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  1. - Top - End - #451
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    ...So this is what Wolverine would look like if he actually used a weapon. Huh.
    Quote Originally Posted by Artok
    Artok of the Tiger clan
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Barbarian 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Craft (Alchemy) 4 ranks, Intimidate 4 ranks, Knowledge (arcane) 2 ranks, Spellcraft 2 ranks, Survival 4 ranks |Reckless rage|Rage 1/day, Pounce, Illiteracy

    2nd|Barbarian 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Craft (Alchemy) 5 ranks, Intimidate 5 ranks, Knowledge (arcane) 2.5 ranks, Spellcraft 2.5 ranks, Survival 5 ranks|New Feats|Uncanny dodge

    3rd|Barbarian 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Craft (Alchemy) 6 ranks, Intimidate 6 ranks, Knowledge (arcane) 3 ranks, Spellcraft 3 ranks, Survival 6 ranks|Ancestral relic|Trap sense +1

    4th|Barbarian 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Craft (Alchemy) 7 ranks, Intimidate 6 ranks, Knowledge (arcane) 3.5 ranks, Spellcraft 3.5 ranks, Survival 6 ranks, Handle animal 2 ranks |New Feats|Rage 2/day, +1 Con

    5th|Barbarian 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Craft (Alchemy) 8 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 4 ranks|New Feats|Improved uncanny dodge

    6th|Barbarian 5/ Anointed Knight 1|
    +6/1
    |
    +6
    |
    +1
    |
    +3
    |Craft (Alchemy) 9 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks|Self Sufficent|Anoint self (Holy Sight)

    7th|Barbarian 5/ Anointed Knight 2|
    +7/2
    |
    +7
    |
    +1
    |
    +4
    |Craft (Alchemy) 9 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 1.5|New Feats|Anoint ancestral weapon (Good Weapon)

    8th|Barbarian 5/ Anointed Knight 3|
    +8/3
    |
    +7
    |
    +2
    |
    +4
    |Craft (Alchemy) 9 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 3|New Feats|Bonus feat (Endurance), +1 bonus to Cha

    9th|Barbarian 5/ Anointed Knight 4|
    +9/4
    |
    +8
    |
    +2
    |
    +5
    |Craft (Alchemy) 9 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 4.5|Toughness|Anoint self (Unbroken Flesh)

    10th|Barbarian 5/ Anointed Knight 5|
    +10/5
    |
    +8
    |
    +2
    |
    +5
    |Craft (Alchemy) 11 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5|New Feats|Anoint ancestral weapon (Sunder Resistance)

    11th|Barbarian 5/ Anointed Knight 6|
    +11/6/1
    |
    +9
    |
    +3
    |
    +6
    |Craft (Alchemy) 14 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 4 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5|New Feats|Bonus feat (Dodge)

    12th|Barbarian 5/ Anointed Knight 7|
    +12/7/2
    |
    +9
    |
    +3
    |
    +6
    |Craft (Alchemy) 15 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 6 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5|Power attack|Anoint self (Call to Battle), +1 Charisma

    13th|Barbarian 5/ Anointed Knight 8|
    +13/8/3
    |
    +10
    |
    +3
    |
    +7
    |Craft (Alchemy) 16 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 8 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5|New Feats|Anoint ancestral weapon (Sentience) (Intelligence 10, Wisdom 14, Charisma 14)

    14th|Barbarian 5/ Anointed Knight 9|
    +14/9/4
    |
    +10
    |
    +4
    |
    +7
    |Craft (Alchemy) 17 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 10 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5|New Feats|Bonus feat (Mobility)

    15th|Barbarian 5/ Anointed Knight 10|
    +15/10/5
    |
    +11
    |
    +4
    |
    +8
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 4 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|Righteous wrath|Anoint self (Inspired Strike)

    16th|Barbarian 5/ Anointed Knight 10/Primeval 1|
    +16/11/6/1
    |
    +13
    |
    +4
    |
    +8
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 5.5 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|New Feats|Primeval form 1/day (Dire lion), Animal empathy, +1 Strength

    17th|Barbarian 5/ Anointed Knight 10/Primeval 2|
    +17/12/7/2
    |
    +14
    |
    +4
    |
    +8
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 7 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|New Feats|Regression 1, Low light vision

    18th|Barbarian 5/ Anointed Knight 10/Primeval 3|
    +18/13/8/3
    |
    +14
    |
    +5
    |
    +9
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 8.5 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|Improved Sunder|Feral power

    19th|Barbarian 5/ Anointed Knight 10/Primeval 4|
    +19/14/9/4
    |
    +15
    |
    +5
    |
    +9
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 10 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|New Feats|Primeval form 2/day

    20th|Barbarian 5/ Anointed Knight 10/Primeval 5|
    +20/15/10/5
    |
    +15
    |
    +5
    |
    +9
    |Craft (Alchemy) 18 ranks, Intimidate 6 ranks, Knowledge (arcane) 11.5 ranks, Spellcraft 12 ranks, Survival 6 ranks, Handle animal 5 ranks, Knowledge (nature) 5 ranks|New Feats|Regression 2, Scent, +1 constitution[/table]

    Race Neanderthal

    Starting stats

    Strength 17
    Dexterity 10
    Constitution 17
    Intelligence 12
    Wisdom 10
    Charisma 12

    Level 4 Stats

    Strength 17
    Dexterity 10
    Constitution 18
    Intelligence 12
    Wisdom 10
    Charisma 12

    Level 8 stats

    Strength 17
    Dexterity 10
    Constitution 18
    Intelligence 12
    Wisdom 10
    Charisma 13

    Level 12 stats

    Strength 17
    Dexterity 10
    Constitution 18
    Intelligence 12
    Wisdom 10
    Charisma 14

    Level 16 Stats

    Strength 18
    Dexterity 10
    Constitution 18
    Intelligence 12
    Wisdom 10
    Charisma 14

    Level 17 Regression 1

    Strength 19
    Dexterity 11
    Constitution 19
    Intelligence 11
    Wisdom 9
    Charisma 13

    Level 18 Feral power

    Strength 21
    Dexterity 13
    Constitution 21
    Intelligence 11
    Wisdom 9
    Charisma 13

    Level 20 Regression 2

    Strength 22
    Dexterity 14
    Constitution 23
    Intelligence 10
    Wisdom 8
    Charisma 12

    Rage stats

    Strength 28
    Dexterity 14
    Constitution 29
    Intelligence 10
    Wisdom 8
    Charisma 12

    Primeval form stats

    Strength 36
    Dexterity 18
    Constitution 29
    Intelligence 10
    Wisdom 8
    Charisma 12

    Raging Primeval form stats

    Strength 42
    Dexterity 18
    Constitution 35
    Intelligence 10
    Wisdom 8
    Charisma 12

    Ancestral weapon is a tigerskull club

    The shamans Say Artok was born in the blood of battle, and it is from there that his powers come. A mighty chieftain Artok rules with Illka of Tiger clan by his side. Illka also happens to be his grandfathers club, made from the skull of a great smiledon. Between the two the Tiger clan has prospered in peace, never going hungry thanks to his powers to become one of the great hunting cats of old. Artok has never been defeated in combat, and thus is the undisputed ruler of the tiger clan. Being able to snap poler bears necks with ease.

    Spoiler: Books used
    Show

    Player's handbook
    Frostburn
    Book of Exalted Deeds


    Spoiler: Suggestions
    Show
    I would advise getting your weapon Keen as it is already a great weapon with an even better critical range. For flavor a Greater energy crystal of ice would be useful, but not necessary. The Smiliedon wounderous item from Frostburn would also help theme wise along with a few skull talismans. After all a barbarian with Righterous might and Bite of the werebear is better then one without.

  2. - Top - End - #452
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    You come all up in his crib? Man, you gonna die...
    Quote Originally Posted by Guardian of Abnazzar
    The Guardian of Abnazzar, LG Elf Ghost SwordsageToB 2/MarshalMH 3/Tomb WardenLM 3/Anointed Knight 8

    Spoiler
    Show
    On the outskirts of my hometown, there's a tomb. Been there a long time - thousands of years, maybe more. And for longer than any soul can remember, there's been the Guardian living there, watching it.

    I spoke to him, a few times. He was old, even for an elf. He told me that buried in the tomb was an ancient necromancer, a terrible and evil man who sought the secrets of eternal life. Well, he came closer than some were comfortable with, and so when he was finally killed, it was decreed that there should always be a Guardian, to watch the tomb and make sure that he never arose.

    That was thousands of years ago, like I say. And the title of Guardian was passed down from father to son, from elf to elf, living on the outskirts of our mostly human desert town.

    Our Guardian never married, though. Never had children. He just kept on stubbornly guarding the tomb, growing older.

    I think he might have been in the army once, when he was younger, before he took up the position of Guardian. He told a couple of stories from back then, but he didn't really talk much.

    The town was quite fond of him, on the whole. Kept him supplied with food and such. Some of the more superstitious folk thought it was good luck to have an elf around. Then one day the necromancer came to town.

    No, not the dead one. A new one. Some terrifying mage wreathed in darkness, with a horde of undead behind him. A lot of people died that day, but the necromancer didn't care about us. He wanted the tomb.

    I watched, from a good hiding place, terrified out of my mind. I watched as the Guardian strode out of the tomb, sword in his hands, shaking just a little bit. I watched as he lit his sword on fire, and charged the necromancer. And I watched as the necromancer, with a casual gesture, ripped the life from his body.


    Spoiler: The Build
    Show

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

    1st|SwordsageToB 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Concentration 4, Craft (Alchemy) 4, Knowledge (History) 4, Knowledge (Religion) 2, Sense Motive 4, Spellcraft 2|Toughness|Quick to Act +1, Weapon Focus (Desert Wind), Maneuvers

    2nd|MarshalMH 1|
    +0
    |
    +2
    |
    +2
    |
    +4
    |Concentration 4, Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (History) 4, Knowledge (Religion) 2, Sense Motive 4, Spellcraft 2.5|Skill Focus (Diplomacy)|Skill Focus (Diplomacy), Motivate Dexterity

    3rd|Marshal 2|
    +1
    |
    +3
    |
    +2
    |
    +5
    |Concentration 4, Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (History) 6, Knowledge (Religion) 3, Sense Motive 4, Spellcraft 3|Power Attack|Motivate Attack

    4th|Marshal 3|
    +2
    |
    +3
    |
    +3
    |
    +5
    |Concentration 4, Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (History) 7, Knowledge (Religion) 6, Sense Motive 4, Spellcraft 3||Art of War

    5th|Swordsage 2|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Concentration 4, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 8, Sense Motive 4, Spellcraft 3||AC Bonus, Maneuvers

    6th|Ghost LA 1|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Concentration 4, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 8, Sense Motive 4, Spellcraft 3||Ethereal, Fly, Ghostly Equipment, Ghost Skills +2, Manifestation, Undeath

    7th|Ghost LA 2|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Concentration 4, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 8, Sense Motive 4, Spellcraft 3||Cha +2, Frightful Moan, Turn Resistance +2

    8th|Ghost LA 3|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Concentration 4, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 8, Sense Motive 4, Spellcraft 3||Ghost Skills +4, Rejuvenation

    9th|Ghost LA 4|
    +3
    |
    +3
    |
    +4
    |
    +6
    |Concentration 4, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 8, Sense Motive 4, Spellcraft 3||Cha +2, Malevolence, Ghost Skills +6, Turn Resistance +4

    10th|Tomb WardenLM 1|
    +4
    |
    +5
    |
    +4
    |
    +6
    |Concentration 5.5, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 9, Sense Motive 4, Spellcraft 3|Ancestral Relic|Turn Immunity

    11th|Tomb Warden 2|
    +5
    |
    +6
    |
    +4
    |
    +6
    |Concentration 7, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 10, Sense Motive 4, Spellcraft 3||Tomb Sense

    12th|Tomb Warden 3|
    +6/+1
    |
    +6
    |
    +5
    |
    +7
    |Concentration 8, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 11, Sense Motive 5, Spellcraft 3||Power of the Dead

    13th|Anointed Knight 1|
    +7/+2
    |
    +8
    |
    +5
    |
    +9
    |Concentration 10, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 11, Sense Motive 5, Spellcraft 3|Defender of the HomelandCV, Combat Reflexes|Anoint Self (Celestial Strategy)

    14th|Anointed Knight 2|
    +8/+3
    |
    +9
    |
    +5
    |
    +10
    |Concentration 12, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 11, Sense Motive 5, Spellcraft 3||Anoint Ancestral Weapon (Sunder Resistance)

    15th|Anointed Knight 3|
    +9/+4
    |
    +9
    |
    +6
    |
    +10
    |Concentration 14, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 11, Sense Motive 5, Spellcraft 3|Improved Sunder|Bonus Feat (Improved Sunder)

    16th|Anointed Knight 4|
    +10/+5
    |
    +10
    |
    +6
    |
    +11
    |Concentration 15, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 12, Sense Motive 5, Spellcraft 3|Adaptive Style|Anoint Self (Divine Clarity (Charisma))

    17th|Anointed Knight 5|
    +11/+6/+1
    |
    +10
    |
    +6
    |
    +11
    |Concentration 16, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 13, Sense Motive 5, Spellcraft 3||Anoint Ancestral Weapon (Unicorn Blood)

    18th|Anointed Knight 6|
    +12/+7/+2
    |
    +11
    |
    +7
    |
    +12
    |Concentration 17, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 14, Sense Motive 5, Spellcraft 3|Improved Bull Rush|Bonus Feat (Improved Bull Rush)

    19th|Anointed Knight 7|
    +13/+8/+3
    |
    +11
    |
    +7
    |
    +12
    |Concentration 18, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 15, Sense Motive 5, Spellcraft 3|Combat BruteCW|Anoint Self (Inspired Strike)

    20th|Anointed Knight 8|
    +14/+9/+3
    |
    +12
    |
    +7
    |
    +13
    |Concentration 19, Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (History) 8, Knowledge (Religion) 16, Sense Motive 5, Spellcraft 3||Anoint Ancestral Weapon (Impervious)[/table]

    Spoiler: Stats
    Show
    Starting stats:
    STR 13
    DEX 11+2=13
    CON 8-2=6
    INT 10
    WIS 14
    CHA 18

    First stat bump into Dex, all others into Cha.

    Stats at ECL 20: 97 HP (average)
    STR 13
    DEX 20
    CON -
    INT 10
    WIS 14
    CHA 32


    Spoiler: Maneuvers
    Show

    Level 1: Burning Blade, Distracting Ember, Sapphire Nightmare Blade, Stance of Clarity, Counter Charge, Mighty Throw, Child of Shadow

    Level 5: Emerald Razor


    Spoiler: Tactics to level 5
    Show
    The Guardian isn't actually very good at this point. He's the last, frail scion of a line of defenders stretching back so far that no-one really remembers why they're necessary. Nonetheless, Swordsage gives him some good tricks, and Motivate Dexterity means he usually gets the first turn in battle. Art of War gives him bonuses to combat maneuvers, but he sadly doesn't yet have the feats to make them work. I think it should still work with ToB maneuvers like Mighty Throw though. In the end, it turns out there's a reason why the necromancer killed him so easily.


    Spoiler
    Show
    On the outskirts of my hometown, there's a tomb. Been there a long time - thousands of years, maybe more. And for longer than any soul can remember, it's been haunted.

    There's a blade buried in the stone floor in the entrance arch. It's a big, wide, two-handed sword - it's called a falchion, I think. It's made of some strange, black metal. You can't go up close and have a look, though. Any time you try, something takes over your body, and you turn around and march right out again. And if a bunch of you go together, there's an unearthly scream, and everyone comes running back in a panic.

    Some say it's a Guardian for the tomb that was too stubborn to stop its duty when it died. All I know is most people stay away from it. Only kids on dares go up there.


    Spoiler: The Blade
    Show

    Adamantine Falchion
    {table=head]ECL|Enchantment Added|Cost|Total Value
    10|+1|+1|2000
    10|Charisma +4|16000|18000
    10|Dexterity +2|4000|22000
    11|Keen|+1|28000
    12|Dexterity +4|12000|40000
    13|Homeland ChampionCV|+1|50000
    13|SizingMIC|5000|55000
    14|Charisma +6|20000|75000
    15|Sudden StunningDMGII|2000|77000
    15|DoomstrikeCV|+1|91000
    15|SpellbladePGtF (Greater Dispel Magic)|6000|97000
    16|BlindsightedUnd|30000|127000
    17|VanishingMIC|8000|135000
    17|MagebaneMIC|+1|153000
    18|Dexterity +6|20000|173000
    19|Holy|+2|221000
    20|CursespewingMIC|+3|323000
    20|DoomwardingPGtF|38500|361500
    20|InitiativeMIC|10000|371500[/table]


    Spoiler: Tactics to level 10 (ECL 14)
    Show
    The Guardian had no successor to the post, and refused to leave the tomb without a Guardian, even in death. Thus, he returned as a ghost. The necromancer had broken in to perform some sort of dark ritual, and this had the result of Haunt Shifting the Guardian, making it a haunting presenceLM inhabiting the Guardian's ancestral blade, an adamantine falchion.

    The Guardian has five HD when he gets turned into a ghost, so he can select either form of haunting. At this point, he takes the Impermanent Home form most of the time. Any time his home gets invaded, he manifests and uses the Malevolence ability to possess one of the intruders. If they're curious, he merely walks them out of the door again, or uses Frightful Moan to scare them off. If they're hostile, he picks up the falchion and attacks. Tomb Warden makes him immune to turning as long as he's in the tomb, lets him know the location of all creatures in the tomb, and once per day for 10 minutes, lets him add his Charisma to all attack rolls, damage rolls, and saves. This is fantastic.

    At level 9 he picks up Defender of the Homeland. This is a fairly crappy feat which gives +1 insight to AC and immunity to fear - whee! He's undead! The reason he takes it though, is because it unlocks the power of the Homeland Champion weapon enhancement. When wielded by a character with Homeland Champion within their homeland against an evil creature, its enhancement bonus increases by 2 and it does 2d6 more damage. Also, against enemies of the homeland, it deals a negative level with every hit. Tasty.


    Spoiler
    Show
    On the outskirts of my hometown, there's a tomb. Been there a long time - thousands of years, maybe more. And for longer than any soul can remember, it's been guarded by the Sword.


    Spoiler: Tactics to level 16 (ECL 20)
    Show
    At 10 HD, a haunting presence gains the ability to animate the haunted object with the poltergeist form. Now the Guardian no longer needs to possess an enemy to wield the sword, he can just possess the sword. The Sunder Resistance and Impervious anointments are amazingly useful here - trying to destroy an animated sword with 60 HP and hardness 30 is not easy.

    At the same level that he becomes able to do that (actually it can fit in the level before, but hey), the Guardian puts Sizing on the sword. So now you're fighting a Colossal animated adamantine falchion. Have fun with that.

    At level 11 (ECL 15), the Guardian picks up Improved Sunder using the AK bonus feat. He also puts Doomstrike on the sword, which gives him a free attack any time he sunders a weapon. And at level 15 (ECL 19) he picks up Combat Brute, which grants another free attack for sundering. Anyone getting near the whirling sword at this point is going to regret it, as they provoke an AoO (Combat Reflexes from AK), which is used to sunder their weapon, and then receive two follow-up strikes. Also, three times a day he can get an extra attack as a free action - which can again turn into two more attacks if the first one sunders a weapon.

    Doomguard, which goes on the sword at ECL 20, is an amazing ability. Seven times over the course of the sword's existence, it lets you reroll any die, even after finding out the result. This is so good that if I were judging, I'd be tempted to knock half a point off Power for any build that didn't include it. Cursespewing is mean, too - on a crit (and this is a keen falchion we're talking about) it bestows a (sadly non-stacking) -4 penalty to attacks, saves, skill checks and ability checks.


    Spoiler: Questionable rules
    Show
    I have made the assumption that Ancestral Relic runs off ECL, rather than HD. If the latter, it nerfs the Relic quite a lot, and the build loses a large chunk of power. Doomstrike, Sizing, Homeland Champion and Spellblade are all online before level 16, though, and those are probably the important ones.


    Spoiler: Sources
    Show

    CR: Champions of Ruin
    CV: Champions of Valor
    CW: Complete Warrior
    DMGII: Dungeon Master's Guide II
    LM: Libris Mortis
    MH: Miniatures Handbook
    MIC: Magic Item Compendium
    PGtF: Player's Guide to Faerun
    Und: Underdark

  3. - Top - End - #453
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    He prefers "kickass spearman" to "horseman"
    Quote Originally Posted by Delrick Trotter
    Delrick Trotter

    NG Centaur Ranger 1/Soldier of Light 3/Anointed Knight 10

    Build
    Spoiler
    Show
    Neutral Good, Medium size then Large, Monstrous Humanoid, 50' Move, 10' Space, 5' Reach, Darkvision 60'

    Spoiler: Attributes:
    Show

    (32 Point Buy) + Race
    Str: 14 + 8
    Dex: 14 + 4
    Con: 12 + 4
    Int: 12 - 2
    Wis: 12 + 2
    Cha: 15

    Increases to CHA at levels 8, 12, 14, 16, 20 totalling:
    Str: 22
    Dex: 18
    Con: 16
    Int: 10
    Wis: 14
    Cha: 20


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

    1st|Centaur 1|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Craft (Alchemy) 2, Knowledge (Arcana) 3, Knowledge (Religion) 2, Survival 1|Apprentice (Spellcaster)|+2 Natural Armour, 2 Hooves 1d4

    2nd|Centaur 2|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (Religion) 2, Survival 1||+2 STR, +2 WIS

    3rd|Centaur 3|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (Religion) 2, Survival 1||+2 STR, +2 CON

    4th|Centaur 4|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (Religion) 3, Survival 1|Ancestral Relic|+2 STR, +2 DEX

    5th|Centaur 5|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (Religion) 3, Survival 1||+2 STR, +2 CON, Speed 50'

    6th|Centaur 6|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Craft (Alchemy) 4, Knowledge (Arcana) 3, Knowledge (Religion) 3, Survival 3||Large Size, 2 hooves (1d6)

    7th|Ranger 1|
    +5
    |
    +3
    |
    +6
    |
    +4
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 4, Survival 6||Favoured Enemy (undead), Track, Wild Empathy

    8th|Soldier of Light 1|
    +6
    |
    +5
    |
    +6
    |
    +4
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 5, Spellcraft 1, Survival 6||Detect Undead, Turn Undead

    9th|Soldier of Light 2|
    +7
    |
    +9
    |
    +9
    |
    +7
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 6, Spellcraft 2, Survival 6|Power Attack|Divine Grace, Smite Undead

    10th|Soldier of Light 3|
    +8
    |
    +9
    |
    +10
    |
    +8
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 7, Spellcraft 3, Survival 6||Positive Fortitude

    11th|Anointed Knight 1|
    +9
    |
    +11
    |
    +10
    |
    +10
    |Craft (Alchemy) 6, Knowledge (Arcana) 3, Knowledge (Religion) 8, Spellcraft 3, Survival 6||Celestial Strategy

    12th|Anointed Knight 2|
    +10
    |
    +12
    |
    +10
    |
    +11
    |Craft (Alchemy) 7, Knowledge (Arcana) 3, Knowledge (Religion) 9, Spellcraft 3, Survival 6|Divine Might|Good Weapon

    13th|Anointed Knight 3|
    +11
    |
    +12
    |
    +11
    |
    +11
    |Craft (Alchemy) 8, Knowledge (Arcana) 3, Knowledge (Religion) 10, Spellcraft 3, Survival 6|Improved Bullrush|

    14th|Anointed Knight 4|
    +12
    |
    +14
    |
    +12
    |
    +13
    |Craft (Alchemy) 9, Knowledge (Arcana) 3, Knowledge (Religion) 11, Spellcraft 3, Survival 6||Divine Clarity (CHA)

    15th|Anointed Knight 5|
    +13
    |
    +14
    |
    +12
    |
    +13
    |Craft (Alchemy) 10, Knowledge (Arcana) 3, Knowledge (Religion) 12, Spellcraft 3, Survival 6|Shock Trooper|Unicorn's Blood

    16th|Anointed Knight 6|
    +14
    |
    +15
    |
    +13
    |
    +14
    |Craft (Alchemy) 11, Knowledge (Arcana) 3, Knowledge (Religion) 13, Spellcraft 3, Survival 6|Cleave|

    17th|Anointed Knight 7|
    +15
    |
    +15
    |
    +13
    |
    +14
    |Craft (Alchemy) 12, Knowledge (Arcana) 3, Knowledge (Religion) 14, Spellcraft 3, Survival 6||Inspired Strike

    18th|Anointed Knight 8|
    +16
    |
    +16
    |
    +13
    |
    +15
    |Craft (Alchemy) 13, Knowledge (Arcana) 3, Knowledge (Religion) 15, Spellcraft 3, Survival 6|Force of Personality|Sentience

    19th|Anointed Knight 9|
    +17
    |
    +16
    |
    +14
    |
    +15
    |Craft (Alchemy) 14, Knowledge (Arcana) 3, Knowledge (Religion) 16, Spellcraft 3, Survival 6|Endurance|

    20th|Anointed Knight 10|
    +18
    |
    +18
    |
    +15
    |
    +17
    |Craft (Alchemy) 15, Knowledge (Arcana) 3, Knowledge (Religion) 17, Spellcraft 3, Survival 6||Call to Battle[/table]


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

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

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

    3rd|2|1|-|-|-|-|-|-|-|-[/table]


    Spoiler: Weapon
    Show
    Heartstriker (Large Lance)
    {table=head]Char Level|Description|Cost

    4th|Large Lance (masterwork)|-

    6th|+1 Enhancement|+1

    7th|Valorous|+1

    9th|Morphing|+1

    11th|Bane (Undead)|+1

    12th|Good Aligned|

    13th|Ghost Touch|+1

    14th|Ghost Strike|+1

    15th|Unicorn's Blood|

    17th|Wrathful Healing|+3

    18th|Keen|+1

    18th|Sentience (Bless/+10 Bluff)|[/table]

    This weapon starts life as a simple masterwork lance but receives many upgrades as per the rules for ancestral relic and anointed knight.
    The Valourous enchantment doubles damage on a charge action (so tripled for lance).
    Morphing allows the tricky problem of forced reach once the charge has been completed to be overcome. Any two handed weapon can be suddenly at hand with identical enchantments allowing the fight to continue.
    The next few enchantments are undead specifics for this story allowing miss chance to be ignored, bonus damage and critical strikes to take effect.
    Unicorn's blood and good alignment are handy bonuses and the keen enchantment allows those crits to come a little more frequently.
    The Wrathful Healing enchantment, although pricey, allows you to be a one man death machine healing as you damage others - completely self sufficient. This means you can charge straight into the middle of the battle without fear of running out of steam anytime soon!
    The random powers granted by Sentience weren't great especially at the level you receive them but they both add to the flavour and fluff as the story progresses below.



    Story
    Spoiler: Silly Mistakes - the road to discipline (levels 1 to 5)
    Show

    > 20 pieces darkberry
    > 20 pieces sleepwood pod
    > 10 pieces red helmthorn berry

    "Ughh the list goes on. Damn these stupid berries and damn this stupid elf. Always sending me out to collect his stupid ingredients! And for what? A simple slip of the tongue at Father's age day party? Embarrassment to the family my hooves! Well to Hell with them, I'll slip away from here soon enough."

    Delrick Trotter, a young centaur, can not hold his alcohol. Son of a mighty warrior, he embarrassed his father and has been sent away to the neighbouring elven community to primarily be out of his father’s sight but also to learn the discipline that study and apprenticeship brings. Master Zanven has mentored his kind before and sure enough, without Delrick even realising it, patience, obedience and respect are engrained upon his rebelious heart.


    Spoiler: Joining the cause - the road to glory (levels 6 to 15)
    Show

    "Master Zanven, I thank you for all you have taught me. I still have much to learn but if you say it is time to return then I will of course do as you say."

    "You have learnt much young one", croaks the elf, "but now your story continues elsewhere. Go, for you shall now make your family proud."

    Delrick returned home a few years ago after news of the death of his brother. Already the change was visible to his father and even through his grief he was a calculated and sensible creature. Taking Delrick aside after the burial he presents him with Heartstriker, a mighty lance that has been handed down from father to son for generations. Back then Delrick couldn’t even wield the thing but one day he would handle it as easy as a hunting knife.

    Spin back to present day and Delrick has returned home, forgiven. Riding along at his father's side on border patrol he listens intently taking in the ways and experience of a new life. Their lands bordered the dark territories. Intrusions from packs of wandering undead were always common but have escalated recently. Delrick learned their weaknesses and how to track their movements.

    Delrick's pride in using his father’s lance had no bounds. Every night he would sharpen, oil and tend to his beloved heirloom. Sometimes he would even talk to it! Although this seemed silly at first, the lance suddenly started to feel like a living thing. Changing and improving under his touch and HIS guidance.

    Reinforcements from nearby lands were called to protect the borders as the necromantic threat seemed to be ever increasing. One day a unit of soldiers arrived at the village. Their armour seemed to simply radiate the light of the sun wherever they were, whatever the time of day. They were worshipers of Elishar. Indeed they were soldiers of light. Dedicated specifically to the destruction of undead and all those that colluded and encouraged it. What better skills to learn?

    As religion entered his life in a very real sense, Delrick began praying to Elishar as part of his evening ritual and the changes to Heartstriker were now very real. Elishar had granted the ability for his weapon to not only deal massive damage to any foe stupid enough to stand against him but the mighty lance could now change shape, morphing into any weapon he needed! True glory awaits the wielder of such an awesome artifact!

    He also returned his concentration to the alchemical trainings from his youth, investigating new and strange ointments that would prove most beneficial to enhancing both his lance and person demeanour. As the months passed Delrick enhanced both his mental powers, reflexes and combat prowess. Special oils applied to Heartstriker also added to the now fearsome package. He truly was a sight to behold!


    Spoiler: Glory achieved - the road comes to an end? (levels 16 to 20)
    Show

    The tides seem to have turned in recent months. The undead hordes that for a while plagued the borders now appeared to be in decline. Much blood has been spilt and many lives lost but not a single one in vain. Returning home to the village after many moons away Delrick receives terrible news from a dispatched messenger. During his time away in the wars his father was taken ill. The healing mixtures and protective auras of master Zanven were of little use and within just a few days the mighty warrior had passed on.

    More years pass and peace falls over the land. Now a father himself, Delrick continues the same rituals and prayers to Elishar he has done since he can ever remember. The lance is now almost perfect. It has tasted many a victory and still hungers for more! But Delrick tires, the end of his path as a defender is nigh. And then one night as he applied the holy oils once more to the weapon, his words were answered. Actually answered! By a voice he'd always known but never realised had remained by his side for so long. It was the voice of his father, unmistakable and ringing loud, not within his head or from within a dream, but from the very weapon he coddled!

    As they talked, planning the future, laughing and joking like old times, there was an almighty crash from downstairs and a great jeering from outside. It was his boy, returning home from an evening out. Delrick knew the signs of a drunken centaur all too well; there were just too many legs to control! It was time for a talk and a visit to his old friend master Zanven with a new pupil.


    Play Summary
    Spoiler
    Show
    This character starts out on the 6 level Centaur progression. Here you net some excellent attribute increases, a pair of decent saves, high speed, monstrous humanoid type and large size.. what's not to like? Skills are thin on the ground but the only need you have for them are prerequisites really. The apprentice feat opens up UMD and a knowledge skill of your choice - this was used to grant Knowledge Arcana but you are free to play around with INT to net a few more and deviate from these choices. Any weapon will be fine during these early levels, ranged or melee, until you gain the large size and can use the large lance which has been selected as your ancestral relic.

    Next comes a level in ranger to gain favoured enemy and the BAB required for entry into the Soldier of Light prestige class. A few more skill points are available for use at this level, I chose to progress survival a little more. Once into Soldier of light a few more tasty features come online. Namely detect, turn and smite undead and Divine Grace which adds your CHA to all saves. As that is the only attribute we're progressing this build that feature is put to full use. Power attack is taken as a feat during these levels as waiting for it when Anointed Knight grants it for free is waiting too long.

    Anointed Knight is then taken in full with all the loveliness it brings to the table. Non stop upgrades to the lance and some more combat based feats complete the package which is built around charging in hard with the powerful lance and all it's glory. Turn attempts can be burnt to power Divine Might for additional damage. Come the end of the build a charge can deliver in the region of 200 damage and a full attack upwards of 380 or so. Finally, Force of Personality grants your CHA to will saves for certain situations.. handy. I actually quite fancy playing this guy!



    Sources
    Spoiler
    Show

    Build Sources
    Savage Species - Centaur
    PHB - Ranger, Power Attack
    Deities and Demigods - Soldier of Light
    Book of Exalted Deeds - Anointed Knight, Ancestral Relic
    DMG II - Apprentice
    Complete Warrior - Divine Might, Shock Trooper
    Complete Adventurer - Force of Personality

    Weapon Sources
    Unaproachable East - Valorous
    MIC - Morphing, Ghost Strike
    DMG - Bane, Ghost Touch, Keen
    Enemies and Allies - Wrathful Healing

  4. - Top - End - #454
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Making the best of a bad situation
    Quote Originally Posted by Styrbjörn
    Styrbjörn the Frozen


    "Who has fully realized that history is not contained in thick books but lives in our very blood?"
    -Carl Jung


    They say that blood calls to blood. In my case, I hope the saying is but half true.

    I am scum. I am a half-man. Oh, yes, there is goodness in my bloodline, greatness even. My grandfather's grandfather was Helgi Silverscale, hero of half a hundred tales. But there is evil in my blood, too, an alien terror that swims below the frozen sea, whose very presence warped and befouled my mother's village.

    Was it the evil in my blood that led me astray for so many years? Oh, I tried to do what was right, but Icerazer is a hard place for good men. When the cruel winter winds blew in, I lied and stole and did everything I could to stay alive. I was Styrbjörn the Scum, Styrbjörn the Criminal. Was it my blood that made me weak, or my soul?

    And what of Fail-Not, the sacred bow of my most sacred ancestor? The priestesses of Hleid say that when I picked up that sacred bow in defense of my city, the taint in my blood was washed clean. They say that only a man with a good heart could wield Fail-Not. Is this true? I don't know. When I picked up Fail-Not from the temple shrine, I did not know she was a sacred weapon. All I knew was that the winterhaunts and marauders of Iborighu had invaded Icerazer, reaping and killing with their terrible scythes. I knew that the city watch had already fled, barricading themselves inside Icerazer Palace. And so, I fought. With Fail-Not's string thrumming, I fired arrow after arrow from the temple stairs, and the priestesses tell me that Hleid herself guided those shots.

    The priestesses of Hleid gave me a new name. They say I am Styrbjörn the Scum no longer. Now I am Styrbjörn the Frozen, and alongside Fail-Not, I will defend this frozen city...

    STYRBJÖRN THE FROZEN
    Spoiler
    Show

    CG Silverbrow Human, Thug Fighter 5/Chameleon 3/Crusader 2/Anointed Knight 10

    Stats:
    Spoiler
    Show

    32 PB: Str 12/Dex 16/Con 12/Int 10/Wis 14/Cha 14

    LEVEL 4: Dex +1
    LEVEL 8: Dex +1
    LEVEL 12: Dex +1
    LEVEL 16: Wis +2 (+1 level, +1 divine clarity)
    LEVEL 20: Dex +1


    ACFs:
    Sneak Attack Fighter
    Thug Fighter
    Skilled City Dweller (replacing Ride for Tumble)

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

    1st|Thug Fighter 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Bluff 4 ranks, craft (alchemy) 4 ranks, disguise 4 ranks, sense motive 2 ranks, spellcraft 2 ranks|Able Learner, Aberration Blood (flexible limbs)|Sneak attack +1d6

    2nd|Thug Fighter 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Bluff 5 ranks, craft (alchemy) 5 ranks, disguise 5 ranks, knowledge (arcana) 1 rank||

    3rd|Thug Fighter 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Bluff 6 ranks, disguise 6 ranks, sense motive 3 ranks, spellcraft 3 ranks|Ancestral Relic|Sneak attack +2d6

    4th|Thug Fighter 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Bluff 7 ranks, craft (alchemy) 6 ranks, disguise 7 ranks, knowledge (arcana) 2 ranks||

    5th|Thug Fighter 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bluff 8 ranks, disguise 8 ranks, sense motive 4 ranks, spellcraft 4 ranks||Sneak attack +3d6

    6th|Chameleon 1|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Bluff 9 ranks, craft (alchemy) 7 ranks, knowledge (arcana) 3 ranks, tumble 1 rank|Inhuman Reach|Aptitude focus 1/day (+2)

    7th|Chameleon 2|
    +6/+1
    |
    +4
    |
    +1
    |
    +1
    |Bluff 10 ranks, craft (alchemy) 8 ranks, tumble 3 ranks||Bonus feat

    8th|Chameleon 3|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Bluff 11 ranks, craft (alchemy) 9 ranks, tumble 5 ranks||Mimic class feature 1/day

    9th|Crusader 1|
    +8/+3
    |
    +7
    |
    +2
    |
    +2
    |Bluff 12 ranks, tumble 8 ranks|Evasive Reflexes|Furious counterstrike, steely resolve 5

    10th|Anointed Knight 1|
    +9/+4
    |
    +9
    |
    +2
    |
    +4
    |Bluff 13 ranks, tumble 9 ranks|Combat Reflexes|Anoint self (celestial strategy)

    11th|Anointed Knight 2|
    +10/+5
    |
    +10
    |
    +2
    |
    +5
    |Bluff 14 ranks, tumble 10 ranks||Anoint ancestral weapon (good weapon)

    12th|Anointed Knight 3|
    +11/+6/+1
    |
    +10
    |
    +3
    |
    +5
    |Bluff 15 ranks, tumble 11 ranks|Extended Reach, Dodge|Bonus feat

    13th|Anointed Knight 4|
    +12/+7/+2
    |
    +11
    |
    +3
    |
    +6
    |Bluff 16 ranks, tumble 12 ranks||Anoint self (unbroken flesh)

    14th|Anointed Knight 5|
    +13/+8/+3
    |
    +11
    |
    +3
    |
    +6
    |Bluff 17 ranks, tumble 13 ranks||Anoint ancestral weapon (unicorn's blood)

    15th|Anointed Knight 6|
    +14/+9/+4
    |
    +12
    |
    +4
    |
    +7
    |Bluff 18 ranks, tumble 14 ranks|Mobility, Craven|Bonus feat

    16th|Anointed Knight 7|
    +15/+10/+5
    |
    +12
    |
    +4
    |
    +7
    |Bluff 19 ranks, tumble 15 ranks||Anoint self (divine clarity)

    17th|Anointed Knight 8|
    +16/+11/+6/+1
    |
    +13
    |
    +4
    |
    +8
    |Bluff 20 ranks, tumble 16 ranks||Anoint ancestral weapon (sentience)

    18th|Anointed Knight 9|
    +17/+12/+7/+2
    |
    +13
    |
    +5
    |
    +8
    |Bluff 21 ranks, tumble 17 ranks|Sidestep, Blind-Fight|Bonus feat

    19th|Anointed Knight 10|
    +18/+13/+8/+3
    |
    +14
    |
    +5
    |
    +9
    |Bluff 22 ranks, tumble 18 ranks||Anoint self (inspired strike)

    20th|Crusader 2|
    +19/+14/+9/+4
    |
    +15
    |
    +5
    |
    +9
    |Bluff 23 ranks, tumble 21 ranks||Indomitable soul[/table]

    Chameleon Spells:
    Spoiler
    Show

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

    6th|4|2|0|-|-|-|-

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

    8th|4|3|2|0|-|-|-
    [/table]


    Crusader Maneuvers:
    Spoiler
    Show

    MANEUVERS:
    Crusader's Strike (DS), Mountain Hammer (SD), Lion's Roar (WR), Defensive Rebuke (DS), White Raven Tactics (WR)

    STANCES:
    Bolstering Voice (WR), Thicket of Blades (DS)

    MANEUVERS GRANTED: 2 (or 3 with Extra Granted Maneuver via Chameleon bonus feat)


    Suggested Items:
    Spoiler
    Show

    Thanks to your ancestral weapon, you can function well without worrying much about additional gear. Your bow is by far the most important thing you own, and that is handled by Ancestral Relic and Anointed Knight. In fact, all benchmarks and snapshots listed in this build assume that you are not wearing a single additional magic item, not even Bracers of Dexterity. With level-appropriate items, the damage in these snapshots rises considerably.

    If you do get access to other items, definitely boost Dexterity as high as possible, getting a +6 item and a +4 tome. Also consider picking up some additional wands - your elvencraft bow has room for three wand chambers, so having more uses of spells like arrow mind can definitely come in handy. Enlarge person will also further increase your reach. And if you can nab a Rod of Chain Spell, your whole party can benefit from snowsight and obscuring snow fun!

    For armor, stick with light armor with as high a Dex bonus as possible. For the most part you'll be avoiding attacks thanks to obscuring snow and Evasive Reflexing away from anyone who approaches you, but good armor never hurts.

    Weapon crystals are also a good choice, if they're available. In particular, demolition and truedeath lets you keep your damage high against constructs and the undead.



    LEVEL-BY-LEVEL PROGRESSION
    Spoiler
    Show
    • LEVEL 1: This seems like an odd beginning for an archer. Don't worry, it will make more sense as time goes on. For now, grab your ancestral longbow and start firing, picking up sneak attack whenever possible.
      .
    • LEVEL 3: Ancestral Relic comes online. From now on, you'll be fueling the majority of your treasure into your ancestral weapon. See "Fail-not, Ancestral Bow of Styrbjörn the Frozen" for more details.
      .
    • LEVEL 6: We deviate from sneak attack fighter into Chameleon. There are a lot of good things for you here, but in particular, we're going to be looking at Divine Focus. There are several useful archery spells, mostly off of the ranger list, that start at low levels. Arrow mind is especially handy for you. Note that you have a ten foot melee reach with your elvencraft bow thanks to Inhuman Reach, so as an immediate action you can fire on enemies who approach you. This will get even better over the next few levels.
      .
    • LEVEL 7: A few things happen here. First, your ancestral bow should have the Precise property by now, which means firing into melee just became a lot easier. Second, your Chameleon CL increases to 4, and you have multiple second level spells per day. Third, you get a floating bonus feat. For now, we'll use it to nab Evasive Reflexes, which lets you give up an AoO to take a 5' step. So what do we do with all of this? Well, you're going to prepare two copies each of snowsight and obscuring snow. Each casting lasts four hours per level, so with two castings, you should cover the entire day. Now anyone more than five feet away from you can't locate you by sight, while you can see them just fine. Attack away with your bow, dealing sneak attack damage since they can't see you. If they guess where you are and start to approach, they'll trigger an AoO thanks to your large reach, allowing you to make a 5' step, keeping your distance and remaining obscured in the snow. (Note that this doesn't even require arrow mind!)

      As an aside, you've hit a nice little benchmark here with craft (alchemy). Thanks to divine insight off the Chameleon list, you can now make any alchemical item without fail despite having no Int bonus, without even requiring a masterwork lab (9 ranks +15 from divine insight = +24, so you're guaranteed to hit DC 25). From here on out, you'll switch to taking ranks in tumble, which is always handy and will also fulfill a pre-req down the road.
      .
    • LEVEL 9: We pick up a level in crusader here. The stance gives you and your party a welcome boost to your Will save, but the big news here are the maneuvers. I probably don't need to mention why White Raven Tactics or Lion's Roar are great for you. Mountain Hammer and Crusader's Strike have excellent out of combat utility. Finally, there's Defensive Rebuke. Read that one closely, and note that it doesn't specify melee attack anywhere! That means that you can use Defensive Rebuke as a swift action, fire your bow at all enemies, and if they attack your allies because they can't see you, you can make AoOs on them! Also, you pick up Evasive Reflexes as a standard feat, which means that you can use your floating feat for Extra Granted Maneuver, so that you can be sure to nab Defensive Rebuke when you need it.
      .
    • LEVEL 10: And now we enter the SI! Celestial strategy means that you can now use your Evasive Reflexes or your Defensive Rebukes multiple times a round. Since you're primarily Dex focused, you should have plenty of AoOs. You can use them!
      .
    • LEVEL 12: Several nice things just happened. Your ancestral bow is good-aligned now, and you should also have the GP to have given it the Force enhancement, so you should be able to pierce most DR. You've extended your reach to 15' thanks to Extended Reach (Flexible Limbs and Inhuman Reach give you nonrigid tentacle-like limbs, allowing you to qualify), so now anyone who moves within 15' of you will trigger free movement or an AoO. You also get the Dodge feat. Right now it's not worth much more than a minor AC boost, but it fills an important pre-req.
      .
    • LEVEL 15: Mobility's another pre-req feat. The real kicker here is Craven. Between that and the Collision enhancement, every arrow you fire is dealing +3d6+20 force damage at this level in addition to Strength and enhancement bonuses, plus it forces a save thanks to unicorn's blood. Since you can do most of your moving off turn, you should be able to make full attacks every round, and even get extra attacks off turn thanks to Defensive Rebuke or reach-boosted arrow mind.
      .
    • LEVEL 16: With a Wisdom of 14, you've been stuck with second level spells without items. Divine clarity and a +1 boost at level 16 means you're now getting a third level spell from your Chameleon list. Some good ones include arrow storm, arrowsplit, sheltered vitality and find the gap.
      .
    • LEVEL 18: Remember how I said you were building toward an important feat? Here it is. Sidestep means that you no longer have to choose between attacking and stepping out of the way. Now you can combine an attack and a five foot step away whenever anyone approaches anywhere near you. This is most effective when combined with arrow mind, so I would recommend going back to preparing a couple of castings of that each day, or else picking up a wand of it.

      Oh, and your ancestral bow gained sentience. We'll address that in the "Ancestral Bow" section.
      .
    • LEVEL 20: Your last level in the SI grants you inspired strike, a free action extra attack at your highest bonus. Unfortunately, free actions may only happen during your turn unless otherwise specified, so this doesn't increase your number of off-turn attacks, but it's still an extra shot three times per day without tying up your swift action (and you have lots of uses for that swift action, thanks to arrow mind, Defensive Rebuke, White Raven's Tactics and Lion's Roar). If your DM rules that you can even use these attacks off-turn, then they are a potent extra attack on top of your off-turn fighting routine.

      With the Secret Ingredient completed, you've got some choices for this last level. I recommend taking another level of Crusader, which will give you an extra stance. You qualify for 6th-level maneuvers, which means you have some choices with which stance to choose. I recommend Thicket of Blades, which will let you Sidestep or Evasive Reflexes out of the way even when they try to approach you with 5' steps.


    BUILD SNAPSHOT
    Spoiler
    Show

    Sample Chameleon spells prepared:
    0- Detect magic, detect magic, no light, no light
    1- Snowsight, snowsight, arrow mind, arrow mind
    2- Obscuring snow, obscuring snow, divine insight
    3- Arrowsplit

    BAB +19, 15' melee reach, wielding ancestral weapon (intelligent +3 seeking magebane corrosive precise collision force composite elvencraft longbow).

    Start the adventuring day with snowsight and obscuring snow cast (each casting lasts six hours without items). You are now surrounded by a whirling snowstorm that blocks any vision beyond five feet. You have an additional casting of each in case the spells are dispersed, dispelled, or you need more time.

    For your floating bonus feat, choose Extra Granted Maneuver unless you expect to be facing enemies with blindsight, in which case consider taking Darkstalker. (Note that anything less than full blindsight isn't worth bothering with Darkstalker, as you will still have total concealment versus blindsense, tremorsense, mindsight, etc., and therefore will still be able to sneak attack).

    With Extra Granted Maneuver, you will always have at least one of your swift action boosts (Defensive Rebuke, Lion's Roar and White Raven Tactics) granted at the beginning of combat. During your turn, use the appropriate swift action boost followed by a full attack and, if necessary, a five foot step.

    Assuming no Strength boosting items or augment crystals involved, each attack deals 1d8+4d6+29, with an additional +2d6 if the enemy can cast spells or use SLAs. It also forces a DC 17 save versus weakening. This is good-aligned force damage, so should bypass most damage reduction, and thanks to full BAB, plus the seeking quality ignoring any concealment, it means you should be dishing out close to 200 points of damage per full attack (or more against spellcasters, or with arrowsplit or inspired strike) in addition to boosting your party with things like Lion's Roar and White Raven Tactics.

    If any enemies try to approach you, between Thicket of Blades and your 15' melee reach, you will be granted several AoOs. Evasive Reflexes or Sidestep plus arrow mind allow you to step away as they approach, preventing an enemy from closing the distance necessary to see through your obscuring snow. When Defensive Rebuke is granted, you can also make AoOs if your enemies choose to attack your allies instead of bothering with you. With six AoOs per round before taking items into accounts, and as many as twelve AoOs per round with items, you should be making several off-turn attacks and movements, putting your damage per round in the high 300s or more - not too shabby for an Anointed Knight archer who also buffs his whole team and keeps his enemies blinded by snow!

    Out of combat, you've got alchemy creation, a max Bluff skill, a respectable Disguise skill, divine insight, healing via Crusader's Strike or Chameleon spells, Mountain Hammer to power through obstacles, and more.


    FAIL-NOT, ANCESTRAL BOW OF STYRBJÖRN THE FROZEN
    Spoiler
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    Your ancestral weapon begins as a masterwork elvencraft composite longbow with a +1 Strength bonus.

    Because WBL is only a suggestion, and will differ from game to game, I haven't listed the exact levels you should be gaining each bonus. However, you should upgrade your ancestral bow whenever possible, taking the following enhancements (listed in preferred order):

    • +1 enhancement
    • Precise (+1 equivalent)
    • Force (+2 equivalent)
    • Collision (+1 equivalent)
    • Seeking (+1 equivalent)
    • Magebane equivalent (+1 equivalent)
    • +3 enhancement
    • Corrosive (+1 equivalent)


    The end result is a +3 precise force collision seeking magebane corrosive elvencraft composite longbow. The +3 allows the weapon to use higher level augment crystals, while the other enhancements boost your attack routine in various ways.

    If your DM rules that the Precise weapon enhancement qualifies a bow for the Splitting enhancement, thank your DM profusely and take it without looking back! It is far more valuable than boosts such as Magebane or Corrosive. However, by RAW you need the actual feat, so it was left off here.

    Your bow is also an intelligent weapon with Int 14, Wis 14, Cha 10, and speaks Common, Draconic and Elven. As Anointed Knight says that the lesser powers will be rolled randomly, I did not include them here.

    Finally, if you are playing in a campaign where magic items are common, consider having wand chambers added to Fail-not. Elvencraft longbows are particularly excellent for this, as they present three potential slots for chambered wands.


    SOURCES
    Spoiler
    Show

    • PHB/SRD/Cityscape web enhancements (linked within the text)
    • Book of Exalted Deeds (Anointed Knight, Ancestral Relic)
    • Tome of Battle (Crusader, Evasive Reflexes, maneuvers)
    • Dragon Magic (Silverbrow Human)
    • Races of Destiny (Able Learner, Chameleon)
    • Lords of Madness (Aberration Blood, Inhuman Reach)
    • Savage Species (Extended Reach)
    • Miniatures Handbook (Sidestep)
    • Races of the Wild (Elvencraft bow)
    • Magic Item Compendium


  5. - Top - End - #455
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Another homme-age.
    Quote Originally Posted by Roger Stevens
    Spoiler
    Show

    EXTERIOR: A MILITARY ENCAMPMENT.

    SOLDIERS stand at attention in ranks, attending the GENERAL.

    GENERAL: "Gentlemen! Welcome to the most important day of the war. It has been said, wars are fought with weapons but they are won by MEN. WE are going to win this war because we have the BEST men, and because we will make them better.

    You have been selected as the best representatives of each of your units--Imperial Dragoons, Royal Marines, Home Guard, all the rest. Do you all know why you are here?"

    A SOLDIER steps forward from the line.

    SOLDIER: "Sir! Sergeant Abrahamson, Wyatt, 3rd Imperial Dragoons, 2nd Regimental Inspector by appointment with oak-leaf honors. We are here because you're looking for the BEST of the BEST of the BEST, SIR!"

    ROGERS *chuckles*

    GENERAL: "Do you find something amusing, soldier?"

    ROGERS: "Sir, no sir. It just occurs to me that for all his excitement, Mr. Best of the Best, sir, with honors, really has no idea why we're here."

    GENERAL: "And do YOU, Soldier?"

    ROGERS remains silent.

    GENERAL: "I will tell you why.

    The Strategic Arcane Reserve is an Allied Races effort made up of the best mages in the free world. Our goal is to create the best army in history, but every army starts with one man. At the end of this week, we will CHOOSE THAT MAN. He will be the first in a new breed of super-soldier, and HE will personally escort the Lich-King back to the gates of Hell."

    MONTAGE: SOLDIERS engaging in military training exercises. ROGER climbs ropes, exercises, practices combat unarmed and with spear and shield. VOICEOVER throughout.

    ROGER (VOICEOVER): "When my father was borne home on his shield, I did not weep. I was proud that he had fulfilled his duty so bravely. When my time came to join the phalanx, I took my father's shield down from its place of honor above the mantel, and I marched with the other young men to the fortress of my captain.

    I trained with the other men, and when the Lich-King attacked, I fought with the other men."

    FLASHBACK; EXTERIOR: A BATTLEFIELD.

    SOLDIERS stand shoulder-to-shoulder in phalanx formation with round, metal shields and long spears. An army of SKELETONS charges against the line.

    ROGER (VOICEOVER): "When the armies of the Lich-King broke our lines, I learned that I was made different from the other men. I found faith in my Father's legacy, and unlike the others I did not flee and drop my spear."

    SOLDIERS flee before the army of SKELETONS. ROGER stands alone on the battlefield. A SKELETON swings a rusty sword, shattering ROGER'S spear.

    ROGER (VOICEOVER): "I did not flee. I fought."

    ROGER shelters behind his shield as a SKELETON hacks at it with a sword. ROGER shoves forward with the shield, toppling the SKELETON. He strikes another SKELETON but more approach.

    EXTERIOR, ABOVE: A horde of SKELETONS pile on to ROGER, pinning and burying him beneath his shield.

    FADE IN; EXTERIOR: MILITARY ENCAMPMENT. SOLDIERS stand again in ranks, in full armor with spears and shields. The GENERAL paces before the line.

    GENERAL: "This is your final test! When you are called, you will each be given three minutes to demonstrate your skills against the best senior warriors and masters this army has to offer. When called, you will step forward and announce yourself, so that our masters can review your deeds. When they are satisfied, you will begin your test. Is that clear?"

    SOLDIERS (UNISON): "Sir, Yes Sir!"

    GENERAL: "Wyatt! You first!"

    A SOLDIER steps forward.
    SOLDIER: "Aaronson, Wyatt, Sir!"

    FADE OUT

    FADE IN: THREE SOLDIERS remain standing in formation.

    GENERAL: "Roger!"

    ROGER steps forward.

    ROGER: "Stevens, Roger, Sir!"

    A MASTER TRAINER gestures ROGER to the middle of a CIRCLE OF SOLDIERS.

    MASTER: "You said Stevens? Your father was a soldier also, son?"

    ROGER: "Sir, Yes Sir! My father was Steven Rogers. I was named for my grandfather, Roger Shieldbrother."

    MASTER: "I remember your father, boy. I helped carry him off on his shield. Yours looks pretty old, is it the same one?"

    ROGER: "Sir, Yes Sir! This was my father's shield, and my grandfather's before him."

    MASTER: "And from what I understand, it saved you from the Lich-hordes a month ago at Tessaract Pass. An original Hoplon shield; I never thought I'd see one still in action. Well, let's see if you deserve to keep it. Are you ready, son?"

    The MASTER steps to the middle of the CIRCLE OF SOLDIERS and raises his shield and spear.

    ROGER plants his spear point-down in the ground. He raises his shield to a defensive position.

    ROGER: "Sir, Yes Sir!"

    MASTER: "Son? Are you damaged or somethin'? This is a fighting test. You're gonna need that spear."

    ROGER begins to pace toward the MASTER, his shield drawing back to strike.

    ROGER (CALMLY): "I'll fight you like this, SIR!"

    ROGER charges toward the MASTER. His SHIELD strikes forward to fill the frame.

    FLASH-CUT TO BLACK.

    FADE IN: INTERIOR. AN ALCHEMICAL LABORATORY.

    Vials and beakers of strange colored fluids stand among cluttered tables. Several boiling cauldrons emit colored steam. ROGER is led through the workspace toward a MAGE in flowing red robes. He stands near a table, on which stands a GLOWING VIAL.

    MAGE: "So, you're the one chosen to become or super-soldier, are you?"

    ROGER: "The Masters chose me. What they've chosen me for, is up to them."

    MAGE: "Well my boy, I'll tell you. You've been chosen to become greater than you were, greater than any other man could hope to be. You've been chosen to become our hero."

    ROGER: "I didn't know heroes could be chosen. I thought they just sort of happened."

    MAGE (LAUGHS): "Quite right, my boy. Quite right. On any other day, you would be correct in saying so. But TODAY... Today is SPECIAL. Today, we have discovered a solution to MAKE heroes. and that is why you were chosen."

    The MAGE gestures toward the GLOWING VIAL.

    MAGE: "Inside this glass is the alchemical formula that has taken the Strategic Arcane Reserve years to create. This formula will transform you from a mere man into... into something WONDERFUL. That is, if you are worthy."

    ROGER: "Worthy? I thought you just said I was chosen."

    MAGE: "And so you were; or let us rather say, you were chosen to TRY. The formula won't work on just anybody; you see, it isn't complete. YOU must attune yourself to the formula, and YOU must complete the final concoction. Your very life essence will form the final ingredients. In very real terms, my boy, this is to be YOUR formula, and yours alone. Only the most dedicated, remarkable individual will have a chance of completing it. So tell me... are you ready to begin?"

    ROGER steps forward and grasps the GLOWING VIAL.

    ROGER: "Let's do it."

    FADE TO BLACK


    Roger Stevens
    LG Human Male
    Starting Stats
    {table=head]STR|DEX|CON|INT|WIS|CHA
    15|12|16|10|10|14[/table]

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

    1st|Warblade 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Craft (Alchemy) 4, Jump 4, Sleight of Hand 2, Spellcraft 2, Tumble 4|Improved Shield Bash, Weapon Focus: Shield|Battle Clarity (Reflex Saves), Weapon Aptitude|

    2nd|Monk 1|
    +1
    |
    +4
    |
    +2
    |
    +2
    |Craft (Alchemy) 5, Jump 5, Knowledge (Arcana) 3|Improved Unarmed Strike (B), Stunning Fist (B)|Flurry of Blows, Unarmed Damage 1d6, AC Bonus/Speed Bonus +0, WIS Bonus to AC|

    3rd|Monk 2|
    +2
    |
    +5
    |
    +3
    |
    +3
    |Jump 6, Tumble 6, Spellcraft 3|Ancestral Relic (Large Mithral Shield), Deflect Arrows (B)|Evasion|+1 Shield

    4th|Warblade 2|
    +3
    |
    +6
    |
    +3
    |
    +3
    |Jump 7, Intimidate 1, Sleight of Hand 3, Tumble 7||Uncanny Dodge, STR 16|

    5th|Fighter 1|
    +4
    |
    +8
    |
    +3
    |
    +3
    |Intimidate 2, Jump 8, Sleight of Hand 3.5|Shield Charge||Bashing Shield

    6th|Fighter 2|
    +5
    |
    +9
    |
    +3
    |
    +3
    |Intimidate 3, Jump 9, Sleight of Hand 4|Point-Blank Shot, Shield Slam||+1 Weapon

    7th|Anointed Knight 1|
    +6/+1
    |
    +11
    |
    +3
    |
    +5
    |Jump 10, Tumble 8|Combat Reflexes (B)|Anoint Self: Celestial Strategy|

    8th|Anointed Knight 2|
    +7
    |
    +12
    |
    +3
    |
    +6
    |Concentration 3||Anoint Weapon: Sunder Resistance, STR 17|Ranged Shield

    9th|Anointed Knight 3|
    +8
    |
    +12
    |
    +4
    |
    +6
    |Concentration 6|Precise Shot, Power Attack (B)|Bonus Feat|Martial Discipline Weapon (White Raven)

    10th|Warblade 3|
    +9
    |
    +12
    |
    +5
    |
    +7
    |Concentration 9, Jump 11, Tumble 9||Battle Ardor (Critical Confirmation)|Called Shield

    11th|Master Thrower 1|
    +10
    |
    +12
    |
    +7
    |
    +7
    |Concentration 12, Jump 12, Tumble 10|Quick Draw (B)|Thrown Trick: Defensive Throw|

    12th|Master Thrower 2|
    +11/+6/+1
    |
    +12
    |
    +8
    |
    +7
    |Concentration 15, Tumble 12|Brutal Throw (See ADAPTATION, below)|Improved Evasion, STR 18|Impact Weapon, Variable Shield

    13th|Master Thrower 3|
    +12
    |
    +13
    |
    +8
    |
    +8
    |Concentration 16, Jump 14, Tumble 14||Thrown Trick: Two with One Blow|

    14th|Anointed Knight 4|
    +13
    |
    +14
    |
    +8
    |
    +9
    |Jump 15, Tumble 15||Anoint Self: Unbroken Flesh|Parrying Weapon

    15th|Anointed Knight 5|
    +14
    |
    +14
    |
    +8
    |
    +9
    |Jump 16, Tumble 16|Power Throw (See ADAPTATION, below)|Anoint Weapon: Good Weapon|Spell Resistance 13 Shield

    16th|Anointed Knight 6|
    +15
    |
    +15
    |
    +9
    |
    +10
    |Jump 17, Tumble 17|Cleave (B)|Bonus Feat, STR 19|Prismatic Burst Weapon

    17th|Anointed Knight 7|
    +16/+11/+6/+1
    |
    +15
    |
    +9
    |
    +10
    |Jump 18, Tumble 18||Anoint Self: Call to Battle|Seeking, Slow Burst Weapon; Everbright Shield

    18th|Anointed Knight 8|
    +17
    |
    +16
    |
    +9
    |
    +11
    |Jump 19, Tumble 19|Leap Attack|Anoint Weapon: Intelligent (INT 14, WIS 14, CHA 10; cointinual deathwatch, 30-foot cone; Spot 10 ranks)|Collision Weapon

    19th|Anointed Knight 9|
    +18
    |
    +16
    |
    +10
    |
    +11
    |Jump 20, Tumble 20|Blind Fight (B)|Bonus Feat|Transmuting Weapon

    20th|Anointed Knight 10|
    +19
    |
    +17
    |
    +10
    |
    +12
    |Jump 21, Tumble 21||Anoint Self: Inspired Strike, STR 20|+4 Shield, Fire Resistance 10, Shock Resistance 10[/table]


    Maneuvers Readied/Maneuvers Known
    {table=head]Level|Maneuvers Known|Maneuvers Readied|Highest Level Maneuver|Stances Known|Maneuvers/Stances

    1st|3|3|1|1|Steel Wind, Douse the Flames, Charging Minotaur; Blood in the Water stance

    2nd|4|3|1|1|Sapphire Nightmare Blade

    3rd|5|3|2|1|Battle Leader's Charge[/table]


    Relic Breakdown
    Spoiler
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    {table=head]Character Level|Ability|Total Shield Abilities Cost|Total Weapon Abilities Cost|Cumulative Total|Maximum Relic Value

    3rd|+1 Shield|1000|-|1000|1350
    5th|Bashing Shield|4000|-|4000|4500
    6th|+1 Weapon|4000|2000|6000|6500
    8th|Ranged Shield|9000|2000|11,000|13,500
    9th|White Raven Weapon|9000|8000|17,000|18,000
    10th|Called Shield|16,000|8000|24,000|24,500
    12th|Impact Weapon, Variable Shield|25,000|18,000|43,000|44,000
    14th|Parrying Weapon|25,000|50,000|75,000|75,000
    15th|SR 13 Shield|49,000|50,000|99,000|100,000
    16th|Prismatic Burst Weapon|49,000|80,000 (50K +30K)|129,000|130,000
    17th|Seeking Weapon, Everbright, Slow Burst|51,000 (49K +2K)|107,000 (72K +30K +5K)|158,000|170,000
    18th|Collision Weapon|51,000|163,000|214,00|220,000
    19th|Transmuting Weapon|51,000|235,000|286,000|290,000
    20th|+4 Shield, Fire Resistance 10, Shock Resistance 10|138,000 (100K +18K +18K +2K)|235,000|373,000|380,000[/table]


    Level Breakdown

    Levels 1-6
    Spoiler
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    Roger begins his career as a phalanx soldier, trained with hoplon and spear. He quickly determines, however, that his particular abilities lead him far from the ranks. Opening with Warblade, Roger immediately has d12 Hit Die and a respectable (if not spectacular) array of skill points. Improved Shield Bash is a standard choice for a phalanx, and Roger's Weapon Focus feat might as well read "Weapon Focus (Any)" thanks to his Weapon Aptitude. Among his later prerequisites, however, only Craft (Alchemy) is a class skill, so cross-class ranks must be spent on Spellcraft and Sleight of Hand to jump-start those two skills.

    A foray into Monk training grants a few critical options, at the cost of a single point of attack bonus; Roger gains unarmed strikes at twice the normal damage, as well as Stunning Fist, Deflect Arrows, and Evasion. Perhaps most importantly at this time, Monks have access to Knowledge (Arcana).

    At Level 3, it is little surprise that Roger claims his father's hoplon shield as his ancestral relic. The lower enhancement costs for shields mean that Roger can immediately begin awakening the power of his father's legacy.

    A return to his Warblade roots grants Roger Uncanny Dodge; he now has both this and Evasion at a level on par with Rogues.

    Roger then chooses to focus almost entirely on martial training, dipping into Fighter to pick up Shield Charge and Shield Slam. Combining these abilities with his +1, Bashing Shield Roger now has significant melee options to defend, evade, charge, trip, disable, and stun his enemies. Meanwhile, Point Blank Shot presents an improved option for any mundane weapons, such as his standard-issue half-spear.

    At this point, Roger has collected all the prerequisites to enter the SI class.


    Levels 7-9
    Spoiler
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    Roger enters Anointed Knight just long enough to complete the first trio of improvements. He begins by reinforcing his ancestral shield and choosing bonus feats that will enhance his melee capabilities. In addition, he now adds the third prong to his trio of attacks; by awakening his Ranged Shield he can employ his ancestral relic as a thrown weapon in addition to his charging and stunning options. The addition of a Martial Discipline to his hoplon is quite elementary, although he chooses White Raven instead of Stone Dragon in anticipation of later maneuvers.


    Levels 10-13 "The Sweet Spot"
    Spoiler
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    Having completed one course of Anointed Knight improvements, Roger leaves the class for a time to pursue other avenues. The first order of business is to pick up a 3rd level of Warblade for 2nd-level maneuvers. Since Precise Shot was gained last level, the path of the Master Thrower is now open to him, granting Improved Evasion along with combat maneuvers that allow him to throw his shield (or other weapon) without provoking attacks of opportunity, and to carom his shield from one foe into another.

    Roger prefers to prepare Steel Wind and Sapphire Nightmare Strike when immersed in close-quarters melee. His new studies in Concentration serve him well when applied to Sapphire Nightmare or his Defensive Throw ability. If needed, he will use Douse the Flames to deny his opponent an attack of opportunity, in preparation for either a charge or a throw. Finally, Roger can use his unarmed strikes to deliver a Stunning Fist to an enemy.

    Charging Minotaur and Battle Leader's Charge both give Roger potent attacks over middle-distances. Charging with his shield also allows him to employ his Shield Charge and Shield Slam, ideally leaving his opponent prone, stunned, and broken.

    His shield continues to grow in power; he can now command it to grow or shrink in size at need, and call it to hand from anywhere at need. Roger develops a new favorite tactic of throwing his shield at the end of a turn, then beginning a charge. He delights in the surprise on his enemy's face when the foe, confidently facing down an unarmed, charging opponent, suddenly sees a potent weapon materialize in his hand a moment before impact.

    The new variability of his shield is mostly a convenience; Roger can carry it in buckler-size most of the time, enlarging it to fighting trim at need. Convenience is not the only consideration, however; the ability to expand from a buckler to a tower shield is not to be ignored, especially as Roger begins to face more exotic enemies who might take advantage of his lagging Reflex save.

    With these benchmarks attained, Roger now returns to the path of the Anointed Knight for the remainder of his career.



    Levels 14-20
    Spoiler
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    The remainder of Anointed Knight, and the continued development of Roger's ancestral relic, continue the advancement of his established patterns but contribute little in the way of new revelations. The advent of damage reduction, the application of Prismatic Burst and the Transmuting property to his shield, and the awakening of its latent personality are all significant additions, but Roger has discovered his combat rhythm and sees little need to introduce entirely new elements.

    Roger's shield awakens to provide him insights from his father's latent spirit. It alerts him to danger he might have overlooked, and advises him on the health and well-being of his friends (or enemies). The spirits of his father and grandfather guide Roger down paths of nobility, valor, and courage; his ancestors have stern words for him should he ever show cowardice, avarice, or malice.

    Roger's feat selection during later levels supports his previous tactics. Power Throw provides increased damage when he flings his shield. The only class skill Roger finds appealing is Jump; his other ranks are spent cross-class in Tumble to help him avoid attacks of opportunity while maneuvering to setup a charge. Leap Attack capitalizes on this Jump skill for extra charging damage.

    The one unique decision Roger makes is learning to fight without the aid of his eyes; this is simply a precaution, perhaps overdue, as one never knows when a craven enemy will attack in the dark or from magical invisibility.


    Suggested Gear
    Spoiler
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    Roger is, unfortunately, quite a MAD character; or, at least, fully utilizing all of his class abilities would involve distributing points almost fully across the stat block. As presented, Roger ignores such abilities as the Monk's WIS bonus to AC, and the Warblade's INT bonus to saves and critical rolls in order to focus fully on his direct-combat role. Therefore, priority must be placed on stat-boosting items. Strength and Constitution are, obviously, the primary candidates for boosting, but Intelligence must be considered the likely third option. Wisdom can largely be ignored, as the Monk's secondary abilities are mostly lost when armored.

    While Roger prefers to fight unarmed in the absence of his shield (and therefore a Monk's Belt, Monk's Tattoo and/or Amulet of Mighty Fists should be considered) he is fully proficient with most martial weapons. Only three of his many feats are shield-specific, and Weapon Focus can be altered each day to apply to different weapons, so investing in a secondary sidearm is wise.

    Dabbling in Monk levels and taking Armor Check skills must not dissuade Roger from acquiring a good set of armor. A Monk's Belt and Monk's Tattoo in combination will only offer him a +2 to AC from Monk abilities; this is easily eclipsed by even mundane armor. Furthermore, one must always consider the possiblity of being trapped within an antimagic field, or having one's gear dispelled; in such a case, a solid set of armor is important. A Mithral breastplate complements Roger's hoplon nicely.


    Adaptation
    Spoiler
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    The build given above assumes that the DM will accept Roger's throwable shield as an appropriate weapon for the Master Thrower class and its abilities. If the DM objects, trade the Brutal Throw feat for Throw Anything to quiet him, and trade Power Throw for Ranged Disarm.

    Note that, due to the Warblade's Weapon Aptitude ability, Roger can at any time apply his Weapon Focus feat to any melee/thrown weapon (such as a dagger) in order to qualify for the class, then switch it back to his shield after taking Throw Anything.

    Roger is presented here, for the purposes of the ICOC, alone and "in a vaccuum" as it were. For group table play, it would be appropriate to emphasize Roger's role as a phalanx fighter, and utilize White Raven abilities such as Leading the Attack or Leading the Charge in order to bolster his allies.

  6. - Top - End - #456
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Japanese-style folk hero?
    Quote Originally Posted by Moroie
    think 'Romance of the Three Kingdoms' (although naming convention is Japanese, since thats what I have best access to how was done in times of old)

    Spoiler: Statblock
    Show

    {table=head]Abilites|
    Strength|14
    Dexterity|14
    Constitution|15
    Intelligence|10
    Wisdom|16
    Charisma|8
    [/table]
    First ability bonus goes to Constitution, and rest into Wisdom


    Spoiler: Taira no Moroie, Lawful Good Male Human Psychic Warrior 5 / Monk 2 / Psychic Warrior +2 / Fist Of The Forest 1 / Anointed Knight 10
    Show

    {table=head]Level|Class|Base Attack Bonus|Flurry of Blows|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features|AC Bonus|Unarmed Damage

    1st|Psychic Warrior 1|
    +0
    |
    -NA-
    |
    +2
    |
    +0
    |
    +0
    |Autohypnosis 4, Concentration 4, Craft (Alchemy) 4|Great Fortitude, Able Learner|Bonus Feat (Power Attack)|+0|1d3 (Subdual)

    2nd|Psychic Warrior 2|
    +1
    |
    -NA-
    |
    +3
    |
    +0
    |
    +0
    |Autohypnosis 5, Concentration 5, Craft (Alchemy) 5||Bonus Feat (Intuitive Attack)|+0|1d3 (Subdual)

    3rd|Psychic Warrior 3|
    +2
    |
    -NA-
    |
    +3
    |
    +1
    |
    +1
    |Knowledge (Nature) 3|Ancestral Weapon (Longspear)||+0|1d3 (Subdual)

    4th|Psychic Warrior 4|
    +3
    |
    -NA-
    |
    +4
    |
    +1
    |
    +1
    |Survival 3|||+0|1d3 (Subdual)

    5th|Psychic Warrior 5|
    +3
    |
    -NA-
    |
    +4
    |
    +1
    |
    +1
    |Survival 4, Knowledge (Nature) 4, Handle Animal 1||Bonus Feat (Weapon Focus (Longspear))|+0|1d3 (Subdual)

    6th|Monk 1|
    +3
    |
    +2/+2
    |
    +6
    |
    +3
    |
    +3
    |Handle Animal 4, Knowledge (Arcana) 2|Tashalatora|Flurry of Blows, Improved Unarmed Strike, AC Bonus(Wis), Bonus Feat (Monastic Training (Psychic Warrior))|+1+WIS|1d8

    7th|Monk 2|
    +4
    |
    +3/+3
    |
    +7
    |
    +4
    |
    +4
    |Knowledge (Arcana) 3, Spellcraft 3, Psicraft 1||Bonus Feat (Combat Expertise) Evasion|+1+WIS|1d8

    8th|Psychic Warrior 6|
    +5
    |
    +4/+4
    |
    +8
    |
    +5
    |
    +8
    |Psicraft 4|||+1+WIS|1d10

    9th|Psychic Warrior 7|
    +6/+1
    |
    +6/+6/+1
    |
    +8
    |
    +5
    |
    +5
    |Knowledge (Dungeoneering) 3|Serpent Strike||+1+WIS|1d10

    10th|Fist of the Forest 1|
    +7/+2
    |
    +7/+7/+2
    |
    +10
    |
    +7
    |
    +5
    |Knowledge (Local) 3||AC Bonus(Con), Fast Movement(+10ft), Feral Trance 1/day, Primal Living|+1+WIS+CON|2d6

    11th|Ancestral Knight 1|
    +8/+3
    |
    +8/+8/+3
    |
    +12
    |
    +7
    |
    +7
    |Knowledge (Religion) 3||Anoint Self (Holy Sight (Alertness))|+1+WIS+CON|2d6

    12th|Ancestral Knight 2|
    +9/+4
    |
    +9/+9/+4
    |
    +13
    |
    +7
    |
    +8
    |Knowledge (The Planes) 3|Knowledge Devotion|Anoint Ancestral Weapon (Good Weapon)|+1+WIS+CON|2d6

    13th|Ancestral Knight 3|
    +10/+5
    |
    +10/+10/+5
    |
    +13
    |
    +8
    |
    +8
    |Knowledge (Local) 4, Knowledge (Religion) 4, Knowledge (The Planes) 4||Bonus Feat (Blind Fight)|+1+WIS+CON|2d6

    14th|Ancestral Knight 4|
    +11/+6/+1
    |
    +11/+11/+6/+1
    |
    +14
    |
    +8
    |
    +9
    |Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4, Knowledge (Nature) 5||Anoint Self (Celestral Strategy (Combat Reflexes))|+1+WIS+CON|2d6

    15th|Ancestral Knight 5|
    +12/+7/+2
    |
    +12/+12/+7/+2
    |
    +14
    |
    +8
    |
    +9
    |Knowledge (Local) 5, Knowledge (Religion) 5, Knowledge (The Planes) 5|Practiced Manifester|Anoint Ancestral Weapon (Sunder Resistence)|+1+WIS+CON|2d6

    16th|Ancestral Knight 6|
    +13/+8/+3
    |
    +13/+13/+8/+3
    |
    +15
    |
    +9
    |
    +10
    |Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Nature) 6||Bonus Feat (Improved Trip)|+1+WIS+CON|2d6

    17th|Ancestral Knight 7|
    +14/+9/+4
    |
    +14/+14/+9/+4
    |
    +15
    |
    +9
    |
    +10
    |Knowledge (Local) 6, Knowledge (Religion) 6, Knowledge (The Planes) 6||Anoint Self (Unbroken Flesh DR3/-)|+1+WIS+CON|2d6

    18th|Ancestral Knight 8|
    +15/+10/+5
    |
    +15/+15/+10/+5
    |
    +16
    |
    +9
    |
    +11
    |Knowledge (Arcana) 6, Knowledge (Dungeoneering) 6, Knowledge (Nature) 7|Superior Unarmed Strike|Anoint Ancestral Weapon(Unicorns Blood)|+1+WIS+CON|2d8

    19th|Ancestral Knight 9|
    +16/+11/+6/+1
    |
    +16/+16/+11/+6/+1
    |
    +16
    |
    +10
    |
    +11
    |Knowledge (Local) 7, Knowledge (Religion) 7, Knowledge (The Planes) 7||Bonus Feat (Improved Disarm)|+1+WIS+CON|2d8

    20th|Ancestral Knight 10|
    +17/+12/+7/+2
    |
    +17/+17/+12/+7/+2
    |
    +17
    |
    +10
    |
    +12
    |Knowledge (Arcana) 7, Knowledge (Dungeoneering) 7, Knowledge (Nature) 8||Anoint Self (Divine Clarity (+1 Wis))|+1+WIS+CON|2d8[/table]

    Spoiler: Sources
    Show
    Able Learner, Races of Destiny, p150
    Intuitive Attack, Book of Exalted Deeds p44
    Monastic Training (Psychic Warrior), Eberron Campaign Setting p57
    Tashalatora, Secrets of Sarlona p119
    Serpent Strike, Eberron Campaign Setting p60
    Fist of the Forest, Complete Champion, p80
    Knowledge Devotion, Complete Champion p60
    Practiced Manifester, Complete Psionic p57
    Superior Unarmed Strike Tome of Battle p33



    Spoiler: Psionics
    Show

    {table=head]Level|Power Points/Day|Powers Known|Max Power level known|Power Learned

    1st|
    0
    |
    1
    |
    1st
    |
    Inertial Armor

    2nd|
    1
    |
    2
    |
    1st
    |
    Expansion

    3rd|
    3
    |
    3
    |
    1st
    |
    Precognition, Defensive

    4th|
    5
    |
    4
    |
    2nd
    |
    Hustle

    5th|
    7
    |
    5
    |
    2nd
    |
    Damp Power

    6th|
    7
    |
    5
    |
    2nd

    7th|
    7
    |
    5
    |
    2nd

    8th|
    11
    |
    6
    |
    2nd
    |
    Dimension Swap

    9th|
    15
    |
    7
    |
    3rd
    |
    Vamperic Blade
    [/table]

    Damp Power is from Complete Psionics, rest is from Expanded Psionics Handbook


    Spoiler: Ancestral Weapon
    Show

    Spoiler: Sources
    Show
    Scorpion (MIC, dislodged from Scorpion Kama, p201 cost +4,000g)
    Metaline (MiC p38, cost +2Bonus)
    Manifester (MiC p38, cost +12,000g)
    Powerleech (Lost Empires of Faerun, p151, cost +8,000g)
    Wounding (DMG, p226, cost +2bonus)
    Magebane (MiC p38, +1bonus)
    Flying (OA p125, +16,200g)
    Collision (MiC p31, +2bonus)
    Holy (DMG p224, +2bonus)
    Vanishing (MiC, p45, +8,000g)
    Prismatic Burst (MiC p40, +30,000g)
    Displacement (OA p124, +100,000g)



    Spoiler: Story
    Show

    The Beginning:

    Moroie of Clan Taira had always known that he was different, both because he always felt uncomfortable anywhere but the vast palace gardens of the Emperor which the clan paid vassalage towards and was appointed protectors of. But also because he felt ill looking at the luxurious decadence of the court, never being without the best of comfort, even the gardens which was where he felt most comfortable, had little in common with the nature, rather being inch perfect paths through inch perfect planting beds seperated by inch perfect hedges.

    Moroie wished himself back to simpler and more honest times, where things were what they appeared to be, and not dolled up with bells and whisles and not a honest natural thing between them. The only thing he found comfort in, in the unnatural world he was in, was the regular meditation exercises and weapon drills, which he felt focused on natural balance.

    Doing his meditation one day he suddenly found himself in a empty void with a small white light flickering softly, and he felt, more than knew, that it was something within him. After a few minutes of deliberations he floated towards it touching the light and suddenly he was back in the room he meditated in with a pale blue glow covering him, and he knew that this should be looked into deeper, but at the same time that he wouldn't be able to do it in this artificial palace, so he went to the armory and took his great grandfathers old Longspear and decided to abandon the opulent premises.

    5th level:

    Moroie had been wandering for two years now, and as his disappearence had caused a minor uproar in the capital, it had quickly died down and he had laid behind his former life, walking from village to village, sometimes without a goal in mind, sometime hiring himself out for smaller traders for protection on their travels through the rougher parts of the country, where banditry was getting increasingly common, only supporting Moroies thoughts that the decadent nature of the court had a negative influence on the rest of the country, which would make the ancestors cry. Still through, when wandering in the rural areas of the country he saw that the rural population were, by large, lawabiding and had a healthy respect for the nature and each other, so all might not be lost.

    Spoiler: Mechanics
    Show
    Still a rather standard Psionic Warrior, Tactics-wise he starts combat with expansion, and uses Hustle to get up close to his opponents, with Damp Power as needed to shut down the danger of going against casters


    10th level:

    The last few years had been interesting for both Moroie and the country. Moroie had succesfully helped defending a young initiate from the secluded Monastery of the Green Staff, which continuously traveled around in the great forests and mountains in the outer reaches of the country, that had been forgaging for food, but had blundered into a bandit nest laying in ambush on a trade road, and as thanks he was invited by the Grandmaster to keep them company and train with them and he stayed with them for two years, continuously trying to merge the teachings he learned with his use of his ancestral longspear, with the monks taking a keen interest in such a merger as well, with some of the more adventurous of them, tried learning themselves the same merger of skills between their traditional martial arts and the use of a spear.

    After learning that the Emperor had died doing a feast together with most of the court (depending on the rumors they heard it was from overindulgence of food and/or wine, or poisoning) and that there now was a civil war going on between different parties of an unclear succession, Moroie decided to leave the community to defend the civil population from the dangers of a collapsing government and any would-be tinpot despots setting up shop, and returning the country to the way of the ancestors

    Spoiler: Mechanics
    Show

    Done a bit of minor refluffing where needed to explain away the 'late' monk levels and the Fist of the Forest level (which in turn refluffs Guardians of the Green slightly). the two keystone feats of the build is also taken in this period of time being respectively Tashalatora and Serpent Strike, which makes Longspear usable doing flurry of blows, hence giving Moroie a good combo of Longspear when having reach (and 5ft step or Hustle to get it) and threatening both close with Unarmed strikes (Monk explicitly says that it doesn't have to be fists so its posible to do even while using a twohander), and reach with the Longspear.

    Also while doing this, the spear gains the Scorpion modifier (gotten by dismantling Scorpion Kama in MIC, and figuring out the cost from there), which makes it deal damage as the Moroies unarmed strike, and Metalline so he can (on a Knowledge check) learn about the opponents damage reduction so he can negate this. Lastly getting 7'th level of Psychic warrior gives Vampiric Weapon (which can be planted on either Unarmed strikes or Longspear as needed for the specific combat for some selfhealing if need be, while Dimension swap, can help you get into combat quickly if your opponents have a prisoner (say thugs surrounding a peasent)

    Lastly the death of the Emperor and the brewing civil war is used as a vehicle to 'get out' of completing Fist of the Forest or continuing with a Monk themed prestige class)


    20th level:
    The country was deteriorating badly, bandit encampments sprang up almost daily in all corners of the country, and incursions of raiding nomads was getting common, yet Moroie kept traveling around the country protecting whom he could, while praising and praying to the Ancestors of old to all that would listen and was soon known in rural folklore as 'Wanderer, Champion of the Ancestors'.

    Little was actually done, as one man could only do so much, but the people celebrated whenever he arrived to their settlement, safe in the knowledge that he would do the best for them.

    By now the country was split in 5 somewhat stable factions, one of them, to Moroies disgust, led by a cousin of his, whom, with the aid of arcane magic, had the gall to claim to be acting as a regent for the previous emperors infant nephew (whom's paternity and legality was questionable as well). From the day he learned of this he abandoned all acknowledgement of his living clan, praying for the ancestors to not look badly on him for the rest of the clans actings, and tried to reclaim the good name of the Clan by doing what was good and right whenever posible.
    Spoiler: Mechanics
    Show

    All of the last 10 levels is rather similar and frankly somewhat bland (but as its SI then) ... peak of the character is probably level 17, where he gets Unicorn blood, where his many attacks should be able to knock down the ability score for strength and constitution (Wounding) fairly quickly



    Spoiler: Equipment Wishlist
    Show

    Fanged Ring, Dragon Magic, p101

  7. - Top - End - #457
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Now, with even more gore!
    Quote Originally Posted by Fisty McBride
    FISTY MCBRIDE and JACKRABBIT SMEE, NG strongheart halfling dungeoncrasher fighter 6 / Warblade 2 / Bloodstorm blade 2 / Anointed Knight 10

    Spoiler: BACKGROUND
    Show

    Fisty McBride was once a young Halfling who lived in the Talenta Plains. He was never integrated into the Talenta society, and was thus perceived as a sort of outcast. Fisty hardly took notice, however, as he was always engrossed in thought, imagining a more exciting time and place than the static plains that surrounded him. Fisty had always wanted to be someone, someone better than the dinosaur riders or the explorers who ventured off into the Mournlands. He wanted to be a hero, a bastion of hope among the people of all the races. Little did he know how such an opportunity would arrive.

    Flash forward fifteen years. Fisty is atop a small hillock, constructing magnificent fantasies that he secretly knows will never be truly realized. It was here, in this state of hopeful denial that Fisty encountered his true destiny. It was here that Fisty encountered… RZA. Yes, RZA, as in the wu-tang clan guy. Y’see, in an alternate universe, Fisty was actually RZA’s great great-great-great-great-great-great-great-grandfather. RZA employed a secret halfling technology to travel through space in time in order to bestow upon Fisty a legendary weapon, an item of head-crushing, eye-popping, stomach-busting might: The iron fist. After realizing that this item was the only thing that could conceivably save the halfling race from annihilation in all conceivable realities, RZA heedlessly wrenched from his own forearm and plunged himself into the void in order to contact his ancestor.

    Once he had offered this mighty artifact to Fisty, RZA collapsed in exhaustion, as the interdimensional travel had greatly taxed his stamina. As he faded from view, Fisty began to realize the weight of the responsibility vested within him. Though there was a powerful effort to locate him, Fisty went undiscovered, and no one heard from him for many years.

    Despite Fisty’s apparent absence, there was widespread news of a mighty squad of superheroes known as the wu tang clan. Whether or not it was Fisty we will never know, yet this was undoubtedly the inception of the time-honored Eberron wu-tang clan, protectors of peace, justice, and the American way.


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

    1st|New Class Dungeonscrasher Fighter 1|
    +1
    |
    +3
    |
    +2
    |
    +0
    |Craft (Alchemy) 8 CC, Spellcraft 2 CC|Rapid Shot, Point Blank Shot, Throw Anything|None

    2nd| Dungeonscrasher Fighter 2|
    +2
    |
    +4
    |
    +2
    |
    +0
    |Spellcraft 2 CC, Craft (Alchemy) 2 CC|None|Dungeon Crasher +4d6 + (STRx2)

    3rd| Dungeonscrasher Fighter 3|
    +3
    |
    +4
    |
    +3
    |
    +1
    |Spell Craft 2 CC, Knowledge (arcana) 2 CC|Ancestral Relic|New Class Abilities

    4th| Dungeonscrasher Fighter 4|
    +4
    |
    +5
    |
    +3
    |
    +1
    |Knowledge (arcana) 2 CC|Rapid Shot|None

    5th| Dungeonscrasher Fighter 5|
    +5
    |
    +5
    |
    +3
    |
    +1
    |Knowledge (arcana) 2CC, Craft (Alchemy) 2 CC |None|None

    6th|Anointed Knight 1|
    +6
    |
    +7
    |
    +3
    |
    +3
    |Craft (Alchemy) 3|Power Attack| Anoint Self: Divine Clarity (CHA)


    7th|Anointed Knight 2|
    +7
    |
    +6
    |
    +4
    |
    +4
    |Craft (Alchemy) 1, Jump 2|None|Anoint Weapon: Sentience

    8th|Dungeoncrasher Fighter 6|
    +8
    |
    +12
    |
    +10
    |
    +10
    |Craft (Alchemy) 1, Jump 2|New Feats| Dungeons Crasher +8d6 + (STRx3)

    9th|Warblade|
    +9
    |
    +14
    |
    +10
    |
    +10
    |Balance 5, Craft (Alchemy) 1 |Boomerang Richochet|Battle Clarity (Reflex Saves), Weapon Aptitude

    10th|Anointed Knight 3|
    +10
    |
    +14
    |
    +11
    |
    +10
    |Craft (Alchemy) 1, Jump 3 |Combat Expertise|None

    11th| Anointed Knight 4|
    +11
    |
    +15
    |
    +11
    |
    +11
    |Craft (Alchemy) 1, Jump 3|None|Anoint Self: Inspired Strike

    12th| Anointed Knight 5|
    +12
    |
    +15
    |
    +11
    |
    +11
    |Craft (Alchemy) 1, Jump 3|Boomerang Daze|Anoint Ancestral Weapon: Impervious

    13th| Anointed Knight 6|
    +13
    |
    +16
    |
    +12
    |
    +12
    |Jump 3, Craft (Alchemy) 1|Improved Bull Rush|None

    14th| Anointed Knight 7|
    +14
    |
    +16
    |
    +12
    |
    +12
    |Jump 1, Craft (Alchemy) 1, Balance 2|None|Anoint Self: Deep Strike

    15th| Anointed Knight 8|
    +15
    |
    +22
    |
    +12
    |
    +16
    |Jump 1, Craft (Alchemy) 1, Balance 1, Tumble 1 |Knockback|Anoint Ancestral Weapon: Unicorn’s Blood

    16th| Anointed Knight 9|
    +16
    |
    +22
    |
    +13
    |
    +17
    |Jump 1, Craft (Alchemy) 1, Tumble 2|Improved Trip|None

    17th| Anointed Knight 10|
    +17
    |
    +22
    |
    +13
    |
    +18
    |Jump 1, Craft (Alchemy) 1, Tumble 2|None|Anoint Self: Celestial Strategy

    18th|Warblade 2|
    +18
    |
    +23
    |
    +13
    |
    +18
    |Jump 1, Craft (Alchemy) 1, Tumble 4|Shock Trooper|Uncanny Dodge

    19th|Bloodstorm Blade 1|
    +19
    |
    +25
    |
    +13
    |
    +18
    |Spot 6|None|Returning attacks

    20th|Bloodstorm Blade 2|
    +20
    |
    +26
    |
    +13
    |
    +18
    |Spot 6|None|Martial Throw Thundering Throw[/table]


    Spoiler: DETAILS
    Show
    Spoiler: LEVEL 5
    Show
    At this point, Fisty is kind of Confused, to be honest. He Could conceivably perform ranged attacks, but he could also be dungeoncrashing, albeit poorly. Quite frankly, if this build were to be played, I would not recommend beginning in the first five levels, simply because they are set up for level 7, which really showcases the secret ingredient.


    Spoiler: LEVEL 10
    Show
    Though the big trick of this build occurred at level 7, Fisty is most easily playable at about this level. He has just acquired Iron Heart Surge, which’ll mitigate a lot of the disadvantages to the secret ingredient. Essentially, this is the point at which the build really starts to pick up.


    Spoiler: LEVEL 20, LE SWEET SPOT
    Show
    IT seems pretty obvious this would be the ‘sweet spot’ but it really is thanks to the bloodstorm blade’s ability, thunderous throw. Let see what we can do just with our weapon. First, passage gives us plane shift 1/day, which can be used as utility, some sort of offense, or really whatever you’d like. Prismatic burst, though situational, was worth it, as it didn’t cost a bonus, so it just prismatic sprays the unlucky buggers you critical on. Magebane is great against arcane spellcasters, warning + Initiative gives a total of +7 initiative. Martial Discipline will always give us the +3, since we’ll be in punishing stance. With sizing, we can become colossal and get a +16 on special attacks (bull rush and others). Vicious is actually great, since we have a ton of HP. Doomwarding and exit wound are both great for extra attacks, and jumping helps us to bound over rooftops like a real superhero. Also, vanishing lets us teleport as a swift once per day, which is nice. Lets take a look at the actual character.

    Strength starts at 13 then is replaced by 8 when the swap occurs, and is boosted to 11 by stat increases from levels 12-20. Items bring this up to 22.

    Dexterity starts at 15, goes up to 16 in the swap (living construct adds 2 to dex).

    Constitution goes from 12 to 10 in the swap, then up to 16 at level 15

    Intelligence goes from 12 to 14 at 9.

    Wisdom goes from 10 to 16 at 15.

    Charisma starts at 18, goes up by 1 at 4, 6 (divine clarity), and 8, then up by 4 in the swap (template adds 4). Item at 12 brings it up another 6. This creates a total of 31.

    Final saves are +26/+18/+13

    HP is interesting, as each WSA adds +10 HP, so that gives Fisty +100 HP, then Impervious gives +50, so we have bonus HP equal to 150. Average HP from class levels and con is 5(10 anointed knight) + 5(4 fighter) + 6(2 warblade + 2 bloodstorm blade) + 11 (level 1 fighter) + 1(levels 2-5) + 3(15-20) = 70 + 24 + 33 = 127
    Hardness from the crystal and from each enhancement bonus gives effective DR 20/- to attacks that deal more than 20 damage.
    Total level 20 HP: 277
    Here is a lack of clarity: when I increase size, how does my strength change? I’ll provide numbers using the assumption it doesn’t and using the assumption it does by using the improving monsters page from the SRD


    To hit is +31 with slippers of battledancing, +8 if using fine form, -8 with colossal, +1 racial if throwing himself (he should be)

    Fisty can bullrush throw a single enemy 5 times (since he can throw himself), potentially up to 15 if you flush all inspired strike and doomwarding charges. Lets see how much damage that is.


    Each dungeoncrash deals 8d6 + 24. If you do it 5 times (full attack throw yourself) it deals 40d6 + 120 (+150 with strength change form colossal). Not tremendous for level 20, but you can go nove and deal 120d6 + 360 (+450 with strength change from colossal), which is a bit more respectable, at an average of 780 (870)

    Standard attacks will deal 4d6 + 10 (+14 with strength change), still not great, but goes up +1d6 with punishing stance. Also, thanks to boomerang ricochet (with aptitude), he can make 10 attacks, each one having the potential to do unicorn blood damage or stun (boomerang daze) with a DC of 20 + 5d6.

    Here’s the gem: use passage to create a portal then bull rush somebody with your +46 modifier at colossal form (an extra +3 with strength change). This is allowed, since the portal stays open for 1d4 rounds.

    Apart from this, trip is at +46 (+50), and you can use shock trooper to launch people in to any wall around.

    Now, I’ve been pumping Jump and Craft (Alchemy) for actual reasons. Firstly, since Fisty is a superhero, he needs to be able to leap across rooftops in a single bound. His modifier comes out to +23, with jumping, he can do +51, which should be enough to hop over certain abodes. Also, The Craft (Alchemy) allows Fisty to coat himself in drugs (such as Luhix, whose crafting DC he can hit on any roll) or positoxins, whix=ch he’ll need for undead. Either way, it is very useful to access higher-tier pseudo-poisons, and he ahs a +21 in it, so there aren’t many DC’s he WON’T make. Also, since he can become fine, he makes an excellent assassin, though not normally subtle. If your DM allows rule of cool, fly into someone’s ear and become colossal. Boom, ‘eadshot.

    Now lets look at Jackrabbit Smee. Smee normally wouldn’t be too great, but thanks to awesome die rolls by the chairman, He does have +10 intimidate, which is supplemented by a +10 item purchased later on (whenever, it doesn’t really matter). Smee also has access to hold person 3/day, which is also pretty cool. While Smee holds the badguys, Fisty takes ‘em out.




    Spoiler: LEVELS 6-7, OR THE SWAPPITY-SWITCH
    Show
    This is a little confusing, but here is how it goes. At level 3, Fisty puts the flying enhancement on his weapon. This causes it to be treated as an animated object. Next, Fisty has a powerful wizard cast polymorph any object on his gauntlet, making it into an animated object with the living construct subtype. This should last permanently (same kingdom, class, and size (tiny)). Then, upon reaching level 7, Fisty provides his weapon with sentience, which it already had, but the new intelligence replaces the old one from polymorph. Next, Fisty gets a psionic tattoo of astral seed from a shaper with the feat from this article. He activates it, and then gets another tattoo, this time with mind switch on it. He switches with his gauntlet, which is a living creature thanks to the living construct subtype. Unfortunately, this will not last forever, so what will Fisty do? Well, he has a tattoo of mind switch placed on the weapon in the astral seed crystal, then acquires a jack rabbit. Next, the weapon switches with the rabbit, and Fisty crushes the crystal, preventing reversion to the original state of things. Thus, all of Fisty’s Anoint weapon abilities will apply to HIM, which is pretty cool. Also, since he IS a weapon, sizing actually DOES work on him, unlike the haziness we see with the monk. Also, thanks to throw anything, he can throw himself. So there you are, the ascension of Jackrabbit Smee and Fisty McBride.














    Spoiler: List of Weapon special abilities
    Show


    +1 4th
    Flying (+1) 7rd
    Distance (+1) 9th
    Sizing (+5,000 GP) 10th
    Seeking (+1) 13th
    Exit Wound (+2) 14th
    Martial Discipline (Iron heart) ) (+1) 15th
    Warning (+1) 16th
    Vicious (+1) 17th
    Magebane (+1) 18th
    Doomwarding (+38,500 GP) 19th
    Everbright (+2,000 GP) 19th
    Jumping (+13,750 GP) 19th
    Initiative (+20,000 GP) 19th
    Passage (+32,400 GP) 20th
    Prismatic Burst (+30,000 GP) 20th
    Vanishing (+8,000 GP) 20th

    TOTAL VALUE: 354,150 GP



    Spoiler: GEAR LIST
    Show


    Greater crystal of adamant weaponry acquired at level 3

    Vest of Resistance +5 acquired at level 8

    Headband of Intellect +2 acquired at level 9

    Slippers of Battledancing acquired at level 11

    Charisma Item +6 acquired at level 12

    Constitution Item +6 acquired at level 15

    Wisdom Item +6 acquired at level 15

    Strength Item +6 acquired at level 16

    Tome of Gainful exercise +5 at level 20





    Spoiler: MANUEVERS AND STANCES
    Show

    {table=head][b]Maneuvers Known[b]|Maneuvers Readied|Stances Known

    4|3|1

    [/table]

    {table=head]Maneuvers (Last Maneuver gained at level 18)

    Iron Heart Surge

    Soaring Raptor Strike

    Steel wind

    White Raven Tactics

    [/table]

    STANCE: Punishing Stance

    NORMALLY PREPARED: Iron Heart Surge 3 times, just in case


    Spoiler: SOURCES
    Show

    -SRD
    -MIC
    -DMGII
    -Complete Arcane
    -Magic of Faerun
    -Complete Warrior
    -ToB: BoNS
    -Oriental Adventures
    -Mind's Eye: Getting Wired
    "The Art of Mastering Psionic Tattoos"
    -Eberron Campaign setting
    -races of Faerun

  8. - Top - End - #458
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    They'll be sleeping alright... sleeping with the fisheselves?
    Quote Originally Posted by Silent Knight
    The Silent Knight
    CG Goliath Barbarian 2/Cloistered Cleric 1/Crusader 3/Annointed Knight 8/Legacy Champion 5

    Silent Knight
    Holy Knight
    Not so calm
    Not so bright
    Spoiler
    Show
    32 Point Buy: 14 Str, 16 Dex, 12 Con, 10 Int, 8 Wis, 16 Cha
    After Adjustments for Goliath: 18 Str, 14 Dex, 14 Con, 10 Int, 8 Wis, 16 Cha
    Stat increases at levels 4 and 8 go to Cha. Increases at levels 12 and 16 go to Str.


    Barbarian so savage and wild
    Slays the evil so wicked and vile
    Sleep in heavenly peace
    Sleep in heavenly peace

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

    1st|Barbarian 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Craft (Alchemy) 4, Knowledge (Nature) 2, Knowledge (History) 2, Knowledge (Arcana) 2|Power Attack|Pounce (Spirit Lion Totem ACF), Whirling Frenzy

    2nd|Barbarian 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Craft (Alchemy) 5, Knowledge (Nature) 2, Knowledge (History) 2 , Knowledge (Arcana) 3 ½ |Improved Trip (Bonus)|Improved Trip (Wolf Totem variant)
    3rd|Cloistered Cleric 1|
    +5
    |
    +6
    |
    +1
    |
    +3
    | Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 3, Knowledge (Arcana) 4 ½, Spellcraft 3|Knowledge Devotion(Nature) (Bonus), Death Devotion (Bonus), Ancestral Relic|Turn Undead, Hunger Domain, Lore

    4th|Crusader 1|
    +3
    |
    +5
    |
    +0
    |
    +0
    | Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 4, Knowledge (Arcana) 5, Spellcraft 3, Collector of Stories|Ancestral Relic|Furious Counterstrike, Steely Resolve 5

    5th|Crusader 2|
    +4
    |
    +6
    |
    +0
    |
    +0
    | ]| Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 5, Knowledge (Arcana) 5, Knowledge (Religion) 2, Spellcraft 3, Collector of Stories |-|Indomitable Soul
    6th|Crusader 3|
    +5
    |
    +6
    |
    +1
    |
    +1
    | Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 4, Spellcraft 3, Collector of Stories |Knock-Down|Zealous Surge

    7th|Anointed Knight 1|
    +6
    |
    +8
    |
    +1
    |
    +5
    | Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 4, Knowledge (The Planes) 2, Spellcraft 3, Collector of Stories |Combat Reflexes (Bonus)|Anoint Self (Celestial Strategy)
    8th|Anointed Knight 2|
    +7
    |
    +9
    |
    +1
    |
    +7
    | Craft (Alchemy) 5, Knowledge (Nature) 3, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 4, Knowledge (The Planes) 2, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |-| Anoint Ancestral Weapon (Good Weapon)
    9th|Anointed Knight 3|
    +8
    |
    +9
    |
    +2
    |
    +7
    | Craft (Alchemy) 5, Knowledge (Nature) 4, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 4, Knowledge (The Planes) 2, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |Martial Stance (Thicket of Blades), Cleave (Bonus)| Bonus Feat

    10th|Anointed Knight 4|
    +9
    |
    +10
    |
    +2
    |
    +8
    | Craft (Alchemy) 5, Knowledge (Nature) 6, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 4, Knowledge (The Planes) 2, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |-|Anoint Self (wait until next level to apply the oil)
    11th|Anointed Knight 5|
    +10
    |
    +10
    |
    +2
    |
    +8
    | Craft (Alchemy) 5, Knowledge (Nature) 7, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 5, Knowledge (The Planes) 2, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |-|Apply oil from previous level’s Anoint Self (Call to Battle), Anoint Ancestral Weapon (Unicorn’s Blood)
    12th|Anointed Knight 6|
    +11
    |
    +11
    |
    +3
    |
    +9
    | Craft (Alchemy) 5, Knowledge (Nature) 7, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 5, Knowledge (The Planes) 4, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |Least Legacy, Great Cleave (Bonus)|Bonus Feat

    13th|Anointed Knight 7|
    +12
    |
    +11
    |
    +3
    |
    +9
    | Craft (Alchemy) 5, Knowledge (Nature) 8, Knowledge (History) 5, Knowledge (Arcana) 7, Knowledge (Religion) 5, Knowledge (The Planes) 5, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |-|Anoint Self (Inspired Strike)
    14th|Anointed Knight 8|
    +13
    |
    +12
    |
    +3
    |
    +10
    | Craft (Alchemy) 5, Knowledge (Nature) 8, Knowledge (History) 5, Knowledge (Arcana) 8, Knowledge (Religion) 6, Knowledge (The Planes) 5, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories |-|Anoint Ancestral Weapon (Sentience)
    15th|Legacy Champion 1|
    +13
    |
    +12
    |
    +3
    |
    +12
    | Craft (Alchemy) 5, Knowledge (Nature) 9, Knowledge (History) 5, Knowledge (Arcana) 9, Knowledge (Religion) 7, Knowledge (The Planes) 6, Knowledge (Dungeoneering) 1, Spellcraft 3, Collector of Stories | Divine Might| Reduced Ritual Cost (Lesser), Bond of Lore

    16th|Legacy Champion 2|
    +14
    |
    +12
    |
    +3
    |
    +13
    | Craft (Alchemy) 5, Knowledge (Nature) 10, Knowledge (History) 5, Knowledge (Arcana) 10, Knowledge (Religion) 8, Knowledge (The Planes) 6, Knowledge (Dungeoneering) 2, Spellcraft 3, Collector of Stories |-|Replace Legacy Ability (Least), +1 Crusader
    17th|Legacy Champion 3|
    +15
    |
    +13
    |
    +4
    |
    +13
    | Craft (Alchemy) 5, Knowledge (Nature) 10, Knowledge (History) 5, Knowledge (Arcana) 10, Knowledge (Religion) 8, Knowledge (The Planes) 7, Knowledge (Dungeoneering) 5, Spellcraft 3, Collector of Stories|-|Extra Legacy Ability Use (Least), +1 Crusader

    18th|Legacy Champion 4|
    +16
    |
    +13
    |
    +4
    |
    +14
    | Craft (Alchemy) 5, Knowledge (Nature) 11, Knowledge (History) 5, Knowledge (Arcana) 11, Knowledge (Religion) 8, Knowledge (The Planes) 8, Knowledge (Dungeoneering) 6, Spellcraft 3, Collector of Stories|Extra Rage, Lesser Legacy (Bonus)|Bonus Legacy Feat, +1 Crusader

    19th|Legacy Champion 5|
    +16
    |
    +13
    |
    +4
    |
    +14
    | Craft (Alchemy) 5, Knowledge (Nature) 11, Knowledge (History) 5, Knowledge (Arcana) 11, Knowledge (Religion) 9, Knowledge (The Planes) 9, Knowledge (Dungeoneering) 8, Spellcraft 3, Collector of Stories|-|Replace Legacy Ability (Lesser), +1 Crusader
    [/table]

    Maneuvers
    Spoiler
    Show
    {table=head]Character Level|Initiator Level|Maneuvers Known|Stances Known
    4th|
    2
    |
    Vanguard Strike, Leading the Attack, Douse the Flames, Crusader’s Strike, Stone Bones
    |
    Leading the Charge

    5th|
    3
    |
    -
    |
    Iron Guard’s Glare

    6th|
    4
    |
    Shield Block
    |
    -

    9th|
    6
    |
    -
    |
    Thicket of Blades

    16th|
    10
    |
    White Raven Tactics (Replaces Stone Bones)
    |
    -

    17th|
    12
    |
    Radiant Charge
    |
    -

    18th|
    13
    |
    Shield Counter (Replaces Crusader’s Strike)
    |
    -

    19th|
    15
    |
    White Raven Hammer
    |
    -
    [/table]*5(2) is the number of maneuvers readied from the 4th character level on.

    Ancestral Weapon
    Spoiler
    Show
    The enhancements on the Ancestral Weapon will get shuffled in and out over the course of the Silent Knight’s progression. Here is a list of useful enhancements to throw on once the necessary flat +1 is out of the way.
    Mouthpick (+1) – This is the most important property for the Ancestral Weapon to have. This allows you to use a Spiked Chain as your Ancestral Weapon, since Mouthpick weapons automatically grant proficiency. It also leaves hands free for shield use, including all those Exotic Shields that Anointed Knight grants proficiency in.
    Enervating (+2) and Souldrinking (+1) – Might seem a bit out of place on a good aligned weapon, but negative levels are a nice way to capitalize on all the attacks you get to make with the weapon, especially when they’re being stacked on top of those the weapon is already delivering through Death Devotion.
    Speed (+3) – More attacks are always good, especially when those attacks can lead to more attacks and every swing carries negative levels with it.
    Valorous (+1) – So long as you’ve got Pounce, boosting the damage output on your charges is a pretty good deal. It also makes a very nice placeholder for the points in your level progression when you can afford an extra +1, but can’t yet afford the full extra +3 or +4 for Speed or Souldrinking.
    Stunning Surge (+1) - More Cha synergy, and more debuffing/crowd control on your many attacks.

    Once the weapon gains Sentience at ECL 15, it will have 14 Int, 14 Wis, and a couple of Lesser Powers. Ideally those lesser powers will give it some ranks in perception skills, but even if they don’t, it gives you an extra roll for Spot and Listen checks. You can also start adding powers for it to use its actions on. Personally, I like the Greater Power of casting Haste on its owner 3/day (+16,000gp), because, as with the Speed enhancement, more attacks are better, and the Dedicated Power of casting Dimension Door on itself and its owner 3/day (+50,000gp), because tactical teleportation is going to be necessary to keep lockdown tripping and charging viable at high levels, and not having to spend your own actions on it is better still.

    The final version of the weapon at ECL 20 will be a +1 Intelligent Valorous Mouthpick Souldrinking Speed Spiked Chain with two Lesser Powers, the Greater Power to cast Haste on its owner 3/day, and the Dedicated Power to cast Dimension Door on itself and its wielder 3/day.

    Level Breakdown
    Spoiler
    Show
    Spoiler
    Show
    “Damned boy never had a lick of sense. Oh, I know, he’s a great warrior with the heart of a lion and the savagery of a wolf and all that, but I’ll tell ya, I did more damage ta my poor head more tryin’a teach the lad then anyone ever did ta theirs tryin’a kill ’im. They tried sendin’ the fool ta me fer trainin’ as a cleric if ya can believe that. No mind fer it at all. Spent tha whole time thinkin’ about food ’n’ fight’n’ far as I can tell. Ah well, ’e at least managed ta remember some o’ tha stories, ’n’ seems ta be getin’ somethin’ out of a few o’ tha basics.”
    - Eklun-paa, Priest of the Goliath village of Kalthum
    Character Levels 1-5: I know, I know, Goliath, Whirling Frenzy Spirit Lion Wolf Totem Barbarian and a Cloistered Cleric dip - Cloistered Cleric of an ideal no less, since all the deities I could find offering the Hunger Domain were evil. Ding my originality if you must, but people use these things for a reason. They work. We don’t get Travel Devotion, but we do pick up Death Devotion and a natural bite attack from the hunger domain. Throw on a few levels of Crusader, and we’re on our way. For the time being, we’re using a regular everyday reach weapon (I recommend a Longspear to deal extra damage when readying it against a charge) while the bite attack threatens adjacent squares. That Longspear probably can be your Ancestral Weapon by RAW without screwing anything up later on, since the wording of Ancestral Relic seems to be able to turn the item into any other magic item, but if your DM balks at this you can just have dear old grandad’s +1 Spiked Chain in your pack as a good luck charm or have it wait to be salvaged from the smoldering remains of his house or somesuch. In the meantime, just enjoy the Knock-down+Improved Trip combo with the added fun of negative levels sprinkled on top.

    Spoiler
    Show
    “I thought we were goners for sure.”
    “Yeah, me too. One of those horrible tentacled things was just about to get me when he came in and blocked it with his shield.”
    “Yeah, that was so cool! And then when he took them all on by himself!”
    “I know right?”
    “I hear he had their hides fashioned into some sort of armor. I bet he looks really ferocious and cool!”
    “Yeah, he’s dreamy. I love the strong silent types…”
    “I think he just didn’t talk because he was holding that chain in his mouth.”
    “Oh shut up. What do you know?”
    - Maria Dalston and Hanna Redflower of the human town of Felsten

    Character Levels 6-11: At character level 6 (ECL 7), just as the Silent Knight picks up the Ancestral Relic feat, he can afford a Large +1 Mouthpick Spiked Chain for an Ancestral Weapon. As I mentioned in the section devoted specifically to the weapon, the Mouthpick property will automatically grant proficiency in the weapon and allow it to be wielded in the Silent Knight’s mouth thanks to the bite attack granted by the Hunger Domain. Not a bad way to gain proficiency, and free hands let us make use of the Anointed Knight’s shield proficiencies. Character Level 9 adds Thicket of Blades to go along with Combat Reflexes and Cleave through Anointed Knight, meaning that enemies within the significant area threatened by the Spiked Chain are going to be having a rough go of it, especially once character level 11 comes along and they have to face the ravages of Unicorn Blood as well. As a little extra icing, the Anointed Knight’s proficiency with exotic armor allows the Silent Knight to use Tentacled Hide, a medium armor which gives a small but appreciated extra +2 to trip checks and has a max Dex bonus of +5, which is handy on a Combat Reflexes build.


    Spoiler
    Show
    “Honestly, I’ve no idea how he ever managed to get anywhere without me. Lad’s got a good heart, but he’s not the sharpest weapon in the armory. Then again, I suppose that’s what I’m here for. We work well together – he’s good at swinging pointy things, and I really am quite an excellent pointy thing if I do say so myself – but it’s a good thing he worked out how to make me sentient. I’m not sure how much longer he’d have survived with only his own wits to rely on.”
    - Spikesworth Chainington, Holy Ancestral Weapon of the Silent Knight, Ravager of Evil and Reaper of Wicked Souls

    Character Levels 12-15: High Cha allows us to pick up the capstone abilities of Anointed Knight without taking all 10 levels, which I would argue is as good a Use of Secret Ingredient as taking it all the way to completion. We lose out on one Anoint Self ability and one Bonus feat, but we’ve gotten the really big abilities. Inspired Strike gives us a free attack with which to deliver pain, negative levels, and unicorn blood 3/day or about 1/encounter unless there’s a need to go nova. Whether you really need an extra swing to knock that last enemy prone, or you just want to bring the pain to one that’s already on its back so you can finish it off and start Cleaving, Inspired Strike delivers. The Silent Knight’s Ancestral Weapon is now sentient (in fact it’s smarter and wiser than he is, with 14s in Int and Wis). If you feel like it, you can just let the thing do your talking for you and not bother taking it out of your mouth unless you need to eat or be particularly charismatic. And of course, that sentience will be good for other things as well as we gain the capacity to pour more money into the thing at higher levels. Unfortunately, the prerequisite feat for Legacy Champion delays Divine Might a few levels, but by ECL 16, that’s online as well to help get some more Cha synergy and keep damage up.

    Spoiler
    Show
    “After a lifetime of glory in battle, my legacy has surpassed those of the great ancestors whose stories I grew up on. Now, my life is at its end, and soon, a new generation of warriors will come forth into the world, and the stories of my deeds shall be inspiration for the heroes who will arise from their ranks. If you are equal to the challenge, enter to claim the inheritance which patiently awaits you here. Carry it back into the world and carry on its tale, for it is bored and somewhat lonely here in this old grave.”
    - Inscription outside the mountain cave where the tomb of the Silent Knight. It is believed to have been written by the warrior himself, though various corrections and additions have been scratched into the rock, and it is believed that Spikesworth did some proofreading.

    Character Levels 16-19: I know, using Legacy Champion to accelerate IL is known cheese. I was just going to throw on more Crusader, but that incurred multiclass penalties, and this really was a good fit thematically. And, yes, getting White Raven Hammer and earlier access to Shield Counter is nice too. With Powerful Build and both hands free to use a shield, you can use a large shield (or possibly even a huge one wielded in two hands, ask your DM), meaning that you have additional reach on your shield bashes and can use both hands for more power (since a heavy shield counts as a one handed melee weapon when used for bashing). If anyone manages to get through your AoO area without getting planted on their butt and gets even remotely close to melee range of you, you can shield bash them as an Immediate Action, triggering Knock-down and (assuming the trip is successful) Improved Trip, for a Negative Level and Unicorn Blood carrying attack from the chain in your mouth. If they do manage to not get tripped or get up once they’ve been knocked prone, they automatically miss on their next attack. Outside of maneuvers, we pick up Extra Rage as our 18th level feat, meaning that the extra attacks and Reflex Save bonuses from Whirling Frenzy last through the adventuring day and 16 BAB for a fourth iterative.


    Adaptation
    Spoiler
    Show
    If your DM doesn’t let you wait a level to apply the Anoint Self oil to get a high enough class level+Cha mod for Call to Battle, take Unbroken Flesh instead.

    If LA Buyoff is allowed, a level of Swordsage or Warblade tacked onto the end for more maneuvers would be a great addition to the build.

    If flaws are allowed, take Extra Rage and Travel Devotion at first level. The final feat can either be another Extra Rage or Martial Study (Castigating Strike).

    Weapons of Legacy talks about getting the Least Legacy feat for free when an item of yours does something warranting it gaining a legacy. I thought it’d be poor form to just assume this, but if your DM lets you do it, it would work out very nicely. It means you can take Divine Might earlier, and can get the Least Legacy feat while your Ancestral Weapon is still a lowly enough magic item to be an appropriate choice for gaining a legacy. As it is, you’ll have to use your shield or armor or something.


    Sources
    Spoiler
    Show
    Complete Champion: Spirit Lion Totem Barbarian
    Deities and Demigods: Knock-down
    Complete Divine: Knowledge Devotion, Divine Might
    Tome of Battle: Crusader, maneuvers, Martial Stance
    Weapons of Legacy: Legacy Champion, Legacy Feats
    Lords of Madness: Mouthpick enhancement
    Unapproachable East: Valorous Enhancement
    Magic Item Compendium: Other weapon enhancements apart from Speed (SRD).
    Dungeon Master's Guide: Sentient Weapon powers.
    Everything else should be in BoED or the SRD.

  9. - Top - End - #459
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    I've got a joke about drow females and chains, but since it's the holidays, I'll spare you guys.
    Quote Originally Posted by Sar'Patthh
    Sar'Patthh; Drow Duskblade 5/War Mind 5/Anointed Knight 8

    The Drow of Xen'drik are hardened breed. Sar'Patthh is no such exception. Like many others, in her youth she was trained in the ways of utilising her natural talents for magic – channelling them through the traditional weapons of the Drow-kin to stop the enemy in their tracks, before destroying them in vast scything sweeps of her weapons.

    As she grew older, however, she began to find a higher calling in life after finding an excerpt of the Tallaraic Texts; attempting to decipher them got her nowhere on her own skills, so she set out, questing to find the answer to its secrets.

    Vast dangers awaited her, but by skill and luck, she found one of the ancient Tallaraic Order; after passing challenge after challenge, she was allowed to enter the order and receive formal training.

    She was not a fast student. Indeed she was one of the slowest, but her persistence was extraordinary; failure to succeed drover her on and on; until she became one with her blade. With but a single touch of her weapon, she could cause a creature to weaken and visibly wilt, its lifeforce sapped and drained by the exquisitely powerful blows, swung with the accuracy of one guided by destiny itself...

    What that destiny is however, is still to be determined...

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

    3rd|Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Concentration 2, Craft (Alchemy) 4, K. History 2, K. Psionics 4, K. Arcana 4, Spellcraft 4|Hidden Talent|Arcane Attunement, Armoured Mage (Light)

    4th|Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Concentration 3, Craft (Alchemy) 5, K. History 2, K. Psionics 5, K. Arcana 5, Spellcraft 5|Combat Casting|

    5th|Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Concentration 4, Craft (Alchemy) 6, K. History 2, K. Psionics 6, K. Arcana 6, Spellcraft 6|Drow Skirmisher|Arcane Channeling

    6th|Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Concentration 6, Craft (Alchemy) 6, K. History 2, K. Psionics 7, K. Arcana 7, Spellcraft 7||Arcane Mage (Medium)

    7th|Duskblade 5|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Concentration 8, Craft (Alchemy) 6, K. History 2, K. Psionics 8, K. Arcana 8, Spellcraft 8||Quick Cast 1/day

    8th|War Mind 1|
    +6
    |
    +6
    |
    +3
    |
    +4
    |Concentration 9, Craft (Alchemy) 6, K. History 2, K. Psionics 9, K. Arcana 9 cc, Spellcraft 8|Drow Scorpion Warrior|Chain of Personal Superiority +2

    9th|War Mind 2|
    +7
    |
    +7
    |
    +4
    |
    +4
    |Concentration 10, Craft (Alchemy) 6, K. History 2, K. Psionics 10, K. Arcana 10 cc, Spellcraft 8||Chain of Defensive Posture +2

    10th|War Mind 3|
    +8
    |
    +7
    |
    +4
    |
    +5
    |Concentration 11, Craft (Alchemy) 6, K. History 2, K. Psionics 11, K. Arcana 11 cc, Spellcraft 8||Enduring Body (DR 1/-)

    11th|War Mind 4|
    +9
    |
    +8
    |
    +5
    |
    +5
    |Concentration 12, Craft (Alchemy) 6, K. History 2, K. Psionics 12, K. Arcana 12 cc, Spellcraft 8|Ancestral Weapon|

    12th|Anointed Knight 1|
    +10
    |
    +10
    |
    +5
    |
    +7
    |Concentration 13, Craft (Alchemy) 6, K. History 2, K. Psionics 12.5, (cc) K. Arcana 13, Spellcraft 9||Anoint Self (Alertness)

    13th|Anointed Knight 2|
    +11
    |
    +11
    |
    +5
    |
    +8
    |Concentration 14, Craft (Alchemy) 6, K. History 2, K. Psionics 13, (cc) K. Arcana 14, Spellcraft 10||Anoint Ancestral Weapon (Good Weapon)

    14th|Anointed Knight 3|
    +12
    |
    +11
    |
    +6
    |
    +8
    |Concentration 15, Craft (Alchemy) 6, K. History 2, K. Psionics 13.5, (cc) K. Arcana 15, Spellcraft 11|Boomerang Daze, Combat Expertise|

    15th|Anointed Knight 4|
    +13
    |
    +12
    |
    +6
    |
    +9
    |Skills||Anoint Self (Combat Reflexes)

    16th|Anointed Knight 5|
    +14
    |
    +12
    |
    +6
    |
    +9
    |Skills||Anoint Ancestral Weapon (Unicorns Blood)

    17th|Anointed Knight 6|
    +15
    |
    +13
    |
    +7
    |
    +10
    |Skills|Hold the Line, Improved Trip|

    18th|Anointed Knight 7|
    +16
    |
    +13
    |
    +7
    |
    +10
    |Skills||Anoint Self (Deep Strike)

    19th|Anointed Knight 8|
    +17
    |
    +14
    |
    +7
    |
    +11
    |Skills||Anoint Ancestral Weapon (Sentience)

    20th|War Mind 5|
    +18
    |
    +14
    |
    +7
    |
    +11
    |Skills|Stand Still|Sweeping Strike[/table]

    Ability Scores
    Str; 14
    Dex; 14+2 = 16
    Con; 14-2 = 16
    Int; 14+2 = 16, Advance ECL 6, 18 = 18
    Wis; 12
    Cha; 12+2 = 14 Advance ECL 10, 14 = 16

    Duskblade Spells Known
    ECL3; Touch of Fatigue, Disrupt Undead, Ray of Frost, Acid Splash, True Strike, Obscuring Mist, Magic Weapon
    ECL4; Color Spray
    ECL5; Shocking Grasp
    ECL6; Bigby's Tripping Hand
    ECL7; Ghoul Touch, Spider Climb

    Psychic Warrior Powers Known; from War Mind
    ECL8 – Expansion
    ECL9 – Call Item
    ECL 11 – Psionic Lion's Charge
    ECL 3 –*Hidden Talent; Dimension Hop

    Build Write Up
    ECL3-5
    Spoiler
    Show
    Obviously this is the weakest part in the build; my LA being a royal PITA; however, right away, I become useful to the party; Magic Weapon, lots of SLA's from my race, Hidden Talent lets me Teleport where I want to go. I have a ton of spells to use, depending on what the party is facing, ranging from Battlefield Control to direct damage. Sadly, the spell-list of the Duskblade leaves a bit to be desired for poor utility, but many of the choice ones I believe I have taken. While my DC is not so high as a properly empowered Wizard, say, it is decent enough job that it is not a waste if I'm unusually placed in the party. When ECL5 comes along, my ability to channel spells like Touch of Fatigue into my attacks make me a fairly decent threat to enemies. My skill list as well provides utility; whether it be in esoteric knowledges or the ability to craft alchemical items or poisons during down time (due to Eberron's “grey” alignment outlook, this means that poisons are not as inherently evil as they are in a Core game) provides at the very least some additional funds or something different for the party to do; perhaps give the party wizard something different to throw when his spells run out.


    ECL6-10
    Spoiler
    Show
    Studying under the powers of another War Mind (using the d20srd version), my spell progression admittedly slows (well, stops, actually), in exchange for further access to the Psy-war's power list and some powerful abilities; INSIGHT bonuses to strength (as well as Expansion); so stacking with Enhancement bonuses if they're available, damage reduction, and a quick boost to my AC if in dire need, he becomes a bit more durable and damaging in combat. Call Item turns me into Macguyver-lite (especially in conjunction with PP boosters, like Manifester Arrows etc). The build hasn't yet hit the high point however.

    Feats provide me with access to my Scorpion Chain usage (Spiked Chain that deals slashing damage)


    ECL11-15
    Spoiler
    Show

    This is where things begin to take off. With Ancestral Weapon coming online, I'm now guaranteed the abilities I want. Sizing allows it to keep to the correct size while Aptitude lets me apply all of my weapon focused feats to it; namely Boomerang Daze; in conjunction with Drow Scorpion Warrior, whenever I deal critical hits with the chain, I can cause a target to take reduced save Save-or-Daze. This forms the basis of my tactics in battle; full attack pouncing charges which cause Status effects, or using spells in a similar manner whenever I wish to target a particular foe. Although later than what a normal chain gun tripper build would do, I begin getting the feats involved with creating an effective tripper. Unicorn's Blood means that it's a very nice for dealing additional Strength damage in addition to Con damage, disabling enemies.

    Incidentally, many treasures in the lost lands of Xen'drik are things like Magical Locations or lost temples etc. I can sacrifice this hard to carry treasure for the weapon.


    ECL16-20
    Spoiler
    Show

    This is finishing off the build; Sentience within the weapon allows me to trigger abilities like Whirling or Sudden Stunning off its own accord, while War Mind's Sweeping Strike gives me the ability to take down a couple of foes; combined with Channel spell letting me place Touch attacks into it and affecting 2 targets, I can effective paralyse two foes at once, with things like Ghoul Touch; which if they fail are still likely Dazed or taking damage from. Dimension Hop allows me to move those 10ft, and still threaten the area, and make a full attack.

    At this level as well, thanks to my Manifester level reaching 5, with the addition of an Orange Prism Ioun Stone, this allows me to Expand into Huge size for 30ft reach.


    Weapon Enchantments
    +1 Drow Scorpion Chain with Aptitude and Sizing; this is gained via the Ancestral Relic feat for the weapon and the ability itself. Aptitude lets me apply Boomerang Daze to the Scorpion Chain. Another ability that would be nice to pick up is “Whirling” which lets me make such an attack to maximise the number of people I can hit.
    Orange Ioun Stone; this increase my Manifester Level on my Psionic Powers to 6; this allows me to augment my Expansion power to gain +2 Size categories which is useful for a reach build.

    As the build is focused on being a tripper, and area of effect debuffer, stuff like Prismatic Burst, Sudden Stunning, etc all work in my favour. I ran out of time to properly identify which abilities I'd runs on the weapon. However, I'd like to make special note of the 3.0 book A+EG to add to the weapon access to feats I don't even meet the prerequisites for provided I pay for the cost of the prerequisites in the item price. While this in a high OP game can lead to stupid things like Epic Spellcasting, it will most likely be used to pick up many of the Complete Warrior “Save or X's”, like Three Mountains etc, all of which work thanks to Aptitude Weapon. My favourite use would be using Bind Vestige, Improved Bind Vestige and Boomerang Ricochet in combination with Sweeping Strike to inflict a possible 4 dazes with a single sweep.

    Alternatively, I can use it to pick up “Extra Spell”; or “Expanded Knowledge”. As a Duskblade Extra Spell is FANTASTIC if the DM rules that it can be used to pick up Spells not off your spell-list, and Practised Manifester or Spellcaster is always helpful for spells. None of these are assumed in the build however.

    The way that the Ancestral Weapon feat works means that each time I improve it, I can change the abilities given enough time.

    Other options
    Although Drow is a notoriously “underpowered” race for the purposes of LA, and there is a savage progression of the class; not all DM's approve of it. However, it is an option for DM's who approve of it, allowing me to play it from Level 1. If I want to be “cheesy” and abuse a probably oversight from within the rules, it theoretically gives me another two levels to play with; likely progressing War Mind for the additional power and the bonuses to Strength and Constitution, or levels in fighter for the ability to get Ricochet. Alternatively, Level Adjustment buy off works in a similar manner. The options are there, but the build functions without them.

    Sources
    Duskblade; PHB2
    War Mind, Hidden Talent; XPH (and SRD for War Mind is available; while Hidden Talent can be swapped for Wild Talent, not much is lost in the build otherwise).
    Anointed Knight, Ancestral Weapon; BoED
    Drow Skirmisher, Scorpion Warrior; Secrets of Xen'drik

  10. - Top - End - #460
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Forget the Million Dollar Man
    Quote Originally Posted by Edward
    Edward

    Background
    Spoiler
    Show

    Background

    Edward and his brother Alphonse were born just 15 months apart. Thier father was a man known for great alchemic talent. The boys soon showed they had inherieted
    thier fathers skill. Edward's keen intellect was always an asset in his studies of the alchemical arts. Edward's "sense" for alchemy along with his uncanny intuition
    sometimes lead to discoveries through methods most of his peers would never have thought possible. It was his goal to somehow find an answer to bring back that which
    was lost to him, something he and his brother were determined to recover by any means nessessarry.
    One day an unfortunate accident in the lab brought terrible dispair and agony. An experiment trapped the soul of his brother within the only relic left from their
    father. A magnificent anceint blade with a single black sapphire gem near the hilt that had been handed down in thier family for many years. THe accident also damaged
    Edwards right arm and left leg. Now grief striken Edward left the place where he had worked for many years, burning it to the ground before leaving. He vowed to find
    a way to save his brother from that which held him and make him whole once again.
    Edward Spent a considerable amount of time crafting and infuseing spells within the blade in attempt to free his brother. But he soon realized he couldnt do it on his
    own, that he would need more training and understanding to achieve his goal. Edward turned to a friend of his father for help. Under the guidance of his new mentor,
    he soared through the testing and, at age 15, became the youngest ever certified. While training and learning these new arts, Edward found that he could also use
    these skills to anoint not only himself but his ancestral weapon. He took oaths of service in hopes that somehow this could aide his cause and give him access to more
    information, knowledge and the wide world to search. While ever hopefull of finding a way to release his brother.
    Many now recognize him for the armor he weares only over his right arm and left leg and the red cloak he is never seen without.



    Racial
    Spoiler
    Show

    Catfolk
    +4 Dex +2 Cha
    speed is 40 feet
    Low-Light Vision
    +2 racial bonus on Listen and Move Silently checks.
    +1 natural armor bonus.
    Automatic Languages: Common, Feline.
    Bonus Languages: Draconic, Gnoll, Sylvan.
    +1 level adjustment


    Abilities
    Spoiler
    Show
    Abilities

    Racial abilities
    Dex +4 Cha +2

    32 Point Buy
    Str 10, Dex 12, Con 10, Int 14, Wis 10, Cha 18

    lvl 4 +1 cha
    lvl 8 +1 cha
    lvl 9 +1 int from Anointed Knight
    lvl 12 +1 int
    lvl 16 +1 str
    lvl 20 +1 str

    Level 20 abilities
    Str 12, Dex 16, Con 10, Int 16, Wis 10, Cha 22


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

    1st|
    Catfolk Level Adjustment
    |-|-|-|-|-|Martial Weapon Proficiency (Short Sword)|-

    2nd|
    Artificer
    |0|0|0|2|Concentration 4, Craft (Alchemy) 4, Knowledge (Arcana) 4, Knowledge (Arc/Eng) 4, Spellcraft 4, Use Magic Device 4|-|artificer knowledge, artisan bonus, disable trap, item creation, scribe scroll

    3rd|
    Artificer
    |1|0|0|3|Concentration 5, Craft (Alchemy) 5, Knowledge (Arcana) 5, Knowledge (Arc/Eng) 5, Spellcraft 5, Use Magic Device 5|Ancestral Relic|brew potion

    4th|
    Artificer
    |2|1|1|3|Concentration 6, Craft (Alchemy) 6, Knowledge (Arcana) 6, Knowledge (Arc/Eng) 6, Spellcraft 6, Use Magic Device 6|-|craft wonderous item

    5th|
    Artificer
    |3|1|1|4|Concentration 7, Craft (Alchemy) 7, Knowledge (Arcana) 7, Knowledge (Arc/Eng) 7, Spellcraft 7, Use Magic Device 7|extraordinary artisan|craft humuncules, bonus feat

    6th|
    Artificer
    |3|1|1|4|Concentration 8, Craft (Alchemy) 8, Knowledge (Arcana) 8, Knowledge (Arc/Eng) 8, Spellcraft 8, Use Magic Device 8|weapon focus (Short Sword)|craft arms and armor, retain essence

    7th|
    Artificer
    |4|2|2|5|Concentration 9, Craft (Alchemy) 9, Knowledge (Arcana) 9, Knowledge (Arc/Eng) 9, Spellcraft 9, Use Magic Device 9|-|metamagic spell trigger

    8th|
    Artificer
    |5|2|2|5|Concentration 10, Craft (Alchemy) 10, Knowledge (Arcana) 10, Knowledge (Arc/Eng) 10, Spellcraft 10, Use Magic Device 10|-|craft wand

    9th|
    Anointed Knight
    |6|4|2|7|Concentration 11, Craft (Alchemy) 11, Knowledge (Arcana) 11, Knowledge (The Planes) 1, Spellcraft 11|Improved Homunculus |Anoint self, Divine Clarity: Int +1

    10th|
    Artificer
    |7|4|2|8|Concentration 12, Craft (Alchemy) 12, Knowledge (Arcana) 12, Spellcraft 12, Knowledge (Arc/Eng) 11, Use Magic Device 11| Legendary artisan|bonus feat

    11th|
    Artificer
    |7|5|3|8|Concentration 13, Craft (Alchemy) 13, Knowledge (Arcana) 13, Spellcraft 13, Knowledge (Arc/Eng) 12, Use Magic Device 12|-|craft rod

    12th|
    Artificer
    |8|5|3|9|Concentration 14, Craft (Alchemy) 14, Knowledge (Arcana) 14, Spellcraft 14, Knowledge (Arc/Eng) 13, Use Magic Device 14|Bind Elemental|-

    13th|
    Artificer
    |9|5|3|9|Concentration 15, Craft (Alchemy) 15, Knowledge (Arcana) 15, Spellcraft 15, Knowledge (Arc/Eng) 15, Use Magic Device 15|-|metamagic spell completion

    14th|
    Artificer
    |10|6|4|10|Concentration 15, Craft (Alchemy) 15, Knowledge (Arcana) 15, Spellcraft 15, Knowledge (Arc/Eng) 15, Use Magic Device 15 Attune Magic Weapon|craft staff, bonus feat

    15th|
    Artificer
    |10|6|4|10|Concentration 16, Craft (Alchemy) 16, Knowledge (Arcana) 16, Spellcraft 16, Knowledge (Arc/Eng) 16, Use Magic Device 16, Knowledge (The Planes) 2|Extra Rings|skill mastery

    16th|
    Artificer
    |11|6|4|11|Concentration 17, Craft (Alchemy) 17, Knowledge (Arcana) 17, Spellcraft 17, Knowledge (Arc/Eng) 17, Use Magic Device 17, Knowledge (The Planes) 3|-|forge ring

    17th|
    Anointed Knight
    |12|7|4|12|Concentration 18, Craft (Alchemy) 18, Knowledge (Arcana) 18, Spellcraft 18, Knowledge (the planes) 4|-|Anoint ancestral weapon - Unicorn’s Blood

    18th|
    Anointed Knight
    |13|7|5|12|Concentration 19, Craft (Alchemy) 19, Knowledge (Arcana) 19, Spellcraft 19, Knowledge (the planes) 5|Etch Schema, Sanctify Martial Strike|Bonus feat

    19th|
    Anointed Knight
    |14|8|5|13|Concentration 20, Craft (Alchemy) 20, Knowledge (Arcana) 20, Spellcraft 20, Knowledge (the planes) 6|-|Anoint self Inspired Strike

    20th|
    Anointed Knight
    |15|8|5|13|Concentration 21, Craft (Alchemy) 21, Knowledge (Arcana) 21, Spellcraft 21, Knowledge (the planes) 7|-|Anoint ancestral weapon - Sentience
    [/table]


    Level Breakdown
    Spoiler
    Show

    Level Breakdown & Use of the Secret Ingredient
    explanation of what the character is about or doing during these levels
    Level 5: THe young Edward is studing under his father to learn the alchemic skills as well as basic combat. He enjoys crafting basic magic items as well as dolls and
    toys for other children in the village.

    Level 15: Edward is a very skilled alchemist and turnes to a new path. His fathers friend starts training him as an annointed knight.

    Level 20: Edward takes the skills and ablities from his mentor that he feels would best aid him on his quest. Once he learns enough, he leaves and goes into the world to search and aid those he finds on the way.

    Relic
    Anointed Ancestral Relic (Thinaun Short Sword of Soul Binding)- Value 355,310 gp
    Name: Alphonse

    +4 Weapon Bonus, Holy +2 bonus, Speed +3 bonus
    +9 Sword, short 162,310 gp
    Thinaun - 10,000 gp
    Soul Bind - Use-activated or continuous <9x17x2000/2= 153,000 gp>
    Black Sapphire Gem - 30,000 gp

    Sentience:
    Int 14, Wis 10, Cha 14
    gains the power of speech
    120-ft. vision and hearing
    lesser power: Continual Deathwatch
    lesser power: Detect Magic at will


    Craft Researve at 14th level 1,200

    MINOR SCHEMAS
    Infusion Level Price
    1st level 400 gp
    2nd level 2,400 gp
    3rd level 6,000 gp
    4th level 11,200 gp
    5th level 18,000 gp
    6th level 26,400 gp


    Infusions per Day
    Spoiler
    Show

    Infusions per Day (does not include bonus Infusions for high Int)
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

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

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

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

    6th|3|3|1|-|-|-|-|-|-

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Infusions
    Spoiler
    Show

    Infusions

    1st Level
    Armor Enhancement, Lesser(Eb p109)
    Energy Alteration(Eb p111)
    Enhancement Alteration(Eb p111)
    Identify(PH p243)
    Inflict Light Damage(Eb p112)
    Light(PH p248)
    Magic Stone(PH p251)
    Magic Vestment(PH p251)
    Magic Weapon(PH p251)
    Repair Light Damage(CArc p120)(Eb p114)
    Resistance Item(Eb p114)
    Shield of Faith(PH p278)
    Skill Enhancement(Eb p115)
    Spell Storing Item(Eb p115)
    Weapon Augmentation, Personal(Eb p117)

    2nd Level
    Align Weapon(PH p197)
    Armor Enhancement(Eb p108)
    Bear’s Endurance(PH p203)
    Bull’s Strength(PH p207)
    Cat’s Grace(PH p208)
    Chill Metal(PH p209)
    Eagle’s Splendor(PH p225)
    Fox’s Cunning(PH p233)
    Heat Metal(PH p239)
    Inflict Moderate Damage(Eb p113)
    Owl’s Wisdom(PH p259)
    Repair Moderate Damage(CArc p120)(Eb p114)
    Toughen Construct(Eb p114)
    Weapon Augmentation, Lesser(Eb p117)

    3rd Level
    Armor Enhancement, Greater(Eb p109)
    Construct Energy Ward(Eb p109)
    Inflict Serious Damage(Eb p113)
    Magic Weapon, Greater(PH p251)
    Metamagic Item(Eb p113)
    Power Surge(Eb p114)
    Repair Serious Damage(CArc p120)(Eb p114)
    Stone Construct(Eb p116)
    Suppress Requirement(Eb p116)

    4th Level
    Construct Energy Ward, Greater(Eb p109)
    Globe of Invulnerability, Lesser(PH p236)
    Inflict Critical Damage(Eb p113)
    Iron Construct(Eb p113)
    Item Alteration(Eb p113)
    Minor Creation(PH p253)
    Repair Critical Damage(CArc p120)(Eb p114)
    Rusting Grasp(PH p273)
    Shield of Faith, Legion’s(Eb p115)
    Weapon Augmentation(Eb p117)

    5th Level
    Disrupting Weapon(PH p223)
    Fabricate(PH p229)
    Major Creation(PH p252)
    Wall of Force(PH p298)
    Wall of Stone(PH p299)

    6th Level
    Blade Barrier(PH p205)
    Disable Construct(Eb p111)
    Globe of Invulnerability(PH p236)
    Hardening(MoF p99)(D&D p216)(Eb p112)
    Move Earth(PH p257)
    Total Repair(Eb p116)
    Wall of Iron(PH p299)
    Weapon Augmentation, Greater(Eb p117)


    Sources
    Spoiler
    Show

    Sources

    (RotW p92)
    (Eb p29, 47, 103-104)
    (BoED p39, 49)
    (MoE p49)
    (PH p97)
    (CW p136)


  11. - Top - End - #461
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Progress versus Tradition - who wins?
    Quote Originally Posted by Akodo Shokuno
    Akodo Shokuno

    ““There is no time for men to grow old in.”

    Others may say “Make hay while the sun shines”. My father, spirits rest him, never said that; what did he know about making hay? He believed in working when you could, and doing what was necessary. He developed an evil, so that the good may live. I follow his philosophy, as it is down to him that I hold my status in this esteemed court, and so that I do not shame him, I follow his teachings. I bring to you the latest of our inventions, noble leaders, so that you may fight a harder fight in the war against the foul creatures of Fu Leng. The Shadowlands Oni have no defence our newly improved crossbows. Although our esteemed Samurai have no desire, and rightly so, in engaging with these weapons, preferring instead those vaunted weapons of our forefathers, the bow, daisho and lance, I desire that the future is one in which mine own forefather adds his own invention to our armies. I humbly ask that you consider these weapons to be useful tools.”

    Having made his declaration the aging general sank into a kneeling position, his moustache and beard sweeping in an immense lions mane that stretched to his breast. Unlike the others within the Emperor's council chamber, his body was not one corded with muscle like the Crab's Daimyo, neither was it tattooed or embellished like the Dragon's. Only the Scorpions was similar, but his could mirror the appearances at first glance, beard and all. The general addressing the council chamber was Akodo Shokonu, an honourary general of the Lion Clan, and sponsored by his very own Daimyo. The discussion had begun...



    The tone was growing heated. Arguments were flying back and forth; ranging to the traditional and cultural complaints, to those which were verging on the insulting, something courtly etiquette utterly forbade; including those suggesting that Akodo Shokonu was profiteering from war. Despite all this, Akodo Shokonu was happy inside, although he dare not raise his eyes or smile; for such arguments to come out from his most staunch of opponents, he knew they were desperate. The motion would be passed; the Unicorn clans dealing with the gaijin out of Rokugan's borders had already been strong proponents of their use, the Lion clans knowledge of its effectiveness was first hand, while the Scorpion were keen for yet another weapon. The only people still against it were the Dragon and the Crab, but their staunch traditionalist were always hard to sway.

    But what mattered was the Emperor's; and Akodo Shokonu's fate was entwined with the that of the royal line; the invention of Shokonu's great great great grandsire had saved that of the Emperor's own; an immense crossbow with a vast all-knowing intellect, one which could fire hundreds of bolts a minute; while the Emperor at the time was laid low by a near mortal poison administered by corrupt Scorpion-clan agents, and the hordes of the Shadowlands swarmed the capital, the crossbow showered down death from above. None knew the truth behind Akodo Shokonu's own weapon, for it was that self-same weapon which had saved the old Emperor, passed down through the generations...

    Shokonu's ancestor had given up his life for the Emperor, at the time little more than an impoverished and ridiculed engineer, but his faith was so strong that as the soul fled the body, so devoted was he to protected the Son of Heaven that the spirit embodied itself within the weapon, awakening it. Only Akodo Shokunu knows the secrets on how to awaken the destiny of his weapon, bringing back the history and knowledge of his forefathers' line...

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

    1st|Crusader 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Craft (Alchemy) 4, K. Arcana 2 cc, K. Geography 2 cc, Profession (Sailor) 2 cc, Profession (Siege Engineer) 2 cc, Spellcraft 2 cc|Mercantile Background, Kiai Shout|Furious Counterstrike, Steely Resolve (5)

    2nd|Crusader 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Craft (Alchemy) 5, K. Arcana 2.5 cc, K. Geography 2.5 cc, Profession (Sailor) 2.5 cc, Profession (Siege Engineer) 2.5 cc, Spellcraft 2.5 cc||Indomitable Soul

    3rd|Fighter 1|
    +3
    |
    +5
    |
    +0
    |
    +0
    |Craft (Alchemy) 5, K. Arcana 3cc, K. Geography 3 cc, Profession (Sailor) 3 cc, Profession (Siege Engineer) 2.5 cc, Spellcraft 3 cc|Ancestral Relic, Iron Will (B)|

    4th|Samurai 1|
    +4
    |
    +7
    |
    +x
    |
    +x
    |Craft (Alchemy) 5, K. Arcana 3, K. Geography 3.5 cc, Profession (Sailor) 3.5 cc, Profession (Siege Engineer) 3.5 cc, Spellcraft 3||Daisho Proficiency

    5th|Samurai 2|
    +5
    |
    +8
    |
    +x
    |
    +x
    |Craft (Alchemy) 6, K. Arcana 3, K. Geography 4 cc, Profession (Sailor) 4 cc, Profession (Siege Engineer) 4 cc, Spellcraft 3||Two Swords As One

    6th|Anointed Knight 1|
    +6
    |
    +10
    |
    +0
    |
    +2
    |Craft (Alchemy) 6, K. Arcana 4, K. Geography 4.5 cc, Profession (Sailor) 4.5 cc, Profession (Siege Engineer) 4.5 cc, Spellcraft 3|Weapon Focus (Katana)|Anoint Self (Celestial Strategy)

    7th|Anointed Knight 2|
    +7
    |
    +11
    |
    +0
    |
    +3
    |Craft (Alchemy) 6, K. Arcana 5, K. Geography 5 cc, Profession (Sailor) 5 cc, Profession (Siege Engineer) 5 cc, Spellcraft 3||Anoint Ancestral Weapon (Sunder Resistance)

    8th|Anointed Knight 3|
    +8
    |
    +11
    |
    +1
    |
    +3
    |Craft (Alchemy) 6, K. Arcana 6, K. Geography 5.5 cc, Profession (Sailor) 5.5 cc, Profession (Siege Engineer) 5.5 cc, Spellcraft 3|Combat Expertise|

    9th|Anointed Knight 4|
    +9
    |
    +12
    |
    +1
    |
    +4
    |Craft (Alchemy) 6, K. Arcana 7, K. Geography 6 cc, Profession (Sailor) 6 cc, Profession (Siege Engineer) 6 cc, Spellcraft 3|Landlord|Anoint Self (Divine Clarity; Charisma)

    10th|Anointed Knight 5|
    +10
    |
    +12
    |
    +1
    |
    +4
    |Craft (Alchemy) 6, K. Arcana 8, K. Geography 6.5 cc, Profession (Sailor) 6.5 cc, Profession (Siege Engineer) 6.5 cc, Spellcraft 3||Anoint Ancestral Weapon (Impervious)

    11th|Anointed Knight 6|
    +11
    |
    +13
    |
    +2
    |
    +5
    |Craft (Alchemy) 6, K. Arcana 9, K. Geography 7 cc, Profession (Sailor) 7 cc, Profession (Siege Engineer) 7 cc, Spellcraft 3|Improved Trip|

    12th|Anointed Knight 7|
    +12
    |
    +13
    |
    +2
    |
    +5
    |Craft (Alchemy) 6, K. Arcana 10, K. Geography 7.5 cc, Profession (Sailor) 7.5 cc, Profession (Siege Engineer) 7.5 cc, Spellcraft 3|Robilar's Gambit|Anoint Self (Inspired Strike)

    13th|Anointed Knight 8|
    +13
    |
    +14
    |
    +2
    |
    +6
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 8 cc, Profession (Sailor) 8 cc, Profession (Siege Engineer) 8 cc, Spellcraft 3||Anoint Ancestral Weapon (Sentience)

    14th|Akodo Champion 1|
    +14
    |
    +16
    |
    +2
    |
    +8
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 8 cc, Profession (Sailor) 11, Profession (Siege Engineer) 11, Spellcraft 3||Detect Evil

    15th|Akodo Champion 2|
    +15
    |
    +17
    |
    +2
    |
    +9
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 8 cc, Profession (Sailor) 14, Profession (Siege Engineer) 14, Spellcraft 3|Martial Stance (Thicket of Blades)|Ancestral Favour, Leadership, Smite Evil

    16th|Akodo Champion 3|
    +16
    |
    +17
    |
    +3
    |
    +9
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 8 cc, Profession (Sailor) 17, Profession (Siege Engineer) 17, Spellcraft 3||Aura of Courage

    17th|Akodo Champion 4|
    +17
    |
    +18
    |
    +3
    |
    +10
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 8 cc, Profession (Sailor) 20, Profession (Siege Engineer) 20, Spellcraft 3||Great Leader +1

    18th|Akodo Champion 5|
    +18
    |
    +18
    |
    +3
    |
    +10
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 10 cc, Profession (Sailor) 21, Profession (Siege Engineer) 21, Spellcraft 3|Karmic Strike|Inspire Greatness (1 ally)

    19th|Akodo Champion 6|
    +19
    |
    +19
    |
    +4
    |
    +11
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 12 cc, Profession (Sailor) 22, Profession (Siege Engineer) 22, Spellcraft 3||

    20th|Akodo Champion 7|
    +20
    |
    +19
    |
    +4
    |
    +11
    |Craft (Alchemy) 6, K. Arcana 11, K. Geography 14 cc, Profession (Sailor) 23, Profession (Siege Engineer) 23, Spellcraft 3||Great Leader +2, Inspire Greatness (2 allies)[/table]

    Ability Scores
    Str- 10
    Dex - 16
    Con - 12
    Int - 14
    Wis - 8
    Cha - 16

    Maneuvres
    {table=head]Maneuvres Known|Maneuvres Readied[/b]|Stances Known
    1 |5 - Crusaders Strike, Vanguard Strike, Stone Bones, Leading the Attack, Charging Minotaur|5(2)|1 - Martial Spirit
    2 |5|5(2)|2 - Stonefoot Stance
    3 |5|5(2)|2
    4 |5|5(2)|2
    5 |5|5(2)|2
    6 |5|5(2)|2
    7 |5|5(2)|2
    8 |5|5(2)|2
    9 |5|5(2)|2
    10 |5|5(2)|2
    11 |5|5(2)|2
    12 |5|5(2)|2
    13 |5|5(2)|2
    14 |5|5(2)|2
    15 |5|5(2)|3 - Thicket of Blades
    16 |5|5(2)|3
    17 |5|5(2)|3
    18 |5|5(2)|3
    19 |5|5(2)|3
    20 |5|5(2)|3[/table]

    Weapon Abilities
    {table=head]Level|Weapon Cost|Enchantments|Notes

    3 |||
    4 |2000gp|+1 Enchantment|
    5 |2000gp||
    6 |2000gp||
    7 |2000gp||Gains 10 Hardness (Anointed Knight)
    8 |2000gp||
    9 |18000gp|Quick Loading (+2)|This makes the weapon reload with a free action allowing for Full Attacks, making it a viable option for use in combat.
    10 |18000gp||Gains +50HP (Anointed Knight)
    11 |18000gp||
    12 |18000gp||
    13 |37000gp|Flying (+1), Sizing (+5,000gp)|Becomes Sentient (Anointed Knight). Applying Sizing turns it into a colossal crossbow. Flying (MoF) enchantment to the weapon turns it into an Intelligent Animated Object.
    14 |3700gp||
    15 |3700gp||
    16 |103000gp|Splitting (+3)|
    17 |167000gp|Force (+2)|After (and including) ECL10 I have 3000gp to spend on further upgrades for the weapon up until this point. Going over this limit goes over the cost limit of Ancestral Relic. Force can be swapped for any other +2/+3 weapon ability you desire; for example, Collision, or Wounding being especially useful if forced to become a smaller due to environment.
    18 |||From this point on, I have space for a +1 special ability, and then whatever is left over to spend on weapon upgrades for the relic. Likely the best ability to increase my attack is the Martial Discipline Weapon in Diamond Mind, for the +1/+3 to hit.
    19 |||
    20 |||[/table]

    Level 1-5
    The first 5 levels of my career are a bit of a jumble; 3 different classes, all with a different focus, seemingly. However, they are using the concept that "in game, there are no classes"; e.g; Miko the PaladinSamurai of OotS fame. They are all of a similar theme, however, that of the bruiser concept, so it's not too hard hopefully to understand. Between my HD and somewhat decent Con score, I have 15+4d10 HP; which combined with my delayed damage pool, and the ability to wear heavy armour, shield, and a Bastard sword, allows me to take a decent amount of attacks, but also put it right back out again. Kiai Shout gives me the ability to beat away less threatening targets. Crusader gives me proficiency with the Light Crossbow I inherit from my family; A Gnome Crossbow Sight and Bayonet are the only modifications to it (150gp, and 2gp, on top of the Masterwork Light Crossbow - total = 477gp), but also the lovely Cha to Will Saves ability.

    My background as a trader, while requiring that I be of a particular province from Faerun is one of those oddly required regional feats; a Mercantile background is hardly unique to Faerun, so is (in my eyes) open to pretty much any setting that has some form of open market.

    While poison is the weapon of cowards, I am still a bodyguard to the Daimyo, and knowledge of it is often necessary; not to mention it

    My Ancestral Weapon is not the typical weapon that you'd expect from a Samurai however; but it is the first of my great-grandsire's creations, a finely fashioned crossbow, the first one he himself had made, fashioned with a Sight and a small bayonet. Honouring the ancients, I had learned the way of the blade, much like courtly etiquette desired of me, but I was no Blademaster. I could fight, but so could many others. My real strength lay with having a Merchant's background. My contacts with the merchants guilds allowed me to curry favours and help my Daimyo fund his wars. Realizing that my strength was not truely on the battlefield, I settled into another life; one which would allow me to help the profits of my clan; learning to sail was hard, as was learning the strictures of being a Yojimbo, a bodyguard, to my liege. But I picked up valuable lessons, such as how to operate the immense Ballista which were capable of destroying walls and bringing down entire ranks of enemy troops.

    Level 6-10
    Taking Anointed Knight levels as soon as I possibly can (note that the class doesn't actually involve the usage of Craft; Alchemy, so the lack of being a spellcaster is not a worry). Practising with my blade nets me Weapon Focus (a necessary evil for later on), while caring and honouring the spirits within my Ancestral Crossbow results in a

    Landlord feat is fantastic; a safe secure base of operations for cheaper than what it normally would cost. It also allows me to make the secure hallowed location a definate thing. I can

    Having retired from fighting on the front lines for the most part, I set about following courtly etiquette more and more. I would cleanse myself in the sacred springs upon which the Doju of the castle got its name from each day, feeling refreshed, scrubbed down with ancestor blessed herbs and oils and tinctures. Rewarded for loyal service, my Daimyo has granted me the rights to a castle of my own; perhaps one with a dock for which I can store my

    Level 11-15
    This is when the build really begins to kick off; the feat chains and processes I have kicked off earlier in the build are now beginning to come to a close; Robilar's Gambit and Thicket of Blades combining with Improved Trip (requiring a weapon capable of tripping; usually by this stage something like a Naginata for reach; a refluffed Guisarme, although any aptitude weapon will work; I have Exotic Weapon Proficiency anyway) from Combat Expertise, which will later lead into Karmic Strike; the combination of that and Combat Reflexes giving me Dex+1 (without items; 4) Attacks of Opportunity a turn. Items can only add to that fun.

    ECL13 sees me take my last level in the SI; picking up the awesome, and rarely seen Sentience ability on the weapon. The actual abilities picked up aren't important, but maximising the Intelligence of the item is important, although major image could be very useful, while an Intelligent thing using Cure Moderate Wounds is a decent thing on a tanky type character for if I ever hit Negatives.

    However, I've steadily been building up my enchantments for the crossbow, and it's time to put the most important ones on Sizing, and Flying (the Magic of Faerun version). These two combined allow me to turn the Crossbow, sized for a normal person, into a Colossal item. Applying the Flying enchantment onto the weapon (normally, a melee only enchantment, but available for the crossbow courtesy of the Crossbow-bayonet) turns it into an Animated Object of the appropriate size. Normally this seems pointless (they're frankly, terrible), but it is also a Sentient Weapon; with at least 14 Intelligence, which means it can now become a bit more useful; mostly because as soon as become an Animated Construct, and I'm intelligent. This gives me feat and skill options. Spending a bit of money on an item of Dexterity for no penalty on ranged attacks, and then (if your DM rules that you cannot just pick your feats after becoming an intelligent Animated Object; it is not overly clear, then to get the best use out the Crossbow, you need to purchase the services of a Psychic Reformer). With 32 HD, even with average BAB, that's +24, meaning I get 4 attacks courtesy of the Light Crossbow (it is still a Light Crossbow, just a Colossal one); which has the added benefit of not only dealing a ton of damage (Splitting gets me 8 attacks a turn), but being able to bypass Wind Wall effects. If I ever need to go somewhere too small to enter, it changes its size to fit the desired area.

    Because it's sizing as well, it can be used as a highly adequate scout. It has 32 HD, and despite cross class ranks, and a 2+Int score, it can do adequately well. Putting the ranks into Listen, Spot, Hide, and Move Silently (14 Int), with feats like Darkstalker, and transforming into a Fine sized animated flying crossbow gets 17 ranks, +12 Dex from smaller size (so +6 high Dex score), and +16 from size; at level 13, this is +39 to hide, which is reasonably hard to spot. Other utility feats include are 2 (no more, no less) Martial Study (Diamond Mind) feats, and 2 Martial Stance (Diamond Mind). I have 11 Feats to choose from; 7 more should be Simple Weapon Proficiency, Weapon Focus, Weapon Specialization, Ranged Weapon Proficiency, Point Blank Shot, Precise Shot ties it all up, and makes it a very viable threat. The Maneuvres are likely to be; while the stances are likely Hearing the Air (+5 Listen, AND

    Just a note regarding Akodo Champion; it grants as part of the class features Leadership; combined with the Landlord feat, Mercantile background, and the fact that I'm running a ship, it's thematically appropriate, but at no point does this build use Leadership and require it to function. It should be ignored when judging. The only time that it would come of relevance is with looking for something capable of Psychic Reformation for the above. For use otherwise, in a game which allowed the followers, for the sake of completion, I'd use the followers to Craft Magic Ammunition.

    With regards to the Akodo Champion; Detect Evil at will turns me into a late-game detect-machine, while Ancestral Favour makes me Paladin light; Charisma to Saves is wonderful; without items, I'm currently sitting at 20 Charisma for a +5 to saves; that's a whopping +25 to Fort (including high Con), +20 to Will (including Wis penalty and Crusader's Indomitable Will); even a cleric with 20 Wis would "only" have +17, and Reflex is a respectable +12, which considering it was tanked from the outset keeps it useable.

    Level 16-20
    Inspire Greatness is the Akodo Champion's key ability. On other members in the party, giving them access to 2 Bonus HD's, means on the fly bonus feats for the duration of a battle (I take to assume combat-based Encounter). As allies can technically include yourself (White Raven tactics?), then essentially, provided I can give myself a stern talking in the mirror (Bring your A-game, Akodo Shukonu, the only difference between try and triumph is a little umph etc etc). Finishing off my Attack of Opportunity chain, I get to pick up Karmic Strike, which means that I get to trigger one on any Movement, on any attack, and any attack which hits. So, charging opponents for example take around 3 hits/turn; thanks to my Dex). It's not exactly Jack B. Quick, but at the same time, it's capable of doing a fair amount of damage to them, especially if buffed by other party members. Note that this is using the reading from PHB 177 that "Immunity to Mind Affecting" can be explicitly suppressed; it is not really at risk of being affected by Domination etc, because of its typing keeping it safe; Knowledge checks returning its typing would result in most not even bothering to target it with Mind Affecting abilities.

    My main trick with Inspire Greatness on the Crossbow is to grant it the ability to have access to Time Stands Still through Martial Study. The hard limit of 3 Martial Study feats is still upheld, but combining Time Stands Still with a Splitting Enchantment. Add on Adaptive Style for the ability to use it again in combat. With a few items (check below), the Crossbow can itself put out 28 Colossal Ballista Bolts (6d6 damage) over 3 turns (Full Attack x2, Adaptive Style, Full Attack x2); each turn it does that, it's effectively 84d6 damage; without modifiers, this is around 294 on average, maxing out at 504 without bonuses - add on Assassin's Stance for . With Force affects ignoring DR, provided I can hit my target; CR20 opponents have an average AC of 36 according to Optimization by the numbers; all my bonuses added together (including +5 Bolts) I have a +38/33/28/23 attack routine. Which effectively means I can get a decent amount of shots on targets, and can probably get even higher with a bit of further book diving. If it's not in combat, it is questionable if I can use my Inspire Greatness on it, but if I can, I use it to trigger the ability to get Fell Conspiracy and the Listen to This Skill Trick.

    However, I can also use it on myself for some lovely little tricks. White Raven Tactics via Martial Study? I could use that to generate additional turn for my

    Items
    This build does not rely on items with the exception of the Ancestral Relic, but it gains many benefits from other items.
    - A Bastard Sword during the early levels. When I get Combat Reflexes, change to a Guisarme.
    - Obviously, Charisma boost items for my Saves (note that all of the selected "Anointments" are gained with a high enough Charisma score without the use of items).
    - Dexterity Item, highest possible for the Crossbow, either slotless, or appropriately shaped for the Crossbow. Also for myself, so that I can get additional AoO.
    - Lacking a high Enchantment bonus, Crossbow Bolts (sized appropriately) with +5 Enhancements, and a few useful abilities added on to it.
    - To optimize the Crossbow's Time Stands Still ability, combining 4 Tiger Claw Bracers together gets me access to Raging Mongoose for a further 2 Attacks.
    - Any other method of generating additional attacks; reshaped/slotless Boots of Haste, for example means that the Crossbow can put out in a typical round 7 ranged attacks. With Time Stands still twice, this is 28 Ballista bolt attacks.
    - Small Hand Mirror (to let me look myself in the eye for Inspire Greatness, and other numerous applications that any adventurer could think of).

    Notes on UoSI
    So, it's hard to pick out how the build uses the SI. In short; without having access to a very generous fiat, the reasoning behind the build could not exist. The weapon could be created to whim, but it's rare that Intelligent items are created. Ancestral Weapon allows me to make exactly that allowance, while the Mercantile Background gives me as much money as possible ingame (while it technically wouldn't have much of an effect on a game assumed to follow WBL guidelines, where gold is just another "points buy" to be allocated at will; in an actual campaign, stuff I cannot carry gets fed into my weapon, anything else can be sold. The Landlord feat actually gives me that safe location that's required cheaply, and also provides benefits provided that don't normally come into use; for example Sunder rarely comes into use; hence little use for hardness or HP's. The DC for Unicorn's Blood is fairly low, and I don't actually intend to be letting many people hold my weapon. That leave hardness, HP, and Sentience. Sentience is awesome, the one unique ability of the class (if you don't include asking the DM nicely to let you make you weapon Intelligent); combined with the Flying WSA from MoF, making it an animated construct (courtesy of the Crossbow-Bayonet) making me an Intelligent follower that is also tougher (32HD, +130HP, and 15 Hardness can go a long way) than what it normally would have been.

    Taking further levels in fighter would only have netted me one additional bonus feat, while it grants me an improved Will Save; admittedly empowered even more so with the use of the Akodo Champion, and the Crusader, but that good Will Save is fantastic; I'm a general - no matter how much damage I could do in personal combat, I have an army that's under my command, and by this stage, probably an entire kingdom's coffers. A good Will Save would be highly useful in this situation. Divine Clarity is pretty cool; normally, I'd need to buy a Tome to even out the progression, but I don't need to in this instance. While money is hardly an object in this build, it is one less thing to buy, a further 27,500gp is always welcome; to me, it's as useful an effect as the Vassal of Bahamut's Shared Trove ability (people underrate this class feature, but what other ability in the game has such flexibility?). The High Base Attack Bonus is oddly one of the things the build doesn't actually "use", as in that it's not actually required to get a BAB of +16, but then again the only way it wouldn't have given me the full BAB was if it was poor BAB. Still, bonuses to hit are never bad. Fighter also wouldn't have given me the Free Action attack either; an attack routine of 21/21/16/11/6 is fairly decent. Sure it's not a game breaking attack routine, but it's capable of getting most jobs done.

    The build is nothing "spectacular" without the crossbow, but thanks to the other feats the "lost" money isn't as much as it normally would be (effectively increasing my WBL), and I am more than capable on my own without relying on the weapon; easily the equal of an equivalent Fighter, or Paladin etc. For the purposes of the competition as well, Leadership is banned, and not included within. However with a Leadership score of 30 without items (ECL 20, +6 Charisma, +2 Akodo Champion, +2 from Stronghold) or further optimization (as per Power of Faerun), means I have plenty of leeway with regards to how I use my followers and cohort; it's worth mentioning as it's a part of the build, but not actually involved with making the build do what it does. The cohort gives me plenty of freedom; but the followers are useful even if the DM declares that my "cohort" is the intelligent flying Ballista.

    Sources
    Tome of Battle; Crusader, Maneuvres and Stances, Martial Study, Martial Stance
    Complete Warrior; Samurai, Kiai Shout, Karmic Strike
    Book of Exalted Deeds; Anointed Knight, Ancestral Champion
    Oriental Adventures; Akodo Champion
    Stormwrack; Knowledge (Geography), Profession (Sailor)
    Players Guide to Faerun; Mercantile Background
    Stronghold Builders Guidebook; Landlord
    Players Handbook II; Robilar's Gambit
    Magic Item Compendium; Quick Loading, Sizing, Force
    Magic of Faerun; Flying
    Champions of Ruin; Splitting

  12. - Top - End - #462
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Man, what a bitter Summer Court fey...
    Quote Originally Posted by Meiglin Stringblade
    Meiglin Stringblade
    Feytouched (+0 LA)
    Neutral Good
    Crusader 6 / Incarnate 4 / Anointed Knight 8 / Soldier of Light 2

    Theme Art
    Spoiler
    Show


    Ability Scores:
    Spoiler
    Show

    32 point buy (racial +2 Dex, -2 Con, +2 Cha)
    {table=head]Stat|1st|4th|8th|12th|16th|20th|Final
    Str|15|-|-|-|-|16|16

    Dex|10|-|-|-|-|-|10

    Con|13|-|-|-|14|-|14

    Int|10|-|-|-|-|-|10

    Wis|9|-|-|-|-|-|9

    Cha|19|20|21|22|-|-|22[/table]


    The Recipe:
    Spoiler
    Show

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

    1st|Crusader 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Concentration +4, Craft (Alchemy) +4, Knowledge (Arcana) +1 cc, Knowledge (Religion) +4, Spellcraft +1 cc|Hidden Talent|Furious Counterstrike, Steely Resolve 5

    2nd|Incarnate 1|
    +1
    |
    +4
    |
    +0
    |
    +2
    |Knowledge (Arcana) +2 (3)|------------|Aura (good), Detect Opposition (evil)

    3rd|Incarnate 2|
    +2
    |
    +5
    |
    +0
    |
    +3
    |Spellcraft +2 (3)|Charming the Arrow|Chakra Bind (crown)

    4th|Crusader 2|
    +3
    |
    +6
    |
    +0
    |
    +3
    |Concentration +3 (4), Craft (Alchemy) +1 (5)|------------|Indomitable Soul

    5th|Incarnate 3|
    +3
    |
    +6
    |
    +1
    |
    +3
    |Concentration +1 (8), Knowledge (Arcana) +1 (4)|------------|Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day

    6th|Incarnate 4|
    +4
    |
    +7
    |
    +1
    |
    +4
    |Concentration +1 (9), Spellcraft +1 (4)|Ancestral Relic|Chakra Binds (hands and feet)

    7th|Crusader 3|
    +5
    |
    +7
    |
    +2
    |
    +5
    |Concentration +1 (10), Diplomacy +3 (3)|--------------|Zealous Surge

    8th|Anointed Knight 1|
    +6/+1
    |
    +9
    |
    +2
    |
    +7
    |Concentration +1 (11), Knowledge (Arcana) +1 (5)|------------|Anoint Self (Unbroken Flesh)

    9th|Anointed Knight 2|
    +7/+2
    |
    +10
    |
    +2
    |
    +8
    |Concentration +1 (12), Knowledge (the planes) +1 (1)|Psycarnum Infusion|Anoint Ancestral Weapon (Unicorn's Blood)

    10th|Crusader 4|
    +8/+3
    |
    +11
    |
    +2
    |
    +8
    |Concentration +1 (13), Diplomacy +3 (6)|------------|Steely Resolve 10

    11th|Anointed Knight 3|
    +9/+4
    |
    +11
    |
    +3
    |
    +8
    |Concentration +1 (14), Knowledge (the planes) +1 (2)|Power Attack|Bonus Feat: Power Attack

    12th|Soldier of Light 1|
    +10/+5
    |
    +13
    |
    +3
    |
    +8
    |Concentration +1 (15), Knowledge (Religion) +1 (5)|Divine Might|Detect Undead, Turn Undead

    13th|Soldier of Light 2|
    +11/+6/+1
    |
    +14
    |
    +3
    |
    +8
    |Concentration +1 (16), Spellcraft +1 (5)|-----------|Divine Grace, Smite Undead 1/day

    14th|Anointed Knight 4|
    +12/+7/+2
    |
    +15
    |
    +3
    |
    +9
    |Concentration +1 (17), Knowledge (the planes) +1 (3)|------------|Anoint Self (Deep Strike)

    15th|Anointed Knight 5|
    +13/+8/+3
    |
    +15
    |
    +3
    |
    +9
    |Concentration +1 (18), Knowledge (the planes) +1 (4)|Instant Clarity|Anoint Ancestral Weapon (Sentience)

    16th|Anointed Knight 6|
    +14/+9/+4
    |
    +16
    |
    +4
    |
    +10
    |Concentration +1 (19), Knowledge (the planes) +1 (5)|------------|Bonus Feat: Cleave

    17th|Crusader 5|
    +15/+10/+5
    |
    +16
    |
    +4
    |
    +10
    |Concentration +1 (20), Diplomacy +3 (9)|------------|--------------

    18th|Anointed Knight 7|
    +16/+11/+6/+1
    |
    +16
    |
    +4
    |
    +10
    |Concentration +1 (21), Knowledge (the planes) +1 (6)|Sapphire Smite|Anoint Self (Inspired Strike)

    19th|Anointed Knight 8|
    +17/+12/+7/+2
    |
    +17
    |
    +4
    |
    +11
    |Concentration +1 (22), Knowledge (arcana) +1 (6)|---------------|Anoint Ancestral Weapon (Impervious)

    20th|Crusader 6|
    +18/+13/+8/+3
    |
    +18
    |
    +5
    |
    +12
    |Concentration +1 (23), Knowledge (religion) +1 (6)|------------|Smite 1/day[/table]


    Daily Abilities: (Spells/Stances/Spell-like)
    Spoiler
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    Maneuvers / Stances
    Spoiler
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    {table=head]Level|Known|Readied|Stances|Initiator Level

    1st|5|5|1|1

    2nd|5|5|1|1.5

    3rd|5|5|1|2

    4th|5|5|2|3

    5th|5|5|2|3.5

    6th|5|5|2|4

    7th|6|5|2|5

    8th|6|5|2|5.5

    9th|6|5|2|6

    10th|6|5|2|7

    11th|6|5|2|7.5

    12th|6|5|2|8

    13th|6|5|2|8.5

    14th|6|5|2|9

    15th|6|5|2|9.5

    16th|6|5|2|10

    17th|7|5|2|11

    18th|7|5|2|11.5

    19th|7|5|2|12

    20th|7|5|2|13[/table]

    Manuevers Known

    Devoted Spirit
    1-Crusader's Strike (swapped out at level 10)
    1-Vanguard Strike
    3-Revitalizing Strike (gained level 7)
    4-Divine Surge (swapped in at level 10)

    Stone Dragon
    1-Charging Minotaur
    1-Stone Bones (swapped out at 20th level)
    5-Elder Mountain Hammer (gained at 17th level)
    7-Ancient Mountain Hammer (swapped in at 20th level)

    White Raven
    1-Leading the Attack

    Stances Known
    Devoted Spirit
    1-Martial Spirit

    White Raven
    1-Leading the Charge (gained level 4)


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

    1st|-|-|-

    2nd|2|1|0

    3rd|3|2|1

    4th|3|2|1

    5th|3|3|1

    6th|4|4|1

    7th|4|4|1

    8th|4|4|1

    9th|4|4|1

    10th|4|4|1

    11th|4|4|1

    12th|4|4|1

    13th|4|4|1

    14th|4|4|1

    15th|4|4|1

    16th|4|4|1

    17th|4|4|1

    18th|4|5|1

    19th|4|5|1

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




    Soldier of Light Spells Per Day
    Spoiler
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    {table=head]Level|1st|2nd|3rd|4th

    11th|-|-|-|-

    12th|0|-|-|-

    13th|1|-|-|-

    14th|1|-|-|-

    15th|1|-|-|-

    16th|1|-|-|-

    17th|1|-|-|-

    18th|1|-|-|-

    19th|1|-|-|-

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




    Sentient Weapon
    Acquired at level 15

    Abilities:
    Int: 14
    Wis: 14
    Cha: 10

    Cure Moderate Wounds 3/day (cast on weilder)
    Zone of Truth 3/day


    Touched By The Fey: ECL 5
    Spoiler
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    "The fey! Who in their right minds would deal with a fey!?" Blurted out the boisterous, black-haired, green-eyed, eerily charismatic and half-drunk young man at the bar. "You won't get anything more than half-promises and ethereal dreams that haunt you for the rest of your life, if you choose to deal with the fey!"

    The tavern grew silent at this outburst, for the man was well known in these parts and, while caught up in quite a few interesting tales, never seemed the sort to cause a disturbance. Meiglin was his name, and he was making quite a name for himself lately, slaying trolls and orcs. Saving the town from raiders along his the lively bunch that always seemed to trail in his wake. Meiglin was always cool and laid back, seemingly in control in the midst of chaos. He just had that kind of aura about him.

    The bartender snorted, taking an opportunity to poke fun at Meiglin. "What are you going on about today, Meiglin? Eh? Aren't you touched by the fey, yourself? You've been around town for quite a while now and you seem to get nothing but younger every time I lay eyes on you."

    Meiglin, setting down his empty mug and motioning for another, sighed briefly and stiffled a hiccup behind a show of clearing his throat. "Oh, aye. The fey done touched me something fierce." Meiglin grimaced as his mug was filled and he squinted his eyes to get the damned thing to sit still so he could grab it. "Didn't I ever tell you? A bloody changeling I was! My father was a man and my mother some fey spawn that decided to leave me with a foster family, taking their only child in my place! Fool of sprite she was, thinking this was sickness!"

    With nothing but a thought, a pale aquamarine energy seemed to pulse through Meiglin's hands and lightning crackled along his outstretched fingers. "Oy! You knock that off this instant!" Shouted the barkeep's wife, "I'll not be having that in my tavern! The energy crackling around Meiglin's hands seemed to wink out instantly in response. One isn't so inclined to disobey the barkeep's wife. Get on her bad side and you lose drinking privelages.

    "Oh, have a heart, madam! I was only fooling around. No harm done." Meiglin said, just loud enough to be heard but still mostly under his breath. He blinked in surprise. His ale was all gone again. His eyes narrowed and he glanced around, thinking some fey trickster behind it all. He saw only the townsfolk whispering amoungst themselves, probably about him. No, no. Definitely about him. Meiglin shoke his head to clear it and frowned. He needed to sober up. One wants all their wits sharp when they venture into the Sylvan Woods.

    Meiglin growled under his breath. His damned mother had sent for him again. What did that wretch want this time? He was sure she felt his utter distaste every time he laid his eyes on her. She just like to watch him squirm. He was still under her thumb for a good while yet. It does take quite a while to pay off one's debts to the Unseelie Courts, without owing someone else even more. Still, the price he was paying was more than worth what he was receiving. She just didn't know it yet.

    Meiglin did not spend decades under their command, learning how to funnel his fury, the soul energies and his own latent psionic abilities into powerful effect, to serve in their armies forever. He wasn't fully fey just yet, just enough where it counted to escape their control forever. The ritual was nigh, the one that would grant to him their full immunity to enchantment and charms, and the ability to charm others. Meiglin was adamant not to attend.
    Spoiler: Breakdown and Tactics
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    Level 1 & 2: During the early levels, the character functions as a flanking assistant and uses his manuevers to set the enemy up to be pummelled by his allies. Each melee hit he lands, heals him or his allies and this will be a role that he will almost always fill throughout his existence. Being naturally psionic, and possessing one power, he uses it to his advantage to squeeze a little more damage out of his blows. The addition of soulmelds allows him to also increase his damage when his power points run out and to also serve as a way to boost his armor, or add a fly speed for those quick needs. The character has a poor will save, except against charm and compulsion affect for which his racial and soulmelds more than make up for.

    Level 3: Charming the Arrow. A fey-only feat that allows one to use their Charisma modifier for attacks with bows/crossbows. The character can now take a ranged approach to most battles, and thanks to his misc ways of adding damage to his attacks, he can deal some respectable damage while doing so. We'll be aquiring another stance for use while resorting to ranged attacks at a later time. Any time we are forced into melee, we can fall back on our Manuevers to carry us through. Oh, and we can add the force descriptor to our melee attacks thanks to our Crown Chakra + Crystal Helm.

    Level 4: Right on time, we get the Leading the Charge stance. Perfect way to initiate a battle. The character remains ranged while his allies cover the distance and add extra damage to their attacks. We also pick up Indomitable Soul, so now our will save is impressive (+wisdom and charisma to the save!). Now if only we can take care of the reflex save. We could, with a soulmeld and even get evasion should we need it later. Hell, we can even slip into a trapfinding role if the need calls for it.

    Level 5: Just in time to gives us the ability to add more essentia to each soulmeld. That's +2 damge on attacks, up to 30ft flight, +2 deflection AC. We should be able to keep out of danger during melee as well as keep up the damage. Most of our special abilities are swift or free actions, so we don't normally have to juggle our actions yet.


    Anointed With The Blood of Enemies: ECL 10
    Spoiler
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    Meiglin breath was coming to him hard. He had been running for what seemed days. "Damn that thrice-cursed slip of a woman!" He panted as he half jogged, half limped along the deer trail. "Can't take no for an answer! No, no, no. Let's try to force the self-avowed goody-goody to act against his nature and surrender his will to the fey! Brilliant!"

    Meiglin frowns as he moves forward in silence, his thoughts travelling back to the recent events. Time is always funny when you leave the Sylvan Woods. You could have been gone for what seemed days, only to come back and weeks have passed, or worse, months and years. He was not even sure if he was fully out of the Woods just yet, the way things keep getting blurred. He was at his appointment ceremony, set to be initiated into the new role of captain when it happened. His mother decided to gift him with her bow, the one that had been passed down in her family for generations. That was not something to be taken lightly. It was from her fey bloodline. They tended to live a long, long time. That damned act of selflessness threw all of his carefully laid plans to ruin.

    "Rarrrggghhh!" Meiglin half bellowed in muted rage, "I know she did that on purpose. Damned woman has seen through everything I had done since the beginning!" She knew it was a fool's choice to renegade once the bow had been publicly gifted. It would be seen as a slight to everyone present, a full force, nostril clearing spit in the faces of every fey that saw. Meiglin grinned with cocky pride and laughed, "Damned woman didn't think I had it in me." Never felt so good to see the look of shocked disbelief in her face.

    He had done it of course. Accepted the bow graciously, stood up and began to give his acceptance speech, only to turn the full force of his bottled fury into his voice. He cursed them for their evil ways, shamed them for their manipulations of the 'lesser' races and, in so little words, told them they weren't fit to lick the detris off the toenails of a she-troll. That last quip gave him just enough time to make a break for it before the impact set in and the whole ceremony erupted into fury.

    Meiglin thought about stopping for a moment to catch his breath, laughing as hard as he was is not condusive to running for his life. The subtle itch between his shoulderblades, where he was expecting a poison-tipped fey arrow, kept him moving until he was sure he was out of the Woods. It was only then did he collaspes into laughter and stared into the open sky in amusement. He was free at last. Sure, the Woods would most likely be forbidden to him for the rest of his unnaturally long life, at best, but he was free.

    --------------------------------

    Twirling a sunflower stem between his teeth as he leaned back, bathing in the afternoon sunlight, Meiglin inhaled deeply. "Now what, free man? What are you going to do with this hard earned gift?" Meiglin had been given to little episodes recently, of talking to himself when coming to a big decision. "What would rattle that old bird's cage and ruffle her feather's even more?"

    Meiglin paused for a moment and then frowned, spitting the stem from his lips. The thought that he was obsessing over his mother's reactions filled him with a familiar loathing sensation. He realized that he might be free from her physically, she still had a hold on his mind. "This won't do. Not at all." He muttered to himself and stood up, picking up his greatsword and longbow. "It's time I moved on"

    Move on, he did. He had come out of the Sylvan Woods in an unknown location, completely lost and utterly unworried by it. He felt drawn in a particular direction and, lacking anything better to do, allowed himself to be drawn. It was to a hermit's hut, though an unusual one. He could scent to fresh scent of ozone and metal, mixed with the scent of elf and ... fey. Despite being wary, Meiglin was enticed to investigate. One did not find these scents often together.

    The source proved to be an elderly elf that showed signs of fey blood somewhere in his ancestry. He was a retired smith, one gifted with the knowledge of both elven and fey metallurgy. Meiglin immediately liked the old elf, mostly because most fey hated the touch of steel and iron and this elf was comforted by it. The other reason was more ethereal. He knew that he could learn something from this elf. And he did.

    ---------------------------------

    Through sweat and blood, searing heat and scalding blade, Meiglin labored with the elf. The bow gifted to him by his mother, though mudane is almost every way, resisted enchantment as though it had a mind of its own. In the end, they stopped trying to change the bow and instead, added to it. With the sacrifice of his most prized possession, his magic greatsword, Meiglin was able to infuse the bow with its power. The arms became as blade, the string as thin and sharp as glass and the weapon ... what beauty had he created? This was HIS bow now. Not even a bow any longer. With but a thought, the blade flowed into one form and another, and back again almost as fast as he could react. It was a bow, then his greatsword was back in his hands, only to be once more a bow.

    The weapon was perfect, no method of reforging could improve it. Instead, he learned from the old elf ways to tighten the bond between him and the weapon, how to anoint himself and the blade. This required much of the person attempting it. Any evils within must be extinguished or they too would be enhanced. Ingredients were rare and Meiglin spent the next several years in search of these ingredients. Adventuring and returning until his weapon weeped with the tear's of the Unicorn, a sign that he had mastered himself and his weapon.

    This, it seems, was only the beginning of his adventures.
    Spoiler: Breakdown and Tactics
    Show

    Level 6: Our last level of incarnate. Just long enough to pick up hand and feet chakra's that will serve us well later on. Most because ... Lightning Guantlets. We have the ability to shift 3 essentia into the soulmeld at this level and when bound, we can channel +4d6 lightning damage into the first melee attack we make each round. For right now, that's only one. But we can use it in conjuction with a manuever for added effect. Duskblade, eat your heart out. Of course, this will lower our AC while we do it. Decisions, decisions. The incarnum radiance gives us a from +1 AC boost for 3+Cha rounds, 1/day. Guess what? Yep, free action.

    Another thing happens here too. We pick up our Ancestral Relic feat. We are going to pick the Composite Longbow. The particular reason is thus: There exists an item called the Great Swordbow that requires a composite lonbow as part of the recipe. It is then enchanted to turn into a greatsword as a free action and can even alternate between ranged and melee attacks in a full attack action. I read very carefully and the Ancestral Relic feat never forbids you from allowing someone else to enchant the weapon. It even seems to imply that you can turn the item into another simply by paying the difference between its current market price and the market price of what you are aiming for. For simplicity's sake, we are going to keep it a weapon (secret ingredient needs one) and not change it after the initial convserion. When we reach level 7, we will be able to have this done and keep the item under the relic max value.

    Level 7: Crusader! If you can't tell by now, we are taking crusader levels at carefully chosen intervals to get access to bigger and better manuevers. This one happens to net us Revitalizing Strike. Why yes, I'd like 3d8+5 Hp back when I hit you, and another 2 for martial spirit. Or my friend here. Also, here is where we take our non-magical, masterwork composite longbow and retreat to a consecrated place. Sacrificing the magical greatsword we've been using all along, we make the bow into a great swordbow. Relic value 9,500gp max, ours clocks at 6,775gp. What good timing, too. Because our next level is ...

    Level 8: Anointed Knight! We even get the ability to perform full attack actions with our high BAB. Excellent. Thanks to our ... rather high charisma, we get to skip the first two choices of Anoint Self and grab the tasty Unbroken Flesh. Damage Reduction 3/-. This will be useful. The saving throw bonuses help out a lot too, except for reflex. We really have to do something about that. Soon, soon.

    Level 9: Yep. Unicorn's Blood. Fairly early too. Our Charisma is awesome. What else... Oh, right. In addition to taking Hidden Talent, gaining 2 PP and a power, we take Psycarnum Infusion. Finally, something to blow our Psionic Focus on. As a, wait for it ... free action, we get to dump phantom essentia into a soulmeld (or feat, or whatever) and treat it as full for a round. That takes care of our temporary loss of AC when we do something fancy with Lightning Guantlets or lets us keep up our damage potential after using them. More on this later in the build...

    Level 10: Crusader! Steely resolve 10. Have I mentioned how much I like this ability? Anyway, delayed damage is amazing, even on top of damage reduction and every round healing. The counterstrike is nice too. Besides all that. Another critical level to take Crusader. With an initiator level of 7, we get access to 4th level manuevers. What caught my eye? Divine surge for the tasty +8d8 damage. With Lightning Guantlets maxed, greatsword and either Bluesteel bracers or Prescience (Offensive) active, we can deal a respectable 6d6+8d8+11, average 68 damage with one blow. I like save's vs death, don't you?
    Conscripted and Faith Born: ECL 15 - Sweet Spot
    Spoiler
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    "You ever notice how unimportant religion seems until you are forced to recognize it for what it is?" Meiglin commented half-heartedly as he wrenched a silver tipped arrow from the gruesome corpse below him. The black ichor just now starting to slow its exit from the forcibly stilled body of the recently animated undead monstrosity. Meiglin grimaced in disgust and wiped a smear of the ichor from his chin. "Take me, for example..."

    He lifted his eyes up to survey the battle field, all quiet save for the subdued groans of the living, wounded and being treated. His gaze met those of his company, their weariness obvious though tempered by steely determination. "Before Elishar saw fit to grace me with his presence, I was some self-absorbed, half-cocked child, touched by the fey. I had no interest in the gods and their little games. That was what I thought at the time, anyway. Living with the fey, gods are seen merely as powerful entities that use mortals, which the fey were not likely to consider themselves part of, in their schemes and grandious dreams..."

    "Yeah, yeah! We've heard it all before, Meiglin. Not all of us are greenhorns that need our motivation renewed after every little skirmish." Meiglin's second-in-command broke in, bringing with her soft laughes and chuckles from the infantry. She turned her attention from Meiglin and gave the company a once-over. "Wrap up and head out! We've got wounded to take care of and you've had enough rest for now."

    Meiglin shoke his head softly and clapped her on the back lightly, "Easy there, Epheria. Don't push yourself too hard. You are a vital part of this company. I need you in top form." Epheria's only answer was a half-smirk and a curt nod as she strode away. Softly, under his breath, Meiglin whistled and spoke to himself, "Easy there Meiglin. She's a fiery one. You're likely to get burned."

    ---------------------------------

    Meiglin had changed a lot over the last few decades. When his mentor had passed away, he had felt lost and for a time he wandered. He felt some of his motivation had escaped and he was left searching for purpose. It passed, like all things do. Meiglin had become, ever so slightly, more aware of the meaning of his immortality. Without something to invest himself into, he saw an endless stretch of time that was barren and hopeless. He needed a goal, something to busy himself with. There was so much more to the world than just this plane of existence. He was ready for a real adventure. Meiglin got more than what he was looking for.

    You don't forget your first encounter with a god, unless they want you to forget. Meiglin was floating in a plane of pure positive energy, an unlucky victim of planar storm, practically waiting to die. There was such a thing as too much of a good thing. The energy around him was literally filling him to the brim and his body was shuddering under the strain of containing it. The spell that kept the worse of it at bay was beginning to fade and he had only a few moments left. That was when his world was changed. A voice called out to him, from every direction at once.

    Meiglin thought himself mad at that point though he could not shake the reality of the situation. Everything was clear, sharp and too detailed to be anything but true. The voice offered him escape from the energies that were nearly killing him. No, it was telling him that it was going to grant him release and did not require anything in return. It did want something from him but it would not demand it. Meiglin wanted to live and, whatever this thing was, Meiglin simply knew it was powerful enough to make him do whatever it wanted. Who was he to deny it anything at this point?

    -----------------------------------

    Meiglin awoke, he mind sharp as the dream faded from his mind. The memory of that encounter was still as vivid as if it happened moments ago. Getting to his feet, Meiglin checked on his company and, satsfied that they were all mending well, let his mind travel back to the first few days after returning the the Material Plane. He didn't just appear in a random location. He was pulled from the Positive Energy plane by clerics of Elishar, having been given his location by their god. Meiglin was very grateful and, after learning that their temple was under attack by a horde of undead, eagerly offered his assistance in payment for his rescue.

    Meiglin laughed at the memory. How he could see so clearly each little action and decision he made lead to his greater entanglement into their way of life. After being exposed to Elishar and submerged in a their struggles, he had found a purpose and a struggle in which he could adopt as his own. He was, in so few words, awed and overwhelmed. His conversion as a follower of Elishar was inevitable.

    Meiglin's unique abilities catipulted him into a leadership role after his intial training was completed. The energy that Elishar granted to all his Soliders served as a new fuel for his abilities. Meiglin converted that energy into holy radiance that infused every strike he made, whether with bow or sword. Meiglin's belief was a brilliant fire that bolstered his defenses and turned his natural charisma into a weapon to use against the undead, and all those that made use of negative energy. It was the divine magic that Meiglin was unable to understand to any great degree. He was only able to master the least of the magics Elishar offered, quite possibly due to his unfaltering confidence in his own powers. Because of this Meiglin did not receive all of the standard training the Soldiers receive, only enough to truly call himself a Soldier of Light.

    Meiglin returned to anointing himself and his blade, learning new ways to enhance that damage and unlocking the hidden potential within the blade. Perhaps it was his belief in Elishar, or a kind of delusion spawned from his inability to understand the more powerful magic, but he would swear that Elishar spoke to him through the blade. Perhaps it was not Elishar, but one of his servants. More experienced Soliders learned to summon an Energon companion that served to council them and heal them. Perhaps the blade housed his Energon companion? It could heal him...
    Spoiler: Breakdown and Tactics
    Show

    Level 11: Bonus feat! Power Attack! We needed this despite our lower than optimal strength. You'll see soon enough. Otherwise, this is a somewhat dead level.

    Level 12: This is were that bonus feat pays off. Soldier of light. We get a single divine spell (thanks to our boosted wisdom), Detect undead and, what's that? Turn Undead. And this levels falls on a character feat. Yes, I would like Divine Might, very, very much. Add charisma damage to all attacks for a whole turn. And, yes. It costs a turn attempt (which we will never use) and a ... free action.

    Level 13: That pesky reflex save is taken care of on this level. We were only in this prestige class for two things, Divine Might and Divine Grace. We now have both, with a bonus smite undead added in. Sure, it reduces Indomitable soul to a wasted class feature but it served it purpose well.

    Level 14: High Charisma does help with Anointed Knight. Let's skip over the stat boost and, in this build, worthless charge bonus, and take the delicious Deep Strike. A ... free action, 3/day, extra 2d6 damage to any attack. Please and thank you. Also, we will be focused on fighting evil from this point on, so getting Holy added to the Great Swordbow will go a long way.

    Level 15: Anointed Knight gets their lifelong partner! A sentient weapon that can cast Cure Moderate wounds 3/day and Zone of Truth 3/day. In combat healing, especially when it doesn't use your action, is always welcome. In additon, we get another feat. Instant Clarity. It is a swift action but we get to regain our psionic focus instantly after using a manuever, 3/day. That's some scary stuff, especially if we spent it that turn, before we attacked. I consider this level the sweet spot. It is were most everything the build is focused on comes together (though it does get a bit scarier in the next section). We get to invest 4 essentia in any soulmeld, which means +4 insight damage to every attack, +8 damage from charisma (divine might) for a total of +12 on top of the 1d8+7 base damage for the bow (1d8+19) and we have plenty of money for special material arrows. Melee attacks are respectable, especially with the right manuever.

    An interesting coincidence... Had we taken 4 levels of Solider of Light, 15th level is when we would have gained an Energon Companion. Having the Ancestral Relic gain sentience on the same level works out perfectly for fluff reasons. Even the randomly rolled abilities fit nicely.


    Holy Fevor and Righteous Smiting: ECL 20
    Spoiler
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    "My purpose has always been clear to me since I met Elishar," Meiglin said with complete confidence as he gaze over the new recruits. "Every day, it becomes clearer. As it will for each of you... We battle Toldoth in whatever form it chooses to take and we try to open the eyes of those mislead by its lies. Elishar is the source of all life and light in the planes.

    Meiglin paused to let that sink into their minds. He has done this many times by now and the speech was ingrained in his mind from repetition. "Toldoth is behind every malady that exists in all the planes. If it did not create them directly, it gave power to those that did. Every evil stems from the hatred of life and light. Most of us fight the undead directly, so that their power never grows great enough to threaten the living. The elite ..." Again, Meiglin paused to add emphasis to his next words, "The elite, myself and a few select others, lead the battle against those that corrupt life and light. We hunt those that give power to the undead and use them for their own purposes. They are a cancer that must be eliminated, either through conversion or destruction."

    "Train, learn and survive. We need every one of you if we are going to win this fight. Toldoth and his followers do not rest. We are still fighting the first battles of a long war that Elishar will finish." Meiglin let his voice raise in volume, "Let's show Toldoth and his minions that they are no match for our light!"

    --------------------------------

    "You know," Ephira said a bit later, "I never get tired of that speech. Your passion never ebbs, does it?" Her voice was inquiring in a whimsical, melodic sort of way. Meiglin could tell as he turned around to look at her. She was teasing him.

    "Oh? Does my voice entrall you like all the greenhorns?" Meiglin asked suggestively, "It is not the only thing that never tires." He couldn't keep his expression serious after her composer bcame flustered at the inappropriateness of his comment. Meiglin threw his head back and laughed merrily. "Loosen up a little, Epheria. We aren't supposed to be so serious all the time. Elishar wants us to enjoy life in all its glory and fullness."

    Epheria's face softened slightly and her voice blended with Meiglin's as he said "...We are Soldiers. Not machines." Meiglin's smile softened to match her own and she said, "It is strange to think of you any other way than our commander. You are always so serious in battle and it's a little unsettling to see you so relaxed after so much time."

    Meiglin grinned and threw an arm around Epheria's shoulders, giving her a half hug. "Time and place for everything, Epheria. Today is a day of celebration and merriment. Tomorrow, we fight!"

    ----------------------------------

    Meiglin has never seen himself in battle. Not from the eyes of others. The combination of Incarnum energies, holy radiance and psionic focus painted a picture of power and stillness, like the eye of the tempest. The cries of pain and beastial fury erupting from the sea of combat all around him seemed to break off of him like water on a cliff. He gave little notice to the lesser beasts, letting fly an arrow or two charged with blinding light when one dared to get too close to him. No, his eyes were searching for the one behind all of this chaos and evil. There were several of Toldoth's captians littering the field, leading small companies of unnatural beasts and coordinating the attacks. Those were the ones he was after. It didn't matter if they were undead themselves, or some unholy perversion of living flesh or outsiders from the depths of the Nine Hells. When he saw them, he sprung into action.

    Lightning crackled along his hands at all times, his feet strode upon the air as if it was solid, a crown of crystalline incarnum sat on his helm and bracers of the deepest clue crackled with eldritch energy. Every arrow from his bladed bow sang with power and erupted into a burst of holy power when it struck its target. When close enough for melee, the bow became a massive blade that shone with the power of the sun and the blows shook the earth around them. Only his voice seemed louder than the battle, his war cry bolstered the courage of everyone around him and the divine energies whipped around him, healing himself or the nearest Soldier that was unfortunate enough to take a hit from the enemy.

    Epheria had never seen anything survive a full attack made by Meiglin. She wasn't sure what she felt for this, this ... She didn't know what to call him. He seemed an avatar of destruction, channelling the forces of the universe in ways she had never imagined. Time did not touch him and the very universe itself seemed to bend to his will whenever he loosed an arrow, putting his target in front of the weapon regardless of where it flew. She was frightened of him, of what he represented but she was also drawn to him like a moth to the flame. Every Soldier felt that way.

    Epheria smiled, settling her helmet back on her head and yanked her sword free of the corpse at her feet. No time to think about this now. Fight first. There was time for all things after the battle was won...
    Spoiler: Breakdown and Tactics
    Show

    Level 16: Bonus feat! Cleave. Its not the worst feat and if we happen to drop an enemy, a free attack is nothing to laugh at. Especially if its a smite + power attack.

    Level 17: Crusader 5! Its been a while since we took a level in this class. Good timing too. We are coming up across more and more stuff with damage reduction. Let's expand our Stone Dragon manuevers with Elder Mountain Hammer! This will serve also to give us enough Stone Dragon Manuevers for something even better. Stay tuned. IF it wasn't for a new manuever, this level would be dead, dead, dead.

    Level 18: Time for the capstone of the secret ingredient! Three times per day, I get to make another attack as a free action. Yep. That is nice. At full BAB too. Oh ... and remember that smite undead we picked up? Well, we just took Sapphire Smite which lets us use essentia to get more smites per day. Undead, fear us! Just wait, there is a reason we have six crusader levels...

    Level 19: And our final level of Anointed Knight. We could have dropped out after last level, but I like the idea of having our Sentient Weapon of DOOM getting a load of HP. It's not going to hurt anything ... and we need another half initiator level...

    Level 20: For this. First, we trade out Stone Bones for Ancient Hammer Mountain. +12d6 damage, ignore Damage reduction and hardness. Goes good with a 6d6 lightning guantlet and +11 damage from Divine might. Hell, we can even use our Psionic Focus to add another +5 damage to it with Bluesteel bracers. Gods help the thing if it is an evil creature with outsider and/or undead types. 28d6+29 damage coming it's way. And that's not even the end of it! We just picked up Crusader's smite! Smite anything! Free action to activate and it gets used on your next attack! Thats a +11 to hit with our charisma, so we can drop most, if not all of it to add it straight to damage with power attack. Another +22 coming. And it all ignores you damage reduction and hardness. We can do this five times per day! More if we ignore the smite thing. That's likely to be an average of 149 damage coming at you on that smite.

    Summary: As expected, the character gets a bit over the top in the last few levels. I don't consider this the sweet spot because every character better be this good at this level.


    Sources:
    Spoiler
    Show

    Race:
    Fey-touched, web enhancement

    Feats:
    Hidden talent, Expanded Psionics Handbook, p. 67
    Charming the Arrow, web enhancement
    Ancestral Relic, Book of Exalted Deeds, p. 39
    Psycarnum Infusion, Magic of Incarnum, p. 40
    Power Attack, Player's Handbook, p. 98
    Divine Might, Complete Warrior, p. 106
    Instant Clarity, Tome of Battle, p. 31
    Cleave, Player's Handbook, p. 92
    Sapphire Smite, Magic of Incarnum, p. 40

    Classes:
    Crusader, Tome of Battle, p. 8
    Incarnate, Magic of Incarnum, p 20
    Anointed Knight, Book of Exalted Deeds, p. 49
    Soldier of Light, Deities and Demigods, p. 208

  13. - Top - End - #463
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Boomerang always comes back!
    Quote Originally Posted by Miro

    Miro

    Background
    Spoiler
    Show
    The rustler's horse whinnied uneasily in the deepening shadow of dusk. He reached down and patted it's neck in an attempt to calm it while his boys began quietly stealing the rancher's herd. The boys were spooked about this mysterious phantom of the plains who had been cleaning up in these parts, but they did their jobs well. They unlatched the gate and began to quietly lead the animals out one by one. It took longer, sure, but if it was done right, no one in the ranch house would know what happened until dawn.

    A quiet *whistle-thump* made the rustler turn to look south, where James was. He could just make out James' horse, but couldn't see James anywhere. Three more *whistle-thump* noises sounded out (it was almost like the whistle was part of some tune), and one of his men by the gate let out a cry that was quickly silenced. The rustler let out a low animal call, and several of his men rode up to meet him. He turned to the man in the lead and started to say, "Looks like someone is giving us some trouble, go and sort it out." But he was interrupted halfway through by that *whistle-thump* sound again, this time as whatever it was bounced and ricocheted between the men riding up to him. He barely got a glimpse of the thing as it sailed toward him, and he ducked out of the way.

    When he turned to look where the thing went, he saw a small figure catch what looked like a small stick. The figure sneered at him and grunted, then hurled the stick at him. The last thing the rustler saw was that stick, hammering home on his face over and over again, and making a stupidly happy whistling noise everytime.


    Build
    Spoiler
    Show
    Miro
    NG Strongheart Halfling Halfling Paragon 3/Warblade 2/Bloodstorm Blade 4/Anointed Knight 10/Master Thrower 1
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Warblade 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |(20)Balance 4, Craft(Alchemy) 4, Jump 4, K:Arcana (2), Spellcraft (2)|EWP: Talenta Boomerang, Weapon Focus(Talenta Boomerang)|Battle Clarity (Reflex Saves)

    2nd|Halfling Paragon 1|
    +1
    |
    +2
    |
    +2
    |
    +0
    |(5)Craft(Alchemy) 5, Hide 1, Move Silently 1, Spellcraft (3)| |Athletic Prowess, Save Bonus

    3rd|Halfling Paragon 2|
    +2
    |
    +2
    |
    +3
    |
    +0
    |(5)Hide 2, Jump 5, Knowledge(Arcana) (3), Move Silently 2|Point Blank Shot|Thrown Weapon Mastery

    4th|Halfling Paragon 3|
    +3
    |
    +3
    |
    +3
    |
    +1
    |(5)Hide 4, Move Silently 5| |Ability Boost (Dex +2)

    5th|Warblade 2|
    +4
    |
    +4
    |
    +3
    |
    +1
    |(5)Balance 5, Hide (5), Move Silently (6)| |Uncanny Dodge

    6th|Bloodstorm Blade 1|
    +5
    |
    +6
    |
    +3
    |
    +1
    |(5)Hide (6)Move Silently (7), Tumble 1|Ancestral Relic|Returning Attacks, Throw Anything, Weapon Aptitude

    7th|Bloodstorm Blade 2|
    +6
    |
    +7
    |
    +3
    |
    +1
    |(5)Hide (7), Move Silently (8), Tumble 2| |Martial Throw, Thunderous Throw

    8th|Bloodstorm Blade 3|
    +7
    |
    +7
    |
    +4
    |
    +2
    |(5)Hide (8), Move Silently (9), Tumble 3|Dead Eye(B)|Bonus Fighter Feat

    9th|Bloodstorm Blade 4|
    +8
    |
    +8
    |
    +4
    |
    +2
    |(5)Hide (9), Move Silently (10), Tumble 4|Boomerang Daze|Lightning Ricochet

    10th|Anointed Knight 1|
    +9
    |
    +10
    |
    +4
    |
    +4
    |(3)Move Silently (10.5), Sleight of Hand (1)|Combat Reflexes(B)|Anoint Self(Combat Reflexes)

    11th|Anointed Knight 2|
    +10
    |
    +11
    |
    +4
    |
    +5
    |(3)Move Silently (11), Sleight of Hand (2)| |Anoint Ancestral Weapon(Good Weapon)

    12th|Anointed Knight 3|
    +11
    |
    +11
    |
    +5
    |
    +5
    |(3)Move Silently (11.5), Sleight of Hand (3)|Boomerang Ricochet, Sanctify Martial Strike(Talenta Boomerang)(B)|Bonus Feat(Sanctify Martial Strike)

    13th|Anointed Knight 4|
    +12
    |
    +12
    |
    +5
    |
    +6
    |(3)Move Silently (12), Sleight of Hand (4)| |Anoint Self(Unbroken Flesh)

    14th|Anointed Knight 5|
    +13
    |
    +12
    |
    +5
    |
    +6
    |(3)Spellcraft 6| |Anoint Ancestral Weapon(Unicorn's Blood)

    15th|Anointed Knight 6|
    +14
    |
    +13
    |
    +6
    |
    +7
    |(3)Spellcraft 9|Weapon Specialization(Talenta Boomerang), Combat Expertise(B)|Bonus Feat(Combat Expertise)

    16th|Anointed Knight 7|
    +15
    |
    +13
    |
    +6
    |
    +7
    |(3)K:Arcana 5, Spellcraft 10| |Anoint Self(Deep Strike)

    17th|Anointed Knight 8
    +16
    |
    +14
    |
    +6
    |
    +8
    |(3)K:Arcana 8| |Anoint Ancestral Weapon(Sentience)

    18th|Anointed Knight 9|
    +17
    |
    +14
    |
    +7
    |
    +8
    |(3)K:Arcana 10, Ride 1|Precise Shot, Improved Disarm(B)|Bonus Feat(Improved Disarm)

    19th|Anointed Knight 10|
    +18
    |
    +15
    |
    +7
    |
    +9
    |(3)Jump 6, Move Silently (13)| |Anoint Self(Inspired Strike)

    20th|Master Thrower 1|
    +19
    |
    +15
    |
    +9
    |
    +9
    |(5)Hide (10), Move Silently (13), Tumble 5|Quick Draw(B)|Quick Draw, Thrown Weapon Trick (Trip Shot)[/table]


    Ability Scores
    Spoiler
    Show

    Starting Ability Scores:
    Str - 12
    Dex - 16
    Con - 12
    Int - 12
    Wis - 8
    Cha - 16

    Final Ability Scores:
    Str - 12
    Dex - 22 (+2 Halfling Paragon, +4 8th, 12th, 16th, 20th)
    Con - 12
    Int - 13 (+1 4th)
    Wis - 8
    Cha - 16


    Ancestral Relic Progression
    Spoiler
    Show

    Song of the Plains
    {table=head]Level|Enhancement Bonus|Enchantments Gained
    6th|+1|-

    7th|+1(+2)|Screaming(+1 bonus)

    8th|+1(+2)|-

    9th|+1(+3)|Stunning(+1 bonus)

    10th|+1(+3)|-

    11th|+1(+3)|-

    12th|+1(+3)|-

    13th|+1(+3)|-

    14th|+1(+6)|Clouting(+3 bonus)

    15th|+1(+6)|-

    16th|+1(+8)|Paralytic Burst(+2 bonus)

    17th|+1(+8)|-

    18th|+1(+10)|Transmuting(+2 bonus)

    19th|+1(+10)|Prismatic Burst, Slow Burst, Aquatic, Changeling (All are fixed cost enchantments)

    20th|+1(+10)|-[/table]


    Maneuvers/Stances Known
    Spoiler
    Show

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

    1st|-|3(1s)|-|-|-|-|-|-|-|-

    2nd|-|3(1s)|-|-|-|-|-|-|-|-

    3rd|-|3(1s)|-|-|-|-|-|-|-|-

    4th|-|3(1s)|-|-|-|-|-|-|-|-

    5th|-|3(1s)|1|-|-|-|-|-|-|-
    [/table]

    Stances: Punishing Stance (1st, Ironheart)
    Maneuvers: Steel Wind (1st, Ironheart), Steely Strike (1st, Ironheart), Douse the Flames (1st White Raven), Disarming Strike (2nd, Ironheart)


    Build Details
    Spoiler
    Show

    Level 5
    Miro is prepped and ready for Bloodstorm Blade Boomerang mayhem. His damage output at this point is low, but Throwing Mastery helps bump that a little bit, and his Warblade maneuvers make for decent utility. He functions as a scout and mid-range skirmisher.

    Level 10
    Now Miro enters the SI, and he is prepped to reap the benefits. Bloodstorm Blade has given him the ability to throw his boomerang at multiple targets in a single round, Dead Eye lets him add his Dex mod to damage (as long as he's within 30', which is coincidentally the boomerang's first range increment), and Boomerang Daze means that anyone hit by the boomerang has to make a Fort save (DC based on damage inflicted) or be Dazed. Thanks to Bloodstorm Blade, he can also use his Disarm maneuver with his boomerang, meaning that he can disarm and Daze an opponent with a single strike. This is where Miro begins his battlefield control abilities, and they only get supercharged from here.

    Level 15
    Miro is now capable of unleashing a bevy of debuffs to his foes. Thanks to the SI, he does extra damage to evil creatures from Sanctify Martial Strike and the Anoint Ancestral Weapon (Good Weapon) abilities. The big win here of course is Unicorn's Blood, which means more saves for any evil creature that is struck by the boomerang, on top of boomerang daze. Miro has also picked up DR and a couple of useful feats from the SI (Combat Expertise is needed for the final step in the build). Boomerang Ricochet increases the number of attacks Miro can make (and the number of saves the enemy must make), and Weapon Specialization bumps his damage (and Boomerang Daze DC).

    Level 20 "Sweet Spot"
    Here we hit Miro's full capabilities. Inspired Strike gets us even more attacks, Deep Strike ups our damage if we need to really get someone to fail a daze save, and Improved Disarm buffs our disarm maneuver. But the big thing at this level is the Trip Shot ability from Master Thrower. Now, not only does a foe have to make tons of saves every time Miro hits him with his boomerang, Miro also gets a chance to freely trip them as well. Each time a foe is struck, they must make a save vs. daze, Unicorn's Blood, Stunning, Knockback (and Stun, if failing the knockback save). They also have to resist being tripped and potentially disarmed. And if it is a critical hit, they are subjected to Slow and Prismatic Spray spells. And lastly, in addition to being able to be freely thrown underwater, Miro's Boomerang, the Song of the Plains, has also now gained sentience.


    Sources
    Spoiler
    Show

    Player's Handbook
    Book of Exalted Deeds (Secret Ingredient, Sanctify Martial Strike)
    Tome of Battle (Warblade, Bloodstorm Blade)
    Dragon Compendium (Dead Eye)
    Races of Eberron (Boomerang Daze, Boomerang Ricochet)
    Eberrong Campaign Setting (Talenta Boomerang)
    Unearthed Arcana (Halfling Paragon)
    Magic Item Compendium (Screaming, Stunning, Paralytic Burst, Transmuting, Prismatic Burst, Slow Burst, Aquatic, Changeling)
    Complete Arcane (Clouting)
    Forgotten Realms Campaign Setting (Strongheart Halfling)

  14. - Top - End - #464
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    I'll admit, I got trolled here.Jaxa Rivensoul/
    Quote Originally Posted by Jaxa and Jexa
    Jaxa and Jexa CE DvatiDC Rogue 5

    Women and wine,
    Party and dine.
    'Tis the life I once had,
    For sorrow or for glad.
    'Til fate, she led me to you.


    I didn’t used to be very nice people. I was a pair of thieves, conwomen, even murderers on occasion. Not to mention seductresses. Boys, you haven’t lived until you’ve slept with a dvati. Such a shame that the next morning you’d find that we’d taken everything valuable I could find.

    Well, that life did me well enough. But then one night we were in a tavern, and there was some minstrel in a strange white mask telling stories. Soft leather it was, with a mouth that opened when his did. Well, he was doing pretty well for himself, so we thought I might try and get our hands on some of the gold he was earning.

    After he left the tavern that night, the two of me stepped out of the shadows holding knives. Tried to mug him. I don’t know if that was the biggest mistake of our life, or if it was ultimately the best decision we ever made. As I attacked him, he pulled a sword out of somewhere, and we could see he knew how to use it.

    The fight didn’t last long. Maybe fifteen seconds in, his sword slid right through my heart. I staggered back, in shock, watching the light fade from my eyes, the blood pour from my breast. I clawed at my chest, as if I could feel it myself. I slumped back against the wall, and so did I. I thought he was going to kill me, too, and I would have let him. But no, he looked sad, if anything, and sheathed his sword.

    I don’t remember much more from that night. He must have taken me home, because the next thing I knew, we- I- was waking up in a bed, with the strange masked man sitting beside me.

    “I am truly sorry for your loss,” he said, and you know what? I knew – I just knew – he meant it. Somehow, he understood a little of what it meant. I didn’t think uniques could do that.

    I dunno what it was – this was the man who’d killed me, after all – but somehow being around him actually made the pain a little duller. He nursed me, some – fed me soup, tried to cheer me up. He told me stories about how he used to be a street rat, and how his god, Olidasomething, had called him. He taught me how you could be a rogue and not hurt people, and for some reason I listened. It seemed a better way of life.

    It was too late for me, though. He dulled the pain a bit, he didn’t take it away completely. Eventually, I got to the point where being a halfer just hurt too much, so when he was out telling his stories to earn my coin, I took my dagger, and I – well, you don’t need the gory details. I got out of the house first, though, so I wouldn’t bleed on his nice white sheets. And as I died, I hoped that the Laughing Rogue would call me, too.

    I fell. I left my remaining body, and I fell. To a place where fire licked the walls, and screams echoed in the air. It was a courtroom, or looked like one to me. But lined up in judgement were devils. They judged me, they judged my life, and they found me guilty. I was to be damned, for all time. Not even the relief of being whole again could make that not terrifying.

    But then a miracle happened. The judge asked if anyone else had anything to say, and a light tenor voice said, “Yes, actually.”

    The doors behind me opened, and a human strolled in. He had a neatly trimmed beard, and a lute slung over his back. He just looked so normal, in this infernal courtroom, that it was absurd, and a tiny laugh burst from me. He looked at me and smiled encouragingly, and I saw that he wasn’t normal. His eyes were deep, so deep. And then I saw on his tunic a symbol, repeated. A very familiar symbol, from the past weeks. A twisted mask, grinning on one side and scowling on the other. And I dared to hope.

    “You are not welcome here, Olidammara,” the judge glowered.

    “Au contraire, my dear whoever-you-are, I am the Laughing Rogue, and I am welcome wherever I please to go. Well, except Yondalla’s bedchamber. Not since last time…”

    “Get to the point, Rogue.”

    “I just had one gnome in there with me, I thought she’d appreciate another… playmate!” The god grinned lasciviously.

    “GET. TO. THE. POINT.”

    “Oh, alright then.” He rolled his eyes, then pointed at me. “I claim her. She’s mine.”

    “You cannot have her. She is rightfully damned.”

    “Rubbish. She repented!”

    “Too late. She was already dead.”

    “That’s slaad dung and you know it. I know you guys have procedures for this. Shove her in her new body and kick her back upstairs already.

    The judge carried on arguing for a while, but it was clear Olidammara was winning. Winning for me! Eventually the devil slammed his claw on his desk and growled assent. The Rogue – my patron – walked over to me and clapped us on the shoulder.

    “Good luck, girls. This isn’t gonna be fun, but it’s a second chance. Make me proud, hmm?”

    The next thing we knew was pain.

    Spoiler
    Show
    PSYCHE!

    Jaxa Rivensoul, LG Body-aspect HellbredFCII Paladin 5/Anointed Knight 10/HellreaverFCII 5

    Spoiler
    Show
    I woke up in the desert. Just one of me. I felt the beginnings of anguish at the prospect, but the expected feelings of utter emptiness didn’t come. I looked around, and saw lying beside me a strange shield. It was partly transparent, and tinted blue, and the edges were razor sharp. I picked it up, and a deep sense of familiarity overcame me. I realised that though I only had one body, this shield was the receptacle of the other half of my soul. Maybe I could learn how to commune with it, and I could be whole once more.
    I looked down at myself and realised that I was stark naked. I was also built completely differently. I was a lot bulkier, larger all over, and my skin which had once been a beautiful white was now a deep, sullen red. I couldn’t dwell on that now, though. If I stayed here and did nothing, I would die of thirst. I knew what awaited me if I died, so I needed to survive.
    I picked a direction and started walking. Any direction seemed equally promising, there was nothing to tell them apart. The Laughing Rogue was smiling on me, though, as I had been walking less than an hour before I saw a fort in the distance.
    When I reached it, I learned that I had found the stronghold of an order of Paladins. I begged shelter, and clothing, and they granted it.
    I stayed with them for many years, joining their order and learning to be a Paladin myself. I thought it would be a good start on avoiding the fate I knew awaited me when I died.
    I spent much of my time immersed in their library. I learned of rituals to awaken the power buried within items, and I tried them. I learned to make sacred oils, and I anointed my soulshield with them. To my joy, it worked! I felt my connection get a little stronger and deeper. The shield grew stronger too, becoming better protection.
    I poured my all into my shield, researching arcane rituals and techniques to bind us ever closer together and make it ever stronger. And one day, years after I had arrived, I heard my second voice again! I had awoken my soul within the shield, and I was no longer alone!
    On that day, I bid the stronghold farewell. I had learned all I could there, and if I wished to avoid my fate, it was time to take the fight to the devils. I needed to be an active force for Good, and so I set out, whole and complete once more, to earn my redemption.


    Spoiler: The Build
    Show

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

    1st|Paladin 1|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Craft (Alchemy) 4, Knowledge (Arcana) 2, Spellcraft 2|Improved Shield Bash, Devil's FavorFCII|Aura of Good, Detect Evil, Smite Evil 1/day

    2nd|Paladin 2|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Craft (Alchemy) 5, Knowledge (Arcana) 2.5, Spellcraft 2.5||Divine Grace, Lay On Hands

    3rd|Paladin 3|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 1, Spellcraft 3|Ancestral Relic|Aura of Courage, Divine Health

    4th|Paladin 4|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 4, Spellcraft 3|Divine ShieldCW, Devil's StaminaFCII|Turn Undead

    5th|Paladin 5|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 7, Spellcraft 3||Smite Evil 2/day, Charging SmitePHBII

    6th|Anointed Knight 1|
    +6/+1
    |
    +6
    |
    +1
    |
    +3
    |Craft (Alchemy) 5, Knowledge (Religion) 8, Knowledge (The Planes) 2, Spellcraft 3|Least LegacyWoL, Alertness|Anoint Self (Holy Sight)

    7th|Anointed Knight 2|
    +7/+2
    |
    +7
    |
    +1
    |
    +4
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 9, Knowledge (The Planes) 4, Spellcraft 3||Anoint Ancestral Weapon (Good Weapon)

    8th|Anointed Knight 3|
    +8/+3
    |
    +7
    |
    +2
    |
    +4
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 10, Knowledge (The Planes) 6, Spellcraft 3|Power Attack|Bonus Feat

    9th|Anointed Knight 4|
    +9/+4
    |
    +8
    |
    +2
    |
    +5
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 11, Knowledge (The Planes) 8, Spellcraft 3|Shield ChargeCW|Anoint Self (Divine Clarity [CHA])

    10th|Anointed Knight 5|
    +10/+5
    |
    +8
    |
    +2
    |
    +5
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 12, Knowledge (The Planes) 10, Spellcraft 3||Anoint Ancestral Weapon (Unicorn's Blood)

    11th|Anointed Knight 6|
    +11/+6/+1
    |
    +9
    |
    +3
    |
    +6
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 13, Knowledge (The Planes) 12, Spellcraft 3|Blind-Fight|Bonus Feat

    12th|Anointed Knight 7|
    +12/+7/+2
    |
    +9
    |
    +3
    |
    +6
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 14, Knowledge (The Planes) 14, Spellcraft 3|Lesser Legacy|Anoint Self (Deep Strike)

    13th|Anointed Knight 8|
    +13/+8/+3
    |
    +10
    |
    +3
    |
    +7
    |Craft (Alchemy) 5, Knowledge (Arcana) 3, Knowledge (Religion) 15, Knowledge (The Planes) 16, Spellcraft 3||Anoint Ancestral Weapon (Sentience)

    14th|Anointed Knight 9|
    +14/+9/+4
    |
    +10
    |
    +4
    |
    +7
    |Craft (Alchemy) 5, Intimidate 0.5, Knowledge (Arcana) 3, Knowledge (Religion) 16, Knowledge (The Planes) 17, Spellcraft 3|Cleave, Devil's TongueFCII|Bonus Feat

    15th|Anointed Knight 10|
    +15/+10/+5
    |
    +11
    |
    +4
    |
    +8
    |Craft (Alchemy) 5, Intimidate 1, Knowledge (Arcana) 3, Knowledge (Religion) 17, Knowledge (The Planes) 18, Spellcraft 3|Divine Might|Anoint Self (Inspired Strike)

    16th|HellreaverFCII 1|
    +16/+11/+6/+1
    |
    +11
    |
    +4
    |
    +10
    |Craft (Alchemy) 5, Intimidate 2, Knowledge (Arcana) 3, Knowledge (Religion) 18, Knowledge (The Planes) 19, Spellcraft 3||Holy Fury, Furious Strike +2/+1d6

    17th|Hellreaver 2|
    +17/+12/+7/+2
    |
    +11
    |
    +4
    |
    +11
    |Craft (Alchemy) 5, Intimidate 3, Knowledge (Arcana) 3, Knowledge (Religion) 19, Knowledge (The Planes) 20, Spellcraft 3||Divine Succor (10 points)

    18th|Hellreaver 3|
    +18/+13/+8/+3
    |
    +12
    |
    +5
    |
    +11
    |Craft (Alchemy) 5, Intimidate 4, Knowledge (Arcana) 3, Knowledge (Religion) 20, Knowledge (The Planes) 21, Spellcraft 3|Greater Legacy|Divine Resolve, Divine Shield

    19th|Hellreaver 4|
    +19/+14/+9/+4
    |
    +12
    |
    +5
    |
    +12
    |Craft (Alchemy) 5, Intimidate 5, Knowledge (Arcana) 3, Knowledge (Religion) 21, Knowledge (The Planes) 22, Spellcraft 3||Furious Strike +4/+2d6, Mettle

    20th|Hellreaver 5|
    +20/+15/+10/+5
    |
    +12
    |
    +5
    |
    +12
    |Craft (Alchemy) 5, Intimidate 6, Knowledge (Arcana) 3, Knowledge (Religion) 22, Knowledge (The Planes) 23, Spellcraft 3||Divine Succor (20 points), Heroic Sacrifice[/table]

    Alternate class features: Holy WarriorCC, Charging SmitePHBII

    Note that Hellreaver has a fluff requirement of having slain an evil outsider. This is a very very easy requirement to meet when living with an order of paladins.

    Spoiler: Stats
    Show
    Starting stats:
    STR 16+2=18
    DEX 8
    CON 14
    INT 14-2=12
    WIS 12
    CHA 14

    All stat bumps into Charisma.

    Stats at level 20: 179 HP (average)
    STR 24
    DEX 8
    CON 20
    INT 12
    WIS 12
    CHA 26

    Fort +27, Ref +14, Will +23


    Spoiler: The Shield
    Show

    RiverineStorm Heavy Razor ShieldUnd

    {table=head]Character Level|Enchantment Added|Total Gold Cost
    4th|+1|1000
    7th|Valorous*UE|7000
    7th|CalledMIC|9000
    8th|+2 STR|13000
    9th|Resistance +1|14000
    9th|+2 CON|18000
    10th|Sudden StunningDMGII|20000
    11th|+4 STR|32000
    12th|Resistance +2|35000
    12th|MindarmorMIC|38000
    13th|AnticipationDotU|47000
    13th|Resistance +3|52000
    14th|+4 CON|64000
    14th|Resistance +4|71000
    15th|Holy**|95000
    15th|ShadowstrikeMIC|100000
    16th|Resistance +5|109000
    16th|VanishingMIC|117000
    17th|+6 STR|137000
    17th|Spellblade (Disintegrate)PGtF|143000
    17th|Smoking*LoD|161000
    18th|+6 CON|181000
    18th|Mighty Smiting*MIC|203000
    19th|Holy Surge*MIC|227000
    20th|Collision**MIC|291000
    20th|InitiativeMIC|301000
    20th|Prismatic Burst*MIC|339000
    20th|DoomwardingPGtF|377500[/table]

    {table=head]Character Level|Attack Penalty|Save Penalty|Hit Point Loss|Abilities
    5th||||Protection from Evil
    6th|||4|Bashing
    7th||||
    8th||-1||
    9th|-1||2|Fly 1/day
    10th||||Mirror Image 1/day
    11th||||
    12th|||2|+3, Light Fortification
    13th|-2|||Survive Any Extreme
    14th||||Cunning
    15th|||2|+4
    16th||-2||Wolf's Cunning
    17th||||Unity of Balance
    18th||-3|2|+6 CHA
    19th|||2|Medium Fortification
    20th|||2|Resiliency[/table]

    I have made my shield both an Ancestral Relic and a Weapon of Legacy. With the exception of the initial +1, all enhancement-equivalent shield enchantments are on the Weapon of Legacy. All enhancement-equivalent weapon enchantments are added using Ancestral Relic. Flat cost shield enchantments are also added using the AR rules, as WoL doesn't allow for them.

    My goal was to try and make a character purely dependent on only one item. I didn't quite manage - Jaxa is still going to need armour to have a high enough AC. Other than that, I think I managed to fit everything she needs onto the shield one way or another. In the first table, any enchantment marked * is a +1-equivalent enchantment, and any marked ** is a +2-equivalent. The first +1 is for the shield bonus, not the attack and damage.

    The lesser powers rolled for the shield when it gains sentience are Detect Magic and Deathwatch - quite appropriate, I thought!

    Spoiler: Notes on particular enchantments
    Show

    Valorous doubles damage on a charge.

    Sudden Stunning is amazing. For 2000GP, Cha mod times per day, an enemy you hit in melee must make a Ref save (DC 10+1/2 level+Cha) or be stunned for 1d4+1 rounds.

    Anticipation is from the Ring of Anticipation. For 6000 gold, it gives you +2 to Spot and Listen, and the ability to roll Initiative twice and take the better result. I spent 9000 GP to add it to the shield, per the MIC item combining rules.

    Vanishing is the weapon enchantment, not the armor/shield enchantment. Once a day, when making a successful melee attack, it allows you to immediately port 60ft as DDoor.

    Smoking gives you an at-will Stinking Cloud in your own square only. It grants you concealment, but you are immune to the effects and can see through it. It does affect anyone that's in your square for any reason - for instance grappling.

    Spoiler: Legacy abilities
    Show
    Protection from Evil is taken from Crimson Ruination (p62, WoL). Constant effect.
    Survive Any Extreme is taken from the Scarab of Aradros (p140, WoL). At will as an immediate action, grant yourself resistance 30 to one energy type (including sonic) for one minute. Gorgeous.
    Cunning means you are never flat footed.
    Wolf's Cunning is taken from Ur (p175, WoL). +5 Initiative.
    Unity of Balance is taken from the Scales of Balance (p138, WoL). Constant effect Death Ward.
    Resiliency is taken from the Faithful Avenger (p135, ToB). 1/day, ignore all damage from a single source.


    There are a couple of questionable rules interpretations here. Technically I'm in violation of WBL until level 4 - a Riverine shield is just too expensive. Fluff reasons made it impossible to justify just picking it up when I could afford it. I chose Riverine mostly because it seemed the most appropriate material to be refluffed as being part of my soul. For judges that take umbrage with this, feel free to assume that it's not Riverine. Living metalMoF would seem to be appropriate, but steel will do if necessary. In that case I'd also swap out the Divine Might feat for Parrying ShieldLoM which applies your shield bonus to your touch AC, to make up for losing the deflection bonus from riverine.

    The other thing is that I've assumed that, as the Bashing enchantment makes the shield count as a +1 weapon, I could use that as the basis to start enchanting the weapon from rather than having to enchant the +1 on myself. If that's not the case, then I'm pretty sure that dropping Shadowstrike leaves me with enough gold allowance to add the +1, shifting the other enchantments later in the build as necessary.

    In the spirit of keeping all my eggs in one basket, I'd use some of my spare WBL to pick up a pair of augment crystals - probably a Greater Crystal of Arrow Deflection and a Lesser Truedeath Crystal, and I'd also take either the Heraldric Crest of ValorHoB (+1 morale to damage, 1/day self-only Heroism) or the Heraldric Crest of Valiant Defence (+1 deflection to AC, 1/day Shield Other), using the paladins' order to meet the fluff requirement of having to be granted the right to use it by a lord.


    The Razor shield was chosen because it's unambiguously a single item, where the spiked shield may or may not be two, the shield and the spikes. This matters as I've used the Ancestral Relic feat to apply a few flat cost shield enchantments.


    Spoiler: Tactics
    Show

    Up to level 5 or so, Jaxa is a fairly standard paladin, albeit one focused around shield bashes. Devil's Favour gives a +2 to a roll when needed, Divine Shield can make her really quite tough to hit, and the combination of Devil's Stamina and Lay On Hands give her quite a chunk of early self-healing. With a suit of armour on, she'd be really quite durable, and able to bounce back from most things.

    From level 6 onwards, she starts to become more reliant on the shield. The WoL abilities come online from then, and she starts enchanting it properly with Ancestral Relic from level 7. Shield Charge at level 9 grants a free trip attempt whenever she shield bashes on a charge (every time she charges), and that combined with Charging Smite make her charges fairly scary. Bashing raises the damage of the shield to d10, and as she's not using any other weapon she can, I believe, use two hands to get the double return from Power Attack.

    Unicorn Blood is quite nice, making all her attacks against evil creatures (and as a paladin, why would she fight anything else?) do strength damage on a failed save. Deep Strike gives a little bit more damage three times a day.

    It tickles me slightly that she picks up Devil's Tongue just after the shield gains sentience and she has two bodies again. Devil's Tongue lets her daze and flat-foot an enemy by speaking to them. Dvati have a racial ability that lets them debuff an enemy by both bodies speaking at once to confuse them. I choose to believe that she's regained the ability to use that now that there are two bodies capable of talking - even if one of them is a shield.

    Interestingly, by my reading of Inspired Strike, the attacks it grants don't have to be part of a full attack action. You don't even need to have made any other attacks at all. Three times per day, you just get to make an attack as a free action, with no other restrictions. This means, for example, that she can use a standard action to daze and flat foot an enemy for a round with Devil's Tongue and still be able to attack to take advantage of that.

    Hellreaver is a very nice class that IMO synergises really quite well with the rest. Holy Fury is a rage-like state that powers all the other abilities. Furious strike is a swift action to make your next attack deal bonus damage to evil creatures. Divine Succor lets you heal yourself or any nearby good aligned creature - more resilience. Divine Resolve lets you get a bonus on a save, which you can use after rolling the die. Divine Shield is an immediate action AC boost. If I'm eyeballing it correctly, she should end up really quite tanky, yet still able to put out quite a respectable amount of damage against evil creatures. And for a capstone, at level 20 her shield gets both Resiliency, letting her flat out ignore one attack per day, and Doomwarding, which 7 times ever lets you reroll any die, even after learning the results of the original roll. The Laughing Rogue really is looking out for her.


    Spoiler: Sources
    Show

    BoED: Book of Exalted Deeds
    CC: Complete Champion
    CW: Complete Warrior
    DMGII: Dungeon Master's Guide II
    DotU: Drow of the Underdark
    FCII: Fiendish Codex II: Tyrants of the Nine Hells
    HoB: Heroes of Battle
    LoD: Lords of Darkness
    MIC: Magic Item Compendium
    PGtF: Players' Guide to Faerun
    PHBII: Player's Handbook II
    Storm: Stormwrack
    ToB: Tome of Battle: Book of Nine Swords
    UE: Unapproachable East
    Und: Underdark
    WoL: Weapons of Legacy

    Sources used in backstory, adaptations, and extras:
    DC: Dragon Compendium
    LoM: Lords of Madness
    MoF: Magic of Faerun


    Horik, Paladin of Olidammara belongs to sakaki22. Used without permission.
    [/QUOTE]

  15. - Top - End - #465
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Why does it always have to be snakes?
    Quote Originally Posted by Gisir
    Yuan-Ti Pureblood Ranger (Champion of the Wild) 6/ Beloved of Valarian 4/ Anointed Knight 4
    Adaption: Ranger (Champion of the Wild) 6/ Beloved of Valarian 6/ Anointed Knight 4
    Gender: Female
    Alignment: Chaotic Neutral--> Chaotic Good
    Abilities: Str 8, Dex 17, Con 10, Int 14, Wis 13, Cha 14
    Adjusted: Str 8, Dex 19, Con 10, Int 16, Wis 13, Cha 16
    Leveled: Str 8, Dex 23, Con 10, Int 16, Wis 14, Cha 16- +1 Dex at 4, 8, 12, 16, +1 Wis at 20
    Ancestral Relic: Mentor's Composite Elvencraft Longbow
    Level 12 Stats: +1 Keen Bane (Monstrous Humanoid) Composite Elvencraft Longbow/ +1 Defending Composite Elvencraft Longbow
    Level 20 Stats: +1 Speed Keen Seeking Bane (Monstrous Humanoid) Composite Elvencraft Longbow/ +3 Defending Composite Elvencraft Longbow
    References:
    Yuan-Ti Pureblood: Monster Manual p.262
    Champion of the Wild: Complete Champion p.50
    Beloved of Valarian: BoED p.53
    Swarm of Arrows: Epic Level Handbook p.67
    Elvencraft Bow: Races of the Wild p. 166

    Gisir, The Viper of the Woods
    Spoiler: Complete Build
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    6th|Monstrous Humanoid HD +2 LA|
    +4
    |
    +1
    |
    +4
    |
    +4
    | Disguise 8, Knowledge(Arcana) 3, Listen 9, Spellcraft 3, Spot 9,|Alertness(Bonus Feat), Blind Fight(Bonus Feat), Sacred Vow, Vow of Chastity|Spell-Like Abilities: 1/day—animal trance, cause fear, charm person, darkness, entangle. Caster level 4th. The save DCs are Charisma-based, +5 racial bonus on Disguise checks when impersonating a human, Alternate form, detect poison, spell resistance equal to class levels + 14, Darkvision 60ft



    7th|Ranger|
    +5
    |
    +3
    |
    +6
    |
    +4
    | Disguise 8, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 10, Ride 2, Spellcraft 3, Spot 10,|Track (Bonus Feat)|1st favored enemy(Monstrous Humanoid), wild empathy, Champion of the Wild ACF


    8th|Ranger|
    +6/+1
    |
    +4
    |
    +7
    |
    +4
    |Disguise 8, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 11, Ride 9, Spellcraft 3, Spot 11||Combat Style: Archery, Alignment Shift to Chaotic Good

    9th|Ranger|
    +7/+2
    |
    +4
    |
    +7
    |
    +5
    |Disguise 8, Handle Animal 6, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 12, Ride 10, Spellcraft 3, Spot 12|Mounted Combat, Endurance(Bonus Feat)|

    10th|Beloved of Valarian|
    +8/+3
    |
    +6
    |
    +7
    |
    +5
    |Disguise 8, Handle Animal 7, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 13, Ride 13, Spellcraft 3, Spot 13, Survival 1||Call unicorn, telepathic bond, timelessness

    11th|Ranger|
    +9/+4
    |
    +7
    |
    +8
    |
    +5
    |Craft (Alchemy) 5, Disguise 8, Handle Animal 7, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 14, Ride 14, Spellcraft 3, Spot 14, Survival 2|Point Blank Shot (Bonus Feat)|Animal Companion

    12th|Beloved of Valarian|
    +10/+5
    |
    +7
    |
    +9
    |
    +6
    |Craft (Alchemy) 5, Disguise 8, Handle Animal 8, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 15, Ride 15, Spellcraft 3, Spot 15, Survival 3|Ancestral Weapon|Ethereal Jaunt

    13th|Anointed Knight|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +8
    |Craft (Alchemy) 9, Disguise 8, Handle Animal 8, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 15, Ride 16, Spellcraft 3, Spot 15, Survival 3|Combat Reflexes (Bonus Feat)|Anoint Self(Celestial Strategy)


    14th|Ranger|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +8
    |Craft (Alchemy) 9, Disguise 8, Handle Animal 10, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 17, Ride 17, Spellcraft 3, Spot 17, Survival 5||2nd favored enemy(Abomination)


    15th|Ranger|
    +13/+9/+3
    |
    +10
    |
    +10
    |
    +9
    |Craft (Alchemy) 9, Disguise 8, Handle Animal 11, Knowledge(Arcana) 3, Knowledge(Nature) 5, Listen 18, Ride 18, Spot 18, Survival 10|Weapon Focus(Longbow)| Improved Combat Style: Archery

    16th|Anointed Knight|
    +14/+9/+4
    |
    +11
    |
    +10
    |
    +10
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 11, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 19, Spellcraft 4, Spot 18, Survival 10||Anoint Ancestral Weapon(Good Weapon)

    17th|Anointed Knight|
    +15/+10/+5
    |
    +11
    |
    +11
    |
    +11
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 11, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 20, Spellcraft 8, Spot 18, Survival 10|Diehard (Bonus Feat)|

    18th|Annointed Knight|
    +16/+11/+6/+1
    |
    +12
    |
    +11
    |
    +12
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 11, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 20, Spellcraft 13, Spot 18, Survival 10| Swarm of Arrows|Anoint Self (Unbroken Flesh)

    19th|Beloved of Valarian|
    +17/+12/+7/+2
    |
    +12
    |
    +11
    |
    +13
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 14, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 22, Spellcraft 13, Spot 18, Survival 10| |Forest Dweller

    20th|Beloved of Valarian|
    +18/+13/+8/+3
    |
    +13
    |
    +12
    |
    +13
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 15, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 23, Spellcraft 13, Spot 18, Survival 13||Uncanny Dodge[/table]
    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|-|-|-|-|-|-|-|-|-|-

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

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

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

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

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

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

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

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

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

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

    19th|2|0|-|-|-|-|-|-|-|-

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



    Spoiler: Adaption
    Show

    With a LA of +2 we're seeing a little bit of a hit to our over all build and there are two levels we can stick into a few different places. In the event that we use the LA buyoff rules, we'd have three main variations on our build

    Ranger 8/Beloved of Valarian 4/ Anointed Knight 4
    Ranger 6/ Beloved of Valarian 4/ Anointed Knight 6
    Ranger 6/ Beloved of Valarian 6/ Anointed Knight 4

    While none of these is a particularly bad choice, I feel that the last of them is the best. Ranger 8 gives us another bonus feat for our archery tree, and a couple abilities. Over all this isn't a bad choice, but probably isn't the best. If we go with two more levels of Anointed Knight, we'll get another weapon anointment and bonus feat from the class's selection. Over all this is probably the weakest option since most of the feats available to the Anointed Knight aren't that great for an archery build. The third option, two more levels in Beloved of Valarian is the strongest, and the one I'd likely choose. We advance our spellcasting giving us a bit more versatility and gain an improved companion.[/table]


    Spoiler: Sweet Spot Lvl 20
    Show
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    20th|Ranger (Champion of the Wild) 6/ Beloved of Valarian 4/ Anointed Knight 4|
    +18/+13/+8/+3
    |
    +13
    |
    +12
    |
    +13
    |Craft (Alchemy) 10, Disguise 8, Handle Animal 15, Knowledge(Arcana) 5, Knowledge(Nature) 5, Listen 18, Ride 23, Spellcraft 13, Spot 18, Survival 13|Alertness(Bonus Feat), Blind Fight(Bonus Feat), Sacred Vow, Vow of Chastity, Track (Bonus Feat), Mounted Combat, Endurance(Bonus Feat), Point Blank Shot (Bonus Feat), Ancestral Weapon, Combat Reflexes (Bonus Feat), Weapon Focus(Longbow), Diehard (Bonus Feat), Swarm of Arrows|Spell-Like Abilities: 1/day—animal trance, cause fear, charm person, darkness, entangle. Caster level 4th. The save DCs are Charisma-based, +5 racial bonus on Disguise checks when impersonating a human, Alternate form, detect poison, spell resistance equal to class levels + 14, Darkvision 60ft, 1st favored enemy(Monstrous Humanoid), wild empathy, Champion of the Wild ACF, Combat Style: Archery, Call unicorn, telepathic bond, timelessness, Animal Companion, Ethereal Jaunt, Anoint Self(Celestial Strategy), 2nd favored enemy(Abomination), Improved Combat Style: Archery, Anoint Ancestral Weapon(Good Weapon), Forest Dweller, Uncanny Dodge[/table]
    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    20th|2|2|-|-|-|-|-|-|-|-[/table]

    Spoiler: Prepared Spells
    Show

    1st Level: Cure Light Wounds x2
    2nd Level: Cure Moderate Wounds, Summon Nature's Ally II


    Spoiler: Brining it all Together
    Show

    Level 20 is a long road, but everything has finally come together. We have a good blend of abilities here, and a solid archer. The general strategy for a solo fight will be to have her animal companion and unicorn engage in melee with the enemy, keeping it flanked and ofcupied while she stands back and shoots with her bow. Spells will be used to cure her allies, or summon another should one of her allies need to fall out and recover.

    Ina group she functions much the same way. Her companions will wade into the melee to support her teammates by providing flanking, and getting extra damage in. Meanwhile she will again hang back, providing ranged damage and emergency healing, while also covering any casters that are more vulnerable to attack.



    There was something strange about this one. She didn't seem to care about Merrshaulk, or the plans of the Yuan-Ti. She excelled above her peers in every task, using her unusually keen mind to find ways around the more physically demanding tasks, compensating for her weaker stature. But where the others would throw themselves fanatically into the services of their malign god, she would rather be out wandering in the woods surrounding their lair. They did their best to draw her into service, until she was sent off on a mission to scout a human settlement and never returned.

    What had happened to her? She was drawn to nature. Before she had ever even reached the city, something in the woods had taken her from her path. She'd seen a magnificent beast and she had to know more about it. It looked to be a horse, but it was the purest white. There was something different about this creature and she had to know what it was.

    Only by sheer luck it seemed was she able to keep her eyes on the beast as she chased it through the woods. She followed it all the way through the woods to a glade where it stopped. She stopped as well, there at the edge. There was something sacred about this place, and it was a place where she instinctive knew she shouldn't tread. Even so here at the edge of this place, she could watch the creature, mesmerized by it's purity and grace. She was so entranced by it, that she never heard the other woman approach her.

    “Beautiful creatures aren't they?” The sudden speech startled her and she fell over surprised to see a young elf standing over her.

    “Who are you?” She quickly stood up, backing against a tree.

    “One of the guardians of this wood. You don't have to fear me. I can sense that there is no evil in you, though you have come from a dark place. Come with me, and I can show you a better path.”

    She looked up at her. “What path is that?”

    “The path of Valarian, guided by nature.”

    The young girl looked up and nodded.

    And so her training began. Under her mentor's guidance she drifted further from the ways of her kind. She fought and became a guardian of nature, turning first against her own kind, and then against the vile god they worshiped. She became a stalwart warden belonging to a Valarian. A decade passed in her training, but her body didn't seem to age, but her skills grew greater. Then the day came.

    Her mentor approached her. “You've grown well, but alas it is time for me to go.”

    The young girl looked at her confused. “I don't understand. Why are you leaving?”

    “Too long my companion and I have been away from our own home. We've trained you as best we can, and you now have your own companion who has devoted his life to you. I leave you with two last things though. First I never asked your name because who you were was not important. Who you have become is. Thus I leave you with a name, Gisir. It is what you have become. A keeper of these woods. Finally is this.”

    Her mentor passed on her bow, and then left the woods, never to be seen again. Gisir held the bow close to her, and began her new life.

    Time passed and she fought to defend her wood. Occasionally she would have allies, and in watching them, and looking at her own skills she found other ways to augment her skills. She'd been taught alchemy by her mentor, and now she saw why. With Valarian's divine blessing she was able to enhance not only her bow, but also herself.

    Through his benevlonet guidance she'd become a warrior, and a defender of the woods. Merrshaulk would not taint them as long as she drew breath. She was the keeper, Gisir, The Viper of the Woods, and the taint of the Yuan-Ti ended with her.

  16. - Top - End - #466
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    ...And that should be everything!

    As always, let me know if y'all have any concerns.

  17. - Top - End - #467
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Wow, quite a batch!

    I had two abandoned ideas. One involved entering Cyre Scout at level three. The other involved Drunken Master and circular charges with an ancestral ale cask. I really, really liked the second build, and had a pretty fun stub, but just couldn't find a way to get around the fact that Drunken Master makes any improvised weapon shatter on a natural 1. I almost considered reworking the entire build to get Aura of Perfect Order to avoid ever getting a natural 1, but it just didn't pan out.

    A lot of fun stuff here - I've scanned the entries, and I can't wait to sit down and read them all!
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  18. - Top - End - #468
    Barbarian in the Playground
     
    Irk's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by Piggy Knowles View Post
    The other involved Drunken Master and circular charges with an ancestral ale cask.
    That is SUCH an awesome idea! Maybe something with luck rerolls?

    EDIT: also, I see a ton of awesome builds! This should be an interesting round!
    Last edited by Irk; 2013-12-30 at 02:17 PM.

  19. - Top - End - #469
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    dysprosium's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    I wish I was able to get at least one of my ideas in because all three of them were different than this batch. Would have been nice to see what would have come of them.

    Oh well. I did mention I will be judging this round to continue my own personal streak of Iron Chef participation.

    I will have scores as soon as possible. Twenty one builds by my count, unless the reserved posts get builds entered into them.

  20. - Top - End - #470
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    Darrin's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by Piggy Knowles View Post
    I really, really liked the second build, and had a pretty fun stub, but just couldn't find a way to get around the fact that Drunken Master makes any improvised weapon shatter on a natural 1.
    Hmm. Better Lucky Than Good sorta works, but there's still a good chance you run out of rerolls. Make the ale cask out of aurorum?

  21. - Top - End - #471
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    had two serious builds that got nowhere

    one was a Warlock with Hideous blow ... untill i found out just how hideous it was ... and as i couldn't get the eldritch blast onto a weapon any other way (Eldritch Glaive creates a weapon out of magic, and can't be used onto another)

    My second build idea was a Urskan (Philip Pullmans Panserbjörne from The Golden Compass basicly) Lion Totem Barbarian1/Ancestral Knight10 ... but i got away from it halfway through and never managed to return to it

  22. - Top - End - #472
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Here's our crop:

    • Pygmalion Agalmatophilia: Human Paladin 6/Anointed Knight 10/Fighter 4
    • Jason Swordrider: Human Warblade 10/Anointed Knight 10
    • Arthic Anzaim: Dwarf Paragon 3/Fighter 2/Anointed Knight 10/kensai 5
    • Pere Noel: Half-Elf Cleric 7/Anointed Knight 10/Half-Elf Paragon 3
    • Elfire Wolfsbane: Shifter Warblade 5/Anointed Knight 10/Bloodclaw Master 5
    • Drendari Shadowblade: Human Swordsage 4/Duskblade 3/Anointed Knight 10/Shiba Protector 1/Arcane Duelist 2
    • Jack Frost: Half-Giant Duskblade 5/Anointed Knight 10/Abjurant Champion 4
    • Kothi StrongPeak Thaketheo: Goliath Warblade 6/Anointed Knight 10/Favored Soul 3
    • Artok: Neanderthal Barbarian 5/Anointed Knight 10/Primeval 5
    • The Guardian of Abnazzar: Elf Ghost Swordsage 2/Marshal 3/Tomb Warden 3/Anointed Knight 8
    • Delrick Trotter: Centaur Ranger 1/Soldier of Light 3/Anointed Knight 10
    • Styrbjorn the Frozen: Silverbrow Human Fighter 5/Chameleon 3/Crusader 2/Anointed Knight 10
    • Roger Stevens: Human Warblade 3/Monk 2/Fighter 2/Anointed Knight 10/Master Thrower 3
    • Taira no Moroie: Human Psychic Warrior 7/Monk 2/Fist of the Forest 1/Anointed Knight 10
    • Fisty McBride: Strongheart Halfling Fighter 6/Warblade 2/Bloodstorm Blade 2/Anointed Knight 10
    • The Silent Knight: Goliath Barbarian 2/Cleric 1/Crusader 3/Anointed Knight 8/Legacy Champion 5
    • Sar'Patthh: Drow Duskblade 5/War Mind 5/Anointed Knight 8
    • Edward: Catfolk Artificer 14/Anointed Knight 5
    • Akodo Shokuno: Human Crusader 2/Fighter 1/Samurai 2/Anointed Knight 8/Akodo Champion 7
    • Meiglin Stringblade: Feytouched Crusader 6/Incarnate 4/Anointed Knight 8/Soldier of Light 2
    • Miro: Strongheart Halfling Paragon 3/Warblade 2/Bloodstorm Blade 4/Anointed Knight 10/Master Thrower 1
    • Jaxa Rivensoul: Hellbred Paladin 5/Anointed Knight 10/Hellreaver 5
    • Gisir: Yuan-Ti Pureblood Ranger 6/Beloved of Valarian 4/Anointed Knight 4
    Last edited by OMG PONIES; 2013-12-30 at 08:41 PM.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  23. - Top - End - #473
    Barbarian in the Playground
     
    Irk's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by OMG PONIES View Post
    Here's our crop:

    • Pygmalion Agalmatophilia: Human Paladin 6/Anointed Knight 10/Fighter 4
    • Jason Swordrider: Human Warblade 10/Anointed Knight 10
    • Arthic Anzaim: Dwarf Paragon 3/Fighter 2/Anointed Knight 10/kensai 5
    • Pere Noel: Half-Elf Cleric 7/Anointed Knight 10/Half-Elf Paragon 3
    • Elfire Wolfsbane: Shifter Warblade 5/Anointed Knight 10/Bloodclaw Master 5
    • Drendari Shadowblade: Human Swordsage 4/Duskblade 3/Anointed Knight 10/Shiba Protector 1/Arcane Duelist 2
    • Jack Frost: Half-Giant Duskblade 5/Anointed Knight 10/Abjurant Champion 4
    • Kothi StrongPeak Thaketheo: Goliath Warblade 6/Anointed Knight 10/Favored Soul 3
    • Artok: Neanderthal Barbarian 5/Anointed Knight 10/Primeval 5
    • The Guardian of Abnazzar: Elf Ghost Swordsage 2/Marshal 3/Tomb Warden 3/Anointed Knight 8
    • Delrick Trotter: Centaur Ranger 1/Soldier of Light 3/Anointed Knight 10
    • Styrbjorn the Frozen: Silverbrow Human Fighter 5/Chameleon 3/Crusader 2/Anointed Knight 10
    • Roger Stevens: Human Warblade 3/Monk 2/Fighter 2/Anointed Knight 10/Master Thrower 3
    • Taira no Moroie: Human Psychic Warrior 7/Monk 2/Fist of the Forest 1/Anointed Knight 10
    • Fisty McBride: Human? Fighter 6/Warblade 2/Bloodstorm Blade 2/Anointed Knight 10
    • The Silent Knight: Goliath Barbarian 2/Cleric 1/Crusader 3/Anointed Knight 8/Legacy Champion 5
    • Sar'Patthh: Drow Duskblade 5/War Mind 5/Anointed Knight 8
    • Edward: Catfolk Artificer 14/Anointed Knight 5
    • Akodo Shokuno: Human? Crusader 2/Fighter 1/Samurai 2/Anointed Knight 8/Akodo Champion 7
    • Meiglin Stringblade: Feytouched Crusader 6/Incarnate 4/Anointed Knight 8/Soldier of Light 2
    • Miro: Strongheart Halfling Paragon 3/Warblade 2/Bloodstorm Blade 4/Anointed Knight 10/Master Thrower 1
    • Jaxa Rivensoul: Hellbred Paladin 5/Anointed Knight 10/Hellreaver 5
    Akodo champion requires human, so Akodo Shokuno is human. Fisty McBride says strongheart halfling.

  24. - Top - End - #474
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by Irk View Post
    Akodo champion requires human, so Akodo Shokuno is human. Fisty McBride says strongheart halfling.
    Thanks, chart updated. I don't know how I missed Fisty's, but I didn't want to assume that Akodo had met entry requirements.

    In terms of the one passing idea I had, it was something I've been trying to put out there for a while that's a slight twist on the old hexblade/binder save-reducer: Changeling Rogue 3/Hexblade 4/Binder 3/Anointed Champion 8/Knight of the Sacred Seal 2. Offensively, he dishes out a -10 to saves. Stack that with a bunch of weapon enhancements that require saves to make your enemies miserable. Defensively, he'd be looking at CHA to saves against spells with evasion AND mettle as well as the ability to get CHA to AC from KoSS. In terms of utility, Changeling Rogue gives him a helping handful of social skills and ways to use them. I just didn't really have much that struck me about why he's an anointed knight.
    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

  25. - Top - End - #475
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Hexblades have to be non-Good, as well, which doesn't work with Anointed Knight's requirement to be Good. So yeah.

  26. - Top - End - #476
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    I had a thought for a Warforged, cause I thought the Relic would be a cool inclusion to it.

    I'm surprised how many people went with similar weapons.
    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.

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  27. - Top - End - #477
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by Kazyan View Post
    Hexblades have to be non-Good, as well, which doesn't work with Anointed Knight's requirement to be Good. So yeah.
    Well ain't that something. I caught the alignment restriction that prevented him from being an Unseelie fey for another -CHA to opponent's saves, but not that one. Good looking out!

    Since I've just proven my complete ineptitude with simple rules, now is the perfect time to provide my criteria as I sit in judgement over said rules . I'll try not to miss any this time.

    My Criteria

    Each entry will start at a base score of 12 (3 in each category), with deductions or bonuses awarded based on the following questions:

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    Originality:
    • Does the entry present a compelling backstory/concept that matches the feel of a member of the Secret Ingredient?
    • Does the entry enter the Secret Ingredient through a method unique from the sample character in the source as well as other entries in this round?
    • Does the entry make use of any unique mechanical tricks/feat chains?
    • Does the entry avoid known cheese and overused optimization suggestions?

    Power:
    • Does the entry surpass a hypothetical build that continues in the base class used for qualification?
    • Does the entry function at the same power level throughout an entire adventuring day, rather than relying on "nova" powers?
    • Does the entry thrive without an undue emphasis on items (aside from the Ancestral Relic), templates, or other "add-ons" for its power?
    • Does the entry contribute significantly in terms of offense, defense, and utility?

    Elegance:
    • Does the entry qualify for all classes taken outside the Secret Ingredient?
    • Does the entry qualify for all feats taken?
    • Does the entry avoid reliance on any questionable rules interpretations, cross-setting material, or material specifically disallowed from this competition?
    • Does the entry avoid multi-class penalties and dip no more than once, where dipping is defined as taking two or fewer levels in any base or prestige class?

    UoSI:
    • Does the entry qualify for the Secret Ingredient and make use of all entry requirements?
    • Does the entry complete the Secret Ingredient?
    • Does the entry synergize all unique mechanical abilities of the Secret Ingredient with the rest of the build?
    • Does the entry mitigate possible downsides of the Secret Ingredient (i.e. loss of ancestral relic)?

    Each of the questions above can be answered in one of three ways. A simple "yes" will earn a +0.5 bonus to the category in question. A simple "no" will suffer a -0.5 penalty to the category, and an ambivalent "yes and no" will wash out with no adjustment to the category. If there are any questions about the clarity of my criteria in general, please post them openly so I can address. If there are any disagreements with particular scores, please PM the chairman as part of the regular dispute process.
    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

  28. - Top - End - #478
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    My concept was Lurk 7/AN 10/Psionic Wonderworker 3, aiming for an exalted "dark hero" concept who stayed to the shadows because that's where evil was found.
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  29. - Top - End - #479
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    Deadline's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    My unused idea was a Crab Clan samurai focused on sundering. It used a sprinkle of CW Samurai and Occult Slayer to bookend the SI, but it was pretty vanilla. I'm glad I didn't work on it very hard, as there are a couple of great Samurai dishes here that would have blown that one out of the water.

    I also tried to get a natural attack build going (using the Necklace of Natural Attacks as my ancestral relic), but I was walking on shaky ground trying to apply the anoint weapon things to the necklace, and scrapped it.

    I just wanted to say that there are a ton of great builds here! This round looks to be a solid competition!
    Last edited by Deadline; 2013-12-30 at 03:36 PM.
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  30. - Top - End - #480
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    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LII

    Quote Originally Posted by Deadline View Post
    My unused idea was a Crab Clan samurai focused on sundering. It used a sprinkle of CW Samurai and Occult Slayer to bookend the SI, but it was pretty vanilla. I'm glad I didn't work on it very hard, as there are a couple of great Samurai dishes here that would have blown that one out of the water.

    I also tried to get a natural attack build going (using the Necklace of Natural Attacks as my ancestral relic), but I was walking on shaky ground trying to apply the anoint weapon things to the necklace, and scrapped it.
    The relic doesn't require it to be a weapon, the 'anoint weapon' does but technically everything is a weapon... it just may be an improvised weapon (which is more a matter of what you're trained to use something as rather than what something is).
    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.

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