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  1. - Top - End - #121
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    not going to complete anyhows ...

    Lack of time (EU4 Art of War and Binding of Isaac Rebirth drained my timeslots)

    Lack of possibilities (Have to be meldshaper 6th)

    Lack of Inspiration (How to make something remotely unique that doesn't suck)

    And the fact that I think I have to admit that my skills are more in the diminutives such as Zinc Saucier, where its emulating something

  2. - Top - End - #122
    Orc in the Playground
     
    Devil

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    I just realized earlier today that I need to completely rework my character, as it actually doesn't apply for the SI.

    Great. These prerequisites are so difficult to qualify for for what you have to use to apply for it.
    Best comment I've heard in a D&D game:

    Our bard after succeeding in 2 4e grapple checks to slam a female opponent who kind of looks like Ayn Rand:

    "I JUST POWERBOMBED AYN RAND!"

  3. - Top - End - #123
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Sian View Post
    not going to complete anyhows ...

    Lack of time (EU4 Art of War and Binding of Isaac Rebirth drained my timeslots)

    Lack of possibilities (Have to be meldshaper 6th)

    Lack of Inspiration (How to make something remotely unique that doesn't suck)

    And the fact that I think I have to admit that my skills are more in the diminutives such as Zinc Saucier, where its emulating something
    Quote Originally Posted by Zipding View Post
    I just realized earlier today that I need to completely rework my character, as it actually doesn't apply for the SI.

    Great. These prerequisites are so difficult to qualify for for what you have to use to apply for it.
    It looks like I might win by default after all. I was not expecting that. Can't wait to sig that sweet trophy.
    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

  4. - Top - End - #124
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Venger View Post
    It looks like I might win by default after all. I was not expecting that. Can't wait to sig that sweet trophy.
    Oh no you don't! I'm skill crunching now, I will have this entry in on time!

  5. - Top - End - #125
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by KrimsonNekros View Post
    Oh no you don't! I'm skill crunching now, I will have this entry in on time!
    I sent mine in an hour and a half ago. Best of luck to you. It'll be good to have some competition.
    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

  6. - Top - End - #126
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Venger View Post
    I sent mine in an hour and a half ago. Best of luck to you. It'll be good to have some competition.
    And just finished the skill crunch. Just doing up my fluff and sources now.

  7. - Top - End - #127
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    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by KrimsonNekros View Post
    And just finished the skill crunch. Just doing up my fluff and sources now.
    cool. sources are always tricky. I like to do mine as I do my table. it helps stop me from forgetting stuff like happened occasionally when I used to do sources last.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  8. - Top - End - #128
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    And Entry Away! *crosses fingers that everything is RAW legal this go round.*

  9. - Top - End - #129
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    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by KrimsonNekros View Post
    And Entry Away! *crosses fingers that everything is RAW legal this go round.*
    hope it is! everyone seems to be having a lot of trouble qualifying this round. what's the deal? the skillreqs are... incredibly awkward (seriously wtf is up with religion, why not, uh, arcana, since we've got such a collective hate-on for arcanists) they're easily doable by the time you need to start taking SI levels, even if it probably involves a lot of cc ranks.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  10. - Top - End - #130
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Venger View Post
    hope it is! everyone seems to be having a lot of trouble qualifying this round. what's the deal? the skillreqs are... incredibly awkward (seriously wtf is up with religion, why not, uh, arcana, since we've got such a collective hate-on for arcanists) they're easily doable by the time you need to start taking SI levels, even if it probably involves a lot of cc ranks.
    Well the biggest problem seems to be the Level 6 Meldshaper requirement and being original.

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

    Its the main problem, but skill prerequsites aren't exactly helping, with them being very hard to get without one or more being fueled by CC (beyond Factorum / Able Learner hijinks)

  12. - Top - End - #132
    Orc in the Playground
     
    Devil

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    I'm going to have to withdraw from entering this competition. I had a good chunk of the crunch done, and then realized that I didn't actually qualify for the SI. I'll post what my idea was after the reveal. Good luck to all the remaining chefs.
    Best comment I've heard in a D&D game:

    Our bard after succeeding in 2 4e grapple checks to slam a female opponent who kind of looks like Ayn Rand:

    "I JUST POWERBOMBED AYN RAND!"

  13. - Top - End - #133
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    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Sian View Post
    Its the main problem, but skill prerequsites aren't exactly helping, with them being very hard to get without one or more being fueled by CC (beyond Factorum / Able Learner hijinks)
    I know just what you mean. unlike CL, there aren't nearly as many ways to boost ML, which is super annoying
    Quote Originally Posted by Zipding View Post
    I'm going to have to withdraw from entering this competition. I had a good chunk of the crunch done, and then realized that I didn't actually qualify for the SI. I'll post what my idea was after the reveal. Good luck to all the remaining chefs.
    oh, that's too bad. curious to see what it was. thanks.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  14. - Top - End - #134
    Orc in the Playground
     
    Macabaret's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Alright, folks. Count me in among those with a build submitted.
    Good luck to all.
    And, as always, a big 'thank you' to the judge(s)!

  15. - Top - End - #135
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Macabaret View Post
    Alright, folks. Count me in among those with a build submitted.
    Good luck to all.
    And, as always, a big 'thank you' to the judge(s)!
    Aw, man, you always win. Good luck to you.
    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

  16. - Top - End - #136
    Troll in the Playground
     
    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    My build is submitted. This is my first submission. I went with my much more flavorable approach. Keep in mind that this prestige class totally stinks, but I found a way to kinda rock it.

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

    Quote Originally Posted by daremetoidareyo View Post
    My build is submitted. This is my first submission. I went with my much more flavorable approach. Keep in mind that this prestige class totally stinks, but I found a way to kinda rock it.
    well, good luck! the viscount won gold his first time in geomancer. well, a flavorful build doesn't mean it can't do well mechanically (insert mandatory stormwind explanation, discussion, and argument) whew, glad that's over with.

    Yeah, witchborn binder is startling in its awfulness. I can't wait to see what the rest of you guys came up with. I'm pretty proud of my dish this time around.
    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

  18. - Top - End - #138
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Didn't go out last night after all, so I'm awake and not hungover! Incoming builds in 3... 2... 1...
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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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  19. - Top - End - #139
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Iɴsᴛʀᴜᴄᴛɪᴏɴ: Sᴜʀʀᴇɴᴅᴇʀ, ᴍᴇᴀᴛʙᴀɢ

    Quote Originally Posted by LOCKDOWN Unit 4456
    LOCKDOWN Autoguard: Mark 4, Unit 4456
    incarnate 6/10 witchborn binder/4 ranger
    LN warforged
    str 15+1=16, 12 dex, con 16+2+4=24, int 13, wis 14-2=12, cha 8-2=6

    Spoiler: Field Report
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    The shopkeeper felt a sting as the sorcerer's thug hit him. “Like that? That’s what it’s going to be like until you pay us, old man”. The old man shed a tear as a raven flew overhead and landed on the rooftop, staring down at him with oddly intelligent eyes. The sorcerer muttered a few words and a small orb of fire appeared in his hand. “If you don’t have my gold by tomorrow, we’ll torch your shop.” snickered the man. A whirring and heavy footsteps drew near. The thug holding him threw the shopkeeper to the ground. The raven rose and flew towards a stern warforged, landed on it’s shoulder, squawked once and then left. The sorcerer and his men had now noticed the warforged. “I am a LOCKDOWN Autoguard Unit, Mark 4: number 4456, created to keep the peace. Magic for benign purposes is illegal, citizen. Submit for arrest”, stated the metal man. “If you do not submit, I will be required to use force.” The sorcerer laughed and tossed his orb of fire towards the robotic guard. As it was about to hit, a blue veil surrounded Unit 4456 and absorbed the blast. “Very well, under code AT-26, I am authorized to use force to arrest you.” The first thug drew a scimitar and charged the warforged. It sidestepped and grabbed the attacker by the throat. 4456’s body glowed as the thug was electrified. He screamed and then fell to the ground limply. The warforged began to move towards the thugs and manifested a shimmering flail from nowhere and slammed the second thug with it, knocking him out cold. The sorcerer turned to run, but fell to the ground retching as he felt some of his magical essence torn from him, and then chains wrapping around his body. 4456 picked up the shopkeeper and dusted him off. “You are safe now, citizen. Please report further criminal activity to the guard post. Good day.” The metallic guard picked up the sorcerer over his shoulder and carried him to the jail. That was the first and last time the shopkeeper ever met Unit 4456.

    LOCKDOWN is not an individual, but a group of warforged specifically built to eliminate spellcasters who would use their powers to their own benefit. They use adjustable components that mimic the soulmelds that lawful Incarnates draw from. Highly resistant to magic and extremely tough to kill, the newer LOCKDOWN’S can use magic-nulling chains and prisons to apprehend dangerous spellcasters. Unit 4456 was the first of the LOCKDOWN’s to be upgraded to Mark IV, and has already made leaps and bounds in it’s effectiveness.

    Spoiler: Blueprints
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana Track, Mithril Body Favored enemy(Arcanists), Voice of the City
    2nd Ranger 2 +2 +3 +3 +0 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 1 sense motive TWF Combat Style(TWF)
    3rd Incarnate 1(Lawful N) +2 +5 +3 +2 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 3 spellcraft Combat Expertise Aura, Detect Opposition, Soulmelds
    4th Incarnate 2 +3 +6 +3 +3 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 4 spellcraft, 2 sense motive - Chakra Bind(crown)
    5th Incarnate 3 +3 +6 +4 +3 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 4 spellcraft, 2 sense motive - Expanded soulmeld capacity
    6th Incarnate 4 +4 +7 +4 +4 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 4 spellcraft, 2 sense motive, 3 knowledge religion Mage Slayer Chakra Binds(feet, hands)
    7th Incarnate 5 +4 +7 +4 +4 4 Search, 2 Use Rope, 2 survival, 4 spot, 4 listen, 4 hide,2 jump, 4 move silently,1 knowledge arcana, 4 spellcraft, 2 sense motive, 4 knowledge religion - Rapid Meldshaping
    8th Incarnate 6 +5 +8 +5 +5 - - -
    9th Ranger 3 +6 +8 +5 +6 - Alertness, Endurance -
    10th Ranger 4 +7 +9 +6 +6 - Improved Trip Urban Companion, Champion of the wild
    11th Witchborn Binder +7 +9 +6 +8 - - Detect magic, meldshield,royal purse
    12th Witchborn Binder 2 +8 +9 +6 +9 - Knockdown Dispelling orb, Essentia +1
    13th Witchborn Binder 3 +9 +10 +7 +9 - - -
    14th Witchborn Binder 4 +10 +10 +7 +10 - - Mage Shackles
    15th Witchborn Binder 5 +10 +10 +7 +10 - Shocking Fist -
    16th Witchborn binder 6 +11 +11 +8 +11 - - Worb of abrogation, Essentia +1
    17th Witchborn Binder 7 +12 +11 +8 +11 - - -
    18th Witchborn Binder 8 +13 +11 +8 +12 - Pierce Magical Protection Spiritflay
    19th Withborn Binder 9 +13 +11 +8 +12 - - -
    20th Witchborn Binder 10 +14 +11 +8 +13 - - Grim Integument, Royal purse 1/year
    I’ve only included the skills required for prerequisites, but this is a general outline of what I would do with them:
    Having the drop on any enemy spellcaster is useful, especially since we have divination resistance, and a few ranks could go into hide and move silently even though it's cross-class. Equipment could enhance our ability to sneak, since we have a low DEX.
    Intimidate, and sense motive are important social skills and should have a decent number of ranks.
    Spellcraft is a class skill, and lets us know what kind of mages we’re dealing with. Maxed, if possible.


    Spoiler: Upgrade logs
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    1-5
    Mark I
    2 ranger/3 incarnate
    Not much to see here. Ranger gives TWF early, track, and the skills we need to qualify for WBB. Favoured enemy(arcanists) is taken for fluff and function, and wild empathy is traded for Voice of the City. It’s a shame Urban tracking doesn’t qualify for the SI, of I would have taken Urban Ranger. Incarnate gives us a few more options, lightning gauntlets and incarnate weapon are taken for soulmelds. Mithril body is taken for early game AC, and can be enchanted with Nimble later to have no skill penalty. Adamantine body was an option, but we need to close the gap as soon as possible and it’s hard to do when everything runs faster than you. Combat expertise is taken to qualify for improved trip later on.

    6-10
    Mark II
    4 ranger/6 incarnate
    Urban companion(web enhancement)(a raven) is taken instead of a regular companion to get something that can is both intelligent and can fly to help Unit 4456 look for criminals. Technically, because it counts as a familiar it grants alertness, which is needed for Witchborn Binder. Unfortunately, that is beyond cheesy and I decided not to go with that. The champion of the wild variant gives up spellcasting for a bonus feat. Mage slayer and alertness are taken at levels 6 and 9. The champion of the wild is taken as an alternate to spellcasting, since we end up with a -8 CL from the mage slayer line anyways, and take improved trip as our bonus feat. We have a few more options for meldshaping now, with hands, feet, and crown now all available for binds. We can bind airstep sandals for a very limited flight, lightning gauntlets to buff up our regular attacks, and Enigma Helm for divination resistance and immunity to charm effects. Incarnum radiance helps our to-hit, and rapid meldshaping is useful if we need to swap out a soulmeld for something else.

    11-15
    Mark III
    At level 10 we enter the Secret ingredient. Detect magic at will allows Unit 4456 to hunt down potential harmful spellcasters by their buffs and items. Meldshield can help out our lower saves. Extra essentia is always welcome. Mage shackles gives a bit more versatility in dealing with spellcasters. The fact that the shackles only work up to large size isn’t great, and the spell resist is worse. At least Mage Slayer prevents defensive casting, which would force a threatened opponent to take an AOO to cast. More on that later. Dispelling orb can give some good options in dealing with spellcasters in the early stages of combat, and should be used before the shackles, or in a surprise round for freedom of movement or things like polymorph. Knockdown is taken, since we should be able to reliable trigger it, but our trip bonus is lacking, only coming out to a +7.

    15-20
    Mark IV
    We finish off the secret ingredient and gain a few tools. A counterspell, not bad, but our meldshaper level is fairly low. Spiritflay is actually pretty good, since it’s based off con, and nauseates casters. This is probably the most devastating ability in WBB. Then we have the capstone. There are alot of things wrong with it. Spell resistance? Check. Crummy save? Check. They can still cast? Check. They get fortitude saves to resist the damage they take from casting? Check. At least the spell’s are limited to verbal only, but metamagic exists for a reason. More on this in the of Use of Secret Ingredient. Our final feat, though taken late, is highly effective here. Pierce magical protection dispels EVERYTHING that grants a magical Ac bonus, with a damaging melee attack. Pair it with knockdown to say “No” to the now fragile casters. This includes haste, mage armor, protection from X, maybe even polymorph dependant on the DM. I feel like this is the strongest point in the build, since we have the largest number of options available to deal with threats.

    Spoiler: Power distribution and modules
    Show
    14 Essentia
    Soulmelds-
    These are our primary soulmelds. The number beside them indicates how much essentia is invested at all times, no number indicating it either doesn’t require essentia to be useful, or it is one of our floating soulmelds.
    Incarnate Weapon(Energy Weapon) (bind, arms)-4 +4 to hit/damage. Helps out our low BAB.
    Vitality Belt(Extra Armor)- +12 health/essentia invested
    Spellward Shirt (Force Field)-5 grants 25 SR
    Airstep Sandals(Jump Jets)- 10 feet of limited flight.
    Enigma Helm(Radar Jammers)(bind)- Divination resistance and charm immunity.
    Lightning Gauntlets(Overcharged Capacitors)(bind, hands)-Xd6 electricity damage/essentia invested on one melee attack/round


    Shocking Fist can be combined with Lightning Gauntlets for a total of 1d4+STR +14d4 electricity, +Xd6 electricity. Vitality belt acts as an extra buffer to our hp for use with shocking fist. Our goal with essentia is to have 4 or more floating points for use in Lightning gauntlets or WBB abilities.

    Spoiler: Use of Secret Ingredient
    Show
    The 6/10 meldshaping at least prevents it from being completely awful and the abilities are actually overall decent. The strategy here is to create a series of hoops that a caster has to jump through in order to cast, and hopefully make life hell for them.
    Detect Magic at will-
    Always useful. Hunt down spellcasters through their magic items and buffs.

    Meldshield-
    Our saves aren't terrible per say, but if we need to dump damage and focus on defense for a bit some essentia can come out of Lightning Gauntlets and Incarnum Weapon.

    Royal Purse-
    This could easily be fluffed as Unit 4456 going in for upgrades, getting new warforged components or the like. One component to note is the tracker’s mask, which would allow tracking by scent.

    Dispelling Orb-
    An at will dispel magic is useful. Dumping essentia it can put it up to a +17 check. Knock that polymorphed sorcerer off his high horse after shackling him. Or better yet, burn off freedom of movement or blur.

    Extra essentia-
    Always useful, helps us fuel our abilities.

    Mage Shackles-
    The low-medium caster level check can only be pumped up to a 27 DC (10+12+5), which is trivial for higher level spellcasters, but crippling for lower level casters. Entanglement and dimensional anchor are major debuffs that help start the lockdown cycle. Now pair this with mage slayer to make a caster unable to cast defensively. Between entangled and dimensional anchor, they aren’t getting far. Now to make things meaner. If a caster passes the CL check, and decides to take the AOO from being unable to cast defensively we can use Shocking Fist(free action) to add up to 14d4 of electricity damage and push the concentration check up to prevent casting.

    word of abrogation-
    No spell slots to burn on counterspells? No needed spellcraft check? Not actually that bad. This could easily be used if you have the drop on a spellcaster and they begin to buff without knowing that you’re there. Wasted spell slots can ruin anyones day. Otherwise, not a great deal of combat use.

    Spiritflay-
    Fort save? Yes. Based on witchborn binder level plus our big CON? Yes. Nausea? Yes.
    The damage is alright but at least it scales with essentia. This is a big part of our lockdown build.


    Grim Integument-
    I like the idea of this ability a lot, but it’s execution is so poor. The save caps out at a sad, sad 21 and allows spell resistance. The worst part about this is that you lose essentia and become fatigued if it is destroyed, but 50 hardness and 100 health can mitigate that against all but the angriest uberchargers, and warforged are immune to fatigue anyways. Paired with Mage shackles, to prevent a dimension door(which is verbal only) it’s an effective way to take someone out of a fight and deal with other enemies. I would like to note that Spiritflay does not explicitly say it needs line of sight to be used, and could be used to keep a prisoner nauseated/unable to do anything.

    Combat Strategy:
    1.Spiritflay/Deal with melee mooks.
    2.Move in for the knockdown, using Pierce Magical Protection to dispel any bonuses to AC, or dispel freedom of movement if needed with dispelling orb.
    3.Shackle a foe
    4.Use spiritflay to (hopefully) nauseate a spellcaster
    5.The arcane caster is now entangled, prone, nauseated, unable to cast defensively, and dimensionally anchored. Continue using Spiritflay to damage/nauseate. If they try to get up they provoke an AOO.
    6.Rinse and repeat, deal with minions as needed, or use Grim Integument to take a spellcaster out of the fight.

    Spoiler: Possible Changes
    Show
    For a different turn on the fluff, Soul Eater was a first choice for me, because a soul-draining, magic-destroying robot is nightmarish for anyone involved. But I felt like this subtracted too much from Witchborn Binder so I decided to go down the path of ranger instead.

    Warforged juggernaut was something I also tried to make work, but the feat tax was just too heavy. I could technically have made it work, but I would have had to sacrifice the knockdown line, and shocking fist, reducing our utility for immunities.

    I did want to take open chakra(arms) to bind Incarnum weapon to get that sweet stun on hit, however the low save (around 16, based on wisdom) made it worthless and I opted for the much more usable knockdown. That would also free up another feat, allowing expanded essentia capacity to be taken and put onto spellward shirt for higher spell resistance.

    Why the early multiclassing?
    I realize weird multiclassing is frowned upon in IC, but I feel like it adds some things to the build. Ranger is a stronger early level start, with better skills, HD, BAB, and free TWF. The Incarnate levels afterwards give some neat tools like limited flight, more health, and the Incarnate weapon for some decent to-hit/damage. It is followed until level 6 for consistency to keep our soulmelds strong before we jump back into ranger to grab the bonus improved trip and Urban Companion. Waiting to finish the SI is worth it since taking the ranger levels afterwards would be completely useless.

    Spoiler: Sources Used
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    Races of eberron- warforged, mithril body
    players guide to eberron-shocking fist
    complete arcane- mage slayer line
    magic of incarnum- incarnate, WBB
    complete divine-ranger variants
    cityscape web enhancement-urban familiar
    sword and fist-knockdown
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  20. - Top - End - #140
    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    D'you feel lucky? Well? Do ya? Punk?

    Quote Originally Posted by Skinner
    Skinner
    Spoiler
    Show


    Spoiler: abilities
    Show

    before ability mods
    str 16 dex 14 con 16 int 14 wis 8 cha 8
    after
    str 20 dex 12 con 20 int 12 wis 6 cha 6

    increases go to con


    Spoiler: breakdown
    Show

    LN mind aspect dragonborn water orc totemist 6/witchborn binder 3/justiciar 5/witchborn binder 9


    Spoiler: Backstory
    Show


    Spoiler: Spool
    Show


    Skinner’s traps were full less often with every passing day. It wasn’t especially long ago that he had more hares and squirrels caught in his snares than he knew what to do with.

    Now, he was trudging through rivers hoping for the odd morsel of salmon caught swimming upstream. Even these were far less plentiful than they once were.

    The nearby settlement across the river had been growing rapidly. The more people came into town, the harder it was to find things to hunt.

    Skinner knew eventually he’d have to make his way into town, something he wasn’t looking forward to, but after his traps had sat empty for days, he saw he had little choice.

    He left his weapons at home before crossing the river. The last thing he needed to give the men in town a reason to kill him. Besides, the spirits of the departed beasts whose pelts he carried at his hip gave him all the offensive punch he needed.

    He approached during the day to ward off accusations of trying to sneak into town as a spy for his tribe and dragged his bare feet across the dusty ground whenever he saw a woman walking alone so they couldn’t claim he was trying to sneak up on anyone. He mentally repeated the rules of going into the human settlement to himself to stay calm: don’t speak until spoken to, don’t look anyone in the eye, no sudden movements.

    Skinner pushed the swinging doors to the tavern open and went inside. He sat down on a stool and waited for the innkeeper to come over.

    “What’ll it be?” he said before turning around.

    “Whiskey, please,” Skinner said and set a handful of seashells on the bar.

    When he saw Skinner, his expression changed and he reached for a gun under the bar.

    “Listen, pal, I don’t want any trouble,” he said.

    Skinner blinked. “Neither do I, pal,” he said slowly in Common.

    The innkeeper scowled. “What’s that?” he said with a nod toward the shells.

    “Payment,” Skinner said.

    “That ain’t money. You got any gold or silver?”

    Skinner shook his head. It didn’t look like he’d be able to buy supplies here if they didn’t accept his tribe’s currency.

    “Then get out. Can’t you read the sign? No orcs.”

    Skinner glanced over to where the innkeeper was pointing. He couldn’t read Common, but didn’t want to give him the satisfaction of admitting it. Below the sign, he saw a poster of two men with the same face. He recognized the shape of the word: WANTED and the symbol for money underneath it.

    He rose slowly from his stool and tore the poster from the wall.

    “If I bring these men back, will this money buy supplies?”

    The innkeeper laughed.

    “You bring back them dvati boys, you can drink here for free. Reward on their heads’d just about buy up the general store.”

    Skinner nodded and backed out.

    He had work to do.


    Spoiler: Splice
    Show

    The sheriff in town was more helpful, telling Skinner the wanted men’s names and their crime, killing a young boy in town.

    Skinner touched the pelt of the worg at his hip and let his senses open wide, ready to follow the spoor.

    It was quite some time before he found any sign of them, tracks from a pair of horses leading into the woods, probably to give the human authorities the slip. It wasn’t a mistake skinner planned to make.

    The arms of the mighty girallon, who he had felled long ago, reached from his sides and helped him climb a nearby tree. The vantage point from the canopy would let him see further than on the ground, and the eyes of soul-captured beasts helped boost his vision further.

    His dragon blood had long aided him in his hunts. Now was no exception. He saw a dove flying, its wings beating against the current of the air. It must be fleeing from something on the forest floor.

    His muscled arms let him swing from branch to branch without giving himself away. Skinner held his breath and perched on a limb strong enough to hold his weight.

    The dove was struck a moment later by a bolt of lightning. Skinner knew it wasn’t from the sky gods above, the sun still shining without a cloud overhead. That and it had come from below, not above.

    He blocked out the rustle of pine needles and the whisper of breeze, trying to pinpoint its location.

    “Go get him,” one voice said.

    “I shot him, you get him,” the same one said as if in response.

    “Lazy sumbitch,” the first muttered.

    Skinner shaded himself beneath a branch and saw the men below him, perfectly twinned. One lounged by a small campsite, the other picking through the underbrush for the dove’s carcass.

    The one at the camp breathed a spark of flame onto a pile of wood.

    Skinner recognized dragon blood when he saw it. He bit his tongue. Men like this brought shame to them all. It was no wonder they were regarded as dangerous animals.

    Despite his instinct to pounce, he knew his odds were better with surprise on his side. He reached to the pack on his back, unspooled a few coils of rope and got to work.


    Spoiler: Split
    Show


    Lee woke up first, like he usually did. He gave Lo a nudge in the ribs.

    “You get the wood,” Lee said.

    “Why I gotta do it?” Lo whined.

    “I did it yesterday, now get,” Lee said and shooed him off.

    Lo stretched and rubbed the crust of sleep from his eyes. They were far enough away from town no one should find them as long as they kept lying low.

    A few dead limbs sat piled under a tree, so he stooped to pick them up.

    Something landed on his neck. Probably a few deadfall leaves. Lo scooped up the branches and tilted his head to shake them off. He took a step back to the camp ground but found himself caught. Lo turned to check his shirt to see if it was stuck to the tree with sap.

    Lo’s feet were lifted off the ground, something tightening around his neck. He belched out a gout of flame as a reflex, but it did nothing to loosen the noose around his neck. He kicked at the air and scratched at the cord with his claws.

    Red and black swam around the edges of his vision. He tried to cry out for his twin, but had no breath. He opened his mouth and called lightning from the dragon blood inside him. The peal of thunder got Lee running.

    Lee looked up at the branch above him. Someone pulling on the noose, no doubt. He stopped in his tracks to assess the situation.

    “Stop it! You’re killing him!” Lee shouted. He fired a bolt of lightning at the hangman above.

    There was no smell of burning flesh afterwards, but it did cause him to drop his rope. Lo got to his feet and set the tree on fire, trying to smoke him out, whatever he was.

    Lee told him without opening his mouth their aggressor was an orc with four arms. Lo returned the telepathic message, saying he couldn’t talk, but could still breathe.

    He pointed up the tree where he saw motion. Between the two of them, they had it blazing heavily in short order.

    Lee said to wait for him to fall so he couldn’t sneak up on them. Lo stood back to back with his twin.

    The orc appeared off to their side, stepping out from a hole in the air, his bare chest covered with the pelt of a blink dog that looked as though it was growing from his very skin.

    He leapt upon Lo and crushed him tight with his lower arms, pulling his wrists and ankles together until something cracked.

    Lee told him in his head he wouldn’t breathe in case he burned him. Lo held still.

    The orc above called a pair of blue manacles into existence around Lee’s wrists. He opened his jaws, but nothing came out of his mouth.

    The orc dropped him across back of one of the horses they’d stolen. He got on Lee’s himself and tied his cuffs to the saddle horn with a length of rope.

    Lee told him not to fight. He didn’t argue.


    Skinner dropped his quarries off with the sheriff and collected his reward. He furnished himself with the things he needed to continue collecting bounties: a horse of his own, gear, and provisions for the road. As he suspected, there was another poster waiting for him when he got back.

    He tipped the hat he’d gotten himself and went to the inn with what remained of his reward. He tossed the wanted poster of the dvati on the counter, an X drawn across their twinned faces.

    The innkeeper turned to him with surprise.

    Skinner smiled and took a seat.

    “Whiskey, please.”


    Spoiler: build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Totemist 1 +0 +2 +2 +0 know (religion) 4 (2), search 4 (2), sm 4, survival 4 (2), use rope 4 (2) Alertness Wild empathy, illiteracy
    2nd Totemist 2 +1 +3 +3 +0 tumble 5 Totem chakra bind (+1 capacity)
    3rd Totemist 3 +2 +3 +3 +1 know (religion) 2 (3), search 2 (3), tumble 1 (6) Track Totem’s protection
    4th Totemist 4 +3 +4 +4 +1 gather info 4, tumble 1 (7)
    5th Totemist 5 +3 +4 +4 +1 gather info 1 (5), know (religion) 2 (4), search 2 (4) Chakra binds (crown, feet, hands)
    6th Totemist 6 +4 +5 +5 +2 spot 3, tumble 2 (9) shape soulmeld (mauling gauntlets) Totem chakra bind (+1 meldshaper level)
    7th Witchborn Binder 1 +4 +5 +5 +4 search 1 (5), spot 1 (4), survival 3 (5) Detect magic, meldshield, royal purse 1/level
    8th Witchborn Binder 2 +5 +5 +5 +5 spot 3 (7), tumble 2 (11) Dispelling orb, essentia +1
    9th Witchborn Binder 3 +6/+1 +6 +6 +5 spot 4 (11), tumble 1 (12) Skill focus (gather info)
    10th Justiciar 1 +7/+2 +6 +6 +7 listen 2, spot 2 (13), tumble 1 (13) Bring 'em back alive, nonlethal strike +1d6
    11th Justiciar 2 +8/+3 +6 +6 +8 listen 2 (4), spot 1 (14), tumble 1 (14) Improved grapple, crippling strike
    12th Justiciar 3 +9/+4 +7 +7 +8 use rope 5 (7) Open Lesser Chakra (shoulder) Exotic Weapon Proficiency (manacles), street savvy +2
    13th Justiciar 4 +10/+5 +7 +7 +9 use rope 5 (12) Nonlethal strike +2d6
    14th Justiciar 5 +11/+6/+1 +7 +7 +9 use rope 5 (17) Hog-tie
    15th Witchborn Binder 4 +12/+7/+2 +7 +7 +10 clarity of vision, spot 2 (16), use rope 1 (18) Scorpion’s grasp Mage shackles
    16th Witchborn Binder 5 +12/+7/+2 +7 +7 +10 spot the weak point, spot 2 (18), use rope 1 (19)
    17th Witchborn Binder 6 +13/+8/+3 +8 +8 +11 listen 2 (6), spot 2 (20), use rope 1 (20) Word of abrogation, essentia +1
    18th Witchborn Binder 7 +14/+9/+4 +8 +8 +11 listen 3 (9), spot 1 (21) 4, use rope 1 (21) Open Greater Chakra (throat)
    19th Witchborn Binder 8 +15/+10/+5 +8 +8 +12 listen 3 (12), spot 1 (22), use rope 1 (22) Spiritflay
    20th Witchborn Binder 9 +15/+10/+5 +9 +9 +12 listen 3 (15), spot 1 (23), use rope 1 (23)


    Spoiler: playtips
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    Spoiler: lvl 5
    Show

    You’re a straight totemist for right now. Enjoy your big, fat, juicy str and con and rip peoples’ faces off. Your con is high enough to make your save DCs pretty respectable, so things that aren’t ordinarily viable, like basilisk mask’s totem effect to petrify, or lammasu mantle’s totem effect for fire breath. DC 15+essentia isn’t too shabby at this level and the save will scale pretty well as you level up.

    Track, one of the feats needed for the SI, can be supplemented by the use of the hunter’s circlet, which gives scent. Tracking your quarry is a bit easier, and you get scent to help pinpoint enemies.

    Your dragonborn mind aspect starts pulling its weight immediately, giving darkvision 30 so you don’t need the basilisk mask on all the time, same with its 30 ft llv, which saves a bind later on on the great raptor mask.

    Mind is here since totemist already gives a handful of breath weapons of different energy types via several different melds such as the behir gorget, ankheg breastplate, and dragonfire mask, and grants flight through the pegasus cloak once you get access to the shoulder chakra later on (the same level your wings give you full-fledged flight) or the dragon mantle which lets you fly as early as level 2.

    The dragonborn template gives you access to all the cool draconic melds from dragon magic that I’ve been mentioning.

    Skilled city-dweller lets you swap out ride (since you aren’t focused on mounted combat) for tumble, which anyone can use, especially you since later on many of your witchborn binder abilities provoke AoOs.


    Spoiler: lvl 10
    Show

    Congratulations, you’ve entered the SI and made a pit stop in justiciar along the way.

    Since witchborn binder is focused on taking his quarries in one piece with its abilities focused on capturing, rather than killing people, he needs a little help being able to deal nonlethal damage without a penalty, something the secret ingredient itself does not give you.

    Justciar’s flavorfully named “bring ‘em back alive” class feature, lets you do just that with any melee weapon, so you can bring totemist’s many claws to bear, such as those derived from the girallon arms or the landshark boots, likely one of your standby totem binds at this level. This way, you’ll be able to put them down without killing them.

    Detect magic will let you sniff out the most likely targets for your dispelling orb.

    Your dispelling orb can be spammed to knock out enemy buffs to soften them up for the combat to come and make them a little easier to deal with.

    Justiciar’s nonlethal strike also helps you rack up more (nonlethal) precision damage on top of all your natural attacks from totemist. Girallon arms is probably what you’ll be using the most often.


    Spoiler: lvl 15
    Show

    Among the goodies witchborn binder gives you is use rope, which is a frustratingly difficult skill to get access to. Once you get some breathing room, you’re able to max out ranks and get your mod crazy high.

    Opening the shoulder chakra lets you bind the pegasus cloak, providing more agile flight than the dragon mantle.

    It gives you a variety of new abilities to lay groundwork for witchborn binder. Justiciar gives improved grapple and this, in tandem with mauling gauntlets’ hand bind (which also gives improved unarmed strike) qualifies you for scorpion’s grasp.

    When you hit with an unarmed strike (like via mauling gauntlets) or a light weapon (like all your natural attacks) then you deal normal damage and get to start a grapple as a free action without making a touch attack.

    If using a natural weapon, you can make an attack against your target without the -4 penalty to attacks.

    It even gives you the highly enviable monster ability to take a -20 to your grapple check vs an enemy 1 or more sizes smaller than you to not be considered grappled, letting you do cool stuff like threaten, not lose dex to AC, and attack other opponents, even move if you can carry your opponent which, given your str and the fact you’ll be picking on small creatures, shouldn’t be too hard to drag.

    How viable is taking -20 to grapple though?

    surprisingly, it’s a pretty good idea:

    your essentia cap at lvl 15 is 3, 4 for melds on your totem chakra.

    assuming 4 in girallon arms and 2 on mauling gauntlets, you’ll have 10 from girallon arms and 6 from mauling gauntlets for a total of 16.

    add on your BA (12 at this stage) for 28

    your naked str mod is a +5 (plus whatever you’ll be able to afford from an item. you don’t use your waist chakra for binds in this build, so feel free to nab a belt of +str) but I won’t take it into account here. that’s +33

    and then a +4 from justiciar’s improved grapple:

    total: +37 to grapple.

    against small enemies, they’ll take a -4, so that’s an effective mod of 41 against them. even taking the -20 penalty, they need to beat a 21 which for caster types may be just short of mathematically impossible.

    feel free to use this tactic when the numbers are in your favor. in other circumstances, grapple the old fashioned way and tear enemies to bits with your numerous natural attacks.

    One other way justiciar bolsters witchborn binder’s abilities is its oddball exotic weapon proficiency (manacles) bonus feat.

    Mage shackles are extremely versatile since unlike normal manacles, they can neither be damaged nor broken. To get rid of them, a target needs to unshape them as a soulmeld, or make a DC 35 escape artist check. No one puts that many ranks in escape artist.

    That alone is pretty cool, but where it really comes into its own is in tandem with justiciar’s hog-tie ability.

    When you pin an enemy in a grapple (trivial with your juicy mod) you can immedately hog-tie them if you have your manacles in hand (no problem with mage shackles since they’re never far away. you should always be holding a pair since they last 24 hours. and with girallon arms, you can maul enemies with your monster arms and use one human one to hold the mage shackles (and bonk with them)

    When you hog-tie, make a use rope check vs their grapple or escape artist to hog-tie. If they beat it, then you keep on grappling (and you’ll probably win) if they lose, they’re bound and helpless, so you can kick them in the head and turn them in for the bounty. The strength check given for justiciar is moot for mage shackles since they can’t be broken or even damaged!

    Justiciar also gives the highly useful crippling strike, which activates every time you deal precision damage, dishing out 1 str damage per hit, making it even harder for enemies to beat your grapple.


    Spoiler: lvl20
    Show

    You’re at the finish line now. word of abrogation’s up, as is spiritflay. Your throat chakra’s open, allowing you some more options for breath weapon as mentioned earlier in addition to other status effects such as the fatigue effect from the brass mane.

    Word of abrogation can help lock down enemy spell casters. Make sure you sweep a potential danger zone with your detect magic ability to know likely targets.

    Spiritflay lets you bring your huge con score to bear (now a naked 25 before items) to juice the save, making it count more.

    As far as positives go, you nab another meld and bind, offering some more flexibility, so keep doing what you’re doing and enjoy it, your numbers only improve.

    Spoiler: sources
    Show

    magic of incarnum: totemist, shape soulmeld, open lesser chakra, open greater chakra,
    complete warrior: justiciar
    SRD: alertness, skill focus, track, water orc
    races of the dragon: dragonborn
    sandstorm: scorpion’s grasp
    cityscape web enhancement: skilled city dweller
    dragon magic: draconic melds
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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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  21. - Top - End - #141
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    I am the soul of my sword
    Steel is my body and incarnum is my blood

    Quote Originally Posted by Alana Kurudagnir


    Alana Kurudagnir
    Wild Elf, CG, Ranger 2/ Elf Soulborn 3/ Incarnum Blade 5/ Witchborn Binder 10


    Ballad of the Binder
    Spoiler
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    To the hamlet of Wolfhaven rode a stranger one fine day
    Hardly spoke to folks around her didn't have too much to say
    No one dared to ask her business no one dared to make a slip
    For the stranger there among them bore mated blades upon her hip


    It was early in the morning when she strode into the town
    She came walking from the west side slowly lookin' all around
    She's an outlaw loose and running came the whisper from each lip
    And she's here to do some business with the blades upon her hip

    In this town there lived a sorcerer by the name of Onyr Red
    Many men had tried to take him and that many men were dead
    He was vicious and a killer though a youth of twenty four
    And the notches on his staff they numbered one an nineteen more

    Now the stranger started talking made it plain to folks around
    Was a hunter and a Binder wouldn't be too long in town
    She came here to take a sorcerer back alive or maybe dead
    And she said it didn't matter she was after Onyr Red

    Wasn't long before the story was relayed to Onyr Red
    But the sorcerer didn't worry men that tried before were dead
    Twenty men had tried to take him twenty men had made a slip
    Twenty one would be the Binder with the blades upon her hip


    The morning passed so quickly it was time for them to meet
    It was twenty past eleven when they walked out in the street
    Folks were watching from the windows every-body held their breath
    They knew this handsome Binder was about to meet her death


    There was twenty feet between them when they stopped to make their play
    And the swiftness of the Binder is still talked about today
    Onyr Red had not yet gestured fore those blades had fairly ripped
    And the ranger's aim was deadly with the blades upon her hip


    It was over in a moment and the folks had gathered round
    There before them lay the body of the sorcerer on the ground
    Oh he might have went on living but he made one fatal slip
    When he tried to match the Binder with the blades upon her hip


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


    Build:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Arcane Hunter (Ranger) +1 2 2 0 Concentration (Con) 2, Knowledge (arcana) (Int) 1, Knowledge (nature) (Int) 2, Knowledge (religion) 2, Listen (Wis) 4, Search (Int) 2, Spot (Wis) 4, Sense Motive (Wis) 2, Survival (Wis) 4, Use Rope (Dex) 4 Weapon Finesse, Track Favored Enemy (arcanists), Track, wild empathy
    2 Elf Soulborn +2 4 2 0 Concentration (Con) 2, Knowledge (arcana) (Int) 2, Knowledge (nature) (Int) 2, Knowledge (religion) 2.5, Listen (Wis) 4, Search (Int) 2, Spot (Wis) 4, Sense Motive (Wis) 2, Survival (Wis) 5, Use Rope (Dex) 4 - Aura, Smite Opposition 1/day
    3 Arcane Hunter (Ranger) +3 5 3 0 Concentration (Con) 2, Knowledge (arcana) (Int) 2, Knowledge (nature) (Int) 2, Knowledge (religion) 3, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 6, Use Rope (Dex) 6 Alertness Fighting Style (TWF)
    4 Elf Soulborn +4 6 3 0 Concentration (Con) 2, Knowledge (arcana) (Int) 3, Knowledge (nature) (Int) 2, Knowledge (religion) 3.5, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 7, Use Rope (Dex) 6 - Incarnum Defense
    5 Elf Soulborn +5 6 4 1 Concentration (Con) 2, Knowledge (arcana) (Int) 4, Knowledge (nature) (Int) 2, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 8, Use Rope (Dex) 6 Azure Enmity -
    6 Incarnum Blade +6/+1 7 4 1 Concentration (Con) 2, Knowledge (arcana) (Int) 6, Knowledge (nature) (Int) 2, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 9, Use Rope (Dex) 6 Improved TWF Shape blademeld,
    7 Incarnum Blade +7/+2 9 4 1 Concentration (Con) 2, Knowledge (arcana) (Int) 8, Knowledge (nature) (Int) 2, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 10, Use Rope (Dex) 6 - Blademeld chakra binds
    8 Incarnum Blade +8/+3 10 4 1 Concentration (Con) 2, Knowledge (arcana) (Int) 10, Knowledge (nature) (Int) 2, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 11, Use Rope (Dex) 6 - Rebind blademeld,
    9 Incarnum Blade +9/+4 10 5 2 Concentration (Con) 2, Knowledge (arcana) (Int) 12, Knowledge (nature) (Int) 2, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 12, Use Rope (Dex) 6 Bonus Essentia Blademeld chakra bind
    10 Incarnum Blade +10/+5 11 5 2 Concentration (Con) 2, Knowledge (arcana) (Int) 13, Knowledge (nature) (Int) 2.5, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 13, Use Rope (Dex) 6 - Dual chakra binding,
    11 Witchborn Binder +10/+5 11 5 2 Concentration (Con) 2, Knowledge (arcana) (Int) 14, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 14, Use Rope (Dex) 9 - Detect magic, meldshield, +1 level of existing meldshaping class, royal purse 1/level
    12 Witchborn Binder +11/+6/+1 11 5 4 Concentration (Con) 2, Knowledge (arcana) (Int) 15, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 6, Sense Motive (Wis) 2, Survival (Wis) 15, Use Rope (Dex) 13 Martial Study (Shadow Garrote) Dispelling orb, essentia +1
    13 Witchborn Binder +12/+7/+2 11 5 5 Concentration (Con) 2, Knowledge (arcana) (Int) 16, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 7, Sense Motive (Wis) 2, Survival (Wis) 16, Use Rope (Dex) 16 - +1 level of existing meldshaping class
    14 Witchborn Binder +13/+8/+3 12 6 5 Concentration (Con) 2, Knowledge (arcana) (Int) 17, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 2, Survival (Wis) 17, Use Rope (Dex) 17 - Mage shackles
    15 Witchborn Binder +13/+8/+3 12 6 6 Concentration (Con) 2, Knowledge (arcana) (Int) 18, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 5, Survival (Wis) 18, Use Rope (Dex) 18 Martial Stance (Assassin's Stance) +1 level of existing meldshaping class
    16 Witchborn Binder +14/+9/+4 12 6 6 Concentration (Con) 2, Knowledge (arcana) (Int) 19, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 8, Survival (Wis) 19, Use Rope (Dex) 19 - Word of abrogation, essentia +1
    17 Witchborn Binder +15/+10/+5 13 7 7 Concentration (Con) 2, Knowledge (arcana) (Int) 20, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 11, Survival (Wis) 20, Use Rope (Dex) 20 - +1 level of existing meldshaping class
    18 Witchborn Binder +16/+11/+6/+1 13 7 7 Concentration (Con) 2, Knowledge (arcana) (Int) 21, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 14, Survival (Wis) 21, Use Rope (Dex) 21 Shadow Blade Spiritflay
    19 Witchborn Binder +16/+11/+6/+1 13 7 8 Concentration (Con) 2, Knowledge (arcana) (Int) 22, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 17, Survival (Wis) 22, Use Rope (Dex) 22 - +1 level of existing meldshaping class
    20 Witchborn Binder +17/+12/+7/+2 14 8 8 Concentration (Con) 2, Knowledge (arcana) (Int) 23, Knowledge (nature) (Int) 3, Knowledge (religion) 4, Listen (Wis) 6, Search (Int) 2, Spot (Wis) 10, Sense Motive (Wis) 20, Survival (Wis) 23, Use Rope (Dex) 23 - Grim integument, royal purse 1/year, +1 level of existing meldshaping class


    Incarnum:
    Spoiler
    Show

    Level Soulmelds Essentia Chakra Binds
    1st - - -
    2nd - - -
    3rd - - -
    4th - - -
    5th - 1 -
    6th - 1 -
    7th - 1 -
    8th - 1 -
    9th - 3 -
    10th - 3 -
    11th 1 3 -
    12th 1 4 -
    13th 1 4 -
    14th 1 4 -
    15th 1 5 -
    16th 1 6 -
    17th 1 6 -
    18th 1 6 -
    19th 2 7 1
    20th 2 7 1

    Soulmelds: Bluesteel Bracers, Lucky Dice



    Strategy:
    Spoiler
    Show

    Our general strategy is focused on trying to disable our opponents as fast as possible. Our high dex couple with the Bluesteel Bracers Incarnum provides a large advantage towards getting the first action. The next step is to prevent our foes from casting spells. To this end we have close to a full BAB, and Weapon Finesse, which allows us to use our high dex to attack with instead of our poor strength. Additionally Lucky Dice gives us a chance to bolster our attack roll a bit. With a touch attack with a +22 or +23 modifier we should have little difficulty affixing our Mage's Shackles to stop them from casting or zipping off somewhere. Our next major challenge is overcoming our targets spell resistance and keeping them from casting. Fortunately relatively few things have natural spell resistance. For those that do a +16 CL (Soulborn 3/2 + Incanum Blade 5 + Witchborn Binder 10) should give us enough of an edge to ensnare them. In the event that have used the abjuration to give themselves spell resistance, a fully invested Dispelling Orb should take down their buffs and leave them completely open. As for stopping their spells, a +29 DC caster check (10 +16 CL + 3 Con) should provide sufficient challenge to anyone but pure casters.

    Once we have them disabled, our last step is to take them down as quickly as possible. With our feat progression we are able to make 6 attacks in a turn, and thanks to Shadow Blade apply our Dex to damage instead of our strength. We also get a +2 damage for arcanists being our favored enemy, and a small boost to damage from our blademeld when we bind to our hand chakras, as well as another small boost from Lucky Dice and any essentia we have invested into Azure Enmity. All together we should be capable of dealing at least 48 points of damage every round just from our bonuses. Given that the average wizard shouldn't have more than 100 HP we should be able to bring them down within 3-4 turns before they can do any serious damage to us or our party.


    A typical setup for the days adventuring would most likely begin by investing one or two points into Azure Enmity. This provides us with a nice boost to our abilities against our favored enemy, and leaves us with some essentia for our other abilities. We'll probably have our two main weapons melded to our Soul, Heart, Feet, or Hand chakras since they provide the most useful benefits.

    Sources:
    Spoiler
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    "Big Iron" by Marty Robbins
    Arcane Hunter: CM p. 32
    Martial Study: ToB p. 31
    Martial Stance: ToB p. 31
    Shadow Blade: ToB p. 32
    Incarnum Blade: MoI p.121

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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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  22. - Top - End - #142
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Hellfire
    Dark fire
    Now wizard, it's your turn
    I bring you
    Your pyre
    For your crimes you will burn!

    Quote Originally Posted by Vedo D'Nigh
    Vedo D'Nigh
    Neutral Evil
    (Vaulkrau) Illuman
    Cloistered Cleric 1/Incarnate 6/Witchborn Binder 10/Incarnate +3

    Spoiler: Backstory
    Show

    Vedo D'Nigh never knew his mother. She died in childbirth, leaving him to the care of those in the monestary where he was born -- the Hearth of the Burning Spellbooks. The "Burners" were an organization where members were bonded in one passion: the eradication of Arcane workings. They formed their union together on the pact that they would each do their part in seeking out that Abomination and bringing about its end. Some sought to convince users of the Arcane to turn away from their wicked ways; others simply slaughtered and slew such offenders.

    Vedo spent most of his childhood days within the walls of the Hearth cataloguing the files of the monestary. He studied the writings there, learning of the ways of the divine and the creations of the 'real' gods. He discovered the natural order of life and death and found fit to use such things in the fight against that wicked Abomination. Most notably, he found the power of his own soul and worshipped the vigor of his convictions to stand tall against the Arcane, even beyond his last breath.

    One day, early in his adulthood, Vedo was diligently studying the tomes and scrolls in a vault deep beneath the monestary. The Hearth above him was attacked by wizards and sorcerers angered by the Burners' aims. The Hearth, a fortress in its own right, was demolished, layed waste to nothing more than a strewn pile of rubble.

    Vedo was lucky that day to have escaped with his life. He was one of the few who did. He managed to slip through the commotion and chaos, clutching to him a tome of the Way of the Sacred Burners. Thus did he carry into the world that divine mission: to oppose the Abomination wherever it may be!


    Spoiler: Stats
    Show

    Str 08
    Con 16
    Dex 10
    Int 14
    Wis 12
    Cha 16

    Level increases to CON.


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Soulmelds Essentia Chakra Binds
    1st Cloistered Cleric 1 +0 +2 +0 +2
    • Appraise 2 (2)
    • Decipher Script 4 (4)
    • K:Arcana 4 (4)
    • K:Religion 4 (4)
    • Listen 2 (2)
    • Search 2 (2)
    • Sense Motive 2 (2)
    • Spellcraft 4 (4)
    • Spot 2 (2)
    • Survival 2 (2)
    • Use Magic Device 2 (2)
    • Use Rope 2 (2)
    1st: Able Learner; B: Extra Turning Rebuke Undead; Inquisition Domain; Undeath Domain; Knowledge Domain; Lore -- -- --
    2nd Incarnate 1 +0 +4 +0 +4
    • Appraise (2)
    • Decipher Script 1 (5)
    • K:Arcana 1 (5)
    • K:Religion 1 (5)
    • Listen (2)
    • Search (2)
    • Sense Motive (2)
    • Spellcraft 1 (5)
    • Spot (2)
    • Survival (2)
    • Use Magic Device (2)
    • Use Rope (2)
    -- Aura; Detect Good 2 1 0
    3rd Incarnate 2 +1 +5 +0 +5
    • Appraise 1 (3)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (6)
    • Listen (2)
    • Search 1 (3)
    • Sense Motive (2)
    • Spellcraft 1 (6)
    • Spot (2)
    • Survival (2)
    • Use Magic Device (2)
    • Use Rope (2)
    3rd: Alertness Chakra Bind (crown) 3 2+1 1
    4th Incarnate 3 +1 +5 +1 +5
    • Appraise (3)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (7)
    • Listen (2)
    • Search (3)
    • Sense Motive (2)
    • Spellcraft 1 (7)
    • Spot 1 (3)
    • Survival (2)
    • Use Magic Device 1 (3)
    • Use Rope (2)
    -- Expanded Soulmeld Capacity +1; Incarnum Radiance 1/day 3 3+1 1
    5th Incarnate 4 +2 +6 +1 +6
    • Appraise (3)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (8)
    • Listen (2)
    • Search 1 (4)
    • Sense Motive (2)
    • Spellcraft 1 (8)
    • Spot 1 (4)
    • Survival (2)
    • Use Magic Device (3)
    • Use Rope (2)
    -- Chakra Binds (Feet, Hands) 4 4+1 1
    6th Incarnate 5 +2 +6 +1 +6
    • Appraise 1 (4)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (9)
    • Listen (2)
    • Search (4)
    • Sense Motive (2)
    • Spellcraft 1 (9)
    • Spot (4)
    • Survival (2)
    • Use Magic Device 1 (4)
    • Use Rope (2)
    6th: Track Rapid Meldshaping 1/day 4 5+1 1
    7th Incarnate 6 +3 +7 +2 +7
    • Appraise 1 (5)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (10)
    • Listen (2)
    • Search (4)
    • Sense Motive (2)
    • Spellcraft 1 (10)
    • Spot (4)
    • Survival (2)
    • Use Magic Device 1 (5)
    • Use Rope (2)
    -- -- 4 6+1 2
    8th Witchborn Binder 1 +3 +7 +2 +9
    • Appraise (5)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (11)
    • Listen (2)
    • Search (4)
    • Sense Motive (2)
    • Spellcraft 1 (11)
    • Spot (4)
    • Survival 4 (6)
    • Use Magic Device (5)
    • Use Rope (2)
    -- Detect Magic; Meldshield; Royal Purse 1/level 5 7+1 2
    9th Witchborn Binder 2 +4 +7 +2 +10
    • Appraise (5)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion 1 (12)
    • Listen (2)
    • Search (4)
    • Sense Motive (2)
    • Spellcraft 1 (12)
    • Spot (4)
    • Survival 1 (7)
    • Use Magic Device 1 (6)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    9th: Soultouched Spellcasting Dispelling Orb 5 7+1+1 2
    10th Witchborn Binder 3 +5 +8 +3 +10
    • Appraise (5)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (4)
    • Sense Motive (2)
    • Spellcraft 1 (13)
    • Spot (4)
    • Survival 5 (12)
    • Use Magic Device (6)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- -- 5 8+1+1 2
    11th Witchborn Binder 4 +6/1 +8 +3 +11
    • Appraise (5)
    • Concentration 1 (1)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search 1 (5)
    • Sense Motive (2)
    • Spellcraft 1 (14)
    • Spot (4)
    • Survival 2 (14)
    • Use Magic Device 1 (7)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- Mage Shackles 5 8+1+1 2
    12th Witchborn Binder 5 +6/1 +8 +3 +11
    • Appraise (5)
    • Concentration 4 (5)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (15)
    • Spot (4)
    • Survival 1 (15)
    • Use Magic Device (7)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    12th: Divine Defiance -- 5 9+1+1 2
    13th Witchborn Binder 6 +7/2 +9 +4 +12
    • Appraise (5)
    • Concentration 2 (7)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (16)
    • Spot 1 (5)
    • Survival 1 (16)
    • Use Magic Device 1 (8)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- Word of Abrogation 5 9+1+2 2
    14th Witchborn Binder 7 +8/3 +9 +4 +12
    • Appraise (5)
    • Concentration 4 (11)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (17)
    • Spot (5)
    • Survival 1 (17)
    • Use Magic Device (8)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- -- 6 10+1+2 3
    15th Witchborn Binder 8 +9/4 +9 +4 +13
    • Appraise (5)
    • Concentration 2 (13)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (18)
    • Spot 1 (6)
    • Survival 1 (18)
    • Use Magic Device 1 (9)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    15th: Arcane Mastery Spiritflay 6 10+1+2 3
    16th Witchborn Binder 9 +9/4 +10 +5 +13
    • Appraise (5)
    • Concentration 4 (17)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (19)
    • Spot (6)
    • Survival 1 (19)
    • Use Magic Device (9)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- -- 6 11+1+2 3
    17th Witchborn Binder 10 +10/5 +10 +5 +14
    • Appraise (5)
    • Concentration 2 (19)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (20)
    • Spot 1 (7)
    • Survival 1 (20)
    • Use Magic Device 1 (10)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- Grim Integument; Royal Purse 1/year 6 12+1+2 3
    18th Incarnate 7 +10/5 +10 +5 +14
    • Appraise (5)
    • Concentration 2 (21)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (21)
    • Spot (7)
    • Survival 1 (21)
    • Use Magic Device (10)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    18th: Open Greater Chakra (Waist) Share Incarnum Radiance 7 13+1+2 3
    19th Incarnate 8 +11/6/1 +11 +5 +15
    • Appraise (5)
    • Concentration 1 (22)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (22)
    • Spot (7)
    • Survival 1 (22)
    • Use Magic Device 1 (11)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- Incarnum Radiance 2/day 7 14+1+2 4
    20th Incarnate 9 +11/6/1 +11 +6 +15
    • Appraise (5)
    • Concentration 1 (23)
    • Decipher Script (5)
    • K:Arcana (5)
    • K:Religion (12)
    • Listen (2)
    • Search (5)
    • Sense Motive (2)
    • Spellcraft 1 (23)
    • Spot 1 (8)
    • Survival 1 (23)
    • Use Magic Device (11)
    • Use Rope (2)
    • Skill Trick: Magical Appraisal
    -- Chakra Binds (Arms, Brow, Shoulders) 7 16+1+2 4


    Spoiler: Spells
    Show

    Vedo has spells of a 1st level cleric. Other than having the spell list available for wands, this isin't a major aspect of the build. Toss around a Cure Light Wounds early on, but otherwise don't rely on the magic.


    Spoiler: Sweet Spot
    Show

    It's at 13th level that this build hits its stride. The big deal here is Word of Abrogation.
    12 essentia
    Divine Defiance feat (10 turn attempts/day)
    Soultouched Spellcasting feat (insight bonus)
    +2 Krau sigil
    ML 9 + 2 (krau) + 3 insight (SS feat) + 3 (WoA) = 17

    Use an immediate action (via Divine Defiance) to counterspell (using Word of Abrogation) an enemy's spell as it's being cast. With a 17 "caster level", you'll need to roll a 7 or higher (on a d20) to counter a spell of the same caster level as your character level. (You'll need that same 7 when you're level 14. At level 15, you'll need an 8, but you gain the Arcane Mastery feat, allowing you to take 10 on the check. By 18th, you can invest even more essentia into both WoA and Soultouched Spellcasting.)

    And you're still free to use a move and a standard action on your turn. (Or a full-round action, if you'd prefer.) Toss off a Dispelling Orb (which also gains the benefits of Soultouched Spellcasting), slap some Mage Shackles onto a foe, or (later on) hit someone with Spiritflay or Grim Integument.


    Spoiler: General Play
    Show

    Royal Purse is going to come into play for you, because you're going to need to make up a shopping list.
    By going on a shopping spree, you can procure a Phylactery of Undead Turning (SRD), a Talisman of Undead Mastery (MIC) (which can, in fact, be used in the same round), a Scepter of the Netherworld (LM), and/or a Sacred Shield (or armor) (BoED). Add in a Rod of Defiance (LM) and a Lyre of the Restless Soul (LM). The result of it all (if/once you manage it all) is a Rebuke Undead level of 14 and the undead being rebuked at -8TR. Which lets you rebuke two undead of 15 HD each.
    A scroll of Create Undead (usable, actually, if made by a Favored Soul) will get you the kind of meat-shield you prefer. (Mage Spectacles offers the bonus to Use Magic Device that will let you use a scroll of Create Greater Undead.)
    Animate Dead is a wand-able spell that's on your cleric spell list.
    Command Undead is a wand-able spell that is not on your spell list. (But that's what Use Magic Device is for!)
    With some/all of that available, and Necrocarnum Crown bound to your crown chakra, you'll have plenty of meat-shields to keep your enemies off of you while you dispel everything in sight.

    A 1st level Witchborn Binder also gains Detect Magic at will. Which is nice for all sorts of obvious reasons. This character also gains the Magical Appraisal skill trick, offering a once/day use that can save on the funds (which can then be used for the shopping list above) and/or can be useful (above and beyond Detect Magic and Spellcraft) when examining a shopkeeper's wares.


    Spoiler: Resources
    Show

    Races of Destiny -- Illuman race; Able Learner feat
    Spell Compendium -- Inquisition Domain; Undeath Domain
    Magic of Incarnum -- Incarnate class; Soultouched Spellcasting feat; Open Greater Chakra feat
    Complete Scoundrel -- Skill Trick: Magical Appraisal
    Fiendish Codex II -- Divine Defiance feat
    Complete Arcane -- Arcane Mastery feat
    For anything not otherwise noted, check the SRD.
    Quotebox
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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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  23. - Top - End - #143
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    The Doctor is in.

    Quote Originally Posted by “The Doctor” Belthataur
    “The Doctor” Belthataur
    NE Illumian Druid1/ Totemist 6/ Witchborn Binder 2/ Fleshwarper 3/ Witchborn binder 8

    stats
    Spoiler
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    32 point buy: STR: 13, CON 17, DEX 10, INT 12, WIS 14, CHA 10
    Level 4: +1 Con
    Level 8: +1 Con
    Level 12: +1 Con
    Level 16: +1 Str
    Level 20: +1 Con


    Obligatory theoretical internet picture
    Just add a tentacle, a third eye, and scary flipping familiar, and malevolent gangster type attitude. Eventually, Belthataur will have the nickname, "The Doctor" for his grafting and extreme torturous methods. He will be a very effective if not noble or honorable witchborn binder. The WB's scary field agent.

    Spoiler
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    Backstory

    Spoiler
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    Belthataur grew up in a large city. He expressed a lot of callous and selfish behaviors as a young teen and found himself exiled from schooling. He didn’t find that he really liked people and city life all that much anyway, so when his parents sent him away to live with an old family friend who worked as a trapper in the nearby forest, he jumped at the opportunity. Exiled to the woods, Belthataur really grew and matured under the tutelage of his adopted uncle. He found that he loved discovering how life worked, sometimes lingering over the butchering of hunted animals and became fascinated in the mechanical yet somehow magical nature of life. He became an efficient hunter and animal handler, and became a relatively well adjusted young man. He had a series of temporary pets that he became adept at training and who seemed to really enjoy his company. He would release them and find new ones within the week.
    One day, he returned home from a successful hunt to find that his adopted uncle had been killed in what looked like a violent magical battle. He tracked the culprit down, and discovered a half elf sorcerer camping talking to his companions about how unprepared his victim was to his magic. Tailing this group for about a week, Belthataur, methodical about his rage, and hungry, found an opportunity to kill the sorcerer. When he returned home with the sorcerer’s staff, he told the story to his parents who pointed out that there was a bounty for this particular bandit by the witch born binder cabal in town. This was a vital connection for Belthataur and became his introduction into some rudimentary incarnum training, which he found to be very intuitive from his amateurish studies of life.
    Belthataur isn’t particularly in hate with magic. His long term plan is to join the witch binders to discover more about the nature of life. He plans on tracking down, defeating, and blackmailing sorcerers lower on the bounty list for “protection money.” Occasionally tracking down and punishing those mages who try to skip out on their protection moneys.

    The Crunch

    You must stick to the skills progression here in order to get everything you need for the first 10 levels. After that, do as you wish.

    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Druid +0 +2 +0 +2 Heal 4, use rope 2, sense motive 2, survival 2, knowledge religion 2, search 1 Alertness (bonus), Track Illumian Hoon (racial), Urban Companion ACF (cityscape web), Voice of the City ACF (cityscape web), Spells, Spontaneous Affliction ACF (exemplars of evil
    2nd Totemist +0 +4 +2 +2 heal 5, search 2, arcana 1 Wild Empathy
    3rd Totemist +1 +5 +5 +2 heal 6, religion 3, arcana 2 Share Soulmeld (MoI) Totem Chakra bind (Capacity +1), Illumian Sigil uur (racial), Illumian Power word uurhoon (racial)(Races of Destiny)
    4th Totemist +2 +5 +5 +3 heal 7, arcana 5 Totem’s Protection
    5th Totemist +3 +6 +6 +3 search 3, religion 4, arcana 6
    6th Totemist +3 +6 +6 +3 heal 9, arcana 7 Enhanced power sigils (+3 on Con checks? heck yeah!) (Races of Destiny)OR improved unarmed strike(PHB) chakra binds (crown feet hands)
    7th Totemist +4 +7 +7 +4 Search 4, arcana 8, survival 4 totem chakra bind (+1 meldshaper level)
    8th Witchborn Binder +4 +7 +7 +6 heal 10, spot 2, survival 5 Detect magic, meldshield, royal purse 1/level
    9th Witchborn Binder +5 +7 +7 +7 Skills Graft Flesh (beholder: grafts in Fiend Folio, which didn’t get an update) Dispelling orb, essentia +1
    10th Fleshwarper(Lords of Madness) +5 +9 +7 +7 Skills aberrant familiar
    11th Fleshwarper +6/+1 +10 +7 +7 Skills Elder Secret (choose depending on campaign)
    12th Fleshwarper +6/+1 +10 +8 +8 Skills multiattack (MM) Graft mastery (illithid)
    13th Witchborn Binder +7/+2 +11 +9 +8 Skills
    14th Witchborn Binder +8/+3 +11 +9 +9 Skills Mage Shackles
    15th Witchborn Binder +8/+3 +11 +9 +9 Skills double chakra (MoI) or enhanced power sigils (if you didn’t take them at earlier levels)
    16th Witchborn Binder +9/+4 +12 +10 +10 Skills Word of abrogation, Essentia +1
    17th Witchborn Binder +10/+5 +12 +10 +10 Skills
    18th Witchborn Binder +11/+6/+1 +12 +10 +11 Skills double chakra or enhanced power sigils Spirit flay
    19th Witchborn Binder +11/+6/+1 +13 +11 +11 Skills
    20th Witchborn Binder +12/+7/+2 +13 +11 +12 Skills Grim integument, royal purse 1/year







    Level Soulmelds Essentia chakra Graft Reserve 0 Level Druid spells 1st Level Druid spells 2nd Level Druid Spells
    1 0 0 0 0 3 1+bonus -
    2 2 1 0 0 3 1 -
    3 3 2 1 0 3 1 -
    4 3 2 1 0 3 1 -
    5 4 3 1 0 3 1 -
    6 4 3 1 0 3 1 -
    7 4 4 2 0 3 1 -
    8 5 5 2 0 3 1 -
    9 5 6 2 0 3 1 -
    10 5 6 2 500 3 1 -
    11 5 6 2 700 4 2 -
    12 5 6 2 900 4 2 1+bonus
    13 5 6 2 0 4 2 1
    14 5 6 2 0 4 2 1
    15 5 7 2 0 4 2 1
    16 5 8 2 0 4 2 1
    17 6 9 3 0 4 2 1
    18 6 9 3 0 4 2 1
    19 6 10 3 0 4 2 1
    20 6 11 3 0 4 2 1



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    Level 1: Belthataur is at this point an illumian druid with some urban training. He can understand a few languages due to the voice of the city ACF. He has an urban companion that is treated like a familiar, representing his attraction to training and using small animals that he can modify the behaviors of. This feature, as written, will open up the fleshwarper class. His familiar also grants alertness, opening up witch born binder class. I also gave him the trading away of spontaneous summon spells to sicken humanoids within a 30’ radius Fort save (DC 10 +1/2 class level +CHA modifier) for a number of rounds equal to the spell sacrificed. (exemplars of evil ACF). His illumine sigil is Hoon (+1 on wisdom and constitution checks, increases to +2 at level 3). He is currently studying and training his incarnum abilities to join the witchbinders.

    Level 5: At level 5, Belthataur is a typical totemist with a handful of druid spells. At 3rd level he received access to the uur sigil (+2 dexterity checks) and the power word “uurhoon” (2/day swift action to gain an insight bonus equal to her Wisdom bonus on Reflex saves and her Dexterity bonus on caster level checks to overcome spell resistance lasting for 1 minute per level of the spell slot expended.) He can share soul melds with his strange companion, which has 75% of his huge hp (consitution score yo!) He doesn’t play uniquely yet. He does get that +2 to constitution for meld shaping however, which is a nice little boost.

    Level 10: Now Belthataur is starting to get some steam. He has joined the witch born binders. Depending on the campaign he either has improved unarmed strike (if the campaign is combat heavy and doesn’t allow hirelings) or enhanced power sigils. Hopefully he has access to an increaser of dexterity so that he can blast through spell resistance using his powerword racial ability, although it will only apply to any spell like abilities he has. He uses his purse for grafts. And hopefully he has installed an anti magic eye into his and his allies heads using the beholder grafts. He uses the purse for legitimate causes but collects those bounties for as cheap as possible, pocketing the extra money for graft money. He has taken to experimenting on wizards and sorcerers.

    Level 12 (sweet spot): Belthatuar now has a flying badger, or a large hawk familiar that can share his girallion arms. He has illithid grafts, and probably has turned a wizard or two into a beast of burden. The illithid grafts not relisted in lords of madness are the ones that you want. If they are not available, instead try to get the Maug or silthilar grafts. He doesn’t like to take big bounties and typically bullies low level sorcerers for “protection money” as well as information about the big bounties, which he share with other binders for a price. He doesn’t hate evil magic users at this point, but sees them as a viable work option that requires little bouts of hard work that help his doctoring skills, which in turn make him and his graft ridden allies more effective at subjugating magic users. He has access to 2nd level druid spells, which he can sacrifice to sicken those around him, increase his familiar’s skills, or to use his uurhoon sigil ability. He has an elder secret (destrachan? immune to sonic effects.) The flesh warper class kind of stinks, typically, but with the druid ACF companion that is “… identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted…”

    Level 15: Belthataur is now a with born binder full time crooked cop. He has WBL that he channels into grafts, as well as the graft points that hopefully combined with the royal purse. He has tried selling his grafting skills for 3rd anti-magic field beholder eyes to the corporation for cost +25% profit. He either takes enhanced power sigils or double chakra depending on the campaign at this level, no worries, at 18th level he’ll take the other one.

    In all, Belthataur is as good as a witch binder can be at being anti-magic, de-buffing, and support plus his grafts make good use of the royal purse which also in turn help the organization, and make him better at mageslaying. His illumine abilities help with his meldshaping. And the use of his super familiar, who, through share soul meld, can become a grappling machine/tiny flanker. Which is nice if he installs an illithid fiend folio grafts that aren’t in lords of madness.
    Last edited by Heliomance; 2014-11-23 at 04:45 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.
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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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    That's all! Judges, away!
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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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    Quote Originally Posted by Heliomance View Post
    That's all! Judges, away!
    wow, five dishes! this is the fewest entries we've had since cryokineticist.
    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 LXIII

    the idea i was playing around with was a Laika (Savage Species Web enhancement) Totemist 2 / Ardent 3 / Soul Manifester 5 / Witchborn Binder 10 with Catalouges of Enlightenment (Inqusistion), Dragontouched and Draconic Aura (Power), for boosting my Casterlevel checks on Dispelling Orb, Mage Shakles and Grim Integument, getting track as a racial bonus feat
    Last edited by Sian; 2014-11-23 at 05:51 AM.

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    Quote Originally Posted by Sian View Post
    the idea i was playing around with was a Laika (Savage Species Web enhancement) Totemist 2 / Ardent 3 / Soul Manifester 5 / Witchborn Binder 10 with Catalouges of Enlightenment (Inqusistion), Dragontouched and Draconic Aura (Power), for boosting my Casterlevel checks on Dispelling Orb, Mage Shakles and Grim Integument, getting track as a racial bonus feat
    it gives alertness as a bonus feat too, which saves a little time. I'm assuming magic mantle to let soul manifester progress your powers?
    fight my brute! it's a lot of fun
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Soul Manifester is the Mind's Eye variant of Soulcaster which boosts Psionic manifesting instead of Arcane Casting. No need for Magic Mantle (althrough thematicly sensible) as it overlaps quite a bit with what Witchborn Binder gets (Dispelling Orb and at will Detect magic) ... main considerations for Mantles were Freedom and Physical Power, with the jury still out on the third.

    Where do you see Alertness as a bonus feat in those? ...
    Last edited by Sian; 2014-11-23 at 06:09 AM.

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    Well. . . So much for getting up this AM to finish before the scheduled reveal.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXIII

    Quote Originally Posted by Sian View Post
    Soul Manifester is the Mind's Eye variant of Soulcaster which boosts Psionic manifesting instead of Arcane Casting. No need for Magic Mantle (althrough thematicly sensible) as it overlaps quite a bit with what Witchborn Binder gets (Dispelling Orb and at will Detect magic) ... main considerations for Mantles were Freedom and Physical Power, with the jury still out on the third.

    Where do you see Alertness as a bonus feat in those? ...
    I know that. I love soul manifester. I just... misread you as saying soulcaster. I have no idea why.

    The sample one just has alertness as its 1, not a bonus. weird.
    fight my brute! it's a lot of fun
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