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  1. - Top - End - #121
    Bugbear in the Playground
     
    dysprosium's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Heliomance View Post
    So far I have six entries in with less than two days remaining!
    You'll find a lot of us are terrible procrastinators.

    I had something else to post here but I'll get to it later.

  2. - Top - End - #122
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Heliomance View Post
    I don't know that trick - what is it?
    Spoilered for being a bit long and off-topic.
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    A Kensai can give his BAB to someone. As in his actual BAB. So if he gives BAB+10 (the maximum) to a Warchanter who already has BAB+20, that Warchanter now has BAB+30. He doesn't get any extra attacks or whatever, but that's alright.

    And then the BAB+30 Warchanter uses his Inspire Legion capstone to make it so that all allies within 60ft have the same BAB as the highest amongst them. Which would be the Warchanter's BAB+30.

    And that's the trick.

    One way to apply it to something more than supercharging your troops is, as I mentioned, getting prestige classes you really shouldn't have access to.

    If you have a True Dragon who has just lost twelve levels to a Wight and has a bunch of prerequisite feats (an old dragonwrought kobold dipping like crazy could conceavably do so by level eight, I think, assuming that they're actually a True Dragon), then when you give them back those levels while they're under the influence of Inspire Legion then they can take all twelve levels of Dragon Ascendant and, well, ascend.
    Getting the necessary feats is a bit tricky, though. You'll have six feats from levels+flaws, and in addition to grabbing seven feats total you also need to a)be a first-level Sorcerer, b)have 25 CON, c)Have 13 Strength.
    Oh, and you'll need to devour your entire hoard, which must be worth at least 100k gp. Get a few valuable art objects.

    So, getting feats.
    • Draconic Knowledge. Requires another feat, Draconic Heritage, and a level of Sorcerer.
    • Fast Healing. Requires 25 CON and the ability to take [Epic] feats, so being a really old Dragon is enough.
    • Dragonwrought Kobold. So that you're a really old dragon. Make sure to also be one of the types that doesn't take a penalty to CON.
    • Great Fortitude, Lightning Reflexes. Either one can be picked up as a bonus feat - a 3rd-level Totem Barbarian could get either, depending on the totem.
    • Iron Will. Spend a bit of time and money running from slimey Otyughs.
    • Improved Speed. Requires you to be a dragon and have 13 STR.

    So since this is an ECL 20 character before the trick is done, let's assume that +5 Inherent bonuses to CON from Wish are available. Then you need +2 more from wherever - perhaps lose fifteen levels instead, and Rage before you get them back (including Fast Healing as your sixth-level feat)?

    So be a Dragonwrought Desert Kobold Sorcerer 1/Bear Totem Barbarian 3/Scout 1. Have two flaws, and at first level grab Dragonwrought Kobold, Draconic Heritage, and Draconic Knowledge. At third level, take Improved Speed. At fourth, Great Fortitude.
    When you get back your fifteen lost levels, start out by taking three levels in Scout and getting Lightning Reflexes as your bonus feat. Your sixth-level feat should be Fast Healing, which you qualify for while raging (but only while raging - you still have it when you aren't, although you can't use it.)

    The final build should look something like Sorcerer 1/Bear Totem Barbarian 3/Scout 4/Dragon Ascendant 12. You probably aren't going to be all that useful outside of what Divine Rank 0 gives you? Maybe? You have BAB+18, but most of your class features are low-level ones and you only have four feats left over to make yourself useful with.

    I'm sure it could be done better than that, though.

  3. - Top - End - #123
    Firbolg in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Gemini476 View Post
    I've seen a build that combined a Kensai and a Warchanter doing the Believe In Me Who Believes In You trick, followed by a Dragonwrought Kobold using the BAB+30 from that trick with losing twelve negative levels through playing patty-cake with a Wight to grab all twelve levels of Dragon Ascendant pre-Epic.

    It's one of the very few ways to get a Divine Rank by RAW, since the capstone of Dragon Ascendant makes you a quasidiety (a.k.a. Divine Rank 0).
    The BAB trick, while it may invoke flying DMGs, is definitely an interesting one. Can you elaborate on the need for the multiple negative levels, though? I'm missing why it's necessary. Also, it sounds like you're saying that upon losing a negative level you could select an entirely new level for your character, effectively retraining multiple levels at once. Is that correct? If so, is there a RAW statement to that effect? Here's all I found regarding the loss of negative levels:

    Quote Originally Posted by SRD
    Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ˝ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  4. - Top - End - #124
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Gemini476 View Post
    (stuff)
    the simplest way to eat a hoard that valuable is saffron. it exists on oerth, being a material component for true seeing

    Quote Originally Posted by OMG PONIES View Post
    The BAB trick, while it may invoke flying DMGs, is definitely an interesting one. Can you elaborate on the need for the multiple negative levels, though? I'm missing why it's necessary. Also, it sounds like you're saying that upon losing a negative level you could select an entirely new level for your character, effectively retraining multiple levels at once. Is that correct? If so, is there a RAW statement to that effect? Here's all I found regarding the loss of negative levels:
    I'm pretty sure he's talking about a variation on doing the wight thing, which gives you your experience/level "back" after having lost it. hinges on psionic restoration
    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

  5. - Top - End - #125
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Venger View Post
    I'm pretty sure he's talking about a variation on doing the wight thing, which gives you your experience/level "back" after having lost it. hinges on psionic restoration
    Yeah, that's probably the thing. I didn't remember the details off the top of my head, but I should probably just have said "do the wight thing".

    Kensai are pretty interesting since as far as I know they're one of the very few ways to get BAB exceeding your hit dice. (The other one being questionable shenanigans with the Dragon type and dragonblood substitution levels.)

    I suppose you could technically get into Dragon Ascendant without Doing the Wight Thing, but that would require you to know the exact minute that you level up so that you can get the boosted BAB and Rage going and whatever. So Doing the Wight Thing is simpler, since it's got a relatively short manifesting time. (I think the example in the DMG for time required to level up is 1d4 days or something?)

  6. - Top - End - #126
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Gemini476 View Post
    Yeah, that's probably the thing. I didn't remember the details off the top of my head, but I should probably just have said "do the wight thing".

    Kensai are pretty interesting since as far as I know they're one of the very few ways to get BAB exceeding your hit dice. (The other one being questionable shenanigans with the Dragon type and dragonblood substitution levels.)

    I suppose you could technically get into Dragon Ascendant without Doing the Wight Thing, but that would require you to know the exact minute that you level up so that you can get the boosted BAB and Rage going and whatever. So Doing the Wight Thing is simpler, since it's got a relatively short manifesting time. (I think the example in the DMG for time required to level up is 1d4 days or something?)
    no problem. it's tricky to remember all the nicknames people have for things sometimes.

    yeah, kensai are kind of cool for that.

    you could probably predict that with divination spells without too much trouble.

    looking through my copy of the DMG, it doesn't say anything about that. some people houserule you need a little chill time to level up for whatever reason, but RAW, you can video game style level up right that second if you have all your paperwork in order.
    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

  7. - Top - End - #127
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Hey! What'd'ya know? I managed to finish up one of my builds and it's been submitted.
    The other build idea will, sadly, not be making an appearance in this contest, though. Still, one's not bad, huh?

  8. - Top - End - #128
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    And that's time, ladies and gentlemen! Put your spatulas down and turn off your hobs! Please refrain from posting until I give the word, because it's time to see the dishes!
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  9. - Top - End - #129
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    A very self assured gentleman, I do believe you'll find his wit truly cutting!

    Quote Originally Posted by Jacamo
    Jacamo

    CN: Human: Jester 6/ Acolyte of the Ego 7/ Lasher 7

    Background
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    Background
    I am Jacamo, jester extrodinare! king of jesters & jester of the king. If it would please the court I shall tell you a tale that is without end.
    With his oratory & comedic abilities he spun a very good story along with his ability to disguise and alter his appearance it made for a very entertaining night.


    Character
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    Abilities
    Languages
    Common, Draconic, Sylvan, Dwarven
    32 point buy
    str 13 dex 13 con 12 int 16 wis 10 cha 14
    4 int +1
    8 int +1
    12 str +1
    16 dex +1
    20 str +1


    Build
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    Build
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Jester 1 0 0 2 2 Climb 4, Craft (Leatherworking) 2cc, Disguise 4, Escape Artist 4, Intimidate 4, Perform (comedy) 4, Perform (oratory) 4, Truespeak 4, Tumble 4, Use Rope 4 Truename Training, Combat Expertise Jester's audacity +1, jester's performance, fascinate, inspiring quip
    2nd Jester 2 1 0 3 3 Climb 5, Craft (Leatherworking) 2.5cc, Disguise 5, Escape Artist 5, Intimidate 5, Perform (comedy) 5, Perform (oratory) 5, Truespeak 5, Tumble 5, Use Rope 5 Deflect Arrows Bonus feat
    3rd Jester 3 2 1 3 3 Climb 6, Craft (Leatherworking) 3cc, Disguise 6, Escape Artist 6, Intimidate 6, Perform (comedy) 6, Perform (oratory) 6, Truespeak 6, Tumble 6, Use Rope 6 weapon focus (whip) Taunt
    4th Jester 4 3 1 4 4 Climb 7, Craft (Leatherworking) 3.5cc, Disguise 7, Escape Artist 7, Intimidate 7, Perform (comedy) 7, Perform (oratory) 7, Truespeak 7, Tumble 7, Use Rope 7 - -
    5th Jester 5 3 1 4 4 Climb 8, Craft (Leatherworking) 4cc, Disguise 8, Escape Artist 8, Intimidate 8, Perform (comedy) 8, Perform (oratory) 8, Truespeak 8, Tumble 8, Use Rope 8 - jester's audacity +2
    6th Jester 6 4 2 5 5 Climb 9, Disguise 9, Escape Artist 9, Intimidate 9, Perform (comedy) 9, Perform (oratory) 9, Truespeak 9, Tumble 9, Use Rope 9, Use Magic Device 1 Power Attack, Snatch Arrows Bonus feat, Calming performance
    7th Acolyte of the Ego 1 5 4 5 5 Climb 10cc, Disguise 10cc, Escape Artist 10cc, Perform (comedy) 10cc, Truespeak 10, Tumble 10cc, Use Rope 10cc, Use Magic Device 2cc - know personal truename
    8th Acolyte of the Ego 2 6 5 5 5 Disguise 11cc, Escape Artist 11cc, Perform (oratory) 10cc, Truespeak 11, Tumble 11cc, Use Rope 11cc, Use Magic Device 3cc<ST:Assume Quirk> - morphic cadence (cadence of the mighty bull)
    9th Acolyte of the Ego 3 7 5 6 6 Disguise 12cc, Escape Artist 12cc, Truespeak 12, Tumble 12cc, Use Rope 12cc, Use Magic Device 5cc<ST:Whip Climber> Flay resonant voice
    10th Acolyte of the Ego 4 8 6 6 6 Disguise 13cc, Escape Artist 13cc, Truespeak 13, Tumble 13cc, Use Rope 13cc, Use Magic Device 7cc<ST:Back on Your Feet> - morphic cadence (cadence of the prowling tiger)
    11th Acolyte of the Ego 5 9 6 6 6 Disguise 14cc, Escape Artist 14cc, Truespeak 14, Tumble 14cc, Use Rope 14cc, Use Magic Device 9cc<ST:Acrobatic Backstab> - cadence mastery
    12th Acolyte of the Ego 6 10 7 7 7 Disguise 15cc, Escape Artist 15cc, Truespeak 15, Tumble 15cc, Use Rope 15cc, Use Magic Device 13cc Flay Foe morphic cadence (cadence of the ursine heart)
    13th Acolyte of the Ego 7 11 7 7 7 Disguise 16cc, Escape Artist 16cc, Intimidate 11, Tumble 16cc, Use Rope 16cc, Use Magic Device 16cc recitation of the saguine state alter personal truename(-4), recitation feat
    14th Lasher 1 12 7 9 7 Disguise 17cc, Escape Artist 17, Intimidate 13, Tumble 17cc, Use Rope 17, Use Magic Device 17cc - whip sneak attach +1d6, close combat, wound, whip lash
    15th Lasher 2 13 7 10 7 Disguise 18cc, Escape Artist 18, Intimidate 15, Tumble 18cc, Use Rope 18, Use Magic Device 18cc improved trip, Arterial Strike improved trip, third hand
    16th Lasher 3 14 8 10 8 Disguise 19cc, Escape Artist 19, Intimidate 17, Tumble 19cc, Use Rope 18, Use Magic Device 18cc - crack of fate
    17th Lasher 4 15 8 11 8 Disguise 20cc, Escape Artist 20, Intimidate 19, Tumble 20cc, Use Rope 20, Use Magic Device 20cc - lashing whip
    18th Lasher 5 16 8 11 8 Disguise 21cc, Escape Artist 21, Intimidate 21, Tumble 21cc, Use Rope 21, Use Magic Device 21cc Lunging Strike sneak attack +2d6
    19th Lasher 6 17 9 12 9 Craft (Leatherworking) 5, Disguise 22cc, Escape Artist 22, Intimidate 22, Tumble 22cc, Use Rope 22, Use Magic Device 22cc improved disarm improved disarm
    20th Lasher 7 18 9 12 9 Disguise 23cc, Escape Artist 23, Intimidate 23, Truespeak 16, Tumble 23cc, Use Rope 23, Use Magic Device 23cc - stunning snap


    Spells per Day
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    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 2 - - - - - - - - -
    2nd 3 0 - - - - - - - -
    3rd 3 1 - - - - - - - -
    4th 3 2 0 - - - - - - -
    5th 3 3 1 - - - - - - -
    6th 3 3 2 - - - - - - -


    Spells Known
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    Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 - - - - - - - - -
    2nd 5 2 - - - - - - - -
    3rd 6 3 - - - - - - - -
    4th 6 3 2 - - - - - - -
    5th 6 4 3 - - - - - - -
    6th 6 4 3 - - - - - - -

    0-LEVEL JESTER SPELLS
    Create Water
    Daze
    Detect Magic
    Light
    Mage Hand
    Prestidigitation

    1ST-LEVEL JESTER SPELLS
    Animate Rope
    Disguise Self
    Expeditious Retreat
    Feather Fall

    2ND-LEVEL JESTER SPELLS
    Alter Self
    Invisibility
    Rope Trick


    Level Breakdown
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    Level Breakdown
    Jacamo when not entertaining has a great talent with the whip and it is said he can kill a flea on a dog's back from 20 feet away without harming the dog.
    Jacamo has limited arcane spells to use along with his skills, tricks, feats and abilities making him fairly rounded with both combat & social skills.
    The Jester picks up Weapon Proficiency whip, which with the rope skills, tricks and feats makes it the tool or weapon of choice
    This build utilizes two unique SI's the Acolyte of the Ego & Lasher, it is felt that neither SI needs to reach its capstone ability to round out the build as presented which utilizes most of the effects of both SI's abilities.

    *OPTIONAL
    Elven chain
    Whip
    Whip-Dagger
    Standard Adventure Kit


    Sources
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    Sources
    SRD
    Jester (dragcomp p36)
    Acolyte of the Ego (tom p204)
    Lasher (s&f p25)
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  10. - Top - End - #130
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Indiana? We called the dog Indiana!

    Quote Originally Posted by H.W. Jones Jr
    H.W. Jones Jr

    NG: Human: Fighter 5/ Lasher 10/ Occult Slayer 2/ Pious Templar 3

    History
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    History
    When Jones was younger he had several interesting adventures one such mis-adventure had him searching in an attempt to retrieve an artifact of some importance which had him litterally in the thick of several cirus animals of multiple types. When Jones fellinto a lions cage with only a whip to help keep the beast at bay. He is noted for his sense of humor, deep knowledge of many ancient civilizations and languages. This experience would help shape his future as a noted Archaeologist, Archaeology professor & retriever of Antiquities.


    Attributes
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    Attributes
    32 point buy
    Str 14 Dex 12 Con 12 Int 14 Wis 14 Cha 14
    04 Str +1
    08 Str +1
    12 Int +1
    16 Int +1
    20 Dex +1


    Build
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    Build
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Fighter 1 1 2 0 0 Craft (leatherworking) 4, Intimidate 4, Knowledge (arcana) 4, Knowledge (religion) 4, Use Rope 2cc Combat Expertise, Education, EWP (Whip) Bonus feat
    2nd Fighter 2 2 3 0 0 Craft (leatherworking) 5, Intimidate 5, Spellcraft 1cc, Use Rope 2.5cc Weapon Focus (Whip) Bonus feat
    3rd Fighter 3 3 3 1 1 Craft (leatherworking) 6, Intimidate 6, Diplomacy 2, Use Rope 3cc Power Attack -
    4th Fighter 4 4 4 1 1 Craft (leatherworking) 7, Intimidate 7, Diplomacy 4, Use Rope 3.5cc Flay Bonus feat
    5th Fighter 5 5 4 1 1 Craft (leatherworking) 8, Intimidate 8, Diplomacy 6, Use Rope 4cc - -
    6th Lasher 1 6 4 3 1 Craft (leatherworking) 9, Intimidate 9, Use Rope 5<ST:Whip Climber> Intimidating Strike whip sneak attack +1d6, close combat, wound, whip lash
    7th Lasher 2 7 4 4 1 Craft (leatherworking) 10, Intimidate 10, Diplomacy 8cc, Use Rope 6 - improved trip, third hand
    8th Lasher 3 8 5 4 2 Intimidate 11, Diplomacy 9cc, Profession (professor) .5cc, Use Rope 8 - crack of fate
    9th Lasher 4 9 5 5 2 Intimidate 12, Diplomacy 10cc, Profession (professor) 1cc, Use Rope 10 Lunging Strike lashing whip
    10th Lasher 5 10 5 5 2 Intimidate 13, Diplomacy 11cc, Profession (professor) 1.5cc, Use Rope 12 - sneak attack +2d6
    11th Lasher 6 11 6 6 3 Intimidate 14, Diplomacy 12cc, Profession (professor) 2cc, Use Rope 14 - improved disarm
    12th Lasher 7 12 6 6 3 Intimidate 15, Diplomacy 13cc, Spellcraft 2cc, Use Rope 15 Improved Initiative stunning snap
    13th Lasher 8 13 6 7 3 Intimidate 16, Diplomacy 14cc, Spellcraft 3cc, Use Rope 16 - crack of doom
    14th Lasher 9 14 7 7 4 Escape Artist 2, Intimidate 15, Diplomacy 17cc, Use Rope 17 - sneak attack +3d6
    15th Lasher 10 15 7 8 4 Escape Artist 4, Intimidate 18, Diplomacy 16cc, Use Rope 18 True Believer Death Spiral
    16th Occult Slayer 1 16 7 8 6 Escape Artist 5, Gather Information 1, Intimidate 19cc, Diplomacy 19cc, Use Rope 19cc - Magical defense +1, weapon bond (whip)
    17th Occult Slayer 2 17 7 8 7 Gather Information 2, Intimidate 20cc, Diplomacy 20cc, Profession (professor) 2, Use Rope 20cc - Vicious strike, mind over magic 1/day
    18th Pious Templar 1 18 9 8 9 Gather Information 3cc, Intimidate 21cc, Diplomacy 21cc, Profession (professor) 5, Use Rope 21cc Arterial Strike Mettle
    19th Pious Templar 2 19 10 8 10 Gather Information 5cc, Intimidate 22cc, Diplomacy 22cc, Profession (professor) 6, Use Rope 22cc - Smite 1/day
    20th Pious Templar 3 20 10 9 10 Intimidate 23cc, Diplomacy 23cc, Profession (professor) 9, Use Rope 23cc Weapon Specialization (whip) Damage reduction 1/—, Weapon Specialization


    Spells per Day
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    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    18th - 1 - - - - - - - -
    19th - 2 - - - - - - - -
    20th - 2 1 - - - - - - -


    Spells Known/Prepared/Memorized
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    Spells Known/Prepared/Memorized
    A good pious templar (or a neutral pious templar of a good deity) uses the paladin spell list
    1ST-LEVEL
    Deafening Clang
    Endure Elements

    2ND-LEVEL
    Flame of Faith


    Breakdown
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    Breakdown
    "Young Jones" as a fighter he learns quickly how to properly use a whip for combat
    "Temple of Death" as a lasher the whip becomes second nature with the chosen feats
    "Raider of the Lost Art" as an occult slayer he finds that not all foes are as solid as he would like and quickly finds his faith
    "The Last Crusader" as a pious templar his journey takes him far and wide from city to countryside through a desert and even through a cave
    with his socail skills and whip mastery he is fairly versitile

    Optional Gear
    hat
    jacket
    shirt
    pants
    boots

    Whip

    +1 Whip-Dagger
    +3 bonus Mighty +3:
    +1 bonus Keen:
    +5 bonus Vorpal:
    Greater Truedeath Crystal:

    random supplies and food as needed


    Sources
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    Sources
    SRD
    Fighter (phb p37)
    Lasher (S&F p25)
    Occult Slayer (cwar p66)
    Pious Templar (cdiv p50)
    Mighty Whip-Dagger (A&E p7, 10)
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  11. - Top - End - #131
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Y'know what? I can't think of anything to add to that picture.

    Quote Originally Posted by Burt Macklin
    "Look at this buffoon, swinging that whip around like that. He's 30 paces away from us and we have bows sighted upon him. how can he possibly hope to - OH SWEET BOCCOB WHAT?!"


    The Fluff:
    Burt Macklin, if that's even his real name, is a confounding individual. No one alive seems to be quite certain of who or what he is. Each new individual he meets is spun a different tale - sometimes he is a snake charmer, and sometimes he tames invisible lions. He has even convinced some that he is just an uncharacteristically short chain devil. If you've met him, he may have given you an entirely different story, but no matter what you believe, there is one thing he is beyond a fathom of a doubt... Burt Macklin is odd.

    When Burt is forced into combat, he begins to dance elaborately, humming a tune gently as he warms up his nimble arms by cracking his whip around him in daunting fashion. He seems, to the un-initiated, a normal enough whip fighter, taunting his enemies with each intricate flourish of the whip. What happens next is not so normal. To the untrained eye, the whip may seem to become a slithering serpent, charmed by some cantrip to leap from Burt's hands towards an unprepared victim. Or perhaps, the barely perceptible shimmer of an invisible lion snags the whip from his hand and weilds it against Burt's foes. Still others might see Burt as a tiny devil, his chains animating to dance about him and strike down his enemies, as the hum gradually rises to loud and triumphantly bellowed song.

    The truth is far more bizarre. Burt is throwing his whips. Illusion may hide it behind visions of snakes, lions or devils, but at the end of the day that freaky bugger is throwing whips at people. It is not certain if even Burt knows what he's doing or how he's doing it, but dammit if it isn't impressive!


    The Crunch:
    Code:
    Race: Gnome
    32-Point Buy: 
    
    Str: 8 (10 -2 racial) – 2 points Dex: 16 – 10 points Con: 16 (14 +2 racial) – 6 points Int: 13– 5 points Wis: 7– -1 points Cha: 16– 10 points
    Burt Macklin
    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save HD Skills Feats Class Features ACFs/Notes
    1st Bard 1 +0 +0 +2 +2 d6 Balance 4 ranks, Bluff 4 ranks, Concentration 4 ranks, Craft (Leatherworking) 2 ranks, Diplomacy 1 rank, Perform (Dance) 4 ranks, Tumble 4 ranks, Use Magic Device 4 ranks, Use Rope (CC) 1.5 ranks Apprentice (Entertainer) Bardic Knack, Bardic Music, Counter Fear, Fascinate, Gnome Cantrips, Inspire Courage +1 Bardic Knack (PHB2 p35), Gnome Bard Substitution Level (RoS p147)
    2nd Bard 2 +1 +0 +3 +3 d6 Balance 1 rank, Bluff 1 rank, Concentration 1 rank, Diplomacy 1 rank, Perform (Dance) 1 rank, Tumble 1 rank, Use Rope (CC) 0.5 rank - - -
    3rd Battle Dancer 1 +2 +0 +5 +3 d8 Balance 1 rank, Bluff (CC) 1 rank, Perform (Dance) 1 rank, Tumble 1 rank - AC Bonus, Unarmed Strike -
    4th Battle Dancer 2 +3 +0 +6 +3 d8 Balance 1 rank, Bluff (CC) 1 rank, Perform (Dance) 1 rank, Tumble 1 rank - Dance of Reckless Bravery Charisma +1
    5th Warblade 1 +4 +2 +6 +3 d12 Balance 1 rank, Intimidate 4 ranks - Battle Clarity, Weapon Aptitude -
    6th Warblade 2 +5 +3 +6 +3 d12 Bluff (CC) 0.5 ranks, Intimidate 4 ranks Weapon Finesse Uncanny Dodge -
    7th Bloodstorm Blade 1 +6/+1 +5 +6 +3 d12 Bluff (CC) 0.5 ranks, Concentration 1 rank, Perform (Dance) 3 ranks Throw Anything Returning Attacks, Throw Anything, Weapon Aptitude -
    8th Bloodstorm Blade 2 +7/+2 +6 +6 +3 d12 Concentration 5 ranks - Martial Throw, Thunderous Throw Charisma +1
    9th Bloodstorm Blade 3 +8/+3 +6 +7 +4 d12 Concentration 1 rank, Intimidate 4 ranks Combat Panache, Weapon Focus (Whip) Bonus Fighter Feat -
    10th Bloodstorm Blade 4 +9/+4 +7 +7 +4 d12 Concentration 1 rank, Intimidate 1 rank, Perform (Dance) 3 ranks - Lightning Ricochet -
    11th Lasher 1 +10/+5 +7 +9 +4 d10 3 ranks* - Close Combat, Whip Lash, Whip Sneak Attack +1d6, Wound -
    12th Lasher 2 +11/+6/+1 +7 +10 +4 d10 3 ranks* Improved Trip, Precise Shot Improved Trip, Third Hand Charisma +1
    13th Lasher 3 +12/+7/+2 +8 +10 +5 d10 3 ranks* - Crack of Fate -
    14th Lasher 4 +13/+8/+3 +8 +11 +5 d10 3 ranks* - Lashing Whip -
    15th Lasher 5 +14/+9/+4 +8 +11 +5 d10 3 ranks* Staggering Strike Sneak Attack +2d6 -
    16th Lasher 6 +15/+10/+5 +9 +12 +6 d10 3 ranks* Improved Disarm Improved Disarm Charisma +1
    17th Lasher 7 +16/+11/+6/+1 +9 +12 +6 d10 3 ranks* - Stunning Snap -
    18th Lasher 8 +17/+12/+7/+2 +9 +13 +6 d10 3 ranks* Snowflake Wardance Crack of Doom -
    19th Lasher 9 +18/+13/+8/+3 +10 +13 +7 d10 3 ranks* - Sneak Attack +3d6 -
    20th Lasher 10 +19/+14/+9/+4 +10 +14 +7 d10 3 ranks* - Death Spiral Charisma +1
    *Skill Ranks beyond level 10 are open since all pre-requisites have been met. They could be assigned to improve intimidate, perform, bluff, or tumble as desired.

    Spells Known
    0th-level: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation
    1st-level: Improvisation, Silent Image

    Spell-Like Abilities
    1/day: speak with animals (burrowing mammal only, duration 1 minute)
    1/day:dancing lights, ghost sound, prestidigitation.
    Caster level 1st; save DC 10 + stonehunter gnome's Cha modifier + spell level.

    Maneuvers Known
    Stance: Punishing Stance (Iron Heart)
    1st-level: Moment of Perfect Mind (Diamond Mind), Steely Strike (Iron Heart)
    2nd-level: Wall of Blades (Iron Heart)

    Notes
    • Burt uses Bardic Knack to have passable experience (beginner's luck) at many skills.
    • Combat Panache gives Burt some tactical options for feinting in combat to render foes flat-footed and vulnerable to sneak attack/staggering strike.
    • Burt uses Snowflake Wardance to add his charisma modifier as a bonus to attack rolls with his whip.
    • From Battle Dancer, Burt receives his substantial charisma modifier as a bonus to AC while unarmored.
    • Crack of Doom allows Burt to make 2 extra attacks with his whip as part of a full attack.
    • He can choose to throw his weapon as part of a full attack and have it instantly return to him with Lightning Ricochet.
    • Using Martial Throw, Burt can initiate Iron Heart Maneuvers with ranged attacks.


    Rules Oddities
    • Trip attempts and Disarm attempts require making melee attacks. Bloodstorm Blade's Thunderous Throw ability allows you to treat your attacks with a ranged weapon as melee attacks for your turn, allowing Burt to trip or disarm foes by throwing his whip at them.

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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  12. - Top - End - #132
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Of course you should fight fire with fire. You should fight everything with fire!

    Quote Originally Posted by Jaya "Salamander" Flametongue
    Jaya "Salamander" Flametongue, CN XephXPH Fighter 4/WarbladeToB 1/PyrokineticistXPH 4/LasherS&F 10/SwordsageToB 1

    Spoiler
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    They say, that in these troubled times, the only folks who don't carry a weapon are fools - or them as don't need one. They say, that there's a woman out there who has tamed fire, who can make it dance to her every whim. They say that she has a living snake of fire, that'll bite your hand and steal your sword away, or bite your heel and make you fall to the ground. They say she can make fire solid, make it grasp and catch. They say she's tamed fire elementals, and keeps them as pets. They call her the Salamander.

    Spoiler: The Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Fighter 1 +1 +2 +0 +0 Concentration 2, Intimidate 4, Use Rope 2 Point Blank Shot, Exotic Weapon Proficiency (Whip) [Fighter Bonus]
    2nd Fighter 2 +2 +3 +0 +0 Concentration 2.5, Intimidate 4, Knowledge (Psionics) 1, Use Rope 2 Weapon Focus (Whip) [Fighter Bonus]
    3rd Fighter 3 +3 +3 +1 +1 Concentration 3, Craft (Alchemy) 1, Craft (Leatherworking) 1, Intimidate 4, Knowledge (Psionics) 1, Use Rope 2 Precise Shot
    4th Fighter 4 +4 +4 +1 +1 Concentration 3, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 4, Knowledge (Psionics) 2, Use Rope 2 Power Attack [Fighter Bonus]
    5th WarbladeToB 1 +5 +6 +1 +1 Concentration 8, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 4, Knowledge (Psionics) 2, Use Rope 2 Battle Clarity (Reflex Saves), Weapon Aptitude
    6th PyrokineticistXPH 1 +5 +8 +3 +1 Concentration 9, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 2 Rapid Shot Fire Lash
    7th LasherS&F 1 +6/+1 +8 +5 +1 Balance 1, Concentration 10, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 2 Whip Sneak Attack +1d6, Close Combat, Wound, Whip Lash
    8th Lasher 2 +7/+2 +8 +6 +1 Balance 2, Concentration 11, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 3 Improved Trip [Lasher Bonus] Third Hand
    9th Lasher 3 +8/+3 +9 +6 +2 Balance 3, Concentration 12, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 2 Dead EyeDC Crack of Fate
    10th Lasher 4 +9/+4 +9 +7 +2 Balance 4, Concentration 13, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 2 Lashing Whip
    11th Lasher 5 +10/+5 +9 +7 +2 Balance 5, Concentration 14, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 6, Knowledge (Psionics) 2, Use Rope 2 Whip Sneak Attack +2d6
    12th Lasher 6 +11/+6/+1 +10 +8 +3 Balance 5, Concentration 15, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 7, Knowledge (Psionics) 2, Use Rope 2 Improved Precise Shot, Improved Disarm [Lasher Bonus]
    13th Lasher 7 +12/+7/+2 +10 +8 +3 Balance 5, Concentration 16, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 8, Knowledge (Psionics) 2, Use Rope 2 Stunning Snap
    14th Lasher 8 +13/+8/+3 +10 +9 +3 Balance 5, Concentration 17, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 9, Knowledge (Psionics) 2, Use Rope 2 Crack of Doom
    15th Lasher 9 +14/+9/+4 +11 +9 +4 Balance 5, Concentration 18, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 10, Knowledge (Psionics) 2, Use Rope 2 Curling Wave StrikeStorm Whip Sneak Attack +3d6
    16th Lasher 10 +15/+10/+5 +11 +10 +4 Balance 5, Concentration 19, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 11, Knowledge (Psionics) 2, Use Rope 2 Death Spiral
    17th SwordsageToB 1 +16/+11/+6/+1 +11 +12 +6 Balance 5, Concentration 20, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 17, Knowledge (Psionics) 2, Use Rope 2 Weapon Focus [Swordsage Bonus] Quick to Act +1
    18th Pyrokineticist 2 +17/+12/+7/+2 +12 +13 +6 Balance 5, Concentration 21, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 19, Knowledge (Psionics) 2, Use Rope 2 Xeph CelerityCPsi Fire Adaptation, Hand Afire
    19th Pyrokineticist 3 +18/+13/+8/+3 +12 +13 +7 Balance 5, Concentration 22, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 21, Knowledge (Psionics) 2, Use Rope 2 Bolt of Fire
    20th Pyrokineticist 4 +19/+14/+9/+4 +13 +14 +7 Balance 5, Concentration 23, Craft (Alchemy) 1, Craft (Leatherworking) 2, Intimidate 23, Knowledge (Psionics) 2, Use Rope 2 Weapon Afire
    Spoiler: Stats
    Show
    Starting Stats:
    STR: 15-2=13
    DEX: 17+2=19
    CON: 12
    INT: 13
    WIS: 8
    CHA: 10

    All level based stat bumps into Dex.
    HP at level 20: 130 (average)


    Spoiler: Warblade Maneuvers
    Show

    Moment of Perfect Mind
    Action Before Thought
    Wall of Blades
    Stonefoot Stance

    Spoiler: Swordsage maneuvers
    Show

    Distracting Ember
    Fire Riposte
    Counter Charge
    Feigned Opening
    Mirrored Pursuit
    Shadow Stride
    Assassin's Stance



    Spoiler: The Tactics
    Show
    Unfortunately, up to level 5, Jaya isn't really very good. She's an indecisive Fighter that can't decide between using a whip or being a ranged character. It's a weakness, I know, and I didn't like doing it, but I wouldn't really recommend this character for play below level 6.

    At level 6, though, it all comes together. The key is in the Pyrokineticist's Fire Lash ability. Fire Lash forms a 15 foot long whip of fire, making it eligible as a weapon to use with Lasher. Crucially, though, it's explicitly a ranged touch attack - and is also explicitly eligible for use with any feat you can use with a whip. This opens up some highly unique options - mostly, the ability to use both ranged and melee feats with the same weapon.

    So we have a whip of fire. That uses Dex to attack with. And does touch attacks. And we can Power Attack with it. And because it's ranged, we can use Rapid Shot for more attacks, and Dead Eye from Dragon Compendium to get Dex to damage as long as we're within 30 feet. It's a whip, we're always going to be within 30 feet. Then you add in all the goodies from Lasher - two extra attacks, free Improved Trip and Improved Disarm, the ability to stun... it gets quite nasty.

    Warblade is in there mostly for Weapon Aptitude, to change our Weapon Focus (Whip) to Weapon Focus (Fire Lash). Moment of Perfect Mind is also really nice, to make up for the abysmal Will save. Stonefoot Stance synergises very nicely with the Disarm and Trip options we get a bit later.

    Crashing Wave Throw is fun - whenever you trip someone, you can forgo your normal follow-up attack in order to make another trip attempt against someone else. With 15 foot of range to trip with - 20 or 25 (depending on how it's rounded) if you're wearing the Horizon GogglesCM, a high priority piece of kit - most of the battlefield is within your range, so finding someone else to trip won't be hard.

    I tried to find a way to threaten with the whip, and again, the ranged nature really helps. If Dragon Magazine is allowed, then Dragon #350 has the Ranged Threat feat - when armed with a ranged weapon, you threaten squares within 15'. It does have Combat Reflexes as a prereq, so it would be tricky to fit in, but worth it.

    After Lasher, the build is mostly complete - it does everything it wants to do already, anything else is just gravy. I'd say the sweet spot is probably at about level 14, just after you've got Crack of Doom. I did consider giving her the Half Fire Elemental template for more Dex and to reinforce the fire theme, but in the end I decided levels were more useful.

    Swordsage grants a bit more utility, and the ability to react to a changing battlefield more usefully. For once the ranged nature of the Fire Lash hurts, as maneuvers that work with ranged attacks are few and far between, but I think I chose some useful ones. Notably, Fire Riposte works beautifully well with Hands Afire, which you get at Pyrokineticist 2. And at 20th, Weapon Afire makes the Fire Lash that little bit more damaging.

    At level 20, assuming gloves of Dex +6 and a +4 book, Jaya's full attack routine is:
    +26/+26/+26/+26/+21/+16/+11, each dealing 1d8+2d6+15 fire damage, plus 3d6 sneak attack (5d6 if in Assassin's Stance), all of them against touch AC, all of them ignoring anything less than full cover or concealment, and all of them being able to Power Attack - which, being against touch AC, she does a lot. I see no good reason why you can't wield the Fire Lash two-handed for double return on PA, either. Also, any of them can be used to trip or disarm, and if she trips someone, she gets either a follow-up attack, or a trip against someone else. Oh, and thanks to Xeph Celerity, three times a day she can use her racial Xeph Burst ability to make yet another attack at her highest bonus.


    Spoiler: High Priority Gear
    Show
    The Horizon GogglesCM increase the range of ranged attacks - hello Fire Lash! - by 50%. This extends your whipping range to either 20 or 25 feet, depending on whether it rounds up or down.

    The Gauntlets of Energy TransformationMIC let you change the energy type of your weapon for up to three rounds per day - vital if fighting enemies immune to fire.

    And obviously, Jaya wants to pump her Dex up as high as she possibly can, as it gives her more damage both directly, thanks to Dead Eye, and indirectly because Power Attack.


    Spoiler: Sources
    Show
    CM: Complete Mage
    CPsi: Complete Psionics
    DC: Dragon Magazine Compendium
    MIC: Magic Item Compendium
    S&F: Sword and Fist
    Storm: Stormwrack
    ToB: Tome of Battle
    XPH: Expanded Psionics Handbook
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  13. - Top - End - #133
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Scorpions. Why did it have to be scorpions?

    Quote Originally Posted by Serket the Pyramid Keeper
    Spoiler: Serket the pyramid keeper
    Show


    Ancient worlds and treasures have always tempted the hearts of men
    Long, slow, and heavily do the pharaohs of old sleep
    Safe within their pyramids, all but forgotten
    In do those greedy-hearted fortune seekers creep
    Thoughts of their own safety far from their minds
    One of the number lurks within
    The tortuous corridors full of twists and winds
    Bearing guardians to steal the tomb-robbers’ skin
    Serket lurks within, protecting the treasures she once sought
    Dead-breathed corridors and inconstant dunes are her domain
    Following would-be thieves with the speed of thought
    None shall purloin the pyramids’ treasures again
    When upon the shifting sands they slip
    Then they shall feel the lash of her whip


    Spoiler: abilities
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    str 10 dex 16 con 14 int 14 (languages: common, infernal, abyssal) wis 10 cha 14 (increases to dex)


    Spoiler: lvl breakdown
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    LE Human
    ranger 1/paladin of tyranny 3/ranger2/scorpion heritor 3/master of masks 1/ lasher10/ scorpion heritor 4

    Spoiler: build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 craft (leather working) 2, hide 4, jump 4, know (arcana) 1, know (nature) 4, listen 2, ms 4, spot 4, survival 4, tumble 4, use rope 2, combat reflexes, weapon finesse Favored enemy (arcanists), track, wild empathy, skilled city dweller
    2nd Paladin of Tyranny 1 +2 +4 +2 +0 diplo 5 aura of evil, detect good, smite good 1/day
    3rd Paladin of Tyranny 2 +3 +5 +2 +0 sm 5 scorpion’s resolve divine grace, deadly touch
    4th Paladin of Tyranny 3 +4 +5 +2 +1 diplo 3 (7), sm 2 (7) aura of despair, divine health
    5th Ranger 2 +5 +6 +3 +1 hide 4 (8), ms 3 (8) combat style (TWF)
    6th Scorpion Heritor 1 +5 +8 +3 +1 bluff 3, disguise 8 supernatural instincts scorpion’s instincts
    7th Scorpion Heritor 2 +6/+1 +9 +3 +1 bluff 5 (8), perform (acting) 3 sneak attack +1d6
    8th Scorpion Heritor 3 +7/+2 +9 +4 +2 jump 1 (5), perform (acting) 5 (8), speak language (terran) scorpion form
    9th Master of Masks 1 +7/+2 +9 +6 +4 forgery 7 weapon focus (scorpion tail whip) persona masks (gladiator and assassin)
    10th Lasher 1 +8/+3 +9 +8 +4 balance 5 whip sneak attack +1d6, close combat, wound, whip lash
    11th Lasher 2 +9/+4 +9 +9 +4 intimidate 5 imp trip, third hand
    12th Lasher 3 +10/+5 +10 +9 +5 EA 5 murderous intent crack of fate
    13th Lasher 4 +11/+6/+1 +10 +10 +5 spot 5 (9) lashing whip
    14th Lasher 5 +12/+7/+2 +10 +10 +5 spot 5 (14) whip sneak attack +2d6
    15th Lasher 6 +13/+8/+3 +11 +11 +6 balance 1 (6), spot 4 (18) scorpion’s sense imp disarm
    16th Lasher 7 +14/+9/+4 +11 +11 +6 balance 4 (10), spot 1 (19) stunning snap
    17th Lasher 8 +15/+10/+5 +11 +12 +6 balance 4 (14), spot 1 (20) crack of doom
    18th Lasher 9 +16/+11/+6/+1 +12 +12 +7 balance 4 (18), spot 1 (21) robilar’s gambit sneak attack +3d6
    19th Lasher 10 +17/+12/+7/+2 +12 +13 +7 balance 4 (22), spot 1 (22) death spiral
    20th Scorpion Heritor 4 +18/+13/+8/+3 +13 +13 +7 balance 1 (23), EA 3 (8), spot 1 (23) sneak attack +2d6


    Spoiler: playtips
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    Spoiler: lvl 5
    Show


    Take advantage of your combat reflexes at this point by investing in a reach weapon. Divine grace alongside scorpion’s resolve really helps beef up your will saves.

    pick on spellcasters with favored enemy (arcanists) and enjoy the use of tumble to get around tight spots. TWF, wait for enemies to provoke AoOs and strike them. aura of despair helps put the kibosh on their saves, softening them up for stuff by debuffing all saves by -2 without a way to resist.


    Spoiler: lvl10
    Show




    yep, scorpion heritor’s here to give a little pizzazz. It provides tons of skills, advances your sneak attack, and gives you the very fun scorpion form ability to let you turn into a tiny monstrous scorpion 1/day (as polymorph) for up to 1 minute. very handy infiltrating and getting out of tight spots.

    scorpion’s instincts help you sniff out sneaks, so you don’t just hide, you can pick up other roguish types as well.

    master of masks shows up and its gladiator masks gives proficiency with all martials and all exotics. if you ever see a weapon, you’ll be able to use it. pally and ranger give all simple and martial and now you’ve got all exotics too. if you see a scythe, a pincer staff, or a kaorti ribbon dagger lying around, it’s all fair game. consider investing in a morphing weapon and you’ll have anything you need.

    this is how you get your proficiency with the scorpion tail whip which allows you to deliver venom to the target on a successful crit

    supernatural instincts lets you beat up guys using su abilities in your threat range and you’re in lasher now, which helps you out with threatening.


    Spoiler: lv 15
    Show

    murderous intent’s online. you can now pick on arcanists and, if they fail a will save and you hit them with some damage (at least 1 point) they can only do a move or a standard until their next turn.

    this is pretty neat on its own, but the real meat is the passive effect: you now automatically confirm any critical threats made against a favored enemy.

    take advantage of this by enjoying weapon enhancements that activate on a critical hit. (the secret ingredient is weapon-based, after all, and encourages TWFing) a personal favorite of mine for this purpose is “maiming”, which allows you to roll 1d4 on a x2 crit weapon, 1d6 for x3s, and 1d8 for x4s. since you can use any weapon, you ought to get your money’s worth from this, like when you’re in too close quarters to whip people. when you’re able to use your whips, this’ll allow you to poison much more often.

    scorpion’s sense is up, so enemies won’t be getting the drop on you


    Spoiler: 20
    Show

    you’ve finished with lasher and have robilar’s gambit up to help you get more chances to AoO your foes. make judicious use of your stunning snap ability and target your enemies with your sneak attack, supplemented with scorpion heritor. crack of doom means more attacks on top of TWFing, upping your chances for crits and whatever crit weapon enhancements you like. save your death spiral for something good and enjoy sneak attacking to clean up afterwards.



    Spoiler: sources
    Show

    SRD: ranger, combat reflexes, weapon finesse, paladin of tyranny
    cityscape web enhancement: skilled city dweller
    FC2: supernatural instincts
    sandstorm: scorpion heritor, scorpion’s resolve, scorpion tail whip, scorpion’s sense
    complete scoundrel: master of masks
    elder evils: murderous intent
    PHB2: robilar’s gambit
    cmage: arcane hunter
    Last edited by Heliomance; 2014-09-28 at 11:15 AM.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

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  14. - Top - End - #134
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    The pun. It wounds my soul.

    Quote Originally Posted by Casen Murchadh
    Casen Murchadh, The Mind Flayer
    Kalashtar Soulbound Weapon Psychic Warrior 7/Lasher 10/Exotic Weapon Master 3

    Spoiler
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    Spoiler
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    Level Class HD BAB Fort Ref Will PP Powers Learned Max Power Level Known ML Special Feats Total Skill Points STR DEX CON INT WIS CHA
    1 Soulbound Weapon Psychic Warrior 1 1d8 0 2 0 0 1 call weaponry 1st 1 - Weapon Focus (Whip), Exotic Weapon Proficiency (Whip), Combat Expertise 24 14 18 12 14 13 10
    2 Soulbound Weapon Psychic Warrior 2 2d8 1 3 1 1 3 prevenom weapon 1st 2 Soulbound Weapon (Whip Dagger) - 30 14 18 12 14 13 10
    3 Soulbound Weapon Psychic Warrior 3 3d8 2 3 1 1 5 synesthete 1st 3 - Weapon Finesse 36 14 18 12 14 13 10
    4 Soulbound Weapon Psychic Warrior 4 4d8 3 4 1 1 8 hustle 2nd 4 Soulbound Weapon (+1) - 42 14 19 12 14 13 10
    5 Soulbound Weapon Psychic Warrior 5 5d8 3 4 2 2 10 prowess 2nd 5 - Combat Reflexes 48 14 19 12 14 13 10
    6 Soulbound Weapon Psychic Warrior 6 6d8 4 5 2 2 15 strength of my enemy 2nd 6 - Two-Weapon Fighting 54 14 18 12 14 13 10
    7 Soulbound Weapon Psychic Warrior 7 7d8 5 5 2 2 19 ectoplasmic form 3rd 7 - - 60 14 19 12 14 13 10
    8 Lasher 1 7d8+1d10 6 5 4 2 20 - 3rd 7 Whip Sneak Attack +1d6, Close Combat, Wound, Whip Lash, Soulbound Weapon (+2) - 64 14 20 12 14 13 10
    9 Lasher 2 7d8+2d10 7 5 5 2 21 - 3rd 9 Improved Trip, Third Hand Practiced Manifester (Psychic Warrior) 68 14 20 12 14 13 10
    10 Exotic Weapon Master 1 7d8+3d10 8 7 5 5 22 - 3rd 10 Exotic Weapon Stunt (Twin Exotic Weapon Fighting) - 72 14 20 12 14 13 10
    11 Exotic Weapon Master 2 7d8+4d10 9 8 5 5 23 - 3rd 11 Exotic Weapon Stunt (Exotic Reach) - 76 14 20 12 14 13 10
    12 Exotic Weapon Master 3 7d8+5d10 10 8 6 6 24 - 3rd 11 Exotic Weapon Stunt (Trip Attack), Soulbound Weapon (+3) Vae School 80 14 21 12 14 13 10
    13 Lasher 3 7d8+6d10 11 9 6 3 25 - 3rd 11 Crack of Fate - 84 14 21 12 14 13 10
    14 Lasher 4 7d8+7d10 12 9 7 3 26 - 3rd 11 Lashing Whip - 88 14 21 12 14 13 10
    15 Lasher 5 7d8+8d10 13 9 7 3 27 - 3rd 11 Whip Sneak Attack +2d6 Hamstring 92 14 21 12 14 13 10
    16 Lasher 6 7d8+9d10 14 10 8 4 28 - 3rd 11 Improved Disarm, Soulbound Weapon (+4) - 96 14 22 12 14 13 10
    17 Lasher 7 7d8+10d10 15 10 8 4 29 - 3rd 11 Stunning Snap - 100 14 22 12 14 13 10
    18 Lasher 8 7d8+11d10 16 10 9 4 30 - 3rd 11 Crack of Doom Speed of Thought 104 14 22 12 14 13 10
    19 Lasher 9 7d8+12d10 17 11 9 5 31 - 3rd 11 Whip Sneak Attack +3d6 - 108 14 22 12 14 13 10
    20 Lasher 10 7d8+13d10 18 11 10 5 32 - 3rd 11 Death Spiral, Soulbound Weapon (+5) - 112 14 23 12 14 13 10


    6th level: Casen has the ability to call to mind a magical whip dagger through the power of his mind. He wields it in hand with a purchased, nearly identical whip dagger. Casen also knows a few psionic powers, but uses them only infrequently or in dangerous situations. While he is a gentleman adventurer, he doesn't have much of a reputation at this point.

    11th level: Casen has learned how to wield his whip daggers to staggering effect: he may attempt trip attacks while using his whip daggers, and the two-weapon fighting penalties for using both are decreased. He has the ability at this point to apply two enhancements to his whip dagger when he calls it to being, can utilize either of his whip daggers as precision instruments at range (thanks to Third Hand, and may even attack adjacent opponents with the whip at no penalty. He threatens the entire 15' area around him and as such can make devastating use of his Combat Reflexes ability in conjunction with Improved Trip. When given the opportunity, he uses this in conjunction with strength of my enemy to sap his opponent's strength and add it to his own. A full-attack action from Casen looks like +16 main hand/+11 main hand/+16 off hand.

    16th level: Casen's called whip dagger is now a +4 weapon, and he can attempt to disarm opponents with either of his whip daggers. In addition, he makes more attacks per turn with his whip daggers. Training with the drow has taught him how to take advantage of opponents who are ill-prepared (from both the Vae School and Hamstring feats), though he doesn't rely on such tactics. He frequently attempts to disarm and trip opponents in the same attack, leaving them helpless for his associates to make easy work of. A full-attack action from Casen looks like +22 main hand/+22 main hand/+17 main hand/+12 main hand/+22 off hand.

    20th level: Casen has the ability to stun single opponents or a whole group of opponents with his whip daggers, and he generally attempts to do this instead of disarming opponents when possible. His called whip dagger is now a +5 weapon, and he is capable of making many attacks in a single round: a full-attack action from Casen looks like +25 main hand/+25 main hand/+25 main hand/+20 main hand/+15 main hand/+10 main hand/+25 off hand. If he trips an opponent, he can immediately make a follow-up attack at the same attack bonus, so he makes frequent use of this ability.

    Equipment: Casen is presented here without any equipment. The most beneficial items to him would be those that raise his manifester level and daily power points or grant a Wisdom or Dexterity bonus. In addition, gloves of the balanced hand and counterstrike bracers fit in very well with Casen's abilities.

    Skills: Aside from prerequisites (which Casen can meet regardless of class or cross-class skills for all requirements), Casen's skill points are practically however he chooses to place them. Tumble, stealth skills, and perception skills probably serve him best.
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  15. - Top - End - #135
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Crawling in my skin...

    Quote Originally Posted by Krad, the Mad Strangler
    Krad, the Mad Strangler
    CE Daelkyr Half-blood
    1 barbarian/4 fighter/10 lasher/5 soul eater
    “The pleads of your enemies, the twisting of bone, the last breath, is there a sweeter music?”

    Ability scores(1): Str 16, Dex 11, Con 16, Int 13, Wis 12, Cha 8
    Ability scores(20): Str 21(+4), Dex 11(-1), Con 16(+4), Int 13, Wis 8, Cha 8

    Spoiler: The Story
    Show
    There was a time when the Mad Strangler was a mortal man. It was long ago, deep in the Drow-run mines that his dreadful story began, as a fierce slavedriver by the name of Krad. It was said that he was one of the cruelest, most efficient slavers to ever walk this land. Every complaint or unsatisfied grunt was responded with a brutal lashing. Not one slave escaped under his command, though many perished.

    One day, the miners stumbled upon an forgotten Daelkyr laboratory, lost long ago to the Underdark. Krad pushed his way inside, eager to reap the rewards for himself. Inside he found nothing but broken glass and the drained corpses of long-dead experiments. Disappointed, he turned to leave, but was stopped by the feeling of something coiling around his arm. Krad pulled it off, surprised to see a snake-like symbiont, starving and long separated from its host. Already having a crawling gauntlet affixed to his hand, Krad was no stranger to the creatures, and immediately offered his available arm to the creature. It took root immediately, burrowing it’s way into his arm, and searing his mind with burning agony. After a few minutes, Krad left the ruins, shaken and anxious about the beast that was now worming through his flesh.

    Over the next few weeks, the symbiont settled into its new home, and had begun to whisper to Krad. He had named it now, calling it The Guest. It encouraged him to feed it, to satisfy it with flesh and souls of the weak, and that it would make him strong in return. Krad was a cruel man and delighted in bringing suffering to others, but knew that the slaves were valuable enough to keep alive, and so ignored the pleas of the Guest. It responded by spreading it’s tendrils all across his arm and upper torso, giving him a dark, twisted appearance. His crawling gauntlet had withered and died days ago,it’s flesh fusing to his hand, furthering his monstrous appearance.

    The months went crawling by. Anyone who Krad knew had begun to shun him. Even the other slave drivers left him to his devices, preferring to speak to him through letters and notes, and taking over his duties. The Guest had resorted to screaming inside of his mind, driving him closer and closer to the edge. In his rage, Krad had begun to beat the slaves twice as furiously than he used to, if only to silence the Guest for a few days. The creature had also taken a startling turn on it’s growth, shaping its body into the form of a whip that uncoiled from his wrist. If he wasn’t obeying the whims of the parasite, Krad was practicing using it as a weapon. He found that he could control the slightest movement, able to strike instantly and with deadly accuracy.

    Krad was tossing and turning during a sleepless night when he heard the alarms. It was the first rebellion since he had taken charge of the mine. Cursing, he tried to don his armour, but was cut off as roughly a dozen slaves broke into his room with pickaxes. Krad responded with a lash from his whip, almost too quick to be seen. The three men in front fell quickly, with deep poisoned wounds cut across their chests. The remaining ten or so hesitated, but continued the charge, barely pinning Krad to the ground. The Guest pulsed in Krad’s mind, demanding more death. It had unfurled itself around a nearby slaves neck, and broke him in an instant with a sickening crack. A leader of the rebellion approached Krad, walking slowly towards him as the slaves tied him down, and began to pour oil on his face. When he was satisfied he waved a torch in Krad’s face, immolating him. He strained against the bonds with an inhuman strength, breaking them and then grabbing the nearest two men, snapping their necks with no effort. The Guest fed off of their life force, feeding the leftovers back into Krad, doubling his already superhuman strength. He tore a path through the rebellion, clawing and strangling his way through until he found the leader cowering in a corner. The man, begging for his life, said that the other slave drivers had let the slaves out, if only to deal with Krad. The drivers were worried that he had lost his mind, but were too cowardly to deal with him themselves.

    Falling deeper into his fury, Krad moved to the top of the mines, killing anyone unlucky enough to be in his warpath. After strangling every single officer and official to death, Krad locked the entrances and moved further down the mines, cleaning it out from top to bottom. Throughout the night The Guest grew rapidly, overtaking his body, scarring it with purple flesh and pulsing tendrils. By the time he was done, over a hundred lives had succumbed to the Mad Strangler. For the first time in months, the Guest was sated, but did not stay quiet for long.

    It is said that the Mad Strangler patrols the land now, searching for any soul unlucky enough to cross his path, killing them and devouring their essence, if only to silence the screaming thing in his head.


    Spoiler: Levels
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Barbarian 1 +1 +2 +0 +0 - EWP(Whip), symbiont mastery Rage 1/day, fast movement
    2nd Fighter 1 +2 +4 +0 +0 - Weapon focus(whip) Bonus feat
    3rd Fighter 2 +3 +5 +0 +0 - Weapon focus(claw), alertness Bonus feat
    4th Fighter 3 +4 +5 +1 +1 - -
    5th Fighter 4 +5 +6 +1 +1 Use Rope 2(4cc), Craft(leather) 3(2) TWF Bonus feat
    6th Lasher 1 +6 +6 +3 +1 Willing deformity Whip sneak attack 1d6, close combat, wound, whip lash
    7th Lasher 2 +7 +6 +4 +1 Improved trip Improved trip, third hand
    8th Lasher 3 +8 +7 +4 +2 Crack of fate
    9th lasher 4 +9 +7 +4 +2 Use Rope 5(7,4cc), Craft(leather) 3(2), know(arcana) 3(2) Deformity-clawed hands Lashing whip
    10th Soul eater 1 +10 +9 +6 +4 - Energy drain 1
    11th Lasher 5 +11 +9 +6 +4 - Sneak attack 2d6
    12th Lasher 6 +12 +10 +7 +5 Knockdown, improved disarm bonus feat
    13th Lasher 7 +13 +10 +7 +5 Use Rope 10(6, 4cc), Craft(leather) 3(2), know(arcana) 3(2), Skill trick:whip climber - Stunning snap
    14th Lasher 8 +14 +10 +8 +5 - Crack of doom
    15th Lasher 9 +15 +11 +8 +6 Deformity:madness Sneak attack 3d6
    16th Lasher 10 +16 +11 +9 +6 - Death spiral
    17th Soul eater 2 +17 +12 +10 +7 Use Rope 10(6, 4cc), Craft(leather) 3(2), know(arcana) 3(2), know(local(taer, for battle jump) 3(2cc) Skill trick:whip climber - Soul strength
    18th Soul eater 3 +18 +12 +10 +7 Battle jump Soul blast
    19th Soul eater 4 +19 +13 +11 +8 - - Soul enhancement
    20th Soul eater 5 +20 +13 +11 +8 - - Soul endurance
    Skills: ************************
    I made the mistake of trying to go back and edit my skills in the table and ended up getting confused. Time constraints prevent me from fixing it properly. I only put skills in where they are noted as prerequisites. Below is the skills I originally had for level 20. While leveling, climb, intimidate, jump and use rope are primary skills. The whip climber skill trick is nifty, and lets us use the tentacle whip as a grappling hook for Battle Jumping onto poor fools. Knowledge arcana and local are both taken cross-class as pre-req's for soul eater and battle jump.
    87 ranks total.
    Use Rope 10(8+ 4cc), Craft(leather) 3(2), intimidate 18(16), jump 18(15), climb 15(12), listen 6(5), know(arcana) 3(2cc), balance 5(5), spot 10(9), know(local(taer, for battle jump) 3(2cc), 1(1cc) tumble. Skill trick:whip climber


    Spoiler: Tactics
    Show

    Why daelkyr half-blood? Well the answer is fairly simple. If you haven't encountered the race before (Magic of Eberron), they get a free graft-type item called a symbiont, that can be swapped out for free every few levels. We start with the crawling gauntlet, granting a 1d4 natural claw attack, and take the tentacle whip(ECS) at level 10. Aberration type at no LA is also a massive bonus, since we don't have to jump though any hoops(well other than the major feat-tax) to get into soul eater.

    1-5
    Krad begins his career as a standard barbarian, taking EWP(whip). For combat he carries a whip dagger, and uses his natural claw attack for close combat. Otherwise he uses a regular whip to keep the rabble in check. For the next four levels, Krad focuses on his martial training, picking up weapon focus(whip), weapon focus(claw), and finally two-weapon fighting, even though it can’t be used effectively yet.

    6-10
    The new guest on Krad’s body has been whispering quietly, influencing him and encouraging him to master the whip so that it may bestow it’s gift upon him. At level 6 we take the first level in Lasher, following that until level 10, where the first level of soul eater is taken. Taking the level in soul eater delays finishing Lasher, but has an immediate effect in the form of the tentacle whip. This little beast allows any touch attacks possessed by the wielder to be channeled through the whip instead, among a long list of other goodies. For those of you unfamiliar with soul eater, it inflicts a negative level on every touch attack. This is a key part of the build, due to how badly whips suck, because you are now inflicting AC/save/attack penalties ON EVERY ATTACK. More on that in Use of Secret Ingredient and Equipment.

    Two-weapon fighting is immediately useful at level 6, allowing either whip to be used at the same time as a claw attack, thanks to close combat. The Guest has also spread across Krad’s body, making him hideous to behold and granting the benefit of Willing deformity. Later, it twists his hands into cruel hooks, for willing deformity(clawed hands). The reasoning behind taking this so early is that once level 10 hits, the crawling gauntlet will be shed for the tentacle whip, and losing it would disqualify Krad from soul eater.

    11-15
    Krad continues his path down Lasher but The Guest has started to take a toll on his mind, driving him to further acts of cruelty and depravity. We pick up knockdown at level 12 for more sneak attack opportunities and tripping shenanigans. Madness is grabbed at level 15, for both flavor and the function of mind-immunity.
    More attacks means more fun, and at this point, Krad should be knocking off about 6 negative levels per round(3 from BAB, 2 from Lasher, and one from the claw attack), quickly ending most encounters. The tentacle whip also buffs our tripping attempts by +4, giving a +13(+4 from improved trip, 4 from the whip, 3 from strength, and 2 from rage) bonus while raging.

    A note on Knockdown- It needs 10 damage on a single hit to trigger. This gets difficult at this level, only averaging between 7-10 damage while not raging. Better keep some potions of Bull’s Strength on hand.

    16-20
    Sweet spot.
    At level 16 Krad is the true master of the whip, able to strike multiple foes quickly enough to disorient them and quickly snap their necks with a tug of his whip. After that we finish off soul eater for the delicious strength and constitution bonuses. Otherwise, just keep on trucking like the last few levels. Battle jump(though it is extremely late in the build) does open up some new options for combat, for better trips or damage. The last feat could also easily be swapped out for Deformity(Eyes), power attack, or basically any other feat that strikes your fancy.
    The +4 strength from soul eater helps out knockdown immensely, for both trip attempts and average damage. It should be triggering every time now at least. The constitution bonus from soul eater is also a major boon to melee types. Stacked with rage, that’s a +8 to con, more than enough to keep Krad kicking for a long time.

    If you see something that is (a) DR heavy, (b) much bigger than you and, (c)immune to energy drain, Krad lacks combat options to having his three main toys taken away. Unfortunate. Carry a greatsword and act like a barbarian if this happens.


    Spoiler: Use of Lasher
    Show

    Prerequisites:
    EWP(whip) and weapon focus(whip). Necessary evils, but quintessal to the build.
    2 ranks Craft (leatherworking) and 2 use rope. Krad has experience building and maintaining his weapon of choice, and often ties down unruly slaves. Use rope has to be taken as a cross-class skill unfortunately.
    Bab +5- Acquired from barbarian and fighter levels. Full bab all the way down!

    Whip sneak attack: Hide? Nonsense! Krad strikes the neck of a flat footed target, choking them for extra damage after a lash. Helps for damage and triggering knockdown but not vital to the build.
    Wound:We don’t need to worry about swapping weapons now. Doesn’t help much otherwise.
    Whip lash/Close combat: Yummy. Lets us TWF without taking attacks of opportunity.

    Improved trip: Bonus feats are always great, especially when we don’t have to take Combat Suckspertise.
    Third hand: Neat abilities. Steal someone's weapon with disarm. Mostly fluff though.

    Crack of fate: More attacks. Also always good.
    Lashing whip: The +2 damage helps us more reliably trigger knockdown. Not much else to say.

    Improved Disarm:Same as improved trip.

    Stunning snap: A weaker stunning fist. Could be better, could be worse. Helps trigger sneak attack damage, leading to more knockdowns. A flat-footed opponent is also more likely to be hit, for more stacking negative levels.

    Crack of Doom: Keeping up the mantra of “More attacks!”. The -4 penalty won’t matter as much later in a fight due to the AC loss from the negative levels.

    Death Spiral: You get a stun! And you get a stun! Everyone gets a stun! Scaled off of an attack roll? Nice! At level 16 when we pick up the ability, thats a +21 before rage. At level 20 it steps up to a +27, or +29 while raging. The save against helpless is non-scaling and therefore isn’t great in itself, but hey, it’s basically a save or get-strangled.

    Soul eater synergy: Because Lasher gives alot of options for tripping/disarming/forcing saves, soul eater is excellent at causing an enemy to lose at least one of these things. You may not be able to trip the ogre barbarian right off the bat, but throw some negative levels at him and you'll win soon enough.


    Spoiler: Equipment
    Show

    The tentacle whip(from Eberron Campaign Setting) covers weapons beautifully, with the exception of damage reduction negation(outside of dr/magic). Here’s the full list of benefits.

    One point of dex damage per day. This is the reason I went with an odd dexterity score, since it would be reduced anyway. You could have someone restore it every day, but Krad doesn’t strike me as a team player.
    Understands Undercommon.
    Telepathy to it’s host.
    Blindsight 60ft-While this doesn’t directly benefit the host, the whip can warn you of any incoming assault or invisible creature. Nice!
    Channel touch-A tentacle whip can be used to deliver a touch attack- either the natural power of the bearer or a held magical charge. This is the exact reason I decided to incorporate soul eater.
    Improved attack-A tentacle whip is bound to the nervous system of its host, granting +1 to hit, and a +4 untyped bonus on trip and disarm attempts. Additionally, the wielder takes no penalties when using it as an offhand weapon. Pure awesome. The +4 to trip is the big bonus here.
    Overcomes damage reduction as magic. Every bit helps. Too bad the whip can’t be enchanted or else slapping the standard transmuting/metalline on it would help leaps and bounds for damage later in the game.
    Poison-Injury, dc 12, 1d4 dex. A crappy saves prevents this from helping much.


    Armor: Mithril full plate. Standard fighter stuff. Enchantments could include heavy fortification or freedom. Roaring is good too, since our initiative is so low.
    Other gear:
    Belt of Battle: Attack forever! Always useful in melee. More attacks means more negative levels.
    Necklace of Natural Attacks: For the claw attack. Transmuting and metalline to prevent it from becoming obsolete. Speed if you have lots of gold.

    Any other items that boost strength and strength checks are gravy.


    Spoiler: Adaptation
    Show

    Don’t like barbarian? Swap it out for a level of crusader. The maneuvers will fall off quickly, but the investment will return in the form of Thicket of Blades, taken as a feat at level 18. Guy running at you? Bam, knockdown and a negative level, thank you very much.

    On the subject of barbarian, lion totem is worth discussing. I didn’t really feel like pounce fit the character, and we all know how overused it is, so I deliberately avoided it. That said, it’s still an incredibly powerful ability, letting us get more negative levels on our foe faster. Ditto for Whirling Frenzy.

    For a major bump in power, skip the last two levels of Lasher and put them in soul eater instead. Now each attack does 2 negatives levels a hit. Watch the DM cry as you inflict 14 negative levels a turn. Oh, and you also get shapechange if you drain a foe to 0HD.

    A lenient DM could help out the feat tax on this build. Magic of Eberron has listed prices for symbionts; but isn't clear on the rules for multiple symbionts. Simply buy a crawling gauntlet at level 10 and take battle jump at level 9 in the place of clawed hands.


    Spoiler: Sources
    Show
    Magic of Eberron-daelkyr half-blood
    Eberron Campaign Setting-tentacle whip
    Book of Vile Darkness-Soul eater and deformity feats
    Player’s Handbook-barbarian, fighter, and general feats
    Sword and Fist-lasher and knockdown
    Heroes of Horror-deformity feats
    Unapproachable east-battle jump
    Complete Scoundrel-skill trick
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  16. - Top - End - #136
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    The most dragoney not-a-dragon-at-all that ever did dragon.

    Quote Originally Posted by Ookoobey
    Ookoobey
    Venerable Dragonwrought Feral Changeling Wyrm of War / CG / Swordsage 5 / Warblade 2 / warshaper 2 / lasher 10

    Abilities:
    Spoiler
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    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    16 16 14 15 7 7 32-point buy
    16 16 14 18 10 10 Age (Venerable)
    20 14 14 14 12 10 Template
    21 14 14 14 12 10 4th
    22 14 14 14 12 10 8th
    26 14 18 14 12 10 Warshaper
    27 14 18 14 12 10 12th
    28 14 18 14 12 10 16th
    29 14 18 14 12 10 20th


    Build:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Swordsage 1 0 0 2 2 Climb 2, Concentration 4, Hide 4, Jump 4, Listen 4, Move silently 4, Use Rope 2(CC), Swim 2, Tumble 4 Racial emulation, Dragonwrought, Flaw Quick to act +1, discipline focus (weapon focus)
    2 Warblade 1 1 2 2 2 Concentration 5, Jump 5, Craft (leatherworking) 4 - Battle clarity (Reflex saves), weapon aptitude
    3 Warblade 2 2 3 2 2 Climb 4, Concentration 6, Jump 6, tumble 6 Power attack Uncanny dodge
    4 Swordsage 2 3 3 3 3 Concentration 7, Hide 7, Jump 7, Move silently 6 Exotic weapon proficiency AC Bonus
    5 Swordsage 3 4 4 3 3 Concentration 8, Hide 8, Jump 8, Listen 7, Move silently 8, - -
    6 Warshaper 1 4 6 3 3 Concentration 9, Hide 9(CC), Jump 9 Combat reflexes Morphic immunities, morphic weapons
    7 Warshaper 2 5 7 4 4 Concentration 10, Jump 10, Move silently 9(CC) - Morphic body
    8 Lasher 6 7 6 4 Jump 11, Concentration (CC) 11, Use rope 3 Knockdown Whip sneak attack +1d6, close combat, wound, whip lash
    9 Lasher 7 7 7 4 Jump 12, Concentration (CC) 12, Use rope 4 Multiattack Improved trip, third hand
    10 Lasher 8 8 7 5 Jump 13, Concentration (CC) 13, Use rope 5 - Crack of fate
    11 Lasher 9 8 8 5 Jump 14, Concentration (CC) 14, Use rope 6 - "Lashing whip
    "
    12 Lasher 10 8 8 5 Jump 15, Concentration (CC) 15, Use rope 7 Leap attack, Sneak attack +2d6
    13 Lasher 11 9 9 6 Jump 16, Concentration (CC) 16, Use rope 8 - "Improved Disarm
    "
    14 Lasher 12 9 9 6 Jump 17, Concentration (CC) 17, Use rope 9 - "Stunning snap
    "
    15 Lasher 13 9 10 6 Jump 18, Concentration (CC) 18, Use rope 10 Rapidstrike "Crack of doom
    "
    16 Lasher 14 10 10 7 Jump 19, Concentration (CC) 19, Use rope 11 Martial stance (assassin's stance) Sneak attack +3d6
    17 Lasher 15 10 11 7 Jump 20, Concentration (CC) 20, Use rope 12 - "Death spiral
    "
    18 Swordsage 4 16 10 12 8 Jump 21, Concentration 21, Move silently 15 Improved Rapid strike Discipline focus (insightful strike)
    19 Swordsage 5 16 10 12 8 Jump 22, Concentration 22, Hide 15 Quick to act +2
    *20 *Sworsage 6 / Warshaper 3 17 11/10 13/12 9/8 * Craven / Improved Combat reflexes - / Morphic reach


    *Level 20 Included only for completeness of entry and should not be graded if LA buyoff not allowed. If LA buyoff is allowed the designer would choose swordsage. Skills for swordsage would be the same as the previous level but upping hide/move silently each 2 points while keeping jump and concentration maxed. see level 19/20 tab for details.

    Warblade Maneuvers Per Day:
    Spoiler
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    Level Maneuvers Known Readied Stances Known
    2 3 3 1
    3+ 4 3 1


    Swordsage Maneuvers Per Day:
    Spoiler
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    Level Maneuvers Known Readied Stances Known
    1 6 4 1
    4 7 4 2
    5-17 8 5 2
    18 9 5 2
    19 10 6 3
    20 11 6 3


    Swordsage Manuvers Known:
    Spoiler
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    Level of (m)aneuver or (s)tance Maneuvers List
    1 Island of blades (s), Counter Charge, Charging minotaur, Shadow Blade technique, Mighty Throw, Burning Blade, Distracting ember, Hunters sense (s)
    2 Cloak of Deception, Mountain hammer
    3 Assassin's Stance (s), Dance of the Spider (s)
    4
    5 Shadow stride, Leaping Flame


    Warblade Maneuvers Known:
    Spoiler
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    Level of (m)aneuver or (s)tance Maneuvers List
    1 Punishing stance (s), Sudden Leap, Saphire Nightmare Blade, Moment of perfect mind
    2 Wall of Blades


    Fluff and breakdown:
    Spoiler
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    The Beginning
    Spoiler
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    Ookoobey was a trusted member of his tribe, and had sat on the council many years. The tribe survived by laying low, avoiding the bloodthirsty beasts that refer to themselves as “Heroes” or “Adventurers”, whatever that meant. Physically different from others of his clan, his clutch mother told the story of the first dragon, whose form was ever changing and adapting. Early on Ookoobey found that he could change into anyone, like the great dragon his mother told him of, this helped immensely with directing the so called heroes away from the true home of the clan.
    The clan prospered for many years, under the direction of Ookoobey and the other like minded members of the elder circle. Then they came. A small force, six in all, that was all it took. The clan had relied so long on staying hidden that they had neglected their training, their defense. In less than a minute the group had slaughtered the entire village. Ookoobey had survived only by pretending to be a helpless human woman. That night the party slept, content with their “rope trick”. They were dead before morning. Ookoobey vowed that no other kobold would have to see their entire clutch destroyed by bloodthirsty “heroes”.


    Vengeance
    Spoiler
    Show

    Wandering the world, he perfected his art of killing, relying on his cunning, or brute force when all else failed. Disguising himself as the lesser races, Humans, Elves, Orcs, and even the Rilkan, he learned their best tactics and destroyed them afterwards. He learned to use his own heritage to his advantage. Lighting his blade afire(Burning Blade), and freezing the blade (Shadow Blade Technique) with his dragons breath, he waded into battle, intent on making his enemy pay (punishing stance). Leaping about the battlefield (sudden leap), he learned to anticipate the enemy movement and stop them in their tracks (Counter Charge). When reckless abandon didn’t work he calmly batted aside their puny attacks (Wall of blades), even learning to shrug off dangerous spells (Moment of perfect mind). Ookoobey owned the battlefield, pushing (Charging minotaur) or tossing (Mighty throw) them aside.

    Level 5-
    Spoiler
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    Ookoobey is a beast on the battlefield, focusing on charging with power attack to drop the enemy as fast as possible. He has tons of maneuvers, and 3 different stances to choose from. With warblade he can pounce in make his attacks and then sudden leap out if the creature drops, and he’ll be ready for the next round to charge in. Warblade also lets us recharge our important low level maneuvers with only a swift action, ensuring they’re always ready for use. While Swordsage gives us many situational maneuvers and leaves you with tons of options. Ookoobey is a decent sneak, with the ability to literally transform into the enemy and walk amongst them. This if used properly could end encounters almost as well as his combat prowess. Also we have picked up some utility with Animate rope, scent, and mountain hammer to literally tear through the dungeon. Its necessary to point out that even with the LA he is all but caught up at this point and was more than worth the LA even if buyoff isn’t allowed. Be sure to keep in mind that your type is dragon so many buffs and spells at this level may not have an effect, its an unspoken immunity both good and bad.



    A new weapon
    Spoiler
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    Ookoobey learned of a clan nearby, puny humans had plans to destroy them. Heading through the wilderness as fast as his legs would carry him. He nearly got himself killed by a Druid. Watching the druid shift forms seamlessly as they fought Ookoobey attempted to mimic (Warshaper) it and found it offered him much more than the pathetic druid. Growing a tail, horns, a bite, Ookoobey made quick work of the druid and thanked the dead body for all it had taught him. Arriving at the Kobold’s lair he found that they had been taken over by a great balor. The Balor, like others before him planned to use the kobolds as pawns for his own plans. Ookoobey could do nothing if he could not remove the evil that had befallen his brethren. Ookoobey would wait. Gathering a few like minded individuals Ookoobey watched as the “heroes” came and destroyed more of his brethren. The heroes fought valiantly but were no match for the Balor’s exceeding strength. Ookoobey watched as the Balor dispatched of the group with his giant sword and flaming whip, he marveled at the beauty of the snakelike flame whipping around and lighting the groups clothes on fire or tearing the spellbook from the wizards hands. Never before had he witnessed such beauty. The fight ended with the Balor bloody, his weapons had been torn from his hands during the fight and he was severely weakened by the heroes. Quickly before the balor had time to recover he charged in and tore the creature to pieces (pounce) in a matter of moments. He was unprepared for the explosion that rocked the cave, but managed to barely survive. Picking up the Balor’s whip he vowed to learn how to use it.

    Level 10 (strong contender for sweet spot) -
    Spoiler
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    Ookoobey Picked up Warshaper, this alone has turned him into a powerhouse, even with a strict DM you should be able to squeeze a bite attack and perhaps a tailslap, though really the bite is all you need to make this build work. Assuming a bite, and tail slap we have 2 whip attacks, 2 claws, 2 rake, and a tailslap, for a more lenient DM you could have upwards of 17 attacks at this level all with decent to hit and you still have several maneuvers to blow through, you can grab, trip or throw with any of your hits as well. Combat reflexes and counter charge prevent anyone from getting too near you. If your DM rules that you’re wielding your Large mouthpick whip in two hands, since RAW you can wield a greatsword, don’t forget the power increases from your strength and later leap attack. LA is gone if buyoff is allowed, if not you’ve actually still got a leg up on the competition. Even gishes are considering the barb dip for pounce, or the Clr dip for travel devotion at this point if they haven’t got another means to get it, and you still gained a lot more from your LA.



    Perfecting a style
    Spoiler
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    Ookoobey quickly found that though the whip had its advantages it interfered with his normal attack routine. By clutching it in his teeth (+1 large mouthpick whip) he found that he could still use his claws to full effect (multiattack) while gaining the benefits of the weapon. By grabbing foes (improved grab), or tripping them (Improved trip/knockdown), he found it much easier to control the fights and even learned special techniques with the whip (SI abilities). Leaping about the battlefield (leap attack) he found that he could use the whip as leverage when attacking and rip his legs into them (Rake/Rend), and even managed to slip in more attacks (rapidstrike).

    level 15 (the sweet spot!) -
    Spoiler
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    Wow Stunning snap, and leap attack were picked up in this bracket. Leap attack increases power attack bonus by 100% and if 2H it instead triples dmg. You can literally Pounce from enemy to enemy using your maneuvers. With this ability you may want to save your whip attacks to last so that you can decimate with your natural attacks, fight through the bloody mist that was your target and then hit others with the increased range from your whip, also, you can perform a swift action in the middle of your attack routine so you can use leap attack to get closer if necessary. Stunning snap is likely the best ability in the SI. At this level before Items are taken into account we have a DC 26, even the itemless average barbarian will fail 50% of the time while raged, and we grab 3 more to the DC over the next 2 levels. We now have Fast healing 5, Rend for double str dmg (should be x3 using leap attack) 120ft darkvision We also nabbed Rapidstrike in prep for our last feat without LA buyoff. Speaking of which you finally exhausted everything that was given to you by your LA, and I still say its more than worth it.



    A new Legend
    Spoiler
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    Ookoobey iss a Legend amongst the kobolds. He has thwarted several attacks from would be “heroes” and has begun patrolling the secret tunnels connecting the many Kobold strongholds. Whenever he faces an opponent, Ookoobey has made it his goal to implement their attacks into his own repertoire. With the whip in his mouth, slashing about the battlefield he has found it was much easier to bring his claws to bear (Improved Rapidstrike). As his experience increased he learned to place his attacks where they were most effective (assassin’s stance).

    Level 19/20 -
    Spoiler
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    Ookoobey, like many mundane’s is outshined by caster’s, to remain relevant Ookoobey has picked up utility in these last few levels. His stances and maneuvers are specifically chosen for their spell-like effects, granting him at will, spiderclimb, Limited greater invisibility, Ddoor, and even an ability to close the gap on casters and archers. While improved rapid strike and craven keep our damage well into the 2000’s without any items. If LA buyoff is available, at this level Ookoobey has a decision to make. He can grab another level of swordsage, or warshaper. For another utility stance grab Swordsage, I like the maneuvers shadow blink and leaping flame. You’ll have to swap out shadow stride to get both. Alternatively you could grab Warshaper 3 for morphic reach but at this point you should have an easy time of grabbing flank and is less necessary IMHO, plus you still have tons of maneuvers that cause the enemy to be flat-footed.





    Sources:
    Spoiler
    Show

    RoD, ToB, DC, SS, CW, SaF, ECS, RoE, DoE, MM, PHB, CA, Dr, *CoR/ELH


    Notes:
    Spoiler
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    Utilizing the SI:
    Spoiler
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    Requirements:
    BAB- Max Iteratives, and then I added Imp rapidstrike, and a plethora of natural attacks.
    Skills- Using draconic rite of passage we nab the spell animate rope.
    Feats- Nothing is added to these feats, though you could swap them out in a pinch with aptitude.
    special- Mouthpick whip, who else has one?

    Whip sneak attack: Various martial maneuvers to make them Flatfooted, ensure this is utilized fully, with LA buyoff we also nab craven for an extra 500+ dmg.
    Close combat-Nothing could be expanded here.
    Wound- normal whip to gain the full benefits of this ability, otherwise it would be a waste. He does this mostly for disarm purposes so that he can grab whatever he wishes without worrying about breaking it. It also affords him the ability to trip multiple opponents during the round, while he focuses his other attacks where needed.
    Whip lash- with the improved grab ability I can always drag them using the whip and keep them inside my full threatened area.
    Improved trip/improved disarm- both of these abilities are keyed off strength, we’re also picking up knockdown, which means every single attack that hits triggers a trip attempt, followed by a free attack.
    Third hand- What we’re looking at here is a deadly combo for cliff fighting using the 4th option. utilizing Dance of the spider stance you leap over the edge and grab an enemy to stop your fall, then using your immense strength grab the enemy and pull him over. Your safe and he takes fall damage. The hardest DC is an auto success at level 13 while naked, adjust according to gear worn.
    Crack of fate/doom- the level before this you nabbed multiattack, meaning that Ookoobey makes optimal use of his attacks.
    Lashing whip- doesn’t scale and other than trying to wield 3 whips not much can be gained here and even then the added damage would only be 4.
    Stunning snap-This is arguably the best ability in the class, one which Ookoobey excels in using due to the high strength he has naturally. Combining this with any of the maneuvers can garner quite a bit of damage for the one attack. As well as lowering their chance at succeeding on the save
    Death spiral- Not amazing but you do you have nice ways to close the gap with enemies via charge & sudden leap. All of which can put you right in the thick of the battle with a swift action, use the ability and walk out or stay to kill.



    Playing Ookoobey -
    Spoiler
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    First and foremost, whether true or false Ookoobey believes himself truly descended from an ancient dragon, and a true kobold. Unlike your typical Kobold, Ookoobey is good. Kobold's in his world are constantly being forced by greater evils into being pawns, while the good guys hunt them for sport. Because of this many Kobold bands have joined the evil forces hoping to stave off destruction from at least one source. This creates quite the conundrum for LG Paladins, as they could not righteously face him once detecting his alignment. Ookoobey adopted the Chaotic alignment by being willing to ally himself with good and evil forces on a whim all the while furthering his own goals.
    Ookoobey valiantly charges into battle, decimates the enemies all around him. Leap attack+power attack+Pounce+21 or more natural attacks all of which trigger a trip attempt at 10+ dmg and all tripped trigger an additional attack - conservative estimates put damage well into the 2000 mark before extra attacks from trip are factored in. When he finds himself alone, with nothing left standing near him but still having attacks left he leaps (swift action-sudden leap+Power attack+Leap attack) into the fray again hitting everyone he could reach with his whip and remaining attacks and hitting them again if the trip is successful. Everyone who then gets up triggers an attack of opportunity. I suggest using the whip last since it has increased range. If things get dicey Ookoobey can, without items and in an AMF, teleport, Greater invisibility, and walk on walls/ceilings. He can also instantly teleport to an enemy that hits him with a ranged attack, including rays. He also has near max ranks in hide and move silently, possesses Darkvision 120ft, and can walk on ceilings to scout ahead. Can utilize his whip to set off traps, and grab items/levers at a distance. With his immense strength and mountain hammer, he can open locked doors and chests. He easily fills the skill-monkey role, though unconventionally. Unlike most skill-monkey's he is not too afraid of getting hit, he has a get out of jail free card with cloak of deception and fast healing.

    Ookoobey at *19th level can have: (parenthesis for an example creature with weapon adjusted to medium size)

    Large +1 Mouthpick whip x 6 +1 with haste 1d4+3d6(SA)+18 w/PA +32 w/PALA 96 (wielded two handed/one mouthed) = 871.5
    clawx6 (feral) 2d6+7 w/PA +32 w/PALA 64 = 510
    slam (warforged) 1d8+7 w/PA +32 w/PALA 64 = 75.5
    tail slap (crocodile) 1d12+7 w/PA +32 w/PALA 64 = 77.5
    wing attackx2 (draconic graft) 1d4+7 w/PA +32 w/PALA 64 = 147
    gore (minotaur) 1d6+7 w/PA +32 w/PALA 64 = 74.5
    spiked body (porcupine) 1d6+7 w/PA +32 w/PALA 64 = 74.5
    Rakex2 (feral) 1d8+7 w/PA +32 w/PALA 64 =75.5
    Tentaclex4 (mindflayer) 1d4+7 w/PA +32 w/PALA 64 = 294
    Spines (skarn) 1d6+7 w/PA +32 w/PALA 64 = 74.5
    Sting (monstrous scorpion) 1d4+7 w/PA +32 w/PALA 64 = 73.5

    **Rend (feral) 2d8+30 w/PA +32 w/PALA +64 (OR +64 +96) = 103 or 135
    PA=power attack
    PALA=Power attack+Leap attack

    Total dmg = **2348

    For reference: A great wyrm prismatic dragon has 2613 hp and a touch AC of 29. Grabbing a ghost shroud for 5k makes the touch AC doable. Most attacks hit on a 4+ with only your last whip and claw unable to hit on anything but a 20. An amulet of natural attacks can adjust that and would affect your damage as well. We still would need to bypass DR, but that would take epic shenanigans and far more than I want to dive into right now. Even with the DR individual hits are bypassing it rather effectively and only lowers damage done by 540. If he survives till round 2 he can solo the dragon.

    *Only including +5 tome, +6 enhancement, +1 whip. And not including extra attacks from trips, nor extra damage from craven or stances/maneuvers.
    **could not find a definitive answer on Rend+power attack+leap attack interaction so left it out of the final calculation


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  17. - Top - End - #137
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Come one, come all, to the greatest circus on Oerth! Strongmen! Acrobats! Lions- wait. Where did the lions go?

    Quote Originally Posted by Leopold the Liberator
    Leopold the Liberator

    Spoiler: Liberation
    Show

    Chuckles: He came out of nowhere and he was huge.

    Fizbo: I wouldn't have been so bad if we weren't just getting out of the car.

    Chuckles: He just appeared, started swinging around his whip until we couldn't see it, then all twelve of us dropped our pies and seltzer and we couldn't move for about half a minute.

    Fizbo: Grabo even lost his nose. Next thing we know the guy is accosting Tamer with the help of a lion, but I don't think it was one of ours. I noticed that he had a little shield attached to his arm that had what looked like a chair painted on it.

    Chuckles: Once Tamer was down, he opened the lion and tiger cages and seemed to talk to them before he started out of the tent.

    Fizbo: On his way out, he glanced around, noticed the pachyderms, and as what seemed to be an afterthought, untethered them using his whip.

    Chuckles: It was over so quick. Tamer is ok. It looks like the cat man was just trying to subdue him rather than truly hurt him.

    Ringleader: It's alright boys. I've heard about this guy. He's going around to all the bigtops. We are all losing a bundle, except that fool Bailey who only does trapeze and rope acts.



    Spoiler: Mechanics
    Show

    Neutral Catfolk Duskblade 5 / Lasher 10 / Unseen Seer 4

    Starting Abilities: STR 18, DEX 12, CON 14, INT 14, WIS 8, CHA 8
    All lvl increases to STR
    Catfolk Adjustment: DEX +4, CHA +2
    Final Abilities: STR 22, DEX 16, CON 14, INT 14, WIS 8, CHA 10


    Spoiler: Build
    Show


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Catfolk +0 +0 +0 +0 Low-light vision, +2 Listen & Move Silent, +1 Natural armor
    2nd Duskblade 1 +1 +2 +0 +2 Spellcraft(4)4, Sense Motive(4)4, Craft(leatherworking)(2)2, Use Rope(4)2, Hide(2)1 Exotic Weapon Proficiency: Whip Arcane attunement, Armored mage (light)
    3rd Duskblade 2 +2 +3 +0 +3 Spellcraft(1)5, Hide(1)1.5, Concentration(2)2 Combat Casting(B)
    4th Duskblade 3 +3 +3 +1 +3 Spellcraft(1)6, Hide(1)2, Concentration(2)4 Weapon focus: Whip Arcane Channeling
    5th Duskblade 4 +4 +4 +1 +4 Spellcraft(1)7, Hide(1)2.5, Concentration(2)6 Armored mage (medium)
    6th Duskblade 5 +5 +4 +1 +4 Spellcraft(1)8, Hide(1)3, Concentration(2)8 Quick Casting 1/day
    7th Lasher 1 +6 +4 +3 +4 Hide(3)4.5, Spot(1)1 Practiced Spellcaster: Duskblade Whip Sneak Attack +1d6, Close Combat, Wound, Whip lash
    8th Lasher 2 +7 +4 +4 +4 Hide(1)5, Search(2)1, Spot(1)2 Improved Trip(B) Third Hand
    9th Lasher 3 +8 +5 +4 +5 Hide(1)5.5, Search(2)2, Spot(1)3 Crack of Fate
    10th Lasher 4 +9 +5 +4 +5 Hide(1)6, Search(2)3, Spot(1)4 Extra Spell: Enlarge Lashing Whip
    11th Lasher 5 +10 +6 +5 +6 Hide(1)6.5, Search(2)4, Spot(1)5 Whip Sneak Attack +2d6
    12th Lasher 6 +11 +6 +5 +6 Hide(1)7, Search(2)5, Spot(1)6 Improved Disarm(B)
    13th Lasher 7 +12 +6 +6 +6 Hide(1)7.5, Search(2)6, Spot(1)7 Obtain Familiar Stunning snap
    14th Lasher 8 +13 +6 +7 +6 Hide(1)8, Search(2)7, Spot(1)8 Crack of Doom
    15th Lasher 9 +14 +7 +7 +7 Hide(1)8.5, Search(2)8, Use Rope(1)3 Whip Sneak Attack +3d6
    16th Lasher 10 +15 +7 +8 +7 Hide(1)9, Use Rope(3)6 Improved Familiar Death spiral
    17th Unseen Seer 1 +15 +7 +8 +9 Hide(2)11, Concentration(2)10, Spellcraft(2)10, Use Rope(2)8 Whip Sneak Attack +4d6
    18th Unseen Seer 2 +16 +7 +8 +10 Hide(3)14, Spellcraft(3)13, Use Rope(2)10 Advanced Learning: Hunter's Eye, Silent Spell
    19th Unseen Seer 3 +17 +8 +9 +10 Hide(4)18, Spellcraft(4)17 Martial Study: Shadow Stride Divination Spell Power +1
    20th Unseen Seer 4 +18 +8 +9 +11 Hide(4)22, Spellcraft(4)21 Whip Sneak Attack +5d6


    Spoiler: Spells
    Show

    Spells per Day
    Level 0lvl 1st 2nd 3rd
    2nd 3 2 - -
    3rd 4 3 - -
    4th 5 4 - -
    5th 6 5 - -
    6th 6 5 2 -
    17th 6 6 3 -
    18th 6 6 5 -
    19th 6 7 6 -
    20th 6 7 6 2

    Spell list

    0 - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
    1 - Blade of Blood, Chill Touch, Shocking Grasp, True Strike, Swift Expeditious Retreat, Enlarge(*)
    2 - Sure Strike, Touch of Idiocy, Swift Invisibility, Dimension Hop, Hunter's Eye(*)
    3 - Vampiric Touch

    (*) Learned from feats or class abilities



    Spoiler: Level 6
    Show

    I start out as a standard Duskblade channeling Shocking Grasp, Chill Touch, or Touch of Idiocy at a 15 ft range with my whip and using Blade of Blood if I need a little extra kick. I can cast in medium armor without failure and use a buckler. The last level of Duskblade nets me some 2nd level spells and Quick cast (which will come in handy later) and I'm ready to enter the SI. Being a Catfolk slows me down a little on the front end, but I liked the idea of a cat turning the whip back on the lion tamer.


    Spoiler: Level 11
    Show

    Now I can use the whip for real damage which is helped by Lashing Whip and don't have to be so conscious of my positioning because I no longer provoke attacks of opportunity when using the whip. I can make attacks of opportunity and even sneak attack a bit if the requirements are met. I add tripping to my bag of tricks and add Enlarge to my spell list to help with this new ability. Crack of Fate gives me a flurry type ability when I use a full attack and Practiced Spellcaster helps me keep up my caster level. Third Hand gives me a few little tricks I can perform with my whip that can possible save a life or keep me out of a dangerous area while pushing a button or retrieving an item.


    Spoiler: Level 16
    Show

    I add disarming stunning to my arsenal which has decent DCs due to strength and Enlarge plus I get yet another attack when using a full round. The penalties on Crack of Doom are manigable due to my full BAB, but can also be mitigated via Sure Strike or True Strike. I also get an improved familiar to help set up the requirements for my sneak attack which has improved again. I fluffed my familar as a lion to continue the theme even though there are no felines on the improved familiar lists, but you can use any of the decent melee familiars, Blink Dog is a decent choice. Finally I get Death Spiral. To maximize my one use per day, I use my daily quick cast to fire off a True Strike then move into the optimum position and stun anyone that can't make a minimum 41 DC Reflex save which turns to helplessness if they happen to fail thier Fort save too.


    Spoiler: Level 20
    Show

    Throw some Unseen Seer into the mix for a couple more d6 of sneak attack and use advanced learning to pick up Hunter's Eye for even more. And I finally pick up Vampiric Touch, the go to spell for channeling. I also grab Shadow Stride so I can port, as a move action, to the optimal space for my Death Spiral rather than potential drawing attacks of opportunity by moving in the standard manner.



    Spoiler: Sources
    Show

    Complete Arcane - Extra spell, Practiced Spellcaster
    Complete Mage - Unseen seer
    Complete Warrior - Improved Familiar
    Player's Handbook - various spells and feats
    Player's Handbook 2 - Duskblade, Hunter's Eye, Blade of Blood, Sure Strike
    Sword and Fist - Lasher
    Tome of Battle - Martial Study, Shadow Stride
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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  18. - Top - End - #138
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Sticks and stones may break my bones but whips and chains excite me!

    Quote Originally Posted by Itse Ruoskia
    Itse Ruoskia
    LE Human Cleric 5/Maiden of Pain 2/Divine Agent 3/Lasher 10


    "There is no person so severely punished as those who subject themselves to the whip of their own remorse." -Lucius Annaeus Seneca


    Spoiler: The Story
    Show
    The pain always comes before the pleasure. I remind myself of that as the needle goes in, and the thought is the only thing that lingers as I sit limply against the wall for the next few minutes. Once I can move again, everything is finally normal. I'm me again, but even more so. I can smile.

    It's one thing to be a priestess of the Willing Whip, but being one of her executioners can take a toll on a woman. We're taught from a young age: "Suffering strengthens us; only through our pain can we grow. Like a muscle must tear in order to thicken, so too must we be torn to thicken our love for the Goddess. Amen." And I still believe that, even now. Executing strangers in new and painful ways is one thing--exciting, even. But the ultimate test of faith is to deliver a family member through such suffering. I had the unique task of delivering three to their deaths after they tried to leave the faith. Their belief faltered, and they sought an escape from what they saw as needless suffering...but there is only one escape. To live is to suffer, so I was giving them what they wanted.

    After that day, I sat by my bed and cried for days. The other priestesses left me to my pain, knowing that I would find my own way through it. And I did. It was then that I discovered liquid pain, the merciful substance that hurts to heal. A pin prick and a few minutes of downtime is a small price to pay for the euphoria that follows. During one such bout of downtime, Loviatar herself appeared before me to commend me. I had followed my faith at the cost of those I loved, and by experiencing that I had been through the ultimate pain: sacrifice.

    My Goddess told me that I was to be her Whip in the World, to flagellate those who needed to experience more of her Perfect Pain. And I was to start with my fellow priestesses. They didn't seem to understand as I took up the First Maiden's whip for myself and began to lash out with strands of divine love. Nobody understood--just me, my Goddess, and the needle. I kept using, I kept dreaming, and I kept whipping, but no matter what I knew my job was never done. My lot is to suffer for my Maiden, as she had suffered for all of us. So I keep whipping those who require punishment, I keep dreaming of my Maiden's face, and I keep using the only tool I've ever known that lets me smile.

    My name is Itse, and I'm a liquid pain addict. But the pain always comes before the pleasure...right?

    Spoiler: The Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric 1 +0 +2 +0 +2 Concentration 4, Craft: leatherworking 4, Diplomacy 4, Intimidate 2 (cc), Knowledge: religion 4, Spellcraft 4 Improved Initiative, Violate Spell Pain Domain, Evil Domain, Rebuke Undead, Spontaneous Casting (Inflict)
    2nd Cleric 2 +1 +3 +0 +3 Concentration 5, Craft: leatherworking 5, Diplomacy 5, Intimidate 2.5 (cc), Knowledge: religion 5, Spellcraft 5
    3rd Cleric 3 +2 +3 +1 +3 Concentration 6, Craft: leatherworking 6, Diplomacy 6, Intimidate 3 (cc), Knowledge: religion 6, Spellcraft 6 Death Blow
    4th Cleric 4 +3 +4 +1 +4 Concentration 7, Craft: leatherworking 7, Diplomacy 7, Intimidate 3.5 (cc), Knowledge: religion 7, Spellcraft 7
    5th Cleric 5 +3 +4 +1 +4 Concentration 8, Craft: leatherworking 8, Diplomacy 8, Intimidate 4 (cc), Knowledge: religion 7, Profession: executioner 1, Spellcraft 8
    6th Maiden of Pain 1 +3 +4 +3 +4 Concentration 9, Craft: leatherworking 9, Diplomacy 8, Intimidate 5, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 2 Initiate of Loviatar, Law Devotion Agony Addiction, Extra Domain (Law), Lasher, Pain Touch 1/day
    7th Maiden of Pain 2 +4 +4 +4 +4 Concentration 10, Craft: leatherworking 10, Diplomacy 8, Intimidate 7, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 4
    8th Divine Agent 1 +4 +4 +4 +6 Concentration 11, Craft: leatherworking 11, Diplomacy 9, Intimidate 9, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 4.5 (cc) Granted Domain: Suffering
    9th Divine Agent 2 +5 +4 +4 +7 Concentration 12, Craft: leatherworking 12, Diplomacy 10, Intimidate 11, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 5 (cc) Weapon Focus: Whip Contact
    10th Divine Agent 3 +6/+1 +5 +5 +7 Concentration 13, Craft: leatherworking 13, Diplomacy 10, Intimidate 13, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 5 (cc), Whip Climber Menacing Aura, Godly Gift
    11th Lasher 1 +7/+2 +5 +7 +7 Concentration 13, Craft: leatherworking 14, Diplomacy 10, Intimidate 14, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 7, Whip Climber Whip sneak attack +1d6, Close Combat, Wound, Whip Lash
    12th Lasher 2 +8/+3 +5 +8 +7 Concentration 13, Craft: leatherworking 15, Diplomacy 10, Intimidate 15, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 9, Whip Climber Knockdown, Improved Trip Improved Trip, Third Hand
    13th Lasher 3 +9/+4 +6 +8 +8 Concentration 13, Craft: leatherworking 16, Diplomacy 10, Intimidate 16, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 11, Whip Climber Crack of Fate
    14th Lasher 4 +10/+5 +6 +9 +8 Concentration 13, Craft: leatherworking 17, Diplomacy 10, Intimidate 17, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 13, Whip Climber Lashing Whip
    15th Lasher 5 +11/+6/+1 +6 +9 +8 Concentration 13, Craft: leatherworking 18, Diplomacy 10, Intimidate 18, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 15, Whip Climber Curling Wave Strike Sneak Attack +2d6
    16th Lasher 6 +12/+7/+2 +7 +10 +9 Concentration 13, Craft: leatherworking 19, Diplomacy 10, Intimidate 19, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 17, Whip Climber Improved Disarm
    17th Lasher 7 +13/+8/+3 +7 +10 +9 Concentration 13, Craft: leatherworking 20, Diplomacy 10, Intimidate 20, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 19, Whip Climber Stunning Snap
    18th Lasher 8 +14/+9/+4 +7 +11 +9 Concentration 13, Craft: leatherworking 21, Diplomacy 10, Intimidate 21, Knowledge: religion 7, Profession: executioner 1, Spellcraft 10, Use Rope 21, Whip Climber Snatch Weapon Crack of Doom
    19th Lasher 9 +15/+10/+5 +8 +11 +10 Concentration 13, Craft: leatherworking 22, Diplomacy 10, Intimidate 22, Knowledge: religion 7, Profession: executioner 1.5 (cc), Spellcraft 10, Use Rope 22, Whip Climber Sneak Attack +3d6
    20th Lasher 10 +16/+11/+6/+1 +8 +12 +10 Concentration 13, Craft: leatherworking 23, Diplomacy 10, Intimidate 23, Knowledge: religion 7, Profession: executioner 2 (cc), Spellcraft 10, Use Rope 23, Whip Climber Death Spiral

    Stat Points Base Levels Total Modifier
    STR 10 16 +0 16 +3
    DEX 5 13 +0 13 +1
    CON 4 12 +0 12 +1
    INT 5 13 +0 13 +1
    WIS 8 15 +5 20 +5
    CHA 0 8 +0 8 +0

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

    Sample Spells (can change each day to fit party):
    0-level
    1. Create Water
    2. Detect Magic
    3. Detect Poison
    4. Inflict Minor Wounds
    5. Read Magic
    6. Resistance

    1st level
    1. Entropic Shield
    2. Lesser Vigor
    3. Shield of Faith
    4. Divine Favor
    5. Resurgence
    6. Omen of Peril
    7. Protection from Good (Evil)

    2nd level
    1. Hold Person
    2. Spiritual Weapon
    3. Divine Insight
    4. Nybor's Gentle Reminder
    5. Sadism (Pain)

    3rd level
    1. Mystic Lash
    2. Bestow Curse
    3. Masochism
    4. Wrack (Pain)

    4th level
    1. Air Walk
    2. Violate Mystic Lash
    3. Enervation (Suffering)

    Spoiler: Tactics
    Show
    • Levels 1-5: You're a standard cleric with a twist. Instead of buffing up for long combats, you're all about going first and hitting hard. Open up with a hold person to paralyze the opponent, making them helpless. Follow in the next round by closing and delivering a coup de grace as a standard action. Since you don't have whip proficiency yet, a scythe is your go-to weapon for that sweet x4 crit multiplier on your CdGs. Also, Evil Domain pairs nicely with Violate Spell (required for later) to give a slight boost to CL on any spells you care to metamagic with it.
    • Levels 6-10: We start whipping people and we never look back. Not only that, but we pick up a great bevy of spells that boost us in all cases, including the ability to use Air Walk to whip pesky flying foes. Initiate of Loviatar gives us a little more oomph in combat, as well as opening up some great bread & butter spells in Nybor's Gentle Reminder and Mystic Lash. These allow us to pester our foes and even stun them routinely, not to mention that Mystic Lash works with all of our class features. You'll want to snag a Lethe's lash as soon as it's affordable for dealing with pesky casters another way if they beat the Concentration checks imposed by Nybor's Gentle Reminder. Wrack can also make foes helpless to deliver coup de graces, and Liquid Pain is another domain spell to help feed your crippling addiction. For your godly gift, it says that it's usually a domain spell. Check with your DM to see if they'll float Mystic Lash as a godly gift, since it's 3rd-level and bestowed by your deity via the Initiate of Loviatar feat. The nice part about godly gift is that it sets your caster level equal to your character level for it, so 1 Mystic Lash/day will benefit from its full base damage potential of 4d6 electric damage. If not, we've still got the ability to cast Violate Mystic Lash, raising our CL to 8, only an ioun stone away from having a CL of 9 and thus having a baseline damage of 3d6 damage (half electric, half vile).
    • Levels 11-20: We enter into the Secret Ingredient and never look back.


    Spoiler: Use of the Secret Ingredient
    Show
    Requirements
    • Use Rope: Rather than stopping at the required 2 ranks, the skill is maxed. I've also snagged Whip climber to make use of those ranks for qualification as well as the check needed to secure a grappling hook. Another use is that a target can be bound for execution with a headsman's axe, and max ranks here will minimize their chances of wriggling free.
    • Craft Leatherworking: Instead of 2 ranks, this is another skill we've maxed. Not only does it allow us to make some GP, but we can create and repair masterwork whips to our heart's content.
    • Weapon Focus (whip): While +1 to attacks and damage isn't usually much to write home about, here it directly helps our other class features. Sure, there's built-in synergy with the attack bonus boosting Third Hand, Crack of Fate/Doom, and Death Spiral, but the +1 damage also gets us closer on every whip attack to activating our deadly Touch Spell/Knockdown/Curling Wave Strike combination, made extra deadly with a side of Mystic Lash. Also, it helps boost the save DC of our frequent coup de grace attempts by +2 (+1 from the feat, doubled since coup de grace attacks are always crits).
    • Proficiency (Whip) & owning a whip: Instead of burning a feat on this, it is obtained by Maiden of Pain levels. Furthermore, not only are we proficient with the whip, but we can use it to deliver our touch spells, thus increasing our touch range from 5 feet to 15 in the blink of an eye! When it comes to owning a whip, we can use our ranks in craft: leatherworking to create our own. Thus, even if our first whip is taken away, we have plenty more where that came from.


    Class Features
    • Whip sneak attack: When we deliver coup de graces from 15 feet away, extra damage adds 3-18 to save DC vs death (should they survive initial damage). Also, extra damage means a better chance of triggering Knockdown. Law Devotion and Weapon Focus mean a better chance of hitting with our sneak attacks. Mystic Lash stuns foes and makes them more prone to sneak attack, as do Death Spiral and Wrack, hold person, etc...plenty of cleric options to flat-foot your foes!
    • Close Combat: partnered w/ Whip Lash and Lasher from maiden of pain, can deliver touch spells against foes within 5 feet through whip without attack of opportunity.
    • Wound: With Lasher from Maiden of Pain, not only can we deal regular damage, but also deliver touch spells through our whip.
    • Whip Lash: Since touch spells can be delivered via Lasher from Maiden of Pain, one could cast a touch spell without discharging it and hold the charge until an attack of opportunity is provoked, thus delivering the touch spell alongside an Attack of Opportunity. Also, using Mystic Lash from Initiate of Loviatar means that an attack of opportunity also delivers a chance to stun foes.
    • Improved Trip: Nybor's gentle Reminder or Menacing Aura can impose -2 penalties on opposed trip checks, and we can always channel a Bestow Curse for a -4 if we'd prefer. Also, Knockdown will trigger whenever 10 or more damage is dealt with the whip. Thanks to Mystic Lash, we've got a beefed up baseline for damage. Weapon Focus adds a little to that, as well as whip sneak attack. We'll be doing 10 damage frequently whether or not we're delivering touch spells via our whip (see above), so we'll be getting plenty of opportunities to trip opponents. Did I mention that with Mystic Lash we've also got a chance to stun them? After that, you can take your extra attack granted by Improved Trip or activate Curling Wave Strike 1/round to attempt to trip another creature. Again, thanks to Mystic Lash you've got a chance to stun this one too, not to mention the fact that they could be facing a penalty on their check from your aura or spells. Law Devotion and Initiate of Loviatar providing a slight boost to the initial attack roll is just icing on the cake.
    • Third Hand: Grabbing stuff is cool! You can be like Indiana Jones! Well, sure. But we've also got two other things going for us here. First of all, we've got the Whip climber skill trick. 1/encounter, we can use a move action to treat our whip like a grappling hook. While this sounds a lot like Third Hand, it comes at a much lower DC and lets us make a Use Rope check (which we've maxed) to secure the hook. Also, you know how later on when you get Improved Disarm, Third Hand allows you to grab the disarmed weapon if you've got a free hand? More on that later ;). Once again, Weapon Focus, Initiate of Loviatar, and Law Devotion provide us with bonuses to our attack roll which make these DCs easier to meet for Third Hand.
    • Crack of Fate/Crack of Doom: extra attacks are always fun, especially when made with a Mystic Lash for a chance to stun your foes. There's built-in synergy with Improved Trip and Improved Disarm as more attacks (even at a penalty) means more attempts. Add in the ability to deliver touch spells that allow multiple attacks or deal 10 damage to trigger Knockdown (and possibly Curling Wave Strike) and we've got a winner on our hands. The only problem is the penalty to hit, but we've got ways to offset that. Namely, Law Devotion's scaling sacred bonus to attacks paired with the bonus from Initiate of Loviatar. If we're still looking to boost our attacks, we could turn to the sadism or masochism spells. Also, if you manage to acquire Lethe's Lash (see suggested items, below) every attack is a chance to rob a spellcaster's highest-level spells. You've already got 4 iteratives to play with and a possible extra attack from Improved Trip, but using this ability also gives you two more chances, with the possibility to remove up to 7 spells from a foe in one round. Definitely worth the price tag, especially by the time you gain these abilities.
    • Lashing Whip: While a +2 bonus to damage may not seem like much in some circles, to us that's actually a +4 bonus to our coup de grace save DCs (+2 from the damage, x2 since it's an auto-crit). Also, every extra point of damage counts in getting us towards the 10 damage minimum to trigger Knockdown. Between this, Weapon Focus, and whip sneak attack, we've got a decent shot to activate it on most attacks. Add in the extra base damage of Mystic Lash plus the damage potential of a touch spell, and we're auto-succeeding on our attempts to deal some damage and trigger Knockdown.
    • Improved Disarm: Again, our menacing aura or Nybor's Gentle Reminder makes opponent's lives that extra little bit more miserable. A -2 to attacks and checks means they're just that much easier to disarm, especially when you add in our bonuses to attack. You can also go harder with a -4 penalty to attacks from a Bestow Curse channeled through your whip. Speaking of our attack bonuses, Weapon Focus provides built-in synergy, while Law Devotion and Initiate of Loviatar add on even more. You can bring in the sadism or masochism spells as needed, but chances are the schlub you're up against is already disarmed. Speaking of, when you use that move action and Third Hand to deposit their fancy weapon neatly in your free hand you can actually do something with it! Snatch Weapon allows you a free attack with their one-handed weapon, albeit at a penalty. Once more, we've got Law Devotion, Initiate of Loviatar, and other ways of boosting our attack rolls to make up for that.
    • Stunning Snap: While it's nice to stun our foes with Mystic Lash, eventually you've got something else you'd rather use your 3rd-level spells on. This allows you to free up that slot a bit with up to 10 stunning attacks at will while maintaining a decent save DC. Speaking of that DC, you've got a reach of 15 ft with your whip but a 20-ft menacing aura. Any opponents who fail their save against your aura receive -2 to saves...including this one!
    • Death Spiral: We've already talked about how easy it is to boost our attack rolls. Heck, I anticipate we'll see a handful of Cloistered Clerics for free Knowledge Devotion and a couple folks using Duskblade's Quickened True Strike for a +20 bonus to the save DC on here. Season to taste, but I like our chances with a +16 BAB. Taking into consideration Weapon Focus, Law Devotion, and Initiate of Loviatar we're looking at a +25 (+16 BAB+1 Weapon Focus+7 Law Devotion+1 Initiate of Loviatar) bonus to attack which places our save DC anywhere between 26 and 45 depending on attack roll. Thus, it's easy to stun a bunch of foes and set them up for sneak attacks until the cows come home. Making them helpless is the harder part. The DC is fixed at a meager 18, but we've got a few things that can boost that. Most notably, we've got our Menacing Aura to impose a -2 to opponents' saves as well as the ability to channel touch spells through our whip. You can ask the DM, since I'm pretty sure it doesn't work this way, but I wonder if you can channel a touch spell into your whip, hold the charge, and then use Death Spiral to have the spell affect all foes within 15 feet (since you're making one attack roll to set the DC). Again, not likely but that would be sweet. Even without it, you can soften your enemies up beforehand with some choice touch spells like Bestow Curse delivered through your whip so they're looking at a -4 penalty to saves. Those penalties are basically just bonuses to our DCs, so we've got an effective Reflex DC of 32-51 (depending on attack roll) vs. stunning followed by an effective Fortitude DC of 24 vs. becoming helpless. Once those opponents are helpless, Death Blow allows us to move around the field of battle delivering coup de graces with 15-ft reach to our heart's content. Our opponent's penalties to their Fort saves continue to help us out here should the damage not kill them outright. Since each coup de grace will definitely be doing more than 10 damage (especially with Whip Sneak Attack on each one), that means each one triggers Knockdown with all our tripping perks and penalties to our opponents. Since we've got Improved Trip, if the coup-de-grace'd bloke still isn't dead, you can enjoy an extra attack against him. Once per round, if you'd rather hurt someone that's not part of the pain party yet, you can activate Curling Wave Strike instead of taking your extra attack to trip another fool. Should these attacks be delivered via a Mystic Lash spell, each one of them carries more damage than your standard whip as well as imposing another chance to stun the opponent if they're not stunned yet or coming to the end of their stunning/helpless duration. All aboard the Pain Train!

    Spoiler: Suggested Items
    Show
    • A whip. Duh.
    • Headsman's Axe (BoVD pg 40) allows for us to bind a captive using Use Rope, then make a Profession (executioner) check. If we meet a DC 18, they're looking at instant death. Even on a failed check, it allows for a coup de grace which is something we're plenty familiar with.
    • Lethe's lash (PlH pg 80) allows you to remove spells from casting opponents, which is great. Combined with the extra attacks we're able to deal and the synergy with Nybor's Gentle Reminder making life difficult to begin with for casters, we're sitting pretty. This is a viable weapon for levels 10+ where the price tag is just a drop in the bucket.

    Spoiler: Adaptation
    Show
    Flaws, etc.: An illumian with 2 flaws and a metamagic storm can still snag all required feats along with Extend Spell and Persistent Spell. Not only that, but a Naenhoon Illumian with some nightsticks can Persist spells without having to increase the level. Since Mystic Lash has a range of 0ft, it is a valid target for Persistent Spell. Enjoy the ability to stun fools all day every day!
    LA buyoff: This is one time that I'm not actually wishing for a template on the build. You could always go with the strength-boosters like Lolth-Touched, but since we're so focused on Loviatar that would probably cause story concerns. Instead, we're good without templates here. If it's a part of your game you can't do without, I'll always plug the phrenic and half-fey templates for bringing a good variety of stuff to any character.
    Other: If you can wedge a way to get a plant creature as a companion into this build, I'd suggest a Warbound Lesser Battlebriar (MMIII). It can impale foes on its thorns, rendering them helpless and thus prone to your standard-action coup de grace attempts. Since I couldn't find a decent way with this build, though, it's more of a thought on the off chance you could buy one or work with your DM to acquire one through a quest, so it's been kept to this Adaptation section.

    Spoiler: Sources
    Show
    • PHB
    • Sword and Fist
    • Song and Silence
    • Player's Guide to Faerun
    • Manual of the Planes
    • Book of Vile Darkness
    • Planar Handbook
    • Complete Adventurer
    • Champions of Ruin
    • Complete Champion
    • Stormwrack
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  19. - Top - End - #139
    Titan in the Playground
     
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    Jan 2007
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    You seem an awfully good fellow. I hate to kill you.

    Quote Originally Posted by Maenigo Antoya
    Maenigo Antoya
    Chaotic Good Human
    Spellthief 7/Lasher 1/Spellthief +3/Lasher +9

    Spoiler: Story
    Show

    The man wearing all black fell to the ground, clutching at his stomach, and convulsed. His sword fell from his grip, and skittered across the dry and dusty ground.

    "AAHHHAAAAHAHAHAHAHAHAHAHAAHAHAAAAAAHAHAHHAAAA A!!"

    He sucked at the air around him, trying to draw in a breath to fill his lungs. Tears streamed from his eyes.

    A whip-crack stirred the dirt near his face, close enough to billow flecks of dust into his eyes. It was a whip-crack stronger than the norm, one that meant business. It spoke of pain and anguish unlike what could be granted by an ordinary whip wielded by an ordinary man.

    The man in black stopped laughing.

    "My apologies," the man in black said, calm as can be. He rolled slowly to his back, hands lifted to show his open, empty palms. "It's not often that a man comes face to face with a whip. My laughter was, by no means, intended as an insult for your choice of weapon."

    "It was my father's." The other man's words were heavily accented. "Show me your lip."

    "I...uh..." The confusion on the face of the man in black was evident, even through the dark mask he wore. "I'm sorry?"

    "Your lip. Your lip!" The other man waved his whip, brushing it against the man in black's face, just below the nose. "Show it to me!"

    The man in black shifted slightly, turning to more face his foe. He eased one hand, slowly, to his face and drew the mask he wore up a quarter of an inch to better show off his upper lip.

    The other man leaned in, warily, whip still at the ready, and took a closer look. "You've shaved recently?"

    "I shave every morning."

    The other man nodded, apparently satisfied at what he saw or heard, and stepped back. He relaxed visibly, his stance much more at ease, though he remained alert and on guard. "I'll still have to kill you."

    "For having shaved?"

    "I am looking for a mustachioed man. Obviously, you are not he." The man gave a little shrug of his shoulder. "It doesn't change the fact that we must still duel."

    "Yes. Speaking of which, would you mind terribly much if....?" The man in black lifted an eyebrow, nodding his head toward himself, lying prone.

    "Oh! My apologies." The other man gave a quick, apologetic bow, and stepped back.

    The man in black offered a nod of acceptance. He lifted gracefully to his feet in the most non-threatening way he could. Once he did, he found his feet mere inches from the edge of an insanely high cliff. He stepped slowly, casually away from the steep drop. "Well, then," he said, stooping to pick up his sword, "shall we?"

    "We'll wait until you're ready," the other man said, indicating to a comfortable-looking rock while he sat down on another of his own.

    "Very well." The man in black sat. He eased off one boot, then the other, taking his time to empty the rocks and gravel out of them. "So, tell me about this man you're looking for."

    The other man stared into the middle distance, his voice a solemn whisper. "When I was a child, this man came into my father's shop. He ordered for himself a quarterstaff to be made, carved with intricate ruins and sigils. I remember of him his mustache, six elaborate curls, three on either side of his nose. He visited the shop daily, worked with my father to imprint his magic into the wood my father so carefully crafted. When, finally it was done, this man took the staff without paying my father. Try as he might, my father couldn't get this rich man to pay what he owed. The time...the effort... all for naught."

    The man let out a heavy sigh, his boot kicking idly at the dirt under his feet.

    "My father lost everything. Without the money, he couldn't pay off the debts. He lost his shop. We were kicked out of our home, left to the grime of the streets. And my mother, she got sick. With no one to help, living in the cold of the streets, she got worse. My father, he never left her side. Cared for her as best as he could, but...." The man shook his head at the memory and wiped the tears from his eyes before they could fall.

    "He made this whip, my father. Found some bits of leather, here and there. He wove it all together with strands of my mother's hair, to remember her. After the years of caring for her, he drew ill, too." His fingers stroked slowly along the leather of the whip. "And now, this is all I have to remember them by. My mother's hair and my father's toil.

    The man looked up, raising his eyes to meet those of the man in black. "So now, I search for this man. I will remind him of my father. And I will take everything from him. When I finally find him, I will go up to the six-curled mustache man and say, 'Hello, my name is Maenigo Antoya, you destroyed my father. Prepare to cry!' And then I will take everything from him. I will lash away at his mind, strip away everything he knows. I will search his tower, find his library, destroy his spellbooks, and leave it all burning to ash around him. I will take from him all he has aquired and leave him penniless and empty, alone in the street."

    The man in black nodded. "And you've been searching for him ever since?"

    Maenigo waved a hand. "It's been twenty years, now, and I've been starting to wonder if I would truely recognize him again. But still I search. I just do these kinds of jobs to pay the bills."

    "I see," said the man in black, rising to his feet. "Well, I certainly hope you find this man some day and can duel him to the pain, as it sounds he deserves."

    "You are ready then?"

    "Ready or not, you've been more than fair."

    Maenigo Antoya nodded and stood, and the two began their duel.


    Spoiler: Stats
    Show


    Str 15
    Con 14
    Dex 14
    Int 14
    Wis 10
    Cha 12

    Stat increases: 4th Cha; 8th Cha; 12th Str; 16th Str; 20th Str


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Spellthief 1 +0 +0 +0 +2 Disable Device 4; Hide 4; K: Arcana 4; Listen 4; Move Silently 4; Open Lock 4; Search 4; Spellcraft 4; Spot 4 1st: Exotic Weapon Proficiency: Whip; H: Darkstalker Sneak Attack +1d6; Steal Spell (0 or 1); Trapfinding
    2nd Spellthief 2 +1 +0 +0 +3 Disable Device 1(5); Hide 1(5); K: Arcana 1(5); Listen 1(5); Move Silently 1(5); Open Lock 1(5); Search 1(5); Spellcraft 1(5); Spot 1(5) -- Detect Magic; Spellgrace +1; Steal Spell Effect
    3rd Spellthief 3 +2 +1 +1 +3 Disable Device 1(6); Hide 1(6); K: Arcana 1(6); Listen 1(6); Move Silently 1(6); Open Lock 1(6); Search 1(6); Spellcraft 1(6); Spot 1(6) 3rd: Weapon Focus: Whip Steal Energy Resistance 10
    4th Spellthief 4 +3 +1 +1 +4 Disable Device 1(7); Hide 1(7); K: Arcana 1(7); Listen 1(7); Move Silently 1(7); Open Lock 1(7); Search 1(7); Spellcraft 1(7); Spot 1(7) -- Steal Spell (2nd)
    5th Spellthief 5 +3 +1 +1 +4 Craft (Leatherworking) 1(1); Disable Device 1(8); Hide 1(8); K: Arcana (7); Listen 1(8); Move Silently 1(8); Open Lock 1(8); Search 1(8); Spellcraft 1(8); Spot 1(8) -- Sneak Attack +2d6; Steal Spell-like Ability
    6th Spellthief 6 +4 +2 +2 +5 Craft (Leatherworking) 1(2); Disable Device 1(9); Hide 1(9); K: Arcana (7); Listen 1(9); Move Silently 1(9); Open Lock 1(9); Search 1(9); Spellcraft 1(9); Spot 1(9) 6th: Ancestral Relic Steal Spell (3rd)
    7th Spellthief 7 +5 +2 +2 +5 Craft (Leatherworking) (2); Disable Device (9); Hide 1(10); K: Arcana (7); Listen 1(10); Move Silently 1(10); Open Lock (9); Search (9); Spellcraft 1(10); Spot 1(10); Use Rope 4(2) -- Absorb Spell
    8th Lasher 1 +6/1 +2 +4 +5 Balance 5(5); Craft (Leatherworking) (2); Disable Device (9); Hide (10); K: Arcana (7); Listen (10); Move Silently (10); Open Lock (9); Search (9); Spellcraft (10); Spot (10); Use Rope (2) -- Whip Sneak Attack +1d6 (+3d6); Close Combat; Wound; Whip Lash
    9th Spellthief 8 +7/2 +2 +4 +6 Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(12); K: Arcana (7); Listen 2(12); Move Silently 2(12); Open Lock (9); Search 1(10); Spellcraft (10); Spot 2(12); Use Rope (2) 9th: Blind-Fight Steal Spell (4th)
    10th Spellthief 9 +7/2 +3 +5 +6 Concentration 5(5); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 1(13); K: Arcana (7); Listen 1(13); Move Silently 1(13); Open Lock (9); Search (10); Spellcraft (10); Spot 1(13); Use Rope (2) -- Arcane Sight; Sneak Attack +3d6 (+4d6 whip)
    11th Spellthief 10 +8/3 +3 +5 +7 Concentration 5(10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 1(14); K: Arcana (7); Listen 1(14); Move Silently 1(14); Open Lock (9); Search (10); Spellcraft (10); Spot 1(14); Use Rope (2) -- Steal Spell (5th)
    12th Lasher 2 +9/4 +3 +6 +7 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(15); K: Arcana (7); Listen (14); Move Silently 2(15); Open Lock (9); Search (10); Spellcraft (10); Spot 1(15); Use Rope (2) 12th: Mage Slayer Improved Trip; Third Hand
    13th Lasher 3 +10/5 +4 +6 +8 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(16); K: Arcana (7); Listen (14); Move Silently 2(16); Open Lock (9); Search (10); Spellcraft (10); Spot 1(16); Use Rope (2) -- Crack of Fate
    14th Lasher 4 +11/6/1 +4 +7 +8 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(17); K: Arcana (7); Listen (14); Move Silently 2(17); Open Lock (9); Search (10); Spellcraft (10); Spot 1(17); Use Rope (2) -- Lashing Whip
    15th Lasher 5 +12/7/2 +4 +7 +8 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(18); K: Arcana (7); Listen (14); Move Silently 2(18); Open Lock (9); Search (10); Spellcraft (10); Spot 1(18); Use Rope (2) 15th: Pierce Magical Concealment Sneak Attack +2d6 (+5d6)
    16th Lasher 6 +13/8/3 +5 +8 +9 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(19); K: Arcana (7); Listen (14); Move Silently 2(19); Open Lock (9); Search (10); Spellcraft (10); Spot 1(19); Use Rope (2) -- Improved Disarm
    17th Lasher 7 +14/9/4 +5 +8 +9 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(20); K: Arcana (7); Listen (14); Move Silently 2(20); Open Lock (9); Search (10); Spellcraft (10); Spot 1(20); Use Rope (2) -- Stunning Snap
    18th Lasher 8 +15/10/5 +5 +9 +9 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(21); K: Arcana (7); Listen (14); Move Silently 2(21); Open Lock (9); Search (10); Spellcraft (10); Spot 1(21); Use Rope (2) 18th: Pierce Magical Protection Crack of Doom
    19th Lasher 9 +16/11/6/1 +6 +9 +10 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(22); K: Arcana (7); Listen (14); Move Silently 2(22); Open Lock (9); Search (10); Spellcraft (10); Spot 1(22); Use Rope (2) -- Sneak Attack +3d6 (+6d6)
    20th Lasher 10 +17/12/7/2 +6 +10 +10 Concentration (10); Balance (5); Craft (Leatherworking) (2); Disable Device (9); Hide 2(23); K: Arcana (7); Listen (14); Move Silently 2(23); Open Lock (9); Search (10); Spellcraft (10); Spot 1(23); Use Rope (2) -- Death Spiral


    Spoiler: Spells
    Show

    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - 0/2 - - - - - - - -
    5th - 0/2 - - - - - - - -
    6th - 1/3 - - - - - - - -
    7th - 1/3 - - - - - - - -
    8th - 1/4 0/2 - - - - - - -
    9th - 1/4 0/2 - - - - - - -
    10th - 1/4 1/3 - - - - - - -
    11th - 1/4 1/3 - - - - - - -
    12th - 1/4 1/3 - - - - - - -
    13th - 1/4 1/3 - - - - - - -
    14th - 1/4 1/3 - - - - - - -
    15th - 1/4 1/3 - - - - - - -
    16th - 1/4 1/3 - - - - - - -
    17th - 1/4 1/3 - - - - - - -
    18th - 1/4 1/3 - - - - - - -
    19th - 1/4 1/3 - - - - - - -
    20th - 1/4 1/3 - - - - - - -
    Note: Table above does not include bonus spells from Charisma.


    Spells known:
    4th: Distract Assailant (SpC); Sniper's Shot (SpC)

    6th: Armor Lock (CS); Distract Assailant (SpC); Sniper's Shot (SpC)

    8th: Armor Lock (CS); Distract Assailant (SpC); Nerveskitter (SpC); Sniper's Shot (SpC) // Arcane Turmoil (CM); Wraithstrike (SpC)

    10th: Armor Lock (CS); Distract Assailant (SpC); Nerveskitter (SpC); Sniper's Shot (SpC) // Arcane Turmoil (CM); Mindburn (MoE); Wraithstrike (SpC)


    Spoiler: Relic
    Show

    Level Weapon Price
    6th +1 Whip, +1 resistance bonus to saves 4,250
    7th +1 Whip, +1 resistance bonus to saves 4,250
    8th +1 Whip, +1 resistance bonus to saves 4,250
    9th +1 Whip, +1 resistance bonus to saves 4,250
    10th Lethe's Lash, +1 resistance bonus to saves 24,250
    11th Spell-storing Lethe's Lash, +1 resistance bonus to saves 30,250
    12th Shadowstrike, Spell-storing Lethe's Lash, +2 resistance bonus to saves 42,000
    13th Shadowstrike, Dispelling, Spell-storing Lethe's Lash, +2 resistance bonus to saves 52,000
    14th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Spell-storing Lethe's Lash, +2 resistance bonus to saves 70,000
    15th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Spell-storing Lethe's Lash, +4 resistance bonus to saves 97,000
    16th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Spell-storing Lethe's Lash, +4 resistance bonus to saves 97,000
    17th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Spell-storing Lethe's Lash, +4 resistance bonus to saves, Evasion 153,250
    18th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Impedance, Spell-storing Lethe's Lash, +5 resistance bonus to saves, Evasion 213,500
    19th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Impedance, Magebane, Spell-storing, +2 Lethe's Lash, +5 resistance bonus to saves, +2 luck bonus to saves, Evasion 287,500
    20th Silent Moves, Shadowstrike, Dispelling, (Dispelling, Greater [Synergy]), Impedance, Magebane, Spell-storing, +4 Lethe's Lash, +5 resistance bonus to saves, +3 insight bonus to saves, +2 luck bonus to saves, Evasion 380,000


    Spoiler: Levels 1-5
    Show

    At 5th level, you're a utility character:
    Maximum ranks in Seach, Open Lock, Disable Device, Listen, Spot, Hide, and Move Silently let you find and disable the traps, open the locks, and scout (even better with that Darkstalker feat).
    Steal Spell makes you a back-up healer. When the party healer goes down, who heals him? You do. Steal a healing spell from his unconscious body and cast it on him. Welcome back to the world, healer.

    In combat, you're looking to stay away from the bleeding. Whip(dagger) as your choice of weapon keeps you out of arms reach of melee folk. And you can still deliver sneak attacks from flanking (you just can't help other people flank.)
    Hide + Sneak Attack + Sniper's Shot + (Heavy) Crossbow + Steal Spell Effect = Flying wizards coming down to your level where the BSF can whack 'em.



    Spoiler: Levels 6-10
    Show

    The name of the game here is still utility. Your maxed skills are still making you the scout and the party look-out. You're no slouch in dealing with traps and locks, but there are some you can't handle. You can still easily aid someone else in that regard, though.
    Steal Spell continues to have wide applications. How many rounds does it take a spellcaster to buff a party? Half as many with you around. You're still the back-up healer in that regard.

    And, of course, Steal Spell can be used as a pseudo-debuff in combat, reducing the resources of your enemies. (As can Steal Spell Effect and Steal Spell-like Ability.) But now your Ancestral Relic has become a Lethe's Lash, too. With the early level in Lasher, your whip can strike for damage against armored foes, and Lethe wipes a spell from their minds with each hit, too.



    Spoiler: Levels 11-15
    Show

    These are the levels where things start to get really fun! Lasher starts letting you use that whip; and oh! what a whip it is!
    There are a multitude of ways to set off a sneak attack (the Pierce Magical Concealment feat helps here!), use whichever best fits the situation: Armor Lock or Distract Assailant (a swift action spell, btw, which can be cast if needed after the first attack gets you a stolen spell). The Shadowstrike ability of your whip. Flanking. Hiding.
    Four attacks (three from BAB, one from Crack of Fate) in the round can all be sneak attacks (fairly easily) and for each that hits (see: Wraithstrike):
    • sacrifice 1d6 sneak attack to steal a spell of up to 5th level.
    • sacrifice 1d6 sneak attack to steal a spell effect (Contingency, perhaps?)
    • sacrifice 1d6 sneak attack to steal a SLA
    • remove the highest level spell via Lethe's Lash
    • (Greater) Dispel targets the foe (if you choose to, there are a finite number of uses per day -- use them wisely.)
    • Spell stored in whip targets foe (if there is a spell stored, that is. see: Arcane Turmoil and Mindburn for interesting spells to store.)
    • and then...what am I forgetting in all of this....oh, yes! The whip deals damage, too.




    Spoiler: Levels 16-20
    Show

    Let's be honest here for a moment, shall we? At these levels, melee has no chance whatsoever going up against a highly optimized spellcaster.
    But neither does most any party. If the DM is throwing an optimized spellcaster at you, it was for a TPK, anyway.

    Against other spellcasters, the act remains the same. You gain two more attacks each round (one from BAB, one from Crack of Doom) and new ways to set up sneak attacks (Stunning Snap and Death Spiral). The whip adds Impedance to each hit (not every spellcaster maximizes Spellcraft, ya know.)




    Spoiler: Bibliography
    Show

    Complete Adventurer: Spellthief class
    Lords of Madness: Darkstalker feat
    Book of Exalted Deeds: Ancestral Relic feat
    Complete Arcane: Mage Slayer feat; Pierce Magical Concealment feat; Pierce Magical Protection

    Whip:
    Planar Handbook: Lethe's Lash
    Magic Item Compendium: Shadowstrike; Dispelling; Greater Dispelling; Impedance; Magebane
    Oriental Adventures: Silent Moves

    Anything not indicated above can be found in the SRD.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    And that's your lot! Judges, take your places!

    I do have an entry in there, but I won't disclose which it is yet, I think. In the interests of fairness, it won't be eligible to win though.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Troll in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Hmm. I've just briefly scanned the build tables so far, but it seems like an interesting lot from what I've seen.

    I was surprised that we didn't get any Impure Princes (although we did get a daelkyr half-blood using a tentacle whip, which is close enough). I also would have expected more bards and Maidens of Pain.

    I look forward to reading the entries in greater detail!
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Piggy Knowles View Post
    Hmm. I've just briefly scanned the build tables so far, but it seems like an interesting lot from what I've seen.

    I was surprised that we didn't get any Impure Princes (although we did get a daelkyr half-blood using a tentacle whip, which is close enough). I also would have expected more bards and Maidens of Pain.

    I look forward to reading the entries in greater detail!
    impure prince, requiring ranger or druid to enter, takes up a lotta room, plus it'd kind of overshadow the SI. same with maiden of pain since you gotta be a cleric of loviatar
    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?
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Well crap.

    I thought I had more time to enter. My fault for not reading the submission time correctly.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by dysprosium View Post
    Well crap.

    I thought I had more time to enter. My fault for not reading the submission time correctly.
    I'm in the same boat here. I may wind up judging.

    Ah well. The other LX is still open for a bit.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Venger View Post
    impure prince, requiring ranger or druid to enter, takes up a lotta room, plus it'd kind of overshadow the SI. same with maiden of pain since you gotta be a cleric of loviatar
    I didn't work up any build stubs or anything, but I'm picturing something like Ranger 1/Bard 4/Impure Prince 5/Lasher 10. Use Whirling Blade to throw your tentacle whip around. +19 BAB and all that goodness.

    Alternately, a kalashtar Warblade 10/Lasher 10 build using the Dancing With Shadows feat and Improved Combat Expertise to focus on insane defenses with your whip, although that treads a bit on the toes of Urpriest's dancing queen from back in Dervish.
    Last edited by Piggy Knowles; 2014-09-28 at 10:54 AM.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    There has been one late entry. I'll post it here for judging anyway, but I would recommend penalising its tardiness!

    Quote Originally Posted by Kash, the Tyrant
    Kash, the Tyrant
    LE Human Cleric 4/Ordained Champion 5/Warblade 1/Lasher 10

    "You dare defy me? You dare to stand against the might of Hextor?"

    *CRACK*

    "Drop your weapon."

    *CRACK*

    "Hands behind your head."

    *CRACK*

    "Now cower. Beg for my forgiveness. I want to see you grovel."

    *CRACK*

    "Attaboy. There's a good dog."

    Spoiler: Build
    Show
    Point buy: 16 Str/8 Dex/12 Con/14 Int/16 Wis/10 Cha
    Level-up bonuses go in Wis.
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric 1 +0 +2 +0 +2 Autohypnosis 1 (cc), Concentration 4, Craft (Blacksmithing) 4, Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (The Planes) 4, Knowledge (Religion) 4, Spellcraft 4, Use Rope 2 (cc) Combat Expertise, Law Devotion, Weapon Focus (Flail), Spell Focus (Enchantment) Rebuke undead, War and Domination domains
    2nd Cleric 2 +1 +3 +0 +3 Concentration 5, Craft (Blacksmithing) 5, Knowledge (The Planes) 5, Knowledge (Religion) 5, Spellcraft 5, Craft (Leatherworking) 2 - -
    3rd Cleric 3 +2 +3 +1 +3 Concentration 6, Intimidate 6 Dread Tyranny -
    4th Cleric 4 +3 +4 +1 +4 Concentration 7, Craft (Blacksmithing) 6, Intimidate 7, Knowledge (Religion) 7, Spellcraft 7 - -
    5th Ordained Champion 1 +4 +6 +1 +6 Concentration 8, Intimidate 8, Knowledge (Nobility and Royalty) 1, Knowledge (Religion) 8, Spellcraft 8 Exotic Weapon Proficiency (Whip) Bonus domain (Destruction), combat feats (exchanging Destruction domain ability), continued rebuking advancement, modified spontaneous casting
    6th Ordained Champion 2 +5 +7 +1 +7 Concentration 9, Intimidate 9, Knowledge (The Planes) 6, Knowledge (Religion) 9, Spellcraft 9 Weapon Focus (Whip), Diehard Smite
    7th Ordained Champion 3 +6 +7 +2 +7 Concentration 10, Intimidate 10, Knowledge (The Planes) 9 - Channel spell, divine bulwark
    8th Ordained Champion 4 +7 +8 +2 +8 Concentration 11, Intimidate 11, Knowledge (Religion) 11, Spellcraft 10 - Fist of the gods, rapid spontaneous casting
    9th Ordained Champion 5 +8 +8 +2 +8 Concentration 12, Intimidate 12, Knowledge (The Planes) 11, Spellcraft 11 Martial Study (Action Before Thought) Holy warrior, war caster
    10th Warblade 1 +9 +10 +2 +8 Concentration 13, Intimidate 13, Tumble 5 - Battle clarity (Reflex saves +1), weapon aptitude
    11th Lasher 1 +10 +10 +4 +8 Balance 3, Concentration 14, Intimidate 14 - Whip sneak attack +1d6, close combat, wound, whip lash
    12th Lasher 2 +11 +10 +5 +8 Balance 5, Concentration 15, Intimidate 15, Spot 1 Improved Trip, Vae School Third hand
    13th Lasher 3 +12 +11 +5 +9 Concentration 16, Intimidate 16, Spot 4 - Crack of fate
    14th Lasher 4 +13 +11 +6 +9 Concentration 17, Intimidate 17, Spot 7 - Lashing whip
    15th Lasher 5 +14 +11 +6 +9 Concentration 18, Intimidate 18, Spot 10 Sickening Strike Sneak attack +2d6
    16th Lasher 6 +15 +12 +7 +10 Concentration 19, Intimidate 19, Spot 13 Improved Disarm -
    17th Lasher 7 +16 +12 +7 +10 Concentration 20, Intimidate 20, Spot 16 - Stunning snap
    18th Lasher 8 +17 +12 +8 +10 Concentration 21, Intimidate 21, Spot 19 Martial Stance (Hearing the Air) Crack of doom
    19th Lasher 9 +18 +13 +8 +11 Concentration 22, Intimidate 22, Spot 22 - Sneak attack +3d6
    20th Lasher 10 +19 +13 +9 +11 Concentration 23, Intimidate 23, Spot 23, Use Rope 4 - Death spiral

    Warblade Maneuvers: Sapphire Nightmare Blade, Disarming Strike, Iron Heart Surge, Bolstering Voice

    Spoiler: Build notes
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    Kash is a champion of Hextor, the god of tyranny. For him, the whip is more than a mere weapon: it is a symbol of dominance, of strength, of the total subordination of the weak under its sharp lash. It is the perfect tool with which to assert his power.

    Kash's abilities are focused on controlling and subduing his foes, using his whip not just to disarm and trip them but also to magically compel their obedience with spell-channeling.

    Spoiler: Level 1
    Show
    Kash begins as a cleric. In the early levels, he's a frontline fighter, with Law Devotion (which he can use twice a day) and Weapon Focus to improve his melee combat. He takes great pleasure in using his flail to trip and disarm enemies, leaving them at his mercy, but the short range is annoying--it gives them the chance to fight back.

    Spoiler: Level 5
    Show
    At 5th level, Kash takes his first level of Ordained Champion, dedicating himself to warfare in Hextor's name. The first thing he does is trade in the granted power of his new domain for Exotic Weapon Proficiency (Whip). Now he can humiliate his foes from a safe distance using the whip's reach. It's not so great for dealing damage, but Kash doesn't want his enemies dead--he wants them crushed under his heel. If he really needs to finish them off, he still has his flail as a backup weapon.

    He's also begun investing in fear. The Dread Tyranny feat adds scare to his spell list (a potent weapon at these low levels) and improves his intimidate (which will be his main social skill, alongside compulsions). Fear is not the primary focus of the build, but it expands the character's options a bit, and it fits the theme very well. In the first round of combat, Kash typically initiates a duel of wills (ToB p27) to assert his dominance over the enemy.

    Spoiler: Level 10
    Show
    By 10th level, Kash has taken all five levels of Ordained Champion. The most notable trick here is channel spell: it allows Kash to deliver a spell through his whip. With 15 feet of reach, whips are ideal for channeling spells. His favorites are his Domination domain spells, command and suggestion (dominate person is sadly ineligible with its full-round casting time), and he'll typically channel one of them into his whip at the beginning of the day and in between encounters. However, he also has the option to take a move action to channel mid-combat if need be. He can even channel beneficial spells, delivering a bear's endurance or the like to an underling from 15 feet away, literally whipping them into shape.

    Take note that a traditional attack is not required to deliver the spell--the touch attack to initiate a trip attempt works just fine and is much more reliable, giving Kash some leeway to use Combat Expertise for extra AC.

    Naturally, Kash is still a Cleric too, and he can cast all the standard cleric spells up to 4th level, plus dominate person, suggestion, and black tentacles. Kash's Ordained Champion levels also let him spontaneously cast War domain spells as a swift action, letting him abuse the action economy with a quickened spiritual weapon or give himself a big buff to Strength with a quickened divine power.

    Lastly, Kash takes a level of Warblade before going into Lasher, rather than losing a point of BAB by continuing as a Cleric. Warblade gives him access to more tactical options with Disarming Strike and Sapphire Nightmare Blade. The former pairs nicely with a whip, and the latter flat-foots a target. Right now all that does is lower their AC, but it will become much more relevant in a few levels. Iron Heart Surge is an all-around useful maneuver that lets Kash shrug off anything that might disable him, and Bolstering Voice represents the effect of his intimidating presence on his underlings--they're too afraid of him to be afraid of anyone else. (Note that Kash also takes Martial Study for Action Before Thought, which replaces a Reflex save with a concentration check. The feat is necessary in order to get concentration as a Lasher class skill, but it has to be taken before the Warblade level so as to avoid becoming a Warblade maneuver known; otherwise, he wouldn't be able to ready all his maneuvers at the same time.)

    Spoiler: Level 15
    Show
    Kash has devoted himself to the art of the whip. Let's take a look at the class features he's gaining as a Lasher.
    • Whip sneak attack: On its own, an extra 2d6 damage is not very exciting, but with the Sickening Strike feat, Kash can turn it into a nasty no-save debuff that, incidentally, also gives the target -2 on opposed trip and disarm rolls, and on saves against any channeled spells. Sapphire Nightmare Blade makes it simple and easy to catch the opponent flat-footed to turn it on, and Vae School capitalizes even further by tacking on a free trip attempt.
    • Close combat, wound, and whip lash: These three features combine to completely remove the need for a secondary weapon, removing all the normal drawbacks of the whip. Now, for example, if an enemy ends up adjacent to Kash somehow, he can channel a command spell through a trip attack at point-blank range without provoking an attack of opportunity, order them to flee, and smack them with his own opportunity attack when they try and scramble to their feet. Enabling flanking is also very relevant for sneak attacks.
    • Improved trip: Oh yes, Kash has definitely been looking forward to this feat for quite a few levels. Tripping already provides touch attacks for spell-channeling, gives the spiritual weapon +4 to hit, recharges Warblade maneuvers, locks enemies down, and so on, but Improved Trip makes it do all those things even better while throwing in an extra attack for free. It's also a requirement for the aforementioned Vae School.
    • Third hand: Mage Hand is for chumps. Kash can easily make the DCs for this ability with his base Strength of 16 and one-point-shy-of-full BAB.
    • Crack of fate: Kash isn't always going to be full attacking, but he has enough BAB to dish out iteratives when he needs to. The extra attack combos well with sneak attack and lashing whip, and should come up often enough when recharging Warblade maneuvers.
    • Lashing whip: The marginal damage boost is unexciting, coming this late, but Kash will take it for what it's worth. It's icing on the Lasher cake.

    Also, his Law Devotion bonus is now fully powered at +7, which is pretty substantial.

    Spoiler: Level 20
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    At level 20, Kash has finished all 10 levels of Lasher.
    • Improved disarm: Like improved trip, this is something Kash has been looking forward to. He could already disarm, but now he's doing it with +4, and he already has the Strength and BAB to do it very effectively. It works with Disarming Strike. Not only that, but he can use a move action to snatch the item into his own hand--another way to flaunt his dominance and brutally humiliate his enemy. Hextor would approve. And it has non-combat applications; sleight of hand, eat your heart out!
    • Stunning snap: This is simply a very powerful ability, and Kash is well-positioned to take advantage of it. He can cast divine power to increase the DC by 3 and use Sickening Strike to give the target -2 on their save, and if the stun goes off, he can capitalize either with a barrage of sneak attacks or by collapsing onto another target with his minions while the first enemy is disabled.
    • Crack of doom: See crack of fate. With divine power, Kash ends up getting all the iteratives, and can dish out lots of sneak attack damage. Law Devotion compensates for the -4 penalty, and remember, the initial attacks are (hopefully) knocking them prone to drop their AC by 4.
    • Death spiral: An AoE stun with a scaling DC based on an attack roll...that's pretty much time stop, right? Death spiral synergizes nicely with the shiny new blindsight that Kash picks up from his level 18 feat, since it works regardless of concealment, so knowing the enemy's location is all he needs. And again, Kash has kept his BAB and other attack bonuses high enough to make the save DC very difficult to beat.



    Spoiler: Adaptation
    Show
    It is technically possible to use the Warblade's adaptive style to retrain Weapon Focus (Flail) into Weapon Focus (Whip). I didn't end up going this route as it felt inelegant and...well, a little ungrateful. That Weapon Focus feat is a gift from Hextor. It seems rude to toss it back. Some DMs might also object to losing the requirement for Ordained Champion. But if you did use adaptive style to qualify for Lasher, you'd have an extra feat slot, which could be spent on something like Improved Initiative, Blind-Fight, another Martial Study, etc.

    "But isn't it against the spirit of Ordained Champion to use a different weapon than the one you qualified for the class with?" Not so! While Hextor officially has only one favored weapon because, well, that's how favored weapons work, he's also closely associated with other weapons of the same group, including the heavy flail, dire flail, spiked chain, and, yes, the whip. (It's certainly hard to argue that it's not in flavor with Hextor's philosophy.) And if you use the weapon group variant rules, they even share the same Weapon Focus, which, by the way, would also save you a feat slot.

    If your DM is kind enough to waive Ordained Champion's deity restrictions, Al-Ishtus, a scorpion god from Sandstorm, offers the War domain and has the whip as his favored weapon, which would save two feats! Screws with the fluff some, but hey, feats.

    Vae School has ties to House Vae, the drow clan known for their control of the slave trade. (Kash is of course totally in favor of slavery.) If House Vae doesn't exist in your setting, it's not implausible that another group of slavers would use the same technique.

    Spoiler: Sources
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    In order of appearance:
    Expanded Psionics Handbook: Autohypnosis skill
    Complete Champion: Law Devotion, Ordained Champion
    Complete Divine: Domination domain
    Races of Destiny: Dread Tyranny
    Tome of Battle: Martial Study, Warblade, Martial Stance
    Sword and Fist: Lasher
    Drow of the Underdark: Vae School, Sickening Strike
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  27. - Top - End - #147
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Lots of good entries this round. I was surprised to see only a single Pyrokineticist. I was tinkering with something using Cryokineticist (just because surely everyone was expecting a Pyrokineticist, so a Cryokineticist would be perfectly obtuse), but Cryokineticist is just a really, really bad class, so it never went anywhere. And I didn't think of anything else that was actually interesting, so I didn't enter. Looking at the batch, I'm glad I didn't half-ass something, because I would have ended up embarrassed. Kudos to all who entered!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 28. Everyone is welcome!

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  28. - Top - End - #148
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by dysprosium View Post
    Well crap.

    I thought I had more time to enter. My fault for not reading the submission time correctly.
    Quote Originally Posted by Darrin View Post
    I'm in the same boat here. I may wind up judging.

    Ah well. The other LX is still open for a bit.
    I turned mine in a couple days ago, but I also thought that the deadline was for 9:59 PM GMT, since every contest before now's had a deadline some time in the evening.

    chair, for next contest, would it be possible for you to indicate AM/PM so chefs don't think they have an extra 12 hours and are accidentally tardy? most of us don't use military time, so aren't in the habit of assuming that you necessarily mean AM.
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  29. - Top - End - #149
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    Quote Originally Posted by Venger View Post
    chair, for next contest, would it be possible for you to indicate AM/PM so chefs don't think they have an extra 12 hours and are accidentally tardy? most of us don't use military time, so aren't in the habit of assuming that you necessarily mean AM.
    Ah, sorry - cultural misunderstanding. It's in common use in the UK, I forgot that the US pretty much only uses it for the military.

    Regardless, another late entry!

    Quote Originally Posted by Devo
    Devo
    CN Daeklyr Half-Blood Psychic Rogue 5/Acetokineticist 4/Lasher 10
    Stats
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    Str 18 (Increase at 12, 16, and 20)
    Dex 10
    Con 14
    Int 14 (Increase at 4 and 8)
    Wis 14
    Cha 14

    Backstory
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    "I seen a lot of men with whips. Most of them are damn fools who get themselves killed the first time they meet a man with a blade. A few have the skill and moxie to make it into a real weapon. Hell, I've even seen a feller or two who managed to make a whip outta fire with his mind. Yep, I've seen a lot of things. But I ain't never, and I mean never seen a feller who's so plain rock-stupid to use two whips." - Abel aka "Big Rex", Rancher and Whip expert.

    Build
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Psychic Rogue 1 +0 +2 +0 +0 Autohypnosis 4, Balance 4, Concentration 4, Climb 4, Craft (alchemy) 1, Craft (leatherworking) 2, Jump 1, Knowledge (Psionics) 2, Use Psionic Device 4, Use Rope 2, Tumble 4 Combat Expertise Sneak Attack +1d6, Trapfinding
    2nd Psychic Rogue 2 +1 +0 +3 +0 Autohypnosis 5, Balance 5, Concentration 5, Climb 5, Jump 3, Tumble 5, Use Psionic Device 5 Evasion
    3rd Psychic Rogue 3 +2 +1 +3 +1 Autohypnosis 6, Concentration 6, Climb 6, Knowledge (Local) 1, Tumble 6, Use Psionic Device 6 Exotic Weapon Proficiency (Whip)
    4th Psychic Rogue 4 +3 +1 +4 +1 Autohypnosis 7, Concentration 7, Climb 7, Tumble 7, Use Psionic Device 7, Use Rope 5 Sneak Attack +2d6
    5th Psychic Rogue 5 +3 +1 +4 +1 Autohypnosis 8, Concentration 8, Climb 8, Escape Artist 1, Jump 5, Tumble 8, Use Psionic Device 8 Danger Sense
    6th Acetokineticist 1 +3 +3 +6 +1 Whip Climber, Concentration 9, Climb 9 Weapon Focus (Acid Lash) Acid Lash
    7th Psychic Rogue 6 +4 +4 +7 +2 Autohypnosis 10, Concentration 10, Climb 10, Tumble 10, Use Psionic Device 10
    8th Acetokineticist 2 +5 +5 +8 +2 Concentration 11, Climb 11, Jump 7, Psicraft 1 Acid Adaptation, Acid Strike
    9th Acetokineticist 3 +6/+1 +5 +8 +3 Acrobatic Backstab, Concentration 12, Tumble 12, Martial Study (Distracting Ember) Bolt of Acid
    10th Acetokineticist 4 +7/+2 +6 +9 +3 Back On Your Feet, Concentration 13, Tumble 13 Acid Weapon
    11th Lasher 1 +8/+3 +6 +11 +3 Nimble Stand, Escape Artist 2, Spot 1, Tumble 14 Whip Sneak Attack +1d6, Close Combat, Wound, Whip Lash
    12th Lasher 2 +9/+4 +6 +12 +3 Escape Artist 4, Spot 3, Tumble 15 Vae School Improved Trip, Third Hand
    13th Lasher 3 +10/+5 +7 +12 +4 Escape Artist 7, Spot 5 Crack of Fate
    14th Lasher 4 +11/+6/+1 +7 +13 +4 Escape Artist 8, Spot 9 Lashing Whip
    15th Lasher 5 +12/+7/+2 +7 +13 +4 Escape Artist 9, Spot 13 Staggering Strike Whip Sneak Attack +2d6
    16th Lasher 6 +13/+8/+3 +8 +14 +5 Escape Artist 10, Spot 17 Improved Disarm
    17th Lasher 7 +14/+9/+4 +8 +14 +5 Escape Artist 13, Spot 20 Stunning Snap
    18th Lasher 8 +15/+10/+5 +8 +15 +5 Escape Artist 17, Spot 21 Knockdown Crack of Doom
    19th Lasher 9 +16/+11/+6/+1 +9 +15 +6 Escape Artist 21, Spot 22 Whip Sneak Attack +3d6
    20th Lasher 10 +17/+12/+7/+2 +9 +16 +6 Clarity of Vision, Escape Artist 23, Spot 23 Death Spiral

    Powers
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    Powers Known:
    1st: Disable, Entangling Ectoplasm, Defensive Precognition
    2nd: Concealing Amorpha, Wall Walker
    PP: 1st:0*, 2nd:1, 3rd:2, 4th:4, 5th:6, 6th-20th:8
    *Not counting bonus PP from Int


    Level 5
    Spoiler
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    We’re starting things nice and simple with psionic rogue. The powers you get are mainly defensive in nature, so they’ll be useful for most of your career. I’ve prioritized Concealing Amorpha over Wall Walker, but either is useful (remember you can walk on a wall out of reach of foes and whip them). You don’t technically gain proficiency with acid lash or the tentacle whip, so the feat is required. A clawed gauntlet or throwing scarab will suit your Symbiont needs for the time being, you might be able to swing getting acid strike (hand afire replacement) to apply to it, but some DMs will likely say no.


    Level 10
    Spoiler
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    Acetokineticist is the acid variant on pyrokineticist, basically just changing all the energy type. Its unclear whether you can use things like trip with the acid lash, but it’s not a huge difference either way. The big game changer here is tentacle whip, which comes online at level 10. The tentacle whip is a symbiont graft that functions as a whip, but with dex poison every hit. As a weapon it qualifies for acid weapon, and the bonus on trip attempts will help.

    Note that because you cannot drop the tentacle whip, if you fail the trip attempt you can be tripped. Back on your feet helps in the cases where this happens. TWFing with the acid lash and tentacle whip is a viable option, because the tentacle whip negates all off-hand penalties, and the acid lash is against touch AC, which often more than accounts for the main hand penalty. Distracting Ember means you can flank basically by yourself, and the feat restores Tumble as a class skill.


    Level 15 (Sweet Spot)
    Spoiler
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    Now things get nasty. Acrobatic backstab renders a target flatfooted, which means they’re a viable target for Vae School, where a strike also counts as a trip attempt. The sneak attack damage that results is great, but better is staggering strike, which means that once they get up (provoking an AoO and using up a move action) they can’t do anything else, making for a great one-two punch. Crack of Fate alongside TWFing gives you many options for your SA needs. Note that the acid lash deals pure acid damage, so any SA on it are also acid, which is a pretty rare type to resist.


    Level 20
    Spoiler
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    The last nice bits are all online. Knockdown can kick in easily on nearly all of your strikes, meaning any opponent should be down after a full round of TWFing (especially with Crack of Doom). Stunning Snap is another lovely addition, because as you remember, stunned characters lose Dex to AC, so they become targets for sneak attack, and also for Vae school, in the case of a foe who’s too tough to easily get 10 damage on. Death Spiral should be used as a panic button when things get too difficult and can’t be solved by any powers or class features, but if it’s the end of the adventuring day and you don’t think you see any more encounters it’s still rewarding to unwind and Death Spiral.


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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  30. - Top - End - #150
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    Default Re: Iron Chef Optimisation Challenge in the Playground LX

    I'm surprised we didn't see more Blood in the Water or Stormguard Warrior with all the attacks the SI gives you to charge them up. The main idea that I didn't have time to write up was Warblade 5/Lasher 10/Warblade +5 doing exactly that with Scorpion Tail Whips filled with Black Lotus Extract he made with Hidden Talent (Psionic Minor Creation).

    I also kicked around a Human Factotum 8/Swordsage 2/Lasher 10 build whose schtick was jacking up the DC on Death Spiral then CDGing everyone with Cunning Surge+Death Blow, but ended up scrapping it because Death Spiral was only 1/day.

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

    Sai-don, Knight of the Tide - Bronze - IC LXXXIV

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