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  1. - Top - End - #211
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He's one of the dwarfiest dragons that I've seen.
    Quote Originally Posted by Ensom Glemstom
    Ensom Glemtsonn, LG Dragonborn (Heart Aspect) Dwarf

    Dwarf Paragon 3/Fighter 2/Fist of the Forest 3/Deepwarden 2/Dwarven Defender 10

    8d10+12d12 HD or something like that.

    32 point-buy array
    STR: 12
    DEX: 15
    CON: 16 (All level bonuses go here)
    INT: 14
    WIS: 10
    CHA: 10

    After Race and Dragonborn Template:
    STR: 12
    DEX: 13
    CON: 20
    INT: 14
    WIS: 10
    CHA: 8

    At ECL 20:
    STR: 18
    DEX: 17
    CON: 35
    INT: 16
    WIS: 12
    CHA: 8

    At ECL 3, CON goes up to 22.

    Spoiler: The Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Dwarf Paragon 1 +1 +2 +0 +0 Knowledge (Dungeoneering) 3, Hide 3, Jump 3, Climb 3, Heal 2 (CC) (Level Feat) Endurance Craft Expertise, Improved Stonecunning
    2nd Dwarf Paragon 2 +2 +3 +0 +0 Knowledge (Dungeoneering) +1 (4), Heal +.5 (2.5 CC), Hide +1 (4), Jump +1 (4), Climb +1 (4) Improved Darkvision; Save Bonus
    3rd Dwarf Paragon 3 +3 +3 +1 +1 Heal +.5 (3 CC) Hide +1 (5), Knowledge (Dungeoneering) +1 (5) (Level Feat) Great Fortitude Ability Boost (CON +2)
    4th DP 3/Fighter 1 +4 +5 +1 +1 Heal +.5 (3.5 CC), Handle Animal 2, Jump +1 (5) (Fighter Feat) Improved Unarmed Strike Bonus Feat
    5th DP 3/Fighter 2 +5 +6 +1 +1 Heal +.5 (4 CC), Handle Animal +2 (4), Climb +1 (5) (Fighter Feat) Power Attack Bonus Feat
    6th DP 3/Fgt 2/Fist of the Forest 1 +6/+1 +8 +3 +1 Heal +.5 (4.5 CC) (Level Feat) Dodge AC Bonus, Feral Trance 1/day, Fast Movement, Primal Living
    7th DP 3/Fgt 2/Fist of the Forest 2 +7/+2 +9 +4 +1 Heal +.5 (5 CC) Uncanny Dodge, Untamed Strike
    8th DP 3/Fgt 2/Fist of the Forest 3 +8/+3 +9 +4 +2 Feral Trance 2/Day, Scent
    9th DP 3/Fgt 2/FoF 3/Deepwarden 1 +9/+4 +11 +4 +4 (Level Feat) Toughness Track, Trap Sense +1
    10th DP 3/Fgt 2/FoF 3/Deepwarden 2 +10/+5 +13 +4 +5 Stone Warden
    11th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 1 +11/+6/+1 +15 +4 +7 Defensive Stance 1/day
    12th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 2 +12/+7/+2 +16 +4 +8 (Level Feat) Sacred Vow Improved Uncanny Dodge
    13th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 3 +13/+8/+3 +16 +5 +8 Defensive Stance 2/day
    14th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 4 +14/+9/+4 +17 +5 +9 Trap Sense +2
    15th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 5 +15/+10/+5 +17 +5 +9 (Level Feat) Vow of Poverty Defensive Stance 3/day
    16th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 6 +16/+11/+6/+1 +18 +6 +10 (Exalted Feat) Nimbus of Light Damage Reduction 3/-, Improved Uncanny Dodge Stacks
    17th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 7 +17/+12/+7/+2 +18 +6 +10 Defensive Stance 4/day
    18th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 8 +18/+13/+8/+3 +19 +6 +11 (Level Feat) Combat Reflexes (Exalted Feat) Touch of Golden Ice Mobile Defense, Trap Sense +3
    19th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 9 +19/+14/+9/+4 +19 +7 +11 Defensive Stance 5/day
    20th DP 3/Fgt 2/FoF 3/Dw 2/Dwarven Defender 10 +20/+15/+10/+5 +20 +7 +12 (Exalted Feat) Gift of Discernment Damage Reduction 6/-
    Note: Skills are unmarked after 6th level save for important ones, the physical ones will stay maxed out if at all possible but the skills don't change the shape of the overall build.


    Spoiler: A brief tale of a forgotten but remarkable dwarf:
    Show

    Spoiler: Levels 1-5
    Show
    "During my travels, I came across an interesting creature crossing through the deep, forgotten kingdoms of this realm. At first, I believed it to be a creature from fiction and a delusion of mine. I had been underground for quite some time now and hadn't ever learned to fend for myself. In fact, it was my fascination with this creature that encouraged me to delve deeper: A beautiful specimen. The size of a dwarf, same general build, same general demeanor, but more noble and scaled. As if it were a dragon in its own right. In place of a beard, it sported long, silvery gold whiskers. It often spoke to itself, but the language was not familiar. All I know is that it was wandering in search of something...someone...I'm not sure. It seems to be changing gradually, however. It wears armor, and it carries a weapon, but it's so driven by its mission that it has begun neglecting its equipment maintenance...I fear it may eschew them entirely soon."

    For the first five levels, the character is going to have to eat some crow. It's got proficiency with all martial weapons and is just inherently dwarf-ier than your average dwarf, not to mention the breath weapon that already starts with dealing 1d8 damage in a 5 foot line with a reflex save DC of 15 usable every 1d4 rounds, but at 3rd level it goes up to 2d8, has extended to a 10 foot line, and the reflex save DC goes up to 17. The build is going to incur a paradigm shift here at 6th level, but until them using a two-handed weapon like a greatsword or greataxe would be the best, as well as light armor.


    Spoiler: Levels 6-10
    Show
    "The creature has, as I suspected, forgone the trappings of its previous age. It travels now in a loincloth, its scaly chest bare, and it has grown a penchant for simply assaulting things that come near. It approached me one day, apparently aware that I was following it. It's very intelligent. I asked it its name and it responded in that language again. It comprehended what I had to say, but I feel as though, somehow, it is actively ridding itself of its previous, likely Dwarven life. It's fought a lot of things since we came down here, and it eats them and offers me the same food. They look like small dragons, maybe freshly hatched. Black and marked with a symbol on their foreheads. I'm not sure, though, what it's really up to. We travelled very deeply into those dark, deep roads leading into the earth."

    The next five levels are much more in line with the character's design. At 8th level, the dwarf's CON score has gone up to a 24. Its breath weapon deals 3d8 damage in a 30 foot-line with a reflex save of 20. It's got unarmed damage now, dealing 1d10 with each strike, and it adds that +7 CON bonus to its AC similarly to a Monk's WIS AC bonus. This brings its AC while unarmed to an 18. This isn't terrible. It can also go into a Feral Trance 2/day to get some more damage done. By 10th level it adds its CON bonus to its AC twice (rather than CON and DEX) bringing its unarmored DC to 24 by way of Deepwarden's Stonewarden ability. Its breath weapon is now dealing 4d8 damage in a 45 foot-line with a reflex save of 21.


    Spoiler: Levels 11-15
    Show
    "I've learned much of the creature. I've begun calling it Ensom Glemtsonn based on the words it repeats to itself at night before bed. It seems happy that I call it that. Together, we have learned much. Were I evil, I would see it as a terrifying force for good. Upon smiting more marked dragons and their minions, I noticed that it fell to the ground and shouted in our native tongue 'I have learned! I have waged war in your name! I have found your enemies and I will smite them for your glory father! For Bahamut! For all forces of good! For the Dwarves above!' With this, it erupted in a wreath of holy light and glowed silver, marching with a purpose further and deeper into the abyss below us where a great rumbling was occurring. I kept with it, finding its trek more and more fascinating by the day."

    *SWEET SPOT LEVEL* is 15th. This is where the build gains EVERYTHING VOP OFFERS (save for feats, since those aren't earned retroactively). Its CON score gains a +6, its STR score gains a +4, its DEX score gains a +2. Its previously 24 AC goes up IMMENSELY (10+2CON (20) + Exalted Bonus (9) + Deflection Bonus (2) + Natural Armor Bonus (1) + Dodge Bonus (2) for a grand total of 44 AC at level 15, and can use its Defensive Stance 3 times per day to increase its 2CON to a 22 and its Dodge Bonus to a +4, bringing its AC, for 15 rounds per day, up to a 48. It also gains DR 5/evil, a +2 to all saves, Freedom of Movement (good vs. grapples), Endure Elements, Greater Sustenance, and Energy Resistance 5. THIS. This is a great thing to happen to Ensom. Oh, his unarmed strikes, in addition to being treated as magic, also gain a +3 exalted strike bonus to attack and damage and is also good aligned. He also is doing 3 iterative attacks per turn at 1d10 damage plus his now much higher STR and can Power Attack for additional damage easily. The Dwarven Defender Prestige Class has really started shining with the addition of a bit of a feat investment. Uncanny dodge, also. So no loss of one of his CON scores (except in the case of a high level Rogue). Meanwhile, its breath weapon is doing 5d8 damage in a 75 foot line with a REF save of 29.


    Spoiler: Levels 16-20
    Show
    "Ensom Glemtsonn turned out to be a worthy adversary for the creatures at the bottom of that chasm. Assaulting left and right while standing nearly perfectly still. I feel as though I have become very close to this creature. It reveled in the destruction of the nemesis of its father god and felt truly satisfied when it was done..."

    Well, naturally, by 20th level the build has pretty much gotten as good as it will get. The basic rundown is that its AC is now calculated thusly:
    AC = 10 + 2CON + Exalted Bonus + Deflection Bonus + Natural Armor Bonus + Dodge Bonus.
    AC = 10 + 26 + 10 + 3 + 2 + 4 = 55 (When in Defensive Stance, while unarmored).
    It is gaining +6 to its STR score, which brings it up to an 18 giving it an attack bonus on each attack of 24 plus exalted strike giving it a total of 29 to hit, and it has four iterative attacks per turn. With Mobile Defense, every round he can make a five foot step to better position himself. His Improved Uncanny Dodge now stacks with his Fist of the Forest levels to determine its effects, it gains DR 6/- in the result that an evil attack hits him and breaches his DR 10/evil, and its Energy Resistance has gone up to a 15. In addition, tacking on Combat Reflexes makes it a defensive machine. Its Defensive Stance now lasts for 16 rounds. Its breath weapon is now maxed out, dealing 7d8 damage at 100 feet away with a reflex save of 33, still usable every 1d4 rounds.


    Spoiler: The Stinger
    Show
    "...Unfortunately, I felt even more satisfied when he met his demise at my claws. No one slaughters my children and gets away with it. Not even you, Bahamut."


    Spoiler: Sources
    Show
    Player's Handbook (Dwarf Race, Fighter Class, Feats)
    Unearthed Arcana (Dwarf Paragon Class)
    Dungeon Master's Guide (Dwarven Defender)
    Book of Exalted Deeds (Exalted Feats)
    Player's Guide to Faerun (Gift of Discernment)
    Complete Champion (Fist of the Forest)
    Races of Stone (Deepwarden)

    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 - #212
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Beardfist 2: Beard Harder
    Quote Originally Posted by Aran Wildbeard
    Aran Wildbeard


    Aran is a legendary figure among dwarves. It is told he lived in times long since past, when men were men, and so were the women. This particular dwarf earned his place in history by killing monsters not with his trusty axe or hammer, nor even with his hands, but with the beard on his face. It is said that when he fought, he was as tall as a house, and had a beard twice again as large. In the tales, he has been renowned for standing his ground against armies, monsters, and demons alike, holding them back and defeating them with the might of his beard.

    Stub: Monk2/Psychic Warrior10/Dwarven Defender 8
    Level 1 Stats (32 pt buy)
    Str 16 (10); Dex 14 (6); Con 16 (6); Int 12 (4); Wis: 14 (6); Cha: 6 (0)

    At level 20:
    Str: 32 (+5 level, +5 tome, +6 enh); Dex: 20 (+6 enh); Con: 22 (+6 enh); Int: 12; Wis: 20; Cha: 6


    Spoiler: The Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Passive Way Monk 1 +0 +2 +2 +2 +4 Concentration (4), +4 Sense Motive(4), +4 Spot(4), +4 Listen(4), +4 Craft(Armorsmithing) (4) Endurance, Monastic Training(Psychic Warrior) Flurry of Blows, Unarmed Strike
    2nd Passive Way Monk 2 +1 +3 +3 +3 +1 Concentration (5), +1 Sense Motive(5), +1 Spot(5), +1 Listen(5), +1 Craft(Armorsmithing) (5) Improved Trip Evasion
    3rd Psychic Warrior 1 +1 +5 +3 +3 +3 Autohypnosis (3) Toughness, Dodge 1st Level Powers
    4th Psychic Warrior 2 +2 +6 +3 +3 +2 Autohypnosis(5), +1 Psicraft (.5) Combat Reflexes
    5th Psychic Warrior 3 +3 +6 +4 +4 +3 Psicraft (2)
    6th Psychic Warrior 4 +4 +7 +4 +4 +3 Psicraft (3.5) Tashalatora 2nd Level Powers
    7th Psychic Warrior 5 +4 +7 +4 +4 +1 Psicraft(4), +2 Knowledge(Psionics) (2) Improved Grapple
    8th Psychic Warrior 6 +5 +8 +5 +5 +3 Knowledge(Psionics) (5)
    9th Psychic Warrior 7 +6 +8 +5 +5 +3 Knowledge(Psionics) (8) Standstill 3rd Level Powers
    10th Psychic Warrior 8 +7 +9 +5 +5 +3 Knowledge(Psionics) (11) Practiced Manifester
    11th Dwarven Defender 1 +8 +11 +5 +7 +3 Spot (8) Defensive Stance 1/day, AC Bonus +1
    12th Dwarven Defender 2 +9 +12 +5 +8 +3 Spot (11) Aberration Blood(Flexible Limbs) Uncanny Dodge
    13th Dwarven Defender 3 +10 +12 +6 +8 +3 Spot (14) Defensive Stance 2/day
    14th Dwarven Defender 4 +11 +13 +6 +9 +3 Spot (17) Trap Sense +1, AC Bonus+2
    15th Dwarven Defender 5 +12 +13 +6 +9 +1 Spot (18), +2 Sense Motive (7) Inhuman Reach Defensive Stance 3/day
    16th Dwarven Defender 6 +13 +14 +7 +10 +1 Spot (19), +2 Sense Motive (9) DR3/-, Improved Uncanny Dodge
    17th Dwarven Defender 7 +14 +14 +7 +10 +1 Spot (20), +2 Sense Motive (11) Defensive Stance 4/day, AC Bonus+3
    18th Dwarven Defender 8 +15 +15 +7 +11 +1 Spot (21), +2 Sense Motive (13) Extended Reach Mobile Defense, Trap Sense+2
    19th Psychic Warrior 9 +15 +15 +8 +12 +3 Knowledge(Psionics) (14)
    20th Psychic Warrior 10 +16 +16 +8 +12 +3 Knowledge(Psionics) (17) 4th Level Powers

    Spoiler: Powers Known and Powers per Day
    Show

    Assumed Wisdom Progression for PP Chart:
    Level 1: 14
    Level 7: 16 (+2 item)
    Level 12: 18 (+4 item)
    Level 16: 20 (+6 item)

    Level Power Points New Power Gained
    1st 0 -
    2nd 0 -
    3rd 1 Expansion
    4th 3 Defensive Precognition
    5th 6 Grip of Iron
    6th 9 Reach
    7th 14 Concealing Amorpha
    8th 20 Psionic Levitate
    9th 25 Dimension Slide
    10th 34 Empathic Transfer, Hostile
    11th 35 -
    12th 43 -
    13th 43 -
    14th 43 -
    15th 43 -
    16th 49 -
    17th 49 -
    18th 49 -
    19th 55 Empathic Feedback
    20th 62 Immovability



    Spoiler: Snapshots
    Show

    Spoiler: Levels 1-5
    Show

    Wildbeard earned his name well. He has always had a monstrous beard that seems to have a will of its own. Aran can stand with the best among the dwarves, but his beard is the true warrior. All unarmed strikes made by Aran are made not with hands or feet, but with his Beard, which is as capable in combat any normal individual's fists. The beard strikes out to trip and grapple enemies, as well as bludgeon them to death.

    At these levels Aran is a Tashalatora without the Tashalatora feat, so just a multiclassed Monk/Psychic Warrior. At this point his beard deals 1d6 damage (1d8 while enlarged). Monastic Training is taken with the 1st level Passive Way Monk bonus feat per the specific text in Monastic Training that lets you take it in place of one of the monk Bonus Feats; the second feat gets him Improved Trip without needing to worry about Combat Expertise.

    Power Points at this level are fairly limited, but Expansion is Cheap and effective. 6 PP will get you through the day enlarged every encounter, which is all he needs to control the weak enemies at this tier.

    Numbers check: At level 5 you have:
    41 HP (5d8+15)
    20 AC (10+ 8 armor + 2 shield + 1 dex-1 size)
    +10 Fort +6 Ref +7 Will
    +7 to hit
    1d8+5 damage with his beard
    10ft Reach
    +14 trip mod

    Spoiler: Assumed Items/Buffs
    Show

    +2 Str Item
    +1 Resistance Item
    Full Plate
    Heavy Shield

    Expansion 1 Size Category


    Spoiler: Levels 6-10
    Show

    Wildbeard's capability improves. During these levels, he is going all in on improving his lockdown Shtick. In particular, he gets new access to the Reach power, gets a high enough manifester level to use Expansion to become Huge, picks up Standstill for anything bigger and badder than his beard (not many in this level bracket), and Improved Grapple, because there is nothing quite like showing an enemy what's what by pinning them with your beard.

    Numbers check: At level 10 you have:
    88 HP (10d8+40)
    22 AC (10+10 armor+4 shield+1 Dex-2 size)
    +15 Fort; +8 Ref; +10 Will

    +17 to hit
    3d8+10 damage with his beard
    20ft Reach
    +20 Trip Mod
    +35 Grapple Mod


    Spoiler: Assumed Items/Buffs
    Show

    +4 Str Item
    +2 Dex/Con/Wis Items
    +2 Resistance Item
    Full Plate
    Heavy Shield

    Expansion 2 Size Categories
    Reach
    Grip of Iron Augmented to +8(will be up anytime grappling, not necessarily every encounter)
    GMW/Magic Vestment at CL = Level (I'm not sure if this is standard for Iron Chef or not, but I've always assumed and seen assumed in other optimization contexts that this is minimal expected party buffs)


    Spoiler: Level 15
    Show

    Wildbeard finally reaches what he's been aiming for. Dwarven Defender. He picks up the long awaited Defensive Stance, AC bonuses, and Uncanny Dodge. His general strategy in a fight is to charge in (or Dimension Slide in, since he now has the extremely heavy Mountain Plate proficiency, which will slow down even a dwarf), and then let his beard proceed to lock down any enemy attempting to pass by his defended area.

    Also around this time, his beard has inexplicably managed to grow even longer and stronger than normal. The Aberrant Blooded feat gives him +2 to grapple checks, and Inhuman Reach increases the reach of attacks made with his beard by 5ft.

    Numbers check: At level 15 you have:
    186 HP (10d8+5d12+105)
    34 AC (10+13 armor+5 shield+2 Dex+6 dodge-2 size)
    +23 Fort; +11 Ref; +16 Will

    +26 to hit
    4d8+13 damage with his beard
    25ft Reach
    +22 Trip Mod
    +43 Grapple Mod

    Spoiler: Assumed Items/Buffs
    Show

    +6 Str Item
    +4 Dex/Con/Wis Items
    +3 Resistance Item
    Mithral Mountain Plate
    Heavy Shield
    Fanged Ring

    Defensive Stance
    Expansion 2 Size Categories
    Reach
    Grip of Iron Augmented to +8 (will be up anytime grappling, not necessarily every encounter)
    GMW/Magic Vestment at CL = Level


    Spoiler: Level 20
    Show

    Around level 18 Wildbeard hits the peak of Dwarven Defender, relearning the ability to take a 5ft step while defending his threatened area, which at this point has extended again and is comprable to the average colossal creature. Even when not enlarged his beard can reach out and grab an enemy from 20ft away. He also picks up Damage Reduction and Improved Uncanny Dodge, to round out his defenses. He finishes up by going back to Psychic Warrior, where he picks up the Imovability Power, which grants a massive chunk of unbypassable DR in exchange for the same penalty his defensive stance already imposes. This is truly the Aran Wildbeard that inspired generations of legends and songs about his exploits.


    Numbers check: At level 20 you have:
    270 HP (12d8+8d12+160)
    39 AC (10+15 armor+7 shield+2 Dex+7 Dodge-2 size)
    +29 Fort +16 Ref +22 Will

    +33 to hit
    6d8+19 damage with his beard
    30ft Reach
    +26 Trip Mod
    +52 Grapple Mod

    Spoiler: Assumed Items/Buffs
    Show

    +6 Str Item
    +6 Dex/Con/Wis Items
    +5 Inherent Strength
    +5 Resistance Item
    Mithral Mountain Plate
    Animated Heavy Shield
    Fanged Ring
    Monk Belt

    Defensive Stance
    Expansion 2 Size Categories
    Reach
    Grip of Iron Augmented to +10 (will be up anytime grappling, not necessarily every encounter)
    GMW/Magic Vestment at CL = Level




    Spoiler: Notes
    Show

    So this was built for the primary reason of a dwarf whose beard can attack stuff on its own amused me. From there, expanding the reach became paramount, because with a Dwarven Defender build, you need ridiculous reach to keep people from just going around you.

    Of course, to that end, simply using a Reach Weapon instead of an unarmed Strike is much more efficient. Trading out those Monk levels into Fighter, giving up on grappling and picking up a Spiked Chain, bumping your reach up to 50ft since every trick I used works with weapons as well, gives back an extra point of BAB, and lets you pick up the Vampiric Blade power (something I very much wanted to do, but is very questionable RAW if it works with an Unarmed Strike). Or for more damage with the same reach, using Claws of the Beast + Vampiric Claws (getting up to 9d6 damage instead of 6d6). That said, the way I did it simply felt more right. I didn't build just a character, I built a figure out of Dwarven Legend (in my imagination).

    Other improvements worth noting: Simply picking up some AC boosting items does wonders. This build gets a high AC naturally ithout much investment, which makes any extra investment much more valuable. It's trivial to hit 50+ AC with this build, which makes you effectively invulnerable to most melee monsters. Your touch AC isn't half bad either thanks to the Dwarven Defender's dodge bonuses to AC, though getting shield to touch somehow or another would make for a much more effective defense against mages. On the bright side both fort and will saves are fairly high, making him very hard to take down with SoDs.

    Also, in my snapshots, I really only took advantage of 2 buffs. At many levels you have plenty of PP to use more than that, as well as extra capability if novaing for a low encounter day. Take note of the Powers Known list in the main build for other options available. I like having Levitate as an option to deal with stuff in the air if items for that are not available. Hostile Empathic Transfer is also a lot of fun, giving the option to heal yourself and deal a solid chunk of damage at the same time. For 14 PP you can heal for 140 HP and deal 140 damage to the target, or heal for 80HP and deal 80HP to all enemies within 20ft. Not bad.

    I really wanted to work in Ancestral Relic, on the reasoning that Wildbeard comes from a long line of Dwarves renowned for their particularly fine beards, he inherited his from his father as much as any Samurai getting his family Katana or whatever. But I couldn't justify it in the RAW, and I was hard pressed to find room for more feats regardless. I mean, I didn't even fit power attack in! (Though Power Attack tends to be less good when you can't take advantage of Charging Shenanigans regardless).

    Either way, a Whirling Weapon Enhancement added either through Ancestral Relic or a AoNA is hilarious on Aran, and is something that would definitely happen if giving more than the outline provided for this competition. At each snapshot I left plenty of gold available for fleshing out the gear, but that would probably be top of the list after the boring numerical bonuses.

    Last note: On out of combat utility... it's low. That comes with the territory as a Dwarven Defender. However, he does have reasonably high Knowledge(Psionics), Spot, and Sense Motive, and a few ranks in a craft skill as befits a Dwarf of his stature, so he's not totally useless when not beating down baddies with his beard. He also has some short range teleportation and levitate, which can have out of combat uses, but let's face it his power selection is geared towards beating stuff up.


    Spoiler: Source List
    Show

    SRD: The majority of things. All of my classes, and about half of my feats, and the majority of psionic powers, can all be found in the SRD. If it isn't listed below, assume it came from there.
    UA: Technically SRD, but I will specifically cite Passive Way Variant Monk as being from UA.
    Web Article: Reach Psiwar Power
    Eberron Campaign Setting: Monastic Training
    Secrets of Sarlona: Tashalatora
    Lords of Madness: Aberration Blood, Inhuman Reach
    Complete Psionic: Practiced Manifester
    Dragon Magic: Fanged Ring
    Savage Species: Extended Reach

    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 - #213
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    The... Protectorate of Smaug?
    Quote Originally Posted by Smaug
    Smaug, the Defender
    LG Half-Gold Dragon Desert Dwarf Paladin 5/ Fighter 2/ Dwarven Defender 10

    Fluff:
    Spoiler
    Show

    Long ago in the kingdom of Erebor (part of Middle Earth/Faerun) a benevolent golden dragon (Sauron) ruled a dwarven kingdom, mostly in dwarven form. The dragon fell in love with a dwarf woman named Stonefoot, and so they married and all things were good until an evil wizard named Ghandalf appeared with a human ranger, a halfling rogue, and an evil dwarf fighter and started slaying the unarmed citizens of Erebor saying "this is the easiest dungeon crawl ever". The fellowship of the slaughter even slew Sauron the dragon and took the treasure of Erebor for themselves. All who didn't die were taken as slaves for the fellowship and sold throughout the world.

    Sold to the temple of Ilmater, Smaug became a Paladin of the Golden Cup and ended up joining a group of Adventurers (for the church) to fight the alliance of evil nations (Chromatic Dragons, Elves, and Hobbits), Smaug was particularly good against the dragons with his immunity to fire, increased defense, hit, etc. What Smaug really exceled at was protecting his Allies, the DPS rogue could simply sit next to him and gain 34 AC, +5 of all saves, and other cool stuff. His Drakensteed (Falcor) and Smaug had a little trick because Falcor wasn't a regular Drakensteed it was a Luck Drakensteed, and Smaug would use his Defend the Weak on Falcor and then Falcor would use Good Karma to make sure that the party character's live.

    Eventually, the group was able to retake Erebor and they lived in harmony for many years as the evils of the world subsided. However, a group of dwarves that had lived in Erebor before it's demise returned and because they were brainwashed by the evil hobbits they attacked and Smaug defended against them but the human ranger was able to shoot down Falcor while Smaug was riding and sent them both plummeting to their deaths. The story everyone knows but they only know the twisted story that evil wizards and hobbits told, not the story of Smaug the Defender.


    Abilities:
    Spoiler
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    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    10 15 16 12 10 14 32-point buy
    10 13 18 12 10 14 Desert Dwarf Racial
    18 13 20 14 10 16 Half-Dragon Template
    18 13 20 14 10 17 4th
    18 13 20 14 10 18 8th
    18 13 20 14 10 19 12th
    18 13 20 14 10 20 16th


    Build:
    Spoiler
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    Effective Class Level Class BAB Fort Ref Will Skills Feats Features
    1 Paladin / Draconic Racial Class 1 6 1 0 Diplomacy 4, Handle Animal 4, Ride 4, and Sense Motive 4. Toughness Aura of good, detect evil, smite evil 1/day.
    2 Draconic Racial Class 1 7 1 0 - - Str +2, Con +2, Cha +2 Claws, darkvision 60 ft., dragonblood subtype, low-light vision, natural armor (+1), +4 racial bonus on saves against sleep and paralysis
    3 Draconic Racial Class 1 7 1 0 - - Str +2, Int +2 Bite, breath weapon fire (weak), claws, immunity to fire, natural armor (+2)
    4 Draconic Racial Class 1 7 1 0 Concentration 4, Knowledge (architecture and engineering) 4, (dungeoneering) 4, (nobility and royalty) 4, Knowledge (religion) 4 - Str +4 Breath weapon (full), dragon type, natural armor (+4)
    5 Paladin 2 11 4 3 Diplomacy 5, Handle Animal 5, Ride 5, and Sense Motive 5. - Divine grace, lay on hands
    6 Golden Cup (Paladin) 3 11 5 4 Diplomacy 6, Handle Animal 6, Ride 6, and Sense Motive 6. Endurance Defend the weak (ACF), divine health
    7 Golden Cup (Paladin) 4 12 5 4 Diplomacy 7, Handle Animal 7, Ride 7, and Sense Motive 7. - Shield other (ACF), Mounted Combat (Holy Warrior)
    8 Paladin 5 12 5 4 Diplomacy 8, Handle Animal 8, Ride 8, and Sense Motive 8. - Drakkensteed Mount. Smite evil 2/day
    9 Fighter 6 14 5 4 Handle Animal 9, Knowledge (architecture and engineering) 5, (dungeoneering) 5, Ride 9, Dodge Combat Expertise (FBF)
    10 Fighter 7 15 5 4 Handle Animal 10, Knowledge (architecture and engineering) 6, (dungeoneering) 6, Ride 10, - Improved Combat Expertise (FBF)
    11 Dwarven Defender 8 18 6 7 Listen 2, Sense Motive 9, and Spot 1. - Defensive stance 1/day
    12 Dwarven Defender 9 19 6 8 Listen 4, Sense Motive 10, and Spot 2. Allied Defense Uncanny dodge
    13 Dwarven Defender 10 19 7 8 Listen 6, Sense Motive 11, and Spot 3. - Defensive stance 2/day
    14 Dwarven Defender 11 20 7 9 Listen 8, Sense Motive 12, and Spot 4. - Trap sense +1
    15 Dwarven Defender 12 20 7 9 Listen 9, Sense Motive 13, and Spot 5. Draconic Aura: Senses Defensive stance 3/day
    16 Dwarven Defender 13 21 8 10 Listen 10, Sense Motive 14, and Spot 7. - Damage reduction 3/-, improved uncanny dodge
    17 Dwarven Defender 14 21 8 10 Listen 11, Sense Motive 15, and Spot 9. - Defensive stance 4/day
    18 Dwarven Defender 15 22 8 11 Listen 12, Sense Motive 16, and Spot11. Endure Blows Mobile defense, trap sense +2
    19 Dwarven Defender 16 23 10 12 Listen 13, Sense Motive 17, and Spot13. - Defensive stance 5/day
    20 Dwarven Defender 17 24 10 13 Listen 15, and Spot15. - Damage reduction 6/-


    Sources:
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    Champions of Valor, Golden Cup Paladin 42
    Complete Champion, Holy Warrior 49
    Complete Warrior, Imp. Combat Expertise 100
    Draconomicon, Endure Blows 70
    Dragon Magic, Drakkensteed Mount 13, Draconic Aura 16, Senses (aura) 86
    Races of the Dragon, Draconic Racial Class 70
    Shining South, Allied Defense 19
    Unearthed Arcana, Desert Dwarf 11


    Notes:
    Spoiler
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    Cool trick #1 Improved Combat Expertise + Allied Defense gives all adjacent allies +15 (for example) AC, Defend the Weak adds another +15 AC to a single ally and according to the wording should carry over the +4 from Defensive Stance from Dwarven Defender, so one ally (the DPS) who is next to you will get +34 AC and at lvl 20 a maximum of (+38 AC).

    Cool trick #2, since you increase the HD of your mount by 2 for a total of 6HD it gains a feat, Vow of Poverty if you like cheese, or a Draconic aura since it's dragonblooded, or what is used here Good Karma from CS. You have Defend the Weak targeting your mount and when an ally gets hit you can redirect towards your mount and with a maximum AC of 57 you should be fairly good. This is fairly effective cause the mount is so big that can effect a lot more the battlefield. If you can change the mount's feats get as many luck rolls as possible.

    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 - #214
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He will defend this ground to his dying breath.
    Quote Originally Posted by Traubon Balderk
    Traubon Balderk

    Character Background
    Spoiler
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    Background
    Traubon was born into a good family. Growing up, he dreamt of becoming a Knight, like his father, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, to work his way up via merit and eventually become a knight in service his father's powerful lord. Fortunately, the other guards knew of his upbringing, and he was promoted time and again for his reliability in battle. He was able to maintain a calm and noble outlook, believing that his time would come. After a couple years, he was by far the most talented fighter of his rank within the guard, and probably more talented than the majority of his superiors. Time it seemed fianlly came, a promotion to that of a noble knight, his experiences led him to value pure merit and strength in battle above all else. The one thing his fellow Knights all knew he was one tough warrior when it came to defending the lord they all served with respect.


    Character Abilities
    Spoiler
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    Abilities

    32 point buy
    Str 14 Dex 15 Con 14 Int 14 Wis 10 Cha 12
    racial
    Str 02 Dex -2 Con 02 Int 00 Wis 00 Cha -2
    total
    Str 16 Dex 13 Con 16 Int 14 Wis 10 Cha 10

    level bonuses
    4th +1 Dex
    8-12 +2 Str
    16-20 +2 Con

    Earth Dwarf Racial Traits (UA p16)
    +2 Strength, +2 Constitution, –2 Dexterity, –2 Charisma
    medium
    land speed is 20 feet
    Darkvision 60ft
    Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons
    Improved Stonecunning: An earth dwarf ’s racial bonus on Search checks to notice unusual stonework is +4
    Stability: An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, If the standard race
    already has this ability, the bonuses stack.
    +4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items
    +1 racial bonus on attack rolls against creatures of the air subtype
    –2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype
    +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
    +2 racial bonus on saving throws against poison
    +4 dodge bonus to Armor Class against monsters of the giant type
    +2 racial bonus on Craft checks that are related to stone or metal
    Automatic Languages: Common and Dwarven
    Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon

    Alignment: Any lawful


    Build
    Spoiler
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    Effective Character Levels

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Knight 1 0 0 2 Intimidate 4, Jump 4, Knowledge (nobility and royalty) 4, Ride 4 Dodge Fighting challenge +1, knight’s challenge, knight’s code
    2nd Knight 2 0 0 3 Intimidate 5, Jump 5, Knowledge (nobility and royalty) 5, Ride 5 - Mounted Combat, shield block +1
    3rd Knight 3 1 1 3 Intimidate 6, Jump 6, Knowledge (nobility and royalty) 6, Ride 6 Endurance Bulwark of defense
    4th Knight 4 1 1 4 Intimidate 7, Jump 7, Knowledge (nobility and royalty) 7, Ride 7 - Armor mastery (medium), test of mettle
    5th Knight 5 1 1 4 Intimidate 8, Jump 8, Knowledge (nobility and royalty) 8, Ride 8 Diehard Bonus feat, vigilant defender
    6th Knight 6 2 2 5 Intimidate 9, Jump 9, Knowledge (nobility and royalty) 9, Ride 9 Toughness Shield ally
    7th Knight 7 2 2 5 Intimidate 10, Jump 10, Knowledge (nobility and royalty) 10, Ride 10 - Fighting challenge +2
    8th Dwarven Defender 8 4 2 7 Intimidate 11, Knowledge (nobility and royalty) 11 - +1 AC, Defensive stance 1/day
    9th Dwarven Defender 9 5 2 8 Jump 11, Ride 11 Heavy Armor Optimization +1 AC, Uncanny dodge
    10th Dwarven Defender 10 5 3 8 Intimidate 12, Knowledge (nobility and royalty) 12 - +1 AC, Defensive stance 2/day
    11th Dwarven Defender 11 6 3 9 Jump 12, Ride 12 - +2 AC, Trap sense +1
    12th Dwarven Defender 12 6 3 9 Intimidate 13, Knowledge (nobility and royalty) 13 Greater Heavy Armor Optimization +2 AC, Defensive stance 3/day
    13th Dwarven Defender 13 7 4 10 Jump 13, Ride 13 - +2 AC, Damage reduction 3/–, improved uncanny dodge
    14th Dwarven Defender 14 7 4 10 Intimidate 14, Knowledge (nobility and royalty) 14 - +3 AC, Defensive stance 4/day
    15th Dwarven Defender 15 8 4 11 Jump 14, Ride 14 Improved Shield Bash +3 AC, Mobile defense, trap sense +2
    16th Dwarven Defender 16 8 5 11 Intimidate 15, Knowledge (nobility and royalty) 15 - +3 AC, Defensive stance 5/day
    17th Dwarven Defender 17 9 5 12 Jump 15, Ride 15 - +4 AC, Damage reduction 6/–
    18th Knight 18 9 5 13 Intimidate 17, Knowledge (nobility and royalty) 17 Stable Footing Call to battle
    19th Knight 19 10 6 13 Intimidate 19, Knowledge (nobility and royalty) 19 - Armor mastery (heavy)
    20th Knight 20 10 6 14 Intimidate 21, Knowledge (nobility and royalty) 21 Ride-By Attack Bonus feat



    Character Progress
    Spoiler
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    Level Breakdown

    1st - 7th Traubon is a down and out Dwarven Knight with some good assets via skills & feats to help out.

    8th - 17th Traubon expands his defensive capabilities through Use of the Secret Ingredient as a Dwarven Defender taking it at the first chance possible while useing skills & feats that increase his armor class and abilities in armor.

    18th - 20th Traubon expands his knights training to which further help out as a defensive style fighting knight.



    Sources
    Spoiler
    Show

    Sources
    (SRD)
    (PHB p93, 96, 99, 101)
    (RoS p141)
    (RoE p112)
    (DMG p186)


    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 - #215
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He's one shady character
    Quote Originally Posted by Gothmog Sinstaar
    Gothmog Sinstaar
    LE Shadow-Walker Desert Dwarf, Knight 6/ Dwarf Defender 10/ Dwarf Paragon 3

    Fluff:
    Spoiler
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    1-5 Born to a dwarven merchant woman in the desert town Gothmog and his mother were chased from their home due to Gothmog's shadowy aura when he manipulates shadows, as the townsfolk thought it was a sign of evil (and they were right). They entered into the young kingdom of Amn and Gothmog was able to quickly excel in the political court (very cosmopolitan) as he was able to manipulate and utilize the laws and customs of the court. His penchant for severity, exploitation of rules, and stalwart nature made him a successful knight.
    Spoiler
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    At this level the basic strategy is to use the Test of Mettle to eliminate political enemies in court, and utilize the dimension door to be where you want to be when you want to be there. Start making worth allies because you're going to start being a great team player.

    6-10 Gothmog arose from the ranks of knight and into the near legendary dwarven defenders, and was able to not only win many battles with his teamwork, but he was also able to find people of like mind and design conspiracies to utilize dark powers to arise in power and instill order to the chaos. While he knows laws and order and there to ensure the system works and he has plans to utilize those in order to rise to the top, he is not afraid to break them from time to time (shadow walk and kill someone while unarmed if no one is watching), while he may feel bad about it each morning is a new morning and a new day so he doesn't feel the guilt of any of it. Generally he would teleport him and one of his friends that would sneak attack into the room and Gothmog would make sure that his friend didn't get hurt with Shield Ally, that way he can say that he didn't kill the person and was absolved of all responsibility regarding the assassination.
    Spoiler
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    Two big team aspects here are Shield Ally and Fell Conspiracy, more over he can carry more than just himself with his Dimension Door, use Test of Mettle to keep enemies away from his buddies. For an evil guy he's all about working with the team and ensuring that he does his job.

    11-15 Gothmog's fell team of conspirators now are in full effect eliminating political threats in the darkness of night with their darkness of heart. Using Shadow Walk to sneak behind enemy lines and eliminate threats before they even arise with Fell Conspiracy giving them the communication similar to what would be needed by a special operations team.
    Spoiler
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    The big things during these levels are all utility Shadow Walk, Goad, and Shield Block. These continue to add to Gothmog's battlefield control and ally protection aspects.

    16-20 Moar Evil, what did you expect? Gothmog is continuing to do evil things with his team of conspirator and rise in power. Muhahahaha
    Spoiler
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    Gothmog is somewhat done building up to help his buddies, gaining DR 6/-, Improved Toughness and +2 Con really help his defensive abilities as they are. Evard's Black Tentacles can help keep things from getting to the spellcaster if Test of Mettle, Goad, Shield Ally, Shield Block, etc. don't work. It's all about team tactics.



    Abilities:
    Spoiler
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    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    12 13 14 12 13 15 32-point buy
    - -2 2 - - - Desert Dwarf (UA pg 11)
    - 2 -2 - - - Shadow Walker (Una pg 71)
    12 13 14 12 13 16 4th
    12 13 15 12 13 16 8th
    12 13 16 12 13 16 12th
    12 13 16 12 14 16 16th
    12 13 18 12 14 16 Dwarf Paragon (UA pg 32)


    Build:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Knight (PHB II variant, p. 24) 1 0 0 2 Intimidate 4, Knowledge (Religion) 4, Ride 4 Comsopolitan - Know. Religion (FRCS p. 34) Fighting challenge +1, knight's challenge, knight's code. Shadow mask 3/day
    2 Knight 2 0 0 3 Intimidate 5, Knowledge (Religion) 5, Ride 5 - Mounted Combat, shield block +1.
    3 Knight 3 1 1 3 Intimidate 6, Knowledge (Religion) 6, Ride 6 Toughness Bulwark of defense. Dimension door 1/day (self)
    4 Knight 4 1 1 4 Intimidate 7, Knowledge (Religion) 7, Ride 7 - Armor mastery (medium), test of mettle.
    5 Knight 5 1 1 4 Intimidate 8, Knowledge (Religion) 8, Ride 8 - Endurance, vigilant defender. Darkness 3/day
    6 Knight 6 2 2 5 Intimidate 9, Knowledge (Religion) 9, Ride 9 Dodge Shield ally.
    7 Dwarven Defender 7 4 2 7 Knowledge (Religion) 10, Listen 1, Sense Motive 1 - Defensive stance 1/day. Dimension Door 2/day
    8 Dwarven Defender 8 5 2 8 Knowledge (Religion) 11, Listen 2, Sense Motive 2 - Uncanny dodge
    9 Dwarven Defender 9 5 2 8 Knowledge (Religion) 12, Listen 3, Sense Motive 3 Fell Conspiracy (EE p. 24) Defensive stance 2/day. Shadow spray 3/day
    10 Dwarven Defender 10 6 3 9 Knowledge (Religion) 13, Listen 4, Sense Motive 4 - Trap sense +1
    11 Dwarven Defender 11 6 3 9 Knowledge (Religion) 14, Listen 5, Sense Motive 5 - Defensive stance 3/day. Shadow Walk 1/day
    12 Dwarven Defender 12 7 10 Knowledge (Religion) 15, Listen 6, Sense Motive 6 Goad (RoS p. 140) Damage reduction 3/-, improved uncanny dodge
    13 Dwarven Defender 13 7 4 10 Knowledge (Religion) 16, Listen 7, Sense Motive 7 - Defensive stance 4/day. Displacement 2/day.
    14 Dwarven Defender 14 8 4 11 Knowledge (Religion) 17, Listen 8, Sense Motive 8 - Mobile defense, trap sense +2
    15 Dwarven Defender 15 8 4 11 Knowledge (Religion) 18, Listen 9, Sense Motive 9 Martial Study (ToB pg. 31) Shield Block Devoted Spirit Defensive stance 5/day. Dimension door 3/day
    16 Dwarven Defender 16 9 5 12 Knowledge (Religion) 19, Listen 10, Sense Motive 11 - Damage reduction 6/-
    17 Dwarf Paragon (UA pg. 32) 17 11 5 12 Knowledge (Religion) 20, Intimidate 11, Sense Motive 12 - Craft expertise, improved stonecunning, Evard's black tentacles 1/day.
    18 Dwarf Paragon 18 12 5 12 Knowledge (Religion) 21, Intimidate 12, Sense Motive 13 Improved Toughness (CW pg. 101) Improved darkvision (+30 ft.), save bonus
    19 Dwarf Paragon 19 12 6 13 Knowledge (Religion) 23, Intimidate 13, Sense Motive 15 - Ability boost (Con +2), Shadow walk 3/day.

    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 - #216
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    I wonder if she's got a beard or not...
    Quote Originally Posted by Diesa Rumnaheim
    Diesa Rumnaheim

    LN Female Dwarf Ranger 7/ Dwarven Defender 10 / Ranger 3

    Character Background
    Spoiler
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    Background
    Diesa was raised happily, as a normal child, Her father taught her the rudiments of the combat arts, while her mother instructed her in etiquette, music and courtly manner. She loved the city and the people of the court, and spent the majority of her time either with her father on "assignments", or with her mother. However, in her 18th year, while out on a day-trip, she returned to find the city burning and destroyed. She found her mother impaled in their home, and her father beheaded. She saw the man who walked out while slipping on her fathers family ring, She charged him in a blind rage. He easily evaded and defeated her, leaving her to live broken and terrified. The last survivor of the Massacre of the city, She worked hard perfecting the skills her father taught her and hunting the man who killed her family. She swore an oath to pursue this assassin and spill his blood. However, the last seven years of wandering have taught her of temperance and exasperation, as she has been unable to find so much as a shred of information about the black-cloaked killer. It seems like this low-life wasn't really ever going to be found and delt with, when one day within a city serving with the guards as part of their defence force, she learned of a seer who could possibly provide the very information she had sought all these years, at the end of her watch she made her way to the Seer, sitting down after depositing a few coin, Then the seer spoke "and you'll never believe who I had the most wonderful chat with earlier tonight. A certain man, who wore a black-cloak with the most interesting ring." when pressed for more information the seer just responded, "No dear. I think I've told enough secrets for one night". Diesa Lacking all sense, picked a direction and started trekking, seeking out the one...


    Spoiler
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    Character Information

    Alignment: Lawful Neutral

    Dwarf Racial Traits
    +2 Constitution, –2 Charisma
    medium
    land speed is 20 feet
    Darkvision 60ft
    Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks
    Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons
    +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
    +2 racial bonus on saving throws against poison
    +2 racial bonus on saving throws against spells and spell-like effects
    +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids
    +4 dodge bonus to Armor Class against monsters of the giant type
    +2 racial bonus on Appraise checks that are related to stone or metal items
    +2 racial bonus on Craft checks that are related to stone or metal:
    Automatic Languages: Common and Dwarven
    Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon

    Class Information
    {*Note* that while both ACF's have stated level 1st; they replace different aspects of the ranger abilities, thus are RAW legal}

    Ranger ACF
    Champion of the Wild:
    Level: 1st.
    Replaces: To select this class feature, you must sacrifice your spellcasting ability, can no longer use scrolls, wands, or other magic items that require access to a spell list
    Benefit: You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th

    Ranger ACF
    Trap Expert:
    Level: 1st.
    Replaces: If you select this alternative class feature, you do not gain the Track feat at 1st level or the swift tracker ability at 8th level.
    Benefit: You gain the trapfinding ability of the rogue. In addition, you gain Disable Device as a class skill. You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps



    Character Abilities
    Spoiler
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    Abilities
    32 point buy
    Str 16 Dex 14 Con 12 Int 14 Wis 10 Cha 12

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

    Lvl 04 Con+1
    Lvl 08 Str+1
    Lvl 12 Con+1
    Lvl 16 Str+1
    Lvl 20 Wis+1



    Build
    Spoiler
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    Effective Character Levels

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 2 2 0 Climb 4, Handle Animal 4, Heal 4, Jump 4, Knowledge (dungeoneering) 4, Knowledge (geography) 4, Ride 4, Survival 4 Toughness 1st favored enemy (Orc), Wild empathy
    2nd Ranger 2 3 3 0 Climb 5, Handle Animal 5, Heal 5, Jump 5, Knowledge (dungeoneering) 5, Knowledge (geography) 5, Ride 5, Survival 5 - Combat style (TWF)
    3rd Ranger 3 3 3 1 Climb 6, Handle Animal 6, Heal 6, Jump 6, Knowledge (dungeoneering) 6, Knowledge (geography) 6, Move Silently 1, Disable Device 1 Dodge, Endurance New Class Abilities
    4th Ranger 4 4 4 1 Climb 7, Handle Animal 7, Heal 7, Jump 7, Knowledge (dungeoneering) 7, Knowledge (geography) 7, Move Silently 2, Disable Device 2 Combat Expertise Animal companion <Dire Wolf>
    5th Ranger 5 4 4 1 Climb 8, Handle Animal 8, Heal 8, Jump 8, Knowledge (dungeoneering) 8, Knowledge (geography) 8, Move Silently 3, Disable Device 3 - 2nd favored enemy (Goblinoid)
    6th Ranger 6 5 5 2 Climb 9, Handle Animal 9, Heal 9, Jump 9, Knowledge (dungeoneering) 9, Knowledge (geography) 9, Move Silently 4, Disable Device 4 Natural Bond Improved combat style (ITWF)
    7th Ranger 7 5 5 2 Climb 10, Handle Animal 10, Heal 10, Jump 10, Knowledge (dungeoneering) 10, Knowledge (geography) 10, Move Silently 5, Disable Device 5 - Woodland stride
    8th Dwarven Defender 8 7 5 4 Handle Animal 11, Disable Device 6 - Defensive stance 1/day
    9th Dwarven Defender 9 8 5 5 Knowledge (dungeoneering) 11, Knowledge (geography) 11 Improved Shield Bash Uncanny dodge
    10th Dwarven Defender 10 9 6 5 Handle Animal 12, Survival 6 - Defensive stance 2/day
    11th Dwarven Defender 11 10 6 6 Knowledge (dungeoneering) 12, Knowledge (geography) 12 - Trap sense +1
    12th Dwarven Defender 12 10 6 6 Handle Animal 13, Disable Device 7 Shield Specialization Defensive stance 3/day
    13th Dwarven Defender 13 11 7 7 Knowledge (dungeoneering) 13, Knowledge (geography) 13 - Damage reduction 3/–, improved uncanny dodge
    14th Dwarven Defender 14 11 7 7 Handle Animal 14, Survival 7 - Defensive stance 4/day
    15th Dwarven Defender 15 +12 7 8 Knowledge (dungeoneering) 14, Knowledge (geography) 14 Agile Shield Fighter Mobile defense, trap sense +2
    16th Dwarven Defender 16 12 8 8 Handle Animal 15, Disable Device 8 - Defensive stance 5/day
    17th Dwarven Defender 17 13 8 9 Knowledge (dungeoneering) 15, Knowledge (geography) 15 - Damage reduction 6/–
    18th Ranger 18 14 9 9 Ride 7, Survival 9, Knowledge (dungeoneering) 17, Knowledge (geography) 17 Shield Charge, Improved Favored Enemy -
    19th Ranger 19 14 9 10 Ride 8, Survival 10, Disable Device 10, Knowledge (dungeoneering) 19, Knowledge (geography) 19 - Evasion
    20th Ranger 20 15 10 10 Ride 10, Knowledge (dungeoneering) 22, Knowledge (geography) 22 - 3rd favored enemy (Giant)



    Character Progress
    Spoiler
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    Level Breakdown

    5th Ranger with defence in mind, waits to select animal companion <Dire Wolf> when it becomes available

    15th Dwarven defender specializing in the shield to make good Use of the Secret Ingredient with the skills & feats selected

    20th While the Dire Wolf could be used for offense it is equally tasked for defensive actions as well and works well with the overall character


    Animal Companion
    Ranger lvl 10, effective druid level = 5
    Natural Bond (Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives This bonus can never make your effective druid level exceed your character level)

    Effective druid level (7th) 10th

    Animal Companion
    class Lvl HD Nat. Armor Str/Dex Adj. Tricks Special
    1st–2nd +0 +0 +0 1 Link, share spells
    3rd–5th +2 +2 +1 2 Evasion
    6th–8th +4 +4 +2 3 Devotion
    Tricks:
    Combat Riding:
    Fighting:

    Hunting:

    Animal Companion
    Dire wolf:
    Large Animal
    Hit Dice: 6d8+18
    Initiative: +2
    Speed: 50 ft
    Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
    Base Attack/Grapple: +4/+15
    Attack: Bite +11 melee (1d8+10)
    Full Attack: Bite +11 melee (1d8+10)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Low-light vision, scent
    Saves: Fort +8, Ref +7, Will +6
    Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
    Feats: Alertness, Run, Track, Weapon Focus (bite)
    Alignment: Always neutral


    ***
    Character Optional Equipment
    weapon
    Dwarven Waraxe; PHB 121
    Riverine, Heavy Razor Shield; Fr-Und 64, Storm 128

    Armor
    Elven Chain; DMG 220
    Riverine, Heavy Razor Shield
    ***



    Sources
    Spoiler
    Show

    Sources
    SRD
    PHB 36, 74, 92, 93, 96, 101
    PHB2 74, 82
    CAdv 111
    CWar 101, 105
    DungSca 12
    Comp Cham 50

    MM1 286


    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 - #217
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Tread lightly
    Quote Originally Posted by Bolivar of Kundarak
    Spoiler: Image and Fluff
    Show
    "Your job is simple; stand here, and don't let anyone in or out. You guard this vault with your life, y'hear? If they don't got the papers, the signet ring, the cohort and the toll, they don't get to go in. Simple as that. You might not need 'em now, but you can thank us later when that Urgosh and leather stops an axe from getting dug into yer skull. It gets easier after the first couple of years. Oh, and watch out for House Thuranni. They can get in and out before you even notice."
    "That said? Welcome to the Iron Gate, kid."



    Inheritance is a tricky thing. Sometimes the whole lot goes to one snot-nosed kid; sometimes it gets shared evenly amongst benefactors and close family. Out of his seven brothers and sisters, Bolivar received nothing from his father's passing. He had no claim to membership in the Merchant's guild, nor any evidence to his status as a noble. Korunda Gate did not permit freeloaders, however, and so he joined the Iron Gate to remain of use to his kinsmen.

    While he may have been the runt of the litter at home, he was determined to reach heights beyond his many siblings. His work was simplistic and draining, but it paid well and built up his stamina for the many years to come. More importantly, it gave reason to his ambition. Things could hardly get worse. He would resort to books and other academia in his piddling spare time, seeking some minor way to improve his working conditions. He would consort with members of the Golden Door, building up a knowledge of defensive traps and similar mechanisms. He would improve.

    For a while he moved under the radar, his tactics and devices being seen as little more than a peculiar hobby, but that fate was set to change. News spreaded quickly amongst the Warding Guild, praising his discipline and ingenuity even without a dragonmark of his own. As time passed his contracts and employers grew in value and status, respectively. He was of course regarded with caution, distrust and no small amount of scrutiny, but his skills proved more than sufficient for many. Even the Golden Door took notice, providing him with a probationary membership so long as he continued his work.

    Membership in the Golden Door provided Bolivar something precious; library access. While he'd used shadier, off-the-record deals in the past to gain access to one too many tomes of ancient dwarven arts, legitimate access was something else entirely. He took particular interest in the Defender's Codex, an elusive tome which detailed the methodology and exploits of an ancient dwarven art. It wasn't long before the tome belonged to him. With his intellect and cunning, the Codex proved easy to decipher and apply. whether he was guarding a vault or acting as a noble's bodyguard, its teachings proved to be an invaluable in his line of work.

    Time passed, and Bolivar's skills grew. He continued his learning into alchemy and trapmaking, intrigued by exotic compounds and devious gambits. One of his later assignments, a stint through Korran's Maw in the defense of some dwarven nobleman, earned him not only respect amongst the Hearthwarded Council but also the companionship of a particularly vicious lizard. He returned to Korunda Gate only to be honoured and given a permanent assignment to the nobleman's vault, the inside of which proving just large enough to hold his newfound bestial friend.


    Spoiler: Specifics
    Show
    Bolivar, Silver Key of House Kundarak
    Race: Dwarf
    Classes: Ranger 4/Artificer 1/Trapsmith 5/Dwarven Defender 10
    Ranger ACFs: Trap Expert (Replace Track with Trapfinding and Disable Device), Rival Organisation (Replace Favored Enemy with "Favored Organisation"), Skilled City Dweller (Replace Survival with Sense Motive), Urban Companion (Trade animal companion for special familiar), Champion of the Wild (Trade spells for style-specific bonus feats)
    Alignment: Lawful Neutral

    Ability Scores: 32 Point Buy
    Base: 10 Str, 16 Dex, 14 Con, 17 Int, 10 Wis, 7 Cha
    Racial: +2 Constitution, -2 Charisma
    Levels: +5 Intelligence
    Total: 10 Str, 16 Dex, 16 Con, 22 Int, 10 Wis, 5 Cha

    Base Hit Points: 4d8+6d6+10d12 = ~115


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 4 Handle Animal, 4 Craft (Trapmaking), 4 Disable Device, 4 Search, 4 Sense Motive, 4 Spot, 4 Listen, 4 Knowledge (Local), 4 Knowledge (Nature) Education (Local, Nature) Rival Organisation (House Thuranni), Trapfinding, Wild Empathy
    2nd Ranger 2 +2 +3 +3 +0 5 Handle Animal, 5 Craft (Trapmaking), 5 Disable Device, 5 Search, 5 Sense Motive, 5 Spot, 5 Listen, 5 Knowledge (Local), 5 Knowledge (Nature) Combat Style (Two-Weapon Fighting)
    3rd Ranger 3 +3 +3 +3 +1 6 Handle Animal, 6 Craft (Trapmaking), 6 Disable Device, 6 Search, 6 Sense Motive, 6 Spot, 6 Listen, 6 Knowledge (Local), 6 Knowledge (Nature) Dodge Endurance
    4th Ranger 4 +4 +4 +4 +1 7 Handle Animal, 7 Craft (Trapmaking), 1 Craft (Alchemy), 7 Disable Device, 7 Search, 7 Sense Motive, 7 Spot, 7 Listen, 7 Knowledge (Local), 7 Knowledge (Nature) Urban Companion (Bat, +3 Listen), Weapon Finesse
    5th Artificer 1 +4 +4 +4 +3 7 Handle Animal, 8 Craft (Trapmaking), 1 Craft (Alchemy), 8 Disable device, 8 Search, 7 Sense Motive, 7 Spot, 7 Listen, 7 Knowledge (Local), 7 Knowledge (Nature), 5 Open Lock Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Scribe Scroll, Infusions
    6th Trapsmith 1 +4 +4 +6 +3 7 Handle Animal, 9 Craft (Trapmaking), 1 Craft (Alchemy), 9 Disable device, 9 Search, 7 Sense Motive, 9 Spot, 9 Listen, 9 Knowledge (Local), 8 Knowledge (Nature), 5 Open Lock Toughness Booby Traps (Simple), Master Disarmer, Trap Sense +1, Spellcasting
    7th Trapsmith 2 +5 +4 +7 +3 7 Handle Animal, 10 Craft (Trapmaking), 3 Craft (Alchemy), 10 Disable device, 10 Search, 7 Sense Motive, 10 Spot, 10 Listen, 10 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Arrow Proof, Quick Fingers
    8th Trapsmith 3 +6/1 +5 +7 +4 7 Handle Animal, 11 Craft (Trapmaking), 5 Craft (Alchemy), 2 Craft (Poisonmaking), 11 Disable device, 11 Search, 7 Sense Motive, 11 Spot, 11 Listen, 11 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Booby Traps (Advanced), Unweave, Trap Sense +2
    9th Trapsmith 4 +7/2 +4 +8 +4 7 Handle Animal, 12 Craft (Trapmaking), 6 Craft (Alchemy), 5 Craft (Poisonmaking), 12 Disable device, 12 Search, 7 Sense Motive, 12 Spot, 12 Listen, 12 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Knowledge Devotion Dance Through Dancer, Spell Proof
    10th Trapsmith 5 +7/2 +5 +8 +4 7 Handle Animal, 13 Craft (Trapmaking), 8 Craft (Alchemy), 7 Craft (Poisonmaking), 13 Disable device, 13 Search, 7 Sense Motive, 13 Spot, 13 Listen, 13 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Avoid Disaster, Trap Sense +3
    11th Dwarven Defender 1 +8/3 +7 +8 +6 7 Handle Animal, 14 Craft (Trapmaking), 9 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 7 Sense Motive, 14 Spot, 14 Listen, 14 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock AC Bonus (+1), Defensive Stance 1/Day
    12th Dwarven Defender 2 +9/4 +8 +8 +7 7 Handle Animal, 15 Craft (Trapmaking), 10 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 9 Sense Motive, 15 Spot, 15 Listen, 15 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Master of Poison Uncanny Dodge
    13th Dwarven Defender 3 +10/5 +8 +9 +7 7 Handle Animal, 16 Craft (Trapmaking), 11 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 11 Sense Motive, 16 Spot, 16 Listen, 16 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Defensive Stance 2/Day
    14th Dwarven Defender 4 +11/6/1 +9 +9 +8 7 Handle Animal, 17 Craft (Trapmaking), 12 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 13 Sense Motive, 17 Spot, 17 Listen, 17 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock AC Bonus (+2), Trap Sense +1
    15th Dwarven Defender 5 +12/7/2 +9 +9 +8 7 Handle Animal, 18 Craft (Trapmaking), 14 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 14 Sense Motive, 18 Spot, 18 Listen, 18 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Wild Cohort (Giant Banded Lizard) Defensive Stance 3/Day
    16th Dwarven Defender 6 +13/8/3 +10 +10 +9 7 Handle Animal, 19 Craft (Trapmaking), 15 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 15 Sense Motive, 19 Spot, 19 Listen, 19 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Damage Reduction 3/-, Improved Uncanny Dodge
    17th Dwarven Defender 7 +14/9/4 +10 +10 +9 7 Handle Animal, 20 Craft (Trapmaking), 16 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 16 Sense Motive, 20 Spot, 20 Listen, 20 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock AC Bonus (+3), Defensive Stance 4/Day
    18th Dwarven Defender 8 +15/10/5 +11 +10 +10 7 Handle Animal, 21 Craft (Trapmaking), 17 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 17 Sense Motive, 21 Spot, 21 Listen, 21 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Favoured in House (Kundarak) Mobile Defense, Trap Sense +2
    19th Dwarven Defender 9 +16/11/6/1 +11 +11 +10 7 Handle Animal, 22 Craft (Trapmaking), 18 Craft (Alchemy), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 18 Sense Motive, 22 Spot, 22 Listen, 22 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock Defensive Stance 5/Day
    20th Dwarven Defender 10 +17/12/7/2 +12 +11 +10 7 Handle Animal, 23 Craft (Trapmaking), 23 Craft (Alchemy), 8 Craft (Poisonmaking), 8 Craft (Poisonmaking), 13 Disable device, 13 Search, 18 Sense Motive, 22 Spot, 22 Listen, 23 Knowledge (Local), 10 Knowledge (Nature), 5 Open Lock AC Bonus (+4), Damage Reduction 6/-


    Spoiler: Artificer Infusion Progression
    Show
    Infusions per Day
    Level 1st 2nd 3rd 4th 5th 6th
    1st - - - - - -
    2nd - - - - - -
    3rd - - - - - -
    4th - - - - - -
    5th - 2 - - - -


    Spoiler: Trapsmith Spellcasting Progression
    Show
    Spells per Day
    Level 1st 2nd 3rd
    1st - - -
    2nd - - -
    3rd - - -
    4th - - -
    5th - - -
    6th 1 - -
    7th 2 - -
    8th 2 1 -
    9th 3 2 -
    10th 3 2 1

    Spells Known
    Level 1st 2nd 3rd
    1st - - -
    2nd - - -
    3rd - - -
    4th - - -
    5th - - -
    6th 2 - -
    7th 3 - -
    8th 3 2 -
    9th 4 3 -
    10th 4 3 2

    Spells Known
    1st Level: Haste, Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic
    2nd Level: Stoneskin, Stone Shape, Dimension Door
    3rd Level: Fabricate, Wall of Stone


    Spoiler: Level Breakdown
    Show
    Level 5: Ranger 4/Artificer 1
    Spoiler: Dishonorable Bastard
    Show
    "How dare you insult my work! This is prized dwarven architecture, built by a probationary member of the Golden Door! It's perfectly safe!"
    "You just watch yourself, mister. A dwarf never forgets a slight."

    Bolivar is a vault guardian, paid to sit around at a door all day without letting anyone unauthorised get through. To aid him in this mission, he takes extensive ranks in Listen, Spot and Sense Motive to find and interrogate would-be visitors. Those who refuse to leave the premesis after lacking identification or performing an action on Bolivar's personal List Of Bad Ideas gets smacked around by a +4 BAB, urgosh-wielding dwarf with a bad temper.

    Among some of his talents are those of creation, whether through infusions or by use of the Craft skill. He has a habit of setting up long stretches of Razor Wire (+10 attack, 2d6 damage) throughout the hallways leading to his assigned vaults. If he feels like it's worth the risk, he'll lace the wires with Drow Poison and smear the vault door with Carrion Crawler Brain Juice. You know, just in case he has to leave the door and kick some unconscious scmuck off the tripwires. To aid in his devious trapping, he'll obviously pick up Masterwork Craft (Trapmaking) and (Alchemy) tools to squeeze a little bit extra out of his effort and gold. As for his infusions, they give him some pleasant bonuses to AC, attacks and skills.

    He also gains an Urban Companion, a kinda-sorta familiar. He chooses a bat named Aureon, named after the Eberron god of knowledge and craftsmanship, and sticks Aureon in the vault during shifts. If anybody gets in, such as through teleportation magic or just shoddy vault craftsmanship, Aureon can screech and alert Bolivar on the other side of the door.


    Level 10: Ranger 4/Artificer 1/Trapsmith 5
    Spoiler: Magnificent Bastard
    Show
    "Careful with that, it's my most prized sample of Aboleth Mucus. Expect to suffocate unless you hold your breath. I can't tell you how I got it, though. That'd be a trade secret."
    "Now, don't tell the old man I asked, but are his books really worth keeping in here? We have a library, you know."

    Can you say booby traps? These reusable gadgets allow Bolivar to set up wide perimiters of deadly death, easily crushing those who would try to reach his vaults. Alarm traps let him know when someone's coming, poison-laden bolt traps let him set up perimiters to ward off weaker foes, and trip rope traps can be used to hinder movement. These are much cheaper than his original traps, and are largely reusable. Picking up a Guardian Lantern is advisable, on the off-chance that some invisible jerk trips an alarm but won't show up to fight.

    His most dangerous tools are the drop traps, which let him apply three doses of any alchemical substance to any poor sods who get too close to the vault. Since these alchemical attacks need to hit a touch AC and Bolivar can easily reach an unbuffed crafting check of +27 (Halved to 13), showering would-be thieves with substances like Drow Poison (coated on a 1d6-damage boulder), Aboleth Mucus and Venomous Fire becomes a simple matter. He's careful to wear a Breathing Hood or Breathing Mask, of course; he's not exactly immune to poison himself, after all.

    As a vault guard, Bolivar has all the time in the world to set up these devices. He can layer his traps as thickly as he wants without any real fear of tripping them himself, and can simply pack them all up when his assignment is complete. Also, because trapsmith is just that good a class, he gets to cast spells like stone shape, wall of stone and fabricate; with some downtime, the space around him (and its newly-shaped pits) becomes another tool in Bolivar's arsenal. Even if they do manage to reach him, he has a competent to-hit and his Knowledge Devotion should prove useful against most thieves. Outsiders and similar beings have better things to do than breaching dwarven vaults - most of the time, anyway.


    Level 15 (Sweet Spot): Ranger 4/Artificer 1/Trapsmith 5/Dwarven Defender 5
    Spoiler: Resilient Bastard
    Show
    "No, no - I really think this Defender stuff could work! Trust me! Best. Vault guard. Ever."
    "Now, all ya gotta do is get me a copy of that Defender codex.."

    Bolivar has one job, and one job only: defend this spot. Dwarven Defender fulfils this purpose rather well.

    Those who make it through his traps, in one piece or otherwise, will face the wrath of a rather grumpy Bolivar. With Defensive Stance and a suit of Mithral Interlocking Scale, guarding any space becomes a surprisingly easy task. For every round they fail to hit him, Bolivar will be applying poisons and attacking back; for every hit and for every failed fortitude save, the battle between him and an enemy becomes one of attrition. If he can add the Virulent, Toxic and Assassination enchantments to his Urgosh, massively improving the save DCs for his weapons in the process, then that's even better.

    While the easy solution to bypassing Bolivar would be to teleport into the vault, more trouble lies inside. Thanks to some creative use of Stone Shape, Bolivar keeps his Giant Banded Lizard, nicknamed Scrappy, in the vaults that he's assigned to. At level 15, Scrappy has 19 hit dice, is Gargantuam size and has about +18 to-hit, at which point he grapples the target and injects some DC 21 strength poison into their unworthy veins. If nothing else, Scrappy will give Bolivar the time to enter the vault himself and fight off the intruder. During his downtime, he might even be able to harvest Scrappy's venom through use of the "Push and animal" use of Handle Animal; there is nothing in the Giant Banded Lizard's description which prohibits this, and free poison is quite handy. Alternatively, by DM fiat, the poison extraction rules found in Drow of the Underdark could be extended to animals as well.

    Since Scrappy now occupies the vault, Bolivar's bat familiar Aureon can be put on patrol around the perimeter. As long as he doesn't touch any trapped surfaces, traveling to and from Bolivar should be a relatively riskless task. As for Bolivar's traps and Craft (Trapmaking)..
    • +18 from Craft (Trapmaking) Ranks
    • +5 Bonus from Intelligence (+8 with the customary Headband of Intelligence +6)
    • +2 Circumstance Bonus from using Masterwork Artisan's Tools
    • +2 Racial Bonus from using stone and metal components.

    On an average roll of 10, Bolivar can create a trap with a Craft (Trapmaking) check of 37. His Alarm Traps require a DC 37 Reflex save to avoid tripping. His Bolt Traps fire three times, for 1d20+19 each. His Trip Rope Traps perform trip attempts at 1d20+37. Most importantly, his Drop Traps perform three touch attacks at 1d20+19 each. Against most targets, the only way they're going to miss is with a fumble.


    Level 20: Ranger 4/Artificer 1/Trapsmith 5/Dwarven Defender 10
    Spoiler: 100-Proof Bastard
    Show
    "How many was that, Scrappy? Fifty worthless scumbags tried to put me out of a job?"
    "Nah, that can't be right. I only remember fending off about fifteen of them. Have you been getting visitors again?"

    Bolivar's build rounds out here, getting a bit more meat to his Craft and Knowledge (Local) checks while reaching +17 BAB for 4 attacks a round. Alternatively he'll continue dropping alchemical items and poisons on the unsuspecting heads of thieves, brutally murdering them before they even reach them. Korunda Gate is not a nice place, and it's totally not Bolivar's fault that you got sprayed with three doses of Ulathasss Smoke and had to be carried off the premesis.

    Dwarven Defender continues to provide. Damage Reduction helps him to absorb the few attacks which banage to land, while Improved Uncanny Dodge adds insult to injury for those foolhardy rogues who think they can take him on. Mobile Defense is a neat little trick.

    Although the favors originally defined by Favoured In House are vague, Dragonmarked provides some House Kundarak-specific examples. These include loans, followers and - most importantly - access to characters who possess a Mark of Warding. Spells like Mordenkanien's Faithful Hound provide an extra alert and layer of defense, while a Glyph of Warding or its Greater counterpart can be used to summon guardians or apply debuffs.

    Spoiler: Bolivar of Kundarak
    Show
    How does Bolivar operate in a group?
    Granted, a lot of Bolivar's tricks are more suited for time spent on the defensive. His forte is in preparing traps and guarding a single location, whether that be his campsite or the vaults he's regularly assigned to. He may seem like a horrible choice for an adventuring companion.

    To the contrary; in an adventuring party, his strength only grows. Whether in a city, a dungeon or in the wilderness, his skills as a trapfinder and damage sponge remain. He has Trapfinding, he has Disable Trap and he has Trap Sense +5. Against traps, he has DR 11/- and SR 20. Master Disarmer gives him a +5 bonus to his search, disable device and open lock checks, Unweave lets him dispel magical traps, and Quick Fingers lets him disarm such dangers far faster than a regular rogue. Abilities like Dance Through Danger and Avoid Disaster give him further chances to simply ignore traps.

    He's no slouch in combat, either. While a character with damage reduction, reasonable hit points and high AC is likely to just get ignored in combat, that's not a terrible thing for Bolivar. Arguably, it's exactly what he wants to happen. If the DM plays enemies intelligently rather than having them target the tank out of pity, Bolivar can still march along and attempt to poison those who attack his comrades. Scrappy can serve a similar purpose, what with being a gargantuan-sized grappler himself. Alternatively, Bolivar has spells like Fabricate, Wall of Stone and Stone Shape which let him modify the battlefield to his advantage; he can create hard terrain by shaping smooth stone into jagged rocks or mud, or he could cut off the paths to his squishier teammates entirely.

    Of course, Bolivar has better options for combat.

    With the exception of an Advanced Bolt Trap, Bolivar's booby traps require little more a single full-round action to create. They don't provoke attacks of opportunity, and there doesn't seem to be anything which prevents them from being deployed in an occupied space. Advanced Trip Rope Traps are good for two uses, occupy a 20ft line and trip using his full Craft (Trapmaking) check; Bolivar is quite capable of cornering enemies and slowing them to a crawl, and doesn't even need to move from his spot to do so. Bolt Traps and Advanced Drop Traps can be used even against enemies who are immune to poison, whether for simply dealing damage (a poor choice) or showering alchemical items onto enemies (which are a mite harder to become resistant to, and which include the aforementioned Aboleth Mucus).


    Spoiler: Resources
    Show
    Player's Handbook: Dwarf, Ranger, Masterwork (Artisan's) Tools, Two-Weapon Fighting, Dodge, Endurance, Weapon Finesse, Scribe Scroll, Toughness.
    Dungeon Master's Guide: Dwarven Defender, Razor Wire Trap, Drow Poison, Carrion Crawler Brain Juice, Mithral Armour.
    Eberron Campaign Setting: Artificer, Education, Favoured In House.
    Dungeonscape: Trapsmith, Trap Expert (Ranger ACF).
    Drow of the Underdark: Master of Poisons, Breathing Hood, Toxic Weapon, Virulent Weapon, Extracting Poison Rules.
    Cityscape Web Enhancement 1: Rival Organisation (Ranger ACF), Skilled City-Dweller (Ranger ACF), Urban Companion (Ranger ACF).
    Cityscape Web Enhancement 3: Assassination Weapon, Guardian's Lantern.
    Random Encounters: Wild Cohort.
    Savage Species: Abloeth Mucus, Breathing Mask.
    Complete Champion: Champion of the Wild (Ranger ACF), Knowledge Devotion.
    Dragonmarked: Favoured In House (Expanded Options for Kundarak).
    Sandstorm: Giant Banded Lizard.
    Last edited by Kuulvheysoon; 2014-05-02 at 11:31 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  8. - Top - End - #218
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    You can't stop The Rock
    Quote Originally Posted by The Rock
    The Rock ---
    If I can't move, than neither can you.

    Fireblood Dwarf: dragon magic pg.7
    Whirling Frenzy Bear Totem Barbarian 1 / Wolf Totem Barbarian +1 / Fighter 5 / Dwarven Defender 1 / Crusader 2 / Dwarven Defender +1 / Fighter+1(at12) / Dwarven Defender+8

    Simplified:
    Barbarian 2 / Fighter 6 / Crusader 2 / Dwarven Defender 10, but not in such a simple order.

    Str: 16, Dex 16, Con 16+2 race, Int 10, Wis 8, Cha 8-2 race

    Spoiler: Fluff
    Show

    The Rock was born to a tribe of dwarven barbarians on the plains below the mountains; a wandering, nomadic people entirely devoted to slaughtering equally wandering nomadic goblins in the plains, and singing songs around the campfire.

    One day, while the Rock and his tribe were slaughtering goblins joyfully and without a care in the world, an ancient red dragon came (from the nearby mountains, presumably) and blew a huge column of fire that slaughtered the entire tribe, except for Rock, who was both at the edge of the flame and found himself with a bit of natural immunity.

    The Rock, wandered alone and lonely, until he found the dwarven barbarian wolf tribe of the forest. He told him his tale, and they took him in. A few days later, they were also slaughtered in a gout of flame from a nearby red dragon.

    The Rock realized that he should probably stop getting obscure tribes of dwarven barbarians slaughtered and went to a human city, figuring he could learn human fighting, and, if not, at least it wouldn't be his people being slaughtered.

    The Rock found himself less than adept at human agility fighting styles, however, and developed his own style, based around preventing people from moving. He was much sought as an adventurer, mostly for his incredible willingness to be the first one into the room and then just stand there while enemies swung at him and he swung back. (His party ended up a bow using elven cleric, a bow using human rogue, and a wizard, for some strange reason). They never stood beside him, but he always held the line.

    Eventually, the Rock found training from an ancient order of dwarven guardians who taught him how to plant his feet such that he'd never be moved.

    And then he gathered his party and killed that Moradin forsaken dragon.


    Spoiler: Two Different Barbarian Totems
    Show

    I combed options for hours to figure out how to make these feats work, to say the least. At one point this build had Cloistered Cleric 1/Ordained Champion 1 for a pair of fighter bonus feats, but I couldn't make it work with the crusader IL. I finally was perusing alternative Barbarian class features and was thinking “I should look up Unearthed Arcana to see if they're exclusive or not”, and lo and behold, all you have to do is “get adopted into another tribe under extreme circumstances.” “The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).”

    In one D&D campaign I played, my entire tribe actually did get wiped out, and I did get adopted to a new tribe, which was then also wiped out. Hence the back story.


    Spoiler: Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Whirling Frenzy (Unearthed Arcana page famous) Bear Totem (Unearthed Arcana pg 48) Barbarian 1 +1 +2 +0 +0 Intimidate +4, Concentration +2, Use Magic Device +2, Spellcraft 2 Endurance Proficiencies, Toughness, Whirling Frenzy 1/day, Illiteracy
    2nd Wolf Totem (Unearthed Arcana pg 48) Barbarian 2 +2 +3 +0 +0 Intimidate +5, Concentration +2.5, Use Magic Device +2.5, Spellcraft 2.5 - Improved Trip
    3rd Fighter 1 +3 +5 +0 +0 Intimidate +6, Concentration +3, Use Magic Device +2.5, Spellcraft 2.5 Mage Slayer (Monster Manual 5, pg 85), Combat Reflexes Heavy Armor Proficiency
    4th Fighter 2 +4 +6 +0 +0 Intimidate +7, Concentration +3.5, Use Magic Device +2.5, Spellcraft 2.5 Power Attack Attribute
    5th Fighter 3 +5 +6 +1 +1 Intimidate +8, Concentration +4, Use Magic Device +2.5, Spellcraft 2.5 - -
    6th Fighter 4 +6/+1 +7 +1 +1 Intimidate +9, Concentration +4.5, Use Magic Device +2.5, Spellcraft 2.5 Dodge, Aberrant Blood (Flexible Limbs, Lords of Madness page178) -
    7th Fighter 5 +7/+2 +7 +1 +1 Intimidate +10, Concentration +5, Use Magic Device +2.5, Spellcraft 2.5 - -
    8th Dwarven Defender 1 +8/+3 +9 +1 +3 Intimidate +10.5, Concentration +5.5, Use Magic Device +2.5, Spellcraft 2.5 - Attribute, All armour proficiencies, AC bonus +1, Defensive Stance 1/day
    9th Crusader 1 (Tome of Battle page 8, but seriously, melee build in an optimization competition without at least a little Tome of Battle? INCONCEIVABLE!) +9/+4 +11 +1 +3 Intimidate +12, Concentration +8, Use Magic Device +2.5, Spellcraft 2.5 Inhuman Reach (reach 20ft with reach weapon), (Lords of Madness, p. 180) Steely Resolve 5, Furious Counterstrike, and manoeuvres.
    10th Crusader 2 +10/+5 +12 +1 +3 Intimidate +13, Concentration +11, Use Magic Device +2.5, Spellcraft 2.5 - Indomitable Soul, Thicket of Blades :D
    11th Dwarven Defender 2 +11/+6/+1 +13 +1 +4 Intimidate +13.5, Concentration +11.5, Use Magic Device +2.5, Spellcraft 2.5 - Uncanny Dodge
    12th Fighter 6 +12/+7/+2 +14 +2 +5 Intimidate +14.5, Concentration +12, Use Magic Device +2.5, Spellcraft 2.5 Stand Still (expanded Psionics handbook pg 51), Robilar's Gambit, (PHB2 page 82) Attribute
    13th Dwarven Defender 3 +13/+8/+3 +14 +3 +5 Intimidate +15, Concentration +12.5, Use Magic Device +2.5, Spellcraft 2.5 - Defensive Stance 2/day
    14th Dwarven Defender 4 +14/+9/+4 +15 +3 +6 Intimidate +15.5, Concentration +13, Use Magic Device +2.5, Spellcraft 2.5 - AC Bonus +2, Trap Sense +1
    15th Dwarven Defender 5 +15/+10/+5 +15 +3 +6 Intimidate +16, Concentration +13.5, Use Magic Device +2.5, Spellcraft 2.5 Defensive Sweep (phb2 page 78) Defensive stance 3/day
    16th Dwarven Defender 6 +16/+11/+6/+1 +16 +4 +7 Intimidate +16.5, Concentration +14, Use Magic Device +2.5, Spellcraft 2.5 - Attribute, DR 3/-, improved uncanny dodge
    17th Dwarven Defender 7 +17/+12/+7/+2 +16 +4 +7 Intimidate +17, Concentration +14.5, Use Magic Device +2.5, Spellcraft 2.5 - Defensive Stance 4/day, AC bonus +3
    18th Dwarven Defender 8 +18/+13/+8/+3 +17 +4 +8 Intimidate +17.5, Concentration +15, Use Magic Device +2.5, Spellcraft 2.5 Knockdown (Sword and Fist page 7 Mobile Defense, Trap Sense +2
    19th Dwarven Defender 9 +19/+14/+9/+4 +17 +5 +8 Intimidate +18, Concentration +15.5, Use Magic Device +2.5, Spellcraft 2.5 - Defensive Stance 5/day
    20th Dwarven Defender 10 +20/+15/+10/+5 +18 +5 +9 Intimidate +18, Concentration +16, Use Magic Device +3, Spellcraft 2.5 - Attribute, DR 6/-


    Spoiler: Manoeuvre Chart
    Show

    Manoeuvre Chart: >>> show qualifying for stuff.
    Level 9: Crusader 1: Stance: Bolstering Voice >>> White Raven Tactics, Shield Block >>> Defensive Rebuke and Revitalizing Strike, Bone Crusher
    Level 10: Crusader 2: Thicket of Blades
    Final IL: 11 (6th level manoeuvres)


    Spoiler: 5th Level Showcase
    Show

    You have improved trip, mage slayer, combat reflexes and power attack. Guisarm and armor spikes protects 10 feet of area; 15 if you can grab an enlarge person. Whirling Frenzy 1/day gives +4 str and +2 dodge AC, +2 reflex saves for 4 rounds, plus the bonus attack. But really you're wandering around tripping people on AoO's and trying to protect the casters/prevent enemies from fleeing.


    Spoiler: 10th level showcase
    Show

    Inhuman reach reads “As described on page 112 of the Player's Handbook, a reach weapon doubles your normal reach; for example, if you have this feat and you wield a longspear, you can attack targets 15 or 20 feet away.” So now you have your AoO feats (Improved trip, mage slayer, combat reflexes), but also Thicket of Blades and Defensive rebuke. You threaten 20 feet (25 feet with Enlarge Person), so even if you can't move, nobody else can:
    You AoO for casters, who can't cast defensively.
    You AoO for all movement, even five foot steps.
    You improved trip, and AoO for standing up
    You have Defensive boost, which allows you to hit enemies, which for one round, provoke if they use melee attacks on those other than you.
    And you have at least 4 AoO's (a +2 dex item for a 5th at level 10's 49000gp is pretty reasonable, too).

    The late entry crusader options are incredibly awesome, aside from thicket of blades. White Raven Tactics for classiness, Shield Block for more dwarven defender (get an animated shield or a buckler), Revitalizing Strike heals you an average of 16 points (at this level you have somewhere around 12+3+7d10+2d12+10*5 (assuming+2 con item) --- 116.5 hp (5 delayed damage) – a 14% heal, and Bone Crusher for those times you get stuck not full attack tripping for whatever reason.


    Spoiler: Level 15 showcase
    Show

    Dwarven Defender synnergizes wonderfully with Robilar's Gambit --- Robilar's gives enemies +4 attack/damage, but surprise, Dwarven Defender + Defensive stance at this point is giving you a flat +6 to AC (+2 more when whirling frenzy).

    5 more levels gets you Stand Still (for those times when you can't seem to win an opposed trip attempt), Robilar's Gambit (because you provoke ALL THE AOO'S!), and Defensive Sweep. Enemies can't win:
    If they attack you, AoO
    If they are adjacent but don't attack you, AoO
    If they are hit by defensive rebuke, if threatened but don't attack you, AoO
    If they cast, AoO
    If they move, AoO, even five foot steps.

    Your AoO's can be your choice of trips (for equal sized less melee targets) or stand stills (for bigger, stronger, tougher enemies), or just straight forward damage. You get your choice of stopping in their tracks or just beating them down, for doing anything.

    Defensively, you have a huge fort save, huge HP, probably decent AC (Dex + any armor you want + 2 AC bonus from dwarven defender + 4 from defensive stance + 2 from whirling frenzy if you need; a flat +8). Dealing with your will and reflex saves are a concern, but items of diamond mind can fix that --- this is why the concentration skill tax gets paid on this build.

    An item combo that should be online at this point:
    Greatreach Bracers, MiC pg 108, 2000gp, 3/day, swift action, increase reach 10 feet for 1 round.
    Whirling Weapon, MiC pg 46, +1 bonus, slashing weapon, 3/day, full round “make an attack at highest base attack bonus against each opponent within reach of the weapon. Otherwise functions as Whirlwind Attack Feat.” With enlarge person, you threaten a 35 foot radius. It's ambiguous as to whether you can use improved trip here, but if you ever need to damage lots of enemies, just to prove you can, here's your opportunity.


    Spoiler: Level 20 showcase and gear that matters.
    Show

    You get knockdown, so your whirling weapon can trigger free trips on anyone you hit. You also get DR6/-, further helping your ridiculous hit points, and your flat AC bonus is as high as +8 (5 stances) and +10 for one whirling frenzy. You get full BAB. Assuming your level dumps go into Strength, your final stats are:
    Str: 16 base + 5 level + 6 item + 3 tome = +30 (+2 defensive stance, +4 whirling frenzy, modifiers of +10/+11/+13).
    Dex: 16 base + 6 item + 4 tome = 26 (+8 modifier, 9 attacks of opportunity).
    Con: 18 base + 6 item = 24 (+4 defensive stance) (+7/+9 modifier)
    Hit points: Base: 12 (level 1) + 3 (toughness) +11d12 (71.5)+8d10 (44) = 130.5 + 140-180 from con for 270-310 hit points.
    Saves: Fort: 18 base + 7-9 modifer + 5 item = +30-+32.
    Reflex: +5 Base, +8 modifier, +5 item = +18
    Will: +9 base, -1 modifier, +5 item = +14

    Cash spent here: 108000 on stat boosting items, 193000 on tomes and 25000 on resistance items: 326k in total, leaving 400k for weapons/armor/etcetera.

    You're going to want to talk about increasing your melee AC as much as you can, as well as generating miss chance/other defensive abilities. Tome of Battle Saves replacer items are worth something, and you can get any manoeuvre up to 6th level from items, relatively cheap ones: for Diamond Mind, you're looking at Moment of Perfect Mind, Action Before Thought, and Rapid Counter is conveniently devoid of prereqs as well and fits perfectly in an AoO build. Iron Heart Offers Wall of Blades (for deflecting touch attacks), Shadow Hand offers Shadow Step (for getting into position to activate your defensive stance), and White Raven can offer Order forged from Chaos (if you can't move, at least let your allies!). Unfortunately, the items only add known, so you're 5(2) list could end up looking something like: White Raven Tactics, Defensive Rebuke, Rapid Counter, Order Forged From Chaos, and Moment of Perfect Mind, say. Burning Brand provides a +5 reach ability as well, and has no pre-reqs. That's a list of things you wish you had all the time :P

    You're going to want your standard “melees need help dealing with” items like something for flying. If you put a little more into int you can boost UMD as you level, but really, skills aren't your forte.

    Weapon ideas are already slightly mentioned, but just stack on as much flat damage as possible. Armor you want the best AC/defensive enchantments possible, and really, there are thousands of utility items or flat bonus items I could go through...but I feel like this should cover the basics.

    Ultimately, you can't move in combat. And that's a terrible drawback. But you're going to charge into place, activate your stance, and then nobody else is going to be able to move in combat either. And that's pretty darn good. Your full attack with 4 attacks (5 whirling frenzy, 6 haste) is vastly overshadowed by your 9 attacks of opportunity, and all the great options you have for using them and generating them.

    At the end of this, I didn't think I could make a Dwarven Defender I wouldn't feel awful about playing. And I probably still can't --- though with 2 flaws and the Ordained Champion Variant mentioned below, I'd probably consider it.


    Spoiler: Variants
    Show

    If flaws were an option: Imperious Command + Intimidating Rage and the never outnumbered skill trick, plus Zhentarim Fighter at 3 and 5, plus various items to optimize intimidate such as the Fearsome Armor enhancement.

    Another option would be Willing Deformity and Deformity (Tall) for +5 more reach.

    Getting some more juice out of power attack wouldn't be awful, either. Or pierce magical concealment. Or Exotic Weapon Proficiency: Spiked Chain. Putting Karmic Strike in early would be great. Really, there are so many feats you want type options that dropping in cloistered cleric 1 (knowledge devotion, war, +1) and Ordained Champion 1 (+1 domain, trade the two unspecified for exotic weapon proficiency (spiked chain) + Defensive Sweep at level 16 when you meet the BAB) and finishing with Dwarven Defender 8 with a free feat at 15 would be great even with flaws...but less be honest, less Dwarven Defender is always an increase in power, and I wanted to prove a solid build with Dwarven Defender 10 in it.

    To be clear, that build would look like this:
    Cloistered Cleric 1 / Whirling Frenzy Bear Totem Barbarian 1 / Lion Totem Barbarian +1 / Fighter 5 / Crusader 2 / Dwarven Defender 1 / Fighter+1(at12) / Dwarven Defender +3 / Ordained Champion 1(at 16) / Dwarven Dwarven Defender+4

    The feats at 16 would be exotic weapon proficiency (spiked chain) and defensive sweep. So your level 15 feat is now open: with flaws that's 3 feats for intimidate stuff or 2 reach feats, and you get exotic weapon prof: Spiked chain (at 16th, which is super late: But the only other fighter bonus feat you could delay would be power attack, which would also suck to get at 16th).

    The big problem is too many of your important feats are not fighter bonus feats, so you have to use level 1/3/6/9/12/15/18 feats on them --- but to make matters worse, 2 of the 3 qualifications for Dwarven Defender are not fighter bonus feats (Endurance and Toughness, for some stranger reason). Nor are Mage Slayer, Aberrant Blood and Inhuman Reach, Stand Still or Knockdown. Indeed, my only level based feat spend on a fighter bonus feat is the one at 15: Defensive Sweep

    Stat wise, you get skills off of int and charisma to your will save, so technically it wouldn't be totally terrible to remove 4 build points from con 14-->16 and boost one or the other as you please.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  9. - Top - End - #219
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He's so fat, he separates East and West Berlin
    Quote Originally Posted by Torgar Steinnhus
    Torgar Steinnhus, "The Wall"

    Background
    Spoiler
    Show
    A scarred and battle-worn dwarf trudged down the line of new recruits, "I am Captain Torgar Steinnhus, your commander and senior instructor. From now on you will speak only when spoken to, and the first and last words out of your stinking ale-holes will be 'sir'. Do you maggots understand that?"

    The dwarven recruits shouted in unison, "Sir! Yes Sir!"

    Steinnhus nodded once, continued his pacing and raised his voice, "Good. Now then, the deadliest weapon in the world is a Dwarven Defender and his axe. It is your killer instinct which must be harnessed if you expect to survive in combat! Your axe is only a tool ..."

    One of the recruits, Lorgar, leaned over to whisper to the nervous dwarf next to him, "They call him 'The Wall'! They say he's faced off against impossible odds too many times to even count!" Godrig, the nervous dwarf next to him, swallowed hard. "I heard he held off a Stone Giant once by standing there and letting it beat on him until the East Quarter could be evacuated. That guy is seriously crazy."

    'The Wall' continued his tirade, "It is a hard heart that kills and survives. If your killer instincts are not clean and strong, you will hesitate at the moment of truth. You will not kill. And if you do not kill, you will not survive. You will become dead Dwarven Defenders. And then you will be in a world of crap. Because Dwarven Defenders are not allowed to die without permission! Do you maggots understand?" At this he stopped his pacing and turned to glower at the dwarven recruits.

    The dwarven recruits snapped back to attention and shouted in unison, "Sir! Yes Sir!"

    'The Wall' resumed his pacing and shouting, "If you goblinoids survive recruit training, you will be a weapon. You will be a minister of death praying for war. But until that day you are worms. You are the lowest form of life under the mountain. You are nothing but unorganized beardless pieces of bat guano! You ..."

    Lorgar continued whispering, "He used to be force recon. You know, get in, kill the enemy, and then report back on how many there were?" The young dwarf grinned, "That's where he learned his way around an axe. I heard he can decapitate a goblin at fifty yards."

    "Because I am hard, you will not like me. But the more you hate me, the more you will learn. I am hard, but I am fair ..."

    Godrig responded, his voice raising slightly with excitement, "He spent some time with the Deepwardens, too. I heard he was actually booted out of their order ..."

    The young dwarf was interrupted by the sudden appearance of Steinnhus, "By the beard of Moradin! What in the nine hells is going on here? You have been told to speak only when spoken to. Your incompetence makes me physically ill!" The elder dwarf cuffed Godrig and sent him sprawling. "Now get up, get on your feet. You had best learn to take a hit and stand tough, or you can stop wasting my time and feed yourself to a goblin berserker!"

    Poor Godrig clambered quickly back to his feet and stood at attention. "Sir! I'll stand tough, sir!"

    Momentarily satisfied, Steinnhus nodded. Then his head snapped around and he shouted out to a recruit down the line. "Are you eyeballin' me boy? ..."


    Build
    Spoiler
    Show
    Torgar Steinnhus, "The Wall"
    LN Dwarf Ranger 3/Warblade 2/Deepwarden 2/Bloodstorm Blade 4/Dwarven Defender 9

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 Balance (2), Climb 4, Concentration 4, Heal 4, Jump 4, K:Dungeoneering 4, Survival 4 Track(B), Wild Talent 1st Favored Enemy (Goblinoids), Track, Wild Empathy
    2nd Warblade 1 +2 +4 +0 +0 Balance 5, Concentration 5, Tumble 1 Battle Clarity(Reflex Saves), Weapon Aptitude
    3rd Ranger 2 +3 +5 +3 +0 Climb 5, Concentration 6, Heal 5, Jump 5, K:Dungeoneering 5, Spot 1, Survival 5 Two-Weapon Fighting(B), Point Blank Shot Combat Style
    4th Warblade 2 +4 +6 +3 +0 Balance 7, Concentration 7, Spot (2) Uncanny Dodge
    5th Ranger 3 +5 +6 +3 +1 Balance (8), Concentration 8, Spot 6 Endurance(B) Endurance
    6th Bloodstorm Blade 1 +6 +8 +3 +1 Concentration 9, Spot 9, Tumble 2 Midnight Dodge, Throw Anything(B) Returning Attacks, Throw Anything, Weapon Aptitude
    7th Bloodstorm Blade 2 +7 +9 +3 +1 Concentration 10, Spot 10, Tumble 5 Martial Throw, Thunderous Throw
    8th Bloodstorm Blade 3 +8 +9 +4 +2 Concentration 11, Tumble 7, Point It Out Power Attack(B) Bonus Fighter Feat
    9th Bloodstorm Blade 4 +9 +10 +4 +2 Concentration 12, Spot 12, Clarity of Vision Azure Toughness Lightning Ricochet
    10th Dwarven Defender 1 +10 +12 +4 +4 Concentration (13), Spot 13 Defensive Stance 1/day
    11th Dwarven Defender 2 +11 +13 +4 +5 Concentration (14), Spot 14 Uncanny Dodge (Elevated to Improved Uncanny Dodge)
    12th Dwarven Defender 3 +12 +13 +5 +5 Concentration (15), Spot 15 Heavy Armor Optimization Defensive Stance 2/day
    13th Dwarven Defender 4 +13 +14 +5 +6 Concentration (16), Spot 16 Trap Sense +1
    14th Dwarven Defender 5 +14 +14 +5 +6 Concentration (17), Spot 17 Defensive Stance 3/day
    15th Dwarven Defender 6 +15 +15 +6 +7 Concentration (18), Spot 18 Deflective Armor Damage Reduction 3/-, Improved Uncanny Dodge
    16th Deepwarden 1 +16 +17 +6 +9 Concentration 19, Listen 5, Spot 19 Track(B) Track, Trap Sense +1
    17th Deepwarden 2 +17 +18 +6 +10 Concentration 20, Listen 10, Spot 20 Stonewarden
    18th Dwarven Defender 7 +18 +18 +6 +10 Concentration (21), Spot 21 Roll With It Defensive Stance 4/day
    19th Dwarven Defender 8 +19 +19 +6 +11 Concentration (22), Spot 22 Mobile Defense, Trap Sense +2
    20th Dwarven Defender 9 +20 +19 +7 +11 Concentration (23), Spot 23 Defensive Stance 5/day


    Ability Scores
    Spoiler
    Show

    Starting Ability Scores:
    Str - 14
    Dex - 15
    Con - 18
    Int - 12
    Wis - 10
    Cha - 8

    Final Ability Scores:
    Str - 17 (12th, 16th, and 20th levels)
    Dex - 15
    Con - 20 (4th and 8th levels)
    Int - 12
    Wis - 10
    Cha - 8


    Maneuvers/Stances Known
    Spoiler
    Show

    Maneuvers/Stances Known:
    Level Initiator Level Maneuvers Known: Stances Known: Maneuvers & Stances
    1 - - -
    2 1 3 1 Moment of Perfect Mind, Sapphire Nightmare Blade, Steel Wind, Punishing Stance
    3 2 3 1
    4 3 4 1 Action Before Thought
    5 3 4 1
    6 4 4 1
    7 4 4 1
    8 5 4 1
    9 5 4 1
    10 6 4 1
    11 6 4 1
    12 7 4 1
    13 7 4 1
    14 8 4 1
    15 8 4 1
    16 9 4 1
    17 9 4 1
    18 10 4 1
    19 10 4 1
    20 11 4 1


    Level Breakpoints
    Spoiler
    Show

    Level 5

    Torgar is a capable frontline fighter, despite being lightly armored. He has solid mobility skills, can track, and not much will escape his notice. He's got some great offense and defense from his Warblade maneuvers, and he's sitting on a hefty pile of hitpoints, if all else fails. He can move into a densely populated spot on the battlefield to take advantage of his Steely Strike maneuver, or go toe-to-toe with a single foe and have a shot at coming out on top. At this level, he'll either two-weapon fight with a Dwarven Waraxe and shield, or two-hand a dwarven waraxe. Alternating between Ranger and Warblade lets him pick up maneuvers and skills in relatively equal measure (and nab an important 2nd level maneuver - Action Before Thought), as well as avoiding an XP penalty for going all one and then the other. His 3rd ranger level nets him one of the SI requirements for free. Wild Talent is grabbed at first level to provide a power point reserve, so that Torgar can become psionically focused (which will be very important at level 15). If the alternate Hidden Talent is available, that should be taken instead, and Expansion should be the power chosen.

    Level 10

    Torgar has now entered the SI, and his defensive capability starts to climb the peaks of his mountain home. Midnight Dodge and Azure Toughness make an appearance as replacements for the SI requirements. Each feat adds 1 essentia point to Torgar's pool, which means he can effectively turn his normally useless Toughness feat into another +1 Dodge bonus by investing both points of Essentia into Midnight Dodge (for +2 dodge bonus), and none into Azure Toughness (for 0 bonus hitpoints). Torgar maxes out Spot and Concentration, a trend that will continue throughout his career. In order to make the most of his focused skillset, he picks up two skill tricks: Point It Out and Clarity of Vision. Lastly, his Bloodstorm Blade levels give him Power Attack for free (which he can use to great effect with Sapphire Nightmare Blade), and the ability to hurl his waraxe at his foes without having to move from where he stands, which means he can stand strong in his Defensive Stance and still bring the pain to his foes. His AC and HP should be so solid at this point that he can pretty much always be in his Punishing Stance for additional damage. His levels in classes that almost all grant d12 hitpoints leaves him with a huge chunk of hitpoints, should something manage to breach his impressive defenses. The Heavy Armor Proficiency granted by the SI is hugely useful here, because none of his previous classes grant him Heavy Armor Proficiency, and he needs it for his trick that comes online next.

    Level 15 - "Sweet Spot"

    Torgar is now a rock standing strong against the tide of battle. One of his last tricks comes from the two feats he picks up by this level: Heavy Armor Optimization and Deflective Armor. Because Torgar can become psionically focused (which he does at the start of each day), he can now apply the AC bonus from his armor (including enhancement bonus) to his Touch AC. When taken in conjunction with his already formidable dodge bonus to AC (+4 in general, or +6 against a specific foe), hitting him with orb spells and the like becomes an unlikely prospect. Improved Uncanny dodge renders him relatively immune to sneak attack (flanking being the easiest and most common way of gaining it), so Torgar is at home when surrounded by foes, and he's got the mobility to reliably get into the thick of the fighting before using his Defensive Stance ability. His Damage Reduction just adds to his survivability. Trap Sense gives him a minor boost against traps, and with his saves (and save boosting maneuvers) he can pretty reliably spring any traps his unit might encounter.

    Level 20

    Torgar's final defense boosting trick comes with the Stonewarden feature of Deepwarden. Torgar now adds his considerable Con bonus to his AC instead of his Dex bonus, which is only further enhanced when he uses his Defensive Stance ability. These also both boost his touch AC (and his Reflex and Will saves through maneuvers), so he continues to be a frustrating target for many methods of attack that can usually be used against a fighter. Mobile defense lets Torgar reposition slightly should his foes start maneuvering away, but as he can still reach them with thrown attacks thanks to Bloodstorm Blade, he may not need to. Lastly, Torgar does not take the capstone ability for the SI, because he replicates almost completely with the feat Roll With It from Savage Species (the feat has a prerequisite of Toughness, which dovetails nicely into the SI requirements). This feat grants him a stacking DR 2/-, meaning that he comes out with only 1 DR less than he would had he grabbed the last level of the SI (and doing so would cost him either the Stonewarden ability from Deepwarden, or the Lightning Ricochet ability from Bloodstorm Blade - neither trade is worth it). So he misses out on 1 point of DR, 1 point of AC (which is mitigated by the extra point he gets from Midnight Dodge), and 1/day use of his Defensive Stance ability (but he's already got enough Defensive Stance uses for a typical adventuring day and they'll last all combat, thanks to his sky-high Con score).

    Oh, and Torgar also has a delicious +20 BAB.


    Variations and Comments
    Spoiler
    Show
    Alternate Feat Choices

    If it is available, Torgar should take Hidden Talent rather than Wild Talent, with Expansion as his power known. If retraining or Dark Chaos Shuffling is allowed, Torgar can swap out one of his Track feats for Martial Study to pick up Iron Heart Surge or Steadfast Determination for additional options on defense.


    Sources
    Spoiler
    Show

    Player's Handbook
    Tome of Battle (Warblade, Bloodstorm Blade)
    Races of Stone (Deepwarden, Heavy Armor Optimization, Deflective Armor)
    Magic of Incarnum (Midnight Dodge, Azure Toughness)
    Expanded Psionics Handbook (Wild Talent)
    Dungeon Master's Guide (Secret Ingredient)
    Savage Species (Roll With It)

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  10. - Top - End - #220
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He... don't look like no dwarf that I've ever seen.
    Quote Originally Posted by Targe
    Targe the LN Incarnate Maug Fighter 2 / Stoneblessed 3 / Crusader 2 / Dwarven Defender 10

    Spoiler: Stats
    Show

    Ability Base Racial Total
    Strength 16 +10 26
    Dexterity 12 +4 16
    Constitution 16 16
    Intelligence 12 +2 14
    Wisdom 10 10
    Charisma 10 +2 12
    Both Strength and Constitution makes sense to buff, but Strength probably makes the most sense becoming better at what the character is allready strong at.


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    Level Adjustment
    1st Racial Hit Dice +0 +2 +0 +0 Appraise 2(cc), Craft (Blacksmithing) 4, Craft (Stoneworking) 4, Intimidate 4, Knowledge (Architecture & Engineering) 4, Listen 4, Profession (Soldier) 4, Profession (Siege Engineer) 4, Spot 4, Survival 4 Exotic Weapon Proficiency (Kurasi-Gama) (Alertness)B Large, +7 Natural Armor, +4 Racial bonus; Craft (Stoneworking) & Knowledge (Architecture and Engineering)
    2nd Racial Hit Dice +1 +3 +0 +0 Climb 1(cc), Craft (Blacksmithing) 5, Craft (Stoneworking) 5, Intimidate 5, Knowledge (Architecture & Engineering) 5, Listen 5, Profession (Soldier) 5, Profession (Siege Engineer) 5, Spot 5
    3rd Fighter 1 +2 +5 +0 +0 Climb 3, Tumble 2 Midnight Dodge, (Power Attack) Bonus Feat, Skilled City-Dweller
    4th Fighter 2 +3 +6 +0 +0 Climb 4, Tumble 5 (Tunnel Fighting) Bonus Feat
    5th Stoneblessed 1 +3 +8 +0 +0 Climb 5, Craft (Stoneworking) 8 Stonebond (Dwarf)
    6th Stoneblessed 2 +4 +9 +0 +0 Escape Artist 2(cc) Azure Toughness Racial Battle Technique
    7th Stoneblessed 3 +5 +9 +1 +1 Escape Artist 4(cc) Stoneborn
    8th Crusader 1 +6 +11 +1 +1 Balance 2, Escape Artist 5(cc), Slipping Past Furious Counterstrike, Steely Resolve 5
    9th Crusader 2 +7 +12 +1 +1 Balance 5, Jump 3 Endurance Indomitable Soul
    10th Dwarven Defender 1 +8 +14 +1 +3 Jump 5, Listen 6, Spot 6, Defensive Stance 1/day, AC Bonus +1
    11th Dwarven Defender 2 +9 +15 +1 +4 Listen 8, Spot 8 Uncanny Dodge
    12th Dwarven Defender 3 +10 +15 +2 +4 Listen 10, Spot 10 Combat Reflexes Defensive Stance 2/day
    13th Dwarven Defender 4 +11 +16 +2 +5 Listen 12, Spot 12 Trap Sense +1, AC Bonus +2
    14th Dwarven Defender 5 +12 +16 +2 +5 Listen 14, Spot 14, Defensive Stance 3/day
    15th Dwarven Defender 6 +13 +17 +3 +6 Listen 16, Spot 16, Shape Soulmeld (Fellmist Robe) DR 3/-, Improved Uncanny Dodge
    16th Dwarven Defender 7 +14 +17 +3 +6 Listen 18, Spot 18 Defensive Stance 4/day, AC Bonus +3
    17th Dwarven Defender 8 +15 +18 +3 +7 Listen 20, Spot 20 Mobile Defense, Trap Sense +2
    18th Dwarven Defender 9 +16 +18 +4 +7 Craft (Stoneworking) 10, Listen 21, Spot 21, Overwhelming Assault Defensive Stance 5/day
    19th Dwarven Defender 10 +17 +19 +4 +8 Craft (Stoneworking) 12, Listen 22, Spot 22 DR 6/-


    Spoiler: Maneuvers
    Show

    Level Initiator Level Maneuvers Known Maneuvers Readied Stances Known Maneuvers & Stances Learned
    8 4.5 5 5(2) 1 Shield Block, Charging Minotaur, Battle Leaders Charge, Leading The Attack, Mountain Hammer :: Iron Guards Glare
    9 5.5 5 5(2) 2 Thicket Of Blades


    Spoiler: Story and Level Breakdown
    Show
    Targe still remembered when he came to the prime plane tens of tens of years ago. He had been part of a mercenary force hired out to a interprising merchant that wanted to conquer some old dwarven caravan roads in underdark from monsters and Drows and 'whatever else lies around', Targe were appointed as personal bodyguard for the employer, while the other Maugs were the primary force supported by Dwarven spellcasters and smiths repairing them between combat. A couple of days into the reconquest the small army they were successfully ambushed by a Drow raiding party that didn't like them being around and Targe, protecting their employer, lost contact with the main force and were attacked by the drows but after taking down a number of them, the drows managed to capture him, trapping him in a portable hole.

    Targe were taken to the Drow city were a martiarch started testing on him, trying to strip him of some of his powers without making him useless as a slave, and after some testing experimenting with Stone to Flesh she managed it, and he was forced into becoming a shock trooper for the Martiarchs House army.

    The first mission in the army were to attack a Dwarven fortification in the vicinity, which were better defended than they thought, so the army lost, Targe quickly seeing where it went, and turned against the Drows. As thanks for his help the dwarves allowed him to stay in their city after making sure with magic and pointed questions that he wouldn't be a problem, and as Targe knew that the Thulkarr were unlikely to accept him back, as he were no longer a true Maug he decided to stay.

    Level Breakdown:

    Spoiler: ECL 5
    Show
    Targe is at this point a capable tanking character, mainly due to his range and his strength making opponents unwilling not to attack him, but otherwise is fairly regular, with the minor twists that he have a stupidly high AC and that he have some ammount of Essentia which is used to up the AC even further. Tunnel Fighting is mainly so he aren't compromised to much by getting into tight spots in medium sized tunnels which he would use a lot of time in, and Power Attack makes it possible to transfer his BAB into Damage as needed, as he's allready hitting well with his high strength


    Spoiler: ECL 10
    Show
    Getting ready to enter SI, having grabbed Stoneborn, so Targe counts as Dwarf, and have raised his defensive capabilites even further with taking 2 levels of Crusader, mainly for the Stances, Azure Toughness gives more Essentia which can (now) be used for either extra Dodge AC, or extra health (extra Dodge is the one defaulting to). Slipping past makes it even easier to move around in narrow tunnels.


    Spoiler: ECL 15
    Show
    Targe have now entered SI, and is able to, 3 times a day, literally become a defensive wall with Defensive Stance, as between it, Thicket of Blades (+ Combat Reflexes), his AC bonuses, Uncanny Dogde (Dogde AC works as long as Dex works, dex works while flatfooted with Uncanny dodge) its nearly impossible for the opponents to get cose to him, much less hit him in melee, on a lesser note, Targe is also starting to pump Listen and Spot so he wouldn't be surprised in the first place.


    Spoiler: ECL 20
    Show
    Last strech of the way, getting better at what Targe is allready good at. DR 6/- makes attacks on him much less damaging, Fellmist Robe (With Essentia added) makes attacks miss him unless the opponent have true seeing (or similar), Defensive stance is useable more often per day, and is even able to move slightly under it. Lastly Overwhelming Assualt makes it even less of a good idea for his opponents to ignore him.



    Spoiler: Sources
    Show

    Source Material Used
    Cityscape Web Enhancement Skilled City Dweller
    Complete Scoundrel Slipping Past
    Fiend Folio Maug
    Magic of Incarnum Azure Toughness, Fellmist Robe, Midnight Dogde, Shape Soulmeld
    Players Handbook II Overwhelming Assualt
    Races of Stone Stoneblessed
    Savage Species Incarnate Template
    Tome of Battle Crusader
    Last edited by Kuulvheysoon; 2014-05-02 at 09:49 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  11. - Top - End - #221
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    "It is said that one day the race of Me-Dwarves will fall. But today is not that day! Today, we FIGHT!"
    Quote Originally Posted by Urus Ironheart
    Urus Ironheart - Ardent 4/Fighter 6/Dwarven Defender 10


    Spoiler: Background
    Show
    They lock shields. It’s so quiet, one could hear a pin drop. The division of dwarven defenders was led by the famed Urus Ironheart himself. Many had heard he wielded a mystical power at his disposal. None knew what it could do. Suddenly, a dim thumping is heard. The dwarves prepare themselves for a full frontal assault. Then a line of orcs rushed from the darkness. Urus barely had time to exclaim,”Brace yourselves!” before the line was struck. In a torrent of bodies, only one remained a stalwart bastion of defense, the famed Urus Ironheart, laughing with gay abandon as orc after orc fell to his ferocious onslaught. As the mighty wall, Urus, defied the orcs with blood on his axe, only one thought could pierce his mind in the battle.
    “This is why I fight.”


    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ardent +0 +0 +0 +2 Max Concentration & Any 2 other class skills Endurance Assume Psionic Mantle (2)
    (Force, Fate)
    2nd Fighter +1 +2 +0 +2 (Cross Class) Concentration, 1 other Dodge Fighter Bonus Feat
    3rd Ardent +2 +2 +0 +3 Concentration, 2 other class skills Toughness Assume Psionic Mantle
    (Physical Power)
    4th Fighter +3 +3 +0 +3 (Cross Class)Concentration, 1 other Cleave Fighter Bonus Feat
    5th Ardent +4 +4 +1 +3 Concentration, 2 others
    6th Fighter +5 +4 +2 +4 (Cross Class) Concentration, 1 other Power Attack
    7th Ardent +6/+1 +4 +2 +5 Concentration, 2 others
    8th Fighter +7/+2 +5 +2 +5 (Cross Class) Concentration, 1 other Combat Expertise Fighter Bonus Feat
    9th Fighter +8/+3 +5 +2 +5 (Cross Class) Concentration, 1 other Formation Expert
    10th Fighter +9/+4 +6 +3 +6 (Cross Class) Concentration, 1 other Defensive Strike Fighter Bonus Feat
    11th Dwarven Defender +10/+5 +8 +3 +8 (Cross Class) Concentration, 1 other Defensive Stance 1/day, AC Bonus +1
    12th Dwarven Defender +11/+6/+1 +9 +3 +9 (Cross Class) Concentration, 1 other Improved Bull Rush Uncanny Dodge
    13th Dwarven Defender +12/+7/+2 +9 +4 +9 (Cross Class) Concentration, 1 other Defensive Stance 2/day
    14th Dwarven Defender +13/+8/+3 +10 +4 +10 (Cross Class) Concentration, 1 other Trap Sense +1, AC Bonus +2
    15th Dwarven Defender +14/+9/+4 +10 +4 +10 (Cross Class) Concentration, 1 other Active Shield Defense Defensive Stance 3/day
    16th Dwarven Defender +15/+10/+5 +11 +5 +11 (Cross Class) Concentration, 1 other Damage Reduction 3/-, Improved Uncanny Dodge
    17th Dwarven Defender +16/+11/+6/+1 +11 +5 +11 (Cross Class) Concentration, 1 other Defensive Stance 4/day, AC Bonus +3
    18th Dwarven Defender +17/+12/+7/+2 +12 +5 +12 (Cross Class) Concentration, 1 other Instinctive Consummator Mobile Defense, Trap Sense +2
    19th Dwarven Defender +18/+13/+8/+3 +12 +5 +12 (Cross Class) Concentration, 1 other Defensive Stance 5/day
    20th Dwarven Defender +19/+14/+9/+4 +13 +5 +13 (Cross Class) Concentration, 1 other Damage Reduction 6/-, AC Bonus +4


    Spoiler: Ability Points
    Show
    Starting Scores:
    Str 15
    Con 18
    Dex 13
    Int 13
    Wis 12
    Cha 6

    Extra Points:
    Lvl 4 Str
    Lvl 8 Con
    Lvl 12 Str
    Lvl 16 Con
    Lvl 20 Str

    End Values:
    Str 18
    Con 20
    Dex 13
    Int 13
    Wis 12
    Cha 6


    Spoiler: Powers Known & Power Points Per Day
    Show

    Known:
    1st: Force Screen, Precognitive Defensive PP: 2
    3rd: Concussion Blast PP: 6
    5th: Animal Affinity PP: 11
    7th: Precognitive Offense PP: 17


    Spoiler: Level Breakpoints
    Show
    Lvl 5: Urus has not yet reached any kind of potential. He is a front line fighter, with some tricks up his sleeve from the levels in ardent. The main strategy for him is running into the fight and chopping things up.

    Lvl 10: Urus has begun his transformation into a defensive fighter. He has extra feats that increase his AC and give him bonuses to subsequent attacks.

    Lvl 15: Urus’s defense has grown much. He is now much more of a meat shield, but can still dish out damage fairly well.

    Lvl 20: The entire build comes together. With full plate, and a tower shield, and while fighting defensively, he can get up to 31 AC, and can take penalties to that to get a bonus to hit next round. He is a meat shield, but can also deal out a fair bit of damage.


    Spoiler: Sources
    Show
    Player's Handbook
    Complete Warrior
    Complete Psionics
    Dungeon Master's Guide

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  12. - Top - End - #222
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Could they use him as a lighthouse?
    Quote Originally Posted by The Scale of Bahamut
    The Scale of Bahamut

    LG Dragonborn (Heart) Aleithian Dwarf Factotum 3/Fighter 2/Soulborn 4/Dwarven Defender 10/Factotum +1
    Mind
    Spoiler
    Show
    Though Dwarves are born of the earth, they draw life from the sea like any other race. Given enough time, even the stubbornness of dwarves will give way to the desire for expansion and riches and they will venture forth toward the coast to seek their fortune. So it was that the city of Aglordin rose up from the hard, salted rocks at the edge of earth and water that the dwarves might reap the bounties of the ocean as they had those of the earth.

    But the sea is not stone. The ocean is roiling, ever-changing, chaos. It does not suffer the dominion of mortals as land does. The dwarves of Raglorzin fished, and traded, and prospered, but the sea would not bend to their will. Storms raged, ships sank, and levies broke. The very frothing and surging of the waves seemed to act in defiance to the dwarves desire for order. In time, tales of dwarven riches reached greedy ears, as such tales are wont to do. Sahaguin and Sea Wolves and all manner of monstrosities rose up from the depths to raid the shores, pirates harassed trade ships, but worst of all were the spawn of Tiamat. Black Dragons stirred in the lagoons of isles off the coast, and with them came all manner of lesser dragonspawn. The dwarves fought bravely to defend their city, but to no avail. Its downfall seemed inevitable.

    Then, Bahamut intervened. The North Wind rose and a hero was borne up upon it to guard the shore against the raids that plagued it. History has lost the warrior’s name, but the stories say that he was once an Aleithian, who had come from far away to settle in Aglordin, but none know for certain. Prior to being chosen by the Platinum Dragon, he had been virtually unknown, owing to a nature that was antisocial and boorish even by Dwarven standards, which kept him confined in libraries and the stories they contained, until he heard the call in his mind. But whoever he may have been, it is known that the hero devoted himself, mind, body, and soul to the Platinum Dragon, so that many claim he ceased to be a dwarf, and instead became a living scale from his deity’s armored hide

    In time, the monsters learned that those who invaded the shores of Aglordin would never leave. They say that the Scale of Bahamut will stand upon the shore until the rocks erode away beneath him, his platinum armor shining as a beacon to the friends of his city, and as a warning to the foes.


    Body
    Spoiler
    Show

    A Note on Aleithian Dwarves
    Spoiler
    Show
    Aleithian Dwarves have the potential to be somewhat problematic due to their Psi-like abilities from back in the days of 3.0, when Psionics were weird and kinda dumb. However, Dragonborn removes pretty much everything save for the stat adjustments, so that issue doesn't really come up in this build. If you can't be Aleithian, then a regular vanilla Dwarf/Seacliff Dwarf is probably alright, though the Int bonus is really very helpful to the build.


    Ability Scores
    Spoiler
    Show
    32 point buy: 16 Str, 15 Dex, 12 Con, 15 Int, 10 Wis, 8 Cha
    After Racial Adjustments: 16 Str, 13 Dex, 16 Con, 17 Int, 10 Wis, 4 Cha
    Increase Int at 4th level, increase Str at every chance thereafter.

    The Build
    Spoiler
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Factotum 1 +0 +0 +2 +0 Knowledge (Arcana) 4, Knowledge (The Planes) 4, Knowledge (Nature) 4, Knowledge (Religion) 3, Knowledge (Dungeoneering) 3, Knowledge (Local) 2, Spot 4, Listen 4, Tumble 4, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1 Knowledge Devotion (Nature) Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
    2nd Factotum 2 +1 +0 +3 +0 Knowledge (Arcana) 5, Knowledge (The Planes) 5, Knowledge (Nature) 5, Knowledge (Religion) 4, Knowledge (Dungeoneering) 4, Knowledge (Local) 4, Spot 5, Listen 4, Tumble 5, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1 - Arcane Dilettante (1 spell)
    3rd Factotum 3 +2 +1 +3 +1 Knowledge (Arcana) 6, Knowledge (The Planes) 6, Knowledge (Nature) 6, Knowledge (Religion) 5, Knowledge (Dungeoneering) 5, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 6, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1 Exotic Weapon Proficiency (Harpoon) Brains Over Brawn, Cunning Defense
    4th Fighter 1 +3 +3 +3 +1 Knowledge (Arcana) 7, Knowledge (The Planes) 6, Knowledge (Nature) 7, Knowledge (Religion) 5, Knowledge (Dungeoneering) 5, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 7, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Brutal Throw (Bonus Feat) Skilled City Dweller (Trade Ride for Tumble)
    5th Fighter 2 +4 +4 +3 +1 Knowledge (Arcana) 8, Knowledge (The Planes) 8, Knowledge (Nature) 8, Knowledge (Religion) 5, Knowledge (Dungeoneering) 5, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 8, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Quick Draw (Bonus Feat) -
    6th Soulborn 1 +5 +6 +3 +1 Knowledge (Arcana) 9, Knowledge (The Planes) 9, Knowledge (Nature) 9, Knowledge (Religion) 5, Knowledge (Dungeoneering) 6, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 9, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Midnight Dodge Aura, Smite Opposition, Skilled City Dweller (Trade Ride for Tumble)
    7th Soulborn 2 +6 +7 +3 +1 Knowledge (Arcana) 10, Knowledge (The Planes) 10, Knowledge (Nature) 10, Knowledge (Religion) 6, Knowledge (Dungeoneering) 6, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 10, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Incarnum Defense
    8th Soulborn 3 +7 +7 +4 +2 Knowledge (Arcana) 11, Knowledge (The Planes) 11, Knowledge (Nature) 11, Knowledge (Religion) 6, Knowledge (Dungeoneering) 6, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 11, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Azure Toughness (Bonus Feat) -
    9th Soulborn 4 +8 +8 +4 +2 Knowledge (Arcana) 12, Knowledge (The Planes) 12, Knowledge (Nature) 12, Knowledge (Religion) 6, Knowledge (Dungeoneering) 7, Knowledge (Local) 5, Spot 6, Listen 5, Tumble 12, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Endurance Soulmelds
    10th Dwarven Defender 1 +9 +10 +4 +4 Knowledge (Arcana) 13, Knowledge (The Planes) 12, Knowledge (Nature) 13, Knowledge (Religion) 6, Knowledge (Dungeoneering) 7, Knowledge (Local) 5, Spot 7, Listen 5, Tumble 13, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Defensive Stance 1/day
    11th Dwarven Defender 2 +10 +11 +4 +5 Knowledge (Arcana) 13, Knowledge (The Planes) 12, Knowledge (Nature) 14, Knowledge (Religion) 7, Knowledge (Dungeoneering) 7, Knowledge (Local) 5, Spot 8, Listen 5, Tumble 14, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Uncanny Dodge
    12th Dwarven Defender 3 +11 +11 +5 +5 Knowledge (Arcana) 14, Knowledge (The Planes) 12, Knowledge (Nature) 15, Knowledge (Religion) 7, Knowledge (Dungeoneering) 7, Knowledge (Local) 5, Spot 9, Listen 5, Tumble 15, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Entangling Exhalation Defensive Stance 2/day
    13th Dwarven Defender 4 +12 +12 +5 +6 Knowledge (Arcana) 14, Knowledge (The Planes) 12, Knowledge (Nature) 16, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 5, Spot 10, Listen 5, Tumble 16, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Trap Sense +1
    14th Dwarven Defender 5 +13 +12 +5 +6 Knowledge (Arcana) 15, Knowledge (The Planes) 12, Knowledge (Nature) 17, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 5, Spot 11, Listen 5, Tumble 17, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Defensive Stance 3/day
    15th Dwarven Defender 6 +14 +13 +6 +7 Knowledge (Arcana) 15, Knowledge (The Planes) 12, Knowledge (Nature) 18, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 6, Spot 12, Listen 5, Tumble 18, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Shape Breath Damage Reduction 3/-, Improved Uncanny Dodge
    16th Dwarven Defender 7 +15 +13 +6 +7 Knowledge (Arcana) 16, Knowledge (The Planes) 12, Knowledge (Nature) 19, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 6, Spot 13, Listen 5, Tumble 19, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Defensive Stance 4/day
    17th Dwarven Defender 8 +16 +14 +6 +8 Knowledge (Arcana) 16, Knowledge (The Planes) 12, Knowledge (Nature) 20, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 6, Spot 14, Listen 5, Tumble 20, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Mobile Defense, Trap Sense +2
    18th Dwarven Defender 9 +17 +14 +7 +8 Knowledge (Arcana) 17, Knowledge (The Planes) 12, Knowledge (Nature) 21, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 6, Spot 15, Listen 5, Tumble 21, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories Quicken Breath Defensive Stance 6/day
    19th Dwarven Defender 10 +18 +15 +7 +9 Knowledge (Arcana) 17, Knowledge (The Planes) 12, Knowledge (Nature) 22, Knowledge (Religion) 7, Knowledge (Dungeoneering) 8, Knowledge (Local) 7, Spot 16, Listen 5, Tumble 22, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Damage Reduction 6/-
    20th Factotum 4 +19 +15 +8 +9 Knowledge (Arcana) 21, Knowledge (The Planes) 12, Knowledge (Nature) 23, Knowledge (Religion) 8, Knowledge (Dungeoneering) 8, Knowledge (Local) 8, Spot 16, Listen 5, Tumble 23, Sleight of Hand 1, Swim 1, Balance 1, Use Rope 1, Collector of Stories - Arcane Dilettante (2 spells), Cunning Strike


    Soul
    Spoiler
    Show
    Level 5:
    Spoiler
    Show
    You’re a Factotum, which means you’ve got Int to things. Knowledge Devotion and Int to damage make your damage output a bit more respectable. We also pick up proficiency in Harpoons, and the ability to draw them as a free action and use Str in place of Dex on attack rolls. Harpooned enemies move at half speed and can be prevented from moving more than 30ft away from us by succeeding on an opposed Str check, which we add our Int mod to, thanks to Brains Over Brawn, unless they take a full-round action to rip it out, taking all the damage that it dealt going in, bonus damage included. As it only takes one hand to hold the rope, and shouldn’t really count as wielding the harpoon, you should be able to draw a melee weapon (free action) and start hacking away without penalty if the enemy gets into melee with you. You might even be able to convince your DM to let you just tie the ropes around your waist or something and wield a two-handed weapon.

    Level 10:
    Spoiler
    Show
    Yep, that’s right. Soulborn. I’m honestly as surprised as you are, but I just couldn’t make it work with Incarnate. The build is feat starved to the point where that Incarnum bonus feat is necessary and while its BAB was grossly overvalued by the designers, it helps meet the required +7 for Dwarven Defender. I also wanted a Soulborn exclusive soulmeld, and what with the aforementioned feat starvation, I wasn’t going to be able to pick it up with Shape Soulmeld. The soulmeld in question is the Mauling Gauntlets, which add +2 plus 2 more for every point of essential invested to Str checks, such as the ones to reign in harpooned enemies. And hey, despite Soulborn not giving us any, we actually have essential to invest, as the build takes Midnight Dodge and Azure Toughness in place of their useless counterparts. We also enter the SI at 10th level, but more on that in the next section.

    Level 15:
    Spoiler
    Show
    Dwarven Defender makes us sturdier and stronger in exchange for not moving. Thus, to take advantage of it, we need things that don’t require us to close with the enemy, and which prevent the enemy from just walking away. Hence the harpoons. Defensive stance, in addition to its defensive benefits gives us a little Str boost to improve our harpooning, and keeping enemies within 30ft alleviates the main weakness of the SI. In a similar vein, we now have some pretty decent length on our Dragonborn breath weapon, and the Entangling Exhalation and Shape Breath feats to go with it. Between Entangling Exhalation and harpooning, we can reduce an enemy to just a quarter of their original speed, and harpooned creatures can’t charge, meaning a lot of enemies will just be stuck waddling toward you getting sharp objects thrown at their faces for a few rounds before they even have the opportunity to start chipping away at you in melee combat, which you aren’t all that bad at either.

    Level 20:
    Spoiler
    Show
    Quicken Breath (which Defensive Stance gives you the Con to qualify for, even if you don’t have a Con boosting item) means that firing off your breath weapon is now a free action, and can be done in the same round as all the harpoon throwing unless your DM is enforcing a very restrictive limit on the number of free actions per turn. We also finally get Mobile Defense, which means the skill points we’ve been pouring into Tumble will finally pay off. With Brains Over Brawn adding Int to the check, Int boosting items and a tumble boosting item, it shouldn’t be that hard to hit the +40 required to make a 10ft step. Do note however that as a Dragonborn you do not have the ability to tumble in heavy armor, so you will need to wear light armor if you want to do this. I ultimately decided that it was worth it as the build's schtick should be slowing the enemy to a quarter of their speed within a turn at this point, making you more of a ranged build that can afford the hit to AC. You also have Cunning Knowledge for an extra +3 or +4 once per day.


    Sources
    Spoiler
    Show
    Cityscape Web Enhancement: Skilled City Dweller
    Complete Adventurer: Brutal Throw
    Complete Divine: Knowledge Devotion
    Complete Scoundrel: Collector of Stories
    Draconomicon: Quicken Breath, Shape Breath
    Dungeonscape: Factotum
    Magic of Incarnum: Azure Toughness, Mauling Gauntlets, Midnight Dodge, Soulborn
    Races of the Dragon: Dragonborn of Bahamut, Entangling Exhalation
    Stormwrack: Harpoon
    This Web Enhancement: Aleithian Dwarf
    Everything else should be in the SRD.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  13. - Top - End - #223
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He's b-b-b-bad, b-b-b-bad to the beer.
    Quote Originally Posted by Cruben Dagarkin
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Fighter +1 +2 +0 +0 Intimidate 4; Knowledge (Geography) 1; Sense Motive 1 Power Attack; Great Fortitude
    2nd Fighter +2 +3 +0 +0 Climb 1; Intimidate 1 Dodge
    3rd Monk (Undying Way) +2 +5 +2 +2 Handle Animal 1; Knowledge (Geography) 1; Knowledge (Nature) 1 Improved Unarmed Strike; Sacred Vow; Toughness AC Bonus; Flurry of Blows
    4th Monk +3 +6 +3 +3 Climb 2; Handle Animal 1; Knowledge (Nature) 1 Endurance Evasion
    5th Monk +4 +6 +3 +3 Handle Animal 1; Knowledge (Geography) 1; Knowledge (Nature) 1 Fast Movement; Still Mind
    6th Monk +5 +7 +4 +4 Climb 2; Handle Animal 1; Knowledge (Nature) 1 Vow of Poverty; Vow of Obedience Slow Fall 20ft; Ki Strike (Magic)
    7th Fist of the Forest +6 +9 +6 +4 Knowledge (Geography) 1 AC Bonus; Fast Movement; Feral Trance 1/day; Unarmed Damage
    8th Fist of the Forest +7 +10 +x7 +x4 Intimidate 2 Sanctify Natural Attack Uncanny Dodge; Untamed Strike
    9th Fist of the Forest +8 +10 +7 +5 Knowledge (Geography) 1 Improved Critical (Unarmed Strike) Feral Stance 2/day; Scent
    10th Dwarven Defender +9 +12 +7 +7 Knowledge (Geography) 1 Resounding Blow Defensive Stance 1/day
    11th Dwarven Defender +10 +13 +7 +8 Knowledge (Geography) 1 Improved Uncanny Dodge
    12th Dwarven Defender +11 +13 +8 +8 Knowledge (Dungeoneering) 1 Roundabout Kick; Quell the Profane Defensive Stance 2/day
    13th Dwarven Defender +12 +14 +8 +9 Knowledge (Geography) 1 Trap Sense +1
    14th Horizon Walker +13 +16 +8 +9 Touch of Golden Ice Terrain Mastery (Underground)
    15th Dwarven Defender +14 +16 +8 +9 Knowledge (Dungeoneering) 2 Reckless Offense Defensive Stance 3/day
    16th Dwarven Defender +15 +17 +9 +10 Knowledge (Dungeoneering) 1 Servant of the Heavens DR 3/-
    17th Dwarven Defender +16 +17 +9 +10 Sense Motive 2 Defensive Stance 4/day
    18th Dwarven Defender +17 +18 +9 +11 Knowledge (Dungeoneering) 1 Gift of Faith; Stand Still Mobile Defense; Trap Sense +2
    19th Dwarven Defender +18 +18 +10 +11 Sense Motive 2 Defensive Stance 5/day
    20th Dwarven Defender +19 +19 +10 +12 Knowledge (Dungeoneering) 1 Nimbus of Light DR 6/-
    Ever since he was a wee dwur, Cruben Dagarkin has never felt quite at home in Kroonburzh. He wasn’t a bad child; his parents has raised him with a fine set of morals to live by. He wasn’t a bad student, either: he was always quite attentive in class, and although his academic progress was nothing to brag about, he was no dullard. Indeed, he wasn’t even a bad warrior: if anything, he seemed to take his training more seriously than his peers did, training for longer periods of time, taking less breaks, trying harder techniques, and so on. No, it seemed Cruben was simply a bad dwarf: he constantly questioned the tried-and-true methods of the dwarven traditions, he never seemed happy with the gifts his clan bestowed upon him, and he never made friends or formed companionships; indeed, one could almost believe he was avoiding others purposefully, as if the camaraderie his clansmen shared was something too painful for him to witness.
    Such a description was almost eerily accurate: Cruben spent the earliest parts of his childhood slowly growing away from his peers, his friends, his clan. They were different, they couldn’t see It. Cruben couldn’t quite put his finger on It, but no one else ever seemed to notice: there was something dreadfully wrong, but he wasn’t sure what it was. All he knew is that it wasn’t right: it offended him morally on a level he didn’t even understand. But no one else realized it. They kept living as if everything was alright, as if nothing was wrong, as if It wasn’t a part of their lives. Were they pretending not to notice, or were they just clueless? Regardless, Cruben couldn’t connect with them: they accepted It as normal. But he couldn’t. Instead of fighting his unease, he threw himself wholeheartedly into his martial training. He was a good dwarf. A good fighter. It was all he had.
    But it wasn’t enough. The training took only so long before he was “deployed” to act as a guard for some Ironbeard noble’s estate. Whether it was due to the new, more lavish surroundings, the standoffish nature of both the clansmen and servants, or just the cessation of his focused training, It seemed worse than ever. After yet another party celebrating how wealthy Sunndi made the clan, Cruben had had enough. He couldn’t stand this...society any longer. Something about the dwarven people, whatever It was, was driving him crazy, but he couldn’t speak of his unease without drawing undue attention and judgement. He’d been working on a plan, an argument to convince his clan elders to let him leave Glorvardum: while working within the walls of clan Ironbeard, he’d heard tell of warriors dedicated to achieving perfection physically, mentally, and spiritually. These powerful warriors learned combat methods that would surely prove useful to a dwarf warrior of his skill and talent.
    It took some time to convince the elders: knowing he was one of the most physically fit of his generation, he argued that his skills would deteriorate on guard duty, and that only new, intensive training could keep him battle ready. War was brewing in the caverns below Glorvardum: roving bands of orcs and goblins grew in numbers as the enemies of the dwarves combined their forces. The first strike was expected within a few years, but no one was sure when. The deal his elders gave him was that he could venture out beyond Glorvardum for this training, but when war was upon them, he would return as soon as he was told. This was agreeable to Cruben: despite his distaste for the dwarven society, he still loved his parents, cousins, and elders: the love the clansmen had for their own was the purest aspect of dwarven society, almost wholly untainted by the corruption that It brought to their people. His parents sent him off with a nice set of armor and weapons to help him survive; they also gave him a simple silver necklace, a family heirloom to remind him of where he came from. With one last goodbye to the few friends he’d made, he set off, focused entirely on his destination and the training that awaited him.
    He travelled through the twisting and turning caverns connecting their city to the outside world. After a perilous trek through the forest and countryside, he finally arrived at his destination: the Monastery of the Silent Valley. As he began his training, he decided to devote himself to the ascetic lifestyle however he could: at first, he simply honed his body into a living weapon, flying through the intense training with the resolve of a dwarven smith honing his finest creation. He learned forms, techniques, stances, and more.
    As he progressed through the ranks of the order, he began branching out. Having integrated the discipline of the monk with the discipline of the dwarves, he began using his newfound wisdom to help out in the nearby city of Tem’sethentel. He gave money to charities, helped settle small disputes, and prevented crime and violence where he could. The local authorities, previously overwhelmed by the work to be done, appreciated the support, although it was frowned upon by some of the more apathetic members if his order. And yet, despite his training and newfound philosophies, his concern over dwarven society still dug into his mind; he remained frustrated, unable to determine what was so very wrong. At least, until he met them: the Guardians of the Green.

    At this point in his career (5th level), Cruben is pretty standard: he’s a dwarf monk who took a couple levels of fighter first for the BAB and HP. He is, in no way, a particularly power character, offensively or defensively. Beginning to play Cruben at this level is not recommended.
    Below are his current stats:
    Spoiler: ECL 5
    Show

    Cruben Dagarkin
    Male dwarf Fighter 2/Monk 3
    CR 5; ECL 5
    Medium Humanoid (dwarf)
    HD: 2d10+3d8+20; hp 47
    Init: +2; Spd: 30ft
    AC 14 (Dex +2, Monk +2)
    FF 12 (Monk +2)
    Touch 14 (Dex +2, Monk +2)
    Attack: Unarmed Strike +5; 1d6+3 (20/x2)
    Full Attack: Unarmed Strike +5; 1d6+3 (20/x2) or Unarmed Strike +3/+3; 1d6+3 (20/x2)
    SQ: Darkvision 60ft; Stonecunning; Weapon Familiarity; Stability; Dwarven Resistance; Dwarven Battle Training; Dwarven Craftsmen Training; Evasion; Still Mind
    AL LG; Fort +12; Ref +5; Will +5
    Str 16; Dex 14; Con 18; Int 10; Wis 14; Cha 6
    Fluent Languages: Common, Dwarven
    Skills: Climb +6; Handle Animal +1; Intimidate +3; Knowledge (Geography) +3; Knowledge (Nature) +3; Sense Motive +3
    Feats: Power Attack; Great Fortitude; Improved Unarmed Strike; Toughness; Sacred Vow; Endurance
    Stonecunning (Ex): Search +2 to notice unusual stonework; free Search checks when first coming within 10ft of such stonework; Depth Intuition (always know current underground depth).
    Weapon Familiarity (Ex): Dwarven Waraxes and Dwarven Urgoshes are treated as Martial Weapons.
    Stability (Ex): +4 to resist being bull rushed or tripped while on solid ground.
    Dwarven Resistance (Ex): +2 racial to saves vs poison; +2 racial to saves vs spells
    Dwarven Battle Training (Ex): +1 racial attack vs. orcs and goblinoids; +4 dodge to AC vs. giants
    Dwarven Craftsmen Training (Ex): +2 Appraise or Craft vs. stone or metal items
    AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom modifier to all AC types.
    Unarmed Strike (Ex): Your unarmed strikes have higher base damage; you always count as armed.
    Evasion (Ex): When you make a successful Reflex save to half an attack’s damage, it does no damage.
    Still Mind (Ex): +2 saves vs. enchantment spells and effects
    Fast Movement (Ex): You move 10ft faster than is normal for your race.


    One day, as he made his way through the ever-growing industrial district, he came across a couple people dressed all in brown, a male Oeridian and a female grey elf, arguing rather irately with a particularly stout dwur. He recognized the dwarf as the head of a logging company who was currently trying to convince the city council to sell him a previously untouched section of the surrounding forest. When he saw the Oeridian fingering a rather impressive sword at his belt, he decided it was time to intervene.
    A quick conversation determined that the area of the forest being considered was home to some of the biggest, toughest, and most valuable trees in the forest. It was also home to a clan of dryads who had been living there since time immemorial, assuming these strangers were telling the truth. Unfortunately for them, the city council wouldn’t take their word for it: the Guardians of the Green were generally viewed as nature freaks who would do anything to save the forest, regardless of legalities or realities. The dwarf just wanted to make a profit, and argued that such trees could make some of the sturdiest houses, or if Sunndi was embroiled in war again, the strongest spears, arrows, and similar wood-shafted weapons.
    To keep the violence to a minimum, they brought the matter directly to the coucil, where Cruben offered a compromise: he would go investigate the forest area, and if it was home to such creatures, it would be left alone. In exchange for leaving that area alone, another area would provide wood for the logger. To no one’s surprise, this also elicited objections from the two Guardians; within a few minutes, it was suggested that their organization receive the nuts or seeds from the felled trees, so that they could replant whatever areas they desired, so long as it wasn’t planted on someone’s land without their permission. This deal was grudgingly accepted by the two, and Cruben set off on his journey. Sure enough, after arriving at the area two days later, he found multiple dryads flitting between the trees. After informing the council of this, a new spot was picked; Cruben volunteered his services to make sure the deal was kept on both ends.
    While he did so, he got to talking with the two Guardians, and discovered that he actually agreed with a good amount of their doctrine: their organization believed that, on their current path, the mortal races would gradually destroy the natural environments of the world, and in some places, had already begun doing so. It was these discussions that awoke something in him, and all at once he realized what had bothered him for so long about his people: their limitless avarice. They plunged into the earth’s depths and picked away at its metal veins, extracting the ore within for their own greedy purposes. He shared these horror stories with the two, and asked how one could join their group. He was told that any who understood and respected nature’s power could join. And yet…
    He still felt conflicted: the dwarves dug up a great deal of the earth they had sprung from, but the used it to make iron and steel: steel could be used to make a wall, or a sword, or a shield, or an arrowhead. Steel could be used to save lives and defend nature. So what was wrong? As he pondered this, he wandered aimlessly through the town, puzzling away at his dilemma. The answer came to him in another dispute: as he passed by some merchants selling their wares, he spied two boys, twin brothers, fighting over a small sack. As he made his way closer, it burst from their tugging and several pieces of copper spilled out. When the two saw him approaching, they began babbling about which parent had said what, but he couldn’t keep track of it. Seeing there was maybe a dozen copper pieces spilled on the ground, he helped them gather them, and then handed each of them a silver piece before having them agree to split the money evenly between them. As the two bound away after a quick thanks, he began the long walk back to the monastery, thinking hard all the while. When he arrived, he took out and looked at all the things he’d brought from home. The armor, the weapons, the necklace, and his money pouch: the four main items provided a visible difference. The armor and the weapons could be used for defending others, protecting others.
    But the silver, the gold, the copper…that was not useful. That did not protect. It destroyed people inside, it tore apart friends and family, it started wars. Precious metals. Bah! They were anything but. The carried with them a curse: unending greed and avarice. Greed had destroyed his society; it had the clans constantly at each other’s throats, and the dwarven people, behind their impregnable wall, tore themselves apart for coins and gems. He decided, then and there, that he would not take part in this cycle of avarice any longer. The next day, he packed up his things and sent them home via mail carrier with a letter explaining his actions. After donating every remaining coin he had, he returned to the monastery and took an Oath of Poverty, swearing to never own anything he didn’t absolutely need. He suffered no delusions: he would never convince people that his way was superior, that avoiding money and excessive wealth was the path to success. But perhaps, if his people could see how successful he was without it, they might follow his example. He continued meditating on his epiphany, before investigating the Guardians of the Green. Within a few days, he found exactly the kind of thing he’d been looking for.
    Within a week, he had left the monastery in search of the Guardians’ nearest outpost. As he travelled deeper into the forest, he ran into what seemed to be a patrol of Guardians. Originally they seemed intent on killing him, assuming him to be an enemy of nature, but the elf he’d met before recognized him and talked them down. By the end of the day, he’d been sworn into the organization. He learned their ways, told them stories of the dwarves’ greed destroying the earth beneath them, and helped them protect the natural places of the world. After some time, he requested that he be trained as a Fist of the Forest: a powerful unarmed combatant who was so in touch with nature, that they could become animalistic on occasion. Soon enough, his new training was underway: he learned to survive on his own in the caverns of the Glorioles Mountains. As soon as he’d learned the basics of survival, his trainer left him in the caverns on his own; he’d made sure that, should it become necessary, the Guardians would inform him of letters from home, although he might know about war brewing before they did, if he was down there long enough.
    Sure enough, after nearly a year of total isolation, he returned to his makeshift shelter to find trainer Grim, the man who’d taught him to live this way. Bands of orcs and goblins were closing in on Kroonburzh, and he was being called home to war. After a lengthy journey through the caverns, he arrived and was promptly driven back into military training. Despite numerous elders insisting otherwise, he refused to carry arms and armor into combat. Despite this, when they saw his proficiency with his unique style of combat, they agreed it was for the best, and even suggested a new training regimen: he was to become one of the Dwarven Defenders, an elite group of the toughest dwarven soldiers in existence.
    Now this was training! Cruben was constantly being pushed to his limits by the instructors, who seemed to have limitless endurance. Nevertheless, he persevered, training as often as he was allowed for as long as he wished. Within a few weeks of the training beginning, he was already miles ahead of the other raw recruits: he’d actually achieved a defensive stance using similar techniques to his ascetic meditation excercises. But proficiency wasn’t enough for him: he wanted mastery. Unfortunately, he didn’t have time for mastery, as the armies massed against them had finally reached their fortress-city.

    At this point in his career, Cruben is a much more capable warrior. He has begun reaping the benefits of his Vow of Poverty, and has taken levels in two prestige classes that combine well. Recommended levels for beginning to play Cruben are from level 6 (when he took the Vow of Poverty) to level 10 (when he took his first level of Dwarven Defender).
    Below are his stats at ECL 10:
    Spoiler: ECL 10
    Show

    Cruben Dagarkin
    Male dwarf Fighter 2/Monk 4/Fist of the Forest 3/Dwarven Defender 1
    CR 10; ECL 10
    Medium Humanoid (dwarf)
    HD: 1d12+5d10+4d8+40; hp 92
    Init: +2; Spd: 40ft
    AC 27 (Dex +2, Monk +2, Fist of the Forest +4,Vow of Poverty +9)
    FF 25 (Monk +2, Fist of the Forest +4, Vow of Poverty +9)
    Touch 19 (Dex +2, Monk +2, Fist of the Forest +4, Vow of Poverty +1)
    Attack: Unarmed Strike +15; 2d6+6 (19-20/x2)
    Full Attack: Unarmed Strike +15/+10; 2d6+6 (19-20/x2) or Unarmed Strike +13/+13/+8; 2d6+6 (19-20/x2)
    SQ: Darkvision 60ft; Stonecunning; Weapon Familiarity; Stability; Dwarven Resistance; Dwarven Battle Training; Dwarven Craftsmen Training; AC Bonus; Unarmed Strike; Evasion; Fast Movement; Still Mind; Ki Strike (Magic); Slow Fall; Vow of Poverty; AC Bonus; Feral Stance; Unarmed Damage; Uncanny Dodge; Untamed Strike;
    AL LG; Fort +19; Ref +10; Will +10
    Str 16(18); Dex 14; Con 19; Int 10; Wis 14; Cha 6
    Fluent Languages: Common, Dwarven
    Skills: Climb +9; Handle Animal +2; Intimidate +5; Knowledge (Geography) +6; Knowledge (Nature) +4; Sense Motive +3
    Feats: Power Attack; Great Fortitude; Improved Unarmed Strike; Toughness; Sacred Vow; Endurance; Vow of Poverty; Vow of Obedience; Sanctify Natural Attack; Improved Critical (Unarmed Strike); Resounding Blow
    Stonecunning (Ex): Search +2 to notice unusual stonework; free Search checks when first coming within 10ft of such stonework; Depth Intuition (always know current underground depth).
    Weapon Familiarity (Ex): Dwarven Waraxes and Dwarven Urgoshes are treated as Martial Weapons.
    Stability (Ex): +4 to resist being bull rushed or tripped while on solid ground.
    Dwarven Resistance (Ex): +2 racial to saves vs poison; +2 racial to saves vs spells
    Dwarven Battle Training (Ex): +1 racial attack vs. orcs and goblinoids; +4 dodge to AC vs. giants
    Dwarven Craftsmen Training (Ex): +2 Appraise or Craft vs. stone or metal items
    Unarmed Strike (Ex): Your unarmed strikes have higher base damage; you always count as armed.
    AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom modifier to all AC types.
    Evasion (Ex): When you make a successful Reflex save to half an attack’s damage, it does no damage.
    Still Mind (Ex): +2 saves vs. enchantment spells and effects
    Fast Movement (Ex): You move 20ft faster than is normal for your race.
    Ki Strike (magic)(Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction.
    Slow Fall (Ex): Treat any fall as 20ft shorter if you are within arm’s reach of a wall for the purposes of calculating damage.
    Vow of Poverty: AC bonus +7; Endure Elements; Exalted Strike +2 (good); Sustenance; Deflection +1; Resistance +1; Str+2 (enh.); Natural Armor +1; Mind Shielding; DR 5/magic
    AC Bonus (Ex): When unarmored and unencumbered, add your Constitution modifier to all AC types.
    Feral Stance (Su): 2/day, you can go into a rage-like state: gain a +4 to Dex, +2 to unarmed damage rolls, a bite attack at full BAB with 1d6+Str mod damage, regardless of size. This lasts for a number of rounds equal to 3+your Constitution modifier.
    Unarmed Damage (Ex): Your unarmed strike does 1d8 base damage. If it already did that, increase it one step. At third level, increase it one step.
    Uncanny Dodge (Ex): You can’t be caught flat-footed.
    Untamed Strike (Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction. If it already did, they are now partial ghost touch weapons.
    Scent (Su): Functions as the Extraordinary ability of the same name, but allows you to track by smell.
    Defensive Stance (Ex): 1/day, you can go into a defensive stance. Gain a +2 Str, +4 Con, +4 dodge to AC, and +2 resistance to saves. While in your stance, you can’t move from the spot you’re defending; if you willingly move from the spot, your stance ends. You can use your stance for up to 3+your Constitution modifier rounds. You can end your stance early; regardless of when it ends, when it’s over, you suffer a -2 to Str for the rest of the encounter.

    After the war had ended, Cruben found he couldn't remain within the city a moment long; the avarice that plagued his kind was inescapable. He sought answers, and they came in the form of a place: a dwarven god of greed had a secret fortress made of gems hidden away. It had long tempted the greediest of the world to its promised riches. He set out with one goal in mind: to show everyone the way.

    After the war ended, with Cruben just barely making it out alive, he decided to leave the city once more: the avarice that sickened him so was inescapable within the walls of the dwarven city-fortress. He sought a goal, a way to end his disgust, and he found it in a book: legend told of a hidden fortress made of solid gemstone, hidden away by the dwarven god of greed, Abbathor, to act as a lure to the greediest of the mortal worlds. Cruben left the city with one goal in mind: he would find it, if only so he could expose it to the multiverse, and let the greed this foul deity had thrived on be his downfall.
    After he searched through libraries all across the world, travelled to planes previously unheard of, and fought monsters more terrifying than imaginable, he found it. He returned to his home plane, mapping the way, and then he delivered it anonymously to the thieves guild of the largest city he could find. Satisfied with a job well done, he returned to his home city, and showed the way there to the greediest of his kind. He watched as they left the city in search of gold and gems, proud that he'd used this curse to better dwarven society.

    At this point, Cruben has reached the end of his career. He reaches peak power at 20th level, but 15th is where he has returned from his journey, and 17th is the level he really has essentially maxed out at. All three are presented below for consideration.
    Spoiler: ECL 15
    Show

    Cruben Dagarkin
    Male dwarf Fighter 2/Monk 4/Fist of the Forest 3/Dwarven Defender 5/Horizon Walker 1
    CR 15; ECL 15
    Medium Humanoid (dwarf)
    HD: 5d12+5d10+5d8+105; hp 187
    Init: +2; Spd: 40ft
    AC 34 (Dex +2, Monk +3, Fist of the Forest +7,Vow of Poverty +12)
    FF 32 (Monk +3, Fist of the Forest +7, Vow of Poverty +12)
    Touch 24 (Dex +2, Monk +3, Fist of the Forest +7, Vow of Poverty +2)
    Attack: Unarmed Strike +23; 2d6+9 (19-20/x2)
    Full Attack: Unarmed Strike +23/+18/+13; 2d6+9 (19-20/x2) or Unarmed Strike +21/+21/+16/+11; 2d6+9 (19-20/x2)
    SQ: Darkvision 60ft; Stonecunning; Weapon Familiarity; Stability; Dwarven Resistance; Dwarven Battle Training; Dwarven Craftsmen Training; AC Bonus; Unarmed Strike; Evasion; Fast Movement; Still Mind; Ki Strike (Magic); Slow Fall; AC Bonus; Feral Stance; Unarmed Damage; Uncanny Dodge; Untamed Strike; Defensive Stance; Improved Uncanny Dodge; Trap Sense; Terrain Mastery
    AL LG; Fort +27; Ref +12; Will +14
    Str 16(22); Dex 14; Con 20(24); Int 10; Wis 14(16); Cha 6
    Fluent Languages: Common, Dwarven
    Skills: Climb +11; Handle Animal +2; Intimidate +5; Knowledge (Dungeoneering) +4; Knowledge (Geography) +8; Knowledge (Nature) +4; Sense Motive +3
    Feats: Power Attack; Great Fortitude; Improved Unarmed Strike; Toughness; Sacred Vow; Endurance; Vow of Poverty; Vow of Obedience; Sanctify Natural Attack; Improved Critical (Unarmed Strike); Resounding Blow; Quell the Profane; Roundabout Kick; Touch of Golden Ice; Reckless Offense
    Stonecunning (Ex): Search +2 to notice unusual stonework; free Search checks when first coming within 10ft of such stonework; Depth Intuition (always know current underground depth).
    Weapon Familiarity (Ex): Dwarven Waraxes and Dwarven Urgoshes are treated as Martial Weapons.
    Stability (Ex): +4 to resist being bull rushed or tripped while on solid ground.
    Dwarven Resistance (Ex): +2 racial to saves vs poison; +2 racial to saves vs spells
    Dwarven Battle Training (Ex): +1 racial attack vs. orcs and goblinoids; +4 dodge to AC vs. giants
    Dwarven Craftsmen Training (Ex): +2 Appraise or Craft vs. stone or metal items
    Unarmed Strike (Ex): Your unarmed strikes have higher base damage; you always count as armed.
    AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom modifier to all AC types.
    Evasion (Ex): When you make a successful Reflex save to half an attack’s damage, it does no damage.
    Still Mind (Ex): +2 saves vs. enchantment spells and effects
    Fast Movement (Ex): You move 20ft faster than is normal for your race.
    Ki Strike (magic)(Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction.
    Slow Fall (Ex): Treat any fall as 20ft shorter if you are within arm’s reach of a wall for the purposes of calculating damage.
    Vow of Poverty: AC bonus +9; Endure Elements; Exalted Strike +3 (good); Greater Sustenance; Deflection +2; Resistance +2; Str+6/Con+4/Wis+2 (enh.); Natural Armor +1; Mind Shielding; DR 5/evil; Energy Resistance (all) 5; Freedom of Movement
    AC Bonus (Ex): When unarmored and unencumbered, add your Constitution modifier to all AC types.
    Feral Stance (Su): 2/day, you can go into a rage-like state: gain a +4 to Dex, +2 to unarmed damage rolls, a bite attack at full BAB with 1d6+Str mod damage, regardless of size. This lasts for a number of rounds equal to 3+your Constitution modifier.
    Unarmed Damage (Ex): Your unarmed strike does 1d8 base damage. If it already did that, increase it one step. At third level, increase it one step.
    Uncanny Dodge (Ex): You can’t be caught flat-footed.
    Untamed Strike (Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction. If it already did, they are now partial ghost touch weapons.
    Scent (Su): Functions as the Extraordinary ability of the same name, but allows you to track by smell.
    Defensive Stance (Ex): 3/day, you can go into a defensive stance. Gain a +2 Str, +4 Con, +4 dodge to AC, and +2 resistance to saves. While in your stance, you can’t move from the spot you’re defending; if you willingly move from the spot, your stance ends. You can use your stance for up to 3+your Constitution modifier rounds. You can end your stance early; regardless of when it ends, when it’s over, you suffer a -2 to Str for the rest of the encounter.
    Improved Uncanny Dodge (Ex): You can no longer be flanked. You are immune to sneak attack unless the rogue sneak attacking you has at least 4 more levels than you have Dwarven Defender/Fist of the Forest levels.
    Trap Sense (Ex): +1 to AC and Reflex vs. Traps.
    Terrain Mastery (Underground)(Ex): 60ft darkvision, or 120ft if you already have it. +1 to attack and damage when underground.
    Spoiler: ECL 17 (Sweet Spot)
    Show

    Cruben Dagarkin
    Male dwarf Fighter 2/Monk 4/Fist of the Forest 3/Dwarven Defender 7/Horizon Walker 1
    CR 17; ECL 17
    Medium Humanoid (dwarf)
    HD: 7d12+5d10+5d8+119; hp 214
    Init: +2; Spd: 40ft
    AC 35 (Dex +2, Monk +3, Fist of the Forest +7,Vow of Poverty +13)
    FF 33 (Monk +3, Fist of the Forest +7, Vow of Poverty +13)
    Touch 24 (Dex +2, Monk +3, Fist of the Forest +7, Vow of Poverty +2)
    Attack: Unarmed Strike +26; 2d6+10 (19-20/x2)
    Full Attack: Unarmed Strike +26/+21/+16/+11; 2d6+10 (19-20/x2) or Unarmed Strike +24/+24/+19/+14/+9; 2d6+10 (19-20/x2)
    SQ: Darkvision 60ft; Stonecunning; Weapon Familiarity; Stability; Dwarven Resistance; Dwarven Battle Training; Dwarven Craftsmen Training; AC Bonus; Unarmed Strike; Evasion; Fast Movement; Still Mind; Ki Strike (Magic); Slow Fall; AC Bonus; Feral Stance; Unarmed Damage; Uncanny Dodge; Untamed Strike; Defensive Stance; Improved Uncanny Dodge; Trap Sense; Terrain Mastery; DR 3/-
    AL LG; Fort +29; Ref +14; Will +16
    Str 16(22); Dex 14; Con 21(25); Int 10; Wis 14(16); Cha 6
    Fluent Languages: Common, Dwarven
    Skills: Climb +11; Handle Animal +2; Intimidate +5; Knowledge (Dungeoneering) +5; Knowledge (Geography) +8; Knowledge (Nature) +4; Sense Motive +6
    Feats: Power Attack; Great Fortitude; Improved Unarmed Strike; Toughness; Sacred Vow; Endurance; Vow of Poverty; Vow of Obedience; Sanctify Natural Attack; Improved Critical (Unarmed Strike); Resounding Blow; Quell the Profane; Roundabout Kick; Touch of Golden Ice; Reckless Offense; Servant of the Heavens
    Stonecunning (Ex): Search +2 to notice unusual stonework; free Search checks when first coming within 10ft of such stonework; Depth Intuition (always know current underground depth).
    Weapon Familiarity (Ex): Dwarven Waraxes and Dwarven Urgoshes are treated as Martial Weapons.
    Stability (Ex): +4 to resist being bull rushed or tripped while on solid ground.
    Dwarven Resistance (Ex): +2 racial to saves vs poison; +2 racial to saves vs spells
    Dwarven Battle Training (Ex): +1 racial attack vs. orcs and goblinoids; +4 dodge to AC vs. giants
    Dwarven Craftsmen Training (Ex): +2 Appraise or Craft vs. stone or metal items
    Unarmed Strike (Ex): Your unarmed strikes have higher base damage; you always count as armed.
    AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom modifier to all AC types.
    Evasion (Ex): When you make a successful Reflex save to half an attack’s damage, it does no damage.
    Still Mind (Ex): +2 saves vs. enchantment spells and effects
    Fast Movement (Ex): You move 20ft faster than is normal for your race.
    Ki Strike (magic)(Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction.
    Slow Fall (Ex): Treat any fall as 20ft shorter if you are within arm’s reach of a wall for the purposes of calculating damage.
    Vow of Poverty: AC bonus +9; Endure Elements; Exalted Strike +4 (good); Greater Sustenance; Deflection +2; Resistance +3; Str+6/Con+4/Wis+2 (enh.); Natural Armor +2; Mind Shielding; DR 5/evil; Energy Resistance (all) 5; Freedom of Movement; Regeneration
    AC Bonus (Ex): When unarmored and unencumbered, add your Constitution modifier to all AC types.
    Feral Stance (Su): 2/day, you can go into a rage-like state: gain a +4 to Dex, +2 to unarmed damage rolls, a bite attack at full BAB with 1d6+Str mod damage, regardless of size. This lasts for a number of rounds equal to 3+your Constitution modifier.
    Unarmed Damage (Ex): Your unarmed strike does 1d8 base damage. If it already did that, increase it one step. At third level, increase it one step.
    Uncanny Dodge (Ex): You can’t be caught flat-footed.
    Untamed Strike (Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction. If it already did, they are now partial ghost touch weapons.
    Scent (Su): Functions as the Extraordinary ability of the same name, but allows you to track by smell.
    Defensive Stance (Ex): 4/day, you can go into a defensive stance. Gain a +2 Str, +4 Con, +4 dodge to AC, and +2 resistance to saves. While in your stance, you can’t move from the spot you’re defending; if you willingly move from the spot, your stance ends. You can use your stance for up to 3+your Constitution modifier rounds. You can end your stance early; regardless of when it ends, when it’s over, you suffer a -2 to Str for the rest of the encounter.
    Improved Uncanny Dodge (Ex): You can no longer be flanked. You are immune to sneak attack unless the rogue sneak attacking you has at least 4 more levels than you have Dwarven Defender/Fist of the Forest levels.
    Trap Sense (Ex): +1 to AC and Reflex vs. Traps.
    Terrain Mastery (Underground)(Ex): 60ft darkvision, or 120ft if you already have it. +1 to attack and damage when underground.
    DR 3/- (Ex): Subtract 3 points of damage from any non-energy attack

    Spoiler: ECL 20
    Show

    Cruben Dagarkin
    Male dwarf Fighter 2/Monk 4/Fist of the Forest 3/Dwarven Defender 10/Horizon Walker 1
    CR 20; ECL 20
    Medium Humanoid (dwarf)
    HD: 10d12+5d10+5d8+180; hp 295
    Init: +3; Spd: 40ft
    AC 40 (Dex +3, Monk +4, Fist of the Forest +8,Vow of Poverty +15)
    FF 37 (Monk +4, Fist of the Forest +8, Vow of Poverty +15)
    Touch 28 (Dex +3, Monk +4, Fist of the Forest +8, Vow of Poverty +3)
    Attack: Unarmed Strike +31; 2d6+12 (19-20/x2)
    Full Attack: Unarmed Strike +31/+26/+21/+16; 2d6+12 (19-20/x2) or Unarmed Strike +29/+29/+24/+19/+14; 2d6+12 (19-20/x2)
    SQ: Darkvision 60ft; Stonecunning; Weapon Familiarity; Stability; Dwarven Resistance; Dwarven Battle Training; Dwarven Craftsmen Training; AC Bonus; Unarmed Strike; Evasion; Fast Movement; Still Mind; Ki Strike (Magic); Slow Fall; AC Bonus; Feral Stance; Unarmed Damage; Uncanny Dodge; Untamed Strike; Defensive Stance; Improved Uncanny Dodge; Trap Sense; Terrain Mastery; DR 3/-; Mobile Defense
    AL LG; Fort +33; Ref +16; Will +19
    Str 16(24); Dex 14(16); Con 22(28); Int 10; Wis 14(18); Cha 6
    Fluent Languages: Common, Dwarven
    Skills: Climb +11; Handle Animal +2; Intimidate +5; Knowledge (Dungeoneering) +5; Knowledge (Geography) +8; Knowledge (Nature) +4; Sense Motive +6
    Feats: Power Attack; Great Fortitude; Improved Unarmed Strike; Toughness; Sacred Vow; Endurance; Vow of Poverty; Vow of Obedience; Sanctify Natural Attack; Improved Critical (Unarmed Strike); Resounding Blow; Quell the Profane; Roundabout Kick; Touch of Golden Ice; Reckless Offense; Servant of the Heavens; Gift of Faith; Stand Still; Nimbus of Light
    Stonecunning (Ex): Search +2 to notice unusual stonework; free Search checks when first coming within 10ft of such stonework; Depth Intuition (always know current underground depth).
    Weapon Familiarity (Ex): Dwarven Waraxes and Dwarven Urgoshes are treated as Martial Weapons.
    Stability (Ex): +4 to resist being bull rushed or tripped while on solid ground.
    Dwarven Resistance (Ex): +2 racial to saves vs poison; +2 racial to saves vs spells
    Dwarven Battle Training (Ex): +1 racial attack vs. orcs and goblinoids; +4 dodge to AC vs. giants
    Dwarven Craftsmen Training (Ex): +2 Appraise or Craft vs. stone or metal items
    Unarmed Strike (Ex): Your unarmed strikes have higher base damage; you always count as armed.
    AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom modifier to all AC types.
    Evasion (Ex): When you make a successful Reflex save to half an attack’s damage, it does no damage.
    Still Mind (Ex): +2 saves vs. enchantment spells and effects
    Fast Movement (Ex): You move 20ft faster than is normal for your race.
    Ki Strike (magic)(Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction.
    Slow Fall (Ex): Treat any fall as 20ft shorter if you are within arm’s reach of a wall for the purposes of calculating damage.
    Vow of Poverty: AC bonus +10; Endure Elements; Exalted Strike +5 (good); Greater Sustenance; Deflection +3; Resistance +3; Str+8/Con+6/Wis+4/Dex+2 (enh.); Natural Armor +2; Mind Shielding; DR 10/evil; Energy Resistance (all) 15; Freedom of Movement; Regeneration; True Seeing
    AC Bonus (Ex): When unarmored and unencumbered, add your Constitution modifier to all AC types.
    Feral Stance (Su): 2/day, you can go into a rage-like state: gain a +4 to Dex, +2 to unarmed damage rolls, a bite attack at full BAB with 1d6+Str mod damage, regardless of size. This lasts for a number of rounds equal to 3+your Constitution modifier.
    Unarmed Damage (Ex): Your unarmed strike does 1d8 base damage. If it already did that, increase it one step. At third level, increase it one step.
    Uncanny Dodge (Ex): You can’t be caught flat-footed.
    Untamed Strike (Su): Your unarmed strike counts as magic for the purposes of penetrating damage reduction. If it already did, they are now partial ghost touch weapons.
    Scent (Su): Functions as the Extraordinary ability of the same name, but allows you to track by smell.
    Defensive Stance (Ex): 6/day, you can go into a defensive stance. Gain a +2 Str, +4 Con, +4 dodge to AC, and +2 resistance to saves. While in your stance, you can’t move from the spot you’re defending; if you willingly move from the spot, your stance ends. You can use your stance for up to 3+your Constitution modifier rounds. You can end your stance early; regardless of when it ends, when it’s over, you suffer a -2 to Str for the rest of the encounter.
    Improved Uncanny Dodge (Ex): You can no longer be flanked. You are immune to sneak attack unless the rogue sneak attacking you has at least 4 more levels than you have Dwarven Defender/Fist of the Forest levels.
    Trap Sense (Ex): +2 to AC and Reflex vs. Traps.
    Terrain Mastery (Underground)(Ex): 60ft darkvision, or 120ft if you already have it. +1 to attack and damage when underground.
    DR 3/- (Ex): Subtract 3 points of damage from any non-energy attack
    Mobile Defense (Ex): You can take a 5ft step each round during your defensive stance without losing it.
    Last edited by Kuulvheysoon; 2014-05-02 at 09:42 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  14. - Top - End - #224
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Dwarf-Tarzan?
    Quote Originally Posted by Yone the Wildling

    Yone the Wildling
    LG Jungle Dwarf Monk 2/Fighter 2/Totemist 3/Fist of the Forest 3/Dwarven Defender 10

    Story
    Spoiler
    Show



    Image by Samosoboy

    The traditions of the Glanthurr tribe say that long ago, they lived underground like other dwarves and were unjustly banished--though the exact details of their supposed offense are never specified in the stories. Whatever the truth of these legends, the tribe had lived on the surface--and had no contact with the rest of dwarvenkind--since before living memory. So when what first appeared to be a strange new sinkhole turned out to be a dwarven adamantine mine, the Glanthurr were as wary and curious of the mining dwarves as the miners were of them, and when a Glanthurr warrior saved the mine from a dinosaur stampede and the grateful miners offered to end the tribe’s surface exile by letting them join the miners’ clan, the Glanthurr were divided.

    Yone was not that heroic warrior; her elder brother was. Nor was she conflicted about the miners’ offer: Whether or not dwarves were “supposed” to live underground, she enjoyed her life on the surface, and didn’t see the value in making such a radical change to support someone else’s traditions. Unfortunately, her family didn’t agree, and the disagreement grew so heated that Yone saw no choice but to flee. She had lived in the jungle all her life, true, but she had always lived with her tribe. She threw herself into the natural rhythms surrounding her but couldn’t shake her homesickness, so she tried to return to her tribe. That was no solution, either: Her years in the jungle had changed her, and she was no more comfortable living in civilization than she was living by herself. What’s more, tensions had increased between the mining dwarves (including, now, her own family) and the remaining jungle dwarves as the mine required more and more land and resources. It was in this tension that Yone saw her opportunity and dedicated herself to protecting her people, even while knowing that she was cut off from the very way of life she championed.



    Build
    Spoiler
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    Starting Stats: Str 15, Dex 14, Con 18, Int 10, Wis 14, Cha 6
    Level 4 increase goes to Str, all subsequent increases go to Con.

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Monk +0 +2 +2 +2 Listen 4, Hide 2, Move Silently 2, Spot 4, Tumble 4 Midnight Dodge, Improved Unarmed Strike (Bonus Feat), Stunning Fist (Bonus Feat) Flurry of Blows -2/-2, AC Bonus (Wisdom), Unarmed Strike 1d6
    2nd Monk +1 +3 +3 +3 Listen 5, Hide 3, Move Silently 3, Spot 5, Tumble 5 Combat Reflexes (Bonus Feat) Flurry of Blows -1/-1, Evasion
    3rd Fighter +2 +5 +3 +3 Handle Animal 2 Azure Toughness, Improved Grapple (Bonus Feat) -
    4th Fighter +3 +6 +3 +3 Handle Animal 4 Power Attack (Bonus Feat) -
    5th Totemist +3 +8 +5 +3 Listen 6, Move Silently 4, Spot 6, Survival 1 - Wild Empathy, 2 Soulmelds, 1 Essentia
    6th Totemist +4 +9 +6 +3 Hide 4, Listen 7, Spot 7, Survival 2 Great Fortitude 3 Soulmelds, 2 Essentia, Totem Chakra Bind (+1 Capacity)
    7th Totemist +5 +9 +6 +4 Listen 8, Spot 8, Survival 4 - Totem’s Protection
    8th Fist of the Forest +6/+1 +11 +9 +4 Survival 6 - AC Bonus (Con), Feral Trance 1/day, Fast Movement +10’, Primal Living, Unarmed Strike 1d8
    9th Fist of the Forest +7/+2 +12 +9 +4 Survival 8 Endurance Uncanny Dodge, Untamed Strike (Magic)
    10th Fist of the Forest +8/+3 +12 +9 +5 Survival 10 - Feral Trance 2/day, Scent, Unarmed Strike 1d10
    11th Dwarven Defender +9/+4 +14 +9 +7 Listen 9, Spot 9 - Defensive Stance 1/day
    12th Dwarven Defender +10/+5 +15 +9 +8 Listen 10, Spot 10 Multiattack Improved Uncanny Dodge
    13th Dwarven Defender +11/+6/+1 +15 +10 +8 Listen 11, Spot 11 - Defensive Stance 2/day
    14th Dwarven Defender +12/+7/+2 +16 +10 +9 Listen 12, Spot 12 - Trap Sense +1
    15th Dwarven Defender +13/+8/+3 +16 +10 +9 Listen 13, Spot 13 Bonus Essentia Defensive Stance 3/day
    16th Dwarven Defender +14/+9/+4 +17 +11 +10 Listen 14, Spot 14 - Damage Reduction 3/-
    17th Dwarven Defender +15/+10/+5 +17 +11 +10 Listen 15, Spot 15 - Defensive Stance 4/day
    18th Dwarven Defender +16/+11/+6/+1 +18 +11 +11 Listen 16, Spot 16 Roll With It Mobile Defense, Trap Sense +2
    19th Dwarven Defender +17/+12/+7/+2 +18 +12 +11 Listen 17, Spot 17 - Defensive Stance 5/day
    20th Dwarven Defender +18/+13/+8/+3 +19 +12 +12 Listen 18, Spot 18 - DR 6/-


    Meldshaping
    Spoiler
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    Total Essentia: 6

    Arms: Dread Carapace
    Crown: Shedu Crown (Levels 11+)
    Heart: Blink Shirt (Until level 10)
    Totem Chakra Bind: Girallon Arms (Put as much Essentia as possible here!)


    Snapshots
    Spoiler
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    Level 5: At this level, Yone is a pretty standard unarmed combatant, though the combination of Improved Grapple and Stunning Fist means that she’s already pretty sticky. Neither Azure Toughness nor Midnight Dodge are very good feats (and are probably not worth investing Essentia in), but the fact that Yone gets bonus Essentia from each of them makes them way more useful than their PHB counterparts. She can’t bind soulmelds yet, but she can shape two starting at level 5. Her standard loadout should be Blink Shirt for the teleport effect and Girallon Arms for their grapple bonus. The latter is more important, so keep it at maximum Essentia investment.

    Level 10: From here on (well, level 6 on) her usual soulmelding strategy should be binding Girallon Arms to her Totem Chakra for the four claw attacks in addition to the grapple bonus and then stuffing it with as much Essentia as in can hold--keep in mind both her expanded soulmeld capacity and that maximum Essentia investment in a soulmeld is based on character level, not meldshaper level.

    She gets one more shaped soulmeld, which should ordinarily go to Dread Carapace for the mini-Power-Attack. She’s mostly picking it up in anticipation of getting a bite attack at level 8 from Feral Trance, which means her Unarmed Strike kinda falls by the wayside compared to her natural attack routine unless she’s trying to use Stunning Fist. Fist of the Forest also gives her Fast Movement (take advantage of it while she can still move in combat!), Con to AC (meaning that she now adds fully three of her six stat modifiers to her Armor Class), Uncanny Dodge (which makes a lot more sense here than it does in Dwarven Defender), and Scent (which, combined with keeping her Listen and Spot skills up, means that she’s a capable lookout).

    Level 20: I left off level 15 because, well, having 5 levels in Dwarven Defender isn’t that much different than having 10 levels in Dwarven Defender. Now that Yone has Defensive Stance (which is very nice in that its Con bonus increases her AC and Feral Trance duration as well as her HP and Defensive Stance duration), her Unarmed Strike becomes important again because she can use it while grappling, and she wants to be grappling so she can keep an enemy close to her. Keep in mind, though, that since starting a grapple involves moving into the enemy’s square, she needs to start her Defensive Stance after moving. But here’s the weird thing about Defensive Stance: it can be used more than once an encounter. It doesn’t even bestow fatigue like Rage (or, indeed, Feral Trance) does, just -2 Str, which can be alleviated by starting another Defensive Stance (although the Str penalty presumably stacks, so popping in and out of Defensive Stance a lot will hurt).

    Yone still probably won’t be moving much, though, save the 5-foot steps granted by Mobile Defender, and that means that Blink Shirt becomes less attractive as a go-to soulmeld. She should replace it with Shedu Crown: Defensive Stance doesn’t make an exception for forced movement, so immunity to Bull Rush is a good thing to grab, to prevent enemies from just forcing her to move and ending her Defensive Stance that way.

    As for Dwarven Defender’s other...let’s be charitable and call them goodies: She gets Improved Uncanny Dodge early, thanks to Fist of the Forest, but that means that gaining it again at 16th level is redundant. Trap Sense is just a bizarre thing for this class to gain, but I guess more AC and Reflex bonuses never hurt. And the DR is pretty low for these levels; Yone boosts it a little via the Roll With It feat, but it’s still not much.


    Suggested Equipment
    Spoiler
    Show

    Note that while Yone is a meldshaper, she can only ever bind soulmelds to her totem chakra, so her ability to wear magic items is not impeded. However, her Feral Trance ability “destroys any shoes or gloves [she is] wearing,” so if you want to put something in her hands or feet slots, talk to your DM about whether she can wear, say, anklets or magic boxing tape.

    Size Increase: Like all grapplers, Yone would like to be larger. The Ring of Growth from Savage Species will do it 1/day for nine minutes, but it’s absurdly expensive. If possible, try to get a custom magic item of Enlarge Person--maybe even of Giant Size at high levels.

    Weapon Enhancements: Yone doesn’t use weapons, per se. She definitely wants a Necklace of Natural Attacks, but since she has a bunch of natural attacks (4 claws from Girallon Arms, a bite from Feral Trance, and her Unarmed Strike), enchanting ‘em is gonna be expensive. Transmuting (MIC) is a nice property that’ll save you from having to Christmas tree it up too much. An even better choice, though, is grabbing the Binding enhancement (also MIC) and ruining the day of whoever thinks they can just teleport out of her grapple. Remember, also, that her claws have their own enhancement bonus, so it’s probably not worth putting more the required +1 on the necklace.


    Sources
    Spoiler
    Show

    Unearthed Arcana (Jungle Dwarf)
    Magic of Incarnum (Totemist, Midnight Dodge, Azure Toughness, Bonus Essentia)
    Complete Champion (Fist of the Forest)
    Savage Species (Roll with It)
    Core (Everything Else)

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  15. - Top - End - #225
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    With mind bullets!
    Quote Originally Posted by Glinda
    Name: Glinda, of no Clan or Family, Unseen Fist of Kraaghammer
    "The only way to save a bad prestige class is with ANOTHER BAD PRESTIGE CLASS!"

    Sex and Race: Female Dwarf
    Alignment: Lawful Neutral
    Classes/Levels: Battle Sorcerer 7/Abjurant Champion 2/Dwarven Defender 6/Abjurant Champ 1/Master of the Unseen Hand 4

    Abilities: Str 14, Dex 16, Con 16, Int 10, Wis 10, Cha 12
    Leveled: Str 14, Dex 16, Con 17, Int 10, Wis 10, Cha 16
    Racial Abilities: http://www.d20srd.org/srd/races.htm#dwarves

    Proposed equipment:
    Light armour (chain shirt) with armour spikes, longspear, heavy mace, light crossbow. Once Glinda qualifies for Dwarven Defender, this will be a glaive, a greataxe, and a composite longbow.
    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Battle Sorcerer 1 +0 +3 +3 +2 Concentration 4, Intimidate 4 Martial Weapon Proficiency - Armour Spikes (from Battle Sorcerer), Toughness Spell Shield ACF
    2nd Battle Sorcerer 2 +1 +3 +3 +3 Concentration 5, Intimidate 4, Spellcraft 1 None None
    3rd Battle Sorcerer 3 +2 +4 +4 +3 Concentration 6, Intimidate 5, Spellcraft 1 Dodge None
    4th Battle Sorcerer 4 +3 +4 +4 +4 Concentration 7, Intimidate 5, Spellcraft 2 None +1 Charisma
    5th Battle Sorcerer 5 +3 +4 +4 +4 Concentration 8, Intimidate 5, Spellcraft 3 None None
    6th Battle Sorcerer 6 +4 +5 +5 +5 Concentration 9, Intimidate 5, Spellcraft 4 Combat Casting None
    7th Battle Sorcerer 7 +5 +5 +5 +5 Concentration 10, Intimidate 5, Spellcraft 5 None None
    8th Abjurant Champion 1 +6 +5 +5 +7 Concentration 11, Intimidate 5, Spellcraft 5, Knowledge Arcana 1 None Abjurant Armor, Extended Abjuration, +1 Charisma
    9th Abjurant Champion 2 +7 +5 +5 +8 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2 Endurance Swift Abjuration
    10th Dwarven Defender 1 +8 +7 +5 +10 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 2 None Defensive Stance 1/day
    11th Dwarven Defender 2 +9 +8 +5 +11 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 4 None Uncanny Dodge
    12th Dwarven Defender 3 +9 +7 +6 +11 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 6 Combat Reflexes Defensive Stance 2/day, +1 Charisma
    13th Dwarven Defender 4 +9 +8 +6 +12 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 8 None Trap Sense +1
    14th Dwarven Defender 5 +10 +8 +6 +12 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 10 None Defensive Stance 3/day
    15th Dwarven Defender 6 +11 +9 +7 +13 Concentration 12, Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 Power Attack Damage reduction 3/-, improved uncanny dodge
    16th Abjurant Champion 3 +12 +10 +8 +13 Concentration 12 (skill trick: swift concentration), Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 None +1 Charisma
    17th Master of the Unseen Hand 1 +13 +10 +8 +15 Concentration 14 (skill trick: swift concentration), Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 None Improved caster level, versatile telekinesis
    18th Master of the Unseen Hand 2 +13 +10 +8 +16 Concentration 16 (skill trick: swift concentration), Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 Practiced Spellcaster Telekinetic wielder, sustained concentration
    19th Master of the Unseen Hand 3 +14 +11 +9 +16 Concentration 18 (skill trick: swift concentration), Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 None Full attack telekinesis
    20th Master of the Unseen Hand 4 +15 +11 +9 +17 Concentration 20 (skill trick: swift concentration), Intimidate 5, Spellcraft 5, Knowledge Arcana 2, Spot 12 None Improved violent thrust, telekinetic flight, +1 Constitution


    Spells Known
    Spells are listed in the order in which they are taken (as they become available)

    0th
    Detect Magic
    Dancing Lights
    Mage Hand
    Light
    Touch of Fatigue
    Read Magic
    Message
    Prestidigitation

    1st
    Enlarge Person
    Shield
    Alarm
    Obscuring Mist

    2nd
    Invisibility
    Bulls Strength
    See Invisibility

    3rd
    Mass Resist Energy
    Wind Wall

    4th
    Dimensional Anchor

    5th
    Telekinesis

    Spoiler: Spells per Day table
    Show

    Spells Per Day
    Level 0lvl 1st 2nd 3rd 4th 5th
    1st 4 3 - - - -
    2nd 5 4 - - - -
    3rd 5 5 - - - -
    4th 5 6 2 - - -
    5th 5 6 3 - - -
    6th 5 6 4 2 - -
    7th 5 6 5 3 - -
    8th 5 6 6 4 2 -
    9th 5 6 6 5 3 -
    10th 5 6 6 5 3 -
    11th 5 6 6 5 3 -
    12th 5 6 6 5 3 -
    13th 5 6 6 5 3 -
    14th 5 6 6 5 3 -
    15th 5 6 6 5 3 -
    16th 5 6 6 6 4 2
    17th 5 6 6 6 4 2
    18th 5 6 6 6 4 2
    19th 5 6 6 6 4 2
    20th 5 6 6 6 4 2


    Story and Build Information

    Levels 1-5 - Glinda the Outcast

    Glinda was born a clanless orphan in an underground village she will never name. She never knew her parents, and the other dwarvenfolk of the town never spoke of where she came from. She grew up shunned, taunted, even hated, forced largely to fend for herself. The other dwarven children would throw things at her, even stones, and fight her if she tried to play with them or even be nearby Glinda grew up bitter, hateful and angry, but also tough, independent, and a strong fighter.

    Even with the village against her at every turn, she still tried her best to gain acceptance. As she grew older, her tireless efforts to become a normal member of society finally found her a place working in the mines that were the villages only real source of industry and income. She worked day in and out without complaint, left alone by the other workers to toil alone. Whilst underground, she slowly discovered she could manifest "powers". She found she could manipulate light objects without ever touching them physically, and call strange dancing lights to her command. She discovered she was a sorcerer.

    Fearful of what the villagers would do if they discovered her powers, she hid them away. One fateful day however, there was an accident in the mine. One of the other dwarves was trapped in a cave-in, rapidly dying as he was crushed beneath a pile of rocks. In that moment, Glinda became enormous (casting Enlarge Person as she later discovered) and easily moved the rubble to save the dwarf. Despite her heroic act, the other dwarves roared with rage. "DUERGAR!" they cried, and an angry mob chased her out of the village. Glinda fled for her life, turning invisible and escaping the town, vowing never to return to the ungrateful villagers. She never speaks of the village again in her life.

    Levels 1-5 - Mechanics

    At this stage, Glinda is a warrior. Her spells of Enlarge Person and Shield make her a force to be reckoned with in combat. Her crossbow punishes opponents who stay back (since Enlarge Person increases projectile damage), whilst her longspear and armour spikes make melee an unpleasant affair for those who come close. Her first feat is toughness since this is a terrible feat she *must* take, so she might as well take it at its 'least worst' level, first. She maintains a small amount of utility outside of combat with her invisibility spell (a tribute to her unrealised "duergar" heritage). The intimidate ranks represent the only way she knows yet how to deal with other dwarves or intelligent beings - threat, fight, or flight.

    Glinda's starting charisma is quite low - but given her build it is exactly the right number to keep up with her spell levels as she gains them. Almost none of her spells have DC's, and she isn't really about spamming lots of spells - just casting a couple for big effect as will hopefully be made clear as the build continues.

    Levels 6-10 - Glinda the Heroine of Kraaghammer

    Glinda wandered the underground roads for a long time. At first she shunned other settlements, wandering alone through the underdark. Many were her trials, and survival was often by the thinnest of margins. But her will, her body and her magic were strong and kept her alive.

    After decades of wandering the underdark, she heard a battle in the distance, filled with the distantly familiar voices of dwarves. Unable to resist, she ran to the fight, to discover a large battle in a cavern between dwarves and drow. Seeing a group of drow leaping upon an regally clad, noble looking dwarf, Glinda leapt invsibily from the tunnels and appeared amidst the combat, striking at his attackers. Shielding the regal dwarf from being completely surrounded, the regal dwarf and Glinda managed to hold of the would-be-assassins long enough for the rest of the dwarven guards to get close and see them to safety.

    Once the battle was concluded, Glinda discovered she had helped protect Ulfir of Kraaghammer, King of a powerful dwarven holdfast. In gratitude for her unexpected assistance, Ulfir offered Glinda a boon. She chose the only boon she could think of that she truly desired, acceptance. Ulfir granted her a place in his guard, and so Glinda finally became part of a family. Glinda spent the next several years finding her place as a fully fledged and respected member of society... often extremely awkwardly as her upbringing had taught her few of the skills needed to deal with other people without resorting to violence or flight. But her obvious strength, courage and determination earned her enough respect to slowly find her way.

    After several decades of service to the King, Glinda was formally accepted as a member of the Royal Guard - the Order of the Dwarven Defenders of Kraaghammer.

    Levels 6-10 - Mechanics

    By now Glinda has qualified for Abjurant Champion. This class was not selected for any Luminous Armour shennanigans, it was chosen purely because it increases her base-attack and caster level without having onerous qualification preqrequisites. All the sub-abilities are simply gravy (even though they are are still quite useful!). Her selection of defensive group spells like Mass Resist Energy and Wind Wall represent her new role as a member of the King's service - she is no longer a loner but a member of a unit.

    Glinda's 10th level is her first level of Dwarven Defender (the earliest she could possibly qualify by BAB requirement whilst retaining her caster levels). In defensive stance she can rack up a fairly impressive AC even with the reductions for Enlarge Person, fighting with 20ft reach on her glaive (or close targets with armour spikes), for reasonably large amounts of damage.

    By now she has also obtained her 4th level spell - Dimensional Anchor. It's a bit of an odd choice, but it makes sense later. If I was playing Glinda as a proper character, I would choose something else at 4th level then later when she gets her 5th level spells swap it out for Dimensional Anchor, but it doesn't matter for this exercise. If nothing else, she can tank a lot of damage by exchanging her 4th level slots for spell shields (from the ACF).

    Levels 11-15 - Glinda the Dwarven Defender

    Throwing herself into her new role as a Dwarven Defender, Glinda's life became entirely dedicated to the mastery of defensive combat. The Dwarven Defenders were renowned throughout the underdark as immovable bastions of defense. A single defender in a tight passage was basically a deadly wall. Unfortunately the immobility of this combat style was to be the King and his Royal Guard's undoing.

    Shortly after Glinda joined the Royal Guard, King Ulfir decided to expand his realm in the overlands - the sunlit world above. His expansion was checked by the nearby Elven Kingdom of Alenor, who, always rivals of Ulfir, were unwilling to allow the dwarves to gain more power above ground. Over the years, diplomatic ties soured, and the two kingdoms fell to war. It was here that Ulfir and his Royal Guard learned their defensive tactics were totally unsuited to open warfare. Mobility and range were new factors that the Dwarven Defenders simply could not adapt to - not even Glinda with her magicks. Time and time again the dwarves were defeated in battle, unable to engage their foe who picked away at them with ranged weapons, magic, and hit and run attacks. In a fateful, final battle, Ulfir and the rest of his Royal Guard were slain, with only Glinda escaping.

    She fled, for the second time in her life, this time vowing to determine why the Defenders were so solidly defeated, and to devise a counter and have her revenge.

    Levels 11-15 - Mechanics

    Glinda gets all 6 of her levels of Dwarven Defender here. Picking up defensive stance, combat reflexes (with her 20ft reach) and power attack she is a force to be reckoned with... assuming her opponents will oblige her by coming over to her melee range and fighting her at point blank. She can still fight at range with a bow, but honestly she doesn't have much ranged power. Her true strength here would be screening casters or other ranged attackers, punishing anyone who tries to get at them.

    In terms of raw power its honestly probably better to get the last level of Abjurant Champion and get 5th level spells, but in terms of the story told and the character development it seems much more of a fun way to build to do the Defender levels here. With the character built this way, her 5th level spell really feels like a "capstone" ability for the character, and goes to negating her major weakness (and the weakness of most Defender builds) - opponents who won't come to melee.

    Levels 16-20 - Glinda, Master of the Unseen Fist

    For many decades, Glinda wandered, seeking an answer to the problem that saw her fellows and herself so savagely defeated. She meditated for years atop a stony mountain before seeing the answer - a hawk flying in a storm. The hawk could normally stay aloft, but a powerful gust of wind drove it to the ground. And there she had her answer - force her opponents to face her on her terms. The hawk was untouchable far in the sky, but the invisible force of the wind drove it to earth. Returning to her magical studies, Glinda slowly unlocked her final magical talent, that of Telekinesis. Mastering the ability to manipulate objects from afar granted Glinda the answer to opponents who did not want to face her - she would FORCE them to come to her.

    Once her powers of invisible force were mastered, she descended from the mountain with revenge in her heart. The Elven Kingdom of Alenor would suffer for the death of her King...

    Levels 16-20 - Mechanics

    This is Glinda's apotheosis. By obtaining Telekinesis and the enhancements to it from Master of the Unseen Hand, she negates the Dwarven Defenders primary weakness - adopting defensive stance is useless against opponents who don't wish to face you in melee. Glinda can take up Defensive Stance with Enlarge Person/Bull's Strength and other buffs active, then use Telekinesis to bring her opponents to her whether they want to or not.

    Her best attack is to go into Defensive Stance, then use violent thrust to hurl opponents past her into walls or other obstacles. As they pass her, she gets attacks of opportunity causing potentially very large amounts of damage with two handed power attack. Although her save DC is not high, it is a Will save which many opponents will be poor against. For opponents who can resist the violent thrust effect, she can instead use full-attack-telekinesis to bull rush opponents past her with the same effect (since those opponents are less likely to also have good resistance to powerful bull rush effects).

    Otherwise, Master of the Unseen Hand's abilities and the swift concentration trick allow her to use Telekinesis as an extension of her fighting style, punishing opponents who stay back and resist the primary methods with telekinetically wielded weapons, or throwing boulders, arrows or the like at opponents who remain out of reach (at level 20 she has a range of 1120ft with Telekinesis).

    Given her choice of fighting style, the levels of Dwarven Defender actually do contribute meaningfully to her abilities with a lot of AC (and the uncanny dodge effects), saves, hit points, damage reduction, and base attack - all these let her brawl. The character at heart is not a mage - Glinda is a dwarven beatstick who happens to have some magic to prevent opponents from escaping! And this is why she has Dimensional Anchor as her 4th level spell... NOONE ESCAPES! :)


    References:
    d20srd.org (most of the character - almost all the spells, the Battle Sorcerer, Dwarven Defender, and most of the feats)
    Complete Arcane p. 82 - Practice Spellcaster feat
    Complete Warrior p. 60 - Master of the Unseen Hand
    Complete Mage p. 50 - Abjurant Champion
    Dungeonscape p. 13 - Spell Shield ACF
    Complete Scoundrel p. 90 - Swift Concentration skill trick
    Last edited by Kuulvheysoon; 2014-05-02 at 09:54 AM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  16. - Top - End - #226
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Red Fel, here's looking at you, kid.
    Quote Originally Posted by Ug-Lee
    Ug-Lee
    Lawful Neutral
    Gully Dwarf Dragonborn (of Paladine) (Heart aspect)
    Incarnate 4/Fighter 2/Ironsoul Forgemaster 4/Dwarven Defender 10

    Spoiler: Stats
    Show

    Str 16
    Con 20
    Dex 14
    Int 10
    Wiz 8
    Cha 4

    All level boosts go to Con. (21 at 4th; 22 at 8th; 23 at 12th; 24 at 16th; 25 at 20th)


    Spoiler: Story
    Show

    Ug-Lee was a poor girl. A gully dwarf mocked and belittled by her own clan, a clan well under the bottom of the totem pole of Krynn. She was the lowest of the low, the most destitute soul of a clan unwanted. Many forgot her; most ignored her; everyone condemned her as a life unworthy.

    Until one day, when an old, white-bearded man wandered through their warren. He saw the potential in her, looked deep into her world-weary eyes and saw who she could be. And with all the quiet power of the gods, he pressed his lips softly to her forehead. It changed her. That moment drew out all the best of what was in her. The memory of it gave her a foundation to rely on on days that everthing else was crumbling. It solidified her, strengthened her. And in that epiphinal moment, she gave herself to it, and to him.

    She followed him, beyond the warrens of her clan, out into the realm of Krynn beyond. He left her with prophetic words. "Beware the coming of the tide, when evil rises. Be steadfast, resolute. Stand tall against the lengthening shadows; stand firm against the hoarde."


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Melds Essentia Binds Class Features
    1st Incarnate 1 +0 +2 +0 +2 Craft (armor) 4(4); Spellcraft 4(4) 1st: Azure Toughness 2 2 0 Aura; Detect Opposition
    2nd Incarnate 2 +1 +3 +0 +3 Craft (armor) 1(5); Spellcraft 1(5) -- 3 3 1 Chakra Bind (Crown)
    3rd Incarnate 3 +1 +3 +1 +3 Craft (armor) 1(6); Craft (weapon) 1(1); Spellcraft (5) 3rd: Roll With It 3 4 1 Expanded Soulmeld Capacity +1; Incarnum Radiance 1/day
    4th Incarnate 4 +2 +4 +1 +4 Craft (armor) (6); Craft (weapon) (1); K:Arcana 2(2); Spellcraft (5) -- 4 5 1 Chakra Binds (Feet, Hands)
    5th Fighter 1 +3 +6 +1 +4 Craft (armor) 2(8); Craft (weapon) (1); K:Arcana (2); Spellcraft (5) BF: Improved Shield Bash 4 5 1 --
    6th Fighter 2 +4 +7 +1 +4 Craft (armor) 1(9); Craft (weapon) 1(2); K:Arcana (2); Spellcraft (5) 6th: Midnight Dodge; Parrying Shield 4 6 1 --
    7th Ironsoul Forgemaster 1 +4 +9 +1 +6 Craft (armor) 1(10); Craft (weapon) 1(3); K:Arcana (2); Spellcraft (5) -- 4 6 1 Shield Bond
    8th Ironsoul Forgemaster 2 +5 +10 +1 +7 Craft (armor) 1(11); Craft (weapon) 1(4); K:Arcana (2); Spellcraft (5) -- 4 7 1 Secrets of the Forge
    9th Ironsoul Forgemaster 3 +6/1 +10 +2 +7 Craft (armor) 1(12); Craft (weapon) 1(5); K:Arcana (2); Spellcraft (5) 9th: Endurance 4 8 2 Forge Lore
    10th Ironsoul Forgemaster 4 +7/2 +11 +2 +8 Craft (armor) 1(13); Craft (weapon) 1(6); K:Arcana (2); Spellcraft (5) -- 5 9 2 Chakra Bind (Arms)
    11th Dwarven Defender 1 +8/3 +13 +2 +10 Craft (armor) 1(14); Craft (weapon) 1(7); K:Arcana (2); Spellcraft (5) -- 5 9 2 AC Bonus +1; Defensive Stance 1/day
    12th Dwarven Defender 2 +9/4 +14 +2 +11 Craft (armor) 1(15); Craft (weapon) 1(8); K:Arcana (2); Spellcraft (5) 12th: Shape Soulmeld (Shedu Crown) 5/1 9 2 Uncanny Dodge
    13th Dwarven Defender 3 +10/5 +14 +3 +11 Craft (armor) 1(16); Craft (weapon) 1(9); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 Defensive Stance 2/day
    14th Dwarven Defender 4 +11/6/1 +15 +3 +12 Craft (armor) 1(17); Craft (weapon) 1(10); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 AC Bonus +2; Trap Sense +1
    15th Dwarven Defender 5 +12/7/2 +15 +3 +12 Craft (armor) 1(18); Craft (weapon) 1(11); K:Arcana (2); Spellcraft (5) 15th: Mindsight 5/1 9 2 Defensive Stance 3/day
    16th Dwarven Defender 6 +13/8/3 +16 +4 +13 Craft (armor) 1(19); Craft (weapon) 1(12); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 Damage Reduction 3/-; Improved Uncanny Dodge
    17th Dwarven Defender 7 +14/9/4 +16 +4 +13 Craft (armor) 1(20); Craft (weapon) 1(13); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 AC Bonus +3; Defensive Stance 4/day
    18th Dwarven Defender 8 +15/10/5 +17 +4 +14 Craft (armor) 1(21); Craft (weapon) 1(14); K:Arcana (2); Spellcraft (5) 18th: Shape Breath 5/1 9 2 Mobile Defense; Trap Sense +2
    19th Dwarven Defender 9 +16/11/6/1 +17 +5 +14 Craft (armor) 1(22); Craft (weapon) 1(15); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 Defensive Stance 5/day
    20th Dwarven Defender 10 +17/12/7/2 +18 +5 +15 Craft (armor) 1(23); Craft (weapon) 1(16); K:Arcana (2); Spellcraft (5) -- 5/1 9 2 AC Bonus +4; Damage Reduction 6/-


    Spoiler: Level 5
    Show

    At low levels, the Roll With It feat can be a life-saver. Bind Astral Vambraces and together the two can offer you DR 8/magic by 3rd level (or, actually, DR 6/magic + DR 2/-). Ug-Lee can wade into battle and tank it up!

    The breathweapon from Dragonborn is Ug-Lee's major offensive weapon, with a warhammer or club or such in hand to sword-n-board during recharge rounds.
    Her bit of Knowledge: Arcana should be good enough to identify most draconians she faces in battle to be able to determine which damage type to use with each exhalation.

    Typical 'melds: Astral Vambraces, Crystal Helm (Bind: Crown), Strongheart Vest, Spellward Shirt.



    Spoiler: Level 10
    Show

    Here comes Ironsoul Forgemaster!

    The Parrying Shield feat keeps her shield relevent even against touch attacks, and the Shield Bond ability offers protection from five elements (fire, acid, cold, electricity, and sonic!)

    Ug-Lee is not the best crafter in the shop, but she can turn a table into a shield. (With a little help from the party wizard or cleric, that crafting gets even better. Or, use of the Mage's Spectacles and Lucky Dice soulmelds, a few wands, and some good rolls (which eventually come with time) and she can make magic arms and armor on her own!)
    She should immediately look to make the best shield that she can for herself. Perhaps a +4 animated, arrow catching, bashing heavy shield with shield spikes of defending.
    Once she's made an animated shield, she can still use it to bash nearby enemies (and still keep her shield bonus to AC, thanks to the Improved Shield Bash feat) and wield a reach weapon (perhaps a longspear) to also threaten enemies 10 feet away.

    Typical 'melds: Airstep Sandles (Bind: Feet), Crystal Helm (Bind: Crown), Planar Ward, Strongheart Vest, Spellward Shirt.



    Spoiler: Level 15
    Show

    Into the SI (having bypassed two of three crappy feats for other, slightly less crappy feats)! She can now upgrade to some better armor (hello exotic armors!) and benefits from increasing AC bonuses.

    Being able to shape the Shedu Crown soulmeld makes Ug-Lee immune to bullrush, which combines well with Defensive Stance. Binding Shedu to her crown chakra opens up the Mindsight feat for both scouting and aiming her breath weapon. (A breath weapon, btw, that has a DC increase from Defensive Stance!)

    A hint of Trap Sense combines with melding Theft Gloves (bound to the Hands chakra) to let Ug-Lee fill in as the party trapspringer in a pinch.

    Typical 'melds: Airstep Sandles (Bind: Feet), Planar Ward, Shedu Crown (Bind: Crown), Strongheart Vest, Spellward Shirt.



    Spoiler: Level 20
    Show

    Damage reduction as a class feature still stacks with Roll With It.
    AC bonuses keep adding to armor and shield bonuses to make for a great tank.

    Shape Breath offers Ug-Lee the option to turn her line breath into a cone with the same distance (100 feet at 20th level). Very good for attacks versus armies of mooks.


    Spoiler: Resources
    Show

    Dragonlance Campain Setting -- Gully Dwarf race
    Races of the Dragon -- Dragonborn
    Magic of Incarnum -- Incarnate class; Ironsoul Forgemaster PrC; Azure Toughness feat; Midnight Dodge feat; Shape Soulmeld feat;
    Savage Species -- Roll With It feat
    SRD -- Fighter class; Endurance feat; Improved Shield Bash
    Lords of Madness -- Parrying Shield feat; Mindsight feat
    Draconomicon -- Shape Breath 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.

  17. - Top - End - #227
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    He's big, he's furry, and he'll eat your face.
    Quote Originally Posted by Borfal Curmeddgeon
    Borfal Curmuddgeon was always your average Jungle Dwarf. He loves his people and always takes it upon himself to protect their city from the dangers of all things in the Wild. Unfortunately for him, he has never been very good with people, often seeming gruff to those around him. As he has always lived with dwarves, this is saying something. As such, he took it upon himself to go out into the wild to learn those ways and defend those people whom he loves so dearly. As such, Borfal lived in the wild, learning the ways of the Ranger, and eventually learning to take on the forms of those animals he hunted for his people. He took it upon himself to become the self-appointed defender of his city, a people who would never understand him and never would, using his knowledge of nature and his inborn powers to defend his people from everything on the outside. During his time outdoors, he learned of Dragons lurking near the city, whom taught him how to emulate their own abilities, as they saw what he did and gave him the greatest boon of his career.

    BORFAL STAT BLOCK: 32 Point Buy
    Jungle Dwarf
    Str - 12 +1 (level 12)= 13
    Dex - 12 +1 (level 4) = 14
    Con 13 +1 (level 16) = 14
    Int 10 = 10
    Wis 18 +1 (level 8), +1 (level 20) = 20
    Cha 8 = 8

    Racial stats:+2 Constitution, –2 Charisma.
    Humanoid (Dwarf).
    Medium: As Medium creatures, jungle dwarves have no special bonuses or penalties due to their size.
    Jungle dwarf base land speed is 20 feet. However, jungle dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    Low-Light Vision: A jungle dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    Weapon Familiarity: Jungle dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    Stability: A jungle dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    +2 racial bonus on saving throws against poison.
    +2 racial bonus on saving throws against spells and spell-like effects.
    +1 racial bonus on attack rolls against orcs and goblinoids.
    +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    +2 racial bonus on Appraise checks that are related to stone or metal items.
    +2 racial bonus on Heal, Knowledge (nature), and Survival checks: Jungle dwarves know a great deal about what lives in the jungle, and are adept at finding it (or avoiding it, as the case may be).
    +2 racial bonus on Spot checks: Jungle dwarves have keen eyesight.
    Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    Favored Class: Ranger. A multiclass jungle dwarf’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing. Jungle dwarves need both outdoor skills and combat proficiency to survive.
    Level Adjustment: +0.

    Wild Shape Ranger 6/Master of Many Forms 4/ Dwarven Defender 10

    Spoiler: Cut for tables
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wild Shape Ranger 1 +1 +2 +2 +0 Concentration (4), Spot (4), Knowledge (Nature) (4), Survival (4), Search (4), Listen (4) Alertness Favored Enemy (Animal), Wild Empathy
    2nd Wild Shape Ranger 2 +2 +3 +3 +0 Concentration (5), Spot (5), Knowledge (Nature) (5), Survival (5), Search (5), Listen (5) - Fast Movement
    3rd Wild Shape Ranger 3 +3 +3 +3 +1 Concentration (6), Spot (6), Knowledge (Nature) (6), Survival (6), Search (6), Listen (6) Endurance, Toughness -
    4th Wild Shape Ranger 4 +4 +4 +4 +1 Concentration (7), Spot (7), Knowledge (Nature) (7), Survival (7), Search (7), Listen (7) - ACF - Distracting Attack, ACF: Variant Ranger (CW)
    5th Wild Shape Ranger 5 +5 +4 +4 +1 Concentration (8), Spot (8), Knowledge (Nature) (8), Survival (8), Search (8), Listen (8) - Favored Enemy (Humanoid (Reptilian)(
    6th Wild Shape Ranger 6 +6 +5 +5 +2 Concentration (9), Spot (9), Knowledge (Nature) (9), Survival (9), Search (9), Listen (9) Dodge Wild Shape (Small/Medium Animals) 1/day, Fast Movement
    7th Master of Many Forms 1 +6 +7 +7 +2 Concentration (10), Spot (9), Knowledge (Nature) (10), Survival (10), Search (10), Listen (9) - Shifter's Speech, Improved Wild Shape (humanoid)
    8th Master of Many Forms +7 +8 +8 +2 Concentration (10), Spot (10), Knowledge (Nature) (11), Survival (11), Search (10), Listen (10) - Improved Wild Shape (giant; Large)
    9th Master of Many Forms 3 +8 +8 +8 +3 Concentration (10), Spot (11), Knowledge (Nature) (12), Survival (10), Search (11), Listen (11) Combat Reflexes Fast Wild shape, Improved Wild Shape (Monstrous Humanoid)
    10th Dwarven Defender 1 +9 +10 +8 +5 Concentration (10), Spot (11), Knowledge (Nature) (13), Survival (10), Search (11), Listen (11) - AC Bonus +1, Defensive Stance 1/day
    11th Dwarven Defender 2 +10 +11 +8 +6 Concentration (10), Spot (11), Knowledge (Nature) (14), Survival (10), Search (11), Listen (11) - Uncanny Dodge
    12th Dwarven Defender 3 +11 +11 +9 +6 Concentration (10), Spot (11), Knowledge (Nature) (15), Survival (10), Search (11), Listen (11) Dragon Wild Shape Defensive Stance 2/day
    13th Dwarven Defender 4 +12 +12 +9 +7 Concentration (10), Spot (12), Knowledge (Nature) (15), Survival (10), Search (11), Listen (12) - Trap Sense +1, AC Bonus +2
    14th Dwarven Defender 5 +13 +12 +9 +7 Concentration (10), Spot (13), Knowledge (Nature) (15), Survival (10), Search (11), Listen (13) - Defensive Stance 3/day
    15th Dwarven Defender 6 +14 +13 +10 +8 Concentration (10), Spot (14), Knowledge (Nature) (15), Survival (10), Search (11), Listen (14) Stand Still Damage Reduction 3/-, Improved Uncanny Dodge
    16th Dwarven Defender 7 +15 +13 +10 +8 Concentration (10), Spot (14), Knowledge (Nature) (15), Survival (10), Search (11), Listen (14) - Defensive Stance 4/day, AC Bonus +3
    17th Dwarven Defender 8 +16 +14 +10 +9 Concentration (10), Spot (15), Knowledge (Nature) (15), Survival (10), Search (11), Listen (15) - Mobile Defense, Trap Sense +2
    18th Dwarven Defender 9 +17 +14 +11 +9 Concentration (10), Spot (16), Knowledge (Nature) (15), Survival (10), Search (11), Listen (16) Multiattack Defensive Stance 5/day
    19th Dwarven Defender 10 +18 +15 +12 +10 Concentration (10), Spot (17), Knowledge (Nature) (15), Survival (10), Search (11), Listen (17) - Damage Reduction 6/-
    20th Master of Many Forms 4 +18 +15 +12 +10 Concentration (13), Spot (18), Knowledge (nature) (15), Survival (10), Search (11), Listen (17) - Abrupt Jaunt ACF


    RUNDOWN: The build has, at its base, the idea of using wild shape to grow larger , put itself in front of the squishy guys, and keep itself as a big furry meatshield. Upon examining the Dwarven Defender, the first thing that caught me was the fact that it required the endurance feat, a feat that the Ranger actually gets for free at level 3, meaning I wouldn't have to waste a feat to enter the prestige class. Another class I remembered requiring the almighty Endurance was Master of Many Forms, so it made sense for me to combine the Master of Many Forms and Dwarven Defender together to maximize my meatshield capacity.

    As a note, the Unearthed Arcana I used to take Wild Shape as a ranger does not explicitly delineate when a Ranger gets his wild shape. I chose to err on the safe side, taking MoMF at 7, when a ranger would usually get his Improved Combat Style rather than at 6. UA explicitly states that a Ranger gains Wild Shape, "As Druid," which to my mind, could mean either you get it at 5 or at 6, allowing access to Fey and Vermin if you wished to take it.

    The build begins to take form at level 10 as such: Ranger 6/Master of Many Forms 3/ Dwarven Defender 1. At this point, you have all of the basic building blocks completed and are moving into range to begin doing some heavy defense. Combat Reflexes allows you to maintain the tanky part of the build easily, as taking multiple attacks of opportunity. Thanks to your ranger skill set, you are allowed to, at least in part, be the party scout and notice trouble a-brewing before your friends, allowing you to get into position and use Defensive Stance to allow no melee types past. Because you can become large in size, you can also attack people out of your normal 5 ft. reach, which reduces the amount of hurt your defensive stance does to your mobility.

    The sweet spot, I believe, is very high up, at around level 15. At this point, you are a Ranger 6/MoMF 3/ Dwarven Defender 6, with the feat list of Alertness, Endurance, Dodge, Toughness, Combat Reflexes, Dragon Wild Shape, and Stand Still. Because of your spot and listen skill level, combined with Alertness, you theoretically shouldn't be too surprised by anything trying to attack you (14 spot +4 wisdom +2 alertness +2 racial = +22 spot), you will also be able to move 40 feet out (without wild shape) to where they are thanks to gaining the fast movement ACF twice (once from being Wild Shape Variant, once from being a non-Spellcasting Ranger) and activate your defensive stance. Due to the unnecessity of your actual physical scores, you can afford to keep your strength quite low and dex just above minimum for dodge.

    Multiattack, I'm sure, will be controversial due to the feat requirements of, "Three or more natural attacks." I would argue that a Wild Shape focused build would obviously be more focused on its natural attacks than its weapons, which would allow it use.

    Useful equipment includes anything which enhances wild shape or allows you to increase your armor while in wild shape. Also, anything which grants you extra wild shape will be helpful. Wildling Clasps are essential, as it will provide you with bonuses from your armor and your cape, which will further increase your AC, attack power, or lockdown ability, depending on how you want to use your items.

    A variation you may wish to use is to get rid of the Dragon Wild Shape in favor of Power Attack, as Power Attack will help in locking down foes with stand still once you're in position. The more damage you should have dealt with an attack in Stand Still, the greater chance the foe cannot move. Another variation is to see about getting a couple levels of warshaper into the build, as even 2 levels grants immunity to criticals and stunning and greater strength and constitution, however I felt doing so would reduce the elegance of this build, as including 4 prestige classes and only one base class in the build would net me too much of a deduction, especially seeing how many ACFs I had to use to get here.

    BOOKS USED: Players Handbook, Unearthed Arcana, Complete Adventurer, Complete Warrior, Draconomicon, Monster Manual.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  18. - Top - End - #228
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    That one's a mouthful
    Quote Originally Posted by Chalradora Mithralthought
    Chalradora Mithrilthought, the Female LN Aleithian Psion (Egoist) 1 / Swashbuckler 3 / Fighter 2 / (Psionic) Abjurant Champion 5 / Dwarven Defender 9

    Spoiler: Ability Scores
    Show

    Ability Base Racial Modifier Total
    Strength 14 14
    Dexterity 16 16
    Constitution 14 +2 16
    Intelligence 16 +2 18
    Wisdom 8 8
    Charisma 8 -4 4
    All Score increases in Intelligence

    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Psion (Egoist) 1 +0 +0 +0 +2 Autohypnosis 4, Balance 4, Concentration 4, Heal 4, Knowledge (Arcana) 4, Knowledge (Psionics) 4 (Combat Manifestation), Toughness Bonus Feat
    2nd Swashbuckler 1 +1 +2 +0 +2 Balance 5, Climb 2, Tumble 5 (Weapon Finesse) Bonus Feat
    3rd Fighter 1 +2 +4 +0 +2 Climb 6, Concentation 6 Martial Study (Action Before Thought), (Exotic Weapon Proficiency: Spiked Chain) Bonus Feat
    4th Swashbuckler 2 +3 +5 +0 +2 Concentration 7, Balance 7, Tumble 7, Jump 3 Arcane Stunt (Blur)
    5th Fighter 2 +4 +6 +0 +2 Concentration 8, Climb 7, Jump 7 (Dodge) Bonus Feat
    6th Swashbuckler 3 +5 +6 +1 +3 Concentration 9, Balance 9, Tumble 9, Sense Motive 3 Endurance Insightful Strike
    7th Psionic Abjurant Champion 1 +6 +6 +1 +5 Concentration 10, Climb 9, Jump 9, Knowledge (Arcana) 5 Psychokinetic Armor, Extended Psychokinetism
    8th Psionic Abjurant Champion 2 +7 +6 +1 +6 Concentration 11, Climb 11, Jump 11, Knowledge (Arcana) 7 Swift Psychokinetism
    9th Psionic Abjurant Champion 3 +8 +7 +2 +6 Concentration 12, Climb 12, Jump 12, Knowledge (Arcana) 9, Swift Concentration Combat Reflexes
    10th Psionic Abjurant Champion 4 +9 +7 +2 +7 Concentration 13, Spellcraft 6 Psionic Boost
    11th Psionic Abjurant Champion 5 +10 +7 +2 +7 Concentration 14, Spellcraft 12 Martial Manifester
    12th Dwarven Defender 1 +11 +9 +2 +9 Concentration 15, Listen 3, Spot 3 Stand Still Defensive Stance 1/day, AC Bonus +1
    13th Dwarven Defender 2 +12 +10 +2 +10 Concentration 16, Listen 6, Spot 6 Uncanny Dodge
    14th Dwarven Defender 3 +13 +10 +3 +10 Concentration 17, Listen 8, Spot 8, Listen To This Defensive Stance 2/day
    15th Dwarven Defender 4 +14 +11 +3 +11 Concentration 18, Listen 10, Spot 10, Point it Out Expanded Knowledge (Expansion) Trap Sense +1, AC Bonus +2
    16th Dwarven Defender 5 +15 +11 +3 +11 Concentration 19, Listen 12, Spot 13, Clarity of Vision Defensive Stance 3/day
    17th Dwarven Defender 6 +16 +12 +4 +12 Concentration 20, Listen 16, Spot 16 DR 3/-, Improved Uncanny Dodge
    18th Dwarven Defender 7 +17 +12 +4 +12 Concentration 21, Listen 20, Spot 19 Psicrystal Affinity (Nimble) Defensive Stance 4/day, AC Bonus +3
    19th Dwarven Defender 8 +18 +13 +4 +13 Concentration 22, Listen 22, Spot 22 Sense Motive 5 Mobile Defense, Trap Sense +2
    20th Dwarven Defender 9 +19 +13 +5 +13 Concentration 23, Listen 23, Spot 23, Sense Motive 10 Defensive Stance 5/day

    Spoiler: Manifesting
    Show

    Level (Baseline) Power Points per Day Powers Known Maximum Power Level Known Powers Learned
    1st 2 3 1st Force Screen, Vigor, Entangling Ectoplasm
    2nd 2 3 1st
    3rd 2 3 1st
    4th 2 3 1st
    5th 2 3 1st
    6th 2 3 1st
    7th 6 5 1st Deflection Field, Inertial Armor
    8th 11 7 2nd Damp Power, Share Pain
    9th 17 9 2nd Empathic Transfer, Energy Adaptation (Specified)
    10th 25 11 3rd Body Adjustment, Time Hop
    11th 35 13 3rd Hustle, Dispel Psionics
    Note that while table says that bonus power points is per level of a manifester class, text says its per Manifester Level, so at level 20, i'm gaining bonus power points as i were level 19 (as my BAB is 19, and Martial Manifester says BAB=ML)

    Spoiler: Fluff
    Show

    Chalradora Mithrilthought groaned tiredly while walking into her housing from the darkened plaza underground, light were a rarity around here. Better this way really, she thought morosely, as it made it harder for any opponents to find the fortress city. Light made it easier for enemies to find the city, and while it made things prettier, it was reigned in to only being inside housings that it were in use.

    Chalradora were one of the commanding officers in the fortress and were appointed leader of any defensive purposes. She highly believed in leading on the ground level with the soldiers, much to the chargin of some of the more traditional commanders. But as she was one of the most efficient commanders, rarely if ever losing a member of her troops, as she had developed her psionic abilities beyond what most of the regular soldiers had, they kept quiet about it.

    Just as she had hung up her preferred weapon, a spiked chain, she thought she heard something behind the walls on the way towards her meditation chambers, there shouldn't be a sound there as it were pure rock behind her house. There, again, someone was clearly mining somewhere behind her meditation chambers. And as far as she remembered none of the miners of the fortress city were mining in that direction for the time being so it had to be someone else, and someone else mining in the vicinity of the city ment bad things. Quickly moving back out of her housings, quietly happy that her family weren't home at the moment, she picked up her Chain again and rushed to the Command post to see if she had remembered wrong and if that weren't the case to raise the alarm, someone were trying to attack the fortress by mining, even while she were in a hurry she shook her head at the irony of someone trying to mine into a dwarven city.

    Spoiler: Level Breakdown
    Show

    Spoiler: Level 5
    Show

    Chalradora is, beyond the fact that she have access to a couple of Psionic powers (beyond what her race gives her) a fairly common frontline fighter, although with a certain preference for lightly armored combat.

    Spoiler: Level 10
    Show

    Chalradora have abandoned all thought of needing to wear constricting armor, being much more competent when dressed only in light materials, protected by Force Screen, Inertial Armor and Deflection Field (first seeing presistent use after 9th level when it can be concentrated on as a swift action). Combat Reflexes is for abusing more attacks of oppotunities, with it supplemented by later feats. If in a tough spot she can also lean on Body Adjustment, Empathic Transfer and Share Pain to make the most out of the party's health.

    Spoiler: Level 15
    Show

    Now we're talking. between Uncanny Dodge, Defensive Stances with Stand Still and Expansion makes Chalradora a literal wall of pain for any opponent to get past, beyond this Martial Manifester is helping shoring up any PP needed to augment her powers to have staying power in terms of valid action economy use.

    Spoiler: Level 20
    Show

    Final steps. More charges on Defensive Stance's makes for more battles per day Chalradora can be in, and Psicrystal Affinity combos well with Share Pain + Vigor for even more effective health.


    Spoiler: Notes
    Show

    the Adaptation of Abjurant Champion suggests that its perfectly viable to port it to manifesters, but other than vaguely suggesting some kind of pp payment for Arcane Boost (lets call it the same as the pp needed for a similar powerlevel), it is somewhat sparse on suggestions. Reason for selecting Psychokinetism instead of Aburation is that its the only disipline (at a glance at least) that feeds into the defensive capabilites of Abjurant Armor, and feels the most defensive oriented as long as you stay away from the Force spells. Otherwise the only change done is swapping Combat Casting for Combat Manifestation.

    Build is made with the expectation of Psionic-Magical transparency

    Spoiler: Sources
    Show

    Source Material Used
    Psionic Bestiary Aleithian Dwarves
    Complete Mage Arcane Stunt, Abjurant Champion; Psionic Variant,
    Complete Scoundrel Swift Concentration, Listen to This, Point it Out, Clarity of Vision
    Complete Warrior Swashbuckler
    Expanded Psionic Handbook Expanded Knowledge, Psicrystal Affinity, Stand Still
    Tome of Battle Martial Study

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  19. - Top - End - #229
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Don't mess with his Gate
    Quote Originally Posted by The Blind Sentinel
    The Blind Sentinel
    Male Earth Dwarf, Lawful Neutral, Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8

    Abilities:
    Spoiler
    Show

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


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Ranger 1 2 2 0 Climb (Str) 4, Heal (Wis) 2, Hide (Dex) 2, Jump (Str) 2, Knowledge (dungeoneering) (Int) 4, Knowledge (nature) (Int) 4, Listen (Wis) 4, Move Silently (Dex) 2, Search (Int) 4, Survival (Wis) 4, Use Rope (Dex) 4 Track, Alertness, Frail (Flaw) Favored Enemy (Abberation), Wild Empathy
    2 Fighter 2 4 2 0 Climb (Str) 5, Heal (Wis) 2, Hide (Dex) 2, Jump (Str) 5, Knowledge (dungeoneering) (Int) 4, Knowledge (nature) (Int) 4, Listen (Wis) 4, Move Silently (Dex) 2, Search (Int) 4, Survival (Wis) 4, Use Rope (Dex) 4 Dodge -
    3 Warblade 3 6 2 0 Climb (Str) 6, Heal (Wis) 2, Hide (Dex) 2, Jump (Str) 6, Knowledge (dungeoneering) (Int) 4, Knowledge (nature) (Int) 4, Listen (Wis) 4, Move Silently (Dex) 2, Search (Int) 4, Survival (Wis) 4, Tumble (Dex) 5, Use Rope (Dex) 4 Toughness Battle Clarity (Reflex Saves), Weapon Aptitude, Maneuvers
    4 Ranger 4 7 3 0 Climb (Str) 7, Heal (Wis) 2, Hide (Dex) 2, Jump (Str)76, Knowledge (dungeoneering) (Int) 7, Knowledge (nature) (Int) 4, Listen (Wis) 4, Move Silently (Dex) 2, Search (Int) 5, Survival (Wis) 7, Tumble (Dex) 5, Use Rope (Dex) 4 - Combat Style (TWF)
    5 Darkrunner 4 9 3 0 Climb (Str) 8, Heal (Wis) 2, Hide (Dex) 2, Jump (Str) 8, Knowledge (dungeoneering) (Int) 8, Knowledge (nature) (Int) 4, Listen (Wis) 8, Move Silently (Dex) 3, Search (Int) 5, Survival (Wis) 8, Tumble (Dex) 5, Use Rope (Dex) 4 - Direction Sense, Spelunking, Darkrunner Emblem
    6 Darkrunner 5 10 3 0 Climb (Str) 9, Heal (Wis) 2, Hide (Dex) 4, Jump (Str) 9, Knowledge (dungeoneering) (Int) 9, Knowledge (nature) (Int) 4, Listen (Wis) 9, Move Silently (Dex) 5, Search (Int) 5, Survival (Wis) 9, Tumble (Dex) 5, Use Rope (Dex) 4 Endurance Aberration Lore, Darkvison +10 ft.
    7 Darkrunner 6/1 10 4 1 Climb (Str) 10, Heal (Wis) 2, Hide (Dex) 8, Jump (Str) 10, Knowledge (dungeoneering) (Int) 10, Knowledge (nature) (Int) 4, Listen (Wis) 10, Move Silently (Dex) 5, Search (Int) 5, Survival (Wis) 10, Tumble (Dex) 5, Use Rope (Dex) 4 - Cavefighting, Tunnelport
    8 Darkrunner 7/2 11 4 1 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 11, Knowledge (nature) (Int) 4, Listen (Wis) 11, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 11, Tumble (Dex) 5, Use Rope (Dex) 4 - Tremorsense, Darkvision +20 ft.
    9 Dwarven Defender 8/3 13 4 3 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 12, Knowledge (nature) (Int) 4, Listen (Wis) 12, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 12, Tumble (Dex) 5, Use Rope (Dex) 4 Stone Power AC Bonus 1, Defensive Stance 1/day
    10 Dwarven Defender 9/4 14 4 4 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 13, Knowledge (nature) (Int) 4, Listen (Wis) 13, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 13, Tumble (Dex) 5, Use Rope (Dex) 4 - Uncanny Dodge
    11 Dwarven Defender 10/5 14 5 4 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 14, Knowledge (nature) (Int) 4, Listen (Wis) 14, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 14, Tumble (Dex) 5, Use Rope (Dex) 4 - Defensive Stance 2/day
    12 Dwarven Defender 11/6/1 15 5 5 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 15, Knowledge (nature) (Int) 4, Listen (Wis) 15, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 15, Tumble (Dex) 5, Use Rope (Dex) 4 EWP Whip AC Bonus 2, Trap Sense 1
    13 Dwarven Defender 12/7/2 15 5 5 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 16, Knowledge (nature) (Int) 4, Listen (Wis) 16, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 16, Tumble (Dex) 5, Use Rope (Dex) 4 - Defensive Stance 3/day
    14 Dwarven Defender 13/8/3 16 6 6 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 17, Knowledge (nature) (Int) 4, Listen (Wis) 17, Move Silently (Dex) 6, Search (Int) 5, Survival (Wis) 17, Tumble (Dex) 5, Use Rope (Dex) 4 - Damage Reduction 3/-, Uncanny Dodge
    15 Deepstone Sentinel 13/8/3 18 6 6 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 18, Knowledge (nature) (Int) 4, Listen (Wis) 18, Move Silently (Dex) 6.5, Search (Int) 5, Survival (Wis) 18, Tumble (Dex) 5, Use Rope (Dex) 4 Combat Expertise Mountain fortress stance, passwall
    16 Deepstone Sentinel 14/9/4 19 6 6 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 19, Knowledge (nature) (Int) 4, Listen (Wis) 19, Move Silently (Dex) 7, Search (Int) 5, Survival (Wis) 19, Tumble (Dex) 5, Use Rope (Dex) 4 - Crashing mountain juggernaut
    17 Deepstone Sentinel 15/10/5 19 7 7 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 19, Knowledge (nature) (Int) 4, Listen (Wis)20, Move Silently (Dex) 7.5, Search (Int) 5, Survival (Wis) 20, Tumble (Dex) 5, Use Rope (Dex) 4 - Indomitable redoubt
    18 Deepstone Sentinel 16/11/6/1 20 7 7 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 19, Knowledge (nature) (Int) 4, Listen (Wis)21, Move Silently (Dex) 8, Search (Int) 5, Survival (Wis) 21, Tumble (Dex) 5, Use Rope (Dex) 4 Improved Trip Stone curse, dragon's tooth
    19 Dwarven Defender 17/12/7/2 20 7 7 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 20, Knowledge (nature) (Int) 4, Listen (Wis)22, Move Silently (Dex) 8, Search (Int) 5, Survival (Wis) 22, Tumble (Dex) 5, Use Rope (Dex) 4 - AC Bonus 3, Defensive Stance 4/day
    20 Dwarven Defender 18/13/8/3 21 7 8 Climb (Str) 11, Heal (Wis) 2, Hide (Dex) 11, Jump (Str) 11, Knowledge (dungeoneering) (Int) 20, Knowledge (nature) (Int) 4, Listen (Wis)23, Move Silently (Dex) 9, Search (Int) 5, Survival (Wis) 23, Tumble (Dex) 5, Use Rope (Dex) 4 - Mobile Defense, Trap Sense 2


    Maneuvers Readied
    Spoiler
    Show

    Level Maneuvers Readied Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
    1 - - - - - - - - -
    2 - - - - - - - - -
    3 3 - - - - - - - -
    4 3 - - - - - - - -
    5 3 - - - - - - - -
    6 3 - - - - - - - -
    7 3 - - - - - - - -
    8 3 - - - - - - - -
    9 3 - - - - - - - -
    10 3 - - - - - - - -
    11 3 - - - - - - - -
    12 3 - - - - - - - -
    13 3 - - - - - - - -
    14 3 - - - - - - - -
    15 3 - - - - - - - -
    16 3 - - - - - - - -
    17 4 - - - - - - - -
    18 4 - - - - - - - -
    19 4 - - - - - - - -
    20 4 - - - - - - - -


    Spells/Maneuvers Known:
    Spoiler
    Show

    Level List
    1 -
    2 -
    3 -
    4 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    5 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    6 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    7 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    8 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    9 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    10 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    11 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    12 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    13 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    14 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance
    15 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike
    16 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike
    17 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike, Elder Mountain Hammer
    18 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike, Elder Mountain Hammer
    19 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike, Elder Mountain Hammer
    20 Charging Minotaur, Stone Bones, Steel Wind, Stone Foot Stance, Overwhelming Mountain Strike, Elder Mountain Hammer


    Fluff:
    Spoiler
    Show

    Weak, frail. These are the words that have haunted me since my birth. They are the reason I now stand at this gate, guarding the world against all that would come forth for the plane linked to it. They are the reason I remain blind, though I could have my eyes healed. By my own strength will I protect this place. As long as Stinger can watch the air, I will not fall.

    Early in my life I had trouble finding a place in my home. I was most comfortable out roaming the tunnels, but there was no need for such a person in our city. All young men were expected to be either craftsmen or to serve in the city guard. I had no skill for crafting so I instead tried my hand at the guard, but even during the basic training I felt that such a regimented wasn't a life for me. So not wishing to stain the honor of my family I instead chose to exile myself and took to wandering the deep tunnels and caverns of the world. Wandering these tunnels I did my best to still protect my family from the monsters lurking in it, but doing so on my own was difficult.

    During these travels I encountered a group of individuals who were like myself. They roamed the deep places of the world, each for their own reason, but with the help of their comrades. They invited me to join their number, and with their aid I began to see more than just the tunnels of the world, but hear the call of the earth as well.

    For the next few years things went well, until the day we found the gateway. We didn't know where this portal lead to, or where it had come from. We weren't expecting it when the assault came. To this day I'm not sure how I survived when everyone else was killed. Perhaps it was just my sheer stubborn will and refusal to die. As I struck down the last of the enemies, his blade found and claimed my sight.

    When I woke, I could see, but somehow it was different. I moved my head but my vision didn't change with the position of my eyes. Instead I found myself looking at my own face. Then a voice came into my head. It spoke telling me what it was. Some form of symbiotic life. It saw that I was blinded, and so it joined with me to restore my sight. I asked it's name, and it claimed to have none, only a name for what it was. It called itself a tentacle whip. I pulled myself up and sat there for a good while. I had reached a crossroads now. This place was dangerous, and it couldn't be risked to be left alone. I knew what I had to do. The earth had called me here to become a guardian against these intruders.

    So I waited. Time passed and with every day, I learned to defend the place. I felt the earth and her call. She taught me alter her shape as I taught myself to stand guard. I learned how to funnel enemies into a choke point, and force them to come at me head on. I bonded with the creature that had attached to my arm, and learned to use it effectively. It tuaght me what little it knew of it's creators. As we grew to respect each other I named it Stinger.

    That is my tale. I am a blind sentinel against these Lords of Madness, and as long as I stand guard, they will not pass me and stain this world.


    Sources:
    Spoiler
    Show

    Tome of Battle
    p. 20 Warblade
    p. 105 Deepstone Sentinel
    p. 32 Stone Power

    Lords of Madness
    p. 186 Darkrunner

    Unearthed Arcana
    p. 16 Earth Dwarf
    p. 91 Frail


    Notes:
    Spoiler
    Show

    Level 1-4:
    Spoiler
    Show

    We're stating off with a diverse build and a flaw that's unfortunately necessary to meet all the requirements of the prestige classes we're diving into. The biggest hindrance for the build is the Addition of darkrunner which requires at least two levels in Ranger so we can meet the skill requirements, and grab one of the necessary feats track for free.

    Our one level dips into Fighter and Warblade are for a similar purpose. The fighter allows us to grab Dodge as a free feat at second level for our SI, and the warblade gives us the necessary maneuvers for the Deepstone Sentinel class. Sadly we're still a feat short of being able to qualify for Darkrunner as early as possible to avoid interfering with taking needed levels in the SI, so a flaw is taken to allow us to grab our last feat.

    Another important aspect to our class choices is the provision of a full BAB which is crucial to accessing all our classes as early as possible.

    Level 5-8:
    Spoiler
    Show

    So why is Darkrunner necessary? Strictly speaking it isn't. If you wanted to focus more heavily on the martial aspect of this build the Ranger and Darkrunner levels could be replaced with additional levels of Fighter and Warblade to create a stronger combatant. The Darkrunner prestige class does provide us with some good utility however.

    Direction Sense, Tremorsense, Extended Darkvision (for a character who doesn't end up getting blinded), and Aberration Lore are all useful regardless of location. The additional abilities are great for any campaign that ends up underground.

    Level 9-14:
    Spoiler
    Show

    We're finally into the meat of the build, our SI Dwarven Defender. The key thing to note here is the feat selection. EWP (Whip) and Combat Expertise. This is setting up for our final class we're grabbing the Deepstone Sentinel. We already have all our prerequisites met, so these two feats are helping us add to the utility of the Sentinel's power.


    Level 15-20:
    Spoiler
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    It's been a long road, but we're finally here. So what's the great advantage we've gained at the end of all this. Our final feat, and the capstone ability for the Dwarven Defender are the answer. As a Deepstone Sentinel we get the ability to create a hill that we can defend from, and the ability to make pillars to funnel our enemies into that hill. We are able to move our hill one 5 foot step at a time, coincidentally the same distance that our capstone ability for the Dwarven Defender allows us to move and maintain our defensive stance. By taking advantage of Improved Trip, we can readily knock opponents back down the hill and attack them on the same turn with our fear of attack on ourselves.



    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  20. - Top - End - #230
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Don't make him angry - you wouldn't like him when he's angry
    Quote Originally Posted by Grau
    The dwarves and half-orcs of the Glass Sand Desert are vastly different peoples, with little in common aside from their geography. They do share one legend in common, though: Grau. They say he was marked for greatness at his birth among the half-orcs, and brought up to serve as an intermediary between the half-orc and dwarven factions in the desert, to negotiate rights to the oases with the contract-minded dwarves.
    But, something in his early training went awry, as the regimentation necessary to understand the dwarven mindset became more familiar, more comfortable, to Grau than did his own heritage, even after he’d shown that the rage his people were so often noted for boiled in his blood as well. At the Battle of the Frond Oasis, Grau turned his back on his heritage, betrayed the half-orcs, and sought training with the warblades who formed the front-line of the dwarven militia. To prove his sincerity, he undertook the rites of the stoneblessed, becoming an honorary dwarf - the first of his kin to do so.
    Once he had proven fealty to the dwarves, he resumed training as a warblade, working twice as hard as the dwarves did at it to compensate for the shortcomings of his half-orc intellect. When the time proved right, he took the ultimate test of devotion to the cause of the dwarves, becoming a dwarven defender, using his native rage, and all the tricks and skill he had, to hold fast the positions to which he would find himself assigned.

    Grau, LN Desert Half-Orc Paragon 2/Warblade 5/Stoneblessed 3/Dwarven Defender 10
    Base stats: STR 14 DEX 14 CON 14 INT 12 WIS 12 CHA 14.
    Race-adjusted base stats: STR 14 DEX 14 CON 16 INT 10 WIS 12 CHA 14
    20th level base stats: STR 14 DEX 14 CON 21 INT 10 WIS 12 CHA 14
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Half-Orc Paragon 1 +1 +2 +0 +0 Appraise 1.0, Concentration 2.0, Craft (Stoneworking) 4, Sense Motive 2.0, Speak Language (Dwarven) 1.0 Midnight Dodge Divided Ancestry, Monstrous Mein
    2nd Half-Orc Paragon 2 +2 +3 +0 +0 Appraise 1.5, Craft (Stoneworking) 5, Sense Motive 2.5, Swim 1 - Rage 1/Day
    3rd Warblade 1 +3 +5 +0 +0 Appraise 2.0, Balance 1, Concentration 3, Sense Motive 3.0 Goad Battle Clarity (Reflex), Weapon Aptitude, Maneuvers: Sapphire Nightmare Blade, Steely Strike, Douse The Flames; Stance: Punishing Stance
    4th Stoneblessed (Dwarf) 1 +3 +7 +0 +0 Appraise 3, Sense Motive 3.5 - Stonebond
    5th Stoneblessed (Dwarf) 2 +4 +8 +0 +0 Concentration 3.5, Sense Motive 4.0 - Racial Battle Technique
    6th Stoneblessed (Dwarf) 3 +5 +8 +1 +1 Concentration 4.0, Sense Motive 4.5 Azure Toughness Stoneborn
    7th Warblade 2 +6 +9 +1 +1 Appraise 4.0, Concentration 5, Sense Motive 5.0 - Uncanny Dodge, Maneuver: Mountain Hammer
    8th Warblade 3 +7 +9 +2 +2 Appraise 5.0, Concentration 6, Intimidate 1 - Battle Ardor (Criticals), Maneuver: White Raven Tactics
    9th Warblade 4 +8 +10 +2 +2 Concentration 7, Intimidate 2, Sense Motive 6.0 Shape Soulmeld: Shadow Mantle Stance: Pearl of Black Doubt
    10th Warblade 5 +9 +10 +2 +2 Appraise 6.0, Concentration 8, Intimidate 3 Endurance Bonus Feat, Maneuver: Iron Heart Surge
    11th Dwarven Defender 1 +10 +12 +2 +4 Sense Motive 8 - AC Bonus +1, Defensive Stance 1/Day
    12th Dwarven Defender 2 +11 +13 +2 +5 Sense Motive 10 Open Lesser Chakra: Shoulders (Bind Shadow Mantle to Shoulders) Improved Uncanny Dodge
    13th Dwarven Defender 3 +12 +13 +3 +6 Sense Motive 12 - Defensive Stance 2/Day
    14th Dwarven Defender 4 +13 +14 +3 +6 Sense Motive 14 - Trap Sense +1, AC Bonus +2
    15th Dwarven Defender 5 +14 +14 +3 +6 Sense Motive 16 Evasive Reflexes Defensive Stance 3/Day
    16th Dwarven Defender 6 +15 +15 +4 +7 Sense Motive 18 - Damage Reduction 3/-, Improved Uncanny Dodge +
    17th Dwarven Defender 7 +16 +15 +4 +7 Sense Motive 20 - Defensive Stance 4/Day, AC Bonus +3
    18th Dwarven Defender 8 +17 +16 +4 +8 Concentration 8.5, Sense Motive 21 Hold the Line Mobile Defense, Trap Sense +2
    19th Dwarven Defender 9 +18 +16 +5 +8 Concentration 9.0, Sense Motive 22 - Defensive Stance 5/Day
    20th Dwarven Defender 10 +19 +17 +5 +9 Listen 1, Sense Motive 23 - Damage Reduction 6/-, AC +4

    Spoiler: 1st level
    Show
    Grau’s stat line may not look like the most impressive thing, but compared to a standard half-orc, he’s rocking the equivalent of a 38 point buy, putting him 6 points ahead of the standard half-orc’s curve from the get-go. He gets full BAB and a standard complement of light to medium armor and simple to martial weapon proficiencies to make him a perfectly capable combatant, with a hearty CON to go with the serviceable d8 HD. The divided ancestry ability is unfortunately not useful*, but monstrous mein gives a handy boost to one of the more useful social skills in the game, which meshes with his above-average CHA and lets him function, along with the craft (stoneworking) skill, outside of combat. His unusual cross-class skill choices mark him as different, while serving as a foundation for future choices. Midnight dodge is the best of several poor options available as a precursor to dwarven defender, and not entirely useless.


    Spoiler: 5th level
    Show
    With access to 1 rage/day, Grau can increase his damage output, and will save and HP total, when a situation gets dire. Goad + decent intimidate + decent CHA do a reasonable job of enabling Grau to do some battlefield control. The same goes for steely strike and douse the flames, while sapphire nightmare blade and punishing stance allow Grau to increase his damage output without relying on the nova power of the rage. Unfortunately, his half-orc intellect prevents him from making use of the granted battle clarity ability for a beginning warblade*. With stoneblessed’s stonebond ability, Grau picks up passive bonuses to the skills in which he’s already invested in order to qualify for stoneblessed, as opposed to unrelated bonuses. The racial battle technique he gains at the 2nd level of stoneblessed serves him well in fighting against those for whom he used to fight, and scales decently for a few levels.


    Spoiler: 10th level
    Show
    Upon taking the 3rd level of stoneblessed, Grau qualifies as a dwarf for all purposes related to class, so the most daunting obstacle to dwarven defender is overcome. He also picks up another small, passive skill bonus that serves him decently, particularly since he’s strapped for actual skill points throughout his entire adventuring career. He again looks to Magic of Incarnum, this time to grab a better alternative to the default toughness feat which his ultimate goal requires, doubling the amount of incarnum available to him for later use. He also finally sees an increase to his base REF and WILL saves at this point. Veering back into warblade, he increases concentration and picks up the strike commonly - and thematically - known as the dwarven lockpick. A 3rd level of warblade increases his REF and WILL again, while letting him snag one of the ultimate “team player” maneuvers: white raven tactics. As before, of course, his native INT hampers his use of the battle ardor ability*. At 9th level, he makes the investments in incarnum feats pay dividends by snagging the shape soulmeld feat for shadow mantle and its bonus to listen checks. The pearl of black doubt stance offers him a nice contrast to his previous stance, which lowered his effective AC, enabling him to switch stances as needed in a given situation. Warblade 5 gets Grau the other highly-coveted maneuver everyone talks about, iron heart surge, as well as endurance as a bonus feat, meaning he has fulfilled all of the dwarven defender’s prerequisites, without deliberately taking any of the feats or specific race listed on the tin. He’s also done so with sufficient timeliness that Grau can finish dwarven defender before hitting epic levels.


    Spoiler: 15th level
    Show
    Entering into dwarven defender gives Grau an AC bonus, and full access to the various exotic armors to further improve his AC, as well as the defensive stance ability that increases STR, CON, saves, and AC for a truly tough fight in cramped quarters. Amusingly, it appears Grau can theoretically offset the STR penalty for ending his defensive stance in these first couple of levels by immediately entering a rage when he ends his defensive stance, though the fight would need to be truly epic to make this strategy viable. Because he took goad and made some investment in both the intimidate skill and the maneuvers and stances that encourage foes to target him, Grau is less susceptible (though not immune) to the ‘Look! It’s a dwarven defender! Everyone, walk briskly!’ problem that typically plagues this prestige class; the simple expedient of choosing a reach weapon further minimizes this issue. At 12th level, he opens his shoulder chakra to bind the shadow mantle to it, creating a hilarious interaction with the aforementioned techniques for drawing aggro as foes are incentivized to attack an enemy that can create darkness as a swift action around himself, then either compound their problem with hitting him via the pearl of black doubt stance, or use the extra bit of damage from punishing stance, letting the miss chance created by darkness more than offset his drop in AC. He also gains improved uncanny dodge. With the premium on skill points, he invests exclusively in sense motive until that is maxed out. The next level provides him another opportunity per day to use the defensive stance and its formidable defenses. 14th level grants access to trap sense, offsetting his relatively low REF with a nifty little bonus that minimizes the amount of dependence he has on his ridiculous HP total, and improves his AC again. With another use of defensive stance gained at 15th level, Grau can expect to be able to use either defensive stance or rage in each of the 4 encounters he’d typically see in a by-the-book standard adventuring day. He also takes the feat evasive reflexes, which my reading of the chairman’s ruling says should work in the defensive stance.


    Spoiler: 20th level
    Show
    16th level brings Grau some DR as another layer to his prodigious defenses, and the ability to avoid being flanked by anyone less than a 15th level rogue; this scales. At 17th level, he gains yet another defensive stance per day, and another bonus to his AC. With his final feat, Grau picks up hold the line at 18th level to best complement his particular fighting style. He also gains an increase to his trap sense ability, and arguably the most important feature to dwarven defender: the mobile defense ability that expressly allows him a way to move without losing his defensive stance. Having hit the level cap for sense motive, Grau tosses a point into concentration at this level, and the next, for general principles and his diamond mind maneuvers. The penultimate pre-epic level gives him more defensive stances than he should typically need in a by-the-book adventuring day, so his only reason not to use one becomes personal or tactical choice. For the capstone, he gets another AC boost and sufficient DR that any mook that penetrates his seriously high AC is unlikely to do more than scratch him. . . and he’s flush with HP in that case.


    Spoiler: options
    Show
    As mentioned, a reach weapon and the heaviest armor he can wear at any given point are crucial for Grau. See all the asterisks describing abilities orphaned by his average INT? An item to increase his INT makes him a LOT better, but he’s a MAD concept and INT had to suffer. With access to Flaws - like, for example, shaky and vulnerable - Grau would be able to juggle his feats to get extra rage and steady concentration, to augment himself offensively and defensively.


    Spoiler: source list
    Show

    SRD: desert half-orc, skills, endurance, dwarven defender prestige class, half-orc paragon class
    Magic of Incarnum: midnight dodge, azure toughness, open lesser chakra feat, shape soulmeld feat, shadow mantle soulmeld
    Races of Stone: stoneblessed prestige class, goad feat
    Tome of Battle: warblade class, maneuvers/stances, evasive reflexes feat
    Complete Warrior: hold the line 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.

  21. - Top - End - #231
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Between the... one of them, they'll grind you to dust.
    Quote Originally Posted by Rock & HardPlace
    Rock & Hardplace
    Draconic Dvati, Lawful Good, Monk of the undying way 2/ Psychic Warrior 2/ Stoneblessed (Dwarf) 3/ Crusader 2/ Warblade 1/ Dwarven Defender 10


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Feats [B] Features
    1 Monk of the Undying way 1 0 2 2 2 Dodge Bonus feat (Toughness), Flurry of blows, Improved Unarmed stike, AC bonus
    2 Monk of the undying way 2 1 3 3 3 - Bonus feat (Endurance), evasion
    3 Stone blessed 1 1 5 3 5 Combat expertise Stone bond (dwarf)
    4 Stone blessed 2 2 6 3 6 - Racial battle technique
    5 Stone blessed 3 3 6 4 6 - StoneBorn (Dwarf), Stone cunning 2
    6 Psychic warrior 1 3 8 4 6 Dutiful guardian constant guardian
    7 Psychic warrior 2 4 9 4 6 - Improved trip
    8 Crusader 1 5 11 4 6 - Steely resolve 5, Furious Counterstrike
    9 Crusader 2 6 12 4 6 Stand still Indomitable soul
    10 Warblade 1 7 14 4 6 - Battle clarity (Reflex saves), weapon aptitude
    11 Dwarven Defender 1 8 16 4 9 - Defensive stance 1/day
    12 Dwarven defender 2 9 17 4 10 Knockdown Uncanny dodge
    13 Dwarven defender 3 10 17 5 10 - Defensive stance 2/day
    14 Dwarven defender 4 11 18 5 11 - Trap sense +1
    15 Dwarven defender 5 12 18 5 11 Power attack Defensive stance 3/day
    16 Dwarven defender 6 13 19 6 12 - DR3/-, Improved uncanny dodge
    17 Dwarven defender 7 14 19 6 12 - defensive stance 4/day
    18 Dwarven defender 8 15 20 6 13 Combat reflexes Trap sense +2, Mobile defense
    19 Dwarven defender 9 16 20 7 13 - defensive stance 5/day


    Manuvers Known (Warblade):
    Spoiler
    Show

    Level List
    1 Moment of perfect mind, Punishing Stance
    2 Action before thought
    3 Iron heart surge

    Manuvers Known (Crusader) :
    Spoiler
    Show

    Level List
    1 Charging minotaur, Iron Guards Glare(stance)
    2 Mountain hammer
    3 Thicket of blades (stance), White Raven Tactics, Defensive Rebuke, Revitalizing Strike


    Fluff:
    Spoiler
    Show

    1-5
    “Aye, I saw the pair. They fell through the roof when them blasted Orcs surged through our tunnels. They were pale white, at first I thought they were ghosts. The two of them, fought like tornados. They danced around the battlefield surrounding the orcs and pummeled them together. They used their fists mostly, I don’t know why they didn’t have a proper weapon, but they were deadly effective. I can’t even remember them saying a single word to each other, but they understood me well enough. The battle raged on and we finally had to make the decision to blow the roof and seal the tunnels. There were too many of them. Oh but them twins, I yelled me heart out to ‘em, but one of ‘em went down. The other… he stood over his body and kept fighting. He never left his side and I had to go. If you’re asking me if I think if em worthy to be Dwarves, I say this: three things we Dwarves hold above all else, Clan, Kin and Beard. Two outta three makes you worthy in my book. Besides we can work on that beard.” Excerpt from interview for clansmanship, Head Defender Tomono Stonebelly
    Abilities of note: These levels are the hardest for our player, They have low hp (Dvati split HP from hit dice) and little in the way of feats to help them out, as they are all tied up in qualifying for the SI. Their best bet is to surround a foe and get their racial passive for flanking, or stay at range as much as possible. Hit and run tactics are truly their only option, trying to spread the damage between the two of them.
    6-10
    The training of the Dvati in martial matters is an astounding success. We have taken to calling them Rock and Hardplace. They have an exceptional knack for working in a team together, as well as with other members. Their brush with death seems to have awakened dormant Psionic powers, and they have used it to double their size and overpower even the sturdiest of clansmen. Moreover their martial prowess is undeniable. While one defends a tunnel, the other positions himself opposite and tears them to shreds. When standing still is not an option the two prefer a leapfrog technique, always overlapping their threat area and doubling up on their opportunities, never letting an enemy close without first softening them up. It is my opinion that the two of them be immediately inducted into the defenders as their prowess and tactics would mesh well with the order.
    Induction Request for Defenders of the stone, Master Trainer Rouric Tannersmith
    Abilities of note: utilizing Expansion, Trip, and standstill are the main tactics at this level, though dutiful/constant guardian is a nice boost to AC as well as allowing them to share the hp drain. This is especially nice for Dvati as they share the hitdice HP (but not feat or con boosts) effectively giving the PC double con and double toughness. These levels really helped bring out the real core of the build. Their saves have really taken a hit (other than fort) due to the constant shift in classes but the maneuvers from warblade have almost entirely negated both the reflex and will saves. Also of note is that Both of them can maintain Iron guards glare for a free +4 AC to each.
    11-15 (Sweet spot)
    It was a great idea to use these two as defenders. When most dwarves are winded these two manage to keep moving in their leapfrog fashion. They have shown exceptional skill, with their teammates and especially with eachother. Rock and Hardplace have lived up to the Dwarven codes and ethics and are stunning examples of the defenders. It is my recommendation that the two of them share the post of Captain of the guard, as they are an inseparable pair. The Clan will sleep better at night knowing that the two of them have secured our city and outposts.
    Promotion to captain of the guard request Garll Glittergem High General of the Stone
    Abilities of note: The SI is well under way. While giving up the defensive stance may initially seem like a bad idea Iron Heart Surge can remove the Debuff allowing greater mobility as an immovable fortress. The two of them can now rely on their normal attacks to receive free trip attacks whenever they do more than 10 points of damage, while power attack and Furious counterstrike almost guarantees the free trip.
    16-20
    With the recent passing of the high general of the stone it is this council’s recommendation that Rock and Hardplace immediately fill his position. There are simply no better Dwarves to fill such a role, than the Dvati Pair. They have shown time and again their devotion to clan and kin, though their beards need work. Their combat prowess in unmatched and we would be remiss to pass such an esteemed position to anyone but the best.
    Excerpt from council files, Appointment to High General(s) of the Stone.
    Abilities of note: The DR/- granted by the SI is effectively doubled for our pair, combined with Steely resolve they have an almost free + to hit. While the SI’s biggest weakness is its immobility, one can remain semi-stationary while the other retains full mobility and can cycle through any maneuvers that may not apply to the stationary character.


    Sources:
    Spoiler
    Show

    Tome of battle, Dragon compendium, Races of the Dragon, Races of Stone, Complete Scoundrel, Deities and Demigods, Drow of the Underdark
    Last edited by Kuulvheysoon; 2014-05-02 at 01:26 PM.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  22. - Top - End - #232
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    That's all, folks. Thanks for your patience.

    Have you ever tried to tell your 8 year old cousin why his cut hand isn't a priority in the Emergency Room? Not fun, especially when you're there for 6 hours...

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  23. - Top - End - #233
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    I was worried about ya, Kuulv. Glad to hear it was something easily handled (relatively, of course.)

    Here's the consolidated build list:

    Ensom Glemtsonn, Dragonborn Dwarf Paragon 3/Fighter 2/Fist of the Forest 3/Deepwarden 2/Dwarven Defender 10
    Aran Wildbeard, Dwarf Monk2/Psychic Warrior 10/ Dwarven Defender 8
    Smaug the Defender, Half-Gold Dragon Desert Dwarf Paladin 5/ Fighter 2/ Dwarven Defender 10
    Traubon Balderk, Earth Dwarf Knight 10, Dwarven Defender 10
    Gothmog Sinstaar, Shadow-Walker Desert Dwarf, Knight 6/ Dwarf Defender 10/ Dwarf Paragon 3
    Diesa Rumnaheim, Dwarf Ranger 10/ Dwarven Defender 10
    Bolivar of Kundarak, Dwarf Ranger 4/Artificer 1/Trapsmith 5/Dwarven Defender 10
    The Rock, Fireblood Dwarf Barbarian 2 / Fighter 6 / Crusader 2 / Dwarven Defender 10
    Torgar Steinnhus, Dwarf Ranger 3/Warblade 2/Deepwarden 2/Bloodstorm Blade 4/Dwarven Defender 9
    Targe, Incarnate Maug Fighter 2 / Stoneblessed 3 / Crusader 2 / Dwarven Defender 10
    Urus Ironheart, Dwarf Ardent 4/Fighter 6/Dwarven Defender 10
    The Scale of Bahamut, Dragonborn (Heart) Aleithian Dwarf Factotum 4/Fighter 2/Soulborn 4/Dwarven Defender 10
    Cruben Dagarkin, Dwarf Fighter 2, Monk 4, Fist of the Forest 3, Dwarven Defender 10, Horizon Walker 1
    Yone the Wildling, Jungle Dwarf Monk 2/Fighter 2/Totemist 3/Fist of the Forest 3/Dwarven Defender 10
    Glinda, Dwarf Battle Sorcerer 7/Abjurant Champion 3/Dwarven Defender 6/Master of the Unseen Hand 4
    Ug-Lee, Gully Dwarf Dragonborn Incarnate 4/Fighter 2/Ironsoul Forgemaster 4/Dwarven Defender 10
    Borfal Curmeddgeon, Jungle Dwarf Wild Shape Ranger 6/Master of Many Forms 4/ Dwarven Defender 10
    Chalradora Mithralthought Aleithian Psion (Egoist) 1 / Swashbuckler 3 / Fighter 2 / (Psionic) Abjurant Champion 5 / Dwarven Defender 9
    The Blind Sentinel, Earth Dwarf Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8
    Grau, Desert Half-Orc Paragon 2/Warblade 5/Stoneblessed 3/Dwarven Defender 10
    Rock & Hardplace, Draconic Dvati Monk 2/ Stoneblessed 3/ Psychic Warrior 2/ Crusader 2/ Warblade 1/ Dwarven Defender 10
    Last edited by Kazudo; 2014-05-02 at 10:33 AM.

  24. - Top - End - #234
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Twenty one builds--that's about right for a round I decide to judge . . .

  25. - Top - End - #235
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Quote Originally Posted by dysprosium View Post
    Twenty one builds--that's about right for a round I decide to judge . . .
    Or 22 depending on how you handle Dvati.

  26. - Top - End - #236

    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    I see a surprisingly large number of builds that didn't take the secret ingredient to completion... don't think they'll be happy when they see my judging criteria later today.

    And only three stoneblessed, I'm surprised it wasn't more.
    Last edited by The Dark Fiddler; 2014-05-02 at 10:13 AM.
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

  27. - Top - End - #237
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Quote Originally Posted by Kuulvheysoon View Post
    That's all, folks. Thanks for your patience.

    Have you ever tried to tell your 8 year old cousin why his cut hand isn't a priority in the Emergency Room? Not fun, especially when you're there for 6 hours...


    Not a problem Kuul. Family needs to come first. How bad was the cut?

  28. - Top - End - #238
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Someone may want to change the snippet for Rock & Hard Place, the table is different.

    "Crusader 4/ Warblade 3/ Stoneblessed (Dwarf) 3/ Dwarven Defender 10"

    Is actually "Monk 2/ Stoneblessed 3/ Psychic Warrior 2/ Crusader 2/ Warblade 1/ Dwarven Defender 10"
    I am what lurks under your bridge, I am the troll...

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

    Spoiler: IC Trophies
    Show
    LIV Silver Auric Goldbones
    LVII Bronze Adlib

  29. - Top - End - #239
    Banned
     
    Devil

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    Good grief, what have I done?!

    Starting on the read throughs now, making preliminary notes.

  30. - Top - End - #240
    Titan in the Playground
     
    AvatarVecna's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LVI

    What an interesting collection of dwarves/dwarf wannabes.


    Currently Recruiting: Nothing. Maybe come start one?

    Avatar by AsteriskAmp

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