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  1. - Top - End - #211
    Ogre in the Playground
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    Jan 2012
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    Secret Lair on Sol c
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    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Still waiting on the reveal ... maybe today

  2. - Top - End - #212
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Jun 2012
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    Richland, WA
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Sian View Post
    Still waiting on the reveal ... maybe today
    I bet he got flooded with so many last minute entrants that we broke the Chairman...
    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

  3. - Top - End - #213
    Ogre in the Playground
    Join Date
    Jan 2012
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    Secret Lair on Sol c
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Tim Proctor View Post
    I bet he got flooded with so many last minute entrants that we broke the Chairman...
    In that case, I'm guessing i win by default since i sent my entry a few days before the deadline

  4. - Top - End - #214
    Banned
    Join Date
    Nov 2010
    Gender
    Female

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    hrm still no reveal hope the chairmain isn't broken or flooded -

  5. - Top - End - #215
    Bugbear in the Playground
     
    WolfInSheepsClothing

    Join Date
    Feb 2014
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    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    IRL happens fast.

  6. - Top - End - #216
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Jun 2012
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    Richland, WA
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    So, this is awkward? I hope he's okay.

    Should we find a proxy chairperson for this round and then resubmit our builds to them? Give our esteemed collegue the time to handle his real life stuff.
    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

  7. - Top - End - #217
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
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    Texas
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Tim Proctor View Post
    So, this is awkward? I hope he's okay.

    Should we find a proxy chairperson for this round and then resubmit our builds to them? Give our esteemed collegue the time to handle his real life stuff.
    Same here.

    I neither cooked, nor committed to judge this round and my inbox is empty, so if y'all decide to proxy chairperson due to extenuating circumstances, I would be happy to volunteer my services. I'll be online for the foreseeable future (next couple days) so should be able to hammer out all the posts in short order.

    If someone could make a list of everyone who cooked so I could be sure I have all the dishes before the reveal, as is protocol, that would be ideal.

    I assume if that's the case there'd be a new "deadline" for people to submit during or failing that, I could take the number of contestants + say 5-6 extra "reserved posts" in case of long dishes (or both. that way people could send stuff in by the deadline and if there were 1 or 2 stragglers, they could be edited in. order being randomized as is SOP so people who send in sooner aren't posted first)

    or if you guys decided on a different proxy chair that'd be fine to (wouldn't be offended, I promise)

    hope you're well, kuulv.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  8. - Top - End - #218
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Feb 2014
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Let's hold off on that for now. Has anyone gotten in touch with the chair via PM at all?

  9. - Top - End - #219
    Titan in the Playground
     
    Venger's Avatar

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    Feb 2011
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Kazudo View Post
    Let's hold off on that for now. Has anyone gotten in touch with the chair via PM at all?
    I received an error message when attempting to do so.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  10. - Top - End - #220
    Barbarian in the Playground
     
    Tim Proctor's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Venger View Post
    I received an error message when attempting to do so.
    That means his box if full.
    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

  11. - Top - End - #221
    Titan in the Playground
     
    Venger's Avatar

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    Feb 2011
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    Texas
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Tim Proctor View Post
    That means his box if full.
    yeah, I know, just saying since kazudo asked. perhaps I was too slow. did anyone else get in contact with him? probably a lot of people are PMing.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  12. - Top - End - #222
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Feb 2014
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Probably from the number of concerned people. Well, I suppose we should probably give the weekend for him to pop back up.

  13. - Top - End - #223
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Quote Originally Posted by Kazudo View Post
    Probably from the number of concerned people. Well, I suppose we should probably give the weekend for him to pop back up.
    oh, sure, that seems fair. I wasn't trying to stage any sort of mutiny, I just thought tim had a good idea. doesn't have to be me to proxy, could be anyone the group decides.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  14. - Top - End - #224
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Feb 2014
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    According to some snooping, he's only been AFK for about 14 hours; probably had some dragons to slay or something.

  15. - Top - End - #225
    Ogre in the Playground
    Join Date
    Jan 2012
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    Secret Lair on Sol c
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    Male

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    You're counting wrong Kaduzo ... from what i can see his last active time were some 2 hours after deadline so ... some 40(?) hours ago

  16. - Top - End - #226
    Bugbear in the Playground
     
    WolfInSheepsClothing

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    Feb 2014
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    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Oh. My bad. In a completely different thread it said that there was a post yesterday at 1 AM. I derfed and thought it was today at 1 AM. And actually, that would only make it 38 hours.

    I'd still give another few days before we decide that the IRL dragon has gotten him.

  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 LVII

    Gah. Lightning storm knocked out the Internet pole out here, and the goddamn repair men just remounted it. Personally, I blame them for not grounding it properly in the first place, but I'm just the customer.

    The Time for the Reveal is now! Thank you for your endless patience.

    As usual, please refrain from posting until I give the all-clear.

    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
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    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Too bad she couldn't fit any Illithid Slayer into her build...
    Quote Originally Posted by Ryld
    Ryld
    CN, Female, Lesser Tiefling, Drow Fighter 2/Arcane Hunter (Ranger) 2/Scout 3/Cavestalker 3/Darkrunner 10

    Abilities:
    Spoiler
    Show

    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    14 17 10 18 14 6 32-point buy
    14 18 10 18 14 6 4th
    14 19 10 18 14 6 8th
    14 20 10 18 14 6 12th
    14 21 10 18 14 6 16th
    14 22 10 18 14 6 20th


    Build:
    Spoiler
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Scout 0 0 2 0 Balance (Dex) 4, Climb (Str) 4, Craft (bowmaking) (Int) 1, Hide (Dex) 4, Jump (Str) 4, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 4, Listen (Wis) 4, Move Silently (Dex) , Search (Int) 4, Spot (Wis) 3, Survival (Wis) 4, Tumble (Dex) 4 Alertness Skrimish (+1d6), Trapfinding
    2 Arcane Hunter (Ranger) 1 2 4 0 Balance (Dex) 5, Climb (Str) 5, Craft (bowmaking) (Int) 2, Hide (Dex) 5, Jump (Str) 5, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 5, Listen (Wis) 5, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 5, Tumble (Dex) 4 Track Favored Enemy (Arcanist), Wild Empathy
    3 Drow Fighter 2 4 4 0 Balance (Dex) 5, Climb (Str) 6, Craft (bowmaking) (Int) 3, Hide (Dex) 5, Intimidate (Cha) 3, Jump (Str) 5, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 5, Listen (Wis) 5, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 5, Tumble (Dex) 4 Point Blank Shot, Darkstalker Hit and Run Tactics
    4 Scout 3 4 5 0 Balance (Dex) 7, Climb (Str) 7, Craft (bowmaking) (Int) 4, Hide (Dex) 7, Intimidate (Cha) 3, Jump (Str) 6, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 6, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 7, Tumble (Dex) 4 - Battle Fortitude +1, Uncanny Dodge
    5 Darkrunner 3 6 5 0 Balance (Dex) 8, Climb (Str) 8, Craft (bowmaking) (Int) 5, Hide (Dex) 8, Intimidate (Cha) 4, Jump (Str) 7, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 8, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 8, Tumble (Dex) 5 - Direction Sense, Spelunking, Darkrunner Emblem
    6 Cavestalker 4 8 7 0 Balance (Dex) 9, Climb (Str) 9, Craft (bowmaking) (Int) 5, Hide (Dex) 9, Intimidate (Cha) 4, Jump (Str) 8, Knowledge (arcana) (Int) 3, Knowledge (dungeoneering) (Int) 9, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 9, Tumble (Dex) 5 Fiendish Bloodline Advanced Spelunker
    7 Drow Fighter 5 9 7 0 Balance (Dex) 9, Climb (Str) 9, Craft (bowmaking) (Int) 8, Hide (Dex) 9, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 9, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 9, Tumble (Dex) 5 Precise Shot -
    8 Arcane Hunter (Ranger) 6/1 10 8 0 Balance (Dex) 11, Climb (Str) 11, Craft (bowmaking) (Int) 8, Hide (Dex) 11, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 11, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 11, Tumble (Dex) 5 Rapid Shot Combat Style (Archery)
    9 Scout 7/2 11 8 1 Balance (Dex) 12, Climb (Str) 12, Craft (bowmaking) (Int) 8, Hide (Dex) 12, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 12, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 12, Tumble (Dex) 12 Outsider Wings Skirmish (+1d6, +1AC)
    10 Cavestalker 8/3 12 9 1 Balance (Dex) 13, Climb (Str) 13, Craft (bowmaking) (Int) 8, Hide (Dex) 13, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 13, Listen (Wis) 6, Move Silently (Dex) 8 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 13, Tumble (Dex) 12 - Underdark Affinity, Hide of Stone +1
    11 Cavestalker 9/4 12 9 2 Balance (Dex) 14, Climb (Str) 14, Craft (bowmaking) (Int) 8, Hide (Dex) 14, Intimidate (Cha) 5, Jump (Str) 9, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 14, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 14, Tumble (Dex) 12 - Lesser Cavesense
    12 Darkrunner 10/5 13 9 2 Balance (Dex) 15, Climb (Str) 15, Craft (bowmaking) (Int) 8, Hide (Dex) 15, Intimidate (Cha) 5, Jump (Str) 9, Knowledge (arcana) (Int) 5, Knowledge (dungeoneering) (Int) 15, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 15, Tumble (Dex) 15 Swift Hunter Aberration Lore, Darkvision +10 ft, Favored Enemy (Abberation), Skirmish (+2d6, +1 AC)
    13 Darkrunner 11/6/1 13 10 3 Balance (Dex) 16, Climb (Str) 16, Craft (bowmaking) (Int) 8, Hide (Dex) 16, Intimidate (Cha) 7, Jump (Str) 9, Knowledge (arcana) (Int) 6, Knowledge (dungeoneering) (Int) 16, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 16, Tumble (Dex) 16 - Cavefighting, Tunnelport
    14 Darkrunner 12/7/2 14 10 3 Balance (Dex) 17, Climb (Str) 17, Craft (bowmaking) (Int) 8, Hide (Dex) 17, Intimidate (Cha) 8, Jump (Str) 10, Knowledge (arcana) (Int) 7, Knowledge (dungeoneering) (Int) 17, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 17, Tumble (Dex) 17 - Tremorsense, Darkvision +20 ft
    15 Darkrunner 12/7/2 14 10 3 Balance (Dex) 18, Climb (Str) 18, Craft (bowmaking) (Int) 8, Hide (Dex) 18, Intimidate (Cha) 10, Jump (Str) 10, Knowledge (arcana) (Int) 8, Knowledge (dungeoneering) (Int) 18, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 18, Tumble (Dex) 18 Flyby Attack Lore of the Stones
    16 Darkrunner 13/8/3 15 11 4 Balance (Dex) 19, Climb (Str) 19, Craft (bowmaking) (Int) 8, Hide (Dex) 19, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 9, Knowledge (dungeoneering) (Int) 19, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 7, Survival (Wis) 19, Tumble (Dex) 19 - Aberration Specialist (Mind Flayer), Darkvision +30 ft
    17 Darkrunner 14/9/4 15 11 4 Balance (Dex) 20, Climb (Str) 20, Craft (bowmaking) (Int) 8, Hide (Dex) 20, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 20, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 9, Survival (Wis) 20, Tumble (Dex) 20 - Deepsong
    18 Darkrunner 15/10/5 16 11 4 Balance (Dex) 21, Climb (Str) 21, Craft (bowmaking) (Int) 8, Hide (Dex) 21, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 21, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 13, Survival (Wis) 21, Tumble (Dex) 21 Manyshot Improved Cavefighting, Darkvision +40 ft
    19 Darkrunner 15/10/5 16 12 5 Balance (Dex) 22, Climb (Str) 22, Craft (bowmaking) (Int) 8, Hide (Dex) 22, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 22, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 17, Survival (Wis) 22, Tumble (Dex) 22 - Greater Tunnelport
    20 Darkrunner 16/11/6/1 17 12 5 Balance (Dex) 23, Climb (Str) 23, Craft (bowmaking) (Int) 8, Hide (Dex) 23, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 23, Listen (Wis) 10, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 17, Survival (Wis) 23, Tumble (Dex) 23 - Stonewalking, Darkvision +50 ft



    Sources:
    Spoiler
    Show

    Tiefling: Monster Manual p. 209
    Lesser Planetouched: Players Guide to Faerun p. 191
    Scout: Complete Adventurer p. 10
    Arcane Hunter: Complete Mage p. 32
    Drow Fighter: Drow of the Underdark p. 58
    Cavestalker: Drow of the Underdark p. 68
    Darkstalker: Lords of Madness p. 179
    Fiendish Bloodline: Dragon Compendium p. 98
    Outsider Wings: Races of Faerun p. 167
    Swift Hunter: Complete Scoundrel p. 81
    Flyby Attack: Monster Manual p. 303


    Notes:
    Spoiler
    Show


    Spoiler: Level 1-5: Initial Entry
    Show
    Our first few levels lay down most of the ground work for our later classes. The essential skills, Survival, Knowledge (dungeoneering), and Search are all covered by the Scout. The Ranger provides us with bonuses to fighting enemies of our choice and gives access to Rapid Shot. The Ranger and Scout also stack later with the addition of the swift hunter to provide better skirmish and more favored enemies. Fighter gives us a full BaB with additional feats. Additionally by taking the Drow Fighter ACF, we get better initiative and a nice boost to damage by giving up proficiency with equipment we won't be using.



    Spoiler: Level 6-11: Augmentation.
    Show
    After only a level of Darkrunner, we're already falling out to advance elsewhere. The primary reason for this is that the Cavestalker class at it's third level gives a major boost to our darkvision range at level 3, but this boost also overwrites any lesser boosts that precede it. As a result in order to maximize our effective visual field, we have to get our levels in Cavestalker out of the way first. Since we're jumping out for the time being this also a good opportunity to finish up with our other classes so we can focus on Darkrunner for the remaining levels.

    For feat selection Fiendish Bloodline and Outsider Wings allow us to take to the air. This opens the path to Flyby Attack which when combined with a later feat will allow us to make a full attack while moving so we trigger skirmish.


    Spoiler: Level 12+: Finishing the build
    Show

    From here on out we're going straight Darkrunner. The only remaining variables are our feats. Flyby Attack lets us get an attack in while still taking advantage of our skirmish ability Coupling this with Manyshot lets us make a full attack action as a standard action and trigger skirmish. This allows us to be a veritable threat whether on the air or on the ground.


    Spoiler: The Sweet Spot: Level 18
    Show
    At Level 18 we have our best blend of abilities. Our final feat has become available and we are capable of assailing our opponents with a barrage of arrows from almost any position. Our primary job is to fill in two roles Scouting out ahead with our very long field of sight (160 ft), allowing us to see the enemy well before most of them even those with improved senses would be capable of spotting us and either alerting our allies so we can stage for a fight, or find another way around. High focus in survival allows us to track anything underground, especially with he addition of Cavestalker which allows us to use all our nice ranger abilities underground to supplement the Darkrunner class. The Only thing we are really missing out on at this point is stonewalking. While a nice ability and it certainly opens up other options, it's more of a garnish for this build than core necessity.



    My earliest memories are a cage, a cage and old tentacles. That wasn't his name, I don't know what it was, I don't particularly care. I'll know him if I find him again. How many of those brain sucking bastards are there with only three tentacles on their face? That was my life though I was slave and I was being held for something. Still not entirely sure what it was. The last thing that happened before I gained freedom, I was taken to some pool with a giant brain in it. Some thing was taken out of the tank while I was being forcibly held. All I know is that if that earthquake hadn't happened I wouldn't be here today.

    I saw my chance and ran while the ones holding me were trying to regain their footing. There was a crack in the ground and I dove into it. I didn't know what was down there, but it had to be better than where I was, and whatever fate awaited me. Those who were taken never came back. I doubt most of them escaped.

    I spent what seemed like an eternity on the run after that. I never felt safe. Always on the run I learned to hit quick and hard while retreating. I never stopped moving. I couldn't afford to. I quickly learned how to shoot, and how to make arrows. I learned what was safe to eat and where I could find water, never once stopping. Then I came across them.

    They were an odd group, mostly by virtue of the fact that there firs reaction to seeing me wasn't to try and attack. Instead they asked me what I was doing so far down in the tunnels and so meagerly equipped. I sat around the campfire and related to them what had happened to me. My years of slavery, and my struggles just to stay alive in the tunnels.

    They seemed impressed and agreed that I would probably make a good addition to their number. Not having anywhere else to go I went with them. I ran alongside other members of the guild for a brief time until the day I felt my blood begin to burn.

    I didn't know then what was happening to me, and it wouldn't be for several years that I fully understood what it meant. All I know is that when it happened I ran. I was scared, something was happening and I didn't know what to expect from the others of the guild. I took deep into the caves and lived in isolation, constantly in pain. It was a hard life but the more time I spent in the unexplored gaps of the dark abyss I called my home, the more I began to understand them and how to turn everything to my advantage.

    For two years I lived like this. Then the wings came. It seemed like an eternity until they had finally finished emerging as my body reshaped to accommodate them. Bat like and dark they were, but for more than ornamentation. They let me take to the air and I learned new ways to fight with them. A year passed until I came again across members of the Darkrunners.

    Oddly it seems they'd been looking for me to find out what happened. I recognized some of the faces in the party, and they seemed relieved and understanding about what had happened. They asked me if I wanted to come home. That moment was what sealed it for me and the path I would walk. They didn't demand I come with them, or insist on anything. They gave the choice, and asked me to come home, almost as if I'd never left.

    From then on I was a Darkrunner. They were my brothers, and even though I'm still looking for vengeance against the one who held and tormented me for so long, my brothers and sisters in the guild will always come first.

    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 LVII

    He actually works pretty well in Pitch Black darkness.
    Quote Originally Posted by Richard B. Riddick
    Richard B. Riddick; Deep Imaskari Factotum 1/Fighter 2/Swordsage 2/Darkrunner 7/Telflammar Shadowlord 4/Jaunter 4
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Factotum 1 +0 +0 +2 +0 K. Dungeoneering 4, K. Planes 4, Hide 4, Listen 4, Move Silently 4, Spot 4, Search 4, Survival 4 Otherworldly, Able Learner, Track Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding
    2nd Fighter 1 +1 +2 +2 +0 K. Dungeoneering 5, K. Planes 4, Hide 4, Listen 5, Move Silently 4, Spot 4, Search 5, Survival 5 Blind-Fight
    3rd Fighter 2 +2 +3 +2 +0 K. Dungeoneering 6, K. Planes 4, Hide 4, Listen 6, Move Silently 4, Spot 4, Search 6, Survival 6 Alertness, Dodge
    4th Swordsage 1 +2 +3 +4 +2 Disable Device 1, K. Dungeoneering 7, K. Planes 4, Hide 6, Listen 7, Move Silently 6, Spot 4, Search 7, Survival 7 Quick To Act +1, Desert Wind Focus (Weapon Focus)
    5th Darkrunner 1 +2 +5 +4 +2 Disable Device 1, K. Dungeoneering 8, K. Planes 5, Hide 8, Listen 8, Move Silently 8, Spot 4, Search 8, Survival 8 Direction Sense, Spelunking, Darkrunner Emblem
    6th Darkrunner 2 +3 +6 +4 +2 Disable Device 1, K. Dungeoneering 9, K. Planes 8, Hide 9, Listen 9, Move Silently 9, Spot 4, Search 9, Survival 9 Darkstalker Aberration Lore, Darkvision +10ft
    7th Darkrunner 3 +4 +6 +5 +3 Disable Device 1, K. Dungeoneering 10, K. Planes 10, Hide 10, Listen 10, Move Silently 10, Spot 4, Search 10, Survival 10, Spellcraft 1 Cavefighting, Tunnelport
    8th Swordsage 2 +5 +6 +7 +4 Disable Device 1, K. Dungeoneering 11, K. Planes 11, Hide 11, Listen 11, Move Silently 11, Spot 4, Search 11, Survival 11, Spellcraft 4 AC Bonus
    9th Darkrunner 4 +6 +7 +7 +4 Disable Device 1, K. Dungeoneering 12, K. Planes 12, Hide 12, Listen 12, Move Silently 12, Spot 4, Search 12, Survival 12, Spellcraft 7 Mobility Tremorsense, Darkvision +20ft
    10th Darkrunner 5 +6 +7 +7 +4 Disable Device 1, K. Dungeoneering 13, K. Planes 13, Hide 13, Listen 13, Move Silently 13, Spot 6, Search 13, Survival 13, Spellcraft 8 Lore of the Stones
    11th Darkrunner 6 +7 +8 +8 +5 Disable Device 1, K. Dungeoneering 14, K. Planes 14, Hide 14, Listen 14, Move Silently 14, Spot 9, Search 14, Survival 14, Spellcraft 10 Aberration Specialist, Darkvision +30ft
    12th Darkrunner 7 +8 +8 +8 +5 Disable Device 1, K. Dungeoneering 15, K. Planes 15, Hide 15, Listen 15, Move Silently 15, Spot 11, Search 15, Survival 15, Spellcraft 10 Spring Attack Deepsong
    13th Telflammar Shadowlord 1 +8 +8 +10 +5 Disable Device 1, K. Dungeoneering 16, K. Planes 16, Hide 16, Listen 16, Move Silently 16, Spot 12, Search 15, Survival 16, Spellcraft 10 Shadowsight, Shadow Jump
    14th Telflammar Shadowlord 2 +9 +8 +11 +5 Disable Device 1, K. Dungeoneering 17, K. Planes 17, Hide 17, Listen 17, Move Silently 17, Spot 13, Search 15, Survival 17, Spellcraft 10 Shadow Blur
    15th Telflammar Shadowlord 3 +10 +9 +11 +6 Disable Device 1, K. Dungeoneering 18, K. Planes 18, Hide 18, Listen 18, Move Silently 18, Spot 14, Search 15, Survival 18, Spellcraft 10 Keen-Eared Scout Shadow Walk
    16th Telflammar Shadowlord 4 +11 +9 +12 +6 Disable Device 1, K. Dungeoneering 19, K. Planes 19, Hide 19, Listen 19, Move Silently 19, Spot 16, Search 15, Survival 19, Spellcraft 10 Shadow Pounce
    17th Jaunter 1 +11 +11 +14 +6 Disable Device 1, K. Dungeoneering 20, K. Planes 20, Hide 20, Listen 20, Move Silently 20, Spot 18, Search 15, Survival 20, Spellcraft 10 Travel Power, Benign Transposition
    18th Jaunter 2 +12 +11 +15 +6 Disable Device 1, K. Dungeoneering 21, K. Planes 21, Hide 21, Listen 21, Move Silently 21, Spot 20, Search 15, Survival 21, Spellcraft 10 Astral Tracking Baleful Transposition, Fast Movement
    19th Jaunter 3 +13/+8/+3 +12 +15 +7 Disable Device 1, K. Dungeoneering 22, K. Planes 22, Hide 22, Listen 22, Move Silently 22, Spot 22, Search 15, Survival 22, Spellcraft 10 Dimension Door, Teleport
    20th Jaunter 4 +14/+9/+4 +12 +16 +7 Disable Device 1, K. Dungeoneering 23, K. Planes 23, Hide 23, Listen 23, Move Silently 23, Spot 23, Search 15, Survival 23, Spellcraft 10, K. Arcana 1, K. Architecture 1, K. History 1, K. Local Freedom of Movement, Plane Shift

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

    Ability Scores
    Strength; 12
    Dexterity; 16 (-2) = 14
    Constitution; 12
    Intelligence; 12 (+2) = 14, +5 from Levelling = 19 Int
    Wisdom; 14
    Charisma; 12

    Increases go whereever it is needed the most. Strength to provide ability to hit in combat, Dexterity for greater AC, etc. Intelligence is improved in this build to highlight the SI's abilities.

    Flaws; there is no point beating around the bush, there is very little point in choosing flaws which harm Riddick over much. If Dragon Magazine content is allowed, there is a flaw which provides Light Sensitivity, which causes the dazzled status effect in bright sunlight. As anyone who has ever seen any of the Riddick movies, this is both applicable, and fits well with purchasing some Sundark goggles that are part of his trademark. I have taken two flaws total with this build, picking up both Able Learner and Otherworldly.

    Writeup
    Level's 1-5
    A hodgepodge of levels comes together early on. Deep Imaskari don't normally have Darkvision, but they gain it from Outsider type, which is gained from Otherworldly. This comes into its own should the party have a caster capable of casting polymorph on myself. Able Learner provides the obvious feat boost, while Cunning Inspiration makes up for a slightly lacking BAB. I'm a fairly decent scout - Listen maxed, combined with Trapfinding making it capable enough to send ahead of the party to scout. Shadow Hand focus helps also to make up for the reduced BAB.

    Level's 6-10
    Swordsage is taken once more to gain Sneak Attack, and an AC bonus equal to my Wisdom modifier. My increased Darkvision means I can see those with darkvision before they spot me, while Tunnelport gives me a quick get-out-of-jail-free card. Tremorsenses 30ft range is the icing on the cake.

    Level's 11-15
    This is where things get nice. Tunnelport qualifies me for Shadowlord, which eventually needs to Shadowpouncing, while I begin to focus on Mindflayers as my chosen enemy. In addition to that, Spellclutch, the Deep Imaskari's racial ability lets me reprepare a 1st level spell 1/day - the Shadowlord's spellcasting is fairly nice for this, especially with the low number of castings available natively. Shadowlord also gives me Shadowsight, a superior 60ft range sight that allows me to see in even magical darkness, as well as additional teleport maneuvres. Shadow Blur's concealment helps keep me alive (because lets face it, with all my darkvision and listening skills, I don't really need a light source), while Shadow walk lets me get from A-B extremely quickly. It is for this reason that I decided not to take the additional levels in Darkrunner. Keen-eared Scout is just one of those things which is a lovely little boost, letting me Identify exactly what I'm fighting, which is helpful thanks to limited skill points to invest.

    Level's 16-20
    This is where things get nice; Shadow Pounce is always lovely. Combined with Haste, and Assassin's Stance, along with any other Sneak Attack boosters available by this stage, I have a fairly decent damage output. Taking Jaunter just gives me more ways of actually using my Shadow Pounce, while eventually, combined with Astral Tracking (the teleportation track DC which is instantly passed by maximum ranks, Aberration specialist and my wisdom score), to let me follow any Mind Flayers who teleport back to their own base to continue the fight - and hopefully kill me some Elder Brains. Due to the huge number of skills available at last level, I get am able to put a load of points into learning a few esoteric skills which can help the party.


    Sources;
    Dungeonscape; Factotum
    Tome of Battle; Swordsage
    Lords of Madness; Darkrunner
    Unapproachable East; Telflammar Shadowlord
    Expedition to the Demonweb Pits; Jaunter
    Players Guide to Faerun; Otherworldly
    Races of Destiny; Able Learner
    PHB2; Keen-eared Scout
    Dragon Magazine Compendium; Astral Tracking

    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 LVII

    Yeth, masther. Skitterth can talk in the third perthon. (You can't tell me I'm the only one who imagined him with an Igorish accent)
    Quote Originally Posted by Skitters
    Skitters
    “This is our guide?” the tall armored human male groaned. “He looks hardly capable of carrying his own equipment! Forget about having him help out with anything!”
    “And then there is how he seems nervous by us being here! Are you sure he even knows what he’s doing?” the shorter scantily clad female human asked.
    “Aye, Skitters may not look it, but he is the absolute best Underdark guide we could hope for,” the dwarf interjected. “Trust me. We got lucky that Skitters was available for us.”

    Humans are always underestimating me. That’s fine really. Who expects anything out of a kobold? Good thing Brynjolf the Bearded is here to vouch for me. I’ve saved that beard of his a few times so he knows what I can do.

    This is the kind of job that I was meant to do: Take these above grounders to someplace. They never have any idea what they are getting into when they come down here. But that’s why they want me to come along. I’m the expert here.

    I remember when I applied to join these Darkrunners. They first wondered what a kobold wanted to join their group for. I told them my story. I wasn’t like the other kobolds I knew. I was weaker than most of them but I was smarter than all of them. I was weak but quick—that’s why they call me Skitters. I may not have been able to swing the pickaxe harder but I knew where to swing it to get the most yield. This made me popular with the overseers. I was scouting another mining location when the aboleths came and captured the majority of my crew. I was lucky to have not been there but I felt bad for not being there. I needed to make it up to them.

    I learned about these aberrations that felt a need to dominate all of these underground groups. But I knew I couldn’t do it alone. I traveled extensively underground and made numerous allies. I learned to speak their languages. I learned their customs. I even learned about the above grounders and their own fights against the aboleths. The Darkrunners accepted me when I showed them all of the things that I knew about the underdark and what goes on in this part of the world.

    Now I help these above grounders as well as my underground allies wipe out these aberrations from the place I call home. I get these more qualified fighters to do the work that I may not be able to do. But at least I am able to get them there in the first place to do the job.

    Basics
    Spoiler
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    NG kobold Factotum 3/Ranger 2/Cavestalker 3/Prime Underdark Guide 2/Darkrunner 10
    32 point buy
    Starting abilities (after racials): Str 6, Dex 14, Con 10, Int 16, Wis 12, Cha 14
    All ability increases go into Intelligence
    Languages: Draconic, Common, Undercommon, Dwarven, (later gains Gnome)


    Build
    Spoiler
    Show
    Level Class BAB Fort Ref Will Skills Feats Class Features
    1st Factotum 1 +0 +0 +2 +0 Climb 2, Diplomacy 3, Disable Device 4, Gather Information 3, Hide 3, Knowledge (dungeoneering) 2, K (local [underdark]) 2, Listen 3, Move Silently 3, Search 4, Spot 3, Survival 4 Darkstalker cunning insight, cunning knowledge, inspiration, trapfinding
    2nd Factotum 2 +1 +0 +3 +0 Climb +1, Diplomacy +1, Disable Device +1, Gather Information +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1 arcane dilettante
    3rd Factotum 3 +2 +1 +3 +1 Climb +1, Diplomacy +1, Disable Device +1, Gather Information +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1 Alertness brains over brawn, cunning defense
    4th Ranger 1 +3 +3 +5 +1 Climb +1, Hide +1, Knowledge (dungeoneering) +1, Listen +1, Move Silently +1, Search +1, Spot +1 Survival +1, Use Rope 1 Track (B) favored enemy (aberration), wild empathy
    5th Ranger 2 +4 +4 +6 +1 Climb +1, Hide +1, Knowledge (dungeoneering) +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Use Rope +1 Rapid Shot (B) combat style (archery)
    6th Cavestalker 1 +5 +6 +8 +1 Balance 2, Climb +1, Knowledge (dungeoneering) +1, Knowledge (local [underdark]) +1, Survival +1, Use Rope +1 Skill Focus (listen) advanced spelunker
    7th Cavestalker 2 +6 +7 +9 +1 Climb +1, Knowledge (local [underdark]) +1, Sense Motive 1, Survival +1, Swim 2, Use Rope +1 hide of stone +1, underdark affinity
    8th Cavestalker 3 +7 +7 +9 +2 Climb +1, Hide +1, Knowledge (local [underdark]) +1, Listen +1, Move Silently +1, Spot +1, Survival +1, Use Rope +1 lesser cavesense
    9th Prime Underdark Guide 1 +7 +9 +11 +2 Escape Artist 1, Hide +1, Listen +1, Move Silently +1, Spot +1, Survival +1, corner perch skill trick Keen Eared Scout aid another nearby, bonus language
    10th Prime Underdark Guide 2 +8 +10 +12 +2 Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Survival +1, point it out skill trick aid group, danger sense +2, underdark lore, underdark traveler +2
    11th Darkrunner 1 +8 +12 +12 +2 Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, listen to this skill trick darkrunner emblem, direction sense, spelunking
    12th Darkrunner 2 +9 +13 +12 +2 Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 Evasive Reflexes aberration lore, darkvision +10 ft
    13th Darkrunner 3 +10 +13 +13 +3 Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 cavefighting, tunnelport
    14th Darkrunner 4 +11 +14 +13 +3 Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 darkvision +20 ft, tremorsense
    15th Darkrunner 5 +11 +14 +13 +3 Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 Hindering Opportunist lore of the stones
    16th Darkrunner 6 +12 +15 +14 +4 Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 aberration specialist, darkvision +30 ft
    17th Darkrunner 7 +13 +15 +14 +4 Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 deepsong
    18th Darkrunner 8 +14 +16 +14 +4 Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 Tunnel Fighting darkvision +40 ft, improved cavefighting
    19th Darkrunner 9 +14 +16 +15 +5 Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 greater tunnelport
    20th Darkrunner 10 +15 +17 +15 +5 Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1 darkvision +50 ft, stonewalking

    Skill Totals at Level 20: Balance 7, Climb 18, Diplomacy 15, Disable Device 6, Escape Artist 12, Gather Information 5, Hide 18, Knowledge (dungeoneering) 7, Knowledge (local underdark) 5, Listen 20, Move Silently 18, Search 18, Sense Motive 1, Spot 20, Survival 23, Swim 11, Use Rope 5; corner perch, listen to this, point it out skill tricks.

    Prime Underdark Guide levels provide very limited spell casting capability. As it provides only utility, it is mentioned here without a full chart to go with it.
    Gained at Level 9 is the spell: stick.


    Class Features Showcase
    Spoiler
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    Building on the Prerequisites: Skitters takes advantage of stacking the feat prerequisites on his multiple prestige classes including the SI. Prime Underdark Guide and Cavestalker both require Track and the former also requires Alertness just as the SI does. Alertness is also a prerequisite for the Keen Eared Scout feat which allows Skitters to pinpoint any sound that he can hear. Kobolds of course have darkvision and the Cavestalker prestige class extends Skitters’ darkvision out to 120 feet before the SI increases this amount more. Skitters meets the skill requirements for the SI—Search is nearly maxed out and Survival is maxed out. And of course the higher the Survival score the better Skitters is able to track.
    Direction Sense: Skitters is at home traveling underground and over the course of his travels has been to numerous underdark locations. Having the ability to cast find the path helps him guide his travelers to where they need to go. The other class abilities of the SI help Skitters get more information that may be needed but Prime Underdark Guide’s ability of underdark lore can be a difference maker here. This ability is the equivalent of bardic lore but only for anything pertaining to the underdark. He can get a focus on where to go from just a name!
    Spelunking: Here Skitters gets a competence bonus equal to his level for the skills Climb, Escape Artist, Jump, Survival and Swim. Three of these skills (not Survival or Swim) are granted a circumstance bonus from Cavestalker. Four of these skills (not Survival) also benefit from Factotum’s brains over brawn class ability. Four of these skills (not Escape Artist) Skitters can use the benefit of his aid another nearby and aid group class abilities. This means that Skitters can help those in need make crucial skill checks from a distance. Most non skillful classes are not going to have ranks in Climb, Jump, or Swim and lacking these skills can be deadly in certain environs. Skitters helps these fellows survive. Further, Skitters has the benefit of slight build treating him as tiny for squeezing. With this added benefit, Skitters can fit into diminutive openings with ease.
    Darkrunner Emblem: You would be surprised at how many parties are unprepared for traversing underground. More often than not Skitters can use his emblem for fellow travelers that cannot see in the dark.
    Aberration Lore and Aberration Specialist: Skitters has favored enemy (aberration). This ability stacks with the Ranger ability and can make tracking aberrations really easy. Bonuses to saves are always welcome too—especially for Will. Skitters has chosen aboleths for his specialty. These loathsome creatures are known for dominating opponents. Will saves need to be made against them. Skitters does his best to not be noticed by them but things happen.
    Darkvision increase: As noted already, Skitters normal darkvision was doubled before entering the SI. The increases here compliment his increased vision. The further out Skitters is able to see, the more likely Skitters is going to be able to spot something and point it out, thanks to his skill trick.
    Cavefighting and Improved Cavefighting: Let’s face it. Skitters is not going to be facing opponents head on—that’s suicide for any kobold. At least these abilities make up some of the differences in fighting styles. Bonuses to initiative equal to Intelligence modifier help with Skitters being able to find and to move to more appropriate terrain before enemies can attack. With the archery focus Skitters can make use of his Intelligence bonus to damage while in said difficult terrain. Yes this is going to be small damage anyway but at least Skitters can take advantage of terrain along with his corner perch skill trick. At least this way he can fire from a place that would protect him from immediate counterattacks.
    Tunnelport and Greater Tunnelport: These can be used as escape routes for Skitters. The maximum width for him would be ten feet like all Darkrunners. But the minimum width could be as small as six inches to one foot—the size of a diminutive creature, thanks again to the kobold’s slight build and the spelunking ability above. If you can’t find an escape route through a six inch opening underground then there is something very wrong going on. Also note that the tunnel does not have to be on the same horizontal plane as Skitters. He can easily make a climb check to get to a hole out of reach of his enemies.
    Tremorsense: Skitters is pretty much a super scout/lookout type character. Just even having the tremorsense ability is amazing for that kind of character. Invisible opponents can be felt out and spotted thanks to the point it out skill trick. Combine this with Keen Eared Scout as well and enemies have little chance to sneak up on Skitters’ group. How many enemies are going to have Darkstalker anyway?
    Lore of the Stones and Deepsong: Both of these abilities add to Skitters’ abiity to track down quarry or find any traces of underground civilization. These abilities can confirm anything gained from underdark lore checks made as a Prime Underdark Guide. Again bonuses to Will saves are quite welcome since Skitters has a quite weak Will save. Against aboleths, Skitters’ Will save is much more capable of succeeding.
    Stonewalking: It’s a pretty decent capstone—the ability to glide through earth as easily as walking through air. As activating is a free action, Skitters can make use of another escape tactic. He can use this to phase into walls and stay out of harm’s way while the rest of his party takes care of the enemies. It is also another great scouting tool which leaves no trace of Skitters’ movement.


    Design Notes
    Spoiler
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    Skitters would do well in a campaign heavily based in the underdark. Plenty of dungeon crawls would not be out of place for him either. Skitters is who a party would call on to be the penultimate guide for the underdark. He knows where the denizens dwell and can communicate with them to help keep the peace. He is first and foremost a skill monkey type character that specializes in non spell casting support. His skills can be used to save those “more important” characters when they need to make certain skill checks. Skitters is a sneaky scout, trap finder, underdark expert with enough ranks in knowledges and underground lore to make up for not having a Bard. If you are looking for a damage dealing monster with Skitters you will be disappointed. He can help in combat but not in a direct way. Hindering Opportunist and Evasive Reflexes make Skitters more of a helper to his comrades without being in the way. In fact he can position himself to being a flanking buddy and use the aid another action to help ensure that the enemies go down.


    Sources
    Spoiler
    Show
    Complete Scoundrel: skill tricks
    Drow of the Underdark: Cavestalker prestige class
    Dungeonscape: Factotum base class, Tunnel Fighting feat
    Lords of Madness: Darkrunner prestige class, Darkstalker feat
    Player’s Handbook II: Keen Eared Scout feat
    Races of the Dragon: kobolds web enhancement #2 http://www.wizards.com/default.asp?x=dnd/we/20060420a
    Underdark: Prime Underdark Guide prestige class

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  21. - Top - End - #231
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Greek mythology or arachnid pun? You decide!
    Quote Originally Posted by The Ariadne
    Ariadne, the Recluse

    NE Dark Changeling Ranger 4/ Darkrunner 1/Stonedeath Assassin 2/Darkrunner 8/Stonedeath Assassin 5/Darkrunner 10

    Stats
    Spoiler
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    Str 8
    Dex 16 (increases here)
    Con 14
    Int 16
    Wis 10
    Cha 12

    Build
    Spoiler
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    Ariadne, the Recluse
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Dark Template +0 +0 +0 +0 +8 to Hide, +6 to Move Silently Darkvision 60ft, +10 feet movement speed, Hide in Plain Sight, Cold Resist 10, Superior Low-Light Vision
    2nd Ranger 1 +1 +2 +2 +0 Hide 4, Jump 4, Knowledge (Dungeoneering) 4, Knowledge (Local) 4, Knowledge (The Planes) 2, Move Silently 4, Search 4, Survival 4, Tumble 4 Darkstalker, Track (B) Favored Enemy (Humanoid (Elf)), Track, Voice of the City, Skilled City Dweller
    3rd Ranger 2 +2 +3 +3 +0 Hide 5, Jump 5, Knowledge (Dungeoneering) 5, Knowledge (Local) 5, Move Silently 5, Search 5, Spot 1, Survival 5, Tumble 5 Two-Weapon Fighting(B) Combat Style
    4th Ranger 3 +3 +3 +3 +1 Hide 6, Knowledge (The Planes) 3, Listen 2, Move Silently 6, Spot 2, Survival 6, Tumble 6 Racial Emulation, Endurance(B) Endurance
    5th Ranger 4 +4 +4 +4 +1 Hide 7, Listen 5, Move Silently 7, Spot 4, Survival 7, Tumble 7 Weapon Finesse(B), Alertness (B) Urban Companion (Hairy Spider), Champion of the Wild (Bonus Feat)
    6th Darkrunner 1 +4 +6 +4 +1 Balance 5, Hide 8, Move Silently 8, Survival 8, Tumble 8 Direction Sense, Spelunking, darkrunner emblem
    7th Stonedeath Assassin 1 +4 +6 +6 +1 Hide 9, Knowledge (The Planes) 4, Listen 7, Move Silently 9, Spot 7 Martial Study (Cloak of Deception) Meld Into Stone, Trapfinding
    8th Stonedeath Assassin 2 +5 +6 +7 +1 Hide 10, Knowledge (The Planes) 5, Listen 10, Move Silently 10, Spot 9 Sneak Attack +1d6, Stoneskulk
    9th Darkrunner 2 +6/+1 +7 +7 +1 Hide 11, Listen 11, Move Silently 11, Spot 11, Survival 9, Tumble 11 Aberration Lore, Darkvision 70 feet
    10th Darkrunner 3 +7/+2 +7 +8 +2 Hide 12, Knowledge (Nature) 1, Listen 12, Move Silently 12, Spot 12, Survival 12, Tumble 12 Earth Devotion Cavefighting, Tunnelport
    11th Darkrunner 4 +8/+3 +8 +8 +2 Clarity of Vision, Heal 1, Hide 13, Listen 13, Move Silently 13, Spot 13, Survival 13, Tumble 13 Tremorsense, Darkvision 80 feet
    12th Darkrunner 5 +8/+3 +8 +8 +2 Acrobatic Backstab, Hide 14, Knowledge (The Planes) 5.5, Listen 14, Move Silently 14, Spot 14, Survival 14, Tumble 14 Lore of the Stones
    13th Darkrunner 6 +9/+4 +9 +9 +3 Spot the Weak Point, Hide 15, Knowledge (The Planes) 6, Listen 15, Move Silently 15, Spot 15, Survival 15, Tumble 15 Martial Stance (Assassin’s Stance) Aberration Specialist (Illithid), Darkvision 90 feet
    14th Darkrunner 7 +10/+5 +9 +9 +3 Hide 16, Knowledge (The Planes) 7.5, Listen 16, Move Silently 16, Spot 16, Survival 16, Tumble 16 Deepsong
    15th Darkrunner 8 +11/+6/+1 +10 +9 +3 Escape Artist 2, Hide 17, Knowledge (The Planes) 8, Listen 17, Move Silently 17, Spot 17, Survival 17, Tumble 17 Improved Cavefighting, Darkvision 100 feet
    16th Stonedeath Assassin 3 +12/+7/+2 +11 +9 +4 Disable Device 1, Escape Artist 5, Hide 18, Listen 18, Move Silently 18, Spot 18, Survival 18 Shadow Blade Corrupt Stone
    17th Stonedeath Assassin 4 +13/+8/+3 +11 +10 +4 Escape Artist 10, Hide 19, Listen 19, Move Silently 19, Spot 19 Sneak Attack +2d6
    18th Stonedeath Assassin 5 +13/+8/+3 +11 +10 +4 Escape Artist 15, Hide 20, Listen 20, Move Silently 20, Spot 20 Stonedeath Strike
    19th Darkrunner 9 +13/+8/+3 +11 +11 +5 Escape Artist 20, Hide 21, Listen 21, Move Silently 21, Spot 21 Planar Touchstone: Catalogues of Enlightenment (Spider Domain) Greater Tunnelport
    20th Darkrunner 10 +14/+9/+4 +12 +11 +5 Escape Artist 22, Hide 22, Knowledge (Local) 8, Listen 22, Move Silently 22, Spot 22 Stonewalking, Darkvision 110 feet

    Backstory
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    On a dark night, where the moon hid behind the clouds like a thief on the run, a drow slaver party returned from a successful run, with their assorted quarry in tow behind them. They wasted no time in putting them to work, tending to the tasks they were too lazy to do themselves. Among those taken were a human husband and wife, her belly low and swollen with the promise of a child to come any day. With the harsh conditions of the pens she feared the promise would be a hollow one, but the child was not one to wait, and she soon gave birth with the help of some of the other women. When they raised it to her arms she knew something was wrong. Her baby had tiny, almost unformed features, and had an ashen complexion almost like that of the stone itself. What she didn’t know was that the child was a changeling, the result of a night spent with a doppleganger disguised as her husband and long since passed.

    Unfortunately for the child, her parents soon succumbed to the harsh conditions of the pens, and our story might have ended then had she not been found by some of the other slaves. To a human mother she was frightening in appearance, but to a bugbear mother she was not unlike any other infant: swarthy, rough featured, and crying for attention. When a raiding party took back the kidnapped bugbear mother, she naturally took the infant with her. By the time they reached the clan’s homestead, the child had shifted enough to look much like any other infant. Mother and child were accepted back into the community, and they all helped in raising the new child. A goblin child has many mothers, as the saying goes. They named her Ariadne, and they raised her to be strong like any other goblin child. They taught her how to navigate the natural dangers of the Underdark and how to combat the many residents. Nobody, not even Ariadne herself knew she wasn’t truly a goblin, but to any of the residents she was as true as any of them.

    When she came of age, Ariadne succeeded in the trials of adulthood, kissed her mother goodbye, and set out to find her fortune. She soon learned of the Darkrunner Guild, which guided people through the Underdark for pay. This sounded like the perfect job for Ariadne. She was born in the darkness, surely she could help some confused surface dwellers who had merely adopted it. Though entrance was pricy, she was able to manage, and the first few jobs were lucrative enough that they were worth it. Her time in the guild houses were not nearly so pleasant. She entered one after a long day of showing groups past some massive spider nests, her face masked to protect it from the dust and the webbing. She had a drink and listened to stories from some of the other members, for a moment enjoying the camaraderie. When the time came for one of hers she provided without fear. When the others heard from her voice that she was a woman they nearly laughed her out of the place, unwilling to believe a woman could navigate the tough environments. She threatened to prove her skill to them, but they were in no mood for fighting. Her story was done. It then was time for another’s story, a large man with a prominent scar over his cheek. He began simply enough, guiding a nobleman through a tour of the prettier parts. A couple of goblin thieves had stolen the nobleman’s pocketwatch, and they set out to recover it. The man with the scar told how he tracked the thieves down and slaughtered the lot of them. Ariadne nearly choked, and when she caught her breath she said that it wasn’t necessary to kill the lot of them, that to simply defeat them in combat would have been enough and they would have returned them once bested. He roared with laughter, and told her goblins have no honor, and asked what it mattered. Goblins were scum to be wiped away. The other members heartily agreed; they had all done the same one time or another

    Ariadne bolted upright and tore the mask from her face, snarling with rage. She swore bloody vengeance against the lot of them. They threw her out and told her if they saw her again. She was out of the Darkrunner guild. No matter. She wanted no part in this band of murderers and brigands. They thought they’d do her in. How little they knew. They thought they were hunters and she was their prey. In reality they were flies that had made enemies with a spider, and the whole of the Underdark was her web.

    Level 5
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    Starting things off nice and simple with some ranger levels, but let’s tweak it to make things interesting. Starting off we have the dark template, which gives us the necessary darkvision as well has hearty Hide and MS boosts, increased speed, and the famous HiPS, to be discussed later.

    Darkstalker’s a must for any sneak. Racial Emulation is necessary for entering Stonedeath. Voice of the City lets you maybe get some information from the many races you live among in the Underdark. An urban companion (basically a familiar) is far more useful to you than an animal companion, plus it gives alertness. Champion of the Wild gives you Weapon Finesse, which you can make good use of, and it’s not like you were going to be using that casting. Go ahead and TWF it up.

    Level 10 (Sweet Spot)
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    The arrangement of levels here may look a bit weird, but there’s a reason for it all. Begin with the first level of the SI since you qualify after only 4 class levels. Direction sense is best used to mark a safe house, a secret lair, or most usefully, an exit to the cave system.

    Those spelunking skill modifiers add up quickly, and you’ll see the increase most when tracking things. Don’t be afraid to use Climb and Escape Artist to get away from tough fights. Escape Artist plus Spelunking means you can squeeze through a space the size of a small creature’s head, which is only about 2 fists big. From level 13 on you can squeeze through this space, so feel free to hang out in little crannies to get the drop on people. The other two levels give you Tunnelport, aka the serial killer walk, to catch up with your quarry.

    Aberrations are all over the place in the Underdark, so this will come in handy more than you think. The darkvision increase is more important than you think, since just about everybody’s darkvision is only 60 feet. Int to initiative means you have an excellent chance of going first. Strike first; strike last.

    Now on to what likely caught you attention: Stonedeath Assassin. At only two levels in the benefits are significant. Meld into stone lasts a good while, and makes sneaking all the easier. Sneak attack gives you a helpful damage boost and something to make use of all that sneaking.

    Cloak of Deception gives you a quick jolt of invisibility for SA boost in the middle of combat or a chance to disappear and move unseen to keep your enemies swinging at empty air. Earth Devotion has several uses, but you’re best off planting difficult terrain in the battlefield. Once it’s in place for 1 minute (realistically the whole combat) you’re free to move about with an AC bonus while they’re limited to half speed and no charging.

    HiPS Don’t Lie
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    Let’s talk about HiPS. The Dark Template gives HiPS, more specifically the ability to use Hide while being observed in anything less than full daylight or similar spells. Stoneskulk gives the ability to hide without concealment or cover while underground. Together they mean you can hide at any time for as long as you want. The entire Underdark is your sneaky playground. With maxed Hide and MS and hefty bonuses from Dark and Dex, you have very good chances of staying hidden until you attack.

    Level 15
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    More Darkrunner levels with plenty of good stuff. Tremorsense means that when you wait melded inside the cave walls you’ll know when your target passes by. Aberration specialist is a great boost to an already good ability, you’ll be thankful of the help fighting the mind flayers, and the same goes for the will save boost from deepsong. The boost to lore of the stones will become important later. Improved Cavefighting makes full use of the difficult terrain you throw down, Int to damage is a healthy boost when TWFing. The boost to skills mean you’re even more mobile, and Escape Artist is high enough to thwart grapplers reliably. Balance is high enough that you’d be comfortable even on a floor covered with marbles or grease, if one were to make the floor in that state.

    Assassin’s Stance means more SA, which is always welcome. Clarity of Vision lets you better fight sneaks like you. Spot the Weak Point is great for those foes who are hard to hit, especially if its natural armor getting in your way. Acrobatic Backstab gives you another opportunity to use your SA once the fight is fully started, and you can make the check with no trouble.

    Level 20
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    Finishing up both classes and it all comes together here. Even more SA and a new use for it: Stonedeath Strike. Hit someone and they’re turned to stone, at which point you can pull what I call the postmortem interrogation. Someone turned to stone by Stonedeath Strike is a valid target for Lore of the Stones, which means you can get a slain dwarf or drow to explain the layout of their lair. You can even use it on mind flayers, since the ability overcomes any language barrier. If the guy’s your size or bigger you can also meld into him to hide out until his friends come to investigate or take him in their lair and you’ve infiltrated. Once you’re done with your petrified target, use corrupt stone so they can’t put Humpty together again, since it bypasses hardness. Stonewalk is best used when you need to make a quick escape to the surface (which you’ve marked the location of) as the shortest distance between you and safety is a straight line, even through the rock. Remember your increased speed here, it’ll make a lot of difference. Greater Tunnelport is also a good tool to make a quick escape through tunnels, or to make the fastest blitz attack you’ve ever seen. The ability to bring a willing team means you can use it for tactical insertion of dedicated sneaks like yourself, or for rescue operations.

    Shadow Blade gives you another boost to damage, though it’ll mean you need to switch down to two short swords from whatever you had. Planar Touchstone gives you the power of a domain, here I’ve chosen Spider domain to give rebuke attempts, which means more uses of Earth Devotion. You can make every fight one in which you get AC and damage boosts, moving about with freedom while enemies are slowed. An unfair fight is the best kind. You’re also welcome to use the thing to rebuke spiders, since more eyes can always be useful, and a few like the Harpoon Spider are decent combatants. A nice trick you can pull is set a hairy spider to follow your target if they’re a flying type or one who generally doesn’t leave tracks. Your Survival check is high enough that you can easily track the spider and use it to find your target, and nobody minds spiders in the Underdark.

    Sources
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    Acrobatic Backstab, Spot the Weak Point, Clarity of Vision: Complete Scoundrel
    Ranger, Weapon Finesse: srd
    Martial Study, Martial Stance, Shadow Blade: Tome of Battle
    Darkstalker: Lords of Madness
    Planar Touchstone: Planar Handbook
    Earth Devotion, Champion of the Wild ACF: Complete Champion
    Racial Emulation, Changeling: Races of Eberron
    Skilled Citydweller, Urban Companion, Voice of the City: Cityscape Web Enhancement
    Stonedeath Assassin: Races of Stone
    Dark Template: Tome of Magic

    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
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    You're not paranoid if they really are out to get you
    Quote Originally Posted by Orion Garranan
    Orion Garranan

    True Neutral Middle aged Primordial Eneko Factotum 8/Savant 1/darkrunner 10

    „I can't make you see, but I can make you listen.“

    Attributes
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    Attributes before and after racials. All level dependent increases go into INT.
    Str: 13 = 10
    Dex: 13 = 10
    Con: 11 = 10
    Int: 17 = 22 [27]
    Cha: 13 = 16
    Wis: 9 = 10


    Story
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    Ky sat down. The damp rock felt more comfortable than she thought it would. She closed her eyes. Orion came closer. "Now listen", he whispered. At first Ky only did hear her own breath, but then she heard it. It was a whisper first, then a humming. Not long and it became song, the deepsong. It was beautiful, but there was a sad undertone. Ky opened her eyes. Orion seemed to stare into the darkness. "It's hauntingly beautiful," Ky whispered. Orion nodded. Ky stood up. "The guild has an assignment for you. Three humans who want to catch a hound of the gloom. They are combat experienced. So all the need are your eyes, ears and guidance." Orion slowly turned his head to face her. "Pitfighters again?", he said frowning. "We don't know and we don't care", Ky replied grinning. "They pay tripple your usual fee." "So what they really want to find are the rakshasa rajahs." Orion turned away. Ky laid her hand on his shoulder. "Too bad the stones don't tell you what humans think. I think it would make you less paranoid. Good bye, my friend" Slowly she climbed towards the surface, leaving him behind in the endless system of caves and caverns he called his home. "They told me too much already", Orion thought and started descending further into his home again.



    Build table
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Factotum +0 +0 +2 +0 *see note on skills* Track Inspiration, cunning insight, cunning knowledge, trapfinding
    2nd Factotum +1 +0 +3 +0 *see note on skills* - Arcane dilettante (1 spell)
    3rd Factotum +2 +1 +3 +1 *see note on skills* Knowledge (arcana) 4 Obtain Familiar (rat) Brains over brawn, cunning defense
    4th Savant +2 +1 +3 +3 *see note on skills* Knowledge (dungeoneering) 5, Search 5, Survival 7 - Academic lore, skill assistance (listen) (5 feet), trapfinding
    5th Darkrunner +2 +3 +3 +3 *see note on skills* Intimidate 8 - Direction Sense, Spelunking, Darkrunner Emblem
    6th Factotum +3 +3 +4 +3 *see note on skills* Skill trick: Never outnumbered Imperious Command Arcane dilettante (2 spells), cunning strike
    7th Factotum +3 +3 +4 +3 *see note on skills* - Opportunistic piety
    8th Factotum +4 +4 +5 +4 *see note on skills* - -
    9th Factotum +5 +4 +5 +4 *see note on skills* Supernatural transformation (invisibility) Arcane dilettante (3 spells)
    10th Factotum +6 +4 +6 +4 *see note on skills* - Cunning surge
    11th Darkrunner +7 +5 +6 +4 *see note on skills* - Aberration Lore, Darkvision +10 ft
    12th Darkrunner +8 +5 +7 +5 *see note on skills* Knowledge planes 5 Planar familiar (earth mephit) Cavefighting, Tunnelport
    13th Darkrunner +9 +6 +7 +5 *see note on skills* - Tremorsense, Darkvision +20 ft
    14th Darkrunner +9 +6 +7 +5 *see note on skills* - Lore of the Stones
    15th Darkrunner +10 +7 +8 +6 *see note on skills* font of inspiration Aberration Specialist(Hound of the Gloom), Darkvision +30 ft
    16th Darkrunner +11 +7 +8 +6 *see note on skills* - Deepsong
    17th Darkrunner +12 +8 +8 +6 *see note on skills* - Improved Cavefighting, Darkvision +40 ft
    18th Darkrunner +12 +8 +9 +7 *see note on skills* Earth devotion Greater Tunnelport
    19th Darkrunner +13 +9 +9 +7 Intimidate 22, Diplomacy 22, Use Magic Device 22, Spot 22, Listen 22, Survival 22 *see note on skills* - Stonewalking, Darkvision +50 ft
    20th +1LA +13 +9 +9 +7 - - -



    Note on Skills
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    This build contains 8 levels of Factotum and a total of 242 skillpoints (disregarding INT increase by magic items). Since i would have to list a ton of skills with only 1 skill rank thanks to cunning knowledge I wont do that. I only list the necessary skill points for feats or prestige class entries at the level they are relevant and the maxed skills in the table at level 19.
    Assume the following for skill point distribution: Max. ranks in Intimidate, Diplomacy, Use Magic Device, Spot, Listen, Survival (total of 139 skill points spent, because of Use magic device being cross class for darkrunner). Considering you need another 19 points for the requirements (Knowledge (arcana) 4, Knowledge (dungeoneering) 5, Knowledge (planes) 5 Search 5) and 2 points for the skill trick, there are still 82 skill points left. So do what every Factotum does: get as much skills with 1 rank as possible (Academic Lore also encourages you to put at least 1 rank in every knowledge skill) and get the important 5 ranks in skills with great synergy (i.e. Bluff, Knowledge (nobility), etc.). This way you can adapt to the needs of your allies.


    running in the darkness
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    The early levels[1-5]:
    Orions role is skillmonkey support scout face. The Primordial Eneko combination is ideal for sneaky INT heavy concepts. You are invisible all the time from the very start and can confer that to everyone and everything. Neat. Skillwise you'll go the usual routes. Your real trumpcard is that from level 4 on, your whole party will use your listen ranks and rolls. Usually this means more consistency in discovering acoustic threats. Assuming Orion is played in an underground campaign this becomes more important. To get the alertness feat we get a familiar. The rat is solid for the start, because Fortitude isn't Orions strong suit. The ealry entry into darkrunner is done because in an underground campaign light at will (darkrunner emblem) and find the path are really useful pickups. Powerful build and the ability to squeeze through narrow spaces may be the cause of some pretty weird interactions (Imagine squeezing into a narrow tunnel where you are ambushed by a small monster trying to grapple you and you are considered large for the grapple).

    Midlevels:[6-11]
    Imperious command and never outnumbered add nice debuff possibilities, supernatural transformation is picked up to avoid pesky concentration checks and to increase the duration (CL 1 turns into CL Hit dice). At level 7 Alter self is available through arcane dilettante. Since you are a giant, there are quite some funny options (most of them make you faster (40ft, 20ft climb speeds available), bigger (large) and tougher (3 to 6 NA)). Eight levels of Factotum is a great breaking point as you get 3rd level spells for arcane dilettante and cunning surge.

    Highlevels[12-19]
    Mephits and UMD max. ranked is always nice to break action economy. The fact that your mephit is invisible (because seriously, why not?) makes him even more dangerous. Cavefighting allows you to focus more on INT. Increased darkvision, Tremorsense, lore of the stones and deepsong make you a great scout. Earth devotion allows you to create your own difficult terrain if needed (and can be fueled by opportunistic piety), so if necessary you will have improved cavefighting available.



    Sources:
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    Eneko - Secrets of Sarlona
    Primordial Template - Secrets of Xen'drik
    Factotum - Dungeonscape
    Savant - Dragon Compendium
    Obtain familiar - Complete Arcane
    Imperious command - drow of the underdark
    Supernatural transformation - savage species
    Planar familiar - planar handbook
    font of inspiration - dungeonscape
    Earth devotion - complete Champion
    Never outnumbered - Complete Scoundrel

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

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    In blackest day, in deepest night, no evil shall escape his sight.
    Quote Originally Posted by Ihlmrhys Do'ar
    Ihlmrhys Do'ar
    LG Lesser Drow Paladin 12/Darkrunner 8

    Backstory
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    Image by Kerem Beyit

    As a young man, Ihlmryhs’ captured by illithids during a raid on his city. During his enslavement and torture, he began having divine visions--though not from any god he was familiar with. He was eventually rescued by a group of Darkrunners, but rather than settle into another Drow community, he followed his visions to the surface, of all blasted places, and discovered that the source of his visions was the martyred god Ilmater, to whose church he pledged himself as a holy warrior. Despite the strength of his faith, though, surface life was difficult for the dark elf, so, with the permission of his superiors, he returned to the Underdark and petitioned to join the other organization that had been a force for good in his life--the Darkrunners. There, he found acceptance (though he tended not to get along with other drow) and happily dedicated his life to saving others as the Darkrunners had once saved him.


    Ability Scores
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    Pre-Racial-Adjustment: Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 16

    Post-Racial-Adjustment: Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 16

    Increase Cha at levels 4, 8, 12, and 20. Increase Wis at 16.

    Final Ability Scores (Assuming No Magic Items): Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 20.


    Build Table
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Paladin +1 +2 +0 +0 Know (Dungeoneering) 2, Search 2, Survival 2 Weapon Finesse Aura of Good, Detect Evil, Smite Evil 1/day, Lesser Drow Traits (including Darkvision 60 ft)
    2nd Paladin +2 +3 +0 +0 Know (Dungeoneering) 2.5, Search 2.5, Survival 2.5 Divine Grace, Lay on Hands
    3rd Noble Heart Paladin +3 +3 +1 +1 Survival 5.5 Alertness, Track (Bonus) Aura of Courage
    4th Paladin +4 +4 +1 +1 Know (Dungeoneering) 3, Search 3, Survival 6 Turn Undead
    5th Underdark Knight Paladin +5 +4 +1 +1 Know (Dungeoneering) 3.5, Search 3.5, Survival 6.5 Smite Evil 2/day, +10 ft speed, +2 Balance, Climb, and Jump, Darkvision 90 ft.
    6th Paladin +6/+1 +5 +2 +2 Know (Dungeoneering) 4.5, Survival 7 Earth Devotion Cursebreaker 1/week
    7th Paladin +7/+2 +5 +2 +2 Knowledge (Dungeoneering) 5, Search 4.5 Spike Stones 1/day
    8th Paladin +8/+3 +6 +2 +2 Search 5, Survival 8
    9th Darkrunner +8/+3 +8 +2 +2 Diplomacy 2, Listen 1, Spot 1, Survival 9, Tumble 2 Martial Study (Cloak of Deception) Direction Sense, Spelunking, Darkrunner Emblem
    10th Darkrunner +9/+4 +9 +2 +2 Diplomacy 3, Listen 3, Spot 2, Survival 10, Tumble 4 Aberration Lore, Darkvision 100 ft.
    11th Darkrunner +10/+5 +9 +3 +3 Diplomacy 4, Listen 4, Spot 4, Survival 11, Tumble 6 Cavefighting, Tunnelport
    12th Darkrunner +11/+6/+1 +10 +3 +3 Diplomacy 6, Listen 5, Spot 5, Survival 12, Tumble 8 Martial Stance (Dance of the Spider) Tremorsense, Darkvision 110 ft.
    13th Darkrunner +11/+6/+1 +10 +3 +3 Diplomacy 7, Listen 7, Spot 6, Survival 13, Tumble 10 Lore of the Stones
    14th Darkrunner +12/+7/+2 +11 +4 +4 Diplomacy 8, Listen 8, Spot 8, Survival 14, Tumble 14 Aberration Specialist (Mind Flayers), Darkvision 120 ft.
    15th Darkrunner +13/+8/+3 +11 +4 +4 Diplomacy 9, Listen 10, Spot 9, Survival 15, Tumble 16 Shadow Blade Deepsong
    16th Darkrunner +14/+9/+4 +12 +4 +4 Diplomacy 10, Listen 11, Spot 11, Survival 16, Tumble 18 Improved Cavefighting, Darkvision 130 ft.
    17th Paladin +15/+10/+5 +12 +5 +5 Diplomacy 11, Listen 12 Cursebreaker 2/week
    18th Paladin +16/+11/+6/+1 +13 +5 +5 Diplomacy 12, Spot 12 Battle Blessing Smite Evil 3/day
    19th Paladin +17/+12/+7/+2 +13 +5 +5 Diplomacy 13, Listen 13
    20th Paladin +18/+13/+8/+3 +14 +6 +6 Diplomacy 14, Spot 13 Cursebreaker 3/week, Earthglide


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


    Build Snapshots
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    Level 5
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    The biggest problem Ihlmrhys has at low levels is that his skills suck. Default Paladin doesn’t get many skill points or have any skill overlap with what Darkrunner needs, so he has to spend all his skill points just scrounging the minimum requirements for the SI. His saving graces are the two substitution levels he takes: Noble Heart at 3rd, which gives him Track as a bonus feat and Survival as a class skill (for this level only, unfortunately) in exchange for losing Divine Health; and Underdark Knight at 5th, which means he loses his mount in exchange for extra Darkvision, fast movement, and small bonuses to Balance, Climb, and Jump. That last may not seem like much, but it makes up somewhat for his crummy skills.

    He also has the ability to cast an itty-bitty number of Paladin spells, which will remain itty-bitty forever. He can use Paladin wands, which is nice, but spellcasting is really not that important to his build.


    Level 10
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    Between Earth Devotion (which is a superior use of Turn Undead for him than actually turning the undead) and Spike Stones (also from Underdark Knight), Ihlmrhys is starting to get some nice terrain-based battlefield control going, though it hasn’t fully come online yet because he has to burn Turn Undead uses to move through difficult terrain himself. Cloak of Deception was also picked up in anticipation of being able to move easily at higher levels. II grabbed the Cursebreaker ACF just because it seemed more useful for Ihlmrhys’s particular situation (fightin’ aberrations) than Remove Disease would be.

    He’s a member of the Darkrunners now, which means he finally has some skill points to throw around, plus the bonuses from Spelunking, which stack with the aforementioned skill bonuses from Underdark Knight. Skill-wise, he picks up Spot and Listen to make him a better explorer (and Spot is particularly nice because he’s got a lot of Darkvision), Tumble to increase his mobility, and Diplomacy for a little more out-of-combat utility. He also gets Direction Sense, but honestly, that seems like it was designed to work with Tunnelport and Greater Tunnelport, so while it’s a flavorful ability here, it hasn’t come into its full use yet.


    Level 15
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    Here’s where things really get cooking. The biggest problem with Cavefighting and Improved Cavefighting is that difficult terrain is largely not up to the player. Ihlmrhys gets around that with Earth Devotion, which lets him plonk some difficult terrain down wherever he wants it (keep in mind that it doesn’t affect his movement because of Cavefighting) and decide whether to make it grow spikes (i.e. if it’s under an enemy) or not (if it’s under him). So he has excellent movement, including his Tumble ranks, the bonuses from Cavefighting/Improved Cavefighting and wall-crawling ability from Dance of the Spider, all while seriously hampering his opponents’ movement.

    I mentioned above that Tunnelport and Direction Sense seem designed to work together, and Lore of the Stones/Deepsong continue that combo, allowing Ihlmrhys to find targets with Lore of the Stones, determine a route to them with Direction Sense, and then set up an ambush with Tunnelport. Of course, Dimension Door doesn’t allow him to take actions after he uses it. If he happens to be by himself, then he’s just gotta land his Tunnelport out of sight of his targets and use Cloak of Deception to close the distance.

    The morale bonus from Deepsong stacks with Divine Grace, which means that even though Ihlmrhys’s base Will save is bad, in practice, he has a pretty good bonus. Not so much for his Ref save, which is bolstered only by his decent Dex, but Ref saves are less important anyhow.

    The odd abilities out here, I’m afraid, are Aberration Lore/Specialist and Tremorsense. Tremorsense is useful for anybody, and Ihlmryhs is a Darkrunner, so he’ll certainly get use out of Aberration Lore, but unlike his other SI abilities, there’s nothing in his build that particularly improves these.


    Level 20
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    Let’s address the elephant in the room: Yes, Ihlmrhys only takes 8 levels of Darkrunner. There are a couple reasons for this: First, Greater Tunnelport implies that it can only be used along stretches of cave that are >=10 ft. wide, which is more restrictive than regular Tunnelport. Ordinarily, might be worth powering through to get earth glide from the capstone, but an Underdark Knight gets earth glide at 12th level anyway, and gaining unlimited Earth Glide at a later level is better than gaining a small amount at an earlier one, in my opinion. Since the only abilities I’m missing are either improvements to stuff he already got from the class (Greater Tunnelport is more like an “improvement,” but he does miss 10 ft. of darkvision) or something he can get a superior version of by leaving the class when he does, I think he’s still pretty Darkrunner-y, despite not taking those last two levels.

    Earth Glide is pretty much the only exciting thing he gets at these levels, though—a little more smiting, a little more Cursebreaker, a few more spells (at a final CL of 12), but yeah, Earth Glide is the prize.



    Adaptation
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    If LA buyoff is in play, Ihlmrys should be a standard drow instead of a lesser drow. Getting 12 levels of Paladin was important enough that I went with the weaker race, but the Drow goodies he’s missing out on (particularly SR and the Int and Cha boosts) would be good to pick up if he can buy the LA off.


    Sources
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    Champions of Valor: Noble Heart substitution level
    Complete Champion: Underdark Knight substitution level, Earth Devotion
    Complete Mage: Cursebreaker ACF
    Core: Paladin, Weapon Finesse, Alertness, Track
    Lords of Madness: Darkrunner
    Player’s Guide to Faerun: Lesser Drow
    Tome of Battle: Martial Study, Martial Stance, Shadow Blade

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  24. - Top - End - #234
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    The bro with the skillz
    Quote Originally Posted by Adlib
    Adlib CN Underfolk, Factotum 3/ Human Paragon 3/ Darkrunner 10/ Exemplar 4

    Fluff:
    Spoiler
    Show

    Please complete the following before continuing
    Fictitious fantasy realm
    Character name
    Ancient dwarven empire
    Guild name
    Aberration type
    Evil creature type
    Obscure skill

    Spoiler
    Show
    A long long time ago in the far away realm of fictitious fantasy realm there was an Underfolk Factotum named character name who loved to explore the depths of the cavernous earth, specifically the ancient underground kingdom of the ancient dwarven empire people. The ruinous and cavernous nature of the environment made S/He a paragon of the Underfolk who had long ago adapted to the underground nature developing darkvision, camouflage, and other attributes while maintaining their skill money aspects. One day S/He was approached by the guild name which were also known as darkrunners, however since they were underground and it was always dark they used guild name instead so as not to be insensitive to the Underfolk. S/He also loved to practice Obscure skill , even though it wasn’t quite useful and he never got to devote enough time to it to actually put ranks in it, he kept it on his class list.

    Needless to say it was an opportunity too good to turn down, S/He loved exploring, loved studying new animals, and everything related to the underground and knowledge of it, and you could kind of say they were devoted (literally). S/He became extremely competent with aberrations, since there were a whole heck of a lot of them, and especially with aberration type which they were the resident expert on.

    So character name continued on working for the guild until one day when S/He wasn’t the paragon of the Underfolk anymore but an Exemplar, and S/He was surrounded by dozens of evil creature type next to a wide and deep chasm that stretched for thousands of feet (probably to the other side of the world). Rather than be killed and eaten S/He swan dove into the chasm where S/He fell for longer than he could scream, and eventually smacked the ground on a ledge sticking out where S/He took 20d6 falling damage and didn’t die, then bounced off and continued falling in the chasm where S/He took another 20d6 falling damage and this time S/He didn’t die but S/He would have been at -40 but S/He had a fearless destiny and instead went to -9 and stabilized. It was then that S/He was found by another guild member to healed them up, and S/He went on their way.

    S/He then went on to study Obscure skill , until the end of their days. The end.



    Abilities:
    Spoiler
    Show
    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    10 10 12 18 10 14 32-point buy
    10 10 12 19 10 14 4th
    10 10 12 21 10 14 6th Ability Boost
    10 10 12 22 10 14 8th
    10 10 12 23 10 14 12th
    10 10 12 24 10 14 16th
    10 10 12 25 10 14 20th


    Build:
    Spoiler
    Show
    Level Class BAB Fort Ref Will Skills Feats Features
    1 Factotum 0 1 2 0 Balance 4, Climb 4, Diplomacy 4, Escape Artist 4, Hide 4, Jump 4, Knowledge (dungeoneering) 4, Search 4, Survival 4, Swim 4, and Tumble 4 Alertness Inspiration, cunning insight, cunning knowledge, trapfinding
    2 Factotum 1 1 3 0 Balance 5, Climb 5, Diplomacy 5, Escape Artist 5, Hide 5, Jump 5, Knowledge (dungeoneering) 5, Search 5, Survival 5, Swim 5, and Tumble 5 - Arcane dilettante (1 spell)
    3 Factotum 2 2 3 1 Balance 6, Climb 6, Diplomacy 6, Escape Artist 6, Hide 6, Jump 6, Knowledge (dungeoneering) 6, Search 6, Survival 6, Swim 6, and Tumble 6 Track Brains over brawn, cunning defense
    4 Human Paragon 2 2 3 3 Balance 6, Climb 7, Diplomacy 7, Escape Artist 7, Hide 6, Jump 7, Knowledge (dungeoneering) 7, Search 7, Survival 7, Swim 7, and Tumble 7 - Adaptive learning (Obscure skill)
    5 Human Paragon 3 2 3 4 Balance 6, Climb 8, Diplomacy 8, Escape Artist 8, Hide 6, Jump 8, Knowledge (dungeoneering) 8, Search 8, Survival 8, Swim 8, and Tumble 8 - Knowledge Devotion (BF)
    6 Human Paragon 4 3 9 4 Balance 7, Climb 9, Diplomacy 9, Escape Artist 9, Hide 6, Jump 9, Knowledge (dungeoneering) 9, Search 9, Survival 9, Swim 9, and Tumble 9 Insightful Reflexes Ability boost (+2 Intelligence)
    7 Darkrunner 5 5 9 4 Balance 10, Climb 10, Diplomacy 10, Escape Artist 10, Hide 6, Jump 10, Knowledge (dungeoneering) 10, Search 10, Survival 10, Swim 10, and Tumble 10 - Direction Sense, Spelunking, Darkrunner Emblem
    8 Darkrunner 6 6 10 4 Balance 11, Climb 11, Diplomacy 11, Escape Artist 11, Hide 9, Jump 11, Knowledge (dungeoneering) 11, Search 11, Survival 11, Swim 11, and Tumble 11 - Aberration Lore, Darkvision +10 ft
    9 Darkrunner 7 6 11 5 Balance 12, Climb 12, Diplomacy 12, Escape Artist 12, Hide 12, Jump 12, Knowledge (dungeoneering) 12, Search 12, Survival 12, Swim 12, and Tumble 12 Heroic Destiny Cavefighting, Tunnelport
    10 Darkrunner 7 7 11 5 Balance 13, Climb 13, Diplomacy 13, Escape Artist 13, Hide 13, Jump 13, Knowledge (dungeoneering) 13, Search 13, Survival 13, Swim 13, and Tumble 13; Collector of Stories (ST) Tremorsense, Darkvision +20 ft
    11 Darkrunner 8 7 11 5 Balance 14, Climb 14, Diplomacy 14, Escape Artist 14, Hide 14, Jump 14, Knowledge (dungeoneering) 14, Search 14, Survival 14, Swim 14, and Tumble 14 Walk the Walls (ST) Lore of the Stones
    12 Darkrunner 9 8 12 6 Balance 15, Climb 15, Diplomacy 15, Escape Artist 15, Hide 15, Jump 15, Knowledge (dungeoneering) 15, Search 15, Survival 15, Swim 15, and Tumble 15 Slipping Past (ST), Skill Focus (Diplomacy) Aberration Specialist, Darkvision +30 ft
    13 Darkrunner 10 8 12 8 Balance 16, Climb 16, Diplomacy 16, Escape Artist 16, Hide 16, Jump 16, Knowledge (dungeoneering) 16, Search 16, Survival 16, Swim 16, and Tumble 16 Easy Escape (ST) Deepsong
    14 Darkrunner 10 9 12 8 Balance 17, Climb 17, Diplomacy 17, Escape Artist 17, Hide 17, Jump 17, Knowledge (dungeoneering) 17, Search 17, Survival 17, Swim 17, and Tumble 17 Quick Escape (ST) Improved Cavefighting, Darkvision +40 ft
    15 Darkrunner 11 9 14 10 Balance 18, Climb 18, Diplomacy 18, Escape Artist 18, Hide 18, Jump 18, Knowledge (dungeoneering) 18, Search 18, Survival 18, Swim 18, and Tumble 18 Escape Attack (ST), Fearless Destiny Greater Tunnelport
    16 Darkrunner 12 10 16 10 Balance 19, Climb 19, Diplomacy 19, Escape Artist 19, Hide 19, Jump 19, Knowledge (dungeoneering) 19, Speak Language 1, Search 19, Survival 19, Swim 19, and Tumble 19 Quick Swimmer (ST) Stonewalking, Darkvision +50 ft
    17 Exemplar 12 10 16 12 Balance 20, Climb 20, Diplomacy 20, Escape Artist 20, Hide 20, Jump 20, Knowledge (dungeoneering) 20, Speak Language 4, Search 20, Survival 20, Swim 20, and Tumble 20 Corner Perch (ST) Skill artistry (diplomacy), skill mastery (Diplomacy, Hide, Iaijutsu Focus, Knowledge (dungeoneering), Search, Survival, and Tumble)
    18 Exemplar 13 10 16 13 Balance 21, Climb 21, Diplomacy 21, Escape Artist 21, Hide 21, Jump 21, Knowledge (dungeoneering) 21, Speak Language 9, Search 21, Survival 21, Swim 21, and Tumble 21 Protected Destiny Lend talent (one-half penalty)
    19 Exemplar 14 11 18 13 Balance 22, Climb 22, Diplomacy 22, Escape Artist 22, Hide 22, Jump 22, Knowledge (dungeoneering) 22, Speak Language 12, Search 22, Survival 22, Swim 22, and Tumble 22 Speedy Ascent (ST) Improved Initiative (BF)
    20 Exemplar 14 12 18 14 Balance 23, Climb 23, Diplomacy 23, Escape Artist 23, Hide 23, Jump 23, Knowledge (dungeoneering) 23, Speak Language 15, Search 23, Survival 23, Swim 23, and Tumble 23 Leaping Climber (ST) Skill artistry (Obscure skill), sustaining presence


    Sources:
    Spoiler
    Show
    Complete Adventurer, Exemplar, Insightful Reflexes
    Complete Champion, Knowledge Devotion Dungeonscape, Factotum
    Races of Destiny, Underfolk, Heroic Destiny, Fearless Destiny, Protected Destiny
    Unearthed Arcana, Human Paragon


    Notes:
    Spoiler
    Show
    This character is supposed to the paragon/exemplar of darkrunner utilizing the skills and environment very well, taking 10s on everything making sure that works the way it is supposed to without the risks of failing. Besides being a skill monkey the character does do significant damage with a very high intiiative.

    Gets to take a 10 on all skills with ranks in them and even ones without skills in it, these are aboslute values. Balance 52, Climb 50, Diplomacy 32, Escape Artist 50, Hide 50, Jump 52, Knowledge (dungeoneering) 40, Search 40, Survival 44, Swim 50, and Tumble 40. Speaking 22 Languages and with a high diplomacy there is a good chance that he can navigate the underdark or caves without too much trouble or fighting.

    Init +18 (+7 Brains over Brawn, +7 Cavefighting, +4 Improved Initiative), Attacks +30/25/20 (BAB +14/+9/+4 Knowledge Devotion +5, Improved Cavefighting +7, Aberration Specialist +4), Damage +23 (Knowledge Devotion +5, Improved Cavefighting +7, Aberration Specialist +4, Cunning Insight +7)

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  25. - Top - End - #235
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Isn't there a Nietzsche quote about this?
    Quote Originally Posted by Graima

    Graima, Terror of the Dark


    Spoiler: Fluff
    Show

    "... the Nine Hells..." The Dwarven commander quietly swore when he saw the horror. Someone had nailed 4 still oozing Mindflayer tentacles on the wall of the guard post just inside the cavern doors between the Dwarven settlement and the rest of the Underdark. It was obvious that someone had wanted them to find these sorry remains, but whom? Last month they found a aboleth head surgically removed between the second and third eye, sitting next to the main water supply inside the city. Yet no matter how many were questioned, noone knew how it had gotten there, much less who had done it.

    Suddenly he remembered the rumor going around that there were someone or something that had started hunting Aberrations, noone never knew who it were, but the remains, always with the most recognizable characteristics, such as Mind Flayer tentacles or Beholder eye-stalks, cut off and placed in or around a settlement of some kind. Traders traveling around said it had happened for quite some time, and only rarely did anyone have half a clue what had happened, and noone had yet found where the rest of the Aberration remains were. Only thing known was that people had started talking about whomever did it as "Terror of the Dark"

    A shiver went up his spine wondering what could do this without being discovered, and what would happen if it started hunting dwarves or any of the other humanoid races living in the area.


    Spoiler: Stats
    Show

    Ability Base Racial Total
    Strength 12 -2 10
    Dexterity 16 +2 18
    Constitution 14 +2 16
    Intelligence 16 16
    Wisdom 10 10
    Charisma 8 -2 6
    Ability score Bonuses is put in Dexterity


    Spoiler: Build
    Show

    Graima Venari Female CN Whisper Gnome Lurk 2 / Warlock 2 / Ranger 2 / Foe Hunter 4 / Darkrunner 10

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Lurk 1 +0 +0 +2 +2 Concentration 4, Hide 4, Listen 4, Move Silently 4, Spot 4, Knowledge (Dungeoneering) 2(cc), Search 2(cc) Alertness True Thief Augment (ACF)
    2nd Warlock 1 +0 +0 +2 +4 Concentration 5, Survival 2(cc) Eldritch Blast 1d6, Invocation (Least)
    3rd Warlock 2 +1 +0 +2 +5 Concentration 6, Knowlegde (Dungeoneering) 3(cc), Search 3(cc) Blend into Shadows Detect Magic
    4th Ranger 1 +2 +2 +4 +5 Knowledge (Dungeoneering) 5, Search 5, Survival 7 TrackB Gnome Favored Enemy (Aberrations) (ACF), Wild Empathy, Track
    5th Darkrunner 1 +2 +4 +4 +5 Hide 6, Listen 6, Move Silently 6, Spot 6, Survival 8 Direction sense, Spelunking, Darkrunner Emblem
    6th Darkrunner 2 +3 +5 +4 +5 Hide 8, Listen 8, Move Silently 8, Search 6, Spot 8 Darkstalker Aberration Lore, Darkvision +10ft
    7th Darkrunner 3 +4 +5 +5 +6 Hide 10, Listen 10, Move Silently 10, Search 7, Spot 10 Cavefighting Tunnelport
    8th Darkrunner 4 +5 +6 +5 +6 Hide 11, Knowledge (Dungeoneering) 6, Move Silently 11, Search 11, Spot 11, Survival 9 Tremorsense, Darkvision +20ft
    9th Ranger 2 +6 +7 +6 +6 Balance 5, Hide 12, Move Silently 12, Search 12, Survival 10 Rapid Reload, Rapid ShotB Combat Style
    10th Darkrunner 5 +6 +7 +6 +6 Hide 13, Knowledge (Dungeoneering) 12, Move Silently 13, Search 13 Lore of the Stones
    11th Darkrunner 6 +7 +8 +7 +7 Hide 14, Knowledge (Geography) 6, Move Silently 14, Search 14 Aberration Specialist (Mind Flayers), Darkvision +30ft
    12th Darkrunner 7 +8 +8 +7 +7 Hide 15, Knowlegde (Geography) 12, Move Silently 15, Search 15 Weapon Focus (Light Crossbow) Deepsong
    13th Foe Hunter 1 +8 +10 +9 +7 Listen 12, Spot 13, Survival 13 Hated Enemy (Aberrations), Rancor +1d6
    14th Foe Hunter 2 +9 +11 +10 +7 Listen 15, Spot 15, Survival 15 Hated Enemy Damage Reduction 3/-
    15th Lurk 2 +10 +11 +11 +8 Hide 18, Move Silently 18, Listen 16 Crossbow Sniper Psionic Sneak Attack +1d6
    16th Foe Hunter 3 +11 +11 +11 +9 Listen 18, Spot 18, Survival 17 Rancor +2d6
    17th Foe Hunter 4 +12 +12 +12 +9 Listen 20, Spot 20, Survival 20 Hated Enemy Damage Reduction 5/-, Hated Enemy Spell Resistence
    18th Darkrunner 8 +13 +13 +12 +9 Hide 20, Move Silently 20, Search 20 Knowledge Devotion Improved Cavefighting, Darkvision +40ft
    19th Darkrunner 9 +13 +13 +13 +10 Hide 22, Listen 22, Move Silently 22, Spot 21, Search 21, Survival 21 Greater Tunnelport
    20th Darkrunner 10 +14 +14 +13 +10 Hide 23, Listen 23, Move Silently 23, Spot 23, Search 23, Survival 23 Stonewalking, Darkvision +50ft


    Spoiler: Invocations and Powers
    Show

    Level Power Points Per Day Powers Known Max Power Level Invocations Powers and Invocations Learned
    1st 1 1 1st 0 Chameleon (Power)
    2nd 1 1 1st 1 Darkness (Invocation)
    3rd 1 1 1st 2 Devil's Sight (Invocation)
    15th 2 2 1st 2 Prescience, Offensive (Power)


    Spoiler: Level Breakdown
    Show


    Spoiler: Level 1
    Show

    Allready from the word go I'm a very capable sniper with a total hide modifier of +16 (+10 more from Chameleon which can be pushed twice a day due to high int), which all in all makes hiding after fireing a 'mere' -4 (or +6 with Chameleon)


    Spoiler: Level 5
    Show

    First Level of Darkrunner, and a couple of interesting things in hand, between my two Invocations (Darkness and Devil's Sight) and Blend into shadows (Invocations is SLA /will, so i qualify), I effectively able a permenent ability to hide behind magical darkness, without it giving myself a miss chance when attacking my opponents, (since Devil's Sight explicitly works on magical darkness as well), and instead of a move action (after sniping) i have a superior pseudo Hide in Plain Sight in Blend into shadows, which works as a swift action.

    Furthermore, against my chosen opponent (Aberrations) i have Gnomish Favored Enemy which is boosting all my strong abilities (hiding from them and finding them) including better pure damage output, even then my general damage output is fairly average (if not even considered bad), but between me being able to find my opponents and staying hidden from them its 'death by a thousand nicks' without being to much in danger due to being attacked in return, also I'm more than able to dabble as a trapfinder (via Psionic trapfinding from my Lurk ACF), although i lack the skill to actually disable them, and with Spelunking, I'm slowly getting better and better in getting around in underdark, and even stronger again at survival, having a whooping +13 when tracking Aberrations underground


    Spoiler: Level 10
    Show

    Halfway though Darkrunner and another level of Ranger in, and I'm even better at those things i'm allready good at. Between Tremorsense, Darkstalker, Lore of the Stones and increased darkvision, i'm even more ahead against my opponents in terms of being able to find them without being found (and even more so against Aerrations with Aberration Lore), Initiative bonus and AC bonus from Cavefighting is handy, but in no way of critical importance since i'm not overly concerned about being first in initiative, as i'm staying hidden and out of reach and notice untill i'm ready to strike, although sitting in difficult terrain certainly makes sense, anyways as it makes it slightly more difficult for opponents to reach me in the first place.

    Tunnelport can be used in two ways, either for flanking unknowning opponents into a better sniping spot, or to bypass whatever trap I find which is impossible to bypass by normal means.

    Lastly between Rapid reload, Rapid Shot and BAB +6, my wimping damage output gets a decent kick upwards with more attacks done per round


    Spoiler: Level 15
    Show

    This couple of levels is mainly used to shore up some of my weaker points, IE lack of damage output.

    the new 2 levels of darkrunner gives a focused boost to Aberration Lore in Aberration Specialist, and Deepsong, which boosts the Stone tell part of Lore of the stones, and gives me a decent +2 morale bonus on Will saves (my weakest, if only by a bit, save)

    Weapon Focus (Light Crossbow) + Crossbow Sniper makes me able to add half Dex Mod to damage, and add my sneak attack dice (from Lurk 2 at level 15) at a longer range, and as long as i'm sniping, depending on you'd read the rules surrounding it (they're about as clear as mud) either at least one (the first) attack or all attacks each round are against flat-footed opponents.

    Grabbing Foe Hunter (class have never been updated to 3.5, hence per rules legal, and As Aberrations doesn't have a unified language i don't have to pick one, even if i do have enough Intelligence to grab one), gives at current point Rancor +1d6, which can be added to an attack each round against my hated enemy (Aberrations), and i have a flat DR 3/- against Aberrations.


    Spoiler: Level 20
    Show

    Goal in sight.

    Another 2 levels of Foe hunter boosts my Rancor to +2d6, and my DR to 5/- vs Aberrations, lastly i gain SR 19 against Aberration spells and spelllikes, not breaking any records but should negate a fair few spells that might be lobbed in my direction.

    Darkrunner gives a couple of strong abilities as well, Improved Cavefighting adds Intelligence Mod on Damage at close range, and lets me take 10 on a number of somewhat unimportant skills (at least in terms of what the character is focusing on), later part is still handy through as between this and Spelunking it should be fairly easy to get most places without problems. Greater Tunnelport makes for great long distance traveling as it only (from how i read it) need to follow tunnels, and stonewalking makes it easy to get around problematic areas or bypassing traps.

    Knowledge devotion is handy but mainly picked because nothing else really seem to shine.


    Spoiler: Shopping List
    Show

    Theres a couple of items that would be very useful.

    Ring of the Darkhidden (Magic Item Compendium) would make it even easier (yet again again) to sneak up on opponents, while a Cognizance Crystal (Expanded Psionic Handbook) would also help out, raising the number of times that specially Chameleon is manifested, other than that quite a bit of the money gained would be put into making the weapon of choice (Light Crossbow and its bolts) as strong as possible


    Spoiler: Sources
    Show

    Source Martial Used
    Complete Arcane Warlock
    Complete Champion Knowledge Devotion
    Complete Psionic Lurk
    Drow of the Underdark Blend Into Shadows
    Lords of Madness Darkstalker, Darkrunner
    Mind's Eye: Expanded Classes IV True Thief ACF
    Masters of the Wild Foe Hunter
    Players Handbook II Crossbow Sniper
    Races of Stone Gnome Favored Enemy ACF, Whisper Gnome

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  26. - Top - End - #236
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    Today is a pretty good day for it
    Quote Originally Posted by Roy
    Roy, the Bladerunner
    True Neutral Dwarf Ranger 4/Darkrunner10/Warblade 1/Deepstone Sentinel 5

    Spoiler: Time....to die
    Show

    Roy was born with an A Physical Level (superhuman strength & endurance) but he seemed to just barely miss out on the A Mental Level (genius-level intellect).

    Pretty darn typical for a dwarf, if you ask me.

    But nobody ever does.

    Roy was born to a colony of fugitive dwarves on the run from major dwarven empires, mostly because they worshipped a god other than Moradin, and insisted on shaving their beards, which apparently is heresy enough to end up fugitives. Dwarves are pretty darn intolerant, eh?

    Anyways, Roy's colony ended up embedded deeper and deeper in the earth, hiding from their dwarven enemies. And while that occurred, they found new enemies, too --- aberrations of the deep. Roy learned to fight them, and as Roy's colony established a stronghold, it also established a guild of fighters, specialists in the deep earth and fighting and evading those creatures that hid far underground.

    Roy specialized in a two handed, brutal combat style where a single reckless charge would result in him cleaving an aberration clean in half. It got him the nickname “The Bladerunner” and gave him his signature quote. “Time....to die.”


    Spoiler: Attributes and Hit Dice
    Show

    Strength 18 +5 level = 23.
    Dex: 12
    Con: 16 + 2 racial = 18
    Int: 10
    Wis: 8
    Cha: 8-2 racial = 6

    Hit dice: 8+3d8+10d6+1d12+5d10 = 8+13.5+35+5.5+27.5 = 89.5, or a d8, more or less.


    Spoiler: chart
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 Knowledge Dungeoneering 4, Search 4, Survival 4, Balance 2, Hide 4, move silently 4 Alertness Favoured Enemy: Aberrations, Track, Wild Empathy
    2nd Ranger 2 +2 +3 +3 +0 Knowledge Dungeoneering 5, Search 5, Survival 5, Balance 2.5, Hide 5, move silently 5 - Combat Style: Rapidshot
    3rd Ranger 3 +3 +3 +3 +1 Knowledge Dungeoneering 6, Search 6, Survival 6, Balance 3, Hide 6, move silently 6 Power Attack Endurance
    4th Ranger 4 +4 +4 +4 +1 Knowledge Dungeoneering 7, Search 7, Survival 7, Balance 3.5, Hide 7, move silently 7 - Distracting Attack (PHB2 pg 55, replaces animal companion), Spell
    5th Darkrunner 1 +4 +6 +4 +1 Knowledge Dungeoneering 8, Search 8, Survival 7, Balance 5.5, Hide 8, move silently 8 - Direction Sense, Spleunking, Darkrunner Emblem
    6th Darkrunner 2 +5 +7 +4 +1 Knowledge Dungeoneering 9, Search 9, Survival 7, Balance 7.5, Hide 9, move silently 9 Improved Bull Rush Aberration Lore, Darkvision +10ft
    7th Darkrunner 3 +6/+1 +7 +5 +2 Knowledge Dungeoneering 10, Search 10, Survival 7, Balance 9.5, Hide 10, move silently 10 - Cavefighting, Tunnelport
    8th Darkrunner 4 +7/+2 +8 +5 +2 Knowledge Dungeoneering 11, Search 11, Balance 11, Hide 11, move silently 11, Survival 7.5 - Tremorsense, Darkvision +20
    9th Darkrunner 5 +7/+2 +8 +5 +2 Knowledge Dungeoneering 12, Search 12, Balance 12, Hide 12, move silently 12, Survival 7.5, Jump 1, Shocktrooper (Complete Warrior, page 112) Lore of the Stones
    10th Darkrunner 6 +8/+3 +9 +6 +3 Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 2 - Aberration Specialist, Darkvision +30ft
    11th Darkrunner 7 +9/+4 +9 +6 +3 Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 8 - Deepsong
    12th Darkrunner 8 +10/+5 +10 +6 +3 Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 14 Leap Attack (Complete Adventurer, Page 110) Improved Cavefighting, Darkvision +40ft
    13th Darkrunner 9 +10/+5 +10 +7 +4 Jump 15, Knowledge Dungeoneering 15, Search 15, Balance 14, Hide 13, move silently 13, Survival 7.5 - Greater Tunnelport
    14th Darkrunner 10 +11/+6/+1 +11 +7 +4 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5 - Stonewalking, Darkvision +50 ft
    15th Warblade 1 (Tome of Battle, page 20) +12/+7/+2 +13 +7 +4 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 4 Improved Sunder Battle Clarity (Reflex Save), Weapon Aptitude
    16th Deepstone Sentinel 1 (Tome of Battle, page 96) +12/+7/+2 +15 +7 +4 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 6 - Mountain Fortress Stance, Passwall
    17th Deepstone Sentinel 2 +13/+8/+3 +16 +7 +4 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 8 - Crashing Mountain Juggernaut
    18th Deepstone Sentinel 3 +14/+9/+4 +16 +8 +5 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 10 Combat Brute (Complete Warrior Page 110) Indomitable Redoubt
    19th Deepstone Sentinel 4 +15/+10/+5 +17 +8 +5 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 12 - Stone Curse, Dragon's Tooth
    20th Deepstone Sentinel 5 +15/+10/+5 +17 +8 +5 Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 14 - Awake the Stone Dragon


    Spoiler: maneuvers
    Show

    15: Warblade: IL 8. 3/3/1: Stonefoot Stance, Overwhelming Mountain Strike, Bonesplitting Strike, Moment of Perfect Mind.
    16: Deepstone: IL 9: Elder Mountain Hammer
    18: Deepstone: IL 11: Irresistible Mountain Strike, +1 Readied (4)
    20: Deepstone: IL 13: Ancient Mountain Hammer.

    Standard readied at 20th:
    Irresistible Mountain Strike, Overwhelming Mountain Strike, Ancient Mountain Hammer, and Moment of Perfect Mind.


    Spoiler: 5th level
    Show

    With ranger 4, you have distracting attack, making your party sneak attackers super pleased with you. You take rapid shot as a back up option, and are really just running around taking advantage of power attack, a two handed weapon, and high strength. Joining the darkrunner guild at this level is expensive, but not undoable.


    Spoiler: 10th level
    Show

    Shock Trooper lets you throw your power attack penalty to AC instead of Attack, letting you fiercly power attack on charge; just watch out for the retaliations. Darkvision, tremorsense, make sure that you aren't foiled by vision troubles, and favoured enemy aberration + aberration lore + aberration specialist help make sure you pack an extra punch. You should be able to consistently one shot your chosen aberration on charges.


    Spoiler: 15th level
    Show

    You've finished Darkrunner, which gives you a lot of very cool scouting and sensing and tracking abilities! Intelligence to damage isn't really taken advantage of here, but grab a +6 intelligence item, and it provides a decent amount of utility (+3 init, +3 damage when in rough terrain, also boosting your reflex save by 1 thanks to the warblade dip). Deepsong helps your will save (your one weak point) and Greater Tunnelport can get your party out of trouble, which is awesome! Leap attack gives you even bigger damage on power attack, and you'll want the valorous weapon enhancement for quadruple returns. (Take off 12 AC and gain yourself +48 damage? Yes please!)


    Spoiler: 20th level
    Show

    Deepstone Sentinel is a perfect synnergy for Darkrunner. You charge around, and if they survive the first hit, you throw up a Mountain Fortress, knocking them prone and forcing balance checks. You get to stay in your stone dragon stance at 18th (which provides +2 AC), and Stone Curse gives you a form of the stone vise maneuver you skipped at IL 11 for Irresistible Mountain Strike. Dragon's tooth lets you create infinite infinite duration fortifications (unless this got erratted, either way, classic ToB editing :P ), which is super badass, and your level 20 capstone is a swift action damage + knockdown AE, which is darn fine.

    You have high hit points, high damage, and good AC (you can do everything in medium armor, which your proficient with). You're fairly versatile through your stone dragon maneuvers, which let you remove standard, move actions, and the ability to move. Moment of perfect mind chops up your one weak point, and the rough terrain based nature of Deepstone helps you get the bonus damage from Darkrunner. It's also very conveniently simple: 2 base classes, 2 completed prestige classes. Momentum swing from combat brute gives you more bonus damage from power attacking, this time the follow up round!

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  27. - Top - End - #237
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    He's large, he's in charge, and he's going to take care of your aberration "problem".
    Quote Originally Posted by Esmar Tuek
    Esmar Tuek, Drugrunner Darkrunner Extraordinaire
    N Gold Dwarf, Rogue 4/ Darkrunner 10/ Foe Hunter 6

    Fluff:
    Spoiler
    Show

    "1-5 The trade routes of Dwarves are the most sacred in all of Faerun and the Golden Hands of Vergadain defend the interests of the dwarven merchants, particularly in areas of commerce and trade. The Hurndor of the Silver Reaches often have trade routes for precious cargo that must go unseen, and that means through the underdark, that is where Esmar Tuek, comes in a famous smuggler who knows the underdark as well as anyone.

    In addition to working for the Golden Hands he also gained employment with the Darkrunner Guild (so he could do similar missions as charge twice as much), by seeking out the chapter house and dropping off his resume and cover letter (boom, there is the story inclusion).

    “To Whom It May Concern:

    Please find the attached resume in consideration of the Darkrunner position you have posted at the local tavern, I have 4-levels of experience dealing with aberrations specifically the Abolethic Sovereignty, mapping out the underdark, and staying alive...”


    Spoiler
    Show
    @Level 5: You’ve jumped into the SI as soon as possible. Your high constitution score is helping you not die to an enemy lucky critical strike (which happens) as you have an average HP of 33, versus a 13 without a con bonus. You also have the ability of wearing full plate and tumbling (don’t get carried away with it yet) thanks to being a Dwarf, this will also help your ability to defend yourself. Another aspect of defense in the underdark is not walking into a trap, a good spot/listen is essential and here we have a +9
    Your offense is fairly decent +1 attack and damage from Gold Dwarf aberration, +2 damage against aboleth minions, +11 knowledge devotion so on average a +2 to attack and damage, +2 from strength, and weapon focus for an attack mod of +8 and damage mod of + 6 with whatever weapon you’re using. So any cloakers or gibbering mothers are fairly easily defended against. Your fighting really excels in tight tunnels, you can go in a small tunnel (Spelunking) without the penalties (tunnel fighting) and get an AC bonus (under mountain).
    Other than that you have a full assortment of underdark necessary skills like Climb, Escape Artist, Jump, Survival, and Swim.


    6 - 10 With the encroachment of the Abolethic Sovereignty into the sacred routes and a number of precious shipments missing the nature of Esmar Tuek’s operations from smuggling to retrieval has changed.

    “The underdark isn’t about not being seen, it’s about not getting lost or eaten. Full plate is pretty good at keeping you from being eaten, hiding against telepathic creatures isn’t.”

    Spoiler
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    @Level 10: You’ve picked up some very helpful things like Quick Reconnoiter which helps with spot and listen checks (don’t forget +4 from aberration specialist and +2 from favored enemy), as well as initiative which pairs well with Cavefighting giving you an initiative bonus of +6. You’ve also picked up Endurance because you’re using full plate and you don’t want to have to take it off in the middle of the underdark somewhere.
    You’re getting some cool stuff from knowledge devotion now because aberration specialist counts towards that too, 13 ranks +3 int, +4 specialist, so on average 30 for a +3 bonus. With the bonuses listed at 5, strength, etc. you’re now an attack bonus of +18/+13 with a damage modifier of +12.



    11-15 The two organizations are at full on war now, then again the Abolethic Sovereignty is at war with everyone who doesn’t want the entire plane turned into some gross twisted version of the outer realms. So the other players in the campaign that keep getting mind controlled and killed can make new characters without too much storyline interruption.

    “These aboleths are really starting to piss me off, they keep mind controlling my friends and making me fight them, I swear whatever type of dungeon master cooked up this campaign with tons of PvP in it is a...”

    Spoiler
    Show
    @15: You’ve boosted up your Will save substantially +2 from Racial (SLA), +4 from Steadfast Determination (instead of the -1, so it’s a net 5 increase), +2 from Deepsong, +4 specialist and 6 as a base giving you a will of +18, which you’ll need in order to survive Aboleths.
    You’re attacking for +23/18 with a damage bonus of +15 and an extra d6 on the first hit.
    With Improved Cavefighting you can take 10 on Balance (23) Climb (40), Escape Artist (43), Jump (31), and Swim (41), meaning you have a total modified on them as listed. This assumes you have something like +3 Mithril Full-Plate which at level 15 shouldn’t be much to ask, but be prepared for an armor check penalty otherwise but even with a -5 for MW Full-Plate the scores are enough that you’re going to be fine.
    Level 14 is your sweet spot, the d6 from Foe Hunter doesn’t matter.


    16-20 Esmar Tuek’s quest for vengeance has transcended the guild and into a personal vendetta he still runs missions for the guilds, but he chooses the ones that allow him to kill as many aboleths as possible.

    “F$#& these aboleths, f#$^ them to the ninth layer of hell… oh wait yes master, I will obey… yeah f$#& you’re gonna die you giant slug!”
    Spoiler
    Show
    @20: You’ve reached the end of the line, you’ve gained DR 7/- against your hated foe, SR 21, which is important because aboleths use minions and that makes them part of the organization (your hated foe, which carries over your benefits). But really what happens is they try to control you, they can’t but they think they do, they know you’re the biggest baddest guy so you guard them, and then you kill them.

    "


    Abilities:
    Spoiler
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    Dexterity Constitution Intelligence Wisdom Charisma Reason
    14 14 16 16 8 8 32-point buy
    14 12 18 16 8 8 Racial
    14 12 19 16 8 8 4th
    14 12 20 16 8 8 8th
    15 12 20 16 8 8 12th
    16 12 20 16 8 8 16th
    17 12 20 16 8 8 20th


    Build:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Martial Rogue 0 0 2 0 Balance 4, Climb 4, Escape Artist 4, Jump 4, Knowledge (dungeoneering) 2*cc, Listen 4, Search 4, Spot 4, Survival 2*cc, Swim 4, Tumble 4 Alertness Weapon Focus (any), Trapfinding
    2 Golden Hands of Vergadain (Rogue) 1 0 2 0 Balance 5, Climb 5, Escape Artist 5, Jump 5, Knowledge (dungeoneering) 5, Listen 5, Search 5, Spot 5, Survival 2*, Swim 5, Tumble 5 - Tunnel Fighting, Evasion, Favored Enemy (Abolethic Sovereignty)
    3 Golden Hands of Vergadain (Rogue) 2 1 3 1 Balance 5, Climb 6, Escape Artist 6, Jump 5, Knowledge (dungeoneering) 6, Listen 6, Search 6, Spot 6, Survival 6, Swim 6, Tumble 6 Knowledge Devotion (Dungeoneering) Track
    4 Martial Rogue 3 1 3 1 Balance 6, Climb 7, Escape Artist 7, Jump 6, Knowledge (dungeoneering) 7, Listen 7, Search 7, Spot 7, Survival 7, Swim 7, Tumble 7 - Undermountain Tactics, Uncanny dodge
    5 Darkrunner 3 3 3 1 Balance 6, Climb 8, Escape Artist 8, Jump 6, Knowledge (dungeoneering) 8, Listen 8, Search 8, Spot 8, Survival 8, Swim 8, Tumble 8 - Direction Sense, Spelunking, Darkrunner Emblem
    6 Darkrunner 4 4 3 1 Balance 6, Climb 9, Escape Artist 9, Jump 6, Knowledge (dungeoneering) 9, Listen 9, Search 9, Spot 9, Survival 9, Swim 9, Tumble 9 Quick Reconnoiter Aberration Lore, Darkvision +10 ft
    7 Darkrunner 5 4 4 2 Balance 6, Climb 10, Escape Artist 10, Jump 6, Knowledge (dungeoneering) 10, Listen 10, Search 10, Spot 10, Survival 10, Swim 10, Tumble 10 - Cavefighting, Tunnelport
    8 Darkrunner 6 5 4 2 Balance 6, Climb 11, Escape Artist 11, Jump 6, Knowledge (dungeoneering) 11, Listen 11, Search 11, Spot 11, Survival 11, Swim 11, Tumble 11 - Tremorsense, Darkvision +20 ft
    9 Darkrunner 6 5 4 2 Balance 6, Climb 12, Escape Artist 12, Jump 6, Knowledge (dungeoneering) 12, Listen 12, Search 12, Spot 12, Survival 12, Swim 12, Tumble 12 Endurance Lore of the Stones
    10 Darkrunner 7 6 5 3 Balance 6, Climb 13, Escape Artist 13, Jump 6, Knowledge (dungeoneering) 13, Listen 13, Search 13, Spot 13, Survival 13, Swim 13, Tumble 13 - Aberration Specialist (aboleth), Darkvision +30 ft
    11 Darkrunner 8 6 5 5 Balance 6, Climb 14, Escape Artist 14, Jump 6, Knowledge (dungeoneering) 14, Listen 14, Search 14, Spot 14, Survival 14, Swim 14, Tumble 14 - Deepsong
    12 Darkrunner 9 7 5 5 Balance 6, Climb 15, Escape Artist 15, Jump 6, Knowledge (dungeoneering) 15, Listen 15, Search 15, Spot 15, Survival 15, Swim 15, Tumble 15 Steadfast Determination Improved Cavefighting, Darkvision +40 ft
    13 Darkrunner 9 7 6 6 Balance 6, Climb 16, Escape Artist 16, Jump 6, Knowledge (dungeoneering) 16, Listen 16, Search 16, Spot 16, Survival 16, Swim 16, Tumble 16 - Greater Tunnelport
    14 Darkrunner 10 8 6 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 17, Listen 17, Search 17, Spot 17, Survival 17, Swim 17, Tumble 17 - Stonewalking, Darkvision +50 ft
    15 Foe Hunter 10 10 8 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 18, Listen 18, Search 17, Spot 18, Survival 17, Swim 18, Tumble 18 Gnome Tunnel Acrobatics Hated enemy, rancor +1d6
    16 Foe Hunter 11 11 9 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 19, Listen 19, Search 17, Spot 19, Survival 17, Swim 19, Tumble 19 - Hated enemy (Abolethic Sovereignty), damage reduction 3/—
    17 Foe Hunter 12 11 9 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 20, Listen 20, Search 17, Spot 20, Survival 17, Swim 20, Tumble 20 - Rancor +2d6
    18 Foe Hunter 13 12 10 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 21, Listen 21, Search 17, Spot 21, Survival 17, Swim 21, Tumble 21 False Pretenses Hated enemy damage reduction 5/—, hated enemy spell resistance
    19 Foe Hunter 13 12 10 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 22, Listen 22, Search 17, Spot 22, Survival 17, Swim 22, Tumble 22 - Rancor +3d6
    20 Foe Hunter 14 13 11 8 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 23, Listen 23, Search 17, Spot 23, Survival 17, Swim 23, Tumble 23 - Hated enemy damage reduction 7/—


    Notes:
    Spoiler
    Show

    Complete Champion, Knowledge Devotion 60
    DMG - Gold Dwarf 171
    Dungeonscape, Gnome Tunnel Acrobatics 44, Quick Reconnoiter, Undermountain Tactics, Tunnel Fighting 46
    Masters of the Wild, Foe Hunter 56
    Player's Handbook II, Steadfast Determination 83
    Unearthed Arcana, Martial Rogue 58, False Pretenses 93
    Web Enhancement, Golden Hands of Vergadain

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

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

  28. - Top - End - #238
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    BEARS. BEARS EVERYWHERE. Let's see if this works...
    Quote Originally Posted by Creb Covenant
    Creb Covenant, CG Spirit Hellbred (FCII p77) Spirit Shaman (CD p14) 6/Darkrunner (LoM p186) 10/Sentinel of Bharrai (BoED p69) 4
    Base Stats: STR 10 DEX 12 CON 14 INT 14 WIS 16 CHA 12
    Race-adjusted Stats: STR 10 DEX 12 CON 12 INT 14 WIS 16 CHA 14
    Languages: Common, Infernal, Undercommon, Terran
    When leveling, boost WIS

    Spoiler: Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Spirit Shaman 1 +0 +2 +0 +2 Knowledge (arcana) 4, Knowledge (dungeoneering) 4, Knowledge (nature) 4, Search 2(cc), Spellcraft 4, Survival 4 Education (dungeoneering + nature; ECS p52), Alertness (bonus), Devil’s Favor (FCII p81, bonus) Wild Empathy, Spirit Guide (bear), Spells
    2nd Spirit Shaman 2 +1 +3 +0 +3 Knowledge (arcana) 5, Knowledge (dungeoneering) 5, Knowledge (nature) 5, Search 2.5, Spellcraft 5, Survival 5 - Chastise Spirits
    3rd Spirit Shaman 3 +2 +3 +1 +3 Knowledge (arcana) 6, Knowledge (dungeoneering) 6, Knowledge (nature) 6, Search 3, Spellcraft 6, Survival 6 Sacred Vow (BoED p45) Detect spirits
    4th Spirit Shaman 4 +3 +4 +1 +4 Knowledge (arcana) 7, Knowledge (dungeoneering) 7, Knowledge (nature) 7, Search 3.5, Spellcraft 7, Survival 7 - Blessing of the Spirits
    5th Spirit Shaman 5 +3 +4 +1 +4 Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Knowledge (nature) 8, Search 4, Spellcraft 8, Survival 8 - Follow the guide
    6th Spirit Shaman 6 +4 +5 +2 +5 Knowledge (arcana) 9, Knowledge (dungeoneering) 9, Knowledge (nature) 9, Search 4.5, Spellcraft 9, Survival 9 Vow of Obedience (BoED p48) Ghost warrior
    7th Sentinel of Bharrai 1 +4 +5 +2 +7 Knowledge (dungeoneering) 10, Knowledge (nature) 10, Search 5, Spellcraft 10, Survival 10, Use Magic Device 1 Track (bonus) Nature-friendly spells
    8th Darkrunner 1 +5 +7 +2 +7 Diplomacy 1, Intimidate 1, Knowledge (dungeoneering) 11, Knowledge (nature) 11, Search 6, Survival 11, Use Magic Device 2(cc) - Direction sense, spelunking, darkrunner emblem
    9th Darkrunner 2 +6 +8 +2 +7 Diplomacy 2, Intimidate 2, Knowledge (dungeoneering) 12, Knowledge (nature) 12, Search 7, Survival 12, Use Magic Device 3 Disrupting Spell (FCII p83) Aberration lore, darkvision +10'
    10th Darkrunner 3 +7 +8 +3 +8 Diplomacy 3, Intimidate 3, Knowledge (dungeoneering) 13, Knowledge (nature) 13, Search 8, Survival 13, Use Magic Device 4 - Cavefighting, tunnelport
    11th Darkrunner 4 +8 +9 +3 +8 Diplomacy 4, Intimidate 4, Knowledge (dungeoneering) 14, Knowledge (nature) 14, Search 9, Survival 14, Use Magic Device 5 - Tremorsense, darkvision +20'
    12th Sentinel of Bharrai 2 +9 +9 +3 +9 Knowledge (dungeoneering) 15, Knowledge (nature) 15, Spellcraft 11, Survival 15, Use Magic Device 7 Quick Recovery (LoM p181) Energy resistance 10 (electricity)
    13th Sentinel of Bharrai 3 +9 +10 +4 +9 Knowledge (dungeoneering) 16, Knowledge (nature) 16, Spellcraft 12, Survival 16, Use Magic Device 9 - Bear shape, quickened call lightning 1/day
    14th Darkrunner 5 +10 +10 +4 +9 Diplomacy 5, Intimidate 5, Knowledge (dungeoneering) 17, Knowledge (nature) 17, Search 10, Survival 17, Use Magic Device 10 - Lore of the stones
    15th Darkrunner 6 +11 +11 +5 +10 Diplomacy 6, Intimidate 6, Knowledge (dungeoneering) 18, Knowledge (nature) 18, Search 11, Survival 18, Use Magic Device 11 Ocular Spell (LoM p181) Aberration Specialist: Urophion (LoM p170), darkvision +30'
    16th Darkrunner 7 +12 +11 +5 +10 Diplomacy 7, Intimidate 7, Knowledge (dungeoneering) 19, Knowledge (nature) 19, Search 12, Survival 19, Use Magic Device 12 - Deepsong
    17th Darkrunner 8 +13 +12 +5 +10 Diplomacy 8, Intimidate 8, Knowledge (dungeoneering) 20, Knowledge (nature) 20, Search 13, Survival 20, Use Magic Device 13 - Improved cavefighting, darkvision +40'
    18th Darkrunner 9 +13 +12 +6 +11 Diplomacy 9, Intimidate 9, Knowledge (dungeoneering) 21, Knowledge (nature) 21, Search 14, Survival 21, Use Magic Device 14 Rapid Spell (CD p84) Greater tunnelport
    19th Darkrunner 10 +14 +13 +6 +11 Diplomacy 10, Intimidate 10, Knowledge (dungeoneering) 22, Knowledge (nature) 22, Search 15, Survival 22, Use Magic Device 15 - Stonewalking, Darkvision +50'
    20th Sentinel of Bharrai 4 +15 +13 +6 +12 ]Knowledge (dungeoneering) 23, Knowledge (nature) 23, Spellcraft 13, Survival 23, Use Magic Device 17 - Energy resistance 10 (acid)


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


    Spoiler: 1st Level
    Show
    Creb lay on the floor of the cave, writhing from the pain the bear’s claws had rent into his flesh. All the instincts his father had encouraged him to nurture, and all the theory his teachers in the big city had encouraged him to memorize, had not prepared him for the reality of stumbling upon a sleeping cave bear in its home; had his fellow clansmen not been within earshot to corner and kill the bear with their longspears, Creb knew he would have died. Even with their quick actions to save him, he could feel his life force slipping away, and with it, all of his promise, all of his potential, and all of his obligations to his clan for all they’d trained him to become.

    Half delusional from pain, and half desperate to fulfill his duties as a young spirit shaman, Creb closed his eyes and prayed,”Any guiding spirit who can hear me, please save me from an early death. If there is a price, I will pay.”

    One of them heard. One of them responded. One of them held him to that debt.
    Spoiler: crunch
    Show
    As a 1st level spirit shaman, Creb uses a longspear, leather armor, and his spells to contribute. Because of the spirit shaman’s mechanics, he can opt for new spells to suit the day’s anticipated challenges, although his lack of ranks in concentration leads him to focus on spells that aren’t directly combat-oriented, preferring summoning and battlefield control. His skill set, along with wild empathy, allows him to accompany the party’s scout at the fore, while making him useful as a sage - a role the Education feat (yes, it’s theoretically setting-specific, but there’s nothing tying it exclusively to Eberron, and no other settings are specifically required) synergizes with while making qualification for his anticipated PrCs viable in a timely fashion. Alertness as a bonus feat is similarly useful for his intended route, easing the pain on an otherwise sub-par feat requirement without tying it to a relatively squishy familiar. Devil’s Favor is gained as a bonus feat for his hellbred race, and its once-daily +2 to a roll can easily mean the difference between life and death at 1st level, when other bonuses are relatively small. The race itself was chosen for the darkvision, for the good synergy with both spirit shaman and darkrunner from a crunch perspective, and for the baked-in flavor it provides to drive the story, both personally and for the campaign. With the built-in bonus to intimidate and the ability to use evil-only items freely, Creb’s got some clear additional benefits, particularly with his intended path. Choosing the bear as his spirit animal is a thematic, purely flavor-based choice for his future which also pays homage to his origins.


    Spoiler: 5th Level
    Show
    Creb recovered from the bear’s attack with a quickness that surprised the other healers of his clan. The obvious physical changes his body undertook after he pledged to the devil who answered his desperate prayer were even harder for his clan to reconcile, and Creb first found himself ostracized, then shunned outright. Driven from his people by the very drive to stay and help them adapt to a rapidly changing world, Creb vowed to seek a way to escape his infernal pact via supplication and obeisance to the ‘great bear of Elysium,’ taking the surname ‘Covenant’ to remind him of the seemingly contradictory pledges he had made. Though it marked him as one to be respected - even feared - Creb chose to hide his personally shameful hellbred appearance by seeking out the darker places of the world, ultimately settling deep within the very cave complexes that had nearly ended his life just as he’d reached adulthood. The skills he’d honed all his life were useful here, allowing him to serve as guide, healer, and defender of those from the surface who needed to trade in the Underdark. He’d also begun to hear tales of the ‘sentinels of Bharrai’ and a ‘darkrunner guild,’ and he began to believe that service to them might aid in his quest to purge damnation from his soul.
    Spoiler: crunch
    Show
    Spirit shaman differs from many other base classes in 3.5 in that it offers decent incentives to stay in the class, rather than pushing one to jump ship for a PrC at the earliest possible point. ‘Chastise spirits’ allows Creb to be effective against a decent swath of enemies that otherwise have strong defenses at low levels of play, with ‘detect spirits’ and ‘blessing of the spirits’ having obvious utility in allowing chastise spirits to function best. At this point, Sacred Vow is nothing more than the feat tax it appears to be; with some ranks in diplomacy, that ‘perfection bonus’ is unusual enough that it can easily stack with any equipment he might gather to further improve diplomacy, though. With ‘follow the guide,’ Creb gains a life-saving reroll ability against enchantments that’s mathematically superior to any small, static bonus to a relevant saving throw. Meanwhile, his continuing access to spells allows him to regularly contribute in combat (though he still must be mindful of which spells and positioning won’t need concentration checks), while his dedication to his beginning skill set allows him to handle the scaling DCs of skill checks at level-appropriate challenges.


    Spoiler: 10th Level
    Show
    Creb held up his hand to halt the group he was escorting into the Underdark, as his keen eyesight noted some movement in the unrelenting blackness ahead. The movements of the thing in the shadows quickly let Creb know a pair of embracs were heading toward him and his charges. Gesturing for the others to hide, Creb took advantage of the extra time his darkrunner-enhanced senses had given him to cast a spell to make the tunnel more treacherous, knowing this would give him a defensive advantage. Between that and his superior fighting skills against illithidae and other aberrations, he felt this group would survive this encounter just fine; if all else failed, the tunnel was narrow enough for him to ‘port himself clear of the fight long enough to summon a unicorn or a minor xorn to turn the tide of battle.
    Spoiler: crunch
    Show
    Between spirit shaman and sentinel of Bharrai, Creb followed a natural progression of base class to prestige class that qualified him for darkrunner without spending feat slots on its subpar requirements of Alertness and Track; because Search was always a cross-class skill for him, Creb actually entered darkrunner at the earliest possible point for him. Ghost Warrior, from spirit shaman 6, is a wonderful little ability to allow damaging a wider variety of spirits, while Vow of Obedience shores up a saving throw that’s relatively weak at this point, and becoming ever more vital. Remember what I said about diplomacy being a useful skill to pick up, given his feats? Now it’s a class skill for him, so he starts to invest. Disrupting Spell, as his 9th level feat, adds a new dimension of utility to his spells that otherwise start to lag a bit, perforce (which informs his choice to invest in UMD), and gives added value to the sourcebook from which his race comes. Creb’s combination of skills and abilities from his classes makes him nearly ideal to help others traverse the dangers of the Underdark, as he’s strong enough to help others in a variety of situations, but with abilities that make him an excellent team player who doesn’t need to hog the spotlight. The versatility of his spirit shaman spellcasting combines nicely with the sentinel of Bharrai’s ‘nature-friendly spells’ ability to ensure he’s selectively damaging opponents, and not innocents, with Track being a feat obviously geared toward guiding a group along a difficult path. Direction sense, spelunking, and the darkrunner emblem all contribute to that clear role of helping to guide those less equipped for the Underdark. As highlighted above, the darkrunner’s extended range on darkvision - which continues to improve - allows him to prepare for encounters before they’re upon him. Aberration lore couples with cavefighting to give him an advantage in combat, should he need to engage personally, that more than offsets the delays in his BAB. This is particularly true when he has the time to use his spirit shaman spells to engage the enemy with summons before they close, or reshape the terrain around him to best advantage - and his darkvision and survival skill give him that time, particularly when tunnelport comes online to allow him to advance or retreat to a more advantageous position.


    Spoiler: 15th Level
    Show
    Creb, in bear form, ambled back to where the treasure-hunters he guided sat hidden.

    “There’s a urophion ahead, along with a pair of duergar,’ he explained, pausing only long enough to change back to his hellbred form. I dumped a call lightning on their location, so they’re scrambling right now. We don’t have a lot of time, but here’s what I want to do. . .”

    He quickly outlined his plan, then used another spell to transform the rock of the cave floor into a morass of mud. While everyone got into the positions he indicated, he called a ‘mass lesser vigor’ spell to mind, just as the dark dwarves and the aberration came around the corner, looking slightly singed. If needed, he knew he could wade into the fray in his bear form. . . .
    Spoiler: Crunch
    Show
    Tremorsense, lore of the stones, and more increases in his darkvision range further improve Creb’s ability to engage the enemy on his own terms, or avoid them entirely, as needed. He continues to specialize his skill list to emphasize his role as a guide, while the Quick Recovery feat offers one of the few available methods of getting out of a stun or daze early. He gets access to 5th level spells within this span, with some really strong game-changers like transmute rock to mud, and the ability to cast a quickened call lightning (which explicitly works underground and to which he explicitly has resistance) once per day. He has never been the strongest, the most dextrous, or the most sturdy of combatants, but now he can combine his spirit shaman buff spells with a bear form if he needs to fight face to face. Creb uses his aberration hunter ability to focus on the urophion because it fits the criteria for the ability and introduces no additional book-bloat, while being a level-appropriate adversary that doesn’t advance class levels (which would do unpredictable things to the encounter’s difficulty when actually faced). With Ocular Spell, Creb is able to store a spell for future use, with two different targets that were possibly not valid ‘targets’ to the spell in its original form, be they friends or foes as befitting the spell chosen.


    Spoiler: 20th
    Show
    Creb sat at the outskirts of the vast underground metropolis to which he’d guided so many people, in his service to Bharrai and quest for salvation, watching the roads. His abilities to endure environmental hazards had expanded to include resistance to acid, while his abilities as a scout and guide had continued to improve, the more he maintained his darkrunner path. He wasn’t sure he’d ever manage to overcome the error of the pact he’d made with the devil, all that time ago, but he knew he was doing good work. With any luck, that would count for something, when the time came.
    Spoiler: crunch
    Show
    With deeepsong, Creb gains another bonus to his Will save, and additional bonuses to the deeprunner abilities he uses to choose and control the points at which he engages an enemy. Rapid Spell lets him react to oncoming encounters more quickly, further tipping the action economy in favor of his party. He has yet another set of increases to his darkvision’s range, with improved tunnelfighting allowing him to add INT to damage in difficult terrain - which his spirit shaman spells allow him to create. With greater teleport, Creb’s tunnelport ability becomes considerably more powerful, though limited in scope. The stonewalking ability provides an alternative to the tunnelport/greater teleport ability that’s usable twelve rounds a day before equipment, with Quick Recovery pulling double duty here to safeguard against the penalty for unexpected ejection from stonewalking. With another character level available before hitting Epic levels, Creb snags another level of sentinel of Bharrai for more spellcasting, and for energy resistance 10 against acid, doubling the number of elements he’s naturally resistant to.


    Spoiler: Why Darkrunner with this route?
    Show
    Darkrunner is a very solid method of getting advanced recon in underground environments, with some small but situational bonuses to some combats. With spirit shaman and sentinel of Bharrai, Creb leverages those advanced recon abilities to combine with the ability to increase considerably the odds that those situational combat bonuses trigger, and hit some AoE effects that are simply unavailable to a darkrunner who enters through a more mundane route. He had to expend none of his feat slots to gain entry to darkrunner, instead being able to spend them on entry to sentinel of Bharrai, which has the benefit of advancing his spellcasting with feats that improve passive and out-of-combat abilites. He offsets his less than full BAB with those bonuses, as well as the ability to call his own flanking partners as needed. He becomes an ideal candidate to fit into groups with newer players, or with players who have inconsistent op-fu chops, because spirit shaman’s unique “either 3rd or 1st, depending” tier placement gives it the ability to handle encounters by itself if needed, while still functioning well as a team member. As his party’s abilities are likely starting to really blossom, Creb is becoming more team oriented, with his ‘this is where we’ll fight those monsters I saw’ abilities. He can easily use his abilities to make the rest of his team feel like they’re dominating the encounters, thanks to his help before initiative is ever rolled.


    Spoiler: Options
    Show
    Anything that increased mental stats would be useful for Creb, since he has built-in use for all of them through his PrCs. Barring flaws, an item that allows Creb to cast while in bear form aside from creative uses of Ocular Spell would be very useful; if flaws are allowed, Shaky and Vulnerable will translate into Natural Spell and Practiced Caster with a little shuffling of when he takes what feat.


    Spoiler: Sources
    Show
    SRD
    ECS = Eberron Campaign Setting
    CD = Complete Divine
    FCII = Fiendish Codex II
    BoED = Book of Exalted Deeds
    LoM = Lords of Madness
    Last edited by Kuulvheysoon; 2014-06-01 at 05:32 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.

  29. - Top - End - #239
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    The light! It burns us! But we wants it...
    Quote Originally Posted by Delehdas
    Delehdas the Lightfinder
    Savage Bard3/Ranger3/Darkrunner10/Horizon Walker4
    Underfolk, Chaotic Neutral

    Background and Level 1
    Spoiler
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    The sounds of pick on stone echoed through the Underdark. Delehdas wiped his brow as he split yet another rock. Like most of his peers, his life was a rhythmic succession of swing, strike, crack, gather; swing, strike, crack, gather. Day after day, year after year, the songs of his people drummed into his brain, speaking to him through the tunnels of stone and the shattered remains that the picks left behind.

    He knew all the stories as well as he knew his own name: how the Underfolk left the surface ages ago, how his own clan had set out farther than the rest, were enslaved by Mind Flayers, and escaped by tunneling ever deeper into the Underdark. Those stories would serve him well, giving comfort to all in their eternal labor. His place would be secure, his own path as clear and straight as the empty tunnel behind him. He could be a respected elder of the clan, lead his people ever deeper, ever safer.

    He lifted his pick once again, ready to keep pounding away, angling down into the rock, but then stayed his hand. He looked at the tunnel, blackness in front of him. The thought came to him in a moment of mad certainty. He laughed, and started again. But this time, he didn’t angle down. This time, he started tunneling up.

    When he was missed that evening, his foreman sent out a search party for him. It took three strong miners to wrest the pick away from him. He had made decent headway, cutting several feet up from the main tunnel. The foreman could talk no sense into him, and ordered him bound and sent to Janna, the clan elder. Delehdas made his intentions plain to her: he meant to leave the Underdark, to find the Sun-Lands that his people had left so many centuries ago.

    Janna begged him not to go; miles of rock and legions of monsters stood between him and his goal.

    “If the only way out is through,” he replied, “then I’ll go through.”

    “Very well,” said Janna. “I will give my blessing to this mad quest. But you have much to learn before you are ready to face your path. The paths to the surface will be all but lost, now. But if you dig deep into the songs, you may find what you need.”

    Mechanics: Delehdas starts out his career as a Savage Bard. His skills and spells reflect some things that would be helpful for someone delving deep underground, who’s started learning as much as he can about the world around him. Like most Bards, he’s quite fragile to start, relying more on wits and skill than combat and spells. The Able Learner feat models his thirst for knowledge, and provides an important mechanical boost by cutting down on cross-class skill costs.


    Level Breakdown
    Spoiler
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    Level 5

    Spoiler
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    The training was harder than Delehdas would have thought possible. He had spent nearly a year plumbing the hidden meanings of the rhythm of the pickaxes, half-forgotten rhymes passed down who-knows-how-many years, and piecing together every scrap of information he could about the paths his ancestors had taken – not to mention, which paths they’d closed off behind them. Finally he hit upon what he thought was a promising lead: an old tale of one who “ran through the dark, bearing a light, to guide us through the ever-night, lost to the rock as the last door closed.”

    He took up martial training with the clan’s rangers immediately. If he set out on his own, he would need more than a few magical tricks up his sleeve. Skill with a blade would serve him well. Without it, he was certain he wouldn’t last a week. He learned much about fighting the dangerous aberrations that lurked in every dark corner of the tunnels. After he had mastered the combat styles the rangers had to teach, he returned to the elder. Janna gave a final blessing, knowing she would never see him again, whether his quest met with success or failure.

    Armed with his knowledge of the legends, he traveled through a network of crisscrossing tunnels. After two weeks, he found what he was looking for: an ancient, collapsed tunnel. Carefully, carefully, he cleared away the rock. His heart leapt when he uncovered the first bone. It was just as the legend had said! He gasped in surprise as he cleared away more debris. Still clutched in the man’s hand was a strange object, glowing red.

    Mechanics: Delehdas has taken three levels of Savage Bard and two of Ranger. His base attack bonus is fairly good for his level, and his increased Constitution at level 4 (conveniently timed to his first level of Ranger) makes him a bit sturdier. His stealth skills are excellent, particularly given his Underfolk Camouflage trait. His scouting skills are beginning to develop, Tumble is giving him some additional mobility. His levels in Ranger give him access to the Ranger spell list, so he’s able to activate several useful wands (like Cure X Wounds), without Using Magic Device.


    Level 10

    Spoiler
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    Delehdas’ first contact with another creature came not long after he left the collapsed tunnel behind. He heard several people talking to each other – in Common, no less, though with an accent that was strange to his ears. He was shocked to see that one of them carried an emblem almost identical to the one he had found on the guide’s body.

    The woman who bore the symbol was an Elf named Lysati. At first she thought he was a rogue member of the Guild, given the red glow that came from his Darkrunner emblem. A short explanation later, the difficulties had been smoothed over, and the party accepted Delehdas as a companion on their journey. This proved a good choice when he recognized the signs of an Umber Hulk ambush, likely saving the life of at least one of the travelers.

    Lysati was intrigued by Delehdas’ strange story. As soon as she had guided her companions to their destination, she asked him to come with her back to the closest guild hall. If he intended to return to the surface, he would need some resources, and the Darkrunners would be just the sort of friends he needed. He offered his services to the Guild. As a token of his intent, offered the guide’s Darkrunner Emblem. It was decided unanimously that Delehdas would be accepted, with the returned emblem serving as his entry fee. It was also unanimous that the same emblem be re-issued to him as his own official Darkrunner Emblem. Delehdas took to his new career with great enthusiasm, leading several successful expeditions and slowly earning enough money to purchase better equipment.

    Mechanics: Delehdas has now fully grown into his role as stealthy scout, with Darkstalker being the centerpiece of this. (Level 10 is probably the “sweet spot” of the build, where his role really comes together, between Tremorsense and Darkstalker). The information he can provide his team might just be the difference between a flawless tactical assault and a costly slugfest. He's capable of tracking many enemies. He’s very mobile, due to high ranks in Tumble and the Spelunking ability. His Use Magic Device is now high enough to activate any Wand 75% of the time. His attack bonus is the same as a Rogue’s. While he is able to contribute to melee – especially when fighting Aberrations, or using his – he is not a front-line fighter.


    Level 15

    Spoiler
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    The day had finally arrived. No more waiting, no more hiding, no more running through the dark and skulking in shadows. In a few short steps, he would be on the surface.
    Lysati stood by his side. “Are you ready?” she asked.
    “I’ve been ready for years. Thank you, for everything.”
    They stepped out into the moonlight. Delehdas fell to his knees as he saw the stars above him. Tears filled his eyes; it was the most beautiful thing he’d ever seen. He finally turned his eyes down, and gasped. The maps had shown the elevation and topography, but he was utterly unprepared for the reality of looking down from one of the highest peaks of the mountain range.

    Mechanics: Delehdas’ scouting and stealth skills are now extremely high. He’s been able to focus some of his efforts on improving his Diplomacy, making him a decently good negotiator and possibly a secondary “party face.” His attack bonus is still tracking with Rogue, and (unfortunately) no bonus damage and low strength means he’s still lagging as far as damage output goes. However, underground combat and difficult terrain can be very advantageous to him. Use Magic Device is now high enough that he automatically succeeds in activating any Wand.


    Level 20

    Spoiler
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    Delehdas smiled as he looked at another new map he’d acquired. He thought back to his youth, and shook his head. He would never again be so confined. The world was out there, and he was ready to see it all. He called to Lysati. “The mountains were wonderful, and I know you loved the forest. But I’ve heard that Limbo is lovely this time of year...”

    Mechanics: Delehdas’ fighting skills have significantly improved, thanks to four levels of full-BAB Horizon Walker. He’s gained a third iterative, and some bonus damage to several common terrain types. Daylight Adaptation removes his penalties for fighting in bright light. He’s immune to fatigue. He has full ranks in Diplomacy, Use Magic Device, Survival, and the scouting skills. He is also probably the world’s foremost authority on all matters pertaining to Geography.


    Starting Ability Scores
    Spoiler
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    Str 14
    Dex 10
    Con 11
    Int 18
    Wis 10
    Cha 11


    Build
    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Savage Bard 1 +0 +2 +0 +2 Balance 4, Hide 4, Knowledge(Dungeoneering) 4, Knowledge(Geography) 4, Move Silently 4, Perform(Chant) 4, Profession(miner) 4, Survival 4, Tumble 4, UMD 4, Search 2 Able Learner Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, Illiteracy
    2nd Savage Bard 2 +1 +3 +0 +3 Balance 5, Hide 5, Know(Dungeon) 5, Know(Geog) 5, Move Silently 5, Perform 5, Profession 5, Survival 5, Tumble 5, UMD 5, Spot 1 - -
    3rd Savage Bard 3 +2 +3 +1 +3 Hide 6, Know(Dungeon) 6, Know(Geog) 6, Move Silently 6, Perform 6, Profession 6, Survival 6, Tumble 6, UMD 6, Search 3, Listen 1 Obscure Lore Inspire competence
    4th Ranger 1 +3 +5 +3 +3 Hide 7, Know(Dungeon) 7, Know(Geog) 7, Move Silently 7, Survival 7, Tumble 7, UMD 7, Search 5, Spot 2, Listen 2 Track(B) Favored enemy (Aberration), Track, wild empathy, +1 Constitution
    5th Ranger 2 +4 +6 +4 +3 Hide 8, Know(Dungeon) 8, Know(Geog) 8, Move Silently 8, Survival 8, Tumble 8, UMD 8, Spot 4, Listen 4 Two Weapon Fighting (B) Combat Style (Two-Weapon)
    6th Ranger 3 +5 +6 +4 +4 Hide 9, Know (Dungeon) 9, Know(Geog) 9, Move Silently 9, Survival 9, Tumble 9, UMD 9, Spot 6, Listen 6 Endurance(B), Alertness Endurance
    7th Darkrunner 1 +5 +8 +4 +4 Hide 10, Know(Dungeon) 10, Know(Geog) 10, Move Silently 10, Survival 10, Tumble 10, UMD 10, Spot 8, Listen 8 Direction Sense, Spelunking, Darkrunner Emblem
    8th Darkrunner 2 +6 +9 +4 +4 Hide 11, Know(Dungeon) 11, Know(Geog) 11, Move Silently 11, Survival 11, Tumble 11, UMD 11, Spot 10, Listen 10 - Aberration Lore, Darkvision +10 ft, +1 Charisma (level-up)
    9th Darkrunner 3 +7 +9 +5 +5 Hide 12, Know(Dungeon) 12, Know(Geog) 12, Move Silently 12, Survival 12, Tumble 12, UMD 12, Spot 12, Listen 12 Darkstalker Cavefighting, Tunnelport
    10th Darkrunner 4 +8 +10 +5 +5 Hide 13, Know(Dungeon) 13, Know(Geog) 13, Move Silently 13, Survival 13, Tumble 13, UMD 13, Spot 13, Listen 13, Diplomacy 1, Speak Terran - Tremorsense, Darkvision +20 ft
    11th Darkrunner 5 +8 +10 +5 +5 Hide 14, Know(Dungeon) 14, Know(Geog) 14, Move Silently 14, Survival 14, Tumble 14, UMD 14, Spot 14, Listen 14, Diplomacy 3 - Lore of the Stones
    12th Darkrunner 6 +9 +11 +6 +6 Hide 15, Know(Dungeon) 15, Know(Geog) 15, Move Silently 15, Survival 15, UMD 15, Spot 15, Listen 15, Diplomacy 6 Improved Favored Enemy (Aberration), Aberration Specialist (Mind Flayer), Darkvision +30 ft, +1 Charisma (level-up)
    13th Darkrunner 7 +10 +11 +6 +6 Hide 16, Know(Dungeon) 16, Know(Geog) 16, Move Silently 16, Survival 16, UMD 16, Spot 16, Listen 16, Diplomacy 6 - Deepsong
    14th Darkrunner 8 +11 +12 +6 +6 Hide 17, Know(Dungeon) 17, Know(Geog) 17, Move Silently 17, Survival 17, UMD 17, Spot 17, Listen 17, Diplomacy 9 - Improved Cavefighting, Darkvision +40 ft
    15th Darkrunner 9 +11 +12 +7 +7 Hide 18, Know(Dungeon) 18, Know(Geog) 18, Move Silently 18, Survival 18, UMD 18, Spot 18, Listen 18, Diplomacy 12 Endurance Greater Tunnelport
    16th Darkrunner 10 +12 +13 +7 +7 Hide 19, Know(Geog) 19, Know(Nature) 1, Move Silently 19, Survival 19, UMD 19, Spot 19, Listen 19, Diplomacy 13 - Stonewalking, Darkvision +50 ft

    +1 Charisma (level-up)
    17th Horizon Walker 1 +13 +15 +7 +7 Know(Geog) 20, Know(Nature) 2, Survival 20, UMD 20, Spot 20, Listen 20, Diplomacy 16 - Terrain Mastery (Mountains)
    +4 competence bonus on Climb checks
    +1 insight bonus on attack and damage rolls against mountain creatures
    18th Horizon Walker 2 +14 +16 +7 +7 Know(Geog) 21, Know(Nature) 3, Survival 21, UMD 21, Spot 21, Listen 21, Diplomacy 19 Daylight Adaptation Terrain Mastery (Hills)
    +4 competence bonus on Listen checks
    +1 insight bonus on attack and damage rolls against hills creatures
    19th Horizon Walker 3 +15 +16 +8 +8 Know(Geog) 22, Know(Nature) 4, Survival 22, UMD 22, Spot 22, Listen 22, Diplomacy 22 - Terrain Mastery (Desert)
    Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.
    +1 insight bonus on attack and damage rolls against desert creatures.
    20th Horizon Walker 4 +16 +17 +8 +7 Know(Geog) 23, Know(Nature) 7, Survival 23, UMD 23, Spot 23, Listen 23, Diplomacy 23 - Terrain Mastery (Forest)
    +4 competence bonus on Hide checks.
    +1 insight bonus on attack and damage rolls against forest creatures.
    +1 Charisma (level-up)

    Spells per Day/Spells Known
    (Note: Does not include bonus spells per day from high charisma, which can vary depending on items and ability score increases).
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 2/4 - - - - - - - - -
    2nd 3/5 0/2 - - - - - - - -
    3rd 3/6 1/3 - - - - - - - -


    Spells Known
    Spoiler
    Show
    Bard1: 0: Dancing Lights, Know Direction, Light, Mending.
    Bard2: 0: Ghost Sound. 1: Detect Snares and Pits, Dead End.
    Bard3: 0: Message. 1: Endure Elements.


    Rules Notes and Variations:
    Spoiler
    Show
    1. The Underfolk race is Humanoid with the Human subtype. The “Half-Humans and Humanlike Races Variant” rule on p. 150 of Races of Destiny states that demi-humans like half-elves could be grouped together with humans “as humanoids with the (human) subtype,” which suggests that any humanoid with the (human) subtype counts as a human for the purposes of meeting feat prerequisites. While the consensus on the boards is that this is the intended rule effect, there has been some debate whether or not this is the appropriate ruling. If the DM requires a pure Human to take advantage of the feat, it’s possible to accomplish this: choose Aberrant Blood (Lords of Madness) as the Human bonus feat at 1st level, then Inhuman Vision (Lords of Madness) instead of Obscure Lore at third to meet Darkrunner’s darkvision requirement. (This unusual ancestry could easily be incorporated into his backstory as an additional reason he decided to leave his people, as well as his focus on Aberrations as favored enemies later on).

    2. The skill progression assumes that Able Learner's bonus is applied after the skills for level 1 are already selected. It’s extremely common to houserule this away. If that’s the case, consider ranks in Knowledge (architecture and engineering) to model his understanding of the braces needed for mining work, or literacy to model his early research.

    Sources:
    Spoiler
    Show
    Complete Adventurer: Obscure Lore feat.
    Complete Warrior: Improved Favored Enemy feat.
    Lords of Madness: Darkstalker feat, Darkrunner prestige class.
    Races of Destiny: Underfolk race, Able Learner feat.
    Races of Eberron: Daylight Adaptation feat.
    Spell Compendium: Dead End spell.
    Unearthed Arcana: Savage Bard variant.
    All other material can be found in the PHB/DMG/MM1/SRD. Mind Flayers are listed in the Monster Manual, but not 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.

  30. - Top - End - #240
    Troll in the Playground
    Join Date
    Apr 2011
    Location
    The Great White North

    Default Re: Iron Chef Optimization Challenge in the Playground LVII

    He's dealt with manipulators, sir, dangerous ones.
    Quote Originally Posted by Amaljss Myund
    Part 1

    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Drow LA +0 +0 +0 +0 Skills Feats New Class Abilities
    2nd Drow LA +0 +0 +0 +0 Skills Feats New Class Abilities
    3rd Lolth touched LA +0 +0 +0 +0 Skills Feats New Class Abilities
    4th Scout 1/LA3 +0 +0 +2 +0 Climb 4 ranks, Hide 4 ranks, Knowledge (Dungeoneering) 4 ranks, Knowledge (Geography) 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Search 4 ranks, Sense motives 4 ranks, Spot 4 ranks, Survival 4 ranks, Tumble 4 ranks, Power Attack Skirmish (+1d6), Trapfinding
    5th Ranger 1/Scout 1/LA3 +1 +2 +4 +0 Climb 5 ranks, Hide 5 ranks, Knowledge (Dungeoneering) 5 ranks, Knowledge (Geography) 5 ranks, Listen 5 ranks, Move Silently 5 ranks, Search 5 ranks, Sense motives 4 ranks, Spot 5 ranks, Survival 5 ranks, Tumble 4 ranks N/A 1st favored enemy (aberrations), Track (one of the feats needed for the PrC DarkRunner), Wild Empathy
    6th Ranger 2/Scout 1/LA3 +2 +3 +5 +0 Climb 6 ranks, Hide 6 ranks, Knowledge (Dungeoneering) 6 ranks, Knowledge (Geography) 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Search 6 ranks, Sense motives 4 ranks, Spot 6 ranks, Survival 6 ranks, Tumble 4 ranks Darkstalker Combat style (Two weapon fighting)
    7th Ranger 2/Scout 2/LA3 +3 +3 +6 +0 Climb 7 ranks, Hide 7 ranks, Knowledge (Dungeoneering) 7 ranks, Knowledge (Geography) 7 ranks, Listen 7 ranks, Move Silently 7 ranks, Search 7 ranks, Sense motives 5 ranks, Spot 7 ranks, Survival 7 ranks, Tumble 5 ranks N/A Battle fortitude +1, Uncanny dodge, +1str
    8th Ranger 2/Scout 3/LA3 +4 +4 +6 +1 Climb 8 ranks, Hide 8 ranks, Knowledge (Dungeoneering) 8 ranks, Knowledge (Geography) 8 ranks, Listen 8 ranks, Move Silently 8 ranks, Search 8 ranks, Sense motives 6 ranks, Spot 8 ranks, Survival 8 ranks, Tumble 6 ranks N/A Fast movement +10ft., Skirmish (+1d6, +1AC), Trackless step
    9th Ranger 3/Scout 3/LA3 +5 +4 +6 +2 Climb 9 ranks, Hide 9 ranks, Knowledge (Dungeoneering) 9 ranks, Knowledge (Geography) 9 ranks, Listen 9 ranks, Move Silently 9 ranks, Search 9 ranks, Sense motives 6 ranks, Spot 9 ranks, Survival 9 ranks, Tumble 6 ranks Alertness Endurance
    10th Ranger 4/Scout 3/LA3 +6/1 +5 +7 +2 Climb 10 ranks, Hide 10 ranks, Knowledge (Dungeoneering) 10 ranks, Knowledge (Geography) 10 ranks, Listen 10 ranks, Move Silently 10 ranks, Search 10 ranks, Sense motives 6 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 6 ranks NA Animal companion (which gains me the remaining feat needed Alertness), Champion of the Wild ACF Bonus feat (Improved Two weapon Fighting)
    11th Darkrunner 1/Ranger 4/Scout 3/LA3 +6/1 +7 +7 +2 Climb 10 ranks, Hide 11 ranks, Knowledge (Dungeoneering) 11 ranks, Knowledge (Geography) 11 ranks, Listen 11 ranks, Move Silently 11 ranks, Search 11 ranks, Sense motives 7 ranks, Spot 11 ranks, Survival 11 ranks, Tumble 6 ranks N/A Direction Sense, spelunking, darkrunner emblem, +1 Intelligence
    12th Darkrunner 2/Ranger 4/Scout 3/LA3 +7/2 +8 +7 +2 Climb 10 ranks, Hide 12 ranks, Knowledge (Dungeoneering) 12 ranks, Knowledge (Geography) 12 ranks, Listen 12 ranks, Move Silently 12 ranks, Search 12 ranks, Sense motives 8 ranks, Spot 12 ranks, Survival 12 ranks, Tumble 6 ranks Swift hunter Aberration lore, Darkvision +10ft.(Now making it 130ft), Favored enemy (aberrations) +4, Favored enemy (elves) +2, Skirmish (+2d6,+2AC)
    13th Darkrunner 3/Ranger 4/Scout 3/LA 3 +8/3 +8 +8 +3 Climb 10 ranks, Hide 13 ranks, Knowledge (Dungeoneering) 13 ranks, Knowledge (Geography) 13 ranks, Listen 13 ranks, Move Silently 13 ranks, Search 13 ranks, Sense motives 9 ranks, Spot 13 ranks, Survival 13 ranks, Tumble 6 ranks N/A Cavefighting, Tunnelport
    14th Darkrunner 4/Ranger 4/Scout3/ LA3 +9/4 +9 +8 +3 Climb 10 ranks, Hide 14 ranks, Knowledge (Dungeoneering) 14 ranks, Knowledge (Geography) 14 ranks, Listen 14 ranks, Move Silently 14 ranks, Search 14 ranks, Sense motives 10 ranks, Spot 14 ranks, Survival 14 ranks, Tumble 6 ranks N/A Treamorsense, Darkvision +20ft. (Now Darkvisions range is 140ft. away making it almost impossible with the max ranks in spot to get close to him before he knows you are their, this also makes itt so enemies with Telepathy wont sense you before you can start attacking them with most having the range of only 100ft, making you more deadly then any dwarf or other creature with darkvision as you wont be detected first in most situations)
    15th Darkrunner 5/Ranger 4/Scout 3/ La3 +9/4 +9 +8 +3 Climb 10 ranks, Hide 15 ranks, Knowledge (Dungeoneering) 15 ranks, Knowledge (Geography) 15 ranks, Listen 15 ranks, Move Silently 15 ranks, Search 15 ranks, Sense motives 10 ranks, Spot 15 ranks, Survival 15 ranks, Tumble 7 ranks Favored power attack Lore of the stones, +1 Intelligence
    16th Darkrunner 6/Ranger 4/Scout 3/LA3 +10/5 +10 +9 +4 Climb 10 ranks, Hide 16 ranks, Knowledge (Dungeoneering) 16 ranks, Knowledge (Geography) 16 ranks, Listen 16 ranks, Move Silently 16 ranks, Search 16 ranks, Sense motives 10 ranks, Spot 16 ranks, Survival 16 ranks, Tumble 9 ranks N/A Aberration specialist, Darkvision +30ft. (150ft.)
    17th Darkrunner 7/Ranger 4/Scout 3/LA3 +11/6/1 +10 +9 +4 Climb 10 ranks, Hide 17 ranks, Knowledge (Dungeoneering) 17 ranks, Knowledge (Geography) 17 ranks, Listen 17 ranks, Move Silently 17 ranks, Search 17 ranks, Sense motives 10 ranks, Spot 17 ranks, Survival 17 ranks, Tumble 11 ranks N/A Deepsong
    18th Darkrunner 8/Ranger 4/Scout 3/LA3 +12/7/2 +11 +9 +4 Climb 10 ranks, Hide 18 ranks, Knowledge (Dungeoneering) 18 ranks, Knowledge (Geography) 18 ranks, Listen 18 ranks, Move Silently 18 ranks, Search 18 ranks, Sense motives 10 ranks, Spot 18 ranks, Survival 18 ranks, Tumble 13 ranks Improved Favored enemy Improved Cavefighting, Darkvision +40ft. (160ft.)
    19th Darkrunner 9/Ranger 4/Scout 3/LA3 +12/7/2 +11 +10 +5 Climb 10 ranks, Hide 19 ranks, Knowledge (Dungeoneering) 19 ranks, Knowledge (Geography) 19 ranks, Listen 19 ranks, Move Silently 19 ranks, Search 19 ranks, Sense motives 10 ranks, Spot 19 ranks, Survival 19 ranks, Tumble 15 ranks N/A Greater Tunnelport, +1 Intelligence
    20th Darkrunner 10/Ranger 4/Scout 3/LA3 +13/8/3 +12 +10 +5 Climb 12 ranks, Hide 20 ranks, Knowledge (Dungeoneering) 20 ranks, Knowledge (Geography) 20 ranks, Listen 20 ranks, Move Silently 20 ranks, Search 20 ranks, Sense motives 10 ranks, Spot 20 ranks, Survival 20 ranks, Tumble 15 ranks N/A Stonewalking, Darkvision 50ft. (170ft.)


    Spoiler: Race and Racial abilities
    Show
    For my starting race I choose a Lolth touched Drow because the drow race has always held a deep found respect in my eyes as masters of survival. They have the natural darkvision that is a main requirement off the bat to enter this PrC which is an added bonus. While also having an interesting flavor when it comes to races like mind flayers, though not as much of a hatred as the gith, they are not openly friendly with one another either. All Racial abilities of a drow can be found on P.13 of the Forgotten Realms campaign setting, as well as below.

    +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
    Spell like abilities 1/day : Dancing lights, Darkness, and Faerie Fire. These abilities are as the spells cast by a sorcerer of the drow's character level.
    Darkvision up to 120ft. (This is above and beyond the normal range for most forms of sight, and will help greatly in spotting enemies in the dark tunnels of the Underdark before they spot you.)
    Light Blindness : Abrupt exposure to bright light (such as sunlight or the daylight spell) blinds a drow for 1 round. I addition, drow suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
    Spell resistance of 11 + character level
    +2 Racial bonus on Will saves against Spells and spell Like abilities.
    Automatic languages : Elven, Undercommon, Home region (if in the forgotten realms)
    Bonus languages : Abyssal, Common, Draconic, Drow sign language, Goblin, Illuskan.
    +2 Level adjustment


    Spoiler: Template and Template abilities
    Show
    The template I will be using this round will be the Lolth touched creature which can be found on P.92 of the Monster manual 4. I choose this template to reflect that this was not just any drow, but one who was picked to spread the spider queens web of influence further by eliminating some of her enemies below that could cause her problems if they were not kept in check. And with a regular drow already costing a Level adjustment of +2, the extra +1 from this template is a great help that I personally feel dose not weaken the build any, merely strengthening it more.

    Alignment : The creatures Alignment changes to Chaotic evil.
    Abilities : +6 Strength and +6 Constitution. these bonuses are added onto those granted by the drow race allowing you to survive longer in combat, as well as increasing your chance to not only hit your enemy, but also damage them as well.
    Skills : A Lolth touched creature gains a +4 racial bonus on Hide and Move Silently checks.
    Fearless : Lolth-touched creatures have immunity to all fear effects.
    +1 Level adjustment


    Spoiler: 32 point buy before, and after the racial modifiers are added
    Show


    Before

    Strength 15
    Dexterity 16
    Constitution 14
    Intelligence 14
    Wisdom 10
    Charisma 8

    After Racial modifiers

    Strength 21
    Dexterity 18
    Constitution 18
    Intelligence 16
    Wisdom 10
    Charisma 10

    End Results

    Strength 22
    Dexterity 18
    Constitution 18
    Intelligence 19
    Wisdom 10
    Charisma 10


    Spoiler: HD totals+hp
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    10D6+7D8+80


    Spoiler: Ranger Class features
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    Favored enemy (augmented by Favored Power attack, and improved Favored enemy) : At 1st level, a ranger may select a type of
    creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.

    Spoiler: What Favored enemy dose for this build.
    Show
    While not a powerful ability for the core classes, it has a very unique way of leveling up the damage the higher in level one becomes. Combine that with the feats that have been invested into the build to make fighting ones favored enemy (which happens to be aberrations, the main ingredient of this ICC) make this ability a lot more useful in combat and out of combat with having max ranks in all but two of these skills that are listed above. The end result ends up being +7 damage against Abberations, and the ability to double all the damage you deal with power attack as if you were wielding a weapon in two hands (in this builds case) or triple the damage dealt if wielding a weapon in two hands instead of only one. So not only will you see your enemies before they see you, hear them without them hearing you, but every attack you make has the potential to deal at most (for those who are very risky) an extra 33 damage from this one ability alone.


    Track : A ranger gains Track (see page 101) as a bonus feat.

    Spoiler: What the track ability dose for this build
    Show
    As Track is one of the prerequisites to enter the Darkrunner PrC, gaining it as a bonus feat instead of having to invest into it is a huge gain off the bat, freeing up feat slots that are very limited to begin with. This will also allow the build with its large bonuses to Survival, Search, Spot, and Listen to be able to track their hated foes form miles away.


    Wild Empathy : A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally,influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.

    Spoiler: What Wild empathy dose for this build
    Show
    Due to having no charisma bonus, and a very low Ranger level during later levels this will hold almost no importance. However early on it could very well help you to avoid unnecessary battles with wild animals wandering around the underdark trying to get away perhaps from the very aberrations you yourself are hunting.


    Combat Style : At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he
    wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    Spoiler: Reasoning to why I chose two weapon fighting
    Show
    The main reason I chose two weapon fighting for my combat style was for the fact that while an archer would be able to put his excellent visibility to use against the enemy, many of the feats that are archery related have a very small distance. And if you were to be that close to your enemy with your bow still drawn you would already be on the losing end. While as many drow are known for wielding two weapons in battle, for each attack that hits, you are now dealing at the least an extra 7 damage from your favored enemy ability.


    Endurance : A ranger gains Endurance (see page 93) as a bonus feat at 3rd level.

    Spoiler: What endurance dose for this build
    Show
    As many Aberrations are normally much smarter then you, the ability to sleep in your armor will make sure that even if you are caught off guard by them while you are sleeping you will not be without your armor on. While not highly played in most D&D games, being attacked while you sleep in the underdark is highly possible, and having the extra edge to survive could be the difference between life and death in many cases. After all which is easier to hit, an AC in the 30s, or one around 18?


    Animal companion : At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. (For instance, an aquatic creature can’t adventure with a ranger on land and shouldn’t be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector. This ability functions like the druid ability of the same name (see page 35), except that the ranger’s effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid’s animal companion. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Thus, he must be at least an 8th-level ranger to select from the druid’s list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.


    Spoiler: What my animal companion offers to the build
    Show
    For an animal companion I was a bit on the fence about, while they can be very useful for this build I would have to invest to much into something that would not be advanced by the SI. However what it did give me was an interesting creature I could use incase I was grappled with an enemy by keeping a small viper as my animal companion. This way it would always be hidden, while also being able to attack from hiding incase I were to be put under an enemies spell, granting me another chance to save against it.


    Champion of the wild (ACF) : Due to the fact this particular PrC dose not advance caster level's, and having no bonus spells to even have a single spell from the ranger's spell list I decided it would be best to take this ACF to turn something that had no use to grant me a feat, though from a very small selection, helped me by advancing my two weapon fighting one step closer to perfection.[/SPOILER]

    Part 2

    Spoiler: Scout Class features
    Show


    Skirmish : A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

    Spoiler: What Skirmish dose for this build
    Show
    While better on a more focused TWF build, or even an archery build, Skirmish helps me by allowing me that first round of combat to get that extra bite into my enemy, as well as when I am using a ranged weapon against them with my Darkvision range of over 150ft. This would allow me to have during each combat a rough estimate of 6d6 extra damage each battle, perhaps even more when combined with the use of tumble to evade AoO's from enemies. This gets even more useful thanks to the swifthunter Feat which was chosen to advance it along with my ranger levels, giving it an added bonus it would not have normally been able to reach under these circumstances.


    Trapfinding : A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

    Spoiler: Uses of Trapfinding in this build
    Show
    Threw this entire build thanks to this ability almost no trap will go unnoticed by this character, however do to not having any ranks in disable device, they would have to hope that another in their team had such a skill (and as these are drow not unlikely), trigger it with some controlled source, or go around it which would be the safest course of action. While not directly allowing this build to stop traps, it dose allow it to notice them and be able to take the correct measures to work threw it.


    Battle Fortitude : At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

    Spoiler: What Battle Fortitude dose for this build
    Show
    While the fortitude save bonus is not needed all to much, the boost to initiative happens to be very useful, for the fact that after the first few surprise rounds you will no doubt have thanks to your vast range of superiority over your enemies when it comes to sight, you will still be weaker health wise then many of the things you may face when it comes to abberations. Having even the smallest edge can mean the difference between winning and losing a battle.


    Uncanny Dodge : At 2nd level, a scout gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    Spoiler: How Uncanny dodge helps this build
    Show
    As stated earlier under the endurance section in the ranger class features, what is better then being able to sleep in your armor? Well being able to sleep in your armor and jump up before battle even begins while being attacked and NOT being flat footed is a good starter. Though at high levels Miss chance is a lot more helpful then armor class, while you are asleep you quite frankly are not gaining any sort of miss chance short of sleeping in a rope trick or a similar spell. And when you are in the underdark, living each moment as it could be your last, having the ability to always be at the ready in your armor is a very useful tool in making sure you survive. Add in the fact that you will be limited to light armor due to many of your abilities, having your dexterity always applied to those few saves will keep you alive that much longer.


    Fast Movement : Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.

    Spoiler: How fast movement is helpful to this build, wait I need to explain this?
    Show
    Okay all jokes aside, the one who hits first, hits fastest, and hits the hardest normally wins in a battle right? Wrong, in the Underdark it is the one who survives the longest that wins. With all forms of natural hazards, being able to run away faster then your enemy can follow, then tracking them down later to kill them is a perfect tactic. Especially with this builds ability to track. Even when not used defensively, being able to reach your enemy in a charge for example while they are still out of range can help get in that first blow.


    Trackless Step : Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

    Spoiler: How Trackless step helps this build
    Show
    When your enemies are more intelligent then you, and think in a different mindset. Have a greater number then you, or any other situation comes up the abilty to flee, or even just travel across the land, without even leaving a sliver of a thread of where you could have gone short of magical scrying will give you just another tool in your pouch for the war against the aberrations. Sure if you faced them and fled in time they can track you down using their magic. However up until then you will always have the element of surprise on your side.


    Spoiler: Darkrunner Class Features
    Show


    Direction Sense : You possess an incredible sense of direction. If you study a single underground location for at least 8 hours, that location becomes your directional focus until you choose a new location and study it for 8 hours. You must be within your directional focus to successfully study it. You can use find the path (as the spell) to determine the shortest, most direct physical route to your directional focus, as long as you are within 5 miles of your focus. This ability works only as long as you remain underground.

    Spoiler: Direction sense and its uses
    Show
    As this is the SI now it looks like I will have to take off the children's gloves on these. Out of all the abilities leading up to this very first level to Darkrunner, this one has to be by far the most straight forward. With the large amount of ranks in survival, doubled with this ability, this character can no longer get lost while traveling the many tunnels of the underdark.


    Spelunking : You are well trained in moving in and through natural caverns. You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confined areas.

    Spoiler: Spelunking and its many uses
    Show
    While the amount of ranks in climb is a good amount, this ability of the SI allows me now to fit into smaller places I could normally not fit to hide from my enemies (thus they would not look for me there). While also giving one a sort of flexibility when it comes to the skills they had invested in now that at the end of this journey you will have an extra 10 ranks in this skill to help you survive the treacherous underdark.


    Darkrunner Emblem: Upon becoming a darkrunner, you are granted a darkrunner emblem by the Darkrunner Guild. This minor magic item is detailed in the accompanying sidebar. If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount.

    Spoiler: The pros to a darkhunter Emblem
    Show
    Off the bat it grants you a bonus on survival checks in the underdark which in many ways will be useful in your travels. Finding safe food and water will almost always be a constant battle. Never mind finding a place to hide which has now just been helped by spelunking. The only downfall of this item is the small light it sheds, working against a drows light sensitivity when activated. Thankfully one can wrap a cloth around it to dull the light.


    Aberration Lore : You have picked up a trove of knowledge concerning aberrations. Beginning at 2nd level, you gain a +2 competence bonus on any skill check, attack roll, or saving throw made against an aberration.

    Spoiler: Abberation Lore
    Show
    Earlier on we touched base on how well Favored enemy helped us out on finding and exterminating our aberration friends, well now we get the beauty of adding almost doubling that power, making all attacks give +4, damage +7, saves +4, and skill checks +6. No longer is it a matter of finding an aberration, it has simply become a matter of killing it, which with your special training is easily done thanks to your superior abilities, and senses.


    Darkvision : Starting at 2nd level, the extent of your darkvision increases by 10 feet. It increases by an additional 10 feet every other level.

    Spoiler: The all mighty power of sight
    Show
    Starting at an overbearing 120ft. of darkvision from being a drow already has its pros against lesser enemies who can only read your thoughts at roughly 100ft, or others that can only see 60ft. away at max. With this nifty ability you just fall short of thripleing the visibility of other creatures, and almost doubling that of most creatures that rely on telepathy. In a battle where you must out smart, and out maneuver your enemy, seeing them, before they see you is key, and with an amazing 170ft. of darkvision you have just that at your disposal.


    Cavefighting : Beginning at 3rd level, you are so familiar with the terrain features of the subterranean world that you can use them to enhance your combat ability. While underground, you gain a bonus on initiative checks equal to your Intelligence bonus, and you can move over difficult terrain (see page 148 of the Player's Handbook) at normal speed. Additionally, as long as you stand in a square of difficult terrain, such as rubble or thick undergrowth, you gain a +2 circumstance bonus to your Armor Class.

    Spoiler: The many uses of cavefighting
    Show
    Earlier we talked about how while only a +1 to initiative from battle fortitude it would prove useful in the long haul, well now it has as both your intelligence and dexterity are both added to this number. And your large intelligence modifier, added on with your use of skill points you should have little to no problem at capitalizing on your Spelunking ability to find a nice small hole up high and attacking enemies like an eel would underwater, using the rocky outcroppings of stalagmites to protect you even further.


    Tunnelport : At 3rd level and higher, you can use an enlarged dimension door effect as a spell-like ability once per day. You cannot pass through solid barriers as you normally could with a dimension door spell. Additionally, the route you take when using tunnelport must follow an opening no more than 10 feet wide. Your caster level equals twice your darkrunner class level.

    Spoiler: A Quick and speedy retreat
    Show
    As a hunter of aberrations, it can be very easy to be out played, especially when it comes to mindflayers. However, now once was a dead end, has now become a one way exit that they can not follow you as you teleport twice as far away from them using the smallest of holes to escape.


    Tremorsense : Beginning at 4th level, you have tremorsense out to 30 feet. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

    Spoiler: Tremor sense and you
    Show
    While not as greatly useful against mindflayers who use levitation a majority of the time, there are still a good deal of creatures that walk the underground maze that is known as the underdark. And when your eyes fail you, your natural ability to sense the vibrations in the rocks surly wont. After all what is better then making an invisible foe think they have the upper hand before driving your blades deep into their chest cavity? You now can rely on your sense of hearing should you find yourself blinded by your enemies. Making your drow like sensitive to light all but unimportant.


    Lore of the Stones : At 5th level, you gain an affinity with unworked stone. You treat unworked stone as very soft ground when making Survival checks to track quarry, and can use stone tell as a spell-like ability (caster level equal to your class level) once per day.

    Spoiler: The stone beneath my hands
    Show
    Normally stone shows very little signs when being used to track someone, however under the careful hands of a Darkrunner, even the stone becomes as easy to read as the earth. The most miniscule details becoming clear. Not only will your targets be easier to find now, but there ability to hide will be almost completely removed with your many sensory abilities to track them down.


    Aberration Specialist : At 6th level, your knowledge about a particular kind of underground-dwelling aberration increases. You must select a specific kind of aberration that has an environment entry of Underground, such as gibbering mouther, mind flayer, or umber hulk. Against this kind of aberration, your bonuses from your aberration lore ability increase to +4.

    Spoiler: Mind Flayer hunter
    Show
    Though other people may choose something else, I personally have always had a fear of mind flayers, a fear I have had my character reflect in its hatred for them. Once more this has increased the abilities earlier gained from favored enemy, now offically doubling all but the damage output against mind flayers. +4 to attacks, +7 to damage, +8 to saves, and +8 to skills is no longer a laughing matter when it comes to hunting some of the most dangerous unnatural beings known to the underdark.


    Deepsong (Su): All that occurs in the depths of the earth is witnessed by the stone. Over the ages, an infinite legion of events have occurred, and in their passing they have left their mark upon the stone. Beginning at 7th level, you can attune your mind to experience the deepsong. The deepsong can be seen, felt, heard, and tasted, and it even makes itself known in mystical ways. While underground, the deepsong fills you with a sense of belonging and welcome. This effect grants you a +2 morale bonus on all Will saving throws. In addition, your stone tell spell-like ability becomes much more powerful than the normal spell. When you use this ability, the stones relate complete descriptions of events when asked. You can gain knowledge of up to three facts from among the following topics with each use: the layout of caverns and tunnels; the presence of plants and fungi, minerals, bodies of water, or people; local animal population; and the presence of elemental creatures, powerful abominations, or undead.

    Spoiler: The Deepsong
    Show
    Though at first I saw very little use out of this ability I then noticed its key, many builds that would go into this class would fall short on will saves, the class itself dose not even advance them well enough to be a threat against many casters. Thankfully with this, it not only gives you that added +2 bonus to your no doubt weakest save, but it also allows you to better be able to find your prey. Being able to ask the very environment around you so that you could set up the perfect ambush using your superior skills to eliminate any and all threats, maybe even before they see you,


    Improved Cavefighting : At 8th level, your cavefighting techniques improve further. You can take 10 at any time with any of the following skills while underground, even if you are threatened or distracted: Balance, Climb, Escape Artist, Jump, and Swim. In addition, you master a style of fighting that incorporates the terrain into your attacks. You might cause an opponent to slip with a successful attack and twist an ankle on loose rocks or to stagger into a sharp stalactite. You might brace yourself against a cave wall to get a little bit of extra pull on your bow. In any case, this fighting style works only if you are standing in a square of difficult terrain. As long as you do so, you add a circumstance bonus equal to your Intelligence bonus (minimum +1) to damage rolls with all melee weapons and any ranged weapon attacks at a range of 30 feet or less.

    Spoiler: The build coming together
    Show
    Once more the abilities of your early training seep into this build as you now are allowed to add your intelligence modifier to your damage rolls. Doing an extra 11 damage from your favored enemy ability and intelligence modifier alone with each attack is a great way to make sure battles are ended quickly and always on your terms. Add in the ability to now simply take 10 on skills that you will always need in the underdark guarantees an automatic 20 due to earlier abilities from the SI.


    Greater Tunnelport (Sp): Beginning at 9th level, your tunnelport ability functions like greater teleport, although you are still bound by the restrictions on the width of passages you can teleport though. Your caster level equals twice your darkrunner class level.

    Spoiler: The perfect ambush
    Show
    No longer do you have to fear retelation from those who hold magical talent as you can set deadly traps from hiding, and simply stalk your prey until they come close to where you are only to vanish once more into another area you have already prepared for your next encounter with them. sing this abilty, you could go easily 6 rounds before being hit by many enemies as you hide in a small crevice firing arrows out of at your enemies from over 120ft. away.


    Stonewalking (Su): At 10th level, you no longer need confine your underground exploration to caverns and passageways. For a limited number of rounds per day, you can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. While stonewalking, you have a burrow speed equal to your base land speed; this burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of a presence. A move earth spell cast on an area where you are stonewalking flings you back 30 feet and stuns you for 1 round if you fail a DC 15 Fortitude save. You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds.

    Spoiler: Nothing can stop your retreat.
    Show
    With the abilities to teleport away from your enemies, and hide for an untold time, waiting for that perfect shot, it comes as no surprise that as a capstone you can now also walk threw solid stone to escape your enemies. Seeming like a ghost to them, and their worst nightmare as you retreat threw untold twisting corridors you know as well as you do your own body. With multiple plans of escape no doubt plotted, as well as stores of extra ammo for your bow stocked simply on the other side of the wall where you will sit and wait again, you have now become the very thing the abberations of the underdark shall fear. Whether it be by bow, or blade, your enemies will not see you unless you wish them to. And they will never catch you even if they wanted to, until you wished them to, having already known everything about the area you are fighting in, well before they even thought about stepping foot into your trap. No longer are you playing chess with a vastly more intelligent and skilled enemy, you are now a hunter seeking its prey in its purest form.

    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.

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