8d6

    20th|Black Flame Zealot 10|
    +14/9/4
    |
    +6
    |
    +15
    |
    +15
    |Appraise 1; Balance 5; Bluff 14; Diplomacy 18; Disable Device 12; Disguise 23; Forgery 1; Hide 23; K:Religion 8; Listen 22; Move Silently 23; Open Lock 9; Search 10; Sense Motive 8; Slight of Hand 1; Spellcraft 1; Spot 23; Skill Tricks: Spot the Weak Point, Second Impression|--|Unholy Immolation[/table]


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    16th|-|3|2|1|0|-|-|-|-|-

    17th|-|3|2|1|0|-|-|-|-|-

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

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

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


    Wands of Note:
    Spoiler
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    Sonny has access to using spell trigger items off of the Spellthief and Justiciar of Taiia spell lists. JoT isn't as important here (because he can cast all of them), but a few are still helpful in wand form. These are as much a class feature to Sonny as they are to any wizard or sorcerer, and he should use them to equal benefit.
    A small (certainly not exhaustive list) of wands Sonny finds useful:

    1st level:
    Spoiler
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    Reduce Person (PHB): When used on himself, Sonny becomes a small creature, adding to his attack and AC and, more importanly, his Hide skill.
    Sniper's Shot (SpC): Long range flaming sneak attacks. It won't work with Penetrating Strike or Death Attack, but can still be useful against some foes.
    True Strike (PHB): Are we kidding around here? As if using Spot the Weak Point and coming out of the shadows against an unaware foe wasn't enough to deliver a Death Attack. Adding in True Strike is overkill. (See what I did there? Huh? Huh?) Overkill is what we do.


    2nd level:
    Spoiler
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    Delusions of Grandeur (SpC): Mind-affecting, Will neg., and SR, sadly. But, when cast into a spell-storing weapon and used on a Death Attack, there is the chance of penalizing the target's saves just when he needs it most.
    Incendiary Slime (CM): Grease is generally a good spell for sneak attackers. Add in the flaming fun, and this is right up Sonny's alley.
    Insidious Insight (RoE): Mind-affecting, Will neg., living target. But its a nice bonus to skills Sonny uses and lasts for plenty of time.
    Invisibility (PHB): This is almost too obvious to include on the list.
    Knock (PHB): Because sometimes taking 20 on Open Lock just isn't enough.
    Phantom Foe (SpC): Mind-affecting, Will disbelief. But if it works, this spell will turn a one-on-one fight in Sonny's favor in a hurry.
    Reflective Disguise (SpC): Useful spell for sneaking into gender specific areas (dormitories, etc.). Sonny can use it to help out his Disguise checks.
    Shadow Double (DotU): Will to disbelieve that is only offered to targets it has attacked. Won't last long, but it can be an effective flanking buddy when the need arises.


    3rd level:
    Spoiler
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    Energy Vulnerability (PHBII): Will neg., SR, and a wand will only effect 10HD. Still, burn, baby, burn!
    Flame Arrow (PHB): Sonny doesn't use ammunition offen, but it's certainly thematic. If a wand of Sniper's Shot comes becomes useful, so will this.
    Legion of Sentinels (PHBII): Yes! Just yes!! No save, no SR. Here, have some flankers! The only problems Sonny has with this on a wand are the drool stains!
    Searing Light (PHB): One of the useful Justiciar of Taiia spells that you may want to use more than once per day. Quite useful against those pesky undead.
    Unluck (SpC): Will neg. and SR. But if it works, Sonny's Death Attack gets scarier.
    Weapon of Energy (SpC): Burn...burn...BURN!!!


    4th level:
    Spoiler
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    Divine Favor (PHB): The other Justiciar of Taiia spell to make this list. There may be days where one casting just won't do it. And for those days, a wand is nice to have.
    Fire Stride (SpC): Because sometimes you're all out of floo powder.
    Flame Whips (SpC): Reach and fire damage. What's not to love?
    Improved Invisibility (PHB): I don't have to spell this one out for anyone, do I?
    Phantom Battle (PHBII): When they say "create a diversion", this is what they mean. An area effect of flanking!
    Shadow Conjuration (PHB): Utility in a wand. Summon Monster(s) for flanking. Lesser Orb of Fire for ranged sneak attacks. There're a multitude of uses here limited by your own imagination.
    Voice of the Dragon (SpC): A large bonus to useful skills is always appreciated.




    Levels 1-5:
    Spoiler
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    Patience, patience, patience. That's the key to Sonny. Anything can be done if he takes enough time to do it well.

    On Skills:
    Spoiler
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    Maximum ranks in Bluff and Disguise allow for infiltration of enemy churches. (And when heretics are comprised of anyone who doesn't acknowledge Taiia, that's most every church out there.) A single rank in Forgery allows easy access to simple documentation. Ranks in Diplomacy and Sense Motive get Sonny in the door. He can opperate as the party-face.
    Anyone can Search, and be effective with enough time (taking 20). With Trapfinding and Detect Magic from Spellthief, Sonny can do a bit more. Open Lock (and enough time to take 20) gets Sonny through most doors and into most drawers. Maximum ranks in Disable Device gets Sonny past the traps he might encounter on those doors and drawers.
    Maximum ranks in Hide and Move Silently, coupled with the Darkstalker feat, have obvious benefits for a man lurking through hallways he's not supposed to be in. Also, those 8 ranks in Hide and Move Silently allow Sonny to be a leader for an Infiltration team. (See team benefits, DMG II p. 192) Max. ranks in Spot let Sonny be the lookout, as well.
    Maximum ranks in Knowledge: Religion lets Sonny easily determine the abilities of divine magic items through the Antiquarian ACF. The single rank of Appraise allows trained checks and, coupled with the Antiquarian bonus, Sonny can examine common or rare items with enough time (taking 10) easily. Many exotic items are still fairly easy for him to appraise.


    Combat:
    Spoiler
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    Combat is fairly straightforward. Land a sneak attack where possible. If not, take the time to get into position to be able to. Once the sneak attack has landed, Sonny can opt to use Dragonfire Strike to add to the damage and convert it to fire. (+4d6 is nothing to sneeze at at 5th level.) If the target is immune to fire, he won't; otherwise he will. Steal Spell Effect can remove an Energy Resistance spell (or similar) in order to still achieve fire damage. This becomes all the more useful if Sonny finds himself weaponless. An unarmed strike (in a pinch) will deal non-lethal damage, but Sonny can convert the sneak attack damage to fire, thus remaining lethal.
    Another trick to use to save money: Alchemist's Fire costs 20 gold pieces per flask. Oil is just 1 silver piece per flask. Sneak Attack with a flask of oil and use Dragonfire Strike to change the SA to fire damage.
    Defensively, Sonny is relying on stealth to hide and snipe. Fire from range, bluff for a diversion, then get out of sight. Evasion protects from the AoEs. The Apprentice feat adds +2 to Will saves and Spell Grace adds +1 to all saves vs. spells



    Levels 6-10:
    Spoiler
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    Skill:
    Spoiler
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    Maximum ranks continue with Hide and Move Silently, as well as with Spot (and Listen has been added here, although slowly), continuing the ability to scout. Max. ranks also in Diplomacy and Disguise, strenthening party face and infiltration abilities, with the Second Impression skill trick adding a bit of a safety net, just in case.
    A lone rank in Spellcraft lets Sonny make checks, allowing him to make the check (fairly easily, no less) to call a Companion Spirit (DMG II p.194-203). Flame is the obvious Specific Characteristic. Any of the General Characteristics offer Sonny greater utility (or offer him the chance to grant greater utility to his party, or both), and as such, any can be chosen to match the make-up of the party.


    Combat:
    Spoiler
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    The beauty here is Steal Energy Resistance. It opens up the number of enemies that Sonny can use his Dragonfire Strike ability on effectively. Sneak Attack has risen to +5d6 here (+6d6 DFS), which allows him to be a team leader for the Superior Flank teamwork benefit (see DMG II p.194). This greatly opens up his ability to flank, which allows his sneak attack (including Penetrating Strike to SA everything!). And once in every encounter, Taiia herself sends her manifestation to provide a flanking buddy (Martial Study: Distracting Ember), just to see heratics burn!
    Combat Sense adds benefits to both attack and defense. And Spot the Weak Point certainly encourages a well-placed sneak attack.
    Iron Will adds another +2 to Will saves.



    Level 11-15:
    Spoiler
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    Skills:
    Spoiler
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    A lot more of the same. Competancy in social skills with an expertise in Disguise and stealth. Listen is the main change here, adding to spying/scouting abilities. The Fateful Stride ability adds extra movement handy for infiltration.


    Combat:
    Spoiler
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    Death Attack and Spot the Weak Point were made for each other, practically guarunteeing a successful hit on a flat-footed opponenet. Add some poison to the blade and the Sickening Strike feat, and the DC to resist a Death Attack gets harder. Staggering strike provides a great debuff to enemies who survive Death and/or Sneak Attacks.



    Level 16-20:
    Spoiler
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    Just three words: More. Fire. Damage. Sacred Flame brings more fire damage. Fire Devotion brings more fire damage. More Sneak Attack dice brings more fire damage. And Unholy Immolation means enemies can't come back from it easily.
    (Note: check with your DM to see how Unholy Immolation + Penetrating Strike ACF works with undead like vampires and liches. If it results in an undead not being able to regrow even if they have a coffin or phylactery, UI becomes that much more awesome.)

    A word on zealotry:
    Spoiler
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    Complete Champion contains requirements and benefits for church affiliations. Zealots are most likely to engage in such affiliations. Taiia does not have a church listed in the book, but with your DM's approval and help, try building one for your table. For greater ease, domain affiliations are listed. Three fluff well for Sonny's devotion to Taiia.
    Fire: "Nothing can withstand the heat of the inferno." This holds perfect fluff for Sonny. With a high enough affiliation score, Sonny could gain some fire resistance and add fire damage to some of his attacks each day. It works very well with the build.
    Sun: Oddly, not a domain granted by Taiia's destroyer aspect. Nonetheless, the fluff works for 'The Faith of the Sun'. Divine Light adds to a Black Flame Zealot (can you have a flaming, flaming kukri?). Useful for off-hand attacks.
    Knowledge: Another domain not granted by Taiia's destroyer aspect, but still offered by Taiia. Sonny certainly shows fluff toward using knowledge to his benefit. Student and Academic are both useful to Sonny, but Scholar is where things really shine for him. If this is an option at your table, fidget with Sonny's skills to make sure you have at least one rank in Knowledge: the Planes. With the Scholar ability, Fire Immunity (among other things) can be negated for a brief time. Certainly a helpful ability for Sonny to have in his back pocket!


    Resources:
    Spoiler
    Show
    SRD: Rogue
    Complete Adventurer: Spellthief; Staggering Strike feat
    Deities and Demigods: Justiciar of Taiia
    Complete Scoundrel: Skill Tricks
    DMG II: Apprentice feat
    Dragon Magic: Silverbrow Human; Dragonfire Strike feat
    Complete Champion: Antiquarian ACF; Church/Domain affiliations; Knowledge Devotion; Fire Devotion feat
    Dungeonscape: Penetrating Strike ACF
    Tome of Battle: Martial Study feat; Distracting Ember
    Lords of Madness: Darkstalker feat
    Drow of the Underdark: Sickening Strike feat

    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.

  26. - Top - End - #266
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    A nice fireplace is warm. Stoke the fire too much, however, and it can burn down your house.
    Quote Originally Posted by Phoebus
    Phoebus, The Fallen Son
    LG->LE Changeling Rogue 1/Paladin 6/Shadowbane Inquisitor 5/Blackguard 7/Black Flame Zealot 7

    Stats
    Spoiler
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    Str 14
    Dex 10
    Con 14
    Int 10
    Wis 14
    Cha 16 (all increases here)

    Backstory
    Spoiler
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    Phoebus grew up under the strong guidance of the Church of Taiia. In his village Taiia was the only deity that anyone worshipped, for she provided them with all they needed. In her multifaceted glory Taiia represented benevolence and fury, protector and punisher. He paid close attention in the difficult lessons in which the teachers explained the almost paradoxical duality of Taiia. As he grew he yearned for greater things as so many young men from small villages do. The village elders agreed to let him go out in service, strongly cautioning him to be careful. In the outside world not all worshipped Taiia, and the people were not willing to accept the changelings of the village. He would have to hide both his face and his faith.

    Phoebus soon found work in a group focused on bringing light to the world by dispelling the darkness, working as soldiers for a cause and occasionally for hire. Phoebus saw this as a worthy effort that Taiia would approve of.

    As time drew on he learned of a guild of those most dedicated to destroying the darkness in the world. Phoebus humbly approached the group and was accepted only after a long process of tests of body, mind, and faith that almost all failed. Phoebus admired their conviction, but at times he felt them too close-minded. Several of his comrades told Phoebus regularly that it was not they who were too strict, but he who was too lenient. Regardless, they were able to work together well, for a time.

    One day the group Phoebus was working with got itself into a fight where it was woefully outmatched. The inquisitors cursed the stalkers for providing them with poor information. The stalkers cursed the inquisitors for rushing in on incomplete reconnaissance. They had thought they were sent in to rout a cadre of would-be demon worshippers. None of them was prepared to enter a ceremony in completion with a marilith overseeing. The group fought valiantly and in the end was able to defeat it, but lost close to half of their number in the process. Phoebus was struck unconscious near the end of the battle and very nearly died. When the remaining set about tending to the wounded and dead, they found him in his true Changeling form.

    He was sent back to headquarters for trial immediately, barely given a chance to recuperate from the battle. They charged him with presenting himself falsely and lying to the order. They even charged him with being a spy for their enemies. He denied all of it vehemently, but it was clear that accusation meant guilt. They stripped him of his position and excommunicated him from the order, and it was only his excellent record of service that changed the death sentence to an exile.

    In the dark crisis of faith that followed, Phoebus realized where he had gone wrong. He had turned his back on the inclusive nature of Taiia. He had mistakenly thought that he could serve her best in a single capacity of dispelling the darkness, and she had expressed her displeasure at his foolishness. Though Taiia strongly stood for light and warmth, she knew in her great wisdom not to bathe the earth in eternal day. The heat of noon must be tempered with the chill of midnight. The order Phoebus had served was to focused and hardheaded in its pursuit, like a beam of sunlight through a shaped glass. They threatened to unbalance the world and scorch the innocent with the fires of their tireless inquisition. Phoebus would best serve Taiia by restoring balance to the world. Though they would call him a villain, he was a necessary part of the universe. The brightest light casts the deepest shadow.

    After a time headquarters began receiving notices of comrades falling in the line of duty in abnormal numbers, even in the less dangerous tasks. When they sent out the stalkers for greater information the number that returned told them that the deaths all occurred in similar circumstances. The comrades were struck down suddenly, often far from any location where an attacker could hide in. Many were crumpled to the ground without weapons drawn. All had one thing in common; near the body they always found a chilling black flame.

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

    1st|Changeling Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance 4, Bluff 4, Gather Information 4, Hide 4, Intimidate 4, Jump 4, Knowledge (Religion) 4, Move Silently 4, Sense Motive 4, Tumble 4|Able Learner|Sneak Attack +1d6, Social Intuition

    2nd|Paladin Blackguard 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Hide 5, Sense Motive 5| |Aura of Good, Detect Evil, Smite Evil 1/day Aura of Evil, Detect Good

    3rd|Paladin Blackguard 2|
    +2
    |
    +3
    |
    +2
    |
    +0
    |Hide 6, Sense Motive 6|Power Attack|Divine Grace, Lay on Hands* Dark Blessing, Smite Good 3/day

    4th|Paladin Blackguard 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Hide 7, Sense Motive 7||Aura of Courage, Divine Health Command Undead, Aura of Despair

    5th|Paladin Blackguard 4|
    +4
    |
    +4
    |
    +3
    |
    +1
    |Hide 8, Sense Motive 8||Turn Undead Sneak Attack +3d6

    6th|Paladin Blackguard 5|
    +5
    |
    +4
    |
    +3
    |
    +1
    |Knowledge (Religion) 5, Move Silently 5|Cleave|Smite Evil 2/day, Drakkensteed Mount Fiendish Servant, Smite Good 4/day

    7th|Planar Paladin Blackguard 6|
    +6/+1
    |
    +5
    |
    +4
    |
    +2
    |Knowledge (Religion) 6, Move Silently 6| |Celestial Mount

    8th|Shadowbane Inquisitor 1|
    +7/+2
    |
    +7
    |
    +4
    |
    +2
    |Knowledge (Religion) 8, Move Silently 8| |Absolute Conviction, Pierce Shadows

    9th|Shadowbane Inquisitor 2|
    +8/+3
    |
    +8
    |
    +4
    |
    +2
    |Concentration 3, Knowledge (Religion) 9|Iron Will|Sacred Stealth +4, Smite 1/day

    10th|Shadowbane Inquisitor 3|
    +9/+4
    |
    +8
    |
    +5
    |
    +3
    |Concentration 7||Improved Sunder

    11th|Shadowbane Inquisitor 4|
    +10/+5
    |
    +9
    |
    +5
    |
    +3
    |Concentration 11| |Sneak Attack +2d6

    12th|Shadowbane Inquisitor 5|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +3
    |Concentration 15|Divine Denial|Merciless Purity

    13th|Blackguard 7|
    +12/+7/+2
    |
    +9
    |
    +5
    |
    +3
    |Concentration 16, Tumble 5||Sneak Attack +5d6

    14th|Black Flame Zealot 1|
    +12/+7/+2
    |
    +9
    |
    +7
    |
    +5
    |Tumble 9||Death Attack, Zealous Heart

    15th|Black Flame Zealot 2|
    +13/+8/+3
    |
    +9
    |
    +8
    |
    +6
    |Ride 4|Improved Fiendish Servant|Poison Use

    16th|Black Flame Zealot 3|
    +14/+9/+4
    |
    +10
    |
    +8
    |
    +6
    |Jump 5, Tumble 12||Sneak Attack +6d6

    17th|Black Flame Zealot 4|
    +15/+10/+5
    |
    +10
    |
    +9
    |
    +7
    |Hide 10, Move Silently 10||

    18th|Black Flame Zealot 5|
    +15/+10/+5
    |
    +10
    |
    +9
    |
    +7
    |Hide 12, Move Silently 12|Persistant Refusal|Fateful Stride

    19th|Black Flame Zealot 6|
    +16/+11/+6/+1
    |
    +11
    |
    +10
    |
    +8
    |Hide 14, Move Silently 14||Sneak Attack +7d6, Sacred Flame

    20th|Black Flame Zealot 7|
    +17/+12/+7/+2
    |
    +11
    |
    +10
    |
    +8
    |Hide 16, Move Silently 16| | [/table]
    Spells
    Spoiler
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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|0|-|-|-|-|-|-|-|-|-

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

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

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

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

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

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

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

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

    14th|2|1|1|0|-|-|-|-|-|-

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

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

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

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

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

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

    Level Breakdown
    Spoiler
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    Level 5
    Spoiler
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    What better way to pick up sneak attack than Changeling Rogue? Social Intuition easily makes itself useful in most social interactions. Able learner lets you retain the entirety of that beautiful skill list.

    Paladin abilities help you keep a hold on things in combat, bringing up health and BA. Everyone loves Power Attack to make things tough for your enemies. All its defensive goodies keep you safe, and divine grace buttresses your saves to nice levels. Don’t get too attached to paladin, though. You won’t be using it forever.

    Level 10
    Spoiler
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    Say hello to Shadowbane Inquisitor. The last levels of Paladin gave you a celestial drakkensteed mount, which is really pretty great. Drakkensteeds can fly, which is of great advantage at level 6. Celestial makes him a bit tougher when you run into trouble. He should be around for much of your adventuring day.

    Sacred Stealth is honestly a worthwhile use of a spell of yours, and it will stay a useful bonus when you want to do some sneaking.

    Shadowbane Inquisitor’s smite doesn’t just work on one alignment. It works on any creature you judge as guilty, and if they’re fighting you, they’re probably guilty, right? Shadowbane Inquisitor gives you the beautiful gift of Improved Sunder for Blackguard so you don’t have to buy it yourself. Iron Will shores up your will save to the level of reflex. Absolute Conviction will make itself exceptionally useful when you fall in a few levels.

    Level 15 (Sweet Spot)
    Spoiler
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    A lot has happened in so few levels. Merciless Purity’s +1 bonus to Fort and Reflex when you kill a creature you have hit with a smite. The 24 hour duration means you should always have this up and running.

    At this point all your Paladin levels have been traded in for Blackguard levels. You are able to do this because of Shadowbane inquisitor’s final gift of stacking with paladin levels for determining blackguard abilities. As a result you are able to trade away 6 and also get the bonuses for having 5 paladin levels. The levels replaced on the chart are shown with strikethroughs. It seemed the best way to do it.

    Divine Denial helps to protect you against servants of the gods who oppose you and yours, since it makes divine spells that offer no save into will negates, and you have pretty good chances of making it thanks to dark blessing. Lay on hands sticks around, but that’s essentially all you keep from paladin. Your celestial companion is traded in for a fiendish servant (I’d suggest a crow for the extra set of eyes and good use as a scout).

    At level 15 you trade it in for a Large Viper, which is much more helpful when things get hairy. It can be used as a very good mount, and its swim and climb speed make it all the more useful. It makes a great flanking buddy for using your sneak attack which blackguard has boosted. The increased HD make it hardier and increase the poison DC, which you can also make use of thanks to the SI’s poison use. Don’t forget to use increase virulence on doses you extract from it.

    The Blackguard list is chock-full of buffs that you can share with your Viper nicely. Zealous Heart restores your benefit from Aura of Courage, which is comforting for an ex-Paladin. For Death Attack have your Viper climb you to a good vantage point and hide it out, then pounce.

    Level 20
    Spoiler
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    The SI has completed your blackguard casting, so no waste here. Persistent Refusal serves as a great use of your rebuke attempts by letting you burn one to make a save against any continuing effect, and your odds of making a save the second time round if you miss the first are pretty good. Fateful Stride helps you get down from a perch your Viper put you on, and you can even take it with you.

    Sacred flame helps to put more of the hurt on people you attack. If you’re going to use up the flaming burst, you’d be wise to prepare with corrupt weapon to make sure it gets its full use. By now your Fiendish Servant should have full benefits, which are based on character level, interestingly enough. The bonus HD means it should get more skills and feats.

    Ask your DM about what sort of restrictions, if any should be placed on these. Your DM may feel that it should be limited to stuff like Improved Natural Attack and Ability Focus. If your DM allows more leeway I would recommend Spit Venom as it adds a valuable option for combat.

    Sources
    Spoiler
    Show
    Taiia: Deities and Demigods
    Changeling, Changeling Rogue: Races of Eberron
    Shadowbane Inquisitor: Complete Adventurer
    Able Learner: Races of Destiny
    Divine Denial: Exemplars of Evil
    Improved Fiendish Servant: Champions of Ruin
    Persistent Refusal: Fiendish Codex II
    Planar Paladin: Planar Handbook
    Drakkensteed Mount: Dragon Magic
    Paladin, Rogue, Blackguard, Power Attack, Cleave, Iron Will: srd

    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.

  27. - Top - End - #267
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    Another bard spreading doom and despair? Quick, somebody call Justin Bieber's lawyers!
    Quote Originally Posted by Slither
    Slither

    NE male halfling Rogue 1/Divine Bard 5/Black Flame Zealot 10/Black Dog 4
    Str 8, Dex 18, Con 10, Int 14, Wis 14, Cha 14 (after racial modifiers)
    ability increases: Dexterity at 4 and 8; Charisma at 12, 16, and 20

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

    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff 4, Gather Information 2, Hide 4, Knowledge (local) 2, Knowledge (religion) 2, Move Silently 4, Perform (dance) 4, Perform (oratory) 4, Search 4, Sleight of Hand 4, Spot 4, Use Magic Device 2|Martial Weapon Proficiency (kukri)|sneak attack +1d6, trapfinding

    2nd|Divine Bard 1|
    +0
    |
    +0
    |
    +4
    |
    +2
    |Hide +1, Knowledge (religion) +2, Move Silently +1, Perform (dance) +1, Perform (oratory) +1, Sleight of Hand +1, Use Magic Device +1| |bardic knowledge, bardic music, countersong, fascinate, inspire courage +1

    3rd|Divine Bard 2|
    +1
    |
    +0
    |
    +5
    |
    +3
    |Hide +1, Knowledge (religion) +2, Move Silently +1, Perform (dance) +1, Perform (oratory) +1, Sleight of Hand +1, Use Magic Device +1|Iron Will|

    4th|Divine Bard 3|
    +2
    |
    +1
    |
    +5
    |
    +3
    |Bluff +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Perform (dance) +1, Perform (oratory) +1, Sleight of Hand +1, Use Magic Device +1| |inspire competence

    5th|Divine Bard 4|
    +3
    |
    +1
    |
    +6
    |
    +4
    |Bluff +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Perform (dance) +1, Perform (oratory) +1, Sleight of Hand +1, Use Magic Device +1| |

    6th|Black Flame Zealot 1|
    +3
    |
    +1
    |
    +8
    |
    +6
    |Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Sleight of Hand +1, Spot +1|Darkstalker|death attack, zealous heart

    7th|Black Flame Zealot 2|
    +4
    |
    +1
    |
    +9
    |
    +7
    |Craft (poison) 3, Hide +1, Knowledge (religion) +1, Move Silently +1| |poison use

    8th|Black Flame Zealot 3|
    +5
    |
    +2
    |
    +9
    |
    +7
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1| |sneak attack +1d6

    9th|Divine Bard 5|
    +5
    |
    +2
    |
    +9
    |
    +7
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Perform (dance) +1, Perform (oratory) +1, Sleight of Hand +1, Use Magic Device +1|Least Dragonmark (mark of hospitality)|

    10th|Black Dog 1|
    +5
    |
    +4
    |
    +11
    |
    +7
    |Bluff +1, Craft (poison) +1, Hide +1, Move Silently +1, Sleight of Hand +1, Spot +1, Shrouded Dance skill trick| |heir’s mark, improved hospitality, poison use

    11th|Black Flame Zealot 4|
    +6
    |
    +4
    |
    +12
    |
    +8
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1| |

    12th|Black Dog 2|
    +7
    |
    +5
    |
    +13
    |
    +8
    |Bluff +2, Craft (poison) +1, Hide +1, Move Silently +1, Search +1, Sleight of Hand +1, Spot +1|Poison Expert|death attack, Dhurinda’s trick

    13th|Black Dog 3|
    +8
    |
    +5
    |
    +13
    |
    +9
    |Craft (poison) +1, Hide +1, Move Silently +1, Search +1, Sleight of Hand +1, Spot +1, Mosquito’s Bite skill trick| |create poison, refine poison

    14th|Black Dog 4|
    +9
    |
    +6
    |
    +14
    |
    +9
    |Bluff +1, Craft (poison) +2, Hide +1, Move Silently +1, Search +1, Sleight of Hand +1, Spot +1| |empower poison, lost in the crowd

    15th|Black Flame Zealot 5|
    +9
    |
    +6
    |
    +14
    |
    +9
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Sleight of Hand +1, Spot +1|Improved Critical (kukri)|fateful stride

    16th|Black Flame Zealot 6|
    +10
    |
    +7
    |
    +15
    |
    +10
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Spot the Weak Point skill trick| |sneak attack +2d6

    17th|Black Flame Zealot 7|
    +11
    |
    +7
    |
    +15
    |
    +10
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1| |sacred flame

    18th|Black Flame Zealot 8|
    +12
    |
    +7
    |
    +16
    |
    +11
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1|Telling Blow|

    19th|Black Flame Zealot 9|
    +12
    |
    +8
    |
    +16
    |
    +11
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1| |sneak attack +3d6

    20th|Black Flame Zealot 10|
    +13
    |
    +8
    |
    +17
    |
    +12
    |Craft (poison) +1, Hide +1, Knowledge (religion) +1, Move Silently +1, Search +1, Spot +1| |unholy immolation[/table]
    Final skill ranks at Level 20: Bluff 10, Craft (poison) 17, Gather Information 2, Hide 23, Knowledge (local) 2, Knowledge (religion) 19, Move Silently 23, Perform (dance) 9, Perform (oratory) 9, Search 14, Sleight of Hand 15, Spot 16, Use Magic Device 7, three skill tricks

    Spells per day and known
    Spoiler
    Show
    {table=head]Level|0lvl|1st|2nd|3rd|4th
    1st|-|-|-|-|-|-|-|-|-|-
    2nd|2|-|-|-|-|-|-|-|-|-
    3rd|3|0*|-|-|-|-|-|-|-|-
    4th|3|1|-|-|-|-|-|-|-|-
    5th|3|2|0*|-|-|-|-|-|-|-
    6th|3|2|0*|-|-|-|-|-|-|-
    7th|3|3|1|-|-|-|-|-|-|-
    8th|3|3|1|-|-|-|-|-|-|-
    9th|3|3|2|-|-|-|-|-|-|-
    10th|3|3|2|-|-|-|-|-|-|-
    11th|3|3|2|0*|-|-|-|-|-|-
    12th|3|3|2|0*|-|-|-|-|-|-
    13th|3|3|2|0*|-|-|-|-|-|-
    14th|3|3|2|0*|-|-|-|-|-|-
    15th|3|3|2|0*|-|-|-|-|-|-
    16th|3|3|3|1|-|-|-|-|-|-
    17th|3|3|3|1|-|-|-|-|-|-
    18th|3|3|3|2|-|-|-|-|-|-
    19th|3|3|3|2|-|-|-|-|-|-
    20th|3|3|3|2|0*|-|-|-|-|-[/table]
    Table does not take into account scores for high Charisma

    Spells Known
    0: detect magic, light, mending, open/close, prestidigitation, summon instrument
    1: cure light wounds, feather fall, grease, Tasha’s hideous laughter
    2: alter self, blur, invisibility, mirror image
    3: displacement, gaseous form, haste, major image
    4: dimension door, freedom of movement


    Class Features Showcase
    Spoiler
    Show
    Death Attack: As this is one of the first class features of the SI, Slither needs to be able to make good use of it. Being able to hide as well as he can, through skill, racial bonuses, and the Darkstalker feat gained at Level 6, Slither can most likely study his opponent carefully for three rounds in order to make the death attack. Even better is that we can add the death attack feature from Black Dog as well to increase the DC of the death attack. At Level 20 the death attack DC is 26 before any Intelligence boosting items—not too shabby if used against enemies with low Fortitude saves like enemy arcane casters.
    Zealous Heart: Being immune to anything can be helpful during any adventuring career. Immunity to fear means that there is one less weapon that can be used against Slither. He wouldn’t care about those fear mongering builds that use Imperious Command and the rest of that chain.
    Poison Use: Slither gets to make use of his poison use ability in a few ways. First of all, being able to use poison without affecting himself with it means that his low Fortitude saves do not have to come into play here. From here, Slither can craft his own poisons which allows him to have this specific equipment on hand nearly at all times. He can even abuse the WBL somewhat by making poisons and selling them to other nefarious characters. The abilities gained through the Black Dog prestige class extend this class feature even more and makes it more than just a couple of words on a character sheet.
    Sneak Attack: Slither did not enter the SI with a large number of sneak attack dice so any feature that increases that amount is appreciated. With his low Strength score, sneak attack is a nice way to keep up on the damage output front. Being able to be as stealthy as he is means that Slither should be able to deliver these sneak attacks.
    Fateful Stride: Having a class feature with a built in escape clause is nice no matter how you slice it. It is also nice to have this capability before being able to cast dimension door himself. Leaving the scene of the crime or battle can be a life saver.
    Sacred Flame: Granted that when this ability comes online, the majority of standard enemies will have resistances or flat out immunity to fire. However, not having to spend extra money from WBL on a weapon feature is still a nice thing. Of course for those enemies without the resistances or immunities an extra amount of damage is still an extra amount of damage.
    Unholy Immolation: This is certainly a capstone ability no matter which way you look at it. Having the ability to force an enemy force to have to spend resources on true resurrections or wishes will hurt their ability to cause you pain in retaliation. The fact that it can be used from a death attack makes things even more interesting. Since Slither already has the ability to stay still and quiet long enough to make the death attack it makes the results of such an attack even more deadly. This kind of finality can be a killer in urban or social campaigns even at 20th level when death is merely a roadblock for most characters.
    Spellcasting: Since the SI only grants 5/10 spellcasting the spells that are made available should be able to do something at every level. The bard spell list is very versatile in this regard and Slither takes advantage of the spells known there to help with miss chances, escaping, and just plain utility.


    Level Highlights
    Spoiler
    Show
    Level 1-5
    Simple enough start—Slither is a skill monkey with utility spellcasting thanks to Divine Bard. Slither can also act as a minor buffer with his bardic abilities. Since neither of Slither’s base classes provided martial weapon proficiency, kukri proficiency had to be gained via feat. Strongheart halfling would have made things easier feat wise early but that’s cross setting and better to stay away from that.
    Level 6-10
    Slither enters the SI as early as possible and begins his path gaining death attack and poison use. So tactics wise, he does not change much here. Darkstalker is also online now—an absolutely necessary feat for any sneaky character. He sneaks in another level of Divine Bard so that he can cast 4th level spells at Level 20. He also joins the Black Dog prestige class which will not only enhance his death attack and poison use abilities but will teach him a few helpful tricks on his own. The Shrouded Dance skill trick helps keep Slither safe by granting him concealment through the Hide DC 20 check which is automatically made thanks to racial and size bonuses increasing his own high skills ranks.
    Level 11-15
    These levels are split with Black Dog and the SI. Slither makes use of his Poison Expert feat to increase the difficulty of any poison that he makes and that includes the ones made through the Black Dog’s use of the Mark of Hospitality. Though Slither will not learn the highest levels of poison to create via the Mark, he can craft them himself through his skill ranks. The refinement of poison also increases the Fortitude save DC. He can also be rather sneaky if he wanted and apply an injury poison through the Mosquito Bite skill trick and disappear. The victim would have little idea of who or what poisoned him since the attack would be unnoticeable. During this time Slither also learns a variant of hide in plain sight which works as long as three creatures larger than him are near him. As a small creature, the odds are likely that his own party can be the crowd that he gets lost in.
    Level 16-20
    Slither finishes the SI and is now quite a sneaky little bastard. He gains his fateful stride ability and can escape those situations that get too hot for him. He begins a little crit-fishing with his kukri so that when he gains Telling Blow, he has a higher chance to land sneak attack damage via criticals. Slither can also make an attack a touch attack thanks to Spot the Weak Point. His tactics have not really changed since Level 1—they have only improved. Black Dog levels increase his death attack gained from the SI so he is now quite capable of taking out enemy spellcasters or anyone else with low Fortitude saves. Should he kill someone via death attack or sneak attack, the victim can only be brought back via true resurrections or wishes. His spell choices throughout his career have been about utility and self protection and he is able to cast 4th level spells thanks to his ability bonus even without relying on WBL.


    They Call Him Slither
    Spoiler
    Show
    You’ve heard my story before—street urchin, scraping by; unloved and abandoned by his parents. But me, I didn’t get found by no nice family who always wanted a son. No, I had to lie, cheat, and steal just to stay ahead of the human and goblin street gangs. I try to make an honest living as a street performer but that only gets you so far. The lower levels of Sharn is a goddam cesspool. Sure every so often some do-gooder comes around trying to “help the masses.” They’re the easiest to play with.

    So one day this guy comes by and starts spouting about his faith. But this guy seemed different than the usual preachers. This guy starts spouting about how life is pointless and we all might as well up and die—the Dragons are going to get us, retribution from the Last War, revenge from the Silver Flame Purge. I can’t tell if this guy is serious or just trying to scare everybody. So after he does his speechifying, I tail him—looking back now I’m not sure why. I know I’m careful but it seems like this guy wouldn’t care if I had some kind of marching band with me.

    Long story short, I confront this guy ready to take his money in an alley. I get my kukri out and I’m reminded of why I like these curved blades. They’re so good for cutting and gutting. So I’m ready to slice the guy open when he turns around and tells me that he was expected me. He tells me that I’m supposed to be some new herald for the Dark Six and I’ll be the one to sing their praises so some such nonsense. He tells me that I no longer have to worry about fending for myself. I make like I’m about to agree with him and then I gut him anyways and take his stuff.

    So couple of days later I see this guy again! I don’t know what kind of stunt he pulled but I follow him again back to the same alley. I get ready to gut him again when he starts going on about forgiving me and hoping that my indoctrination goes smoother. I’ll admit now that I’m curious and I hear him out. Apparently he works for some kind of cult within the Dark Six religion and wants me to become a part of it as long as I spread the word. He gives me some stuff and I’ll admit I’m hooked. No one ever gave me nothing before—especially after gutting him.

    So I start to learn about the Dark Six and how they plan on spreading misery throughout Khorvaire. Good I think, I like spreading misery. So I go start spreading the word like this guy did before in Sharn. Some of them listen, some of them don’t. Whatever, I don’t care.

    So my guy tells me that I’m ready to know the inner secrets but all I have to do is kill this Silver Flame agent. No problem I tell him and soon enough the Watch has another body to clean up. He’s impressed and then he begins to explain the inner workings of this Black Flame Cult and how it’s like a group that spreads its misery by killing enemies. I sign up immediately.

    But then my life gets more complicated when my Dragonmark manifests. I get tracked down by some member of House Ghallandra and he tells me that I’m some kind of bastard kid of some big shot. Well whoopee do. Where was he when I needed him I ask. Mark of Hospitality—I find it humorous that my Dragonmark is supposed to provide comfort when I grew up never having any. My new friend apologizes a lot. I’m about to gut him when he tells me that they can make it up to me. He heard about me spreading the word of the Dark Six and said that I might fit in with these Black Dog guys. They don’t seem to care about my Black Flame Cult so they start training me in how to use my Dragonmark for making poison and blending in with the crowds.

    I end up using this training to mix it with my own from the Black Fame Cult and now I’m like this assassin for hire or whatnot. So now you know my story. I can kill some one with my kukri (some habits die hard) or with poison. It doesn’t matter really. All that matters is that someone wants someone else dead. And that’s where I step in.


    Source List
    Spoiler
    Show
    Complete Divine: Black Flame Zealot prestige class
    Complete Scoundrel: Poison Expert feat, skill tricks
    Dragonmarked: Black Dog prestige class
    Eberron Campaign Setting: Least Dragonmark feat
    Lords of Madness: Darkstalker feat
    Player’s Handbook II: Telling Blow feat
    Unearthed Arcana: Divine Bard class variant

    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 - #268
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    I bet that cold can kill, too.
    Quote Originally Posted by Par Rak'huur
    Par Rak'huur Neutral Human Shaman 3/Dragon Shaman 1/Monk of the Long Death 6/Black Flame Zealot 10

    Par Rak’huur had grown up in the northernmost wastes of the tribelands. The Shamans maintained control of their tribes, not through the skill and power in combat or charisma like the Chieftains, but through their command of ancient and unknowable truths.

    In these frigid landscapes, two things went hand in hand. Fire. And Death. The Shamans, or the Rak’huur of the tribes, in his case, the Par, could speak to the spirits of both. While some spoke to the flames directly, and others, the aspect of death, whether it be the Reaper, or some necromantic form, the Rak’huur would have the answers, guiding the tribe in spiritual matters, holding sway over them that their apparently lowly status belied to outsiders.

    Guided by the winged aspects of Kithin, the god of Winters and a natural death, Par Rak’huur learned their secrets of his tribe. While some sought to prolong their life by unnatural means, the true evil was those who shortened life for no reason other than for personal gain or on the behalf of someones personal gain. Murder never occurred within the Par tribes, for they knew that the Rak’huur with a single touch could destroy them, scattering their remains into the winds; no soul would remain and they would not be able to join their ancestors, nor provide their teachings to the young generations.

    Death was a natural thing to the Par, and advancing its onset was an abomination against Kithin. Those who commited it within the tribe were annihilated, and after generations of such tradition, it was nearly unheard of. If there is any unrest at any time, the Rak’huur can give such spectacular visual demonstrations such as bursting into flame that none dare threaten the doctrine of the Shamans.

    And should one even consider attacking the Shaman themselves, then the Par Rak’huur can transform into either some hideous being from beyond the ken of mortal minds, their knowledge of the spirit world giving them a knowledge they wish they did not have, or they can take the form of their attackers most valued family ancestor. The Shamans’ control over the flame of life and death in this brutal biome extends fully into the psyche of those in their charge.

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

    1st|Shaman 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Concentration 4, Craft (Alchemy) 4, Craft (Poisonmaking) 4, Diplomacy 4, Heal 4, Hide 2 (cc), K. Religion 4, Move Silently 2 (cc)|Bind Vestige, Martial Weapon Proficiency (Kukri), Death Devotion, Fire Devotion|Unarmed Strike, Animal Companion, Dragon Domain, Pride Domain

    2nd|Shaman 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Concentration 5, Craft (Alchemy) 5, Craft (Poisonmaking) 5, Diplomacy 5, Heal 4, Hide 2.5 (cc), K. Religion 5, Move Silently 2.5 (cc), Spellcraft 1||Spirit Sight

    3rd|Shaman 3|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Concentration 5, Craft (Alchemy) 5, Craft (Poisonmaking) 6, Diplomacy 6, Heal 4, Hide 3 (cc), Jump 1 (cc), K. Religion 6, Move Silently 3 (cc), Spellcraft 1|Improved Bind Vestige|Turn Undead

    4th|Dragon Shaman 1|
    +2
    |
    +3
    |
    +1
    |
    +5
    |Concentration 5, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 5, Jump 1 (cc), K. Religion 6, Move Silently 6, Spellcraft 1|Iron Will|Draconic Aura +1, Totem Dragon (White), Otyugh Hole

    5th|Monk of the Long Death 1|
    +2
    |
    +3
    |
    +3
    |
    +7
    |Concentration 5, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 8, Jump 2, K. Religion 8, Move Silently 8, Spellcraft 1||Deathguard +1, Monk Abilities, Poison Use

    6th|Black Flame Zealot 1|
    +2
    |
    +3
    |
    +5
    |
    +9
    |Concentration 9, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 9, Jump 3, K. Religion 9, Move Silently 9, Spellcraft 1|Kung Fu Genius|Death Attack, Zealous Heart

    7th|Black Flame Zealot 2|
    +3
    |
    +3
    |
    +6
    |
    +10
    |Concentration 10, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 10, Jump 7, K. Religion 10, Move Silently 10, Spellcraft 1||Poison Use

    8th|Black Flame Zealot 3|
    +4
    |
    +4
    |
    +6
    |
    +10
    |Concentration 11, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 11, Jump 11, K. Religion 11, Move Silently 11, Spellcraft 2||Sneak Attack +1d6

    9th|Black Flame Zealot 4|
    +5
    |
    +4
    |
    +7
    |
    +11
    |Concentration 12, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 12, Jump 12, K. Religion 12, Move Silently 12, Spellcraft 6|Darkstalker|

    10th|Black Flame Zealot 5|
    +5
    |
    +4
    |
    +7
    |
    +11
    |Concentration 13, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 13, Jump 13, K. Religion 13, Move Silently 13, Spellcraft 10||Fateful Strike

    11th|Black Flame Zealot 6|
    +6/+1
    |
    +5
    |
    +8
    |
    +12
    |Concentration 14, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 6, Heal 4, Hide 14, Jump 14, K. Religion 14, Move Silently 14, Spellcraft 14||Sneak Attack +2d6

    12th|Black Flame Zealot 7|
    +7/+2
    |
    +5
    |
    +8
    |
    +12
    |Concentration 15, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 7.5 (cc), Heal 4, Hide 15, Jump 15, K. Religion 15, Move Silently 15, Spellcraft 15|Staggering Strike|Sacred Flame

    13th|Black Flame Zealot 8|
    +8/+3
    |
    +5
    |
    +9
    |
    +13
    |Concentration 16, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 9 (cc), Heal 4, Hide 16, Jump 16, K. Religion 16, Move Silently 16, Spellcraft 16||

    14th|Black Flame Zealot 9|
    +x8/+3
    |
    +6
    |
    +9
    |
    +13
    |Concentration 17, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 11.5 (cc), Heal 4, Hide 17, Jump 16, K. Religion 17, Move Silently 17, Spellcraft 17||Sneak Attack +3d6

    15th|Black Flame Zealot 10|
    +9/+4
    |
    +6
    |
    +10
    |
    +14
    |Concentration 18, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 13 (cc), Heal 4, Hide 18, Jump 16, K. Religion 18, Move Silently 18, Spellcraft 18|Ability Focus (Death Attack)|Unholy Immolation

    16th|Monk of the Long Death 2|
    +10/+5
    |
    +6
    |
    +11
    |
    +15
    |Concentration 19, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 15 (cc), Heal 4, Hide 19 (cc), Jump 18, K. Religion 19, Move Silently 19 (cc), Spellcraft 18||Macabre Shroud

    17th|Monk of the Long Death 3|
    +11/+6/+1
    |
    +7
    |
    +11
    |
    +15
    |Concentration 20, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 17 (cc), Heal 4, Hide 20 (cc), Jump 18, K. Religion 20, Move Silently 20 (cc), Spellcraft 18|Death Knell, Deathguard +2

    18th|Monk of the Long Death 4|
    +11/+6/+1
    |
    +7
    |
    +12
    |
    +16
    |Concentration 21, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 19 (cc), Heal 4, Hide 21 (cc), Jump 18, K. Religion 21, Move Silently 21 (cc), Spellcraft 18|Raptor School|

    19th|Monk of the Long Death 5|
    +12/+7/+2
    |
    +7
    |
    +12
    |
    +16
    |Concentration 22, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 21 (cc), Heal 4, Hide 22 (cc), Jump 18, K. Religion 22, Move Silently 22 (cc), Spellcraft 18||Deathguard +3

    20th|Monk of the Long Death 6|
    +13/+8/+3
    |
    +8
    |
    +13
    |
    +17
    |Concentration 23, Craft (Alchemy) 5, Craft (Poisonmaking) 7, Diplomacy 23 (cc), Heal 4, Hide 23 (cc), Jump 18, K. Religion 23, Move Silently 23 (cc), Spellcraft 18||Death Attack[/table]

    Spellcasting
    My spellcasting is equal at 15th level onwards to being an 8th level Shaman; 6 0 level spells, 5 Level 1 spells with 1 Domain, 4 level 2 with 1 domain, 3 level 3 with 1 domain, and 2 level 4 with 1 domain.

    Spell selection is not noted as its not a focus; however, important 4th level spells like Polymorph, Divine Power, and Voice of the Dragon are attained, while numerous other force multipliers/utility are available as well as thematic; Bestow Curse, Dispel Magic, Tongues, Speak with Dead, Possess Animal, Dream Sight, Air Walk, Endure Elements, Curse Water, Obscuring Mist etc.

    Draconic Aura's Known
    ECL4+; Vigor and Stamina. Depending on party make up, Insight (for Knowledge), or Presence (for party facing). The last one is really not important, but the first two provide either in-combat, or out of combat capabilities.

    Ability Scores
    Strength; 14
    Dexterity; 10
    Constitution; 14
    Intelligence; 16, +5 Levelling
    Wisdom; 14
    Charisma; 10

    Build Breakdown
    Spoiler
    Show
    Level 1-5
    Okay; this is going to take some explaining. The Shaman is a class from Oriental Adventures which grants me Domains based on the Spirits of which hold particular attraction to me; perhaps a dead ancestor, animal or nature spirit; as such, I can choose which domains I get, as if I was a Cleric of an Ideal. As per Complete Champion, I can swap the granted domain powers (Dragon is useless as I have no Cleric levels, and Pride domain wasn't as thematic) for the devotion feats of my deity, Kithin (Races of the Wild). I am a Shaman of nature, and the slow decay of time and death; the only thing stopping that is embracing the flames of Kithin, just to keep the long cold of death at bay.

    I tend to fight with a longspear for the reach, relying on my Improved Unarmed Strike gained as a Shaman to protect myself against those close in. I can be a fairly effective damage dealer, however; between Fire Devotion and Death Devotion combined with Monk of the Long Death increasing my unarmed damage progression. At earlier levels, I can attempt to Bind the spirits of my ancestors, providing me with useful benefits depending on what I want from the day; ranging from setting dependant; Darkvision, Ronove's Feather Fall or Water Breathing, or thematic; Halo of Fire (similar to Fire Devotion), or just sheer well known powerful options; Karsus's Magic Item Use, Malphas's, Bird's Eye Viewing or Invisibility (although I yet having nothing to key off it without Andromalius's Sneak Attack; that comes later), Naberius skill's or Silver Tongue abilities help me have utility out of combat, Paimon's Skills for tumble... I could go on, but you get the picture. For qualification into the SI at 6th level until 8th level, I need Andromalius. Aside from that, I have such utility that if there is the time to change my binding, I can find some way of helping the party, even without the skills in Knowledge or Charisma bonus.

    Dragon Shaman comes online now; after spending some time in the horrors of the Otyugh Hole awakened the true strength of Kithin within him. The White Dragons of the cold wastes and ice caves that inhabited the cold mountainous regions of Toril where the Black Flame Zealots of Kithin make their homes are particularly eponymous; their immense life spans and ever increasing power call home to the animalistic Shaman, resonating within him so strongly. He not only learns how to cover his tracks and move quietly while aping the feral white dragons, but is capable of providing an aura which empowers the party; Vigor for healing after the fight (or in the event of immediate stabilization, during a fight), and Stamina, for a much needed Fortitude Save buff. It's not a major one, but it's free, and always helpful when poison and disease etc is still being thrown around.

    Much as I hate myself for doing so, I had my build all planned out, and only through double checking, having misread somehow that Dragon Shaman's gain Martial Weapon Proficiency. The only way around that without being forced to reformat the entire table, and losing out on something like Darkstalker or Kung Fu Genius means that I am somewhat forced into taking the Otyugh Hole to swap Iron Will for Martial Weapon Proficiency. Don't suppose there's chances of bonus points for honesty? =D.

    As the route into the SI cannot be taken earlier than this level, I might as well take something that makes me more capable; Monk of the Long Death fits perfectly; see [Notes] below for explanation. Deathguard +1 helps with the aforementioned soon to be tanked Fort Save. It's a little bit "annoying" that I get Poison Use from this class as well as the SI, but oh-well, it's at least at a level at which it's still useable for the most part. The biggest part is gaining my Intelligence to AC, but the fact my fists hit as hard as shortswords can't hurt (you know what I mean) either.

    My spellcasting ability tapers off slightly, but it's still capable; Hypnotism and Eagle's splendour from Pride domain or Magic Fang and Resist Energy are still useful spells, while Shaman has some fairly good utility spells; Create Spring ensures drinking water, etc. Eagle's Splendour allows me to get additional use out of becoming a human torch/negative level inflictor each day.

    Level 6-10
    For the purposes of progressing in the Prestige Class until it is self-qualifying at ECL8, I have bound Andromalius to myself almost constantly, providing myself with 2d6 Sneak Attack damage. By the time I can self-qualify though, and have access to my Death Attack, I can afford to not bind Andromalius, and instead gain Invisibility from binding Malphas, ensuring I have the free time to observe the foe. Immunity to Fear comes online extremely early; Level 6 ensures it's relevant for 3/4 of my career.

    Half Casting advancement grants me 3rd level spells. Poison Use I already have from the Monk of the Long Death, but at the same time that was more of unfortunate side effect; the trick is, both are still available early enough, and Fateful Stride is a nicely little ability. Combined with Malphas's Invisibility, I can stay at range, observe while Invisbile and immune to detection via Darkstalker, and then teleport in close, followed by the Death Attack (DC19 by now).

    Level 11-15
    As I finish the SI, I am left with a Casting Progression of 4th level Shaman spellcasting; this includes access to spells from my Domains, including the extremely powerful Divine Power for combat, and Voice of the Dragon for when I need to party face. Staggering Strike comes online at 12th level, giving the low damage some actual benefit (5d6 with Andromalius is not much at ECL12 after all; an effective increase of 17-18 is a drop in the ocean, and I have better things to do than rely on Andromalius for his sneak attack bonus. It becomes apparent that in actuality, the immunity to fear, while beneficial earlier on actually hampers the builds damage output by stopping access to Craven. The damage imput increases slightly at around this level; 3 Negative levels from Death Devotion, Fire Devotion dealing an additional +6 damage a hit, and 1d6 from the Sacred Flame ability. Finishing off the SI nets me the lovely ability to make sure that what is intended to be dead, stays dead. Provided I can get the last hit with my sneak attack, job's a good-un.

    I now have access to 4th level spells; Divine Power, Polymorph, and Voice of the Dragon all come online; Voice of the Dragon upping my diplomacy to 33; with a Masterwork Diplomacy item, I can switch Hostile foes to friendly without rolling a dice as a swift action (Naberius+Ranks+Voice of the Dragon); Divine Power to rectify the fairly low BAB, and Polymorph for something like a Lammasu for Pounce Flight, Natural Armour, Rake etc, or even out of combat utility; a Wyvern (available ECL13) I can "milk myself" for the poison (which by virtue of the SI, and the other class, I'm immune to).

    Level 16-20
    The main part of the build has come and gone, but the last few levels just solidify my strength. The Death Knell ability allows me to kill off weakened foes, in return for a slight boost to my Caster Level. Not overly important, but hey, it's there; Polymorph would enjoy it. Same for Macabre Shroud; +6 to Gather Information checks is going to be making it harder for none casting enemies to locate me; it's hardly Vecna-blooded, but again, every little helps. Deathguard; I should really have some form of being immune to death effects, but Deathward can always be dispelled, and my Fort Save is not fantastic (+14 with Stamina Aura including unmodified Con versus Death Attacks). It's not world breaking, but it shores up a weakness. The final class ability massively increases my Death Attack ability by my Monk of the Long Death class level; it's no longer DC22+Int, it's DC28+Int. Even without items, this has reached a DC of 32; with a +5 Tome and a +6 Headband, this is now DC39. Combine with Focalor's Aura of Sadness for -2 to saves, and the usual tricks of the Death Attack trade; Assassin's Daggers and Bracers of Murder, I've got an effective DC42 Death Attack; even Great Wyrm Gold Dragon's out of the box have a 45% chance of failing that save, while the weaker kinds have nearer a 70% chance of failing.

    Quick note regarding Death Devotion here as well; depending on when the Death Attack triggers, Death Devotion may allow me to inflict a further -1 to enemy saves. The same point applies to poisons as well; Black Lotus Poison dealing an average -5 to saves combined could possibly result in an effective DC48 Death Attack; although they are unlikely to fail the save against the poison, for theoretical purposes, this is effectively reducing even Great Wyrm Gold Dragon's chances of survival to only 25%.

    Other save reducers, like the usual Sneak Attack debuffer customers Terrifying and Sickening Strike have no effect on Death Attack; even with Mosquito's Bite the target is aware you are an enemy after the attack, so while they might not be aware they're Shaken and Sickened, your Death Attack cannot trigger; although, like above, if they trigger before the Death Attack despite being applied on the same attack, the effective DC is 52; meaning only on a Nat20 can said Great Wyrm Gold Dragon survive the attack. Raptor School actually grants me some nice little benefits; although only one is particularly useful to me; Hawk's Eye granting me bonus to hit and damage during the period I am viewing the target, which is kinda cool; it also saves me from needing to trigger my 1/day Divine Power (from the Pride Domain) if I need to do it more than once in a day, although I am likely to trigger it anyway if I have access to a Pearl of Power etc; +6 Strength and BAB20 results combined with Raptor School means I have an attack bonus of +39; not much I am capable of missing if you factor in stuff like a Necklace of Natural Weapons or the like.

    Combined with all of this, it actually adds to my initial combat prowess as if I was a 6th level monk as well; my fists deal far more damage, I move 20ft faster than normal, and I have an AC of +7 without items (thanks to Kung Fu Genius; Int +2); with the Tome and Headband I'm picking up for Death Attack progression, it advances to +13AC.

    My skills, courtesy of a fairly high Intelligence are extremely high; Maxed, or near maxed Concentration, Hide, Move Silently (with Darkstalker), Diplomacy (with Naberius and Voice of the Dragon for +43), and Knowledge Religion (to idenify the Undead I'm unable to Sneak+Death Attack), means I am fairly capable in all types of environment; social, scouting, and finally, combat (which is what the rest is built towards). Backed up by a decent number of ranks in Spellcraft (and Int synergy; with a +5 Tome and +6 Item, I have an identifier of +29; enough to identify spells already in place or identifying the items created by magic (DC20+Spell-level), while I have an 80% chance of identifying a spell which affects me as a result of being affected by it. If your DM is up for creating custom spells, then allowing Spark of Life (Spell Compendium, Cleric 3/Druid 4), creating it is extremely easy; at most a DC14 check for a level 4 spell, it's just a matter of the downtime being affordable (4 weeks).

    During downtime, I can bind Naberius for his skills, taking a number of skills equal to my Con modifier (assuming a +4 item here, this is 4 Knowledges; it's not major, but I should be able to ascertain several pieces of standard information (+11 to check thanks to high Int) if no-one else in the party actually takes ranks in the relevant skills. Diplomacy, even without having bound Naberius, it's effective; capable of getting me access to friendly individuals in whatever walks of life that I need.


    Tools
    Spoiler
    Show
    None of these are required.
    Death Attack Boosters; Assassin's Dagger, Bracers of Murder
    Sneak Attack Boosters; Rogue's Vest,
    Pearl's of Power
    Caster Level Boosters; gives access to more powerful Polymorph forms
    Stat boosters; Str for Damage, Con for HP, Int for Death Attack and AC. Dex, Wis and Charisma are all useful, but less so.


    Adaptations
    Spoiler
    Show
    Bonus Feats; these are available via Flaws; the most obvious ones to go here would be the ones mentioned in the late game debuff routine (Terrifying and Sickening); although they can actually help earlier on in the game with regards to debuffing the enemy making it easier for the party. Rearranging Kung Fu Genius and Darkstalker earlier on would give me that leverage.

    Kung Fu Genius; Having spoken with the Chairman regarding this matter, it was decided that by RAW, I can legally take Kung Fu Genius after my first level in Monk of the Long Death; Kung Fu Genius requires that you take it prior to, or at, the first level of which you take levels in the Monk Class. I agree with this, but some DM's may read that as the Monk of the Long Death not only shares a similar name, but actually grants a partial progression of Monk abilities it counts for the purposes of the build.

    Animal Companion; In regards to the 3.0 Animal Companion, I am going to assume I can use it as per the 3.5 Druid Animal Companion. This is not a major point in the build, however, but it allows my lower level adventuring to be easier. Indeed, after 5th level or so, it begins to lose its capability in combat, but can be an effective flanking partner to trigger off my sneak attack etc.

    Ex Monk of the Long Death; I am not intending to leave being a Monk of the Long Death; the Black Flame Zealot is intended to be a progression of the Monk of the Long Death, just focused on a different goal.

    Shaman Domains; it is not explicitly clear whether a Shaman can access normal Cleric domains or whether they are only available to Shaman domains from OA. However, the Spell Compendium explicitly lists the Shaman as having access to these spells.

    Undead heavy campaigns; swapping ranks in Diplomacy for Use Magic Device gives me access to Spark of Life; a fantastic spell from the Cleric and Druid lists (so sadly, short of shenanigans, even binding Karsus cannot help) which removes Undead's immunity to Sneak Attack and Fort Save based effects; hence allowing the Death Attack to trigger. In campaigns which involve undead and another multitude of foes I am reliant on a friendly UMD'er or Cleric/Druid.


    Notes
    Spoiler
    Show
    The deity Kithin seemed like a perfect choice which went well with the fluff of the selected classes; the Shaman from OA gains their powers of the domains from the natural world/spirits of dead ancestors; while Kithin is the "god of winter, sleep, and death... He also holds sway over those about to die, including the aged and the infirm"; he gives the Fire Domain simply because it is that which holds back the darkness. The Monk of the Long Death "do not care about the soul or the afterlife - only about the actual process of death", while the Black Flame Zealot are "a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction... use stealth, divine magic and the zeal of fanatiscism to destroy those who have given offense to their god".

    The way I see it, he protects those loyal to Kithin by letting them enjoy their elder days, so that they can pass on when nature and Kithin intended; he avenges those who have died early by killing those who would end life prematurely. While he appreciates the irony of the situation, he sees himself as the flame, holding back the creeping cold death of those who would do harm, so that life may continue, in the same way that with spring comes the warmth from the Sun, and from the forest fire comes the rebirth of a forest, he allows the passing of the dead to occur in their own time, rather than being accelerated by weapons or illness. He kills so that others may live, in the name of Kithin. He is the torch in the darkness, the campfire at night, the shelter in winter snows. His neutrality is gained from it being purely in the name of his god, rather than for personal reasons; his alignment is also in keeping with the balance of nature; so that one may live, another may have to die. If the reasons behind that first death are even capable of being questioned, then it results in the target being hunted down.

    His abilities come in various forms; his binding spirits gives him the Devotion abilities as well as the domains, and the vestiges I see as another form of gaining the power of the spirits.


    Sources
    Spoiler
    Show
    All none-core listed;
    Oriental Adventures; Shaman
    Players Handbook 2; Dragon Shaman
    Players Guide to Faerun; Monk of the Long Death
    Complete Divine; Black Flame Zealot
    Complete Champion; Death Devotion, Fire Devotion
    Tome of Magic; Bind Vestige, Improved Bind Vestige
    Races of the Wild; Deity (Kithin)
    Dragon Magic; Dragon Shaman variant auras
    Dragon Compendium; Kung Fu Genius
    Lords of Madness; Darkstalker
    Complete Adventurer; Staggering Strike
    Complete Warrior; Raptor School
    Spell Compendium; Dragon and Pride Domains, Spark of Life
    Note; items are located from various locations. None are required, but if you'd like to be sourced, judges, please don't hesitate to shout up.

    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.

  29. - Top - End - #269
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LI

    ...I can honestly say that I did not see this one coming.
    Quote Originally Posted by The Reclamator

    The Reclamator
    CN Sharn Rogue 1/Black Flame Zealot 10

    This was a triumph!
    Spoiler
    Show
    The old dwarf awoke in a darkened chamber. A couple of torches flickered to life on the walls, and a magic mouth spoke out, "Hello, welcome to the Adventure Scenics Experience Center, brought to you by the mighty Garyx. I am the God Linked Avatar Dungeon Overlord Simulator. You will be tasked with overcoming a series of challenging encounters designed to test the limits of your capabilities. If you successfully complete these challenges, you will be rewarded with cake and treasure. If you fail, the Reclamator will be sent to retrieve any Adventure Scenics property. Your first challenge is to escape this room."

    With that, the mouth faded out, and he was left in a small square room with a single door. Not seeing any other exit, the old dwarf opened the door and stepped into the next room. This room contained a number of wooden posts sticking up from the floor, and another door on the other side. Another magic mouth formed out of the wall next to him, "Unbelievable! You, [subject name here], must be the pride of [subject hometown here]! Please note that we have now added an additional consequence for failure. Any contact with the chamber floor will result in an "unsatisfactory" mark on your official testing record, followed by death. Good luck!" As the voice faded out, the tiles of the floor suddenly crackled to life with arcs of electricity. The dwarf yelped in surprise, and hopped onto a nearby post.

    Several rooms later

    The old dwarf hefted the axe he had picked up from the treasure chest and gave it a test swing as he prepared to open the door to the next room. Before he could turn the handle, another magic mouth appeared, "The next room contains a crazed Orc. This Orc is guarding a cake. You must kill the Orc and take the cake. The Experience Center reminds you that the Orc cannot speak. In the event that the Orc does speak, the Experience Center urges you to disregard its advice, and kill it swiftly."

    The old dwarf steeled himself, and opened to door to reveal a small room containing frothing mad Orc, a table, and a pie.

    Yet more rooms later

    The old dwarf wheezed and gasped for air as he pulled himself from the water filled pit. He had narrowly avoided being incinerated in that minecart. The damn mouth had appeared and claimed that he had successfully completed all the tests, but that he would be incinerated and they would take all his treasure. No dwarf worth their salt would lay down and die like that, and he hadn't either. He stalked his way back through the previous room in an attempt to find another exit. He could distantly hear the mouth pipe up again, "We are pleased that you made it through the final challenge where we pretended we were going to murder you. We are very very happy for your success. We are throwing a party in honor of your tremendous success. The Reclamator will arrive shortly to collect you for your party. Make no further attempt to leave the testing area. Assume the Party Escort Submission Position, or you will miss the party."

    He chuckled to himself. Thus far, there had only been a handful of beasties that were even remotely challenging. This 'Reclamator' couldn't be that tough.

    As walked down a section of corridor he had missed earlier, a small hexagonal portal opened in front of him. As he eyed it curiously, two more opened on either side of him. The old dwarf didn't have long to be confused before a mass of black rubbery arms holding flaming knives erupted from the portals and hacked him to pieces in a fiery blaze.


    I'm making a note here - huge success!
    Spoiler
    Show
    The Reclamator
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    9th|Sharn|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Balance (3), Bluff 7, Concentration 7, Diplomacy, Disguise, Hide (3), Intimidate, Knowledge(Arcana) 7, Knowledge(Religion) 7, Listen 5, Move Silently (3), Search 7, Sense Motive, Spot 5|Iron Will, Combat Reflexes, Alertness(B), Multiattack(B), Multiweapon Fighting(B)|Archetypal Shape, Hex Portals, Incorporate Consciousness, Independent Action, Inviolate Form, Regeneration 2(Lawful), DR 10/Cold Iron or Lawful, Evasion, Spell Resistance 20, Large Size, Darkvision 60ft., Spells (as a 6th level Favored Soul and a 6th level Sorcerer), Immune to mind affecting spells and abilities, Proficient with all simple and martial weapons, considered one size category smaller for determining what size weapons it can wield

    10th|Rogue 1|
    +3
    |
    +1
    |
    +3
    |
    +4
    |Appraise, Balance 5, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide 8, Intimidate, Jump, Knowledge(Local), Knowledge(Religion) (8), Listen, Move Silently 8, Open Lock, Perform, Profession, Search 8, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope| |Sneak Attack +1d6, Trapfinding

    11th|Black Flame Zealot 1|
    +3
    |
    +1
    |
    +5
    |
    +6
    |Balance, Climb, Concentration 9, Craft, Escape Artist, Hide 9, Jump, Knowledge(Religion) 9, Listen, Move Silently 9, Open Lock 5, Profession, Search 9, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope|Darkstalker|Death Attack, Zealous Heart

    12th|Black Flame Zealot 2|
    +4
    |
    +1
    |
    +6
    |
    +7
    |Balance, Climb, Concentration 10, Craft, Escape Artist, Hide 10, Jump, Knowledge(Religion) 10, Listen 6, Move Silently 10, Open Lock 10, Profession, Search 10, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope| |Poison Use, +1 level of divine spellcasting class

    13th|Black Flame Zealot 3|
    +5
    |
    +2
    |
    +6
    |
    +7
    |Balance, Climb, Concentration 11, Craft, Escape Artist, Hide 11, Jump, Knowledge(Religion) 11, Listen 11, Move Silently 11, Open Lock 11, Profession, Search 11, Sleight of Hand, Spellcraft, Spot 6, Swim, Tumble, Use Rope| |Sneak Attack +1d6

    14th|Black Flame Zealot 4|
    +6
    |
    +2
    |
    +7
    |
    +8
    |Balance, Climb, Concentration 12, Craft, Escape Artist, Hide 12, Jump, Knowledge(Religion) 12, Listen 12, Move Silently 12, Open Lock 12, Profession, Search 12, Sleight of Hand, Spellcraft, Spot 11, Swim, Tumble, Use Rope|Ability Focus(Death Attack)|+1 level of divine spellcasting class

    15th|Black Flame Zealot 5|
    +6
    |
    +2
    |
    +7
    |
    +8
    |Balance, Climb, Concentration 13, Craft, Escape Artist, Hide 13, Jump, Knowledge(Religion) 13, Listen 13, Move Silently 13, Open Lock 13, Profession, Search 13, Sleight of Hand, Spellcraft 3, Spot 13, Swim, Tumble, Use Rope| |Fateful Stride

    16th|Black Flame Zealot 6|
    +7
    |
    +3
    |
    +8
    |
    +9
    |Balance, Climb, Concentration 14, Craft, Escape Artist, Hide 14, Jump, Knowledge(Religion) 14, Listen 14, Move Silently 14, Open Lock 14, Profession, Search 14, Sleight of Hand, Spellcraft 7, Spot 14, Swim, Tumble, Use Rope| |Sneak Attack +2d6, +1 level of divine spellcasting class

    17th|Black Flame Zealot 7|
    +8
    |
    +3
    |
    +8
    |
    +9
    |Balance, Climb, Concentration 15, Craft, Escape Artist, Hide 15, Jump, Knowledge(Religion) 15, Listen 15, Move Silently 15, Open Lock 15, Profession, Search 15, Sleight of Hand, Spellcraft 11, Spot 15, Swim, Tumble, Use Rope|Improved Critical(Kukri)|Sacred Flame

    18th|Black Flame Zealot 8|
    +9
    |
    +3
    |
    +9
    |
    +10
    |Balance, Climb, Concentration 16, Craft, Escape Artist, Hide 16, Jump, Knowledge(Religion) 16, Listen 16, Move Silently 16, Open Lock 16, Profession, Search 16, Sleight of Hand, Spellcraft 15, Spot 16, Swim, Tumble, Use Rope| |+1 level of divine spellcasting class

    19th|Black Flame Zealot 9|
    +9
    |
    +4
    |
    +9
    |
    +10
    |Balance, Climb, Concentration 17, Craft, Escape Artist, Hide 17, Jump, Knowledge(Religion) 17, Listen 17, Move Silently 17, Open Lock 17, Profession, Search 17, Sleight of Hand, Spellcraft 17, Spot 17, Swim, Tumble 2, Use Rope| |Sneak Attack +3d6

    20th|Black Flame Zealot 10|
    +10
    |
    +4
    |
    +10
    |
    +11
    |(12)Balance, Climb, Concentration 18, Craft, Escape Artist, Hide 18, Jump, Knowledge(Religion) 18, Listen 18, Move Silently 18, Open Lock 18, Profession, Search 18, Sleight of Hand, Spellcraft 18, Spot 18, Swim, Tumble 5, Use Rope|Improved Multiweapon Fighting|Unholy Immolation, +1 level of divine spellcasting class[/table]


    Stats and Increases
    Spoiler
    Show

    Starting Ability Scores:
    Str - 20
    Dex - 26
    Con - 24
    Int - 24
    Wis - 18
    Cha - 18

    Final Ability Scores:
    Str - 20
    Dex - 26
    Con - 24
    Int - 27 (+3 from levels)
    Wis - 18
    Cha - 18


    Testing Plan
    Spoiler
    Show

    Level 9
    At this level the Reclamator is a bog standard Sharn, which is decidedly awesome. Casting as a 6th level Sorcerer and 6th level favored soul, the ability to take three separate standard actions and a move action. Portals, DR, Regeneration, and a ridiculous 9 attacks with its kukris per round. All it needs is one level of Rogue to fill the requirements for the SI, which it takes at 10th level.

    Level 15
    At this point, we've gotten to some of the juciest bits of the SI. A high DC death attack (enhanced by Ability Focus), Sneak Attack (made ridiculous by its ability to flank with itself through portals), and Fateful Stride for a rapid burst of mobility. The Reclamator makes an excellent sneak with his high Hide skill and the Darkstalker feat. And thanks to the SI, it also has access to 4th level divine spells. It buffs, then jumps out at its foe and gibulates them.

    Level 20
    The final level of the SI brings with it 5th level divine spells, and the Improved Multiweapon Fighting feat with grants the Reclamator roughly 18 attacks, each with +4d6 Sneak attack and the flaming property.


    Sources
    Spoiler
    Show

    SRD (Rogue, Iron Will, Combat Reflexes, Alertness, Multiattack, Multiweapon Fighting, Improved Multiweapon Fighting)
    Complete Divine (Black Flame Zealot)
    Anauroch The Empire of Shade (Sharn pg. 154-155)
    Lords of Madness (Darkstalker)

    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.

  30. - Top - End - #270
    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 LI

    She's got mad skillz, yo
    Quote Originally Posted by Ember Flamereader
    Ember Flamereader
    TN Uurkrau Illumian Savant 10/Unseen Seer 3/Black Flame Zealot 7
    "Our hottest flame burns deepest within."


    Image credit meluseena via deviantart

    Spoiler: The Story
    Show
    It was a beautiful service, they said. Ember read the lineage of little Kenna Flamereader, maintaining her composure as she finished with "only daughter of Ember Flamereader and her late husband, Aidan." In the custom of Glautru, she shared a homily about the brilliant sparkle in the young girl's eyes as evidence of the fire of the Illumian god burning within. She whispered a prayer meant only for her, her daughter, and her god, and Ember touched her flaming kukri to the pyre. The girl was cremated as her mother watched, stoic and unmoved. On the outside, she accepted death as an experience all must endure. Internally, she kicked and screamed in ways her daughter had tried to when the clerics of Boccob had raided their cabal. The Flamereaders were revered for their ability to read Glautru's prophecy in the dancing of flames, but as Ember stared into the pyre she received no insight as to why religious zealots had robbed her of her husband and daughter. There was merely a reflection of her broken heart, aching for a stitch of revenge.

    She cursed the enemies of the Seer, the ignorant mages who feared anything being elevated to the same level as their god Boccob. She turned her years of study to her new quarry; she would hunt them until noone stood opposed to Glautru. Long games of hide and seek with Kenna had given her the skills to move about undetected, and being a mother had given her the patience to teach other members of her cabal the art of stealth. She didn't just teach them how to hide, though--a lesson her daughter had learned nearly well enough--Ember also taught her new colleagues how and when to strike. She felt like the mother of the team of far younger Flamereaders, but it paled in comparison to what it had been to actually be a mother.

    She learned to dance like a flame, jumping in and out of the light to keep her god's enemies guessing. She started from the lowest ranks, taking them down with all the efficiency one would expect of the illumians. But her broken heart was never mended, and she began to grow cold against the warmth of Glautru's promises. Vengeance had brought her nothing but detachment, and her cold heart grew black.

    It wasn't until the mission to eliminate Ginial Scrolus, a human cleric of Boccob, that Ember's heart began to beat anew. In their studies, Ember's team had learned that Ginial commanded the divine might of Boccob to such fierce effect that none could resist her magic. She went through the motions, preparing for an assassination she feared might be her last. They made their usual approach, posing as servants to infiltrate the service entrace. But Ginial was prepared. With a wave of her hand, she slew five of Ember's kin where they stood. Ember, though, felt her body fighting against the divine magic. For a second, she thought that her deadened heart had rendered her resistant. But then she felt it--not resistance it, per se, but as though Ginial's magic were being overwhelmed by something stronger.

    Her chest heaved and glowed with a soft orange that matched the sigils spinning round her head. She stood strong, Ginial's mouth agape that someone had the power to defend against her god's strongest magic. As Ember's eyes made contact with Ginial's, they flickered with an inner flame. The illumian's vision went white, and she could see nothing save for her daughter's roaring pyre in front of her. The same flames that singed the heart of little Kenna Flamereader burned within her mother's heart. She slew Ginial with one well-placed slash of her blade, sending the lesser clerics running in fear and setting fire to the cleric's vestments. She turned and walked out as the entire monastery burned behind her--itself a dying testament to Glautru's glory as she had become a living one.

    From that day on, Ember knew that Glautru had blessed her with a flame that burnt within as she carried the torch for her deceased daughter. She felt renewed passion in her mission, determined to bring justice upon those that killed a child in their blind zeal. She carries it still to this day, warmed by the same flame that consumes any who would oppose Glautru. His fire burning within her heart had cauterized a wound that could not be healed. A grieving mother's torn and blackened heart now beats with a zealous flame. It is unclear whether she is unaware of her own zealotry or simply does not care, but she has left many mothers, widows, and daughters throughout the countryside nursing broken hearts of their own, aching for a stitch of revenge.


    Spoiler: The Build
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Savant 1|+0|+0|+0|+2|Hide 4, Jump 2, Know (religion) 4, Listen 4, Move Silently 4, Perform (dance) 4, Search 4, Sense Motive 2, Spellcraft 4, Spot 4|Darkstalker|Academic lore, skill assistance: Hide (5 feet), trapfinding
    2nd|Savant 2|+1|+0|+0|+3|Hide 5, Jump 2, Know (religion) 5, Listen 5, Move Silently 5, Perform (dance) 4, Search 5, Sense Motive 2, Spellcraft 5, Spot 5, Listen to This|Weapon Finesse|Talent lore
    3rd|Savant 3|+2|+1|+1|+3|Hide 6, Jump 3, Know (religion) 6, Listen 6, Move Silently 6, Perform (dance) 4, Search 6, Sense Motive 3, Spellcraft 6, Spot 6, Listen to This, Teamwork benefits (Snap Out of It)|Iron Will|Sneak attack +1d6
    4th|Savant 4|+3|+1|+1|+4|Hide 7, Jump 4, Know (religion) 7, Listen 7, Move Silently 7, Perform (dance) 5, Search 7, Sense Motive 3, Spellcraft 7, Spot 7, Listen to This, Teamwork benefits (Snap Out of It)||Skill assistance: Move silently (10 feet)
    5th|Savant 5|+3|+1|+1|+4|Hide 8, Jump 4, Know (religion) 8, Listen 8, Move Silently 8, Perform (dance) 5, Search 8, Sense Motive 3, Spellcraft 8, Spot 8, Listen to This, Shrouded Dance, Teamwork benefits (Cunning Ambush, Door Procedures, Gaze Aversion, Infiltration, Scouting, Snap Out of It)||Arcane lore, Cunning Ambush teamwork benefit
    6th|Savant 6|+4|+2|+2|+5|Hide 9, Jump 5, Know (religion) 9, Listen 9, Move Silently 9, Perform (dance) 5, Search 9, Sense Motive 4, Spellcraft 9, Spot 9, Listen to This, Shrouded Dance, Teamwork benefits (Cunning Ambush, Door Procedures, Gaze Aversion, Infiltration, Scouting, Snap Out of It)|Divine Denial|
    7th|Savant 7|+5|+2|+2|+5|Hide 10, Jump 5, Know (religion) 10, Listen 10, Move Silently 10, Perform (dance) 5, Search 10, Sense Motive 4, Spellcraft 10, Spot 10, Listen to This, Shrouded Dance, Point it Out, Teamwork benefits (Cunning Ambush, Door Procedures, Gaze Aversion, Infiltration, Scouting, Snap Out of It)|Practiced Spellcaster|Talent lore
    8th|Savant 8|+6/+1|+2|+2|+6|Disable Device 1, Hide 11, Intimidate 1, Jump 5, Know (religion) 11, Listen 11, Move Silently 11, Open Locks 1, Perform (dance) 5, Search 11, Sense Motive 4, Spellcraft 11, Spot 11, Listen to This, Shrouded Dance, Point it Out, Teamwork benefits (Cunning Ambush, Door Procedures, Gaze Aversion, Infiltration, Scouting, Snap Out of It)| |Skill assistance: Listen (15 feet)
    9th|Savant 9|+6/+1|+3|+3|+6|Disable Device 1, Hide 12, Intimidate 2, Jump 5, Know (religion) 12, Listen 12, Move Silently 12, Open Locks 1, Perform (dance) 5, Search 12, Sense Motive 4, Spellcraft 12, Spot 12, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)|Sickening Strike|Sneak attack +2d6
    10th|Savant 10|+7/+2|+3|+3|+7|Disable Device 1, Hide 13, Intimidate 3, Jump 5, Know (religion) 13, Listen 13, Move Silently 13, Open Locks 1, Perform (dance) 5, Search 13, Sense Motive 4, Spellcraft 13, Spot 13, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Divine lore
    11th|Unseen Seer 1|+7/+2|+3|+3|+9|Disable Device 1, Hide 14, Intimidate 4.5, Jump 5, Know (religion) 14, Listen 14, Move Silently 14, Open Locks 1, Perform (dance) 5, Search 14, Sense Motive 4, Spellcraft 14, Spot 14, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Sneak attack +3d6
    12th|Unseen Seer 2|+8/+3|+3|+3|+10|Disable Device 1, Hide 15, Intimidate 6, Jump 5, Know (religion) 15, Listen 15, Move Silently 15, Open Locks 1, Perform (dance) 5, Search 15, Sense Motive 4, Spellcraft 15, Spot 15, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)|Raptor School, Silent Spell|Advanced learning, Silent Spell
    13th|Unseen Seer 3|+9/+4|+4|+4|+10|Disable Device 1, Hide 16, Intimidate 7, Jump 5, Know (religion) 16, Listen 16, Move Silently 16, Open Locks 1, Perform (dance) 5, Search 16, Sense Motive 4, Spellcraft 16, Spot 16, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Divination spell power +1
    14th|Black Flame Zealot 1|+9/+4|+4|+6|+12|Disable Device 1, Hide 17, Intimidate 7.5, Jump 5, Know (religion) 17, Listen 17, Move Silently 17, Open Locks 1, Perform (dance) 5, Search 17, Sense Motive 4, Spellcraft 17, Spot 17, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Death attack, zealous heart
    15th|Black Flame Zealot 2|+10/+5|+4|+7|+13|Disable Device 1, Hide 18, Intimidate 8, Jump 5, Know (religion) 18, Listen 18, Move Silently 18, Open Locks 1, Perform (dance) 5, Search 18, Sense Motive 4, Spellcraft 18, Spot 18, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)|Mortifying Attack|Poison use
    16th|Black Flame Zealot 3|+11/+6/+1|+5|+7|+13|Disable Device 1, Hide 19, Intimidate 8.5, Jump 5, Know (religion) 19, Listen 19, Move Silently 19, Open Locks 1, Perform (dance) 5, Search 19, Sense Motive 4, Spellcraft 19, Spot 19, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Sneak attack +4d6
    17th|Black Flame Zealot 4|+12/+7/+2|+5|+8|+14|Disable Device 1, Hide 20, Intimidate 9, Jump 5, Know (religion) 20, Listen 20, Move Silently 20, Open Locks 1, Perform (dance) 5, Search 20, Sense Motive 4, Spellcraft 20, Spot 20, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)||
    18th|Black Flame Zealot 5|+12/+7/+2|+5|+8|+14|Disable Device 1, Hide 21, Intimidate 9, Jump 5, Know (religion) 21, Listen 21, Move Silently 21, Open Locks 1, Perform (dance) 5, Search 21, Sense Motive 4, Spellcraft 21, Spot 21, Tumble 1, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)|Dimensional Jaunt|Fateful Stride
    19th|Black Flame Zealot 6|+13/+8/+3|+6|+9|+15|Disable Device 1, Hide 22, Intimidate 9, Jump 5, Know (religion) 22, Listen 22, Move Silently 22, Open Locks 1, Perform (dance) 5, Search 22, Sense Motive 4, Spellcraft 21, Spot 22, Tumble 1, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Never Outnumbered, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Sneak attack +5d6
    20th|Black Flame Zealot 7|+14/+9/+4|+6|+9|+15|Disable Device 1, Hide 23, Intimidate 9, Jump 5, Know (religion) 23, Listen 23, Move Silently 23, Open Locks 1, Perform (dance) 5, Search 23, Sense Motive 4, Spellcraft 23, Spot 23, Tumble 1, Listen to This, Shrouded Dance, Point it Out, Spot the Weak Point, Clarity of Vision, Acrobatic Backstab, Teamwork benefits (Awareness, Cunning Ambush, Door Procedures, Gaze Aversion, Improved Cunning Ambush, Infiltration, Scouting, Snap Out of It)| |Sacred flame[/table]

    {table=head]Level|Arcane 1st|Arcane 2nd|Arcane 3rd|Arcane 4th|Divine 1st|Divine 2nd|Divine 3rd|Arcane Known|Divine Known
    1st|||||||||
    2nd|||||||||
    3rd|||||||||
    4th|||||||||
    5th|1|||||||Grease, Identify|
    6th|1|||||||Unseen Servant, Comprehend Languages|
    7th|2|||||||Disguise Self, True Strike|
    8th|2|||||||Mount, Alarm|
    9th|2|1||||||Alter Self, Glitterdust|
    10th|2|1|||2|||Detect Thoughts, See Invisibility|Endure Elements, Entropic Shield
    11th|2|2|||2|||Touch of Idiocy, Whispering Wind|Sanctuary, Cure Light Wounds
    12th|2|2|1||2|1||Clairaudience/voyance, Arcane Sight, Hunter's Eye (AL)|Augury, Zone of Truth, Hunter's Eye (AL)
    13th|2|2|2||2|1||Shrink Item, Phantom Steed|Cure Moderate Wounds, Gentle Repose
    14th|2|2|2||2|2|||
    15th|2|2|2||2|2||Sepia Snake Sigil, Tongues|Align Weapon, Make Whole
    16th|2|2|2||2|2|||
    17th|3|2|2|1|2|2|1|Scrying, Dimension Door|Speak w/ Dead, Locate Object
    18th|3|2|2|1|2|2|1||
    19th|3|2|2|2|2|2|2|Minor Creation, Dimensional Anchor|Water Breathing, Invisibility Purge
    20th|3|2|2|2|2|2|2||[/table]

    {table=head]STAT|START|PB|LVL|TOTAL|MOD
    STR|10|2|0|10|+0
    DEX|16|10|2|18|+4
    CON|13|5|0|13|+1
    INT|16|10|2|18|+4
    WIS|13|5|1|14|+2
    CHA|8|0|0|8|-1[/table]


    Spoiler: Tactics
    Show
    • Levels 1-5: Ember begins life as a sneak, but unlike typical scouts she makes sure her friends can play hide & seek with her via skill assistance: hide and move silently. She can let 3 allies within 10 feet use her ranks in place of their own! Ask your DM, but a liberal reading of Darkstalker may allow it to apply to any allies who use skill assistance: hide, as you're the one making the roll for them. If so, this becomes excellent at making sure your party keeps the element of surprise. Weapon Finesse and Sneak attack keep you relevant in combat, but you're really built for utility with trapfinding and academic lore (AKA Know Everything). Grease and Identify come online at level 5, allowing you to play a bit of arcanist as well. The typical CL for a savant at this point would be 2, but Krau sigil allows you a decent CL 4. Then there's the delicious teamwork benefits: Cunning Ambush allows you to lay surprise attacks. Door Procedures, Infiltration, and Scouting allow your team to keep the element of surprise, and Gaze Aversion and Snap Out of It are there to aid defensively. Cap it all off w/ Shrouded Dance, which allows you to swap a move action for a round of concealment 1/encounter.
    • Levels 6-10: Divine Denial makes sure that there's no such thing as a no-save divine spell any more. From here on out, they become "Will negates" thanks to this fun little feat. Luckily, we've got a strong Will save with Iron Will to boot! Practiced Spellcaster is our next Talent Lore feat, boosting CL to a full 10 by lvl 10 (5 savant + 4 Practiced Spellcaster + 1 Krau sigil [as it's capped by character level]). Sickening Strike allows some at-will debuffing whenever you're sneak attacking, and we gain 2nd level spells. Alter Self will do heavy lifting if we need flight, etc. and Glitterdust can end battles, while our other spells were chosen because of utility (Detect Thoughts), defensive support (See invisibility), or long duration (Endure Elements). Teamwork is still the name of the game, and we snag a heaping handful of teamwork benefits. For minimum investment from our friends, they can enjoy perks like a full round of action in surprise rounds via Improved Cunning Ambush and they can provide bonuses to Spot & Listen via Awareness. Skill tricks allow you to conserve resources: Spot the Weak Point lets you strike as a touch attack for the blows you really want to land (more on that later), and Clarity of Vision lets you see invisible foes without using your See Invisibility casting for the day. We snag divine lore just in time to hop over to our first PrC.
    • Levels 11-15: Entry into unseen seer brings more sneak attack and advances our casting...BOTH arcane and divine, as far as I could tell from RAW. I've asked The Man to weigh in on my reading, and I've quoted his response in my Notes & Adaptations section below. Even if this PrC doesn't advance both by a stringent reading of RAW, you still qualify and can choose to advance divine casting using it. Oh boy is 12 a fun level. First, we get Advanced Learning to snag any divination spell of 2nd level or lower. I've chosen Hunter's Eye for those times when you really want more offensive oomph, but you can snag some goodies here. If your campaign features more undead, plants, or constructs, you can pick your poision from Gravestrike, Vinestrike, or Golemstrik to allow sneak attacks against them. Check w/ your DM to see if that means death attacks would work on them as well! Either way you slice it, my reading of Advanced Learning allows us to add our chosen spell to both our Arcane and Divine lists, doubling our number of castings per day. We snag a CL boost for our divinations, bringing our total CL for divinations to 13 by ECL 15 (13/2 for savant CL=6+2 Krau+4 Practiced+1 Unseen Seer). We're casting some fun spells like Clairaudience/voyance for observing foes, Arcane Sight, and Augury on the "Seer" side of things. Other spells enhance our main schtick, which is now Death Attacking. See UoSI, below.
    • Levels 16-20: Icing on the cake. We pick up a handful of useful spells including Speak w/ Dead for divinations, water breathing for aquatic adventures, and Minor Creation for poison fun. The real belle of the ball is Dimensional Jaunt, though--whether powered with savant spellcasting or Fateful Stride (see UoSI, below), it turns a limited resource into all-day teleportation while still allowing us to get out of Dodge with a true blue Dimension Door if needed.

    Spoiler: Use of the Secret Ingredient
    Show
    • Entry requirements: Savant is a fun little class, as it grants all required skills as class skills and proficiency with the kukri. In addition, talent lore allows us to snag Weapon Finesse at level 2, freeing up a feat slot for Iron Will. If you'd rather get style points, you can take Iron Will at level 2 using the savant's bonus feat, but I felt Weapon Finesse was better to get ASAP. Our PrC selection keeps all required skills as class skills, and we also make use of the required Iron Will and ranks in Knowledge: religion to snag Divine Denial and supercharge our Will saves. However, if you're in a psionics-heavy campaign, use Iron Will to pick up Force of Will instead, allowing you to change the Fort/Reflex save called for by a lot of powers into a Will save. It's really up to your campaign.
    • Spellcasting advancement: Even straight savants don't get a lot of spells per day (as shown by the above table that includes bonus spells), so half-casting doesn't slow them down. Also, the 1/day fateful stride replaces a savant casting of it, allowing you to use your resources wisely. You give up access to 1 4th-level divine spell per day, but you get sneak attack progression, death attack, poison use, fear immunity, and fire damage in exchange. I'd call that a win!
    • Death attack: Ooh boy is this fun. Normally jeered at as underpowered, we've got a few things in this build working to bolster death attack. First of all, Darkstalker and Shrouded Dance allow us to hide and begin our observation with ease. Skill assistance means our mates can hide too, rather than blowing our cover. Sickening Strike allows us to drop 1d6 sneak attack damage in order to impose a -2 penalty to saves (along w/ other goodies from being sickened), which includes the save against death...and, of course, the save against any poison you've put on your blade . Raptor School gives us decent bonuses based on our study time, so we'll usually be death attacking w/ a +6 bonus to attack and damage. If you'd rather just get a +4 from Raptor School, though, you can pop off a standard action in the third round of study to activate Spot the Weak Point (for a touch attack) or True Strike (for a +20 bonus to hit) before you get up in their face and death attack them. Once you do hit them (and you will with all those things in your favor), you activate Mortifying Attack. With a Will save DC ranging from 12-50 (1d4 kukri+4d6 sneak after Sickening+6 from Raptor School+1d6 from Sacred flame, kukri and Raptor school damage doubled on a crit) most enemies within 30 feet that aren't immune to fear will be shaking for 2d4 rounds. Drop a Never Outnumbered Intimidation on them in the next round (or have a caster friend scare them all). Since fear conditions stack as per Rules Compendium, they'll be fleeing or cowering for at least 2 rounds and as many as 8...but you only need 3 rounds to select your next target and unleash the beast again. Worst case scenario, if your target doesn't die outright they have to save against the fear, too. Anyone who fails their save is also flat-footed next round if you just want to sneak attack instead of death attacking. Dealer's choice, really. Your spells can also be used to "observe" your target, but DMs get leery of that sometimes so ask yours. For extra baddie points, you can make a mark read a Sepia Snake Sigil, then immobilize them for days and come back whenever you want to torture/mock/death attack them at your convenience. Since folks don't stop to read in combat, though, this is just included as a fun afterthought for more plot-focused assassinations. Have the king read a new edict he's about to pass when you're disguised as a member of his court, but he reads a Sigil instead. Deliver bad guy monologue, with dramatic pauses as appropriate. Take a sip of the king's tea just to rub it in. When you're good and ready, Death Attack.
    • Zealous heart: Fear immunity is really good, as you're immune to the nasty tricks you're using on others. Mortifying Attack calls out your allies as unaffected by Mortifying Attack, and it's common sense that you don't scare yourself, but some DMs get weird about what's considered an ally. Take any question out of the game by giving yourself immunity.
    • Poison use: Minor Creation is on your spell list, and we all know how much plant matter we can create using that. I'm looking at you, Black Lotus Extract. Your castings are limited as a savant, but you can cast once to create a stockpile that you'll be using for a good while with no risk of poisoning yourself. Poison and death attack go together like a horse and carriage--especially poisons that damage CON. However, even when you're not death attacking you can use Sickening Strike to reduce enemies' saves vs poison. Disguise Self lets you slip an ingested poison into food undetected (nobody suspects the butler). Heck, even your Unseen Servant can poison food if you ask nicely.
    • Sneak attack: The savant gets sneak attack, but only in the loosest sense of the word. 3d6 over 20 levels is a pity, so we up it to 5d6 by entering Black Flame Zealot. There's some great synergy as Sickening Strike is keyed off sneak attack and every d6 adds anywhere from 1-6 to the DC of the save against Mortifying Attack. Again, you've got Hunter's Eye on your spell lists at CL 13 for the times you want to add another +4d6 to your sneak attacks for one round, bringing your total to +9d6 (albeit only a few times per day). Usually we're using it to fuel Death Strike, but again you can snag Vinestrike/Golemstrike/Gravestrike instead via Advanced Learning if your campaign tilts toward one of them. This allows your otherwise useless sneak attack to see some game time.
    • Fateful stride: Sheesh, how do we optimize a 1/day SLA with a CL of half character level? Well, for starters, Krau sigil bumps that to half char level+2. Dimensional Jaunt increases that by another +1, so we're looking at CL 13. That's an extra 120 feet of range that doesn't require line of effect, so that's nothing to sneeze at. Also, we can bring 4 creatures with us instead of the usual 3 @ ECL 20, which is coincidentally the number of party members we can buff up with our skill assistance as well. I can see it now: Stride into the middle of the mark's base, use skill assistance to sneak around, and kill the mark as you see fit. Granted, you'll need to get out as well, and that's where 1/day just doesn't cut the mustard. For that, we've got 2 options. Savants have Dimension Door on their arcane list, so that gets us an additional casting a day--rubbish on its own, but perfect for our "Dimdoor in, sneak around, dimdoor out" assassinations. Also, talk to your DM: I took Dimensional Jaunt to give at-will teleportation, short-range as it is. However, I'm wondering if a DM would allow an unused Fateful Stride to count as having a 4th-level teleportation spell "available to cast." Complete Arcane makes it clear that you couldn't use the SLA to qualify for the feat, but you just need 4th-level spells to qualify. As such, you might be able to take it and use it w/o Dimdoor being a spell known, thus turning a 1/day SLA into an at-will SLA with a 1/day increase in power if you need to Get out of Dodge. As presented, though, I've placed Dimdoor on the spell list so this functions as an additional casting.
    • Sacred flame: I'll be honest, it was pretty touch to optimize such a mundane ability. We'll be using a kukri for more chances at flaming burst, but fire damage is easy to resist. The best use I found was Mortifying Attack--since the DC is equal to damage dealt, a flaming kukri adds 1-6 to the DC of the fear effect on a death attack to all foes within 30 ft. If you're lucky and snag a crit, flaming burst will add on another 1-10 directly to your DC. It's not going to break the game, but it's nothing to sneeze at, either.
    • Why only 7 levels?: First off, we can't complete BFZ with Savant entry, as you can't enter until ECL 13, thus leaving you with a max of 8 levels. I really like the immolation capstone from a fluff perspective and thought of a caster who immolates marks in order to blackmail the deceased's loved ones into purchasing the strong restorative magic needed directly from him at sky-high prices, but he didn't feel very zealous. We don't need more sneak attack, as we've already got more than our baseline the Savant and we've got Hunter's Eye for when we need more. Lastly, the spellcasting granted by BFZ 8 was instead granted by Unseen Seer 3 along with a +1 bump to CL for divinations. Overall, it seemed like the 3rd level of Unseen Seer trumped the 8th of BFZ. If your DM allows Unseen Seer to advance Savant casting of arcane and divine spells with less than 10 levels of savant, you could go Savant 5/Unseen Seer 8/Black Flame Zealot 7 for additional sneak attack, guarded mind, and 2 more Advanced Learnings...but if that's the case please buy your DM some Oreos and milk for being awesome. I didn't assume anyone would let that fly.


    Spoiler: Suggested Items
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    Grab a decent kukri, of course. This build isn't really dependent on items, but if you want to play up the assassin vibe you can enchant the weapon via Toxic and/or Assassination. Forging it from Kaorti resin is a bit cheesier but gets you a x4 crit multiplier, which turns Sacred flames flaming burst ability up a notch. Season to taste with DEX and INT-boosting items. Since you're an Uurkrau illumian, you get bonus spells from DEX rather than splitting it (INT for arcane and WIS for divine) like most savants. Your castings are still limited, but there's pearls of power and the like for that.


    Spoiler: Adaptation
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    • Flaws, etc.: If flaws are allowed, you can snag Two-Weapon Fighting and Iron Will up front, leaving Iron Will's current slot for Force of Will--pretty decent in a psionic campaign. If your DM doesn't decry the oft-used Otyugh Hole for Iron Will, you could pick up Iron Will off the bat without a feat. Force of Will could go into a flaw slot along TWF, allowing for Knowledge Devotion at level 3 (or 2 if you want to bump Weapon Finesse to level 3).
    • LA buyoff: How many times can I suggest the Phrenic template (XPH) before folks get tired of it? Oh, you already are? Well you shouldn't be, what with boosts to INT and CHA alongside some auto-augmented PLAs and Power Resistance. If you're looking for a little more flavor and a little less LA, you can always play as a Fire Genasi for an INT bonus and the outsider type (which can do silly things with your ability to cast Alter Self). If your DM's generous w/ the LA, you can couple both for a +3 LA and some decent boosts. However, once you go genasi you're losing 2 CL and the ability to use DEX for bonus spells so I didn't think it was worth it. A phrenic illumian is nothing if not awesome, though, and fits the whole "unending quest for knowledge" that defines the race.
    • "Savant doesn't work like that!" you might say. Here's the PM I got when I asked Curmudgeon about the issue:

      Quote Originally Posted by Curmudgeon
      Black Flame Zealot advances all spellcasting of a divine spellcasting class, at even BFZ levels; after 10th level the Savant is a divine spellcasting class. The advancement is in both the spells per day (from the two tables) and the spells known (two per level each (arcane and divine) from the list). It doesn't help with caster level (that's stuck at 1/2 Savant level, as per the Dragon Compendium errata).
      I also had him weigh in on Unseen Seer advancing the Savant's divine casting just to be on the safe side:

      Quote Originally Posted by Curmudgeon
      Unseen Seer would indeed advance all the relevant spellcasting stuff from Savant at level 10+, including picking up ½ CL with each US level. Assuming you had a sufficiently high WIS and picked up 2nd-level divine spells from the Savant list with the last US level, you'd qualify for Black Flame Zealot at level 12.


    Spoiler: Sources
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    • Champions of Ruin (Mortifying Attack)
    • Complete Arcane (Practiced Spellcaster)
    • Complete Mage (Unseen Seer, Dimensional Jaunt)
    • Complete Scoundrel (Skill tricks)
    • Complete Warrior (Raptor School)
    • Dragon Magazine Compendium (Savant, with errata defining CL)
    • Drow of the Underdark (Sickening Strike)
    • Exemplars of Evil (Divine Denial)
    • Lords of Madness (Darkstalker)
    • PHB (Weapon Finesse, Iron Will, Silent Spell)
    • Races of Destiny (Illumian, Glautru)


    Other sources (MIC, Cityscape, PHB II, DMG II, HOB) were used sparingly for items and teamwork benefits, none of which were integral to the build.

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    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.

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