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  1. - Top - End - #241
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Note: the 'Captain' part of Captain Shynauf Whitehair is very important to remember.
    Quote Originally Posted by Captain Shynauf
    Captain Shynauf 'Whitehair' the Male Lesser Drow Swashbuckler 3 / Fighter 2 / Scarlet Corsair 5 / Mountebank 10

    Spoiler: the Hull of the Ship
    Show

    Spoiler: Ability Score
    Show

    Ability Base Score Racial Modifer Total Score
    Strength 8 8
    Dexterity 16 +2 18
    Constitution 12 -2 10
    Intelligence 16 16
    Wisdom 8 8
    Charisma 15 15

    4th, 8th, 12th and 16 ability bonus is put into Intelligence, 20th is in Charisma


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Swashbuckler 1
    +1
    +2
    +0
    +0
    Balance 4, Bluff 4, Diplomacy 4, Knowledge (Local) 2 (cc), Profession (Sailor) 4, Spellcraft 2(cc), Swim 4 Exotic Weapon Proficiency (Spiked Chain), (Weapon Finesse) Bonus Feat
    2nd Fighter 1
    +2
    +4
    +0
    +0
    Intimidate 5 (Combat Expertise) Hit-And-Run Tactics, Bonus Feat
    3rd Swashbuckler 2
    +3
    +5
    +0
    +0
    Balance 5, Bluff 6, Knowlegde (Local) 3(cc), Spellcraft 3(cc) Deceitful Arcane Stunt (Blur)
    4th Fighter 2
    +4
    +6
    +0
    +0
    Intimidate 7, Swim 7 (Improved Trip) Bonus Feat
    5th Swashbuckler 3
    +5
    +6
    +1
    +1
    Bluff 8, Knowledge (Local) 4(cc), Spellcraft 4(cc) Profession (Sailor) 5 Insightful Strike
    6th Mountebank 1
    +5
    +6
    +3
    +1
    Bluff 9, Disguise 4, Intimidate 9 Weapon Focus (Spiked Chain Tounge of the Devil
    7th Mountebank 2
    +6/+1
    +6
    +4
    +1
    Bluff 10, Disguise 9, Intimidate 10 Sneak Attack +1d6
    8th Mountebank 3
    +7/+2
    +7
    +4
    +2
    Bluff 11, Disguise 11, Forgery 2, Intimidate 11, Group Fake-Out Alter Ego
    9th Scarlet Corsair 1
    +8/+3
    +7
    +6
    +2
    Knowledge (Geography) 5, Profession (Sailor) 8 Vae School, (Improved Feint) Bonus Feat
    10th Scarlet Corsair 2
    +9/+4
    +7
    +7
    +2
    Knowledge (Geography) 10, Profession (Sailor) 9, Second Impression Sneak Attack +2d6
    11th Scarlet Corsair 3
    +10/+5
    +8
    +7
    +3
    Balance 6, Forgery 8, Profession (Sailor) 10 Corsair's Feint (once per 2d4)
    12th Scarlet Corsair 4
    +11/+6/+1
    +8
    +8
    +3
    Bluff 12, Disguise 12, Forgery 12, Nimble Charge Surprising Riposte Sailors Step +2
    13th Scarlet Corsair 5
    +12/+7/+2
    +8
    +8
    +3
    Balance 10, Bluff 14, Forgery 13, Swim 8 Scourge of the Seas
    14th Mountebank 4
    +13/+8/+3
    +8
    +9
    +3
    Bluff 17, Intimidate 16 Sideslip 1/day
    15th Mountebank 5
    +13/+8/+3
    +8
    +9
    +3
    Bluff 18, Disguise 16, Forgery 14, Intimidate 18 Scourge of the Seas Sneak Attack +3d6
    16th Mountebank 6
    +14/+9/+4
    +9
    +10
    +4
    Bluff 19, Disguise 19, Forgery 18, Intimidate 19, Alter Ego, Sideslip 2/day
    17th Mountebank 7
    +15/+10/+5
    +9
    +10
    +4
    Bluff 20, Diplomacy 8, Disguise 20, Forgery 20, Intimidate 20 Slippery Mind
    18th Mountebank 8
    +16/+11/+6/+1
    +9
    +11
    +4
    Bluff 21, Diplomacy 13, Disguise 21, Forgery 21, Intimidate 21 Imperious Command Sideslip 3/day, Sneak Attack +4d6
    19th Mountebank 9
    +16/+11/+6/+1
    +10
    +11
    +5
    Bluff 22, Diplomacy 18, Disguise 22, Forgery 22, Intimidate 22 Alter Ego
    20th Mountebank 10
    +17/+12/+7/+2
    +10
    +12
    +5
    Bluff 23, Diplomacy 23, Disguise 23, Forgery 23, Intimidate 23 Sideslip 4/day, Sudden Escape



    Spoiler: Naval History
    Show


    Spoiler: Launching the Ship
    Show

    Shynauf had always been a bit of an rarity in the Drow society, as he preferred to stay aboveground. Unfavorable tounges suggested that he hated the Matriarchy of the Drow cities, wanting to become more than a male could become there. More favorable tounges suggested that he merely considered his place aboveground, on a ship buccaneering around the seas, the most profit for House Vae which he were born off.

    Truth was that both were equally correct. Even early in his life he had been very savvy about getting what he wanted out of people, and by the time he had grown he managed to seduce a Matriarch daughter and got her to believe that she had gotten the idea to expand the influence of the House and send him and others aboveground paying regular tribute to her. This got him away from the Matriarchal world of the Drow and moved him into the wider world where he were less constricted by society.

    Level 1-5
    Early on the build is a fairly basic Spiked Chain Tripper, utilizing his high Intelligence and Dexterity to lay a good groundwork to become a decent skill monkey. Sundark Goggles (from Races of the Dragon) have the duel bonus of looking damn cool and all but negating the light sensitivity a Lesser Drow gets while being quite cheap.


    Spoiler: Setting Sail
    Show

    Shynauf looked at the seedy Captain with a smile in his eyes, which really should have made him nervous. He had taken hire on a ship and quickly discovered the gold mine that a ship could be, not in terms of trading but in piracy for goods and for slaves, which could be sent to the new Matriarch as tribute. Only problem was that the Captain were still alive, but that was a minor problem since he wouldn't be so much longer, as Shynauf had intimidated and sweettalked the crew into mutiny tonight, with him becomming the new Captain, promising them more loot and free access to caught slaves.

    Level 6-10
    Shynauf is starting to get together strongly, The first three Mountebank levels is taken (primary target being the +1d6 sneak attack, secondary target being Alter Ego as Mountebank is the showcased Prestige Class), and his tripping routine is now even simpler since Vae School makes tripping a free action that can be initiated as part of a regular attack.

    Alter Ego is going to be used to make an innocent alias for himself, augmenting his Disguise checks (including neutral colors on the ship) so he can sneak into ports to get infomation of rich merchants plying their trade on the open waters, and to fence off his ill gotten goods at a better price with Forgery to make papers proving that they are not from the ship that got captured and plundered last week.


    Spoiler: Ship Ahoy
    Show

    Shynauf looked up towards the Crow's Nest where the lookout were yelling that a merchant was in sight. 'Finally, been some time since we last saw something worthwhile plundering' Shynauf thought and hollered to his Crew "Okay men!, Rig up double time in the colors"

    The merchant obviously noticed them since it tried fleeing, but Shynauf's ship was faster and got up on their side and boarded, Shynauf sidestepping onto the enemy bridge and feinted their captain slicing him to pieces with his chain.

    'Lucky us' Shynauf thought at looking at the haul after fighting down the guards on the ship 'maybe not much cargo but quite a few pretty little slaves to make us comfortable before selling them to the Bitcharchy'

    Level 11-15
    Now Shynauf is very rapidly reaching a point where the build meshes together perfectly, as he grabs Corsair's Feint (Free Feint every 2d4 rounds) and Surprising Riposte (Feinting makes opponents flatfooted till their next turn), which makes him quite deadly as he can (together with Vae School) feint an enemy (well, due to Group Fake-Out, multiple enemies) as a free action, attack a flatfooted opponent dealing +dex+int+sneak attack damage, tripping as a free action and then keep attacking either the prone target or other feinted enemies for even more damage. Sailors Step makes for a decent extra Armor

    Furthermore he also grabs Scourge of the Seas^2 (just couldn't not take the feat of the same name when i noticed it, for hilarity, bonus being that they work well together), which together with keeping Intimidate high makes for quite an efficient demoralizer (Frightened + Shaken = Panicked, Shaken + Shaken = Frightened) against everything not a Immune to fear. Sidestep is used to get into combat easily.



    Spoiler: Shiver me Timbers
    Show

    Shynauf looked at the Fortress protecting the harbour with distaste. They had turned against the argeement that he had made with the commander about paying him tribute to not harass the ships leaving the harbour.

    He looked at his Helmsman nodding his head, and the Helmsman steered the ship towards the Fortress, staying just out of range of regular siege engine range, and after a quick word from his primary lookout he linked up with his primary 6 man battle crew and Dimension doored onto the Bastion with the intention to disable their seaside siege engines so the ship could get close with their own siege engines.

    Level 16-20
    While Shynauf doesn't get worse as he gains the last levels, he doesn't gain a whole lot of stuff either, only suplementing what he allready haves, Imperious Command fits nicely with his Intimidate focus, the two new Alter Egos can be used for pretty much what you'd will (something aquatic might be useful). Lastly he gets more sneak attack dice (although still at a mesely +4d6) and more charges of his daily Sidestep and the ability to use it as a full blown Dimension door.


    Spoiler: Alternative Modifications
    Show

    While building the dish i kept jumping between 'pure' Drow, Lesser drow and Half-Drow since all three had good reasons why to pick them, but in the end i decided to take Lesser Drow since it were the happy medium. While the feats and ACF from Drow of the Underdark doesn't explicitly state that you have to be Drow, some of them (specially the ACF and Vae School) feels like they really should have had a Race: Drow or training by a Drow, so i went from that.

    If Mountebank weren't to be taken to completion, a good way to get a good table build would probably be to trade 2 Mountebank Levels for 2 Scarlet Corsair levels so it can get so much more often free feints (once per 1d4 turns). Another Option that i fiddled with for some time before abandoning it were to take 2 levels of Assassin instead of getting to 5th level Scarlet Corsair and run with Insightful feint (Assassin Spell from Complete Adventurer) and load up on tons of 1st level Memento Magica's (Magic Item Compendium), but while an interesting idea it ended up feeling to cumbersome, as it started being to dependent on items and goodwill of the DM to allow Memento Magica stacking.

    The Character is built with Dambrath in Forgotten Realms in mind, but the story itself is setting neutral



    Spoiler: Building Materials
    Show

    Source Materials Used
    Complete Mage Arcane Stunt (Swashbuckler ACF)
    Complete Scoundrel Mountebank, Group Fake-Out, Nimble Charge, Second Impression
    Complete Warrior Swashbuckler
    Drow of The Underdark Hit-and-Run Tactics (Fighter ACF), Imperious Command, Surprising Riposte, Vae School
    Players Handbook To Faerun Lesser Drow
    Stormwreck Scarlet Corsair, Scourge Of The Seas

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  2. - Top - End - #242
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LV

    How can you know thine enemy if he doesn't know himself?
    Quote Originally Posted by Ainatarmannave Miinuume
    Ainatarmannave Miinuume
    Who is like God in the West?

    My name is Ainatarmannave Miinuume. I used to be a spy for King Shaaladel the Shining One until his daughter Allurah assassinated him and usurped his authority. When you’re working for a new monarch, you rely on everyone you used to talk to: a twitchy ex-girlfriend with an itchy draw string finger, a former agent of the king who used to give secrets out to the Emperor, and family too—desperate or not. Bottom line, until you know how the new monarch is going to use your skills, it’s just status quo.

    Basics
    Spoiler
    Show
    N gray elf Factotum 5/Mountebank 10/Avenger 5
    32 point buy
    Starting abilities (after racial adjustments) Str 10, Dex 16, Con 8, Int 18, Wis 12, Cha 14
    Increase Dex at Level 4, increase Int at Level 8, 12, 16, and 20
    When you work in intelligence, you get used to the idea that some information is worth risking everything for. You sign up for the lifestyle, or the chance to serve your country, or the millions of frequent teleport miles. But finally, it all comes down to putting your ass on the line to learn something.


    Build
    Spoiler
    Show
    Level Class BAB Fort Ref Will Skills Feats Class Features
    1st Factotum 1 +0 +0 +2 +0 Bluff 4, Disable Device 4, Forgery 4, Hide 4, Iaijutsu Focus 4, Move Silently 4, Perform (act) 4, Search 4, Sense Motive 2, Sleight of Hand 2, Use Magic Device 4 Darkstalker cunning insight, cunning knowledge, elf traits, inspiration, trapfinding
    2nd Factotum 2 +1 +0 +3 +0 Bluff +1, Forgery +1, Hide +1, Iaijutsu Focus +1, Knowledge (local) 1, Move Silently +1, Perform (act) +1, Sleight of Hand +1, Spellcraft 1, Use Magic Device +1 arcane dilettante (1 spell)
    3rd Factotum 3 +2 +1 +3 +1 Bluff +1, Forgery +1, Hide +1, Iaijutsu Focus +1, Knowledge (local) +1, Move Silently +1, Perform (act) +1, Sleight of Hand +1, Spellcraft +1, Use Magic Device +1 Deceitful brains over brawn, cunning defense
    4th Factotum 4 +3 +1 +4 +1 Bluff +1, Forgery +1, Hide +1, Iaijutsu Focus +1, Knowledge (local) +1, Move Silently +1, Perform (act) +1, Sleight of Hand +1, Spellcraft +1, Use Magic Device +1 arcane dilettante (2 spells), cunning strike
    5th Factotum 5 +3 +1 +4 +1 Bluff +1, Forgery +1, Hide +1, Iaijutsu Focus +1, Knowledge (local) +1, Move Silently +1, Perform (act) +1, Sleight of Hand +1, Spellcraft +1, Use Magic Device +1 opportunistic piety
    6th Mountebank 1 +3 +1 +6 +1 Bluff +1, Diplomacy 1, Forgery +1, Intimidate 1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble 1 Quick Draw tongue of the devil
    7th Mountebank 2 +4 +1 +7 +1 Bluff +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, hidden blade skill trick sneak attack +1d6
    8th Mountebank 3 +5 +2 +7 +2 Bluff +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, sudden draw skill trick alter ego (Fianna)
    9th Mountebank 4 +6 +2 +8 +2 Bluff +1, Diplomacy +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 Flick of the Wrist sideslip 1/day
    10th Mountebank 5 +6 +2 +8 +2 Bluff +1, Diplomacy +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 sneak attack +2d6
    11th Mountebank 6 +7 +3 +9 +3 Bluff +1, Diplomacy +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 alter ego (Chuck Finley), sideslip 2/day
    12th Mountebank 7 +8 +3 +9 +3 Bluff +1, Diplomacy +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, mosquito’s bite skill trick Fade into Violence slippery mind
    13th Mountebank 8 +9 +3 +10 +3 Bluff +1, Diplomacy +1, Disguise 1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 sideslip 3/day, sneak attack +3d6
    14th Mountebank 9 +9 +4 +10 +4 Bluff +1, Diplomacy +1, Disguise +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 alter ego (Samael the Axe)
    15th Mountebank 10 +10 +4 +11 +4 Bluff +1, Diplomacy +1, Disguise +1, Forgery +1, Intimidate +1, Knowledge (local) +1, Sense Motive +1, Sleight of Hand +1, Tumble +1 Combat Panache sideslip 4/day, sudden escape
    16th Avenger 1 +10 +4 +13 +4 Bluff +1, Forgery +1, Hide +1, Intimidate +1, Move Silently +1, Sense Motive +1, Sleight of Hand +1, Tumble +1, Use Magic Device +1 death attack, sneak attack +4d6, poison use
    17th Avenger 2 +11 +4 +14 +4 Bluff +1, Forgery +1, Hide +1, Intimidate +1, Move Silently +1, Sense Motive +1, Sleight of Hand +1, Tumble +1, Use Magic Device +1 poison save +1, uncanny dodge
    18th Avenger 3 +12 +5 +14 +5 Bluff +1, Forgery +1, Hide +1, Intimidate +1, Move Silently +1, Sense Motive +1, Sleight of Hand +1, Tumble +1, Use Magic Device +1 Deadly Precision sneak attack +5d6
    19th Avenger 4 +13 +5 +14 +5 Bluff +1, Forgery +1, Hide +1, Intimidate +1, Move Silently +1, Sense Motive +1, Sleight of Hand +1, Tumble +1, Use Magic Device +1 poison save +2
    20th Avenger 5 +13 +5 +14 +5 Bluff +1, Disguise +1, Forgery +1, Hide +1, Intimidate +1, Move Silently +1, Sense Motive +1, Sleight of Hand +1, Tumble +1, Use Magic Device +1 improved uncanny dodge, sneak attack +6d6

    Skill Ranks at Level 20: Bluff 23, Disable Device 4, Diplomacy 8, Disguise 4, Forgery 23, Hide 13, Iaijutsu Focus 8, Intimidate 15, Knowledge (local) 14, Move Silently 13, Perform (act) 8, Search 4, Sense Motive 17, Sleight of Hand 19, Spellcraft 4, Tumble 12, Use Magic Device 13; hidden blade, mosquito’s bite, and sudden draw skill tricks

    Spells per day
    Level 1st 2nd 3rd
    16th 0 - -
    17th 1 - -
    18th 2 0 -
    19th 3 1 -
    20th 3 2 0
    * table does not include bonus spells from high Intelligence

    Avenger Spells Known
    1: feather fall, ghost sound, jump, true strike
    2: darkness, invisibility, spider climb
    3: false life, misdirection


    Class Features Showcase
    Spoiler
    Show
    Tongue of the Devil: Mundane people generally want to be left alone to continue their own lives without them getting too complicated. The trick is how to get what you want without complicating their lives. How great is it that our hero now gets to add his Intelligence bonus to Bluff? It’s like brains over brawn for Bluff! His bluffs just got even more potent and will continue to do so since Intelligence is the ability boost from here on out. We start our approach to epic skill bonuses now. By Level 20 he has a Bluff check of +30 before adding any bonuses from items. Standard WBL would augment that number immensely and Ainatarmannave should be able to induce suggestions via an epic Bluff check.
    Sneak Attack: The ability to take your opponent out of commission minimizes risk to yourself and your team. Every would be assassin needs to have some form of extra damage attack and our hero is no exception. His Factotum levels give one sneak attack die (at a cost of an inspiration point). He then gains six “real” sneak attack dice through the course of the SI and his follow up prestige class entry. Combine these with an iaijutsu attack and suddenly our hero has the equivalent sneak attack of a single classed Rogue of the appropriate level.
    Alter Ego 1: Fianna (female half elf): A beautiful woman can gain access to just about anywhere. She can be more deadly to an enemy commander than a fully armed attack squad.
    Alter Ego 2: Chuck Finley (male human): Facts are the hallmark of a good false identity. It's harder to create history, than it is to alter it. Plus, the more truth to your lie, the easier it is to remember. Chuck is the go to guy for just about anything. He’s a charismatic bastard that can make friends and (sometimes) enemies easy. Ainatarmannave can use this persona anywhere as humans are just about accepted everywhere. Thanks to the ranks in acting, Chuck can pretend to be just about anyone that he needs to be on the fly and can use Bluff when things get too squirrelly.
    Alter Ego 3: Samael of the Axe (male raptoran):Aerial reconnaissance is something most spies only dream of. Actually being able to at least glide over the surrounding area can give your team the advantage it needs to complete the job.
    Sideslip: Sometimes assassinations fail. That is when you need to have an escape plan. This ability can be used as an immediate action which means that when attacked our hero can effectively take himself out of harm’s way and take advantage of Fade into Violence or (later) Combat Panache (fortuitous tumble). Not only are you not threatened by an enemy, that enemy is most likely going to cause damage to his own comrades. It’s a win-win for Ainatarmannave and his allies.
    Slippery Mind: Sometimes people tell you to do things that you don’t want to do. It’s always better to be able to not have to listen. Our hero does not have the best base Will save so any chance to overcome a failure here is welcome. Again compare to a single classed Rogue. Such a Rogue can pick this ability as early as Level 10 (but won’t—I’m partial to improved evasion personally). The next opportunity for a Rogue special ability is Level 13. Our hero gets this ability at Level 12.
    Sudden Escape: Sometimes twenty feet just is not enough for an escape. Sometimes you might want to take an ally with you. These are the times when you need a sudden escape.


    Design Notes
    Spoiler
    Show
    Our hero will most likely work best in a campaign of political intrigue and heavy roleplaying, like most social type characters. With maximum ranks in Bluff, a good Charisma and the tongue of the devil, Ainatarmannave should be able to avoid all combats that he does not want to have. Having said that, he is not helpless in other kinds of campaigns but your mileage may vary.

    As far as assassinations go, combining all of the feats, skills, and skill tricks together: hide a light weapon (a light pick is a good choice) on your person via Sleight of Hand, use Hide and Move Silently with Darkstalker assistance to approach the target, use the hidden blade or Flick of the Wrist to make sure the victim is flat flooted, deal iaijutsu damage along with sneak attack damage to profit. Hide multiple light weapons upon your person so that you can take advantage of sudden draw skill trick for attacks of opportunity. When faced with a superior force, you can do two things: you can retreat quietly or you can attack with as much fanfare as possible. In the heat of a longer combat, Ainatarmannave can use hidden blade or Flick of the Wrist (basically the one he did not start a combat with) to continue to press his sneaky potential. Fade into Violence and Combat Panache help guarantee his safety with making the enemies hit someone else. Considering brains over brawn and the rather high Intelligence, all Sleight of Hand, Hide, and Move Silently checks are going to be quite high before relying on WBL. Remember the best offense isn't always a show of force. Keep an adversary in the dark about what you're capable of, and he has to assume the worst.


    Source List
    Spoiler
    Show
    Burn Notice: television series and the inspiration of this build (in case you didn’t know)
    Complete Scoundrel: Mountebank prestige class, skill tricks
    Complete Warrior: Flick of the Wrist feat
    Dungeonscape: Factotum base class
    Lords of Madness: Darkstalker feat
    Player's Handbook II: Combat Panache and Fade into Violence feats
    Wizards of the Coast Website: Avenger prestige class

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  3. - Top - End - #243
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LV

    ...Yes, but where has the rum gone?
    Quote Originally Posted by Captain Jackie Spae Row


    Captain Jackie Spae Row
    CN Human Rogue 8/ Swashbuckler 3/ Mountebank 6/ Uncanny Trickster 3

    Abilities: Str 10, Dex 15, Con 10, Int 16, Wis 12, Cha 14

    All Ability points from leveling go to Dex

    Fluff:
    Spoiler
    Show


    I've always been a bit of a scallywag. Even as a youth lurking about the docks, stowing away on ships. Even dabbled a bit in piracy during the beginning of my career. Didn't really stick at the time. Eventually ended up working a legitimate trade vessel. Not to say we did do our fair share of sketchy work, but it wasn't anything that would get us hung at any rate.


    Still work with the legal authorities didn't suit me, and so after a final bout with my commander, I hijacked my ship, and set sail with a crew to engage in piracy on the high seas. There wasn't any other life for me than this. Absolute freedom. They try to catch me, but they never will. As long as there a trick up this old sea dogs sleeve, they may get close, but it will be forever rememberd as the day they almost caught Captain Jackie Spae Row.

    As for the rest of my tale, well you've all hard the legends haven't you? If not I'm sure Mr Tibbs here will be happy to regale you with them. Now excuse me while I stagger off in search of some more grog.


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Rogue 0 0 2 0 Appraise (Int), Balance 4, Bluff 4, Climb 4, Gather Information 4, Jump 4, Knowledge (Local) 4, Profession (Sailor) 4, Spot 4, Spellcraft 2, Swim 4, Tumble 4, Use Rope 4 Decietful, Combat Reflexes Sneak attack +1d6, trapfinding
    2 Swashbuckler 1 2 2 0 Balance 5, Bluff 5, Climb 5, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 5, Spot 4, Spellcraft 2.5, Swim 5, Tumble 5, Use Rope 4 Weapon Finesse -
    3 Swashbuckler 2 3 2 0 Balance 5, Bluff 6, Climb 6, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 6, Spot 4, Spellcraft 3, Swim 6, Tumble 6, Use Rope 4 Mobility, Quick Swimmer Grace +1
    4 Swashbuckler 3 3 3 1 Balance 5, Bluff 7, Climb 7, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 7, Spot 4, Spellcraft 3.5, Swim 7, Tumble 7, Use Rope 4 Nimble Charge Insightful Strike
    5 Rogue 4 3 4 1 Balance 8, Bluff 8, Climb 8, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 4, Spellcraft 4, Swim 8, Tumble 8, Use Rope 5 - Evasion
    6 Mountebank 4 3 6 1 Balance 8, Bluff 9, Climb 8, Escape Artist 1, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 9, Spellcraft 4, Swim 8, Tumble 9, Use Rope 5 Daring Outlaw Tongue of the Devil, Sneak Attack +3d6, Dodge Bonus +1
    7 Mountebank 5 3 7 1 Balance 8, Bluff 10, Climb 8, Escape Artist 5, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 10, Spellcraft 4, Swim 8, Sleight of Hand 1, Tumble 10, Use Rope 5 - Sneak Attack +4d6
    8 Mountebank 6 / 1 4 7 2 Balance 8, Bluff 11, Climb 8, Escape Artist 5, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 10, Spellcraft 4, Swim 8, Sleight of Hand 5, Tumble 11, Use Rope 5 Slipping Past Alter Ego
    9 Mountebank 7 / 2 4 8 2 Balance 8, Bluff 12, Climb 8, Escape Artist 5, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 12, Spellcraft 4, Swim 8, Sleight of Hand 9, Tumble 12, Use Rope 5 Einhander Sideslip 1/day
    10 Mountebank 7/ 2 4 8 2 Balance 8, Bluff 13, Climb 8, Escape Artist 5, Gather Information 4, Jump 5, Knowledge (Local) 4, Profession (Sailor) 8, Spot 13, Spellcraft 4, Swim 8, Sleight of Hand 12, Tumble 13, Use Rope 5 Back on Your Feet Sneak Attack +5d6
    11 Rogue 8/ 3 5 8 3 Balance 14, Bluff 14, Climb 8, Escape Artist 5, Gather Information 4, Jump 8, Knowledge (Local) 4, Profession (Sailor) 10, Spot 14, Spellcraft 4, Swim 8, Sleight of Hand 12, Tumble 14, Use Rope 5 - Penetrating Strike
    12 Mountebank 9/ 4 6 9 4 Balance 14, Bluff 15, Climb 8, Escape Artist 5, Gather Information 4, Jump 8, Knowledge (Local) 4, Profession (Sailor) 10, Spot 15, Spellcraft 4, Swim 8, Sleight of Hand 15, Tumble 15, Use Rope 5 Spring Attack, Slipping Past Alter ego, sideslip 2/day
    13 Rogue 10/ 5 6 10 4 Balance 16, Bluff 16, Climb 8, Escape Artist 8, Gather Information 4, Jump 9, Knowledge (Local) 4, Profession (Sailor) 10, Spot 16, Spellcraft 4, Swim 8, Sleight of Hand 16, Tumble 16, Use Rope 5 Group Fakeout Uncanny Dodge, Sneak Attack +6d6
    14 Rogue 11/ 6/ 1 6 10 4 Balance 17, Bluff 17, Climb 8, Escape Artist 8, Gather Information 8, Jump 10, Knowledge (Local) 4, Profession (Sailor) 10, Spot 17, Spellcraft 4, Swim 8, Sleight of Hand 17, Tumble 17, Use Rope 5 Speedy Ascent -
    15 Rogue 11/ 6/ 1 7 11 5 Balance 18, Bluff 18, Climb 10, Escape Artist 8, Gather Information 8, Jump 10, Knowledge (Local) 9, Profession (Sailor) 10, Spot 18, Spellcraft 4, Swim 8, Sleight of Hand 18, Tumble 18, Use Rope 5 Shi`Quos School Sneak Attack + 7d6
    16 Rogue 12/ 7/ 2 7 11 5 Balance 19, Bluff 19, Climb 10, Escape Artist 8, Gather Information 10, Jump 10, Knowledge (Local) 10, Profession (Sailor) 10, Spot 19, Spellcraft 4, Swim 10, Sleight of Hand 19, Tumble 19, Use Rope 5 Leaping Climber Dodge +2
    17 Rogue 13/ 8/ 3 7 13 5 Balance 20, Bluff 20, Climb 10, Escape Artist 10, Gather Information 10, Jump 10, Knowledge (Local) 10, Profession (Sailor) 10, Spot 20, Spellcraft 4, Swim 15, Sleight of Hand 20, Tumble 20, Use Rope 5 "
    "
    Improved Uncanny Dodge, Grace +2
    18 Uncanny Trickster 13/ 8/ 3 7 14 5 Balance 21, Bluff 21, Climb 10, Escape Artist 10, Gather Information 10, Jump 10, Knowledge (Local) 10, Profession (Sailor) 10, Spot 21, Spellcraft 4, Swim 20, Sleight of Hand 21, Tumble 21, Use Rope 5 Quick Draw, Listen to This, Point it Out Favorite Trick: Group Fakeout
    19 Uncanny Trickster 14/ 9/ 4 7 14 5 Balance 22, Bluff 22, Climb 10, Escape Artist 10, Gather Information 10, Jump 10, Knowledge (Local) 10, Listen 7, Profession (Sailor) 10, Spot 22, Spellcraft 4, Swim 22, Sleight of Hand 22, Tumble 22, Use Rope 5 Sudden Draw Favorite Trick: Nimble Charge, Slippery Mind
    20 Uncanny Trickster 15/ 10/ 5 8 - 6 Balance 23, Bluff 23, Climb 10, Escape Artist 10, Gather Information 10, Jump 10, Knowledge (Local) 10, Listen 10, Profession (Sailor) 10, Spot 23, Spellcraft 4, Swim 23, Sleight of Hand 23, Tumble 23, Use Rope 6 Mosquito Bite, Hidden Blade Favorite Trick: Back on Your Feet, Tricky Defense, Sideslip 3/day, Sneak Attack +8d6


    Sources:
    Spoiler
    Show
    Einhander: ( Player's Handbook II, p. 94)
    Swashbuckler: (Complete Warrior, p. 11)
    Daring Outlaw ( Complete Scoundrel, p. 76)
    Skill Tricks: ( Complete Scoundrel, p. 82)
    Uncanny Trickster: ( Complete Scoundrel, p. 67)
    Shi`Quos School: ( Drow of the Underdark, p. 56)
    Penetrating Strike: ( Dungeonscape, p. 13)



    Notes:
    Spoiler
    Show
    So I'm a pirate saavy? That means I need to have more tricks up my sleeve than the man after me. After all I'm a dishonest man, so what's the point of playing fair when I can use a few underhanded sleights to gain an edge. Primarily being a rogue means that I've got an abundant source of skills and plenty of knowledge to apply to them. Dabbling a little as a swashbuckler confers a few other perks that stack nicely with my roguish nature as a daring outlaw. Obviously sometime I have to fight...to run away, and during these enconters I'm loaded with plenty of ways to move about and keep my foes on their toes. Top it off with a couple of alter egos to make it easier to evade the authorities, and you'll never forget the day you almost caught Captain Jackie Spae Row


    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  4. - Top - End - #244
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Take my love,
    Take my land,
    Take me where I cannot stand.
    I don't care,
    I'm still free
    You can't take the sky from me.
    Quote Originally Posted by Momeo Rontague
    Momeo Rontague
    Savant 2/Human Paragon 3/Mountebank 8/Uncanny Trickster 3/Exemplar 4

    Spoiler: Story
    Show

    Once upon a time, they say,
    In a land not far away
    A man was charmed by loving arms,
    Her heart to his was swayed.

    A river nymph he met between
    Two flowing little streams
    They froliced, gay, and danced all day
    And lavished in their dreams.

    But human boy and sylvan girl
    Find trouble in this world,
    And thus, beware, for sooth, take care,
    Their anger is unfurled.

    For both Faerie Queen and Human King
    Deny matrimony rings
    To those who've tried t'be groom and bride,
    Their realms to blend one hing.

    "'Tis wrong," both Royals huff and haw,
    And so each passes law.
    "When Love's sharp dart comes for your heart,
    Your own kind must you awe!"

    So human man and girl of fey
    Were split and kept away.
    They made their Vow to not allow
    These laws to rule the day.

    Back to the City in disguise
    Our hero bluffs and lies.
    And from within, repays the sin
    Of the Kingdom with demise.

    Then slipping down 'neath rippled wave
    He finds his Love held as Queen's slave.
    Unsettled score; another war
    He'll fight for love to save.


    Spoiler: Stats
    Show

    Str 08
    Dex 14
    Con 13
    Int 16
    Wis 13
    Cha 14

    Level Ups: 4 (Int), 8 (Int), 12 (Int), 16 (Int), 20 (Con)


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Saves Ref Saves Will Saves Skills Skill Tricks Languages Feats Class Features
    1st Savant 1 +0 +0 +0 +2 Autohypnosis 1, Bluff 4, Diplomacy 4, Disguise 4, Forgery 4, K: Nobility and Royalty 4, Listen 4, Sense Motive 4, Sleight of Hand 4, Spellcraft 4, Spot 4 -- Celestial; Common; Drow Sign Language; Elven; Sylvan 1st: Nymph's Kiss; BH: Master Linguist Academic Lore; Skill Assistance (Disguise); Trapfinding
    2nd Savant 2 +1 +0 +0 +3 Autohypnosis (1), Bluff 1(5), Diplomacy 1(5), Disguise 1(5), Forgery (4), K: Local 5(5), K: Nobility and Royalty 1(5), Listen 1(5), Sense Motive (4), Sleight of Hand (4), Spellcraft (4), Spot 1(5) -- Gnome B:EWP: Gnome Quick Razor --
    3rd Human Paragon 1 +1 +0 +0 +5 Autohypnosis (1), Bluff 1(6), Diplomacy 1(6), Disguise 1(6), Forgery (4), Iaijutsu Focus 1(1), K: Local (5), K: Nobility and Royalty (5), Listen 1(6), Sense Motive 2(6), Sleight of Hand 1(5), Spellcraft (4), Spot 1(6) -- Draconic 3rd: Combat Expertise; B: MWP: Bolas Adaptive Learning (Iaijutsu Focus)
    4th Human Paragon 2 +2 +0 +0 +6 Autohypnosis (1), Bluff 1(7), Diplomacy 1(7), Disguise 1(7), Forgery (4), Iaijutsu Focus 2(3), K: Local (5), K: Nobility and Royalty (5), Listen 1(7), Sense Motive 1(7), Sleight of Hand 1(6), Spellcraft (4), Spot 1(7) -- Abyssal B: Deceitful --
    5th Human Paragon 3 +3 +1 +1 +6 Autohypnosis (1), Bluff 1(8), Diplomacy 1(8), Disguise 1(8), Forgery (4), Iaijutsu Focus 2(5), K: Local (5), K: Nobility and Royalty (5), Listen 1(8), Sense Motive 1(8), Sleight of Hand 2(8), Spellcraft (4), Spot 1(8) -- Auran -- +2 Int
    6th Mountebank 1 +3 +1 +3 +6 Autohypnosis (1), Bluff 1(9), Diplomacy 1(9), Disguise 1(9), Forgery (4), Iaijutsu Focus 3(8), K: Local (5), K: Nobility and Royalty (5), Listen 1(9), Sense Motive 1(9), Sleight of Hand 1(9), Spellcraft (4), Spot 1(9) -- Infernal 6th: Improved Feint Tongue of the Devil
    7th Mountebank 2 +4 +1 +4 +6 Autohypnosis (1), Bluff 1(10), Diplomacy 1(10), Disguise 1(10), Forgery (4), Iaijutsu Focus 2(10), K: Local (5), K: Nobility and Royalty (5), Listen 1(10), Sense Motive 1(10), Sleight of Hand 1(10), Spellcraft (4), Spot 1(10) Assume Quirk Aquan -- Sneak Attack +1d6
    8th Mountebank 3 +5 +2 +4 +7 Autohypnosis (1), Bluff 1(11), Diplomacy 1(11), Disguise 1(11), Forgery 1(5), Iaijutsu Focus 1(11), K: Local (5), K: Nobility and Royalty (5), Listen 1(11), Sense Motive 1(11), Sleight of Hand 1(11), Spellcraft (4), Spot 1(11) Second Impression Kenku -- Alter Ego 1 (Karsite)
    9th Mountebank 4 +6/1 +2 +5 +7 Autohypnosis (1), Bluff 1(12), Diplomacy 1(12), Disguise 1(12), Forgery 1(6), Iaijutsu Focus 1(12), K: Local (5), K: Nobility and Royalty (5), Listen 1(12), Sense Motive 1(12), Sleight of Hand 1(12), Spellcraft (4), Spot 1(12) Group Fake-Out Dwarven 9th: Assume Supernatural Ability (Magic Draining Attacks) Sideslip 1/day
    10th Mountebank 5 +6/1 +2 +5 +7 Autohypnosis (1), Bluff 1(13), Diplomacy 1(13), Disguise 1(13), Forgery 1(7), Iaijutsu Focus 1(13), K: Local (5), K: Nobility and Royalty (5), Listen 1(13), Sense Motive 1(13), Sleight of Hand 1(13), Spellcraft (4), Spot 1(13) Listen To This Giant -- Sneak Attack +2d6
    11th Mountebank 6 +7/2 +2 +5 +7 Autohypnosis (1), Bluff 1(14), Diplomacy 1(14), Disguise 1(14), Forgery 1(8), Iaijutsu Focus 1(14), K: Local (5), K: Nobility and Royalty (5), Listen 1(14), Sense Motive 1(14), Sleight of Hand 1(14), Spellcraft (4), Spot 1(14), Tumble 2(2) -- Goblin -- Alter Ego 2 (Changeling); Sideslip 2/day
    12th Mountebank 7 +8/3 +3 +6 +8 Autohypnosis (1), Bluff 1(15), Diplomacy 1(15), Disguise 1(15), Forgery (8), Iaijutsu Focus 1(15), K: Local (5), K: Nobility and Royalty (5), Listen 1(15), Sense Motive 1(15), Sleight of Hand 1(15), Spellcraft (4), Spot 1(15), Tumble 3(5) -- Halfling 12th: Assume Supernatural Ability (Minor Shape Change) Slippery Mind
    13th Mountebank 8 +9/4 +3 +7 +8 Autohypnosis (1), Bluff 1(16), Diplomacy 1(16), Disguise 1(16), Forgery 3(11), Iaijutsu Focus 1(16), K: Local (5), K: Nobility and Royalty (5), Listen 1(16), Sense Motive 1(16), Sleight of Hand 1(16), Spellcraft (4), Spot 1(16), Tumble (5) -- Terran -- Sideslip 3/day; Sneak Attack +3d6
    14th Uncanny Trickster 1 +9/4 +3 +9 +8 Autohypnosis (1), Bluff 1(17), Diplomacy 1(17), Disguise 1(17), Forgery 2(13), Iaijutsu Focus 1(17), K: Local (5), K: Nobility and Royalty (5), Listen 1(17), Open Lock 5(5), Sense Motive 1(17), Sleight of Hand 1(17), Spellcraft (4), Spot 1(17), Tumble (5) Spot the Weak Point Ignan -- Favorite Trick (Group Fake-Out)
    15th Uncanny Trickster 2 +10/4 +3 +10 +8 Autohypnosis (1), Bluff 1(18), Diplomacy 1(18), Disguise 1(18), Forgery 2(15), Iaijutsu Focus 1(18), K: Local (5), K: Nobility and Royalty (5), Listen 1(18), Open Lock (5), Search 5(5), Sense Motive 1(18), Sleight of Hand 1(18), Spellcraft (4), Spot 1(18), Tumble (5) Clarity of Vision Darfellan 15th: Skill Focus (Iaijutsu Focus) Alter Ego 3 (Aquatic Elf); Favorite Trick (Spot the Weak Point)
    16th Uncanny Trickster 3 +11/5 +4 +10 +9 Autohypnosis (1), Bluff 1(19), Diplomacy 1(19), Disguise 1(19), Forgery 1(15), Iaijutsu Focus 1(19), K: Local (5), K: Nobility and Royalty (5), Listen 1(19), Open Lock (5), Search (5), Sense Motive 1(19), Sleight of Hand 1(19), Spellcraft (4), Spot 1(19), Tumble 8(13) Acrobatic Backstab Kup-Toan -- Favorite Trick (Acrobatic Backstab); Sideslip 4/day; Sudden Escape
    17th Exemplar 1 +11/5 +4 +10 +9 Autohypnosis 4(5), Bluff 1(20), Diplomacy 1(20), Disguise 1(20), Forgery (15), Iaijutsu Focus 1(20), K: Local (5), K: Nobility and Royalty (5), Listen 1(20), Open Lock (5), Search (5), Sense Motive (19), Sleight of Hand (19), Spellcraft (4), Spot 1(20), Tumble (13), Use Magic Device 6(6) -- Gnoll -- Skill Artistry (Iaijutsu Focus); Skill Mastery (Autohypnosis, Iaijutsu Focus, K: Local, Open Lock, Search, Tumble, Use Magical Device)
    18th Exemplar 2 +12/6/1 +4 +10 +12 Autohypnosis 4(9), Bluff 1(21), Diplomacy 1(21), Disable Device 4(4), Disguise 1(21), Forgery (15), Iaijutsu Focus 1(21), K: Local (5), K: Nobility and Royalty (5), Listen 1(21), Open Lock (5), Search (5), Sense Motive 1(20), Sleight of Hand 1(20), Spellcraft (4), Spot 1(21), Tumble (13), Use Magic Device (6) -- Orc 18: Quick Reconnoiter Lend Talent; Skill Mastery (K: Nobility & Royalty)
    19th Exemplar 3 +13/7/2 +4 +11 +12 Autohypnosis (9), Bluff 1(22), Diplomacy 1(22), Disable Device 7(11), Disguise 1(22), Forgery 1(16), Iaijutsu Focus 1(22), K: Local (5), K: Nobility and Royalty (5), Listen 1(22), Open Lock (5), Search (5), Sense Motive 1(21), Sleight of Hand 1(21), Spellcraft (4), Spot 1(22), Tumble (13), Use Magic Device (8) -- Treant B: Skill Focus (Bluff) Skill Mastery (Disable Device)
    20th Exemplar 4 +14/8/3 +5 +11 +13 Autohypnosis (9), Bluff 1(23), Diplomacy 1(23), Disable Device (11), Disguise 1(23), Forgery 3(19), Iaijutsu Focus 1(23), K: Local (5), K: Nobility and Royalty (5), Listen 1(23), Open Lock 3(8), Search (5), Sense Motive 2(23), Sleight of Hand 2(23), Spellcraft (4), Spot 1(23), Tumble (13), Use Magic Device (8) -- Undercommon -- Skill Artistry (Bluff); Skill Mastery (Forgery)


    Spoiler: 5th level
    Show

    Spoiler: In Combat
    Show

    At this point, staying at range in combat is not a bad idea. Your round will consist of a move action to load a crossbow and a standard action to shoot. Try not to hit your friends. Use Bolas to make trip attacks at range. If an enemy does get close, use a standard action to feint, then follow up with a quickrazor attack the following round. At 5th level, Iaijutsu Focus is enough so that even a roll of 1 on a d20 will net a +1d6 to damage. (It only goes up from there, depending on what you roll.) Your best bet, though, is to control combat. Where, when, and how. Use of the Disguise spell should be able to set up ambushes and surprise rounds.


    Spoiler: Out of Combat
    Show

    Out of combat is where you shine.
    Max. rank skills: Bluff, Diplomacy, Disguise, Listen, Sense Motive, Sleight of Hand, Spot

    Bluff and Diplomacy make you the party face. Add in the synergies from K: N&R (including the extra uses in Races of Destiny) and Sense Motive.

    Listen and Spot make you a good scout.

    Disguise and Sleight of Hand make you a good infiltrator/spy/double agent. Knowing a plethora of languages opens up more versatility for your Disguises.




    Spoiler: 10th level
    Show

    Spoiler: In Combat
    Show

    Improved Feint comes at the same level as Tongue of the Devil. Drop that crossbow and wade in. Move action to feint, standard action to attack; whip out the quickrazor and bring the Iaijutsu damage. A level later adds Sneak Attack. At 9th level, things get fun. The Group Fake-out Skill Trick means you can feint three people at once as a move action, then attack enemy #1. The following round, full-attack to attack #2 and #3. Doing so as your Alter Ego (Karsite) with Magic Draining Attacks strips your enemies of the magic in their items. (Note: Assume Supernatural Ability actually changes the DC formula of the ability, so you can actually use Magic Draining Attacks at a higher DC than and actual Karsite, although, at a penalty to attack.) Keep hold of a longspear (reach weapon!) to use for attacks of opportunity and to help other party members with a flanking bonus.


    Spoiler: Out of Combat
    Show

    Max. rank skills: Bluff, Diplomacy, Disguise, Iaijutsu Focus, Listen, Sense Motive, Sleight of Hand, Spot

    Party-face, scout, and spy abilities just keep getting better. The Assume Quirk and Second Impression Skill Tricks make Bluff and Disguise all the better. Listen To This makes scouting more effective. Sideslip makes infiltration easier.




    Spoiler: 15th Level
    Show

    Spoiler: In Combat
    Show

    Everything that came before continues here. Iaijutsu Focus has gotten stronger still. The Spot the Weak Point Skill Trick makes it easier to hit heavily armored enemies. Spot the Weak Point and Group Fake-Out are usable twice as often in each encounter now (thanks to being Favorite Tricks). Clarity of Vision and a well tossed flour pouch helps the whole party against a hidden foe.

    Spoiler: Out of Combat
    Show

    Max. rank skills: Bluff, Diplomacy, Disguise, Iaijutsu Focus, Listen, Sense Motive, Sleight of Hand, Spot

    Your role as infiltrator gets amazing now. A wide plethora of languages combines well with Alter Ego #2. By Assuming the (Su) ability Minor Change Shape of a Changeling, you can appear to be nearly any bi-pedal creature, humanoid or otherwise. Changeling also adds a new racial bonus to Bluff, Intimidate, and Sense Motive. (The +2 racial bonus on sleep and charm effects adds nicely to the Mounteback Slippery Mind feature, as well.)

    Your ranks in the Forgery skill are coming along nicely, now, too, and add to your ability to bluff/disguise your way into large groups and organizations.

    At 15th level, Alter Ego #3 comes into play. The Aquatic Elf offers gills and a swim speed, opening up the chance to infiltrate (and thus, take advantage of) several underwater communities as well as those on the surface. Racial bonuses to Listen, Search, and Spot (along with the ability to detect concealed doors just by moving near them) help with scout/spy roles. The only real downside to the Aquatic Elf is the time limit spent out of the water, which is long enough to not affect you and your self altering ways.


    Spoiler: At Your Table
    Show

    At these levels, you gain access to having more than one Alter Ego. Check with your DM to determine whether or not you are able to shift from one ego straight into another, or if you have to move back to your original 'you-ness' in between. (In other words, can you use Alter Ego to shift from Human into Changeling, and then shift from Changeling straight into Aquatic Elf? Or do you have to move from Changeling back into Human before becoming an Aquatic Elf?) It's a bit of a ticky-tack rule involving RAW vs. RAI, and I can see it being ruled differently at different tables.

    If you are allowed to move straight from one Ego to another, remember that you keep your racial (SU) abilities. Changing from a Human to a Changeling grants you Minor Change Shape through Assume Supernatural Ability. Switching straight from there to Karsite adds Magic Draining Attacks (also through ASA). Switching from there to Aquatic Elf would then grant you the best of all three Egos in one form.

    Do make sure to consult your DM before trying this at home.



    Spoiler: 20th level
    Show

    Spoiler: In Combat
    Show

    Acrobatic Backstab makes and appearance (and becomes a Favorite Trick), offering another option for causing opponents to be flat-footed against your attacks. (13 ranks (at level 16) + 2 (Dex) + 10 (Skill Mastery) = 25, which auto-succeeds the DC 25 Tumble check needed.) Iaijutsu Focus gains a bonus from Skill Artistry and stabilization from Skill Mastery. Lend Talent can boost allies' Iaijustsu Focus, as well.
    Skill Focus and Skill Artistry for Bluff (combined with everything else from before) gives an even better chance to use Group Fake-Out on multiple foes, which should let you use a third ititarive attack.


    Spoiler: Out of Combat
    Show

    The Quick Reconnoiter feat gives you better spy/scout powers. Lend Talent with Bluff helps you lead a group in infiltration.

    Skill Mastery skills: (When taking 20 isn't an option, what happens when you take 10)
    • Autohypnosis: Autohit: 20 Result: Among other things (tolerate poison, resist fear, resist dying, ignore caltrop wound, willpower), you can memorize just about anything. Maps, diagrams, income and expense reports. Perfect for a spy/infiltrator.
    • Disable Device: Autohit: 27 Result: Disarm complex (and easier) traps.
    • Forgery: Autohit: 37 Result: Force a DC 37 Forgery check to notice the fake.
    • K: Local/N&R: Autohit: 21 Result: Answer on topic questions (some of which are "really tough").
    • Open Lock: Autohit: 20 Result: Pick a "very simple lock".
    • Search: Autohit: 21 Result: Notice secret door or simple trap; notice some difficult non-magic traps.
    • Use Magic Device: Autohit: 20 Result: Use wands.






    Spoiler: Resources:
    Show


    Dragon Compendium: Savant Class
    Expanded Psionics Handbook: Autohypnosis skill
    Oriental Adventures: Iaijutsu Focus skill
    Book of Exalted Deeds: Nymph's Kiss feat
    Races of Stone: Gnome Quick Razor
    Unearthed Arcana: Human Paragon class
    Complete Scoundrel: Mountebank PRC; All Skill Tricks; Uncanny Trickster PRC
    Tome of Magic: Karsite race
    Savage Species: Assume Supernatural Ability feat
    Races of Eberron: Changling race; Master Linguist feat
    Complete Adventurer: Exemplar PRC
    Stormwrack: Aquatic Elf race
    Dungeonscape: Quick Reconnoiter feat

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  5. - Top - End - #245
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Do mine eyes deceive me?
    Quote Originally Posted by Charolette
    "Charolette, the Charlatan"
    CN, Human (scorpion), Spell Thief 5, Mountebank 10, Bayushi Deceiver 5

    Abilities:
    Spoiler
    Show

    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    10 14 12 16 10 15 32-point buy
    10 14 12 16 10 16 4th
    10 14 12 17 10 16 8th
    10 14 12 18 10 16 12th
    10 14 12 19 10 16 16th
    10 14 12 20 10 16 20th


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Spellthief (CA 13) 0 0 0 2 Bluff 4, Jump 4, Knowledge (arcana) 4, Knowledge (local) 4, Listen 4, Spellcraft 4, Spot 4, Tumble 4, and Speak Language Fey Heritage (CM 43), Fey Skin (CM 43) Sneak attack +1d6, steal spell (0 or 1st), trapfinding
    2 Spellthief 1 0 0 3 Bluff 5, Jump 5, Knowledge (arcana) 5, Knowledge (local) 5, Listen 5, Spellcraft 5, Spot 5, Tumble 5, and Tumbling Crawl (CS 90) - Detect magic, spellgrace +1, steal spell effect
    3 Spellthief 2 1 1 3 Bluff 6, Jump 6, Knowledge (arcana) 6, Knowledge (local) 6, Listen 6, Spellcraft 6, Spot 6, Tumble 6, and Speak Language Deceitful (PHB 93) Steal energy resistance 10
    4 Spellthief 3 1 1 4 Bluff 7, Jump 7, Knowledge (arcana) 7, Knowledge (local) 7, Listen 7, Spellcraft 7, Spot 7, Tumble 7, and Listen to This CS 87) - Steal spell (2nd)
    5 Spellthief 4 1 1 4 Bluff 8, Jump 8, Knowledge (arcana) 8, Knowledge (local) 8, Listen 8, Spellcraft 8, Spot 8, Tumble 8, and Speak Language - Sneak attack +2d6, steal spell-like ability
    6 Mountebank (CS 57) 4 1 3 4 Bluff 9, Diplomacy 1, Jump 8, Knowledge (arcana) 9, Knowledge (local) 9, Listen 8, Spellcraft 9, Spot 8, Tumble 9 and Point it Out (CS 88) Improved Initiative (PHB 96) Tongue of the devil
    7 Mountebank 5 1 4 4 Bluff 10, Diplomacy 4, Jump 8, Knowledge (arcana) 10, Knowledge (local) 10, Listen 8, Spellcraft 10, Spot 8, and Tumble 10 - Sneak attack +3d6
    8 Mountebank 6 2 4 5 Bluff 11, Diplomacy 5, Jump 8, Knowledge (arcana) 11, Knowledge (local) 11, Listen 8, Spellcraft 11, Spot 8, Tumble 11, and Extreme Leap (CS 86) - Alter ego
    9 Mountebank 7 2 5 5 Bluff 12, Diplomacy 8, Jump 8, Knowledge (arcana) 12, Knowledge (local) 12, Listen 8, Spellcraft 12, Spot 8, and Tumble 12 Fey Legacy (CM 43) Sideslip 1/day
    10 Mountebank 7 2 5 5 Bluff 13, Diplomacy 9, Jump 8, Knowledge (arcana) 13, Knowledge (local) 13, Listen 8, Spellcraft 13, Spot 8, Tumble 13, and Acrobatic Backstab (CS 84) - Sneak attack +4d6
    11 Mountebank 8 3 6 6 Bluff 14, Diplomacy 12, Jump 8, Knowledge (arcana) 14, Knowledge (local) 14, Listen 8, Spellcraft 14, Spot 8, and Tumble 14 - Alter ego, sideslip 2/day
    12 Mountebank 9 3 6 6 Bluff 15, Diplomacy 13, Jump 9, Knowledge (arcana) 15, Knowledge (local) 15, Listen 8, Spellcraft 15, Spot 8, Tumble 15, and Spot the Weak Point (CS 89) Momentary Alteration (UA 94) Slippery mind
    13 Mountebank 10 3 7 6 Bluff 16, Diplomacy 15, Jump 10, Knowledge (arcana) 16, Knowledge (local) 16, Listen 8, Spellcraft 16, Spot 8, and Tumble 16 - Sideslip 3/day, sneak attack +5d6
    14 Mountebank 10 4 7 7 Bluff 17, Diplomacy 16, Jump 11, Knowledge (arcana) 17, Knowledge (local) 17, Listen 8, Spellcraft 17, Spot 8, Tumble 17, and Clarity of Vision (CS 85) - Alter ego
    15 Mountebank 11 4 8 7 Bluff 18, Diplomacy 18, Jump 12, Knowledge (arcana) 18, Knowledge (local) 18, Listen 8, Spellcraft 18, Spot 8, and Tumble 18 Quick Reconnoiter (CA 112) Sideslip 4/day, sudden escape
    16 Bayushi Deceiver (OA 225) 11 6 10 7 Bluff 19, Diplomacy 19, Jump 15, Knowledge (arcana) 19*, Knowledge (local) 19*, Listen 8, Spellcraft 19*, Spot 8, and Tumble 19. *cross class skill - Sneak attack +6d6, poison use
    17 Bayushi Deceiver 12 7 11 7 Bluff 20, Diplomacy 20, Jump 15, Knowledge (arcana) 20*, Knowledge (local) 20*, Listen 10, Spellcraft 20*, Spot 8, and Tumble 20. *cross class skill - Strike first, strike last
    18 Bayushi Deceiver 13 7 11 8 Bluff 21, Diplomacy 21, Jump 15, Knowledge (arcana) 21*, Knowledge (local) 21*, Listen 10, Spellcraft 21*, Spot 10, and Tumble 21. *cross class skill Master Manipulator (PHB II 80) Sneak attack +7d6
    19 Bayushi Deceiver 14 8 12 8 Bluff 22, Diplomacy 22, Jump 15, Knowledge (arcana) 22*, Knowledge (local) 22*, Listen 10, Spellcraft 22*, Spot 10, Tumble 22 and Group Fake-Out (CS 87). *cross class skill - Scorpion feint
    20 Bayushi Deceiver 14 8 12 8 Bluff 23, Diplomacy 23, Jump 15, Knowledge (arcana) 23*, Knowledge (local) 23*, Listen 10, Spellcraft 23*, Spot 10, Tumble 23 and Social Recovery (CS 89). *cross class skill - Sneak attack +8d6


    Fluff:
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    Rather than a background and story (since that can be changed for each campaign), I wanted to highlight build concepts.

    When building this I wanted to do a number of things, the first being to capitalize on the features of the SI, second to have a build that could actually do something in a game, and third to entertain the readers. I broke the SI down into 7 aspects Bluff, Smarts, Chaos, Teleportation, Sneak Attack, Enchantment Defense, and Alter Egos.

    Bluff, besides maxing the skill out I wanted to capitalize on what you can do while bluffing thus Group Fake-Out, Social Recovery. While a feinting build is cool the ability to tumble and flank is generally better. I really took a look at Invisible Blade but there were just too many feats required.

    Smarts, Mountebank requires 1 of 3 knowledges, I am taking 2 when only needing one cross classing them just to fit the persona, and maxing them out. I figured that speak language is also a sign of 'smarts' and also helps the Alter Ego thing. Also with the way that Devil's Tongue works I wants to mirror that with the speak languages as well as the INT to initiative.

    Chaos, fey feats x3 and Bayushi Deceiver all require nonlawful alignment and that forced the chaos in the build. I wanted to reinforce the alignment requirements.

    Teleportation, fey legacy allows another non-limited use of dimension door. I would have loved to build on this but 5x teleportation per day seemed okay.

    Sneak Attack, besides carrying SA through out the build (8d6) I wanted to highlight it with skill tricks, feinting, summon nature's ally (for flanking) and going first w/ a very high init. I wanted to hit first and last!

    Enchantment Defense, fey heritage gives a +3 defense, spellgrace a +1 against spells.

    Alter Ego, momentary alteration is kinda like a 4th alter ego and that was the closest thing to getting an alter self ability that is limited to a specific type.

    Some cool stuff, starts off with DR 3/Cold Iron. I shall say that DR 3 rocks the early levels and is borderline abusive with Sneak Attack, Social skills, etc. at the end level when games transition to you negotiating more than dungeon crawling.

    The amount of initiative this build have +4 from Improved Initiative, +2 Dex, and +4-5 from Strike first, strike last (+12-13) and ability to relate things to teammates for Spot, Listen, etc. allows him to be a great party defense against stealthy foes (while those foes are flat footed and about to get 9d6 damage[with a dagger]).


    Notes:
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    Depending on the campaign you can pick the alter egos, however the suggested ones are due to forms of movement, Locathah MM 169 (swims), Asabi MoF 15 (burrows), Avarial RoF 31 (flys), and Varag MM4 168 (land speed). Pick them based on how much of the terrain you're seeing in the campaign, I'd probably start with Flying as it is a very important ability.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  6. - Top - End - #246
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    ...and that's all for this incarnation of ICOC, guys.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  7. - Top - End - #247
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    WolfInSheepsClothing

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Wow! Awesome lineup just from a cursory glance!

    Time to check build legality and move into preliminary judging phases.

  8. - Top - End - #248
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    There is some great stuff here, but I've spotted a few mistakes (I think one entry uses disallowed material), and a couple of people who included stuff that does the job of a Mountebank better than the Mountebank. Still, I'm curious to see what our judges think.

    I had two other builds in consideration. The first was a joke build using the Gazebo Jones trick: A warforged con-man and thief who sold high-end furniture to wealthy clients. His alter egos matched the furniture sets he sold in every detail (because he could choose animated objects as Alter Self forms), so a wealthy customer would buy his "furniture", put it in their house, and he'd case the joint before robbing them blind and teleporting out of their home. I would have figured some way to work an Ikea pun into his name. I assure you it would have been top drawer.

    The other was a Neraphim spy working for both sides in the Blood War. I thought I was on to something with including Invisible Blade until I found out that the "free" feint was errata'd to be only 1/round. Also, I just couldn't seem to get things working right with that build overall. I had a blast writing up the one I submitted.

    I also had it in my head to try and do a build with a Magical Beast as the base chassis, in order to be able to pick a 5-headed Hydra as one of the Alter Egos, but that never really went anywhere.
    Last edited by Deadline; 2014-04-01 at 02:54 PM.
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    WolfInSheepsClothing

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    No way! The Gazebo Jones Mk. II was EXACTLY what I was talking about earlier!

  10. - Top - End - #250
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    I'm honestly surprised we didn't get a construct or outsider build, and more surprised we only have 3 non-humanoids. I was half expecting a volodni, just for the heck of it.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  11. - Top - End - #251
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    And I was disappointed in you both for failing to deliver.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

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

    Between vacation and board changes, I didn't have time to get my entry together, but the idea was a synad incarnate 5/necrocarnate 5/mountebank 10. The fluff was going to be that his overmind snapped, and he no longer knew that his threefold mind was all part of a greater whole, but instead thought each mind was a totally separate entity. Some relevant tricks included using Psycarnum Infusion to make up for the necrocarnate's essentia lack, and having a grell alter ego alongside shadow mantle and Maiming Strike.

    Here's the build stub, if anyone is interested:

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    Synad, Incarnate 5/Mountebank 10/Necrocarnate 5

    1. Incarnate1- Apprentice (Criminal)
    2. Incarnate2-
    3. Incarnate3- Deceitful
    4. Incarnate4-
    5. Incarnate5-
    6. Mountebank1- Psycarnum Infusion
    7. Mountebank2-
    8. Mountebank3-
    9. Mountebank4- Necrocarnum Acolyte
    10. Necrocarnate1-
    11. Necrocarnate2-
    12. Necrocarnate3- Shape Soulmeld (Shadow Mantle)
    13. Mountebank5-
    14. Mountebank6-
    15. Mountebank7- Maiming Strike
    16. Mountebank8-
    17. Mountebank9-
    18. Mountebank10- Craven
    19. Necrocarnate4-
    20. Necrocarnate5-

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


    I may toss in my hat as a judge, depending on how the next week goes.
    Optimization Showcase in the Playground

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  13. - Top - End - #253
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    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    My first (unworkable) idea involved merging Mountebank with Cognition Thief.

    My second idea - nixed by the long forum update process and my schedule on Tuesdays - was pairing Mountebank with Psibond Agent.

    I doubt I'll have a chance to do more than cursory glances at the builds before Sunday, folks.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  14. - Top - End - #254
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    dysprosium's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Blame it on the break maybe?

    My second idea was going to be a harpy (monstrous humanoid) Mountebank 10. Her first alter ego was going to be a doppelganger (also a monstrous humanoid) and one of her feats was going to be Assume Supernatural Ability (change shape). So congratulations you just gained the ability to literally become anyone humanoid or monstrous humanoid.

    It was either going to be great or bomb terribly--I was shooting for Honorable Mention.

    I'm glad I worked on the one I submitted though.

  15. - Top - End - #255
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    I almost had an entry this time. Swashbuckler 5 / mountebank 10 / zhentarim spy 5.
    Using the mountebank alternative forms as base for the disguises and the subsequent bonus to bluff to trigger the find secret ability of the swashbuckler and wanderer diplomacy. I think it did a good job at bluffing via int and taking advantage of disguises which are the most unique things of the mountebank.
    But I didn't have time to finish.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  16. - Top - End - #256
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    PaladinGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    I wasn't able to get an entry in this round. Started school...

    Anyway, my entry was going to be a QuasiLycanthrope Dvanti Totemist2/Hexblade4/Montebank8/Warshaper4/LA+2. Using the shapechanger subtype to qualify and te alterego to let my character be into two places at once to mess with people's mind. Something along the lines of "I'm not saying I'm Batman. I'm saying that no one has ever seen me and Batman in the same room at the same time." And then Batman shows up.

    Haha. Good times.

  17. - Top - End - #257
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    considered posting a joke build that could do everything the Mountebank can better, by utilizing Spymaster for the vast majority and either Shadowdancer or some Swordsage for the Sidestep's ... and prehaps some Dragon Compendium Mountebank base class to set up a (weak) defense against those saying that i didn't have any Mountebank levels
    Last edited by Sian; 2014-04-01 at 03:55 PM.

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    PirateWench

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    The joke build I was looking to submit was a drow rogue/ paladin of slaughter/ mountebank/ slime lord who was just oozing insanity.

  19. - Top - End - #259
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    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Okay, here's the cheat sheet with 12 builds together.

    • The Inscrutable Master Gau - CN Brood Monkey Rogue 3/Mountebank 10/Swordsage 3
    • Li Chan - CG, Vanara, Spellthief 5/Mountebank 10/Swordsage 1/Warblade 4
    • Eelis - CG Elan Paladin of Freedom 3/Ranger 1/Slayer 6/Mountebank 10
    • Unnamed - Human Rogue2/Fighter2/Swordsage1/Chameleon7/Mountebank8
    • Demos - Silverbrow Human, TN****, Binder 4, Cleric 1, Chameleon 6, Mountebank 9
    • The Outcast - N Lupin Factotum 3/Swordsage 2/SI 10/Twisted Lord 5
    • Littlefingers - CG Gnome Beguiler 6/Agent of the Crown 5/Mountebank 9
    • Captain Shynauf - Male Lesser Drow Swashbuckler 3 / Fighter 2 / Scarlet Corsair 5 / Mountebank 10
    • Ainatarmannave Miinuume - N gray elf Factotum 5/Mountebank 10/Avenger 5
    • Captain Jackie Spae Row - CN Human Rogue 8/ Swashbuckler 3/ Mountebank 6/ Uncanny Trickster 3
    • Momeo Rontague - Savant 2/Human Paragon 3/Mountebank 8/Uncanny Trickster 3/Exemplar 4
    • Charolette, the Charlatan - CN, Human (scorpion), Spell Thief 5, Mountebank 10, Bayushi Deceiver 5


    • Spellthief 2 - 16.67%
    • Chameleon 2 - 16.67%
    • Fighter 2 - 16.67%
    • Factotum 2 - 16.67%
    • Swashbuckler 2 - 16.67%
    • Uncanny Trickster 2 - 16.67%
    • Rogues 3 - 25%
    • Swordsage 4 - 33.33%
    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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  20. - Top - End - #260
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    PirateWench

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Interesting. normally there's more similarity between at least a few entries.

  21. - Top - End - #261
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    WolfInSheepsClothing

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Yeah, originality is looking like a fairly high stat for me this time around due to "originality by sample trend".

  22. - Top - End - #262
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Maybe I should have fleshed out my Binder4/SS1/Mountebank10/Teleflamer4/SS+1 idea. I thought Teleflamer was going to destroy my originality.

  23. - Top - End - #263
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    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Quote Originally Posted by Darkcouch View Post
    Maybe I should have fleshed out my Binder4/SS1/Mountebank10/Teleflamer4/SS+1 idea. I thought Teleflamer was going to destroy my originality.
    I was sorta surprised not to see any shadow pouncers too, but looking at Mountebank again, I don't think Sudden Escape counts as Dim Door for the purpose of qualifying for Shadowlord.

    I've been having trouble with the playground on my apartment's Internet (posting from phone now) but I'll see if I can get it to work and maybe find time to judge sometime next week.

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    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    I am glad I am not judging... going through my review, I have a good baseline where I would put people, and it is way closer than I would have thought.

    It looks to be a fun round.

    Good job everyone!
    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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  25. - Top - End - #265
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Quote Originally Posted by Tim Proctor View Post
    I am glad I am not judging... going through my review, I have a good baseline where I would put people, and it is way closer than I would have thought.

    It looks to be a fun round.

    Good job everyone!

    Yeah it looks like everyone has really good builds this go round, course this is coming from the guy who bombs the optimization aspect of the competition every go round

    Though Tim I have to admit I'm surprised you didn't drop any levels of Slime Lord into your build. With how much you seem to beg to use it, you missed the perfect opportunity!

  26. - Top - End - #266
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    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Quote Originally Posted by KrimsonNekros View Post
    Yeah it looks like everyone has really good builds this go round, course this is coming from the guy who bombs the optimization aspect of the competition every go round

    Though Tim I have to admit I'm surprised you didn't drop any levels of Slime Lord into your build. With how much you seem to beg to use it, you missed the perfect opportunity!
    I can't, I would love too but my style is stupidly obvious and I couldn't. Like I can't rap battle disputes anymore, people would just know.
    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 - #267
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    Devil

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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    My idea was a River Styx Ferryman, who earned his keep by guiding people along the river. Anyone who would become too boisterous and annoying he would capsize and tip them into the River for saveless Feeblemind.

    He was going to be a Loredrake Steel Dragon; Steel dragons have Alternate Form for humans and animals based on Polymorph up to their CL, as well as the relevant class skills once Loredrake was includded (spellcraft). The Steel Dragons Alter Self typically became a Dark Stalker from the Fiend Folio (3HD humanoid with +3d6 Sneak Attack, which combined with Assassins Stance gave me 8d6 Sneak Attack, 9d6 if Uncanny Trickster Advanced it.

    Alter self into a Shadow Dragon for hiding etc, or Styx Dragon for the "ferrymans" trick. He had the skills to back up his typical roles, with profession sailor maxed, but also several other professions and knowledges taken so that he has something to back up his appearance (ie farmer, miner, lawyer etc)

  28. - Top - End - #268
    Orc in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    Spellthief 2 - 16.67%
    Chameleon 2 - 16.67%
    Fighter 2 - 16.67%
    Factotum 2 - 16.67%
    Swashbuckler 2 - 16.67%
    Uncanny Trickster 2 - 16.67%
    Rogues 3 - 25%
    Swordsage 4 - 33.33%
    Yeah, that one generally surprised me quite a bit: I thought there would be more similarity in the builds.
    Last edited by Ikeren; 2014-04-02 at 03:19 AM.

  29. - Top - End - #269
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    Thurbane's Avatar

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    biggrin Re: Iron Chef Optimization Challenge in the Playground LV

    I'm a little surprised there was no Mountebank (Dragon Compendium) 10/Mountebank 10, just for giggles.

  30. - Top - End - #270
    Ogre in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LV

    would have been to obvious given that it was tossed around as a joke idea even before Kuul announced that Mountebank was indeed the dish for this round

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