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

    Quote Originally Posted by KrimsonNekros View Post
    Welcome, you've become one of us
    one of us,
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    been cooking for 7 an a half hours. my eyes are bleeding.

    truly we are blessed to have such a secret ingredient
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

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    Venger, can you be my full-time memory aid please?
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    I certainly know that feeling. This took way longer than I wanted it to. You've got your competition, KrimsonNekros.
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    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    And that's time!

    ...what are you talking about? I'm not an hour late. Not at all.
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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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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Heading up the League of Extraordinary Adventurers:

    Quote Originally Posted by Al'ayn Q'tarmayn
    Al’ayn Q’tarmayn


    Spoiler: Career Snapshot
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    Half-Drow Scout 5/Hit & Run Tactics Fighter 1/Thunder Guide 3/Dread Commando 4/Thunder Guide +7

    Spoiler: The Story
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    The Life and Times of Al’ayn Q’tarmayn
    Commando with the Extraordinary Gentlemen
    Kole Naerrin

    This reporter caught up to the prestigious Lord Al’ayn Q’tarmayn, a Half-Drow former military man of quite some repute, as he was docking his small ship in Stormreach. Always the resourceful guide, Lord Q’tarmayn promptly tapped the bow of his vessel, and uttered a command word that was indecipherable to even my learned ears, and his ship proceeded to fold in on itself, until it resembled nothing more than a small book shaped box, engraved with a watery motif. I would come to find that this is just one of many useful items that the legendary adventurer carries on his person at any given time. But let’s take this story back a few years, and start from the beginning.
    Al’ayn began his adult life by joining the Brelish Army as a messenger, but quickly proved his mettle in combat and displayed great stealth and cunning, and was soon reassigned as a Scout. He spent his military career in distinguished service as a forward scout, a distance skirmisher, and a guide for strategic insertion forces, operating out of both the Seren and Xendrik theaters. (Levels 1-5)

    After separating from the military, Al’ayn decided to spend his retirement commission to start up a small guide service operating on the Thunder Coast. During this time, he successfully treated with a Drow Family that lived slightly inland of Xendrik, and was gifted an enchanted Xendrik Boomerang as a token of their appreciation when he helped them fight off a rampaging Giant that had come to repossess an ancient artifact. Al’ayn still treasures this gift, and regularly employs its use in his travels, along with an unnaturally sharp kukri that he received from a tribe of Sahuagin (sea-devils to those of you used to the slang term), and a greatly enchanted composite longbow, which he initially received during his military service, and has since continuously had re-enchanted to serve his ever growing needs. But, back to the period at hand, it wasn’t long after Lord Q’tarmayn started up his guide company that he was approached by a few other prior servicemen, who inquired after his interest in pursuing a joint venture with them as auxiliary forces for hire. And thus was formed the mercenary group known as “The Extraordinary Gentlemen”. (Levels 6-10)

    The Extraordinary Gentlemen (known colloquially as The Ex G’s) acted as a rough and tumble group of experienced former military men for hire, commonly operating as a special forces group focused on stealthy infiltration and sabotage of enemy siege camps, and even removing certain key leaders from the field of battle before the battle even started. Al’ayn’s role in the group was, as during his formal service period, that of forward scout and ranged ambusher. Their successful operations served to gain the future Lord Q’tarmayn the venture capital he would need to bring his guide operation up to competitive status with the other Thunder Guides operating along the Thunder Coast. (Levels 11-15)

    Now back in his so-called retirement, Al’ayn focuses more on guiding would be adventurers and kitted up nobles up and down the Thunder Coast, introducing them to his adopted Drow family and showing them the terrifying Sahuagin Marauders that prowl the Shargon’s Teeth off the coast of Stormreach. He also takes adventurers and scholars to Seren Isle, promising safe passage and using his connections on the island with the barbarian natives to allow his customers the time they require for studying the unique statues on the island, as well as offering them a launch point for the Dragon continent Argonnesson. (Levels 16-20)
    It was on his return from one of these trips that I finally caught up with Lord Q’tarmayn, who explained to me some of the finer points of his history, including a few awe-inspiring anecdotes about his run ins with large sea creatures, trained Giant Sorcerers, and even his encounters with the raging Humans of Seren. His most dangerous foe so far though?
    “House Lyrandar’s eligible Half-Elf bachelorettes at their annual airship galas!”

    Spoiler: Attributes
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    Half-Drow
    Identical to Half Elf (Favored Class: Any, Immune to Sleep Spells and effects, +2 Racial bonus to Will saving throws versus Enchant spells and effects, +1 to Listen, Search and Spot, +2 to Diplomacy and Gather Information, except had Darkvision instead of Low-Light Vision, and is Drow-Blooded (which is an extension of Elf-Blooded).
    Attribute Base Score Bonus from Level Score at 20
    Strength 12 12, 16, 20 15
    Dexterity 16 4, 8 18
    Constitution 12 - 12
    Intelligence 14 - 14
    Wisdom 14 - 14
    Charisma 10 - 10

    Spoiler: The Training
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Scout +0 +0 +2 +0 Diplomacy 2, Hide 4, Knowledge (Dungeoneering) 4, Knowledge (Geography) 4, Knowledge (Nature) 4, Listen 4, Move Silently 4, Search 4, Spot 4, Survival 4 Point Blank Shot Skirmish (+1d6), Trapfinding
    2nd Scout +1 +0 +3 +0 Hide 5, Knowledge (Dungeoneering) 5, Knowledge (Geography) 5, Knowledge (Nature) 5, Listen 5, Move Silently 5, Search 5, Spot 5, Survival 5 - Battle Fortitude +1, Uncanny Dodge
    3rd Scout +2 +1 +3 +1 Diplomacy 3, Hide 6, Knowledge (Dungeoneering) 6, Knowledge (Geography) 6, Knowledge (Nature) 6, Listen 6, Move Silently 6, Search 6, Spot 6, Survival 6 Rapid Shot Fast Movement +10 ft, Skirmish (+1d6, +1 AC), Trackless Step
    4th Scout +3 +1 +3 +1 Hide 7, Knowledge (Dungeoneering) 7, Knowledge (Geography) 7, Knowledge (Nature) 7, Listen 7, Move Silently 7, Search 7, Spot 7, Survival 7 Dodge Bonus Feat
    5th Scout +3 +1 +4 +1 Diplomacy 4, Hide 8, Knowledge (Dungeoneering) 8, Knowledge (Geography) 8, Knowledge (Nature) 8, Listen 8, Move Silently 8, Search 8, Spot 8, Survival 8 - Evasion, Skirmish (+2d6, +1AC)
    6th Fighter +4 +3 +4 +1 Handle Animal 2, Ride 2 Mobility, Improved Skirmish Bonus Feat, Hit & Run Tactics
    7th Thunder Guide +4 +5 +4 +2 Diplomacy 10 - Speak Language (Giant)
    8th Thunder Guide +5 +6 +4 +1 Diplomacy 11, Knowledge (Local) 5 Exotic Weapon Proficiency (Xendrik Boomerang) Thunder Lore (Xendrik Boomerang Expert)
    9th Thunder Guide +6/+1 +6 +5 +2 Diplomacy 12, Knowledge (Local) 10 Many Shot Native Ties (Drow of Xendrik)
    10th Dread Commando +7/+2 +6 +7 +2 Diplomacy 13, Hide 13, Move Silently 9 - Sudden Strike (+1d6), Team Initiative Bonus
    11th Dread Commando +8/+3 +6 +8 +2 Diplomacy 14, Hide 14, Move Silently 14 - Armored Ease 2
    12th Dread Commando +9/+4 +7 +8 +3 Diplomacy 15, Hide 15, Move Silently 15, Listen 12 Greater Many Shot Sudden Strike (+2d6)
    13th Dread Commando +10/+5 +7 +9 +3 Diplomacy 16, Hide 16, Move Silently 16, Listen 16 - Armored Ease 4, Stealthy Movement
    14th Thunder Guide +11/+6/+1 +8 +9 +3 Diplomacy 17, Gather Information 5 - Speak Language (Draconic), Thunder Lore (Ghost of Xendirk)
    15th Thunder Guide +11/+6/+1 +8 +9 +3 Diplomacy 18, Gather Information 10 Woodland Archer Lionized in the Press
    16th Thunder Guide +12/+7/+2 +9 +10 +4 Diplomacy 19, Gather Information 15 - Native Ties (Sahuagin of Shargon’s Teeth), Rescue Artist, Thunder Lore (Dragonsong)
    17th Thunder Guide +13/+8/+3 +9 +10 +4 Diplomacy 20, Gather Information 20 - Speak Language (Sahuagin)
    18th Thunder Guide +14/+9/+4 +10 +10 +4 Diplomacy 21, Sense Motive 5 Able Sniper Social Hero, Thunder Lore (Pandin Temn)
    19th Thunder Guide +14/+9/+4 +10 +11 +4 Diplomacy 22, Sense Motive 10 - Native Ties (Seren Barbarians)
    20th Thunder Guide +15/+10/+5 +11 +11 +5 Diplomacy 23, Gather Information 20, Handle Animal 2, Hide 16, Knowledge (Dungeoneering) 8, Knowledge (Geography) 8, Knowledge (Local) 10, Knowledge (Nature) 8, Listen 16, Move Silently 16, Ride 2, Search 8, Sense Motive 15, Spot 8, Survival 8 - Society Peer, Speak Language (Celestial), Thunder Lore (Seren Hide)

    Spoiler: Snapshot
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    At all levels, Al'ayn is primarily a ranged skirmisher. His tactics will always involve hiding, and then moving in order to trigger skirmish damage.
    • Levels 1-5 At this point in his career, Al'ayn is your standard ranged Scout. His tactics will consist mostly of hiding and moving silently to get within decent range, then breaking cover and skirmishing.
    • Levels 6-10 Now, Al'ayn's damage goes up a bit, thanks to Hit and Run Tactics, in addition to his initiative. At level 10, he also gets to help his teammates out a bit with his Team Initiative Bonus. We all know it's better if the group gets to attack before the enemies.
    • Levels 11-15 Al'ayn finishes up with his time as a Dread Commando, allowing him full movement while hiding and moving silently, and dives back into being a Thunder Guide. He uses his Thunder Guide levels to primarily increase his "party face value", and also to negotiate a better deal for himself in his business ventures.
    • Levels 16-20 More of the same as before. He doesn't really gain any more combat abilities, although his sniping capabilities increase from Able Sniper, allowing him to negate the -20 to hide after shooting from cover.

    Spoiler: Thunder Lore & Native Ties
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    Thunder Lore
    • Xen'drik Boomerang Expert: You gain the Exotic Weapon Profi ciency (Xen'drik boomerang) feat. As well, when you throw a Xen'drik boomerang, its range increment increases to 30 feet and you never fail your attack roll to catch a returning Xen'drik boomerang.
    • Ghost of Xen'drik: In any jungle environment, you gain a +4 competence bonus on Hide, Move Silently, and Survival checks.
    • Dragonsong (Ex): Once only (and even then but far away), you have heard the dragons wake the hills of Argonnessen with song. Having been witness to the tragic glory of dragonsong, you are immune to the charms of lesser songs (the captivating song of harpies, the fascinate and suggestion spell-like abilities of a bard, and so on). As well, you gain a +4 insight bonus on saving throws made to resist any other charm effect.
    • Pandin Temn (Ex): You have trained at the side of drow to become a pandin temn, a scourge of giants. You gain a +1 dodge bonus to Armor Class and a +1 bonus on attack rolls when fi ghting any creature that is Large or larger.
    • Seren Hide (Ex): Your skin becomes rough like the hide of the Seren jungle beasts. You gain a +1 natural armor bonus.

    Native Ties
    • Drow of Xen'drik: You forge ties with a family of drow living within 50 miles of the Thunder Sea coast (you designate your drow family's specifi c location). When you visit, your adoptive dark elf brothers furnish you with up to two of any of the following: vials of antitoxin, glyphbooks, fl asks of acidic fire, Mabar crystals, and noxious smokesticks. If you make a DC 15 Diplomacy check, you can also have any one of the following spells cast for you: dispel magic, remove curse, or remove disease (all CL 5th). Other spells might be available at the DM's discretion.
    • Sahuagin of Shargon's Teeth: You have right of passage through Shargon's Teeth. If sahuagin raiders attack your ship on its way across the Thunder Sea to Xen'drik or elsewhere, you can present yourself and make a DC 20 Diplomacy check to raise the Sahugin's attitude from hostile to unfriendly (though you gain no such benefi t with other sea creatures). Additionally, you can hire mercenaries from the aquatic races of the area, including sahuagin, merrow (aquatic ogres), scrags (aquatic trolls), and locathah. Aquatic mercenaries work anywhere in the greater Thunder Sea, but do not take their dangerous work lightly, hiring on for no less than 70 gp each per day.
    • Seren Barbarians: You can trade with the Seren barbarians as if you bore a dragonmark. When in a Seren village, you can make a DC 15 Diplomacy check with the village's Shroud of Scales (see page 98) to purchase up to two potions (2nd-level or lower) at half the normal price. As well, with a successful DC 20 Diplomacy check, you can purchase one Quaal's feather token at half the normal price.




    Spoiler: The Footlocker
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    While Al'ayn Q'tarmayn can certainly hold his own with just a Composite Longbow, as a "mundane" combatant, it should be noted that he will undoubtedly perform better with a variety of magical items. In his career as a military man and expedition guide, Al'ayn acquired his fair share of wealth, and spent it accordingly.

    As such, Lord Q'tarmayn spares no expense when it comes to his equipment. As a military man from the beginning of his career, he learned the three rules of personal maintenance. "You care for yourself first and foremost, your equipment second, and your transportation third". To that extent, he has no shortage of functional gear, including, primarily, his bow. This bad boy is a +2 Precise Force Composite (2) Longbow. It can pretty much handle just about whatever comes in front of Al'ayn. He also carries a +1 Xendrik Boomerang, and a +1 Keen Kukri. He also wears a +1 Soulfire Mithral Breastplate, Skirmisher Boots, Greater Bracers of Archery and a Scout's Headband, and keeps a Piwafwi handy for times of stealth. He also has his own Folding Boat and a Daern's Instant Tent, along with an Everful Mug and his own Everlasting Rations. These items are in addition to any of the standard defensive items you could expect an experienced adventurer to carry, such as a Ring of Protection, Vest of Resistance, Amulet of Natural Armor and Belt of Magnificence.

    Spoiler: Sources
    Show

    Complete Adventurer (Scout)
    Complete Warrior (Feats)
    Heroes of Battle (Dread Commando)
    Races of the Wild (Feats and Gear)
    Magic Item Compendium (Gear)
    Eberron - Explorer's Handbook (Thunder Guide)
    Eberron Campaign Setting (Locations)
    Dungeon Master's Guide (Magic Items)
    Player's Handbook (Fighter, Feats Skills, and Gear)
    Forgotten Realms - Races of Faerun (Half-Drow)
    Drow of the Underdark (Fighter ACF)
    Picture - Google Search for Dark Elf Archer, this one came up in the image panel, referencing back to this post...
    Last edited by Heliomance; 2015-02-08 at 06:09 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.

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

    His Eminence, His Excellency, His Academicness, His... oh, who am I kidding?

    Quote Originally Posted by Lord Professor Hexler
    Lord Prof. Hexler of the thunder guides.

    Spoiler: fluff
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    one day a professor at morgrave university looked down on his desk. a collection of parchment
    and pens filled it entirely, apart from one ornament that remained in the corner serving as a paperweight.
    tomorrows lecture notes were still only half finished time was growing short and inspiration was stretching thin.
    taking a sip of wine and trying to get back to it an old tome entered his mind.

    he went over to his book case and took out the book, it was a
    tome with a brown untreated leather cover and cheap parchment pages.
    the only marking on the cover was the number 1.
    flicking open the book he read about a stout-hearted young man who toiled through
    what a lecturer at this university thought was an abandoned dungeon, only to find
    a beholder who had made it its home.
    the next page was adventuring through the thunder sea, a shipmate, recounting a close
    encounter with a dire shark.
    near the end of the book, the writing gets less hectic and more structured, the young man's
    penmanship obviously improving.
    the last story tells of an encounter with a rogue aereni elf, trying to devise a ritual to
    awaken all his ancestors, and him and his party. including an artificer from
    morgrave jumped in at the last minute saving the entire region.

    picking up books 2 through 24 he sits down to revise his knowledge of this
    legendary adventurer, one who was the topic of many of his lectures.
    for the next 8 hours he reads from low risk treks through the jungles of xen'rick
    and meeting and saving a local family of drow,
    to seeing the hills of Argonnessen literally come to life with just the
    single song from a group of dragons.
    one of his highlights was befriending and forming a bond with a storm giant from xen'drik
    a fellow by the name of gaarlex. he appears in many of the later books, whenever
    the young man needed advice in an hour of need.
    spanning a career of 24 years in the outreach program and one book for each year
    that he furthered the knowledge of the university.

    at the end of the final book he reads about the legends retirement as an adventurer.
    he had been offered a life long job recounting his tales and giving his insights into the world.

    looking around his office, you would not think at first glance that this dusty
    old venerable professor, who spends his days recounting his amazing knowledge of
    the world to students of the university, was once a great and mighty adventurer
    who spent his days in the outreach program, protecting those who could be
    considered his predecessors.

    now, at the ripe old age of 78, he has been a professor for 30 years. he longed
    to see all his old friends, to see the wonders of the world that were now distant
    but vivid memories in his old age. but alas he had a lecture tomorrow about his journeys
    through the demon wastes.
    feeling a tear come to his eye he sat down and had another sip of fine wine to finish writing his speech.

    an hour later and by candle light he looked down again. seeing his half written speech
    laying on the corner of his desk and instead a note written to the faculty of the university.
    he grabbed his old belongings, his old cloak and armour. and set off into the night.

    Spoiler: other fluff
    Show
    a lot of his back story from level 10 onwards is described above.
    before becoming a thunder guide he was a young monk living in a monastery in xen'drik.
    he did not fit in well as the other monks used there keen senses and wise teachings to develop their abilities,
    hexler relied on his quick wits and calculated moves to dodge, and to strike,
    this eventually meant he had to leave the monastery as he quickly became the most intelligent member there and no more to learn.

    he spent many many years travelling, learning a little bit from everything he could find. devoting his time to more
    skills and training then anyone he knew, the more he learned the better his understanding of the world and its people.
    this way he always knew what he was fighting and how to best defeat it tactically with as little exertion as possible.

    he learned the basics of magic, both arcane and divine, and made many friends.
    he was a peoples man and hired himself as a protector and guide to the rich,
    one rich man ended up being a professor at morgrave, and invited him to the outreach program, where is vast wealth of skills
    earned him a huge reputation. he then joined the thunder guides and spent his time escorting those on the program all over eberron.
    eventually becoming so renown that he was given many titles and a professorship.



    Spoiler: key information
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    decisive strike passive way invisible fist monk 2/ factotum 8/thunder guide 10

    str 16
    dex 8
    con 12
    int 16 +1 +1 +1 +1 +1
    wis 10
    cha 14

    to these add a tome +5 int and a +6 int item. for a total of 32 int.
    at some point a +2 wisdom item is wanted to get 4 uses of opportunistic piety. other good stats to improve are str, con and cha (purely fluff for cha really)

    you end with 15 inspiration points.



    Spoiler: progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st decisive strike passive way invisible fist monk 1 0 2 2 2 (languages - common, elven , draconic, dwarven) knowledge arcana 4, knowledge religion 4, tumble 4, diplomacy 4, sense motive 4, spot 4, listen 4, climb 1, balance 1, jump 1, escape artist 1 kung fu genious, (human) travel devotion, bonus feat - combat expertise. +2 bluff, decisive strike, unarmed strike (1d6),
    2nd decisive strike passive way invisible fist monk 2 1 3 3 3 knowledge arcana 5, knowledge religion 5, tumble 5, diplomacy 5, sense motive 5, spot 5, listen 5, swim 1 bonus feat - improved trip. invisible fist.
    3rd factotum 1 1 3 5 3 knowledge arcana 6, knowledge religion 6, knowledge local 6, knowledge geography 1,
    knowledge dungeoneering 1
    knowledge devotion (arcana) inspiration 2, cunning insight, cunning knowledge, trapfinding
    4th factotum 2 2 3 6 3 knowledge arcana 7, knowledge religion 7, knowledge local 7, knowledge geography 5, knowledge history 1, knowledge arc and eng 1, knowledge nature 1 arcane dilettante 1 (lvl 0)
    inspiration 3,
    5th factotum 3 3 4 6 4 knowledge arcana 8, knowledge religion 8, knowledge local 8, knowledge nature 5, nob and roy 1, knowledge psionics 1, spellcraft 1 brains over brawn, cunning defence, arcane dilettante 1 (lvl 1)
    6th factotum 4 4 4 7 4 knowledge arcana 9, knowledge religion 9, knowledge local 9, spellcraft 5, diplomacy 7, survival 1 knockdown arcane dilettante 2 (lvl 1), cunning strike
    7th factotum 5 4 4 7 4 knowledge arcana 10, knowledge religion 10, knowledge local 10, decipher script 1, appraise 1, disable device 1, disguise 1, forgery 1, gather information 1, handle animal 1 inspiration 4, opportunistic piety (3/day), arcane dilettante 2 (lvl 2)
    8th factotum 6 5 5 8 5 knowledge arcana 11, knowledge religion 11, knowledge local 11, heal 1, hide 1, move silently 1, intimidate 1, open lock 1, ride 1, search 1, use magic device 1
    9th factotum 7 6/1 5 8 5 knowledge arcana 12, knowledge religion 12, knowledge local 12, sleight of hand 1, use rope 1, auto hypnosis 1, psicraft 1, use psionic device 1, martial lore 1, truespeak 1, diplomacy 8 font of inspiration +1 arcane dilettante 3 (lvl 2)
    10th factotum 8 7/2 5 9 5 knowledge arcana 13, knowledge religion 13, knowledge local 13, knowledge dungeoneering 5, craft alchemy 1, craft poisonmaking 1.
    skill tricks, collector of stories (2pts)
    arcane dilettante 2 (lvl 3), cunning surge, inspiration 5
    11th thunder guide 1 7/2 7 9 5 knowledge arcana 14, diplomacy 14, profession sailor 1, survival 2 speak language - undercommon
    12th thunder guide 2 8/3 8 9 5 knowledge arcana 15, diplomacy 15, profession sailor 2, survival 6, gather information 2, knowledge geography 6, font of inspiration +2 (+3) thunder lore - malenti pearl trick,
    13th thunder guide 3 9/4 8 10 6 knowledge arcana 16, diplomacy 16, profession sailor 3, knowledge geography 7, bluff 5 native ties - drow of xen'drik
    14th thunder guide 4 10/5 9 10 6 knowledge arcana 17, diplomacy 17, profession sailor 5, knowledge geography 8, spot 7, listen 7 speak language - giant, thunder lore - dragon song
    15th thunder guide 5 10/5 9 10 6 knowledge arcana 18, diplomacy 18, knowledge geography 10, spot 10, listen 9 font of inspiration +3 (+6) lionized in the press
    16th thunder guide 6 11/6/1 10 11 7 knowledge arcana 19, diplomacy 19, spot 12, listen 12, survival 9 native ties - storm giant gaarlex, rescue artist, thunder lore - savage of the storm
    17th thunder guide 7 12/7/2 10 11 7 knowledge arcana 20, diplomacy 20, spot 13, listen 13,
    survival 15
    speak language - celestial
    18th thunder guide 8 13/8/3 11 11 7 knowledge arcana 21, diplomacy 21, spot 16, listen 16, survival 17 font of inspiration +4 (+10) serial hero, thunder lore - savage of the mists
    19th thunder guide 9 13/8/3 11 12 8 knowledge arcana 22, diplomacy 22, spot 18, listen 18, survival 21 native ties - elves of pylas talaear
    20th thunder guide 10 14/9/4 12 12 8 knowledge arcana 23, diplomacy 23, survival 23, spot 21, listen 18 society peer, speak language - aquan , thunder lore - seren hide


    Spoiler: info
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    skills - every skill has 1 point in it so that you can add cunning knowledge to it.
    brains over brawn means that skills with few ranks in that are str/dex have a huge boost. so although i have little in climb or the likes i add my int and my relevant score and can boost with my factotum level, i am very capable due to this.
    the skill amounts may not look very neat, and i have only included the new skill points gained rather then keep the whole skill list in, they are in the order i felt the character would gain them from his experiences (like more bluff whilst around drow, more survival and spot/listen whilst a thunder guide, profession sailor as he sails at the beginning of thunder guide, and knowledges as a travelling intelligent man trying to learn anything and everything.)

    low levels, using travel devotion i can move up to and then full round decisive strike my opponents. dealing double damage on my (pretty average) unarmed strikes, or i can trip (adding int as its a str check at level 5) and cause an attack after. i am usually denying dex due to invisible fist, and kung fu genious gives int to AC,
    gaining knowledge devotion at level 3 offsets some of my decisive strike or non full BAB penalties. giving me a good chance to hit. and using my few points of inspiration to hit rather then anything else would give me a bonus to hit comparable to a full BAB melee combatant so i don't fall behind, and i even overtake it
    lvl 5 example, barbarian 16 str +rage + 5 BAB +m/w weapon = 11 ish to hit,
    me, BAB 3, 16 str, +3 int + 1-3 knowledge = 10-12 ish to hit.
    i also gain a 1st level spell 1/day, grease is a good example, or glitterdust, pick a BFC or long term buff for my spell if i don't know what i will need.

    after level 5 up to 10 i gain more spells up to 3 spells up to level 3. same guidelines as above.
    at level 6 i get knockdown, meaning i no longer have to pick between strike or trip, i essentially double my one double damage strike as well as have them tripped. with my bonus to tumble i can usually avoid AoO from people that have a greater reach as i charge.
    opportunistic piety can be used to fuel travel devotion, so it is more then 1/day it gives turn attempts, and it requires attempts, not the class feature (i have checked)
    my inspiration pool has started to grow a little, up to 5 points and when i hit level 10 i get cunning surge. this is my sweet spot.
    using this i have travel devotion up to them, with enough boosts to avoid AoO with tumble.
    i full round action to decisive strike, i hit due to my bonuses from int to hit and knowledge devotion, double damage, get a free trip (with int to trip passively), double damage again, then cunning surge to get another attack (which is double damage by the way decisive strike works).
    if they survive and want to stand then blah de blah AoO from me.

    after level 10, fonts of inspiration give more inspiration points to use more boosts and more extra attacks,
    i gain immunities and resistances to song based stuff and charm or compulsions respectively.
    charm person and obscuring mist 1/day
    ability to boost my strength.
    a bonus to natural armour.
    and a few nice friends along the way, including gaarlex the storm giant.
    rescue artist goes well with my nice shiny pony bought from my income i get. and i get a reasonable boost in wealth later.

    all in all i combine my knowledge of basicly everything, my ability to help those in need, get out of there fast if needed and my ability to punch enemies to death in a calculated manor to be a great thunder guide. and being able to stay alive that long earned me my professorship.


    Spoiler: equipment
    Show

    as said before a tome and a few ability boost items are useful, a necklace of natural attacks and a monks belt work. just the standard stuff other then that. not heavily reliant on it being needed.
    that being said, a way of turning my fists into touch attacks would be really useful, as well as ghost touch e.t.c


    Spoiler: references
    Show

    PHB (monk and basic feats)
    PHB2 (decisive strike acf pg. 51)
    Exemlars of evil (invisible fist acf pg.21)
    unearthed arcana (passive way acf)
    dungeonscape (factotum)
    dragon compendium (kung fu genius acf)
    complete champion (devotion feats)
    WOTC online web enhancemant (font of inspiration)
    sword and fist (knock-down feat)

    and of course
    special thanks to the explorers handbook and thunder guide.
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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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  6. - Top - End - #126
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    I'm sure I used to have an easier time coming up with witticisms for these things.

    Quote Originally Posted by Noamuth, the Aberrant

    Noamuth, The Aberrant
    Half-Drow, CN, Whirling Frenzy Spiritual Totem Barbarian 2/ Champion of the Wild (Ranger) 4/ Heir of Khyber 4/ Thunder Guide 10
    Spoiler: A Hunter's Reputation
    Show
    It was a usual day at the Wavecrest Tavern. The chatter of regulars and new arrivals talking kept the atmosphere buzzing. Aida was ever her cheerful self, kept busy by the orders of customers. The majority of the buzz seemed to die in an instant however as a scorpion of seemingly abnormal size wandered into the tavern. Aida turned to see what the commotion was and smiled.

    “Hello Kassi. If you're here, then that means,” She looked up to see a hooded figure walk in. “Noamuth isn't far behind. I'll get your regular going and see if I can't find something for Kassi as well.” The figure pulled his hood down revealing his long white hair and dark skin. White tattoos adorned the left side of his face, and a Dragonmark wrapped up his neck. He nodded to the girl and made a quick snap of his fingers walking to a table in the back. The scorpion let out a loud chirp and followed him.

    As he took a seat the buzz resumed in the tavern as everyone resumed their conversations. One of the patrons looked at him curiously before turning to the ogress sitting next to him. “Regular here?”

    “Kassinel or The Aberrant?” The confused look gave her a little chuckle. “Noamuth is one of the better Thunder Guides around here. He knows the jungles of Xen'drik and it's dangers better than anyone else. Course it makes sense given that he was born and raised out there.”

    The patron quirked an eyebrow. “He's one of those infamous drow then?”

    The gnome sitting across the table chimed in. “Half-drow technically. Claims his father's one of the Seren barbarians, but he hasn't been able to find out who he is, so it's anyone's guess, including his, if he's actually telling the truth there. Still wouldn't want to question him on it. He's very protective of his tribe. He may come to the city a lot, but the boy's Vulkoori through and through.”

    The new patron seemed utterly confused. “Vulkoori? What do you mean?”

    The ogress spoke. “He worships Vulkoor like most of the drow tribes. The tribal drow are very protective of their families, and don't speak of them much. Fortunately he's not one of the one's that's bent on ousting every nondrow from Xen'drik. He just wants to find the most dangerous game he can. To that end, he'll go anywhere, and he's the best tracker you're going to find this side of Khorvaire.”

    “And he's got the influence and ties to get a hunting party in just about anywhere in Thunder Sea region.” The gnome seemed almost impressed as he spoke. “The Aberrant's your best bet if you want to be hunting these lands make no mistake.”

    Spoiler: Abilities
    Show




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


    Languages Spoken At 1st Level
    Drow, Common, Giant, Draconic




    Spoiler: Build
    Show


    Level Class BAB Fort Ref Will Skills Feats Features
    1 Champion of the Wild +1 + 2 + 2 + 0 Climb (Str) 2, Diplomacy (Cha)2, Handle Animal (Cha) 4, Hide (Dex) 2, Knowledge (Geography) (Int) 2, Knowledge (Nature) (Int) 2, Listen (Wis) 4, Move Silently (Dex) 4, Spot (Wis) 4, Survival (Wis) 4 Blessed of Vulkoor, Track Favored Enemy (Giant), Wild Empathy, 1/day (Acid Splash, Detect Poison, Pass Without a Trace)
    2 Champion of the Wild +2 + 3 + 3 + 0 Climb (Str) 2, Diplomacy (Cha)2.5, Handle Animal (Cha) 5, Hide (Dex) 2, Knowledge (Geography) (Int) 4, Knowledge (Nature) (Int) 2, Listen (Wis) 5, Move Silently (Dex) 5, Spot (Wis) 5, Survival (Wis) 5 - Combat Style (TWF)
    3 Barbarian +3 + 5 + 3 + 0 Climb (Str) 2, Diplomacy (Cha) 3, Handle Animal (Cha) 6, Hide (Dex) 2, Jump (Str) 2, Knowledge (Geography) (Int) 4, Knowledge (Nature) (Int) 2, Listen (Wis) 6, Move Silently (Dex) 5, Spot (Wis) 5, Survival (Wis) 6 Abberant Dragonmark Whirling Frenzy, Spiritual Totem (Lion), 1/day (Shield)
    4 Barbarian +4 + 6 + 3 + 0 Climb (Str) 3, Diplomacy (Cha) 3, Handle Animal (Cha) 7, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 4, Knowledge (Nature) (Int) 2, Listen (Wis) 7, Move Silently (Dex) 5, Spot (Wis) 5, Survival (Wis) 7 - Uncanny Dodge
    5 Thunder Guide +4 + 8 + 3 + 0 Balance (Dex) 2, Climb (Str) 3, Diplomacy (Cha) 3, Handle Animal (Cha) 7, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 4, Knowledge (Nature) (Int) 2, Listen (Wis) 7, Move Silently (Dex) 5, Spot (Wis) 6, Survival (Wis) 8 - Speak language (Argon)
    6 Champion of the Wild +5 + 8 + 3 + 1 Balance (Dex) 2, Climb (Str) 3,Diplomacy (Cha) 3, Handle Animal (Cha) 9, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 4, Knowledge (Nature) (Int) 4, Listen (Wis) 9, Move Silently (Dex) 5, Spot (Wis) 7, Survival (Wis) 9 Drow Skirmisher, Endurance -
    7 Champion of the Wild +6/+1 + 9 + 4 + 1 Balance (Dex) 2, Climb (Str) 3, Diplomacy (Cha) 3, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 9, Move Silently (Dex) 5, Spot (Wis) 8, Survival (Wis) 10 - Animal Companion (Medium Monstrous Scorpion)
    8 Heir of Khyber +6/+1 + 11 + 6 + 3 Balance (Dex) 2.5, Climb (Str) 3, Diplomacy (Cha) 3, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 11, Move Silently (Dex) 6, Spot (Wis) 8, Survival (Wis) 10, Tumble (Dex) 2 Lesser Abberant Dragonmark Aberrant Affinity, 2/day (Shield, Touch of Idiocy)
    9 Thunder Guide +7/+2 + 12 + 6 + 3 Balance (Dex) 3, Climb (Str) 3, Diplomacy (Cha) 3, Gather Information (Cha) 3, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 11, Move Silently (Dex) 6, Spot (Wis) 9, Survival (Wis) 11, Tumble (Dex) 2 Dodge Thunder Lore (Ghost of Xen'drik)
    10 Thunder Guide +8/+3 + 12 + 7 + 4 Balance (Dex) 3.5, Climb (Str) 3, Diplomacy (Cha) 3, Gather Information (Cha) 6, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 11, Move Silently (Dex) 6, Spot (Wis) 10, Survival (Wis) 12, Tumble (Dex) 2 - Native Ties (Stormreach Irregulars)
    11 Thunder Guide +9/+4 + 13 + 7 + 4 Balance (Dex) 4, Climb (Str) 3, Diplomacy (Cha) 5, Gather Information (Cha) 6, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4 Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 11, Move Silently (Dex) 6, Spot (Wis) 11, Survival (Wis) 14, Tumble (Dex) 2 - Speak Language (Sahaugin), Thunder Lore (Viscious Barbarism)
    12 Heir of Khyber +10/+5 + 14 + 8 + 5 Balance (Dex) 4, Climb (Str) 3, Diplomacy (Cha) 5, Gather Information (Cha) 6, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 8, Spot (Wis) 11, Survival (Wis) 14, Tumble (Dex) 4 Mobility Additional Action Points, Improved Aberrant Dragonmark, 2/day (Touch of Idiocy), 3/day (Shield)
    13 Thunder Guide +10/+5 + 14 + 8 + 5 Balance (Dex) 4.5, Climb (Str) 3, Diplomacy (Cha) 7, Gather Information (Cha) 6, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 8, Spot (Wis) 12, Survival (Wis) 16, Tumble (Dex) 4 - Lionized in the Press
    14 Thunder Guide +11/+6/+1 + 15 + 9 + 6 Balance (Dex) 5, Climb (Str) 3, Diplomacy (Cha) 7, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 2, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 8, Spot (Wis) 13, Survival (Wis) 17, Tumble (Dex) 4 - Native Ties (Sahuagin of Shargon's Teeth), Rescue Artist, Thunder Lore (Pandin Temn), Clarity of Vision
    15 Heir of Khyber +12/+7/+2 + 15 + 9 + 6 Balance (Dex) 5, Climb (Str) 3, Diplomacy (Cha) 7, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 5, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 17, Tumble (Dex) 5 Spring Attack Improved Lesser Aberrant Dragonmark, 3/day (Shield, Touch of Idiocy)
    16 Thunder Guide +13/+8/+3 + 15 + 9 + 6 Balance (Dex) 5, Climb (Str) 5, Diplomacy (Cha) 7, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 5, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 19, Tumble (Dex) 5 - Speak Language (Elven), Nimble Charge
    17 Thunder Guide +14/+9/+4 + 16 + 9 + 6 Balance (Dex) 5, Climb (Str) 7, Diplomacy (Cha) 8, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 5, Jump (Str) 4, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 20, Tumble (Dex) 5 - Serial Hero, Thunder Lore (Xen'drik Boomerang Expert), Twisted Charge
    18 Thunder Guide +14/+9/+4 + 16 + 10 + 7 Balance (Dex) 5, Climb (Str) 9, Diplomacy (Cha) 9, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 5, Jump (Str) 6, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 21, Tumble (Dex) 5 Skewer Foe Native Ties (Elves of Pylas Tylaear)
    19 Thunder Guide +15/+10/+5 + 17 + 10 + 7 Balance (Dex) 5, Climb (Str) 11, Diplomacy (Cha) 11, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 5, Jump (Str) 7, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 22, Tumble (Dex) 5 - Speak Language (Undercommon), Society Peer, Thunder Lore (Breath of Shargon)
    20 Heir of Khyber +16/+11/+6/+1 + 18 + 11 + 8 Balance (Dex) 5, Climb (Str) 11, Diplomacy (Cha) 11, Gather Information (Cha) 7, Handle Animal (Cha) 10, Hide (Dex) 10, Jump (Str) 7, Knowledge (Geography) (Int) 6, Knowledge (Nature) (Int) 7, Listen (Wis) 13, Move Silently (Dex) 10, Spot (Wis) 13, Survival (Wis) 23, Tumble (Dex) 5 Greater Abberant Dragonmark 1/day Cloudkill, 4/day (Shield, Touch of Idiocy)





    Spoiler: Sources
    Show

    Item Source Page
    Eberron Half-Drow Wizard's Archive http://archive.wizards.com/default.a...ebxe/20060224a
    Spiritual Totem Barbarian Complete Champion 46
    Whirling Frenzy Barbarian Unearthed Arcana 66
    Champion of the Wild Complete Champion 50
    Heir of Khyber Wizard's Archive http://archive.wizards.com/default.a...ebds/20070416a
    Blessed of Vulkoor Secrets of Xen'Drik 134
    Drow Skirmisher Secrets of Xen'Drik 134
    Abberant Dragonmark Eberron Campaign Setting 47
    Lesser Abberant Dragonmark Dragonmarked 141
    Greater Abberant Dragonmark Dragonmarked 140
    Skewer Foe Champions of Ruin 22
    Skill Tricks Complete Scoundrel 82


    Spoiler: Notes
    Show

    Spoiler: Entry
    Show

    Levels 1-4 lay down the foundation for what our build does. Ranger provides us with Track at first level as a bonus feat as well as the favored enemy ability. We take Giant for our favored enemy in this build for flavor, as a Vulkoori drow likely wouldn't have any enemy more hated than the giants. At second level we get Two Weapon Fighting as a bonus feat givng us a second attack at level 2 with a penalty. Barbarian gives us rage which functions as a 1/day nova power, but while a nice boost isnt' the main reason for multiclassing. The Spiritual Totem ACF let's us trade our increassed movement for the pounce ability. Pounce let's us perform a full attack on a charge. This is invaluable for a two weapon fighting build. The next level of barbarian provides uncanny dodge which allows for the retention of Dex to AC under most circumstances.


    Spoiler: Sweet Spot lvl 15
    Show

    At level 15 we get Spring attack which allows us to tie everything together. As long as we keep within 10-15 feet of our opponent, we can continue to make charge attacks triggering Drow Skirmisher. Mobility provides protection from AoOs, and Dodge makes it harder for our target to hit us. By grabbing Weapon Finesse, we have a better chance to hit using our higher dex mod. By charging each turn we offset the penalty for dual wielding and pounce let's us make a full attack action. At level 15 that's 3 attacks plus our offhand with our highest attack bonus being +16. Assuming that each attack hits, and we're using Drow Long Knives in each hand, that's an average of 24 damage each attack. This will improve further at level 18 when we take Skewer foe, adding +1d6 to each attack with our long knives.

    Our AC is likewise well built. During our attacks we have a total AC of 21 against our chosen target, assuming we use an unenchanted chain shirt. Standing we have a total AC of 18 against standard opponents. If we need an extra boost, we can trigger our Dragonmark 3/day for a +4 Shield bonus that doesn't interfere with our attacks at all.

    Our real fun is our potential Nova Strike that we can use once per day to really deal some damage against our opponent. With Whirling Frenzy active, we drop to a +14 Attack Bonus, but gain a +2 to AC offsettting the penalty from charging, a +2 to damage to each attack from the strength boost, and an additional attack at our highest attack, resulting in an additional 12 damage each round that our rage lasts.

    Other useful abilities are Ghost of Xen'drik which augments our abilities in the jungle making us better stalkers, and Pandin Temn which provides additional bonuses against Large enemies. Heir of Khyber is taken to augment our Dragonmark without interfering with our feat progression towards Spring Attack. This build is fully functional without the Abberant Dragonmark feat, however I feel it adds a nice dash of flavor, and combined with the ability to speak Draconic, it mitigates the need to take Native Ties with the Seren Barbarians, leaving the door open for other choices.


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

    Charlatan was banned, but someone managed this build anyway.

    Quote Originally Posted by Kole Naerrin
    Kole Naerrin

    And then, as the evil drow lord loomed ominously over Princess Syra, Garret swooped past on his horse and lopped the dark elf’s head off his shoulders with one stroke of his sword...

    No, no, that’ll never do. That’s much too violent for the fainting lilies in the readership, and if they get upset, the Editor gets upset. Let’s see, here:

    And then, as the evil drow lord loomed ominously over Princess Syra, Garret swooped past on his horse and swept her up into his saddle with a single fluid motion. Together, they rode off into the sunset, as the dark elf swore eternal vengeance.

    Ah, much better; the populace will surely not object to that. And now I can keep the drow around as a recurring villain, if need be.

    Spoiler: The Premise
    Show

    Most of the Thunder Guide's class features are based on their reputation for mighty deeds... but none of their features actually enable such deeds. Thus, the inspiration for my entry: The notion that the much-vaunted "Thunder Guides" are entirely the invention of the reporter who chronicles the "true stories" of their adventures. Thus, Kole Naerrin, a fast-talking, quick-witted con artist, who disguises himself as his creations to give public appearances by them, all the while ensuring their notoriety by splashing invented deeds all over the pages of the Korranberg Chronicle, and getting paid both by his editors and by the adoring public.

    Spoiler: The Build
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    Kole Naerrin
    Chaotic neutral changeling rogue 1/bard 4/spymaster 2/thunder guide 10/spymaster +3

    Str: 8
    Dex: 14
    Con: 8
    Int: 14
    Wis: 12
    Cha: 18 + all level-ups
    Initial languages: Common, Elven, Giant

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Changeling rogue 1 +0 +0 +2 +0 48: Bluff 4, Craft (writing) 4, Decipher script 4, Diplomacy 4, Disguise 4, Forgery 4, Gather information 4, Knowledge (local) 4, Perform (oratory) 4, Sense motive 4 Able Learner Sneak attack 1d6, social intuition
    2st Bard 1 +0 +0 +4 +2 56: Bluff 5, Craft (writing) 5, Decipher script 4, Diplomacy 5, Disguise 5, Forgery 5, Gather information 5, Knowledge (local) 4, Perform (oratory) 5, Sense motive 5 Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
    3rd Bard 2 +1 +0 +5 +3 64: Bluff 6, Craft (writing) 6, Decipher script 4, Diplomacy 6, Disguise 6, Forgery 6, Gather information 6, Knowledge (local) 4, Perform (oratory) 6, Sense motive 6 Skill Focus: Bluff
    4th Bard 3 +2 +1 +5 +3 72: Bluff 7, Craft (writing) 7, Decipher script 4, Diplomacy 7, Disguise 7, Forgery 7, Gather information 7, Knowledge (local) 4, Perform (oratory) 7, Sense motive 7 Inspire Competence
    5th Bard 4 +3 +1 +6 +4 80: Bluff 8, Craft (writing) 8, Decipher script 4, Diplomacy 8, Disguise 8, Forgery 8, Gather information 8, Knowledge (local) 4, Perform (oratory) 8, Sense motive 8
    6th Spymaster 1 +3 +1 +8 +4 90: Bluff 9, Craft (writing) 9, Decipher script 5, Diplomacy 9, Disguise 9, Forgery 9, Gather information 9, Knowledge (local) 5, Perform (oratory) 9, Sense motive 9 Disguise Spell cover identity (Farjest), undetectable alignment
    7th Spymaster 2 +4 +1 +9 +4 100: Bluff 10, Craft (writing) 10, Decipher script 6, Diplomacy 10, Disguise 10, Forgery 10, Gather information 10, Knowledge (local) 6, Perform (oratory) 10, Sense motive 10 quick change, scrying defense
    8th Thunder Guide 1 +4 +3 +9 +4 106: Bluff 11, Craft (writing) 11, Decipher script 6, Diplomacy 11, Disguise 11, Forgery 11, Gather information 10, Knowledge (local) 6, Perform (oratory) 11, Sense motive 10 Speak Language: Argon, cover identity Fajest replaced by Garret Halstrom
    9th Thunder Guide 2 +5 +4 +9 +4 112: Bluff 12, Craft (writing) 12, Decipher script 6, Diplomacy 12, Disguise 12, Forgery 12, Gather information 10, Knowledge (local) 6, Perform (oratory) 12, Sense motive 10 Practiced Spellcaster Thunder Lore: Malenti pearl trick
    10th Thunder Guide 3 +6 +4 +9 +5 118: Bluff 13, Craft (writing) 13, Decipher script 6, Diplomacy 13, Disguise 13, Forgery 13, Gather information 10, Knowledge (local) 6, Perform (oratory) 13, Sense motive 10 Native Ties: Stormreach irregulars
    11th Thunder Guide 4 +7 +5 +10 +5 124: Bluff 14, Craft (writing) 14, Decipher script 6, Diplomacy 14, Disguise 14, Forgery 14, Gather information 10, Knowledge (local) 6, Perform (oratory) 14, Sense motive 10 Speak Language: Drow, Thunder Lore: Xen'drik Boomerang Expert
    12th Thunder Guide 5 +7 +5 +10 +5 130: Bluff 15, Craft (writing) 15, Decipher script 6, Diplomacy 15, Disguise 15, Forgery 15, Gather information 10, Knowledge (local) 6, Perform (oratory) 15, Sense motive 10 Obtain familiar (snake) Lionized in the press
    13th Thunder Guide 6 +8 +6 +11 +6 136: Bluff 16, Craft (writing) 16, Decipher script 6, Diplomacy 16, Disguise 16, Forgery 16, Gather information 10, Knowledge (local) 6, Perform (oratory) 16, Sense motive 10 Native ties: storm giants of Xen'drik, rescue artist, thunder lore: savage of the mists
    14th Thunder Guide 7 +9 +6 +11 +6 142: Bluff 17, Craft (writing) 17, Decipher script 6, Diplomacy 17, Disguise 17, Forgery 17, Gather information 10, Knowledge (local) 6, Perform (oratory) 17, Sense motive 10 Speak language: Draconic
    15th Thunder Guide 8 +10 +7 +11 +6 148: Bluff 18, Craft (writing) 18, Decipher script 6, Diplomacy 18, Disguise 18, Forgery 18, Gather information 10, Knowledge (local) 6, Perform (oratory) 18, Sense motive 10 Deceitful Serial hero, thunder lore: dragonsong
    16th Thunder Guide 9 +10 +7 +12 +7 154: Bluff 19, Craft (writing) 19, Decipher script 6, Diplomacy 19, Disguise 19, Forgery 19, Gather information 10, Knowledge (local) 6, Perform (oratory) 19, Sense motive 10 Native ties: Elves of Pylas Talaear
    17th Thunder Guide 10 +11 +8 +12 +7 160: Bluff 20, Craft (writing) 20, Decipher script 6, Diplomacy 20, Disguise 20, Forgery 20, Gather information 10, Knowledge (local) 6, Perform (oratory) 20, Sense motive 10 Society peer, speak language: Sahaguin, thunder lore: breath of Shargon
    18th Spymaster 3 +12 +9 +12 +7 170: Bluff 21, Craft (writing) 21, Decipher script 7, Diplomacy 21, Disguise 21, Forgery 21, Gather information 11, Knowledge (local) 7, Perform (oratory) 21, Sense motive 11 Negotiator Magic aura, sneak attack +1d6
    19th Spymaster 4 +13 +9 +13 +7 180: Bluff 22, Craft (writing) 22, Decipher script 8, Diplomacy 22, Disguise 22, Forgery 22, Gather information 12, Knowledge (local) 8, Perform (oratory) 22, Sense motive 12 Cover identity (Thrush Xivdrad), slippery mind
    20th Spymaster 5 +13 +9 +13 +7 190: Bluff 23, Craft (writing) 23, Decipher script 9, Diplomacy 23, Disguise 23, Forgery 23, Gather information 13, Knowledge (local) 9, Perform (oratory) 23, Sense motive 13 Dispel scrying
    Bard spells known:
    0: Detect Magic, Ghost Sound, Lullaby, Message, Prestidigitation, Read Magic
    1: Alibi, Scholar's Touch, Serene Visage
    2: Suggestion, False Lie


    Spoiler: Build highlights
    Show

    At first level, Kole Naerrin begins a promising career as a journalist by disguising himself as a warforged to investigate indentured servitude in Thrane. When the resulting story sells, he decides to further develop his skills at disguise, relating to others, and writing, to try for further success.

    By fifth level, Kole has found that those who recognize his name often ask him to re-create the warforged disguise he used for his first story. He sees an opportunity in this, and decides to create a heroic character from scratch, and to develop this new character to the point where he can convincingly make public appearances as that character.

    By seventh level, it becomes apparent to Kole that his first attempt at creating a hero from whole cloth, Farjest, lacks credibility, and hence is profiting him nothing. He proceeds to establish a false expedition to the Byeshk Mountains, under the supposed sponsorship of the noble Sarnap. Through assorted disguises and use of the Alibi spell, he gives the impression of great preparations for this expedition, which includes both himself and "Farjest". Any witnesses who suspect his sham is subjected to a False Lie spell, to ensure that none will credit their claims. When he returns as the expedition's sole survivor (as the only real person to actually set out on it), there is none to question his story, and so Farjest's career is effectively ended. From this point, Kole realizes that to make any further characters plausible, he must himself set out on a facsimile of their adventures.

    As of thirteenth level, Kole's storytelling has impressed both the street urchins of Stormreach and the giants of Xen'drik enough that they both help him with his researches. His new character of Garret Halstrom is thriving, to the point where his public appearances as Garret can earn as much as 200 GP each, and he sometimes supplements his speeches with displays of his skill with the Xen'drik boomerang. He has also learned the trick of vanishing into mist, for the increasingly-rare occasion that his performances are not well-received.

    At 15th level, Kole's big score comes: His editors agree to pay him 5000 GP for a thirteen-part serial on Garret's adventures.

    By 20th level, Kole is living a life of luxury, with free travel throughout the Thunder Seas region, and free accommodations in Pylas Talaear. He has by this time created a second major character, a nemesis for Garret Halstrom named Thrush Xivdrad, and is making profitable public appearances as each of them. His fame extends even beneath the waves, and he has given brief displays of his characters (up to 8 minutes) to the sahaguins of Shargon.

    His total bonuses to key skills at this level are Bluff +42, Disguise +46, Forgery +27, Perform (oratory) +29, even before any items, and he can take 10 on Bluff even under stress.

    Spoiler: Sources used
    Show

    Explorer's Handbook (Thunder Guide, character names and backgrounds)
    Eberron Campaign Setting (Changeling)
    Races of Eberron (Changeling Rogue racial substitution level)
    Core (Bard, Skill Focus, Deceitful, Negotiator)
    Complete Adventurer (Spymaster, Disguise Spell)
    Races of Destiny (Able Learner, Scholar's Touch; note adaptation section in Chameleon for changelings to take Able Learner)
    Exemplars of Evil (Alibi)
    Spell Compendium (Serene Visage)
    Complete Arcane (Practiced Spellcaster, Obtain Familiar)
    Complete Mage (False Lie)
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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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  8. - Top - End - #128
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Come one, come all!
    Welcome to the world's greatest entertainment since the fall of the giants!
    Life, death, victims, voyeurs, the best of society, the lowest of plebeians!
    And to keep it all extremely interesting, today's patrons could very easily be tomorrow's entertainment!


    Quote Originally Posted by The Speaker
    The Speaker


    Spoiler: Come One, Come All
    Show


    The funny thing is, you can’t even remember how you got this ticket in the first place. Probably one of those inserts in the paper, although it’s hard to figure whether it was the Chronicle or the Ledger.

    All you know is you have a Saturday night with no particular plans. Besides, you’d always meant to go see one of these lectures at the university. You always just kept putting it off for one reason or another.

    It’s only a short journey away by lightning rail, you realize, once you’re there and you hardly notice you’ve left. You really should do this more often. After all, it’s not exactly like the tickets to these things were expensive. The speakers must have either made it up in bulk, although that hardly seems likely since while they draw a respectable crowd, it’s not enough to draw them from their adventures on its own.

    Perhaps the university pays them a stipend? It’s at once the question you want to ask most once you settle into your seat in the mostly full lecture hall, and it’s also the question you know you won’t dare raise.

    The speaker du jour is introduced under some nom de plume, although considering the places he’s been, nom de guerre might be more appropriate. It’s the kind of clever thing you want to congratulate yourself for but know there’s no point in sharing with anyone, who’d want to hear it? The speaker’s name is marred with quite a few apostrophes and it’s hard not to feel bad for the professor introducing him.

    While you’re considering how he must’ve prepared, the speaker swings down from the rafters right onto the stage to a greeting of applause. He actually slid down a vine. It doesn’t look familiar. He must’ve brought it along with him from the deepest darkest just for this purpose. You’re giddy with the thought of such extravagance, even secondhand.

    The speaker draws a sheet off a rectangular glass case about your size with a dramatic flourish. Within is some scaled creature, a sauhaugin, the speaker says. From far further than anyone in your social circles has traveled.

    He perished of quite natural causes, the speaker says, although the same isn’t the case for the next brute he unveils, one of the inhabitants of the jungles, or what remains of it anyway. The next case is just as large, but within is merely a single hand from something so huge as to be positively prehistoric. To think only a few thousand miles separates you from this place.

    The rest of the lecture passes quickly. Not because you’re not paying attention, quite the opposite in fact. The speaker’s rhythm is so perfect, flow so captivating, it’s almost like music. You can’t recall the last time you had as good a time at a proper symphony, as a matter of fact.

    And then it happens.

    Of all the faces in the crowd, of all the actual regulars, professors, scholars, reporters and various hangers-on, you see his eyes meet yours.

    You couldn’t say how you knew, exactly, only that you did, and that you hoped you weren’t wrong.

    After some demonstration of trick boomerang throwing met with raucous applause once the anthropological portion of the lecture had concluded, people began to drift from the crowd in twos and threes, in tens and twenties. But you stayed where you were. When the show ended, the speaker gestured to you, ever so slightly with his hand. There was something else to be displayed, something not for the prying eyes of the public.

    Once polite goodbyes are exchanged between the speaker and his hosts, he approaches you, right in your seat, saying he doesn’t recognize you. You tell him this is your first show and it won’t be the last.

    He asks if you’d like to see something he’s preparing for his next lecture. You don’t know how to say no, so you don’t and are backstage in a trice. Just you and him amongst his effects. Shark’s teeth as long as your arm. A menagerie of insects you’ve never even seen before in amber. Many things in between.

    Finally he comes to what he wants to show you next. You’re a bit let down when you see beneath its sheet, so clean and white, that it’s just another glass display box, much like the ones that held the monsters he showed you earlier. He informs you that it’s best seen from the inside and you oblige, not seeing the harm in it. After all, someone must’ve seen you go in with him.

    Once you take your first step inside, you feel the pinprick on the back of your neck. There’s just enough time for you to turn, the speaker’s mouth shut tight around some savage blowgun, the feathered dart already having found its mark in your flesh.

    You know precisely what’s happening as the exotic jungle venom swims through your veins, your blood turning to ice in your veins.

    He says his next tour will be quite the event. After all, his next audience has never seen someone from Breland before.

    The last thing you wonder is how he’ll manage to pull it off. You’re lucky enough to get an answer before your eyes close for the last time and you see the speaker’s face melt and shift until it’s like looking in a mirror even though the door remains open.

    If you asked anyone you knew the next day whether they saw you leave the theater last night, they’d swear they did.



    They always do.

    Spoiler: abilities
    Show
    10/12/14/18/10/10 increases to int

    starting languages: Common, Dwarven, Elven, Halfling, Gnome


    Spoiler: breakdown
    Show
    NE changeling rogue3/warblade 2/thunder guide 10/cabinet trickster 5

    Spoiler: build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Changeling Rogue 1 +0 +0 +2 +0 balance 4, bluff 4, diplo 4, disguise 4, escape artist 4, hide 4, jump 4, know (local) 4, know (nobility/royalty) 4, move silently 4, sm 4, tumble 4, umd 4, use rope 4 persona immersion Sneak attack +1d6, social intuition
    2nd Rogue 2 +1 +0 +3 +0 balance 1 (5), bluff 1 (5), diplo 1 (5), disguise 1 (5), escape artist 1 (5), hide 1 (5), jump 1 (5), know (local) 1 (5), know (nobility/royalty) 1 (5), move silently 1 (5), sm 1 (5), tumble 1 (5), umd 1 (5), use rope 1 (5) evasion
    3rd Warblade 1 +2 +2 +3 +0 concentration 6, diplo 1 (6), tumble 1 (6), ironheart aura battle clarity (ref saves), weapon aptitude
    4th Warblade 2 +3 +3 +3 +0 balance 2 (7), concentration 1 (7), disguise 2 (6), diplo 1 (7), know (local) 1 (6), tumble 1 (7) Uncanny dodge
    5th Warblade 3 +4 +3 +4 +1 concentration 1 (8) disguise 2 (7), diplo 1 (8), jump 1 (6), know local 2 (8), tumble 1 (8) Battle ardor (critical confirmation)
    6th Thunder Guide 1 +4 +5 +4 +1 bluff 4 (9), diplo 1 (9), survival 3 ms: emerald razor Speak language: Undercommon
    7th Thunder Guide 2 +5 +6 +4 +1 bluff 1 (10), diplo 1 (10), survival 4 (7), tumble 2 (10) thunder lore:xen’drik boomerang expert
    8th Thunder Guide 3 +6/+1 +6 +5 +2 bluff 1 (11), diplo 1 (11), sm 2 (7), survival 4 (11), tumble 1 (11) Native ties: stormreach irregulars
    9th Thunder Guide 4 +7+2 +7 +5 +2 bluff 1 (12), diplo 1 (12), sm 5 (12), survival 1 (12), tumble 1 (12) boomerang daze Speak language: sahuagin, thunder lore: vicious barbarism
    10th Thunder Guide 5 +7/+2 +7 +5 +2 bluff 1 (13), diplo 1 (13), know geography 4, sm 1 (13), survival 1 (13), tumble 1 (13) Lionized in the press
    11th Thunder Guide 6 +8/+3 +8 +6 +3 bluff 1 (14), diplo 1 (14), know geography 4 (8), sm 1 (14), survival 1 (14), tumble 1 (14) Native ties: storm giants of xen’drik, rescue artist, thunder lore: seren hide
    12th Thunder Guide 7 +9/+4 +8 +6 +3 bluff 1 (15), diplo 1 (15), know geography 4 (12), sm 1 (15), survival 1 (15), tumble 1 (15) stormguard warrior Speak language: drow
    13th Thunder Guide 8 +10/+5 +9 +6 +3 bluff 1 (16), diplo 1 (16), know geography 4 (16), sm 1 (16), survival 1 (16), tumble 1 (16) Serial hero, thunder lore: breath of shargon
    14th Thunder Guide 9 +10/+5 +9 +7 +4 bluff 1 (17), diplo 1 (17), know geography 1(17), sm 1 (17), survival 1 (17), tumble 1 (17), swim 3 Native ties: sauhaugin of shargon's teeth
    15th Thunder Guide 10 +11/+6/+1 +10 +7 +4 bluff 1 (18), disguise 4 (9), diplo 1 (18), know geography 1(18), sm 1 (18), tumble 1 (18) ms: sudden counter Society peer, speak language: giant, thunder lore: ghosts of xen’drik
    16th Cabinet Trickster 1 +11/+6/+1 + 10 +9 +6 bluff 1 (19), disguise 9 (18), sm 1 (19) Detect thoughts 2/day, doppelganger insights
    17th Cabinet Trickster 2 +12/+7/+2 +10 +10 +7 bluff 1 (20), disguise 2 (20), gather info 7, sm 1 (20) Thought trick (daze), bonus feat (racial emulation)
    18th Cabinet Trickster 3 +13/+8/+3 +11 +10 +7 bluff 1 (21), disguise 1 (21), gather info 8 (15), sm 1 (21) quick change Detect thoughts 4/day, thought trick (disrupt)
    19th Cabinet Trickster 4 +14/+9/+4 +11 +11 +8 bluff 1 (22), disguise 1 (22), gather info 7 (22), perform oratory 1, sm 1 (22) Thought trick (confuse), bonus feat (disturbing visage)
    20th Cabinet Trickster 5 +14/+9/+4 +11 +11 +8 bluff 1 (23), disguise 1 (23), gather info 1 (23), perform oratory 7 (8), sm 1 (22) Change shape, detect thoughts at will, thought trick (stun)


    Spoiler: maneuvers
    Show

    warblade 1: moment perfect mind (diamond) , douse the flames (raven), steel wind (iron)
    warblade 2: steely strike (iron)
    warblade 3: wall of blades (iron)


    Spoiler: playtips
    Show


    Spoiler: lvl 5
    Show


    You play as a somewhat straightforward skulk here. Warblade will give you a little extra beef, so don’t be afraid to go on the offensive. Keep an eye on your weapon aptitude for later. the SI really helps you get your money’s worth


    Spoiler: lvl 10
    Show


    you’re in the SI! congratulations. you’ve got a couple abilities already. due to the structure of the class, you’re gonna pick your favorites and work your way down the food chain.

    your training in xen’drik has introduced you to the boomerang and lets you get more punch out of it than normal. boomerang daze lets you daze enemies with a pretty respectable save. weapon aptitude lets you chuck whatever you feel like as long as you have an hour to kill, so enjoy your proficiency with martials and kick some tail. vicious barbarism will help seal the deal when you’ve got your enemies on the ropes.

    your bond with the stormreach irregulars helps you gallivant more quickly around the city, so make use of it when you’re in town. your numbers are good enough to back you up.

    stormguard warrior bolsters your damage, so save your aoos to boost your numbers in subsequent rounds.


    Spoiler: lvl 15
    Show

    sudden counter lets you attack and still save aoos to power stormguard warrior. you’ve reached the end of the secret ingredient and have gotten everything it has to offer. you can now skulk around more efficiently, hold your breath, and parlay with giants and sahuagin. combat will look largely the same. your skills have quietly grown, making you primed for the final step in your evolution.


    Spoiler: lvl 20
    Show

    now for the spice I added to really make this secret ingredient pop: cabinet trickster. thunder guide is all about exposing yourself to a wide variety of different peoples all across the land. cabinet trickster lets you synthesize all those experiences and really make them work for you.

    it gives two fantastic bonus feats (in this instance, racial emulation and disturbing visage) to make your shape changing more potent.

    your doppelganger powers allow you to read minds and even quietly alter them to suit your ends.

    dazing, disrupting, confusing, and even stunning are in your repertoire, so use them wisely.

    the real gem comes as the capstone. you gain the change shape ability. you no longer just look like the people who you’ve been hanging out with, you can truly become them.

    mechanically this means you get their size, nat weapons, movement modes (swim! burrow! fly!), and ex special attacks. you can stay this way indefinitely and it can’t be dispelled.

    quick change even lets you use it as a move.

    disappear into the crowd wherever you are and don’t come out again til you’re good and ready.


    Spoiler: sources
    Show

    roe: persona immersion, cabinet trickster, changeling rogue, boomerang daze, quick change
    srd: rogue
    tob: warblade, iron heart aura, martial study, storm guard warrior
    cityscape web enhancement skilled city dweller
    Last edited by Heliomance; 2015-02-08 at 03:15 PM.
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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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  9. - Top - End - #129
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    A Thunder Guide that actually earned their reputation? Whatever next!

    Quote Originally Posted by Azrael
    Azrael

    LG Human Marshal 3/Paladin 2/Thunder Guide 4/Exotic Weapon Master 1/Thunder Guide 10/Exemplar 4

    Stats
    Spoiler
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    Str 16
    Dex 10
    Con 14
    Int 12
    Wis 10
    Cha 15 (increases here)

    Build
    Spoiler
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Marshal 1 +0 +2 +0 +2 Diplomacy 4, Knowledge (local) 4, Listen 4, Perform (oratory) 4, Spot 4, Survival 4, Tumble 4 (Bonus Language: Drow) Nymph’s Kiss, Power Attack, (B)Skill Focus (Diplomacy) Skill Focus (Diplomacy), Minor Aura (Motivate Charisma)
    2nd Marshal 2 +1 +3 +0 +3 Diplomacy 5, Knowledge (arcana) 1, Knowledge (local) 5, Listen 5, Spot 5, Survival 5, Tumble 5 Major Aura +1 (Steady Hand)
    3rd Marshal 3 +2 +3 +1 +3 Diplomacy 6, Knowledge (dungeoneering) 1, Knowledge (nature) 1, Listen 6, Spot 6, Survival 6, Tumble 6 Brutal Throw Minor Aura (Motivate Dexterity)
    4th Paladin 1 +3 +5 +1 +3 Diplomacy 7, Knowledge (nobility and royalty) 3, Tumble 7 Aura of Good, Detect Evil, Smite Evil 1/day
    5th Paladin 2 +4 +6 +1 +3 Diplomacy 8, Heal 1, Knowledge (nobility and royalty) 5, Tumble 8 Divine Grace, Lay on Hands
    6th Thunder Guide 1 +4 +8 +1 +3 Craft (Weaponsmithing) 3, Diplomacy 9, Survival 9 Power Throw Speak Language (Sahuagin)
    7th Thunder Guide 2 +5 +9 +1 +3 Diplomacy 10, Spot 10, Survival 10, Tumble 9 (B)Exotic Weapon Proficiency (Xen’drik Boomerang) Thunder Lore (Xen’drik Boomerang Expert)
    8th Thunder Guide 3 +6/+1 +9 +2 +4 Diplomacy 11, Jump 2, Spot 11, Survival 11, Tumble 11 Native Ties (Sahuagin of Shargon’s Teeth)
    9th Thunder Guide 4 +7/+2 +10 +2 +4 Diplomacy 12, Jump 5, Spot 12, Survival 12, Tumble 12 Weapon Focus (Xen’drik Boomerang) Speak Language (Giant), Thunder Lore (Seren Hide)
    10th Exotic Weapon Master 1 +8/+3 +12 +2 +4 Intimidate 5 Close-Quarters Ranged Combat
    11th Thunder Guide 5 +8/+3 +12 +2 +4 Diplomacy 14, Spot 13, Survival 14, Tumble 14 Lionized in the Press
    12th Thunder Guide 6 +9/+4 +13 +3 +5 Bluff 2, Diplomacy 15, Spot 15, Survival 15, Tumble 15 Boomerang Daze Rescue Artist, Thunder Lore (Vicious Barbarism), Native Ties (Storm Giants of Xendrik)
    13th Thunder Guide 7 +10/+5 +13 +3 +5 Bluff 5, Diplomacy 16, Spot 16, Survival 16, Tumble 16 Speak Language (Draconic)
    14th Thunder Guide 8 +11/+6/+1 +14 +3 +5 Diplomacy 17, Sense Motive 3, Spot 17, Survival 17, Tumble 17 Serial Hero, Thunder Lore (Eye of the Chamber)
    15th Thunder Guide 9 +11/+6/+1 +14 +3 +5 Diplomacy 18, Sense Motive 6, Spot 18, Survival 18, Tumble 18 Martial Study (Shadow Jaunt) Native Ties (Drow of Xen’drik)
    16th Thunder Guide 10 +12/+7/+2 +15 +3 +5 Diplomacy 19, Sense Motive 9, Spot 19, Survival 19, Tumble 19 Society Peer, Speak Language (Argon), Thunder Lore (Breath of Shargon)
    17th Exemplar 1 +12/+7/+2 +15 +3 +7 Diplomacy 20, Listen 13, Spot 20, Survival 20, Tumble 20 Skill Artistry (Tumble), Skill Mastery (Survival, Spot)
    18th Exemplar 2 +13/+8/+5 +15 +3 +8 Diplomacy 21, Listen 21, Spot 21, Survival 21 Martial Stance (Assassin’s Stance) Lend Talent, Skill Mastery (Listen)
    19th Exemplar 3 +14/+9/+4 +16 +4 +8 Autohypnosis 7, Diplomacy 22, Listen 22, Spot 22, Survival 22 (B)Track Bonus Feat (Track), Skill Mastery (Diplomacy)
    20th Exemplar 4 +15/+10/+5 +16 +4 +9 Autohypnosis 14, Diplomacy 23, Listen 23, Spot 23, Survival 23 Skill Artistry (Spot), Sustaining Presence, Skill Mastery (Tumble)

    Backstory
    Spoiler
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    Azrael had an uneventful childhood in Khorvaire, and he always found the city boring. He always wanted to explore somewhere untamed, somewhere not planned out to routine and paved and built over. When the war began he leapt at the opportunity to get out of his dead-end hometown. He kept his head down during basic and proved himself on the battlefield, until eventually they trusted him enough to give him a squad of men to command. They lost some, they won some, and through it all kept together. Azrael began to grow in esteem, though he was only a war hero by his hometown’s standards. When the war was drawing to a close they began swapping stories of what they would do when they got back home. Azrael noticed that half of his men, like him, had no good answer.

    Eventually the end did come, and his squad was discharged from service. As they were leaving the camp, one of his soldiers asked where he was going. On the spur of the moment, Azrael said he was going to blow his pension on a ship and go exploring. At this the man’s eyes lit up. He asked if Azrael was planning this as a solo mission, clearly still thinking in the military mind. Azrael was surprised, and so said the first thing that came to mind, which was “It doesn’t have to be.” By this point a small number of men had gathered around the discussion, and several more voices asked if they could come along.

    “What could there be out there on the ocean for you lot? You’re infantrymen, not sailors.”

    “There’d be a good commander who treats us right, sir, and that’s a hell of a lot more than we’ve got waiting back home.”

    Azrael couldn’t think of any reason to argue with them further (after all it wasn’t as if he had much experience at sea) and so he told them to meet up at a nearby tavern after he had found them a ship.

    The first few weeks were slow, mostly spent getting sea legs and figuring out how to work their ship. They had hired a few experienced hands to make sure they didn’t sink the thing, but they were eager to learn to do everything themselves. Azrael eventually learned how to steer the thing comfortably, and bought himself a garish tricorn to celebrate, feather and all.

    After a while the crew realized pensions wouldn’t cut it, and saw what work they could find. They soon learned the only job a small ship with men-at-arms could get was escorting merchants. They would most likely avoid any actual fighting, since the presence of armed men was usually enough to deter raiders. Not the most glamorous job, but the merchants were heading to Xen’drik, which was exotic enough to satisfy their lust for adventure.

    The journey there was long, uneventful, and mostly uninteresting, but Azrael and the crew had anticipation making every day shorter. Once they reached Xen’drik they had a few days shore leave while the merchants did their business, half guarding the goods, half exploring the wilderness. It was everything Azrael had dreamed of as a child. The exotic jungles, the foods, the people. All of it was wonderful, and he was sad to leave when business was concluded. The way back was not so uneventful.

    Not long after they set sail, they were attacked by Sahuagin raiders. Their cargo wasn’t particularly desirable, they had just been in the wrong place at the wrong time. The merchants were petrified; they had heard the tales of Sahuagin ferocity. Fate seemed to smile on them that day, because the raiders decided to board the ship with Azrael’s men first. It was clearly a batch of young ones trying to prove themselves, and they were expecting scared traders, not a squad of trained men. Azrael’s commanding skills hadn’t rusted in the sea air, and neither had his soldiers’ blades. Their injuries were light, and the raiders fled once they realized it wouldn’t be an easy fight.

    When they made port again, the merchants were ecstatic. They had clearly seen little of battle, and were impressed with the skill of Azrael’s squad. It must have been a slow news day, because the next morning papers read “Heroes Repel Sahuagin Savages!” Azrael would have laughed, if he hadn’t been interrupted by messages from four different ships asking for his squad to provide security detail, and another from the paper asking for an interview.

    This first job set a pattern that would last for years. Jobs flowed in, and he was able to pick those that would take him to the most exotic locales. Just as the papers back home had told of his fight, so the scared raiders had told their clan of a team of veteran human fighters, led by a captain in outlandish dress with a voice that carried over the ocean. The next time raiders struck his ship, they were cautious to be fighting the man they knew had beaten their kind. Azrael smelled their weakness and rebuffed them with a strong defensive front. This cemented his reputation as a skilled commander in the eyes of the traders. The superstitious lot of sailors began to view him as a good luck charm, and took him with them to the most dangerous places.

    Azrael got to see places he had only heard tall tales of, and he eventually gained enough money to explore independently. He went into the wilds and came back with exotic weapons, foods, and stories of the people. His good relation with the papers came in handy, and whenever he returned he would relay his tales. He knew how to play the press. He punched up his stories a bit with exciting details, spent time cultivating an outfit he knew would look good in pictures, learned to use the most impressive looking weapon he could find (even though he always thought it looked a bit like a starfish).

    As years passed, things only got better. Money kept pouring in, and he began to make real relationships with the cultures he would now visit frequently. But he knew he had truly arrived when at a remote island and the barbarian chieftan greeted him with the simple line of “I have heard your legends.”

    Level 5
    Spoiler
    Show
    Marshal’s a good mix of skill fighting that will provide a stable base we build on. Paladin brings up the BA, and Lay on Hands will always be appreciated. Divine Grace means you’re good on defenses, Motivate Dex means you have a good chance of going first, and Motivate Cha makes social environments a breeze. Power Attack is your main source of damage here, and Brutal Throw means you can begin using thrown weapons if you want, and Steady Hand will help on that front, but don’t feel pressured. Nymph’s Kiss adds on to defense and gives more skill points, which are never wasted. Skilled City Dweller trades Ride for Tumble, which is used extensively (and made better by motivate Dex).

    Level 10
    Spoiler
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    Now with some levels in the SI, the focus of this build comes forth. Yes it’s the Xend’rik Boomerang (and totally not the glaive from Krull). It’s a thrown weapon with a range of 30 (from the SI’s help), and you don’t have to worry about the silly attack to catch. Exotic Weapon Master means you don’t provoke AoOs for using it, so I’d begin to use it quite heavily. Keep some spiked armor/gauntlets so you still threaten around you, but begin chucking the thing at everything. Power Throw is what it sounds like, Power Attack for thrown weapons, so you can now switch over completely to it instead of melee combat (and Steady Hand offsets the penalty). You don’t even need more than a few, since they auto-come back now. Natural armor never hurt anybody, it might even save you.

    You have a lot of diplo bonuses stacked up, so that DC 20 for the Sahuagin isn’t as hard as it seems.

    Level 15
    Spoiler
    Show
    Now we’re getting wild and crazy. Boomerang Daze requires an enemy make a fort save of DC (10+damage dealt) or be dazed for 1 round. Daze is punishing, and with a DC based on damage it’s in your interest to crank it up, which is what Power Throw is for. This is going to happen a lot. Shadow Jaunt is great for when you need to get into position, but there’s no easy path to get there, both in and out of combat.

    You can automatically succeed on the check for Lionized in the Press to get paid. Spending money is nothing to sneeze at. Eye of the Chamber is another bonus to hit to offset Power attack, and 1 round is a cheap investment. Savage Barbarism is another reason to keep something like spiked armor on hand, since it functions like a mini-CDG but without spending a full round action. The giant research is useful when you’re trying to find something in particular, and the Drow are good for resupply. Their Diplo is also easy to make. I’m not going to pretend like Serial Hero does anything but give you 4,000 gp.

    Level 20
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    Breath of Shargon is useful if you ever have to bail out on your ship and swim to shore. A minute is a long time.

    Now we enter Exemplar, the fun fluffy part of the build! Any swashbuckling serial hero needs to be good at a lot of things, and that’s just what exemplar does. Skill Masteries mean you can take 10 at any time, and these are skills you will be using a lot. Lend talent lets you aid allies in Tumble or Spot, and with your large modifier it can help even those who tossed a rank into it. Sustaining Presence means cha to fort saves (plus the cha from divine grace, and con of course) for a total modifier of +28, which is comfortably high. Even poison’s not looking so scary, and any adventurer worth his salt can shrug off poison.

    The other notable bounty is a free feat, which I’ve used on Track (which is what all those Survival ranks are for). Any jungle explorer needs to be able to track his quarry, and with your mod you will likely be able to hunt them down and boomerang them into next week.
    Assassin’s stance means more damage, and with all the damage piling on Boomerang Daze, it may easily be a case of strike first, strike last.

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    Exemplar, Brutal Throw, Power Throw: Complete Adventurer
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    Paladin, Weapon Focus, Power Attack, Exotic Weapon Proficiency, Skill Focus, Track: 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 LXV

    That's the lot! Get judging, folks!
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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 LXV

    The idea i played around with was some variant of Warforged Scout Urban Druid 4 / Martial Rogue 2 / Reforged 3 / Thunder Guide 10 / Exemplar 1, based out of Sharn and secondarily Stromreach (gaining wis-mod for a number of cha checks in those cities), attempting to gain resources and support for establishing a nation (swearing vassalage to Breland) for the Warforged somewhere in Northern Xen'drik, and trying to figure out a way to make warforged able to recreate. (Incarnate construct maybe?), but really it was more the story that ran that one than Thunder Guide.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    I looked at Half-Fey Crusader 4/Thunder Guide 10/Jaunter 4, but it did nothing I couldn't do without the SI.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Funny how we doubled our number of entrants in, what, the last 12 hours of the contest?
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Started judging. I am taking my time for reading everything, i think next sunday i will post the final vote. I preread some background and are really cool, great job from everyone. I smell something seriously nice here

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Had an idea for this. Coriander Kincaid, halfling chef and adventurer of house Ghallanda. Travels the lands surrounding the Thunder Sea searching out ancient recipes. Marshal 2/Crusader 3/SI 10/Exemplar 5. No time to cook though.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Congrats to those who managed to get a build in in and best of luck to you all. My idea was a gross mishmash of 1 bard/5 warblade/10 thunder guide/4 bloodstorm blade focusing on using Xen'Drik boomerangs to full attack and daze on hit with boomerang daze, but it didn't fit together as well as I wanted it to. I could have just gone 10 warblade/10 thunder guide to focus purely on white raven... but that was a fairly boring build. A 1 bard/9 bardblade was also something I kicked around, but lacked levels on both sides to do anything worthwhile. I would definitely like to play a boomerang focused BSB at some point though.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Quote Originally Posted by Venger View Post
    been cooking for 7 an a half hours. my eyes are bleeding.

    truly we are blessed to have such a secret ingredient




    On other notes, it seems like originality should score decently well this round. There are two of each race presented, Human, Half-Drow, and Changeling. But, outside of two rogues, it doesn't seem that anyone duplicated classes.
    Last edited by KrimsonNekros; 2015-02-08 at 02:55 PM.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Congrats to everyone who submitted a build for what, IMHO, may just be the worst/hardest IC ingredient so far.

    If I'd gotten a build in, it was going to be either a joke build: Commoner/Survivor/Monk X/Thunder Guide 10...

    ...or if I was trying to be serious, a ToB based build that focused on stunning dazing people with boomerangs.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Looks like most of my thoughts on this SI ended up being used. I considered a sort of "Sword Hunter" type based around shuffling the EWP (Xendrik Boomerang) around with Weapon Aptitude, and Boomerang Daze stuff, and the components of both showed up (though it looks like The Speaker is Weapon Aptitude-ing Boomerang Daze rather than the proficiency itself).

    I also thought about trying to optimize Rescue Artist with some manner of Dvati build, but just couldn't be bothered, especially as flight makes it so irrelevant by the level you get it anyway.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    The build i couldn't get working was a Kalashtar Soulknife x/ Barbarian x/ Thunderguide x. Kept having to pull out levels of TG to optimize the others leaving the question of why even bother.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Quote Originally Posted by KrimsonNekros View Post
    The build i couldn't get working was a Kalashtar Soulknife x/ Barbarian x/ Thunderguide x. Kept having to pull out levels of TG to optimize the others leaving the question of why even bother.
    That seems to be thunder guide in 5 seconds, doesn't it?

    "I tried to do thing, but then realized that thunder guide was in no way helping me, so decided to cut some. I finished my idea and realized it had no thunder guide in it, so I elected not to send it in."

    I'd had an idea about doing something with zhentarim spy, but ultimately decided against it. It managed to overshadow the secret ingredient, which made me weep with dissatisfaction.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Quote Originally Posted by Thurbane View Post
    Congrats to everyone who submitted a build for what, IMHO, may just be the worst/hardest IC ingredient so far.

    If I'd gotten a build in, it was going to be either a joke build: Commoner/Survivor/Monk X/Thunder Guide 10...

    ...or if I was trying to be serious, a ToB based build that focused on stunning people with boomerangs.
    I can certainly understand that. This is quite bad, though personally I'd say worst/hardest IC is between acolyte of the ego, initiate of pistis sophia, and cipher adept. None is easy to enter (literally 3 restrictive ways for initiate) and none of them does much of anything. I made rather a joke build with cipher adept using fixer, and it worked out. Then again, I made a joke build for Shadow Blade, and that didn't. Joke builds are hard.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Y'know, there's a part of me that wants to look through the other entries to see how they managed it... but then, there's a part of me that never wants to have anything to do with this again. I expect that's probably typical of Iron Chef, though.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Quote Originally Posted by Chronos View Post
    Y'know, there's a part of me that wants to look through the other entries to see how they managed it... but then, there's a part of me that never wants to have anything to do with this again. I expect that's probably typical of Iron Chef, though.
    I know that game. There's only 5 other dishes, so you can look 'em over pretty quickly. I know before, I had a much more romantic idea about thunder guide than after actually trying to cook one.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

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    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 LXV

    I had a dish cooking but finals got in the way. It wasn't fully hashed out but it was Warforged Warblade X/TG 10/Bloodstorm blade 4 or 5. BSB 5 was effectively a dead level so was WB 6 so I was trying to figure out how to fill the dead level. Basically he was gonna be a C3PO with combat ability. I was planning on having a lot of languages and his main role being a diplomatic translater. using BSB and boomerang stun he was gonna be quite nice but again, finals got in the way.

    things look interesting I'll have to fully read things when my finals are turned in good luck to all and hopefully I'll be able to help with judging but no guarantees.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    I tinkered around with a few, but here were the standouts:
    • A Ranger 4/Thunder Guide 10/Prime Underdark Guide 6, using the bonus languages of TG to qualify for PUG with the idea that the gal could function as the ultimate tour guide in any world. Abandoned due to cross-setting funkiness.
    • A Thunder Guide/Royal Explorer using his skill mastery for all the "Thunder Guidey" skills. However, I thought a 3.0 PrC with the old skills would be frowned upon. So I settled in for a long winter's nap on...
    • A swashbuckler 4/Thunder Guide 9/Elemental Scion of Zilargo 7--basically a pirate lass who chose all of the aquatic class features of the SI, grafted some water elementals to herself, and ended her career by literally becoming one with the seas. But I didn't know why she'd ever bother with Thunder Guide in the first place.

    All that goes to say, I might be tempted to judge...

    Quote Originally Posted by Chronos View Post
    Y'know, there's a part of me that wants to look through the other entries to see how they managed it... but then, there's a part of me that never wants to have anything to do with this again. I expect that's probably typical of Iron Chef, though.
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Despite being a big fan this is the first time I've posted on one of the Iron Chef threads, just to say that the idea behind that fourth character entry there is absolutely hilarious. That's just a genius way to approach a class with such a unique class feature as the Thunder Guide.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Hmmm. Judging this is going to take some thought, definitely. I saw a few things I didn't expect, a few things I very much did expect (including one major problem that I knew we'd have people fall into), and a few things that I could go either way with.

    I'm still in the "preliminary notes" phase of judging. So maybe like 5% done, though that's the squishiest number ever. I may end up being "the mean judge," as I'm immediately seeing a lot more problems than I am things that really impress me, but I've got a lot of work to do before I'm done, so who knows where my scores will end up.

    To Noamuth and Kole, though, let me say on behalf of judges everywhere: next time, please do something to visually distinguish new skill points from old skill points. Checking the skill points on those two entries is giving me a headache and a half. Please don't do that again.
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    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 40. Everyone is welcome!

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    Quote Originally Posted by Nettlekid View Post
    Despite being a big fan this is the first time I've posted on one of the Iron Chef threads, just to say that the idea behind that fourth character entry there is absolutely hilarious. That's just a genius way to approach a class with such a unique class feature as the Thunder Guide.
    I didn't manage to submit my build, but it was super, super close to that one: A changeling Bard 6/Thunder Guide 10/Chameleon 2/Master of Masks 2, who also happened to be named Kole Naerrin. The main difference was that instead of making up all the Thunder Guides, he was cursed to write about them.

    You're welcome for me not submitting, whoever's build that is!
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    Ayesha: Gold, Junkyard Wars I
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    Mother Halfbreed: Silver, Iron Chef Home Cooking I

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    Sanna Blackfish: Bronze, Villainous Competition II
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXV

    And now that I've read through the other five builds, I'd really like to comment on them, except now I have to wait for the judging.

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