A Monster for Every Season: Summer 2
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  1. - Top - End - #61
    Titan in the Playground
     
    Venger's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by Troacctid View Post
    How about Crimson Scourge? That's an interesting one. We haven't done it yet, right?

    I still like Elocater too.
    I am in love with crimson scourge, so I'd support that. elocator's pretty cute too.

    Quote Originally Posted by Heliomance View Post
    Assuming this one doesn't overrun, the next one will be running over April 1st. That's all I'm saying ^_^
    uhhh divine prankster? seems too good, but I can't think of anything else that fits.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my new sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New book coming soon.

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition

  2. - Top - End - #62
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    I'm still voting for Arachnomancer from DotU.

    On the subject of the current round I wonder how much Vizzini will strike.

  3. - Top - End - #63
    Bugbear in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by Venger View Post
    uhhh divine prankster? seems too good, but I can't think of anything else that fits.
    Avenger?
    Iron Chef!
    Score Archive (by OMG PONIES) • Iron Chef Deep Freeze (with fixed tables!)
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    Bewildering Bladesman

  4. - Top - End - #64
    Troll in the Playground
     
    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by A_S View Post
    Avenger is almost identical to Assassin, which has been done. I don't think there's enough non-evil Assassin optimization to sustain a round, especially since Avenger loses all the splat support the Assassin spell list got.

    Something cat themed perhaps? Fabulous Cats is the April Fools article that sees the most use.
    Last edited by WhamBamSam; 2015-03-13 at 07:08 PM.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  5. - Top - End - #65
    Bugbear in the Playground
     
    sideswipe's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    i would of said jester because of the clown aspect and april fools. but its not a prestige.
    Damn girl you definitely have a +8 size modifier to AC!

  6. - Top - End - #66
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    So how's the last minute rush going for people?

  7. - Top - End - #67
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by KrimsonNekros View Post
    So how's the last minute rush going for people?
    It's away! *pant pant* Nothing like procrastination.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  8. - Top - End - #68
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    That makes two confirmed entries at least.

  9. - Top - End - #69
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    We'll have three before morning comes, if sleep does not overcome me with all its temptations.
    Kolyarut Avatar by Potatocubed.
    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?
    Awards

  10. - Top - End - #70
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Still not sure if I'm gonna enter. Since it would involve staying up late, I probably won't.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 40. Everyone is welcome!

    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  11. - Top - End - #71
    Orc in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Entry away.
    (Hopefully you can understand it all, Heliomance.)
    Stupid character limit!
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  12. - Top - End - #72
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    That's one of the biger last minute rushes I've seen. I woke up this morning to find 8 PMs in my inbox.

    Anyway, I now present the builds. Please refrain from posting till I'm done.
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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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  13. - Top - End - #73
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    And my axe!

    Quote Originally Posted by tali ozak
    tali ozak


    bard 3 /fighter 3/ war chanter 5/ seeker of the song 2/ dwarven chanter 7

    history
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    he was born in a decent family in a large city. He lived happily until he was about 13 years old, at that point things began to change.
    He lost his parents in a horrible flood and was arrested. He moved in with a friend and started competing in tournaments as a member of the zhentarim.
    While haunted by memories of the past, free of trouble, with his wits and cunning, he now works as a musician that pays.
    He is strict, hardy, loyal, athletic, sweet, talkative and perhaps a little too rash, though currently still learning, exploring and discovering.
    As a good musician he has gained new responsibilities and a little fame, while meeting a lot of influential people.
    But with his powers and skills, only time will tell; with determination and some luck, there's nothing to stop him from reaching great success in this world.


    racial
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    gold dwarf (dmg 171), ( forgotten realms campaign setting 11)
    dwarf racial traits (phb 14)
    +2con -2dex
    +1 attack vs aberations
    languages: Common, dwarven, giant

    al: Ng

    32 point buy: Str 14, dex 14, con 12, int 12, wis 12, cha 16
    racial: Str 14, dex 12, con 14, int 12, wis 12, cha 16
    attributes: Str 15, dex 14, con 12, int 12, wis 12, cha 18
    4 cha +1
    8 cha +1
    12 dex +1
    16 str +1
    20 dex +1


    tali ozak build
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    level class base attack bonus fort save ref save will save skills feats class features
    1st bard 1 +0 +0 +2 +2 bluff 4, concentration 4, diplomacy 4, knowledge (arcana) 4, perform (sing, chant) 4, perform (string) 4, sense motive 4, use magic device 1 nymph's kiss bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
    2nd bard 2 +1 +0 +3 +3 bluff 5, concentration 5, diplomacy 5, knowledge (arcana) 5, perform (sing, chant) 5, perform (string) 5, sense motive 5, use magic device 2 - -
    3rd bard 3 +2 +1 +3 +3 concentration 6, diplomacy 6, knowledge (arcana) 6, perform (sing, chant) 6, perform (string) 6, spellcraft 2, use magic device 3 lingering song inspire competence
    4th fighter 1 +3 +2 +3 +3 concentration 7, knowledge (arcana) 7cc, perform (sing, chant) 7, spellcraft 3cc combat expertise bonus feat
    5th fighter 2 +4 +3 +3 +3 concentration 8, knowledge (arcana) 8cc, perform (sing, chant) 8, use magic device 4cc weapon focus (axe/guitar) bonus feat
    6th fighter 3 +5 +3 +4 +4 knowledge (arcana) 9cc, perform (sing, chant) 9, perform (string) 7, spellcraft 4cc skill focus (perform: String) -
    7th war chanter 1 +6 +5 +4 +4 diplomacy 7, knowledge (arcana) 10cc, perform (sing, chant) 10, perform (string) 9, spellcraft 5cc - inspire toughness, war chanter music
    8th war chanter 2 +7 +6 +4 +4 diplomacy 8, knowledge (arcana) 11cc, perform (sing, chant) 11, perform (string) 11, use magic device 5cc - -
    9th war chanter 3 +8 +6 +5 +5 diplomacy 10, knowledge (arcana) 12cc, perform (sing, chant) 12, perform (string) 12, use magic device 6cc melodic casting inspire recklessness
    10th war chanter 4 +9 +7 +5 +5 diplomacy 12, knowledge (arcana) 13cc, perform (sing, chant) 13, perform (string) 13, use magic device 7cc - -
    11th war chanter 5 +10 +7 +5 +5 diplomacy 14, knowledge (arcana) 14cc, perform (sing, chant) 14, perform (string) 14, use magic device 8cc - ncombine songs
    12th seeker of the song 1 +10 +9 +5 +7 concentration 9, diplomacy 15, knowledge (arcana) 15, perform (sing, chant) 15, perform (string) 15, use magic device 9cc great fortitude rapture of the song (+2 ac), seeker music burning melody
    13th seeker of the song 2 +11 +9 +5 +8 concentration 11, diplomacy 16, perform (sing, chant) 16, perform (string) 16, spellcraft 6cc - combine songs song of unmaking
    14th dwarven chanter 1 +11 +11 +5 +10 concentration 13, diplomacy 17, perform (sing, chant) 17, perform (string) 17, spellcraft 7, use magic device 11 - timing chant, +1 level of existing class
    15th dwarven chanter 2 +12 +12 +5 +11 concentration 15, diplomacy 18, perform (sing, chant) 18, perform (string) 18, spellcraft 8, use magic device 13 master manipulator, endurance endurance, +1 level of existing class
    16th dwarven chanter 3 +13 +12 +6 +11 concentration 17, diplomacy 19, perform (sing, chant) 19, perform (string) 19, spellcraft 9, use magic device 15 - +1 level of existing class
    17th dwarven chanter 4 +14 +13 +6 +12 concentration 19, diplomacy 20, perform (sing, chant) 20, perform (string) 20, spellcraft 10, use magic device 17 - counter chant, +1 level of existing class
    18th dwarven chanter 5 +14 +13 +6 +12 concentration 21, diplomacy 21, perform (sing, chant) 21, perform (string) 21, use magic device 19 wanderer's diplomacy continuous spellcasting, +1 level of existing class
    19th dwarven chanter 6 +15 +14 +7 +13 concentration 22, diplomacy 22, perform (sing, chant) 22, perform (string) 22, use magic device 21 die hard die hard, +1 level of existing class
    20th dwarven chanter 7 +16 +14 +7 +13 concentration 23, diplomacy 23, perform (sing, chant) 23, perform (string) 23, use magic device 23 - trance, +1 level of existing class


    bard spells per day / known
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    bard spells known
    level 0lvl 1st 2nd 3rd 4th
    1st 4 - - - -
    2nd 5 2 - - -
    3rd 6 3 - - -
    4th 6 3 2 - -
    5th 6 4 3 - -
    6th 6 4 3 - -
    7th 6 4 4 2 -
    8th 6 4 4 3 -
    9th 6 4 4 3 -
    10th 6 4 4 4 2

    bard spells per day
    level 0lvl 1st 2nd 3rd 4th
    1st 2 - - - -
    2nd 3 0 - - -
    3rd 3 1 - - -
    4th 3 2 0 - -
    5th 3 3 1 - -
    6th 3 3 2 - -
    7th 3 3 2 0 -
    8th 3 3 3 1 -
    9th 3 3 3 2 -
    10th 3 3 3 2 0

    cha bonus spells
    score modifier 0 1st 2nd 3rd 4th
    18–19 +4 - 1 1 1 1


    spell list
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    0-level
    lullaby
    summon instrument
    songbird

    1st level
    grease
    improvisation
    inspirational boost
    share talents

    2nd level
    alter self
    glitterdust
    suggestion
    grace

    3rd level
    dispel magic
    haste
    slow
    summon monster iii

    4th level
    sirine's grace
    celerity


    write up
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    at levels 1-5
    as a bard with fighter the overall skills and abilities are on par with most other level 5 characters

    at levels 6-10
    with war chanter tossed in the music abilities start to come around with options for in and out of combat

    at levels 11-15
    with seeker and dwarven chanter in prime the characters abilies with music come about with the ability to play 3 bardic musics at once, allowing for multiple affects to occur at once

    at levels 16-20
    overall: I see 4 attacks, good fort and will saves, average hp and decent social skills to aid in most out of combat situations, the characters primary weapon of choice would be the dwarven waraxe; and as his (axe bass) for his primary music instrament he will always have it on him


    sources
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    bard d6 6+ (phb)
    fighter d10 2+ (phb)
    war chanter d8 4+ (complete warrior 87)
    seeker of the song d6 4+ (complete arcane 56)
    dwarven chanter d6 6+ (http://archive.wizards.com/default.a.../prc/20061128a)
    nymph's kiss (boed 44)
    lingering song (complete adventurer 111)
    combat expertise (phb)
    weapon focus (phb)
    skill focus (perform: String) (phb)
    melodic casting (cm 44)
    great fortitude (phb)
    master manipulator (phb ii)
    endurance (phb)
    wanderer's diplomacy (phb ii)
    die hard (phb)
    Last edited by Heliomance; 2015-03-15 at 05:05 AM.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

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  14. - Top - End - #74
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    "But we're certainly dwarfs," said the Tiefling.
    "We're Certainly Dwarfs," said Dibbler. "Yes, okay. That might work."
    -Terry Pratchett, Soul Music (misquoted)

    Quote Originally Posted by Azalin Stonecutter

    Azalin Stonecutter
    Tiefling, NG, Dwarven Sorcerer 1/ Spellthief 2/ Stoneblessed 3/ Spellsinger 5/ Dwarven Chanter 8

    Abilities:
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    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    10 16 11 16 10 15 32-point buy
    10 16 12 16 10 15 4th
    10 16 14 16 10 15 Stoneblessed
    10 16 14 16 10 16 8th
    10 16 14 16 10 17 12th
    10 16 14 16 10 18 16th


    Build:
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Spellthief +0 + 0 + 0 + 2
    • Appraise (Int) 4
    • Balance (Dex) 2
    • Concentration (Con) 4
    • Craft (Stoneworking) (Int) 4
    • Diplomacy (Cha) 4
    • Jump (Str) 4
    • Knowledge (Arcana) (Int) 4
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 2
    • Perform (Sing) (Cha) 4
    • Speak Language 1
    • Tumble (Dex) 4
    Apprentice Entertainer Sneak Attack +1d6
    Steal spell (0 or 1st)
    Trapfinding
    Speak Language (Terran)
    2 Spellthief +1 + 0 + 0 + 3
    • Appraise (Int) 5 (1)
    • Balance (Dex) 2.5 (1)
    • Concentration (Con) 5 (1)
    • Craft (Stoneworking) (Int) 5 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 5 (1)
    • Knowledge (Arcana) (Int) 5 (1)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 4 (2)
    • Perform (Sing) (Cha) 5 (1)
    • Speak Language 1
    • Tumble (Dex) 4


    - Detect Magic
    Spellgrace +1
    Steal Spell Effect
    3 Stoneblessed +1 + 2 + 0 + 3
    • Appraise (Int) 6 (1)
    • Balance (Dex) 2.5
    • Concentration (Con) 5
    • Craft (Stoneworking) (Int) 6 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 6 (1)
    • Knowledge (Arcana) (Int) 5
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 5 (1)
    • Perform (Sing) (Cha) 6 (1)
    • Speak Language 1
    • Tumble (Dex) 4


    Skill Focus (Perform (Sing)) Stonebond
    4 Stoneblessed +2 + 3 + 0 + 3
    • Appraise (Int) 7 (1)
    • Balance (Dex) 2.5
    • Concentration (Con) 5
    • Craft (Stoneworking) (Int) 7 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 6 (1)
    • Knowledge (Arcana) (Int) 5
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 6 (1)
    • Perform (Sing) (Cha) 7 (1)
    • Speak Language 1
    • Tumble (Dex) 4


    - Racial Battle Technique
    5 Stoneblessed +3 + 3 + 1 + 4
    • Appraise (Int) 8 (1)
    • Balance (Dex) 2.5
    • Concentration (Con) 5
    • Craft (Stoneworking) (Int) 8 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 5
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8 (2)
    • Perform (Sing) (Cha) 8 (1)
    • Speak Language 1
    • Tumble (Dex) 4


    - Stoneblessed
    6 Dwarven Sorcerer +3 + 3 + 1 + 6
    • Appraise (Int) 8
    • Balance (Dex) 3 (1)
    • Concentration (Con) 5
    • Craft (Stoneworking) (Int) 9 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 8 (3)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 8
    • Speak Language 1
    • Tumble (Dex) 4


    Improved Counterspell
    Alertness
    DR 1/ Adamantine
    7 Spellsinger +3 + 3 + 3 + 8
    • Appraise (Int) 8
    • Balance (Dex) 3.5 (1)
    • Concentration (Con) 6 (1)
    • Craft (Stoneworking) (Int) 10 (1)
    • Diplomacy (Cha) 4
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 10 (2)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 10 (2)
    • Speak Language 1
    • Tumble (Dex) 4


    - Bardic Music
    Compelling Song
    Spellsong
    + Sorcerer Spellcasting
    8 Spellsinger +4 + 3 + 4 + 9
    • Appraise (Int) 8
    • Balance (Dex) 4 (1)
    • Concentration (Con) 8 (2)
    • Craft (Stoneworking) (Int) 11 (1)
    • Diplomacy (Cha) 5 (1)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 10
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 11 (1)
    • Speak Language 1
    • Tumble (Dex) 4.5 (1)


    - + Sorcerer Spellcasting
    9 Spellsinger +5 + 4 + 4 + 9
    • Appraise (Int) 8
    • Balance (Dex) 4
    • Concentration (Con) 10 (2)
    • Craft (Stoneworking) (Int) 12 (1)
    • Diplomacy (Cha) 6 (1)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 11 (1)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 12 (1)
    • Speak Language 1
    • Tumble (Dex) 5 (1)


    Great Fortitude Improved Countersong
    + Sorcerer Spellcasting
    10 Dwarven Chanter +5 + 6 + 4 + 11
    • Appraise (Int) 10 (2)
    • Balance (Dex) 6 (2)
    • Concentration (Con) 12 (2)
    • Craft (Stoneworking) (Int) 13 (1)
    • Diplomacy (Cha) 6
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 11
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 13 (1)
    • Speak Language 1
    • Tumble (Dex) 5.5 (1)


    - Timing Chant
    + Sorcerer Spellcasting
    11 Dwarven Chanter +6/+1 + 7 + 4 + 12
    • Appraise (Int) 12 (2)
    • Balance (Dex) 8 (2)
    • Concentration (Con) 14 (2)
    • Craft (Stoneworking) (Int) 14 (1)
    • Diplomacy (Cha) 6
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 11
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 14 (1)
    • Speak Language 1
    • Tumble (Dex) 6 (1)


    Endurance Soothing Chant
    + Sorcerer Spellcasting
    12 Spellsinger +7/+2 + 7 + 5 + 13
    • Appraise (Int) 12
    • Balance (Dex) 8
    • Concentration (Con) 15 (1)
    • Craft (Stoneworking) (Int) 15 (1)
    • Diplomacy (Cha) 8 (2)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 12 (1)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 15 (1)
    • Speak Language 1
    • Tumble (Dex) 6.5 (1)


    Master Spellthief + Sorcerer Spellcasting
    13 Dwarven Chanter +8/+3 + 7 + 6 + 13
    • Appraise (Int) 14 (2)
    • Balance (Dex) 10 (2)
    • Concentration (Con) 16 (1)
    • Craft (Stoneworking) (Int) 16 (1)
    • Diplomacy (Cha) 9 (1)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 12
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 16 (1)
    • Speak Language 1
    • Tumble (Dex) 7 (1)


    - War Chant
    + Sorcerer Spellcasting
    14 Dwarven Chanter +9/+4 + 8 + 6 + 14
    • Appraise (Int) 16 (2)
    • Balance (Dex) 12 (2)
    • Concentration (Con) 17 (1)
    • Craft (Stoneworking) (Int) 17 (1)
    • Diplomacy (Cha) 10 (1)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 12
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 17 (1)
    • Speak Language 1
    • Tumble (Dex) 7.5 (1)


    - Counter Chant
    + Sorcerer Spellcasting
    15 Spellsinger +9/+4 + 8 + 6 + 14
    • Appraise (Int) 16
    • Balance (Dex) 12
    • Concentration (Con) 18 (1)
    • Craft (Stoneworking) (Int) 18 (1)
    • Diplomacy (Cha) 12(2)
    • Jump (Str) 6
    • Knowledge (Arcana) (Int) 13 (1)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 18 (1)
    • Speak Language 1
    • Tumble (Dex) 8 (1)


    Versatile Performer (Sing, Percussion, Dance) Amplified Music
    + Sorcerer Spellcasting
    16 Dwarven Chanter +9/+4 + 8 + 6 + 14
    • Appraise (Int) 17 (1)
    • Balance (Dex) 13 (1)
    • Concentration (Con) 19 (1)
    • Craft (Stoneworking) (Int) 19 (1)
    • Diplomacy (Cha) 13 (1)
    • Jump (Str) 8 (2)
    • Knowledge (Arcana) (Int) 13
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 19 (1)
    • Speak Language 1
    • Tumble (Dex) 8.5 (1)


    - Continuous Spellcasting
    + Sorcerer Spellcasting
    17 Dwarven Chanter +10/+5 + 9 + 7 + 15
    • Appraise (Int) 18 (1)
    • Balance (Dex) 14 (1)
    • Concentration (Con) 20 (1)
    • Craft (Stoneworking) (Int) 20 (1)
    • Diplomacy (Cha) 14 (1)
    • Jump (Str) 10 (2)
    • Knowledge (Arcana) (Int) 13
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 20 (1)
    • Speak Language 1
    • Tumble (Dex) 9 (1)


    Die Hard + Sorcerer Spellcasting
    18 Dwarven Chanter +11/+6/+1 + 9 + 7 + 15
    • Appraise (Int) 20 (2)
    • Balance (Dex) 14
    • Concentration (Con) 21 (1)
    • Craft (Stoneworking) (Int) 21 (1)
    • Diplomacy (Cha) 16 (2)
    • Jump (Str) 10
    • Knowledge (Arcana) (Int) 14 (1)
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 21 (1)
    • Speak Language 1
    • Tumble (Dex) 9.5 (1)


    Lingering Song Trance
    + Sorcerer Spellcasting
    19 Dwarven Chanter +12/+7/+2 + 10 + 7 + 16
    • Appraise (Int) 22 (2)
    • Balance (Dex) 16 (2)
    • Concentration (Con) 22 (1)
    • Craft (Stoneworking) (Int) 22 (1)
    • Diplomacy (Cha) 17 (1)
    • Jump (Str) 10
    • Knowledge (Arcana) (Int) 14
    • Perform (Dance) (Cha) 1
    • Perform (Percussion) (Cha) 8
    • Perform (Sing) (Cha) 22 (1)
    • Speak Language 1
    • Tumble (Dex) 10 (1)


    - Healing Chant
    + Sorcerer Spellcasting



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


    Fluff:
    Spoiler
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    Falbere Stonecutter walked along side his horse, returning to the mountains from a successful trading venture. The gems and statuettes had sold well in the market, and with the proceeds he'd been able to assure a good return for his city. The trip had been routine, but it would not remain so.

    As he traveled along the road, he heard a mournful song drifting from the woods. Curious, he left the trail to investigate. At it's source, he found a young woman, a half elf by the looks of her, holding a bundle in her arms as she lay sprawled against a tree. One could see from the look in her eyes, that something in her soul had been irreversibly damaged, and she just seemed to be grasping on to life long enough to complete one final task.

    Seeing him approach, she raised her arms to give him the bundle. As he took it, the light faded from her eyes, and her body went limp. He felt it move, and examined it more closely to see an infant within. Two nubs of horns were formed on the child's skull, and a small cropping of red hair had begun to grow, a far different shade than the woman who had carried her to this point. Unable to abandon an innocent child, he carried her with him, all the way back to his home, his new daughter.


    10 years later...

    Azalin skipped after her father humming to herself. Falbere grimaced at the tune. Somehow she remembered the song her mother had sung to her as she lay dying. The memory was still bitter in his mind, and he didn't like recalling it. He'd never told her, all Azalin knew as family was his own. He was her father, his wife her mother, and his other children her siblings. Even if she was a tiefling, her soul was Dwarven, and she had become one with the stone.

    She was always cheery about life, never seeming to care about how different she was. Now it was time for her to take her place and learn her trade. He'd taught her a bit of his own craft. How to appraise gems, and shape the stone. But she also showed a strange aptitude for music and the arcane. She was light on her feet and dextrous as well so where she could end up was anyone's guess.

    As they walked in the hall, about the only thing he was certain of is that she wasn't going to be a soldier. She was sharp as a tack, but she seemed to lack the focus and discipline really needed to form up in ranks. Still they were before the elders now and it would be their choice.

    “Ahh Falbere, you've brought Azalin today? Very well, let us see where she will best serve the community.”

    Levels 1-6
    Spoiler
    Show


    Our first five levels are focused on being counted as a dwarf. This requires the Stoneblessed prestige class. We start out with Spellthief in order to get appraise, and a few nice abilities. This also opens the door to the Master Spellthief feat later. We also take the Apprentice Entertainer feat in order to get Perform onto our class skills list. A single level in Sorcerer gives us the ability to cast 1st level arcane spells which we need to enter our first prestige class. Although taking bard would allow for a faster entry, by delaying entry a bit, we end up with a much more powerful caster. Bard's cap out at 6th level spells. By using Spellthief and Sorcerer we finish the build with 7th level spells, have more spells per day/ spells known, a greater selection, and the ability to rob our opponents of high level spells, even if we aren't able to store them.



    8 Years later...

    Azalin strapped the daggers to her boots. Her apprenticeship was finished. She'd learned all she could from the chanters, and now there was something she had to discover. She looked to her parents and straightened her jacket out. She'd spent 8 years studying under the chanters and now she was leaving. She knelt down and hugged her father.

    “Da, no matter where I go, this is my home, and my family.”

    “Bah,” Falbere pushed away gently with a sad smile on his face. “Don't be getting overly sentimental on me just yet girl. You just come home once you find your answers. I knew this day was coming sooner or later, so just hurry up about it will you? We need you down here. Balking on tradition left and right, but your still a damn fine chanter whether anyone else wants to admit to it or not.”

    Azalin smiled. “I'll be quick about this as I can Da.” Her Hand brushed across the door to her home as she left. She didn't know how long it would be until she came home. But she had to know where she came from.

    Levels 7-20
    Spoiler
    Show

    First thing is to get our last prerequisite which is Bardic Music. Spellsinger only requires us to cast 1st level spells, an ability covered by the 1 level dip into Sorcerer. It also builds off our required skills for Dwarven Chanter and provides full casting. Spellsinger also provides a few nice boosts to our mundane Bardic Music abilities.

    Spellsinger does have the unusual prerequisite of requiring elven heritage, however it's also generous enough to allow as little as 1/8th elven blood to still meet the requirement. Tieflings are planetouched humans, but this does not strictly prohibit them from having elven ancestry. Half-elves who have children have a chance of producing human offspring. This child would be human, but still have a quarter of it's blood be of elven ancestry, and because it would be human has the chance of being born a tiefling if it's human parent has the necessary corruption in their blood. The next child assuming a human parent was again chosen would have the minimum necessary at 1/8th. This means that there is at least a two generation gap in which a tiefling could have enough elven blood to qualify as a Spellsinger.

    Going into Dwarven Chanter, we only take 8 levels. The reason for this is that level 9 is effectively a dead level, only providing a better fort save over taking another level of Sorcerer, and the capstone chant, while interesting has limited usage. Most adventuring parties will have little use for attacking structures, effectively making level 10 close to a dead level as well.

    For our feats, we finally manage to get Master Spellthief at level 12. Prior to this all our feat slots were occupied with filling the necessary requirements to enter our prestige classes. Versatile performer makes perform checks easier as we can choose any of the selected styles and use the ranks for our highest ranked perform skill. This frees up skill points for placement in other areas. Finally Lingering Song lets us start off with our full bevy of boosts at the start of the fight, and then slide into a war chant, or continue with one of our defaults as needed.






    1 Year Later...

    Azalin walked through the slums of Tevin. Her journey had brought her here. Why she wasn't sure, but something told her she needed to be here. As she walked by, a young girl was quietly singing a familiar tune, one that had lingered in her mind for as long as she could remember.

    She snapped her head to look at the girl, who quickly stopped seeing her horns under her hood. The girl’s mother picked her up and held her protectively. “Please milady, she doesn't understand. She didn’t' mean anything by it.”

    Azalin quickly looked about. “Honestly ma'am that's two of us. I'm not one of the nobles, unless my accent isn't a dead giveaway. Could use a hot meal though if you've the space at your table.”

    As they sat about the table, Azalin finally learned the meaning of the song she'd hummed for so long, and the words that went with it. The Tevin had oppressed those who weren't of the tainted blood that made up the nobility. Centuries ago they had made pacts with demons to ensure their power. Now they ruled with an iron fist hanging anyone who dared stand against them. Almost 20 years ago, one of the nobles fell for a commoner. His parents rejected the union, and so he eloped with her. He began to rally as many as he could to rebel against the tyrants. The song had been their rallying cry. Ultimately he had been hung, sacrificing himself so that his love could escape with their child. The woman had been found dead, but no trace of the child she took with her had ever been discovered.

    Azalin looked at the woman. “If the people heard that song again, would they rise?”

    “I imagine they might, those of us that survived the rebellion still have the desire for freedom, but without someone to lead...”

    Azalin cut her off. “Listen for the song in the next six months. Be ready to take up arms when you hear it.” With that she left and disappeared into the night.


    Sweet Spot: Level 16
    Spoiler
    Show


    At level 16 we have all of our best abilities finally on the table. We don’t' have a particularly great BaB, but given that our build is more focused towards being a caster, that isn't as important. At level 15 we have 5th level spellcasting, trailing behind the bard slightly, but have a far greater variety of spells available, and more spells to cast to make up for it. The continuous chant allows us to cast in combat without having to worry about making constant concentration checks. Spellsong frees up some of our spell slots by allowing us to cast enchantment spells without actually knowing them as long as they appear on the sorcerer spell list. We also have an increased range to our bardic music effects. Versatile Performer nets us a total modifier of +28 to our perform checks as long as it involves at least 2 our of perform skills. This ensures a high rate of success for anything requiring a perform check.


    Dawn rose as the people gathered before the tree. It was the last day of the promised time. Their fragile hope hung on a thread as they waited, praying for a miracle. Curious several of the nobles stood atop the wall to see what would bring the riff raff about the tree other than a hanging. In the distance a faint sound could be heard, a single voice cresting over the hill.

    ...Coming to the tree
    I told you to run
    So we would both be free
    Strange things have happened there
    No stranger would it be
    If we met at midnight in the hanging tree

    Are you, are you...

    As the lone tiefling crested the hill, her lone voice turned into a deafening chorus as an army dwarfs marched behind here ready for the ensuing battle, there voice in perfect harmony with hers.

    ...Coming to the tree
    Wear a necklace of rope
    Side by side with me
    Strange things have happened there
    No stranger would it be
    If we met at midnight in the hanging tree

    The people turned, joining in the chant, there once fragile hope, strengthened into an iron will against their oppressors. This fight was theirs and they would win it.

    Are you, are you
    Coming to the tree
    They strung up a man today
    They say he murdered three
    Strange things have happened there
    No stranger would it be
    If we met at midnight in the hanging tree





    Sources:
    Spoiler
    Show

    Item Source Page
    Tiefling Monster Manual 209
    Spellthief Complete Adventurer 15
    Dwarf Sorcerer Races of Stone 147
    Stoneblessed Races of Stone 122
    Spellsinger Races of Faerun 185
    Apprentice DMG II 175
    Master Spellthief Complete Scoundrel 79
    Versatile Performer Complete Adventurer 112
    Lingering Song Complete Adventurer 109
    The Hanging Tree Mockingjay by Suzanne Collins -



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  15. - Top - End - #75
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    I... think this might be the single most in-depth write-up I have ever seen O_o
    And I think this is the winner of our genuine Marvel-surplus No-Prize for the use of Trance!

    Quote Originally Posted by Hot Kald Skald
    Hot Kald Skald

    CN White Dragonspawn Desert Dwarf Savage Bard 6 / Dwarven Chanter 7 / Stormsinger 7


    Spoiler: Basics
    Show
    Race: White Dragonspawn (Dragonlance Campaign Setting 222) Desert Dwarf

    Place of Origin: The Blade Desert of the Talenta Plains (Eberron Campaign Setting 202), near the southern extent of the Ironroot mountains, on Khorvaire in Eberron

    Patron Deity: Kol Korran, God of Trade and Wealth, of the Sovereign Host

    Alignment: Chaotic Neutral

    Classes: Savage Bard 5 / Dwarven Chanter 7 / Savage Bard +1 / Stormsinger (Frostburn 70) 7

    Languages: Common, Dwarven, Giant, Gnome; Draconic

    Ability 32 Point Buy Desert Dwarf White Dragonspawn Increments Final
    Strength 10 10
    Dexterity 14 -2 +2 14
    Constitution 14 +2 +2 18
    Intelligence 14 14
    Wisdom 10 10
    Charisma 16 +5 (all) 21

    Spoiler: Story
    Show
    Dry air with no cloud cover makes deserts heat up rapidly in the day. Those same conditions make deserts cool down just as quickly at night. Desert life is a constant cycle of hot days and cold nights. Desert Dwarves have Heat Endurance as a racial trait to endure those hot days, but no corresponding capability to deal with the cold. Gifted with racial darkvision, Hot Kald Skald found the cold of night the biggest impediment to exploring in the nearby Boneyard, a fascinating site containing the ancient remains of Colossal Dragons. Dwarves are in the minority in The Talenta Plains, but the Halflings who dominate this nation regard the Boneyard as cursed and avoid it. (Legends claim that to disturb the bones of the dead draws the attention of the living — and no one wants to attract the attention of a living Dragon.) So on many nights Hot Kald, after his shift laboring in the iron mine, would bundle up against the chill and head off alone to go exploring in The Boneyard. There he would gaze at the giant skeletons and dream of what magnificent lives these Dragons had led. White Dragons, those at home in the cold, he found the most fascinating.

    While on one of his many explorations in The Boneyard Hot Kald was surprised when he came across someone else in this generally deserted place. Haughty in demeanor and bearing a reptilian crest on his pale, exposed head, the stranger demanded to know what Hot Kald was doing in this natural monument to the great Dragons. Hot Kald, quick of wit and blessed with natural glibness refined with his early Savage Bard training, explained that his intent was not to profane this ancient site; rather, he was there as an act of homage. A strong, sinuous tail emerging from beneath his cloak, and opening his hands to show clawed fingers, the stranger said, "That's a good answer, so I think I'll let you live, Dwarfling. Also, I like your medallion." Hot Kald routinely wore a medal of his patron deity Kol Korran (God of Trade and Wealth, of the Sovereign Host): a white dragon lying on a bed of ice-blue gemstones.

    The stranger introduced himself as Lord Garganosh. He said he was a plane-shifting Sorcerer, and spoke of places called Teyr, Ansalon, and Krynn, none of which Hot Kald had ever heard of. He said he was searching for subjects for a project, and he thought the young Dwarf was a good candidate. Not that he had a choice, actually, but his chances of surviving might be improved if Hot Kald was enthusiastic about embracing his inner Dragon. So, in a hidden laboratory on another world, that's how Hot Kald Skald became a White Dragonspawn (Dragonlance Campaign Setting 222). The transformation methods were hideous; nonetheless, Hot Skald was pleased with the result. Testing out his new wings, flying up into the icy air, he relished in the cold which was now intrinsic to his being.

    Hot Kald attempted to repay Garganosh by becoming his laboratory assistant. He wasn't well-suited to the task, though; he simply couldn't maintain a focus on one thing for very long. So Lord Garganosh decided to return Hot Kald to his home if he promised to make himself available for future examinations of the Dragonspawn changes. The young Savage Bard eagerly agreed, and Garganosh exercised his mighty arcane magics to return Hot Kald to his family and community. Despite his disturbing new appearance, Hot Kald was embraced by his clan. Their greatest fear was that he had been abducted by bloodthirsty raiding Valenar Elves, and ending up a Dragonspawn was much the lesser Evil.

    Hot Kald returned eagerly to his Savage Bard training (where his time away had caused him to drop behind his classmates) and his job in the mines. Having seen that his basic Chaotic nature made holding down some other type of job difficult, while putting in long days in the mines was comparatively easy, Hot Kald started to pay more attention to the working chants the Dwarven miners used. He found there was magic there beyond the Bardic music he had learned about, and thought that a career as a Dwarven Chanter would be interesting to pursue.

    As it turned out, Dwarven Chanter wasn't actually an interesting choice, but Hot Kald stuck with it as best he could. He used his Miner's Song Timing Chant to aid himself and other miners to moderate prosperity. He spent his evenings flying, relishing the chill desert air, and thinking about the hot/cold duality of The Blade Desert and of his own self. When he had accumulated enough money he took a vacation to Karrlakton in Karrnath, and paid a Druid spellcaster for Mantle of the Fiery Spirit (Sandstorm 118). Finally feeling that he had properly embraced both the cold and hot sides of his nature, Hot Kald had only his career to put to rights. He managed to learn every major Dwarven Chanter lesson, through the final training in "Trance", though he couldn't take it past that point; with only a couple of new chants on the syllabus, and mostly practice with lessons already learned, Hot Kald decided he had had enough.

    Going back to his Savage Bard lessons (plus some time in the gymnasium), he looked for more interesting training prospects. Knowing his fascination with fire and ice, some of his schoolmates recommended Seeker of the Song (Complete Arcane 56). That at first looked very promising, but then Hot Kald noticed that he would have to abandon his spellcasting. His Bardic Music had taken a detour with Dwarven Chanter, with the sole saving grace being continuity as an arcane spellcaster. He couldn't give that up after all the years he had already invested. At last, the solution presented itself: rather than finding one package with everything included, he would pursue cold with Stormsinger (Frostburn 70) and fire with Dragonfire Inspiration (Dragon Magic 17).

    While he stopped his Dwarven Chanter training, Hot Kald never abandoned its principles: to bring aid and prosperity to the Dwarves, either in groups or individually. Hot Kald Skald can perform the Miner's Song while he and other Dwarves work the mines. His Profession (miner) checks are boosted by both his Desert Dwarf racial bonus and his Timing Chant. Of course, there's one obvious drawback to that approach: it doesn't work if you don't happen to have a mine around. Timing Chant is very task-specific. After having been in another country and even another world, and acknowledging his Chaotic nature, Hot Kald Skald knew he wasn't going to remain in one place doing one type of job: he had developed an adventuring spirit. Consequently, when not running about to combat Wights (or whatever), Hot Kald needed a job that wasn't dependent on proximity to a mine.

    When your basic nature is Chaotic, working steadily through a full day to make your living can be torture. "Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance." There's no Timing Chant song to help you keep singing; the Trance class feature is the only good way to cope. With his Trance active, Hot Kald Skald can skillfully exercise a full day's Perform (sing/chant), and the day (or at least a 4-hour chunk of it at a time) just whizzes by. His average weekly take in a prosperous city significantly exceeds what he can earn as a miner — and of course no mine is required. As it turned out, Dwarven Chanter Trance was the best answer to Hot Kald's quest for individual prosperity.

    Spoiler: Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Savage Bard 1 +0 +2 +0 +2 Bluff 4, Concentration 4, Diplomacy 4, Knowledge (arcana) 4, Perform (percussion) 4, Perform (sing/chant) 4, Profession (miner) 4, Tumble 4 Magical Aptitude Bardic Music, Bardic Knack (Player's Handbook II 35), Mimicking Song (Dungeonscape 8), Healing Hymn (Complete Champion 47), Inspire Courage +1
    2nd Savage Bard 2 +1 +3 +0 +3 Bluff +1(=5), Concentration +1(=5), Diplomacy +1(=5), Knowledge (arcana) +1(=5), Perform (percussion) +1(=5), Perform (sing/chant) +1(=5), Profession (miner) +1(=5), Tumble +1(=5)
    3rd Savage Bard 3 +2 +5 +1 +3 Balance +1, Concentration +1(=6), Knowledge (arcana) +1(=6), Perform (percussion) +1(=6), Perform (sing/chant) +1(=6), Profession (miner) +1(=6), Sleight of Hand +1, Tumble +1(=6) Great Fortitude Hymn of Fortification (Complete Champion 47)
    4th Savage Bard 4 +3 +6 +1 +4 Balance +1(=2), Concentration +1(=7), Knowledge (arcana) +1(=7), Open Lock (cc) +½, Perform (percussion) +1(=7), Perform (sing/chant) +1(=7), Profession (miner) +1(=7), Tumble +1(=7)
    5th Savage Bard 5 +3 +6 +1 +4 Balance +1(=3), Concentration +1(=8), Knowledge (arcana) +1(=8), Open Lock (cc) +½(=1), Perform (percussion) +1(=8), Perform (sing/chant) +1(=8), Profession (miner) +1(=8), Tumble +1(=8)
    6th Dwarven Chanter 1 +3 +8 +1 +6 Balance +1(=4), Concentration +1(=9), Knowledge (nature) +3, Perform (sing/chant) +1(=9), Profession (miner) +1(=9), Speak Language (Draconic) Quick Recovery (Lords of Madness 181) Timing Chant
    7th Dwarven Chanter 2 +4 +9 +1 +7 Balance +1(=5), Concentration +1(=10), Knowledge (nature) +1(=4), Perform (sing/chant) +1(=10), Profession (miner) +1(=10), Spellcraft +2, Use Magic Device +1 Endurance Endurance (bonus feat)
    8th Dwarven Chanter 3 +5 +9 +2 +7 Diplomacy +1(=6), Knowledge (geography) +4, Perform (sing/chant) +1(=11), Profession (miner) +1(=11), Spellcraft +1(=3)
    9th Dwarven Chanter 4 +6 +10 +2 +8 Diplomacy +1(=7), Perform (dance) 4, Perform (sing/chant) +1(=12), Profession (miner) +1(=12), Spellcraft +1(=4) Requiem (Libris Mortis 29) Counter Chant
    10th Dwarven Chanter 5 +6 +10 +2 +8 Diplomacy +1(=8), Perform (dance) +2(=6), Perform (sing/chant) +1(=13), Profession (miner) +1(=13), Spellcraft +3(=7) Continuous Spellcasting
    11th Dwarven Chanter 6 +7 +11 +3 +9 Diplomacy +1(=9), Perform (sing/chant) +1(=14), Profession (miner) +1(=14), Spellcraft +5(=12) Diehard Diehard (bonus feat)
    12th Dwarven Chanter 7 +8 +11 +3 +9 Diplomacy +3(=12), Perform (sing/chant) +1(=15), Profession (miner) +1(=15), Spellcraft +3(=15) Storm Magic (Frostburn 50) Trance
    13th Savage Bard 6 +9 +12 +4 +10 Tumble +8(=16) Haunting Melody (Eberron Campaign Setting 54) feat in place of Suggestion (Eberron Campaign Setting 34)
    14th Stormsinger (Frostburn 70) 1 +9 +12 +6 +12 Perform (sing/chant) +2(=17), Spot 4 continued Bardic Music, Stormsong (gust of wind)
    15th Stormsinger 2 +10 +12 +7 +13 Perform (sing/chant) +1(=18), Spot +5(=9) Dragonfire Inspiration (Dragon Magic 17) Stormpower
    16th Stormsinger 3 +10 +13 +7 +13 Perform (sing/chant) +1(=19), Spot +5(=14) Stormsong (thunderstrike)
    17th Stormsinger 4 +11 +13 +8 +14 Perform (sing/chant) +1(=20), Spot +5(=19) Resist electricity 5
    18th Stormsinger 5 +11 +13 +8 +14 Perform (sing/chant) +1(=21), Profession (miner) +3(=18), Spot +2(=21) Snowflake Wardance (Frostburn 50) Stormsong (control winds)
    19th Stormsinger 6 +12 +14 +9 +15 Perform (sing/chant) +1(=22), Profession (miner) +4(=22), Spot +1(=22) Resist electricity 10
    20th Stormsinger 7 +12 +14 +9 +15 Perform (sing/chant) +1(=23), Profession (miner) +1(=23), Spellcraft +3(=18), Spot +1(=23) Stormsong (winter’s ballad)
    - reflects Great Fortitude bonus.

    Spoiler: Gear
    Show
    Any high-level character will have lots of equipment. (A Vest of Legends (Dungeon Master's Guide II 272) would be very nice for a Bard, for instance.) This lists just the essentials to go with class/feat abilities.

    (Savage) Bards can cast in light armor without ASF. The Dwarven Chanter Endurance granted feat lets the character sleep wearing light armor without becoming fatigued. Hot Kald Skald will get the best light armor he can to leverage both class-granted abilities.

    A short sword (or some other slashing weapon, of which Bards don't have a lot of proficient options) is necessary for the Snowflake Wardance feat. A Feycraft (Dungeon Master's Guide II 275) short sword would be spiffy.

    A masterwork drum (Complete Adventurer 124) for Dwarven Chanter percussion accompaniment.

    Both Snowflake Wardance feat and Fire Dance spell use can cause fatigue afterward. Soothing Chant will alleviate fatigue in those who rest while listening, but chanting for a full hour is not resting; Hot Kald can't soothe himself. A friendly fellow caster with an appropriate spell would be the usual solution, but in case one is not avaiable I present a couple of alternatives to needing to sack out right away. The cheaper option is a wand of Ray of Resurgence (Lost Empires of Faerûn 33): Cleric 1 spell; 750 gp. Ray of Resurgence is also on the Sorcerer spell list (though 1 level higher), and Hot Kald acquires the ability to trigger Sorcerer spells with the White Dragonspawn template. The more expensive (9,000 gp) permanent solution is a Breath of the Waves graft (Magic of Eberron 130); it will alleviate fatigue once per hour.

    Spellcasting Service
    Mantle of the Fiery Spirit spell (Sandstorm 118) instantaneously gives the target creature the fire subtype (16,200 gp total cost). No, this has nothing to do with Dwarven Chanter or any other class in the build. It is a part of the character's "Song of Ice and Fire" flavor theme.

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

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

    Spoiler: Spells Known
    Show
    Level 0 Bard Spells Known
    Level 1 Bard Spells Known
    • Combined Talent (Complete Mage 100): 2 characters share skill ranks of 1
    • Endure Elements: handy for party members when you're manipulating the weather
    • Improvisation (Spell Compendium 121): gain 2xCL luck bonus points; spend to improve attack rolls, skill checks, & ability checks
    • Inspirational Boost (Spell Compendium 124): +1 morale to Inspire Courage
    • Undersong (Spell Compendium 227): use Perform check in place of Concentration for 10 minutes/level; facilitates longer duration Continuous Spellcasting

    Level 2 Bard Spells Known
    • Alter Self
    • Sonorous Hum (Spell Compendium 196): maintain Concentration on next spell automatically
    • Heartfire (Spell Compendium 112): basically 5' radius, damaging version of Glitterdust
    • Ice Darts (Frostburn 98): 5 darts do 2d4 each, half cold damage
    • Pass without Trace

    Level 3 Bard Spells Known
    Level 4 Bard Spells Known
    • Celerity (Player's Handbook II 105): take standard action immediately, but be dazed for a round
    • Dimension Door
    • Fire Dance: channel fire power into light and morale boost to allies; fiery ray attack or self-healing at end
    • Shadow Conjuration: imitate many useful spells
    • Sirine's Grace (Spell Compendium 191): gain bonuses to Charisma and Dexterity, AC, and Perform checks; can breathe water

    Level 5 Bard Spells Known
    • Boreal Wind (Frostburn 89): gust of cold wind deals 1d4 cold damage/level and knocks creatures back
    • Cacophonic Burst (Spell Compendium 41): noise deals 1d6/level sonic damage to all within area
    • Commune with Nature
    • Dispel Magic, Greater
    • Blink, Greater (Spell Compendium 32): controlled blinking between Material & Ethereal Planes grants defenses for 1 round/level

    Level 6 Bard Spells Known
    • Snowsong (Frostburn 105): 30' radius snowfall benefits allies and penalizes enemies; 10 min./level
    • Nixie's Grace (Spell Compendium 148): gain swim speed, water breathing, low-light vision, DR 5/cold iron, and enhancements to Dexterity and Wisdom
    • Resistance, Superior (Spell Compendium 174): subject gains +6 on saving throws for 24 hours
    • Sympathetic Vibration


    Level 0 Sorcerer Spells Known
    Level 1 Sorcerer Spells Known
    • Benign Transposition (Spell Compendium 27): two willing subjects switch places
    • Blades of Fire (Spell Compendium 31): your melee weapons deal +1d8 fire damage for 1 round

    Spoiler: Snapshots
    Show
    Throughout the build Hot Kald Skald has full Bard spellcasting and Bardic Music, making for a solid generalist character. A good selection of spells and skills makes for a well-rounded PC at most any level, while an ice & fire theme makes him interesting to play.

    At level 5 the Secret Ingredient hasn't been introduced, so the character is merely a young Savage Bard. No snapshot.

    At level 10 Hot Kald Skald has picked up Timing Chant, Counter Chant, and Continuous Spellcasting from the SI. He's got maximum ranks in both Profession (mining) and Perform (sing/chant), giving him a couple of ways to fulfill the prosperity aims of the Dwarven Chanter class. He has overcome the potentially deadly drawback of using Timing Chant. The ranks in Perform allow him to use the songs Soothing Chant and War Chant to aid his allies and demoralize his foes. Hot Kald has added to the effectiveness of all his Bardic Music (including Dwarven Chanter songs) by extending them to affect Undead. In terms of personal enrichment he's balanced the icy and hot sides of his nature (acquired both cold and fire subtypes), but hasn't done much with them yet. He's started to get 4th level Bard spells, which include some fine choices.

    At level 15 Hot Kald has stopped advancing as a Dwarven Chanter, having picked up all but its last two songs. He's branched into Stormsinger to empower his icy side, and embraced his fiery aspect with Dragonfire Inspiration. His Perform (sing/chant) skill is enough to qualify for "extraordinary performance" as long as he uses Dwarven Chanter Trance to maintain a full day's performance. Stormpower enriches the skill if it's cold or stormy, feeding back into greater effectiveness of Dwarven Chanter Timing Song in those conditions. He's moved up to 5th level Bard spells, and filled in several useful ones with [Fire] and [Cold] descriptors. Haunting Melody lets Hot Kald leverage any Perform (sing/chant) skill use, such as Dragonfire Inspiration, to inspire fear in enemies at the same time (for the cost of an additional Bardic Music use), increasing his effectiveness.

    Level 18 is the build's sweet spot. Hot Kald acquires Control Winds as a Stormsinger Bardic Music effect, which he can keep going for as long as he concentrates. (He could go around all day with a standard action for concentration and a move action for tramping at his speed, surrounded by a personal protective hurricane. Or in combat he could keep this Spell-like ability going using Dwarven Chanter Continuous Spellcasting.) He's maxed out at CL 20 for this and other Stormsinger effects (has been since the last level). He's learned his next-to-last 6th level spell. He's gained enough protective/buffing effects to be not only comfortable in melee combat, but using War Chant and Snowflake Wardance simultaneously will make his attacks fearsome and effective. His ice & fire theme is colorful and effectively combines with Dwarven Chanter songs: War Chant stacking with Snowsong spell or Dragonfire Inspiration feat, for instance.

    At level 20 Hot Kald Skald has every capability previously noted, augmented by the maximum pre-Epic Bard spellcasting plus a Bardic Music use for every class level. His ice & fire power is fully realized with Stormsinger Winter’s Ballad, casting Control Weather as a Bardic Music effect. This class ability is Supernatural, so the altered weather is not subject to spell resistance, counterspells, or to being dispelled by Dispel Magic. That puts him one power notch above the Druids, who are in turn a big step in effectiveness above Clerics, Sorcerers, and Wizards with this 7th level spell. He's certainly not up to Druids in overall power, but even coming ahead of them in this one aspect is fairly impressive given the relative disparity of Druids and Bards.

    Spoiler: Notes
    Show
    Spoiler: Originality
    Show
    Originality
    Hot Kald Skald was inspired by "A Song of Ice and Fire", in case that wasn't immediately apparent. I tried to create an interesting and useful character which actually honors the Secret Ingredient rather than ignoring it or working at cross-purposes to it. Given that I had to use some form of Dwarf, Desert Dwarf with racial Heat Endurance was thematically appropriate. (Later gaining the fire subtype was the cherry on top of the sundae.) Dragonfire Inspiraton applies the fire theme to a class feature granted by the SI's usual prerequisite class, with Dwarven Chanter levels adding daily uses. White Dragonspawn starts the ice aspect of the character motif, with Snowflake Wardance and Stormsinger developing it further. I added everything with [Cold] and [Fire] descriptors to Hot Kald Skald's known spells. (There aren't many of them in the Bard list, but they tend to be good options.) Should Hot Kald need to battle Wights (undead raised by the White Walkers in "A Song of Ice and Fire") or other undead, I added the Requiem feat (Libris Mortis 29), which lets Bardic Music affect Undead. This will enable Dwarven Chanter Soothing Chant to heal a Necropolitan character in the party, or War Chant to penalize Undead enemies.

    Savage Bard was chosen as the entry to the Secret Ingredient because its Chaotic alignment requirement made a compelling reason for use of Dwarven Chanter Trance. (Other characteristics of the Savage Bard, like illiteracy and the loss of some spells, were annoyances to be overcome. However, I feel strongly that a Chaotic alignment requirement instead of merely a Chaotic aligment choice makes a better justification for the use of Trance.) The various alternative class features were chosen to make the character more effective and fun to play, but if you want to credit them for Originality as well I won't complain.

    Spoiler: Power
    Show
    Power
    My aim here was to keep the Power up to the best qualities of the Secret Ingredient: full Bard spellcasting and Bardic Music. Stormsinger makes for a bit of an uptick, with maximum ranks in Perform (sing/chant) substituting for caster level for its Bardic Music storm effects, which gets Hot Kald to CL 20 at character level 17. (That ought to be enough to counter the drag of Dwarven Chanter.) Bardic Music is usually disadvantaged if you deviate from straight Bard: uses per day can accumulate, as they do in all of Hot Kald's classes, but you don't improve or add to the actual Bard class's Bardic Music effects (Fochlucan Lyrist and Warrior Skald being exceptions). (There's a feat to deal with that, but it's in Dragon magazine and thus disallowed.) You may get other Bardic Music effects instead: either poorer (Dwarven Chanter) or richer (Stormsinger). I think this build's approach, picking up powerful songs like Control Winds and Winter's Ballad (Control Weather), each usable many more times per day than spells would be, was a noticeable improvement.

    Normally Timing Chant use sucks the Power out of all participants by making them dazed (incapable of any actions) until they rest for as many hours as the Timing Chant lasted, with no magical recovery possible. This build addresses the problem; see Use of Secret Ingredient below for how.

    Words of Creation [Exalted] (Book of Exalted Deeds 48) would have been an obvious Power-boosting opportunity to pair with Inspire Courage/Dragonfire Inspiration, but it's fairly abusive for a worshiper of Neutral Kol Korran to be so Good (Exalted) it hurts. Dwarven Chanters are supposed to be spiritual, and I thought having an alignment more than one degree different from the Eberron deity most appropriate (God of Trade and Wealth) would be sacrilegious.

    I picked spells to maintain Power and the ice & fire theme; see Spells above for the full list. There's not much Power gained with Sorcerer 1 spellcasting (and the White Dragonspawn template wasn't acquired for that reason anyway), but replacing some standard Bard spells lost via the Savage Bard variant while adding spells to fit the theme (Blades of Fire (Spell Compendium 31) and Ray of Frost) was nice. Benign Transposition (Spell Compendium 27) is handy (possibly lifesaving) to know; there's likely a small Power boost with that on any spontaneous spellcaster's list even though it's only 1st level.

    There are so many useful skills that selecting among them will always involve tradeoffs. Hot Kald maximizes both Perform (sing/chant) and Profession (miner) in keeping with the Dwarven Chanter goals of aid and prosperity. He lets Concentration drop off after getting to guaranteed success for the check to start Continuous Spellcasting, because he can cast Undersong (Spell Compendium 227) to use a Perform skill in place of Concentration for 10 minutes/level. Once that spell's duration might reasonably span a couple of encounters it's worth using, and the unique Dwarven Chanter Continuous Spellcasting ability, which does allow spellcasting (unlike standard Bardic Music), can take it from there. While Listen is a class skill for all three of his classes, Hot Kald doesn't need it to hear himself, and purposely eschews any ranks there to avoid auditory distraction. In contrast, he maximizes Spot when it becomes a class skill for him; it's better to see trouble coming than be surprised. For situations where it's useful to have multiple characters using a skill (say two pockets to pick at the same time), Hot Kald can cast Combined Talent (Complete Mage 100), which lets two characters use the skill ranks of the better. This doesn't override any Trained-Only skill limits, so Hot Kald has 1 rank in each of Open Lock, Sleight of Hand, and Use Magic Device. Having both Bard and Sorcerer spell lists means he'll need Use Magic Device infrequently. Without trapfinding there's not much reason to train in Search or Disable Device; the party Rogue will have to handle those anyway. Hot Kald can help look for trap-type problems with maximized Spot plus Detect Magic. Lastly, the Bardic Knack ACF (Player's Handbook II 35) provides a few virtual ranks to cover any unforseen skill requirement.

    When he gets Snowflake Wardance, that feat can combine with War Chant (costing one Bardic Music use for each) so that Hot Kald can make a significant melee presence while keeping up the expected role of a Bard in combat: simultaneously bolstering all his allies.

    Spoiler: Elegance
    Show
    Elegance
    The White Dragonspawn acquired template, picked up by this character before level 3, brings up a few issues.

    The Dragonspawn template in Dragonlance Campaign Setting 222-223 (an approved source) makes the character a Monstrous Humanoid. The update in Bestiary of Krynn, Revised 44-45 and repeated in Dragons of Krynn 175 (not approved Iron Chef sources) makes the character a Dragon instead. That's official errata, just not by WotC. It doesn't matter (functionally, anyway) to this character; I'm pointing this change out in the interest of full disclosure. (Though Dragon is rather niftier than Monstrous Humanoid from a "Song of Ice and Fire" perspective.)

    The template includes +1 level adjustment. I've chosen to represent this as going away with level adjustment buyoff at class level 3 for 3,000 XP per those rules; Hot Kald Skald needs 193,000 XP to reach level 20, which is 1.58% more than the minimum requirement. If LA buyoff offends your sensibilities (i.e., this approach is worse in terms of Elegance by your judging criteria), please feel free to consider an Adaptation: disregard the last Savage Bard level instead, and leave the build at 19 levels and LA +1. There's little difference between effective Bard 19 and effective Bard 20 spellcasting, or 19 vs. 20 Bardic Music uses per day.
    Savage Bard 5 / Dwarven Chanter 7 / Savage Bard +1 / Stormsinger 7 (LA buyoff)
    Savage Bard 5 / Dwarven Chanter 7 / Stormsinger 7 / LA +1 (Adaptation)

    White Dragonspawn provides some nice benefits such as +7 natural armor and flight, but both of those can be gotten (bettered, actually) via Alter Self on the Bard spell list. I chose this template because I think it makes for a more interesting character with a better reason to delve into cold-based Stormsinger after acquiring all the special features of the SI.

    The rest of the build avoids pushing any hot buttons, I think. I rejected Words of Creation [Exalted] as a cheesy PO feat for the character, as noted above in Power. There's one base class, no dips, and no alignment changes.

    Spoiler: Use of Secret Ingredient
    Show
    Use of Secret Ingredient
    I incorporated the Secret Ingredient into the recipe at the earliest possible time for maximum flavor. (Yes, this ingredient's flavor is decidedly bland. Adding it later, when it would be further diluted, wouldn't help.) I picked Savage Bard for entry because its Chaotic alignment requirement gave a fitting reason for use of Trance: its enforced discipline overcomes Hot Kald's natural Chaotic tendencies, and with its aid he can stay focused through a full day's performance for maximum earnings. That's the reason the Dwarven Chanter class is stated to exist: to bring aid and prosperity to the Dwarves.

    Let's look at how Timing Chant and Trance contribute to that aid and prosperity.

    1) Timing Chant
    Hot Kald Skald performs the Miner's Song while he and his fellow Dwarves work the mines. His maximum rank Profession (miner) checks are boosted by both +2 Desert Dwarf racial bonus and +14 from his Timing Chant, and he'll make about 24.5 gp weekly at level 20 if he uses "take 10" on his checks. (Adding the last 3 levels of Dwarven Chanter would have boosted this by 3 gp.) Of course there's one obvious drawback to this Timing Chant aid to prosperity: it requires a mine.

    2) Trance
    When your basic nature is Chaotic, working steadily through a full day to make your living can be torture. "Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance." There's no Timing Chant song to help you keep singing so the Trance class feature is the only good way to cope. With maximum ranks in Perform (sing/chant) and again using "take 10" rules, Hot Kald can make the "extraordinary performance" DC in a prosperous city for 3d6 gp/day from level 13 on, or about 73.5 gp weekly (no mine needed). Using Trance lets Hot Kald keep focused on his performance all day to gain triple the level 20 income he would from working in the mines.

    The rest of this section discusses how various build elements combine with the Secret Ingredient for a tasty meal.

    Timing Chant has a huge downside: all affected, the Dwarven Chanter included, are dazed (can take no actions) until they rest for as many hours as the Timing Chant lasted, with no magical recovery possible. Quick Recovery feat (Lords of Madness 181) provides a nonmagical way to recover from being dazed at the end of Timing Chant. Because the character is the one who created the effect, the Will save DC is the Dwarven Chanter's: 10 + ½ HD + CHA mod. Hot Kald's Quick Recovery save starts out (at level 6) needing a rolled 10+ to make this Timing Chant-caused save, and at level 20 also needs a 10 or better; the character's levels/2 and Charisma mod increase at about the same rate as his Will save modifier. This means even with unlucky dice the character should recover within a minute rather than many hours later. The feat is gained at the same level as Timing Chant so this Dwarven Chanter class feature can be used (safely) from the outset. Using Timing Chant without Quick Recovery makes the character vulnerable for hours at a time, which for an adventurer is basically asking for an early death.

    Being a Dwarven Chanter supports adopting the Mimicking Song ACF (Dungeonscape 8). Because Counter Chant is superior in most ways to (Savage) Bard Countersong, Countersong is replaceable. The idea of singing to facilitate silent movement hurts the brain, but giving the whole party a boost to their checks is a fine benefit in keeping with Bardic Music tradition.

    Requiem feat (Libris Mortis 29) lets Bardic Music affect Undead. This can be both a boost (letting Soothing Chant heal a Necropolitan character in the party, for instance) and an attack, both with War Chant and when the character picks up Haunting Melody feat (Eberron Campaign Setting 54) in place of Suggestion for a change in Bardic Music abilities.
    Spoiler: Rules Citation
    Show
    From Eberron Campaign Setting 34:

    Reflecting this connection to the forces of creation, bards have access to a number of feats that extend the powers of their bardic music. A bard can take these feats any time she would normally gain a feat, or can choose one of them as a bonus feat instead of gaining a new form of bardic music at 3rd, 6th, 9th, 12th, 15th, or 18th level.

    These bard feats are Haunting Melody, Music of Growth, Music of Making, Song of the Heart, and Soothe the Beast.

    Snowflake Wardance, enhanced by Dragonfire Inspiration, puts Hot Kald Skald in melee combat. Normally spellcasting in such situations would provoke attacks of opportunity. Dwarven Chanter Continuous Spellcasting comes to the rescue, because it relieves the spellcaster of the need to make Concentration checks for defensive casting.

    Hot Kald fails to acquire the Bardic Music capability Healing Chant due to dropping out of Dwarven Chanter after 7 levels. However, an end benefit of Fire Dance (theme-appropriate spell used to give allies combat morale bonuses) is self-healing (minimum 8d6 @ level 20, and that's with a rolled 1), so Healing Chant isn't missed. Dragonfire Inspiration replaces the normal Inspire Courage morale boost with fire damage instead, allowing Fire Dance to provide its morale bonuses without any stacking issues. Happy fire all around makes for a well-cooked dish.

    Hot Kald also does not pick up the final chant of the SI, Dwarf Lord's Wrath. This structure-damaging Bardic Music can be replaced by the standard Bard spell Sympathetic Vibration. That's not a perfect substitution, but the difference isn't worth paying three class levels for.

    The character does learn Soothing Chant, and that lets him skip healing spells like the Cure <x> Wounds line. Healing Hymn ACF (Complete Champion 47) replaces Fascinate with the ability to boost allies' healing. The combination with Soothing Chant and a night's sleep will triple the normal daily healing for all his companions, and double it for Hot Kald himself. Given the limited number of spells known for any Bard, being able to omit a few from consideration is real value from Soothing Chant.

    Undersong (Spell Compendium 227) lets Hot Kald use his maximized Perform check in place of Concentration for 10 minutes/level, which directly results in a longer duration of Continuous Spellcasting and a zesty aftertaste for this meal.
    Last edited by Heliomance; 2015-03-15 at 05:14 AM.
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  16. - Top - End - #76
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    Creamy, yet piquant, Chanter to the stars.

    Quote Originally Posted by Sono Russhum
    Sono Russhum
    CG Dream Dwarf Stalwart Metamagic Specialist Sorcerer 8/Troubadour of the Stars 2/Dwarven Chanter 10
    Worships Hlal while paying homage to the Celestial Court
    Starting Stats: STR 11 DEX 12 CON 14 INT 14 WIS 8 CHA 17
    Race Adjusted: STR 11 DEX 10 CON 16 INT 14 WIS 8 CHA 17
    20th Level Stats, before items: STR 9 DEX 10 CON 16 INT 14 WIS 8 CHA 22

    Spoiler: Backstory
    Show
    ”Everyone into the mines! Now! Move it! Move it! The Hobgoblins have taken the Great Hall of the Dwarven Ancestors!”

    These words, bellowed by by King Barro Russhum just before a Hobgoblin spear in flight hamstrung him, shook the Hornfels Mountain Dream Dwarves to their core. Everyone scrambled to make a properly defended retreat, but by the time they reached the safety of the mines, their numbers were cut by two-thirds, and their food supplies by half again that amount. In retreating to safety, they had sealed themselves inside the mountain, with no known path to get back to daylight.

    The survivors took stock.

    “With careful rationing, we have three years worth of supplies here, but the Hall is taken, and we cannot retrace those steps to get back to any other civilization we know. Things do not look good.”

    “Have we a true caver left among us? One who can help point us on a path that is true and to the daylight again?” Sono’s deep voice was quiet, but carried the question to every ear.

    ‘Aye, and you know every dwarf here can work a mine, regardless of what he or she called a day job.’

    There were murmurs of assent through the remaining dwarves.

    “Then, I will get us out. It won’t be easy, but if you follow me, I can save most of us.”


    Spoiler: character table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Stalwart Sorcerer (CM 36) 1 +0 +0 +0 +2 Draconic Heritage: Battle Dragon (DrM 17), Martial Weapon Proficiency: Dwarven Waraxe (SRD), Martial Weapon Focus: Dwarven Waraxe (SRD) Spells, Bonus HP, Bonus Feats, metamagic specialization
    2nd Stalwart Sorcerer 2 +1 +0 +0 +3 Concentration 5, Knowledge: Arcana 5, Perform: Chant 5, Perform: Percussion 5 - Spells
    3rd Stalwart Sorcerer 3 +1 +1 +1 +3 Concentration 6, Knowledge: Arcana 6, Perform: Chant 6, Perform: Percussion 6 Knight of Stars (BoED 44) Spells
    4th Stalwart Sorcerer 4 +2 +1 +1 +4 Concentration 7, Knowledge: Arcana 7, Perform: Chant 7, Perform: Percussion 7 - Spells
    5th Stalwart Sorcerer 5 +2 +1 +1 +4 Concentration 8, Knowledge: Arcana 8, Perform: Chant 8, Perform: Percussion 8 - Spells
    6th Stalwart Sorcerer 6 +3 +2 +2 +5 Concentration 9, Knowledge: Arcana 9, Perform: Chant 9, Perform: Percussion 9 Transdimensional Spell (CAr 84) Spells
    7th Stalwart Sorcerer 7 +3 +2 +2 +5 Concentration 10, Knowledge: Arcana 10, Perform: Chant 10, Perform: Percussion 10 - Spells
    8th Stalwart Sorcerer 8 +4 +2 +2 +6 Concentration 11, Knowledge: Arcana 11, Perform: Chant 11, Perform: Percussion 11 - Spells
    9th Troubadour of Stars 1 +4 +2 +4 +8 Concentration 12, Diplomacy 2, Knowledge: Arcana 12, Perform: Chant 12, Perform: Percussion 12, Use Magic Device 2 Great Fortitude (SRD) Bardic Music, Detect Evil at will
    10th Dwarven Chanter 1 +4 +4 +4 +10 Concentration 13, Diplomacy 4, Knowledge: Arcana 13, Perform: Chant 13, Perform: Percussion 13, Use Magic Device 4 - Timing Chant, +1 level of existing spellcasting class
    11th Dwarven Chanter 2 +5 +5 +4 +11 Concentration 14, Diplomacy 6, Knowledge: Arcana 14, Perform: Chant 14, Perform: Percussion 14, Use Magic Device 6 Endurance Soothing Chant, Bonus Feat, +1 level of existing spellcasting class
    12th Dwarven Chanter 3 +6 +5 +5 +11 Concentration 15, Diplomacy 8, Knowledge: Arcana 15, Perform: Chant 15, Perform: Percussion 15, Use Magic Device 8 Dragonfire Inspiration (DrM 17) War Chant, +1 level of existing spellcasting class
    13th Dwarven Chanter 4 +7 +6 +5 +12 Concentration 16, Diplomacy 10, Knowledge: Arcana 16, Perform: Chant 16, Perform: Percussion 16, Use Magic Device 10 - Counter Chant, +1 level of existing spellcasting class
    14th Dwarven Chanter 5 +7 +6 +5 +12 Concentration 17, Diplomacy 12, Knowledge: Arcana 17, Perform: Chant 17, Perform: Percussion 17, Use Magic Device 12 - Continuous Spellcasting, +1 level of existing spellcasting class
    15th Dwarven Chanter 6 +8 +7 +6 +13 Concentration 18, Diplomacy 14, Knowledge: Arcana 18, Perform: Chant 18, Perform: Percussion 18, Use Magic Device 14 Diehard (SRD), Extraordinary Concentration (CAd 109) Bonus Feat, +1 level of existing spellcasting class
    16th Dwarven Chanter 7 +9 +7 +6 +13 Concentration 19, Diplomacy 16, Knowledge: Arcana 19, Perform: Chant 19, Perform: Percussion 19, Use Magic Device 16 - Trance, +1 level of existing spellcasting class
    17th Troubadour of Stars 2 +10 +7 +7 +14 Concentration 20, Diplomacy 18, Knowledge: Arcana 20, Perform: Chant 20, Perform: Percussion 20, Use Magic Device 18 - Holy Cacophony, Celestial Spells, +1 level of existing spellcasting class
    18th Dwarven Chanter 8 +11 +8 +7 +15 Concentration 21, Diplomacy 20, Knowledge: Arcana 21, Perform: Chant 21, Perform: Percussion 21, Use Magic Device 20 Earthbound Spell (PH2 91) Healing Chant, +1 level of existing spellcasting class
    19th Dwarven Chanter 9 +11 +8 +8 +15 Concentration 22, Diplomacy 22, Knowledge: Arcana 22, Perform: Chant 22, Perform: Percussion 22, Use Magic Device 22 - +1 level of existing spellcasting class
    20th Dwarven Chanter 10 +12 +9 +8 +16 Concentration 23, Diplomacy 23, Gather Information 2, Knowledge: Arcana 23, Perform: Chant 23, Perform: Percussion 23, Use Magic Device 23 - Dwarf Lord’s Wrath, +1 level of existing spellcasting class


    Spoiler: Spell Table
    Show

    Spell List:
    0: Amanuensis, Daze, Detect Magic, Detect Poison, Launch Bolt, Message, Prestidigitation, Resistance, Sonic Snap
    1: Grease, Hail of Stone, Mage Armor, Nerveskitter, Ray of Enfeeblement
    2: Alter Self, Blur, Chain of Eyes, Glitterdust, Rainbow Beam
    3: Displacement, Haboob, Karmic Backlash, Ray of Exhaustion
    4: Black Tentacles, Greater Mirror Image, Orb of Force, Shout
    5: Greater Dimension Door, Hold Monster, Lesser Spell Matrix, Wall of Stone
    6: Acid Fog, Greater Dispel Magic, Ray of Light
    7: Forcecage, Limited Wish, Plane Shift
    8: Excavate, Fierce Pride of the Beastlands, Last Judgment
    9: Gate, Time Stop
    Spells per Day/Spells Known
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5/4 4/2 - - - - - - - -
    2nd 6/5 5/2 - - - - - - - -
    3rd 6/5 6/3 - - - - - - - -
    4th 6/6 7/3 4/1 - - - - - - -
    5th 6/6 7/4 5/2 - - - - - - -
    6th 6/7 7/4 6/2 4/1 - - - - - -
    7th 6/7 7/5 7/3 5/2 - - - - - -
    8th 6/8 7/5 7/3 6/2 4/1 - - - - -
    9th 6/8 7/5 7/3 6/2 4/1 - - - - -
    10th 6/8 7/5 7/4 7/3 5/2 - - - - -
    11th 6/9 7/5 7/4 7/3 6/2 3/1 - - - -
    12th 6/9 7/5 7/5 7/4 7/3 5/2 - - - -
    13th 6/9 7/5 7/5 7/4 7/3 6/2 3/1 - - -
    14th 6/9 7/5 7/5 7/4 7/4 7/3 4/2 - - -
    15th 6/9 7/5 7/5 7/4 7/4 7/3 5/2 3/1 - -
    16th 6/9 7/5 7/5 7/4 7/4 7/4 6/3 4/2 - -
    17th 6/9 7/5 7/5 7/4 7/4 7/4 6/3 5/2 3/1 -
    18th 6/9 7/5 7/5 7/4 7/4 7/4 6/3 6/3 4/2 -
    19th 6/9 7/5 7/5 7/4 7/4 7/4 6/3 6/3 5/2 3/1
    20th 6/9 7/5 7/5 7/4 7/4 7/4 7/3 6/3 6/3 4/2


    Level Highlights:
    Spoiler: 1st level
    Show
    At 1st level, Sono is a sturdier Sorcerer than average, thanks to a good, dwarven CON score and the Stalwart Sorcerer ACF, which he selected because of how long he’s planning on sticking with Sorcerer. The MWP/MWF in Dwarven Waraxe is nice, but almost incidental compared to the HP benefit, since he hasn’t the STR to make efficient use of any melee weapon. Still, he’s doing respectable damage at this level, along with being as versatile as you could reasonably expect. All of his skill choices point him firmly toward long-term goals, with Draconic Heritage: Battle Dragon unlocking the vital Perform skill that enables reasonable entry into his intended PrCs. Mage Armor, Hail of Stone, and Grease provide an effective arsenal of spells, along with Ray of Enfeeblement for different sorts of enemies.


    Spoiler: 5th level
    Show
    Still plugging away as a straight Stalwart Sorcerer, Sono picks up Knight of Stars to prepare for entry into Troubadour of Stars, as well as to give himself a once-daily emergency boost to a die roll, particularly one of his saves, which have yet to pick up much momentum. With Alter Self, Chain of Eyes, and Glitterdust, being added to his spells known, he’s branching out with what sorts of things he can do with his magic, particularly in non-combat situation.


    Spoiler: 10th level
    Show
    Sono takes advantage of his native Dream Dwarf ability to see into the Ethereal and snags his first Metamagic Feat, Transdimensional Spell, just as Ethereal and Incorporeal foes start to become more common. He continues to try to pick spells with an eye toward versatility, rather than pure damage, though he snags Shout for its thematic appeal for a chanter, as well as Orb of Force, both of which are choices seldom subject to Energy Resistance. Haboob and Black Tentacles give him some good BFC to go with Glitterdust. At 9th level, the earliest possible entry point, he enters Troubadour of Stars, losing his only caster level in exchange for Bardic Music. By taking this route to get Bardic Music, he cribs off a much better spell list than the Bard’s, though he notably expects statistically equal or better HP compared to a Bard at this point. Troubadour of Stars also snags him an at-will Detect Evil, which is a handy little passive ability to have. As he enters Troubadour of Stars, he also picks up Great Fortitude with his 9th level feat, fulfilling all of his requirements for all of his choices for PrC, while boosting R/W by virtue of the progression. This allows him to head directly into Dwarven Chanter at 10th level, which was the earliest entry point he could get using Troubadour of Stars. Entering Dwarven Chanter gives him another boost to Fort, along with full casting, and access to the Timing Chant, allowing his fellow Dwarves to reach the deep places under the mountains more quickly and efficiently. With a 16 CON (more on this later) and back-to-back boosts to Fort, the DC for continuing the chant is quite reasonable. He also adds Diplomacy and UMD to his skill set, both of which rank among the most powerful skills in the game, and both of which key off his stellar CHA.


    Spoiler: 15th level (sweet spot)
    Show
    This is that cheese fondue that Heliomance mentioned in the thread. Before that particular bit of melty goodness comes online though, Sono picks up Dragonfire Inspiration, so that his ability to help his allies in combat gets a serious boost with Sonic damage; the same feat that gave him Perform as a class skill allows him qualification here. His spells continue to augment his powers in and out of combat. He’s gained Endurance, and is about to get Diehard, emphasizing the sturdiness of this particular Sorcerer, along with the Counter Chant ability to give him a different tool with which to mess with his enemies. He also gets more versatile uses of his Timing Chant, with Soothing Chant and War Chant giving him non-spellcasting options to help his allies in combat and out, and an innocent little ability called Continuous Spellcasting, which reduces his need to concentrate during spellcasting to a single, standard action, DC 15 check, regardless of how many spells cast or distractions, for as long as he continues to chant and use this ability., determined by the success of his Concentration check.
    And then. . . .
    At 15th level, he picks up Extraordinary Concentration. If you haven’t already done so recently, go read that now. By accepting a higher DC Concentration check, the action needed to concentrate on spells gets reduced to a move action, or a swift action, depending on success level. Extraordinary Concentration doesn’t allow Sono to concentrate on multiple spells, but it doesn’t need to; Continuous Concentration already does that. The action economy - already bent to Sono’s will due to spellcasting - just got snapped in half, and this particular trick needed Dwarven Chanter to function. Further, to function at peak efficiency, it needed a better casting chassis than Bard. . . Oh, look! Sono has that taken care of, too.


    Spoiler: 20th level
    Show
    Sono, having gained the Trance “ability” to focus on clearing a particular mine shaft or winning a particular battle, dips back into Troubadour of Stars to get Holy Cacophony and Celestial Spells; the former adds to his abilities as an anti-caster pseudo-Bard, while the latter gives him access to the stylish Last Judgment Save-or-Die-or-Suck spell. Wall of Stone is a very Dwarven-type BFC spell, while Earthbound Spell is a very Dwarven-type metamagic choice that further shapes the battlefield for him, with Healing Chant giving him another tool in his kit, probably best suited for out of combat but potentially useful within it. By 20th level, Sono casts as a turbo-charged 19th level Sorcerer, while simultaneously serving as a functioning DFI Bard. Lesser Spell Matrix, Limited Wish, Time Stop, and Gate are clearly all game-breaking spells. Finally, he can choose to use Excavate, in conjunction with his other BFC spells, his Chant-boosted mining allies, and his Dwarf Lord’s Wrath (Su) ability to quickly clear new tunnels, or find new veins of gemstones or precious metals. He could do so with enough efficiency that using Trance in conjunction with these techniques isn’t even the most horrible idea ever. With all his other skills maxed out, Sono picks up a couple of ranks in Gather Information, just to marginally improve his ability to function as a Bard if needed.


    Spoiler: options
    Show
    Sono wants as many boosts to CON and Concentration as he can possibly afford, in order to make his check for Extraordinary Concentration automatic, or nearly so. Any items which provide a discreet boost to one or the other of those abilities get priority over practically anything else, barring specific utility spell items like Identify. Given access to Flaws, he’d take Non-Combatant and Vulnerable without hesitation, using them to gain Versatile Performer (freeing ranks for Intimidate, or Bluff, or even Knowledge: Architecture and Engineering to make the Dwarf Lord’s Wrath more efficient), and Skill Focus: Concentration. It’s just about the least sexy feat in the books, but it would be a tremendous boon to him in making that check. Any money left over improves his spell access via Runestaves and other devices; he likely never uses the Dwarven Waraxe beyond the lowest levels of play.


    Spoiler: sources
    Show
    SRD
    online link to Dwarven Chanter
    Spell Compendium
    Book of Exalted Deeds
    Dragon Magic/Draconomicon
    Complete Adventurer
    Complete Mage
    PHB2
    Last edited by Heliomance; 2015-03-15 at 06:03 AM.
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  17. - Top - End - #77
    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    And the runner-up in both his own competition and the contest for a No-Prize. He was cheated, cheated I say!

    Quote Originally Posted by Derinar Penathan
    Spoiler: Win That Castle!
    Show

    Good evening, ladies and gentlemen! I'm Dale Winton and this is Win That Castle!! Twenty contestants have been standing with one hand in contact with that castle's wall; the last to be touching the stone will win the castle and the dukedom that goes with it! Let's go and meet some of the contestants.

    Hello, dear, you are...Gnelly the Gnome, yes? How have you been doing here so far?

    ---I'm so excited to be here, Dale. It's absolutely my dream to own my own castle! *clap clap clap*

    Oh, I'm sorry to say, love, that your dream will have to wait awhile longer, since you've stopped touching the wall to clap just now. Better luck next time.

    Moving along, you must be Danny the Dvati, er, Dvatum? Is that right if there's just one of you around? I see it was a long trip for you to get here. How did that prepare you for the challenge ahead?

    ---Well, Dale, I think it gave me a chance to clear my mind of the day-to-day, meditate a bit. I'm ready to be here for awhile.

    Good, good. Well, good luck to you. That's quite the tattoo you have on your arm, by the way.

    And here we have another of our contestants. Derinar the Dwarf. It'll be an interesting note for our viewers, I think, to mention that you are the only contestant here that didn't need to pay the entry fee for this contest. Entry here today was actually a perk for you in designing and building this castle, is that right?

    ---Yes. Yes, it is.

    Kinda gives you a home 'court' advantage that way, hmm? Hehe....

    Anyway, ladies and gentlemen, the rules are simple. Keep one hand on the castle wall and stay awake. Everyone gets one ten minute break every three hours, with strict adherance to timing. The last person standing wins it all.

    Stay tuned, folks, we'll be bringing you updates periodically throughout this great contest of endurance.


    Derinar Penathan
    Neutral Dream Dwarf
    Bard(ic Sage) 1/Binder 2/Bard +1/Binder +1/Dwarven Chanter 10/Anima Mage 5

    Spoiler: Stats
    Show

    Str 12 -- 12
    Con 14 +2 16
    Dex 12 -2 10
    Int 16 -- 16
    Wiz 10 -- 10
    Cha 14 -- 14

    4th, 8th, 12th, 16th, 20th level Increases: Cha


    Spoiler: Win That Castle! II
    Show

    Welcome back, folks. Dale Winton here with the ongoing effort of several people to win their very own dukedom. We've lost several contestants by now, including Helga the Hellbred who lost contact with the wall during a heated argument with a succubus that stopped by to chat with her; Human Harry, who fell out of the contest when his bladder decided that he needed and impromptu break; and Horice the Half-orc, who left in a rush after receiving word that his prized petunia garden was under seige from barbarians from the Northlands. Also missing is a Kender than simply wandered off after getting bored and a Tibbit that has been disqualified after judges ruled that a 'paw' does not, in fact, count as a 'hand'. Rules-lawyers, what can you do, right?

    But still with us, among others, are Riley the Raptoran...careful with those wings, please, sir, thank you...Charlie the Changeling...who I think is this halfling here...Danny the Dvati...wasn't that tatoo of yours on the other arm last time we talked, Danny? No? Hmmm, my mistake then...and Derinar the Dwarf, architect of this very castle.

    But now here for a quick interview is Larry the...er...I seem to have a typo in my notes here, Larry. It says here that you're a Lich.

    ---That's correct, Dale. I am.

    Doesn't that give you something of an unfair advantage in a contest like this?

    ---Well, I would certainly hope so, Dale. But the judges of this contest have ruled that I am allowed to participate.

    There you have it, folks. An equal-opportunity contest for living and non- alike. Please stay tuned right here for more updates on this amazing contest as the hours roll on.


    Spoiler: Build Table
    Show

    Green denotes changed class skills.
    Red denotes changed cross-class skills.
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Bard(ic Sage) 1 +0 +0 +0 +2
    • 4 Concentration
    • 4 Craft (Stonemasonry)
    • 4 Knowledge (Architecture and Engineering)
    • 4 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 4 Perform (Chant)
    • 4 Perform (Percussion)
    • 4 Spellcraft
    • 4 Use Magic Device
    1st: Great Fortitude Bardic Music; Bardic Knowledge +2; Countersong; Facinate; Inspire Courage +1
    2nd Binder 1 +0 +2 +0 +4
    • 5 Concentration
    • 4 Craft (Stonemasonry)
    • 4 Knowledge (Architecture and Engineering)
    • 4 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 5 Perform (Chant)
    • 5 Perform (Percussion)
    • 4 Spellcraft
    • 4 Use Magic Device
    -- Soul Binding
    3rd Binder 2 +1 +3 +0 +5
    • 6 Concentration
    • 4 Craft (Stonemasonry)
    • 4 Intimidate
    • 4 Knowledge (Architecture and Engineering)
    • 4 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 5 Perform (Chant)
    • 5 Perform (Percussion)
    • 4 Spellcraft
    • 4 Use Magic Device
    3rd: Skilled Pact Making Pact Augmentation; Suppress Sign
    4th Bard(ic Sage) 2 +2 +3 +0 +6
    • 7 Concentration
    • 4 Craft (Stonemasonry)
    • 4 Intimidate
    • 4 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 7 Perform (Chant)
    • 7 Perform (Percussion)
    • 4 Spellcraft
    • 7 Use Magic Device
    -- --
    5th Binder 3 +3 +3 +1 +6
    • 8 Concentration
    • 4 Craft (Stonemasonry)
    • 4 Intimidate
    • 4 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 8 Perform (Chant)
    • 8 Perform (Percussion)
    • 4 Spellcraft
    • 7 Use Magic Device
    -- --
    6th Dwarven Chanter 1 +3 +5 +1 +8
    • 9 Concentration
    • 7 Craft (Stonemasonry)
    • 4 Intimidate
    • 5 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 9 Perform (Chant)
    • 9 Perform (Percussion)
    • 4 Spellcraft
    • 9 Use Magic Device
    6th: Extend Spell Timing Chant
    7th Dwarven Chanter 2 +4 +6 +1 +9
    • 10 Concentration
    • 10 Craft (Stonemasonry)
    • 4 Intimidate
    • 7 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 10 Perform (Chant)
    • 10 Perform (Percussion)
    • 4 Spellcraft
    • 10 Use Magic Device
    B: Endurance Soothing Chant
    8th Dwarven Chanter 3 +5 +6 +2 +9
    • 11 Concentration
    • 11 Craft (Stonemasonry)
    • 4 Intimidate
    • 11 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 11 Perform (Chant)
    • 11 Perform (Percussion)
    • 4 Spellcraft
    • 11 Use Magic Device
    -- War Chant
    9th Dwarven Chanter 4 +6/1 +7 +2 +10
    • 3 Appraise
    • 12 Concentration
    • 12 Craft (Stonemasonry)
    • 4 Intimidate
    • 12 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 12 Perform (Chant)
    • 12 Perform (Percussion)
    • 4 Spellcraft
    • 12 Use Magic Device
    9th: Craft Rune Circle Counter Chant
    10th Dwarven Chanter 5 +6/1 +7 +2 +10
    • 5 Appraise
    • 13 Concentration
    • 13 Craft (Stonemasonry)
    • 4 Intimidate
    • 13 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 13 Perform (Chant)
    • 13 Perform (Percussion)
    • 5 Spellcraft
    • 13 Use Magic Device
    -- Continuous Spellcasting
    11th Dwarven Chanter 6 +7/2 +8 +3 +11
    • 5 Appraise
    • 14 Concentration
    • 14 Craft (Stonemasonry)
    • 4 Intimidate
    • 14 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 14 Perform (Chant)
    • 14 Perform (Percussion)
    • 8 Spellcraft
    • 14 Use Magic Device
    B: Die Hard --
    12th Dwarven Chanter 7 +8/3 +8 +3 +11
    • 5 Appraise
    • 15 Concentration
    • 15 Craft (Stonemasonry)
    • 4 Intimidate
    • 15 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 15 Perform (Chant)
    • 15 Perform (Percussion)
    • 11 Spellcraft
    • 15 Use Magic Device
    12: Practiced Caster (Bard) Trance
    13th Dwarven Chanter 8 +9/4 +9 +3 +12
    • 5 Appraise
    • 16 Concentration
    • 16 Craft (Stonemasonry)
    • 4 Intimidate
    • 16 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 16 Perform (Chant)
    • 16 Perform (Percussion)
    • 14 Spellcraft
    • 16 Use Magic Device
    -- Healing Chant
    14th Dwarven Chanter 9 +9/4 +9 +4 +12
    • 5 Appraise
    • 17 Concentration
    • 17 Craft (Stonemasonry)
    • 4 Intimidate
    • 17 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 17 Perform (Chant)
    • 17 Perform (Percussion)
    • 17 Spellcraft
    • 17 Use Magic Device
    -- --
    15th Dwarven Chanter 10 +10/5 +10 +4 +13
    • 7 Appraise
    • 18 Concentration
    • 18 Craft (Stonemasonry)
    • 4 Intimidate
    • 18 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 18 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    15th: Improved Binding Dwarf Lord's Wrath
    16th Anima Mage 1 +10/5 +10 +4 +15
    • 7 Appraise
    • 19 Concentration
    • 19 Craft (Stonemasonry)
    • 4 Intimidate
    • 19 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 19 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    -- --
    17th Anima Mage 2 +11/6/1 +10 +4 +16
    • 7 Appraise
    • 20 Concentration
    • 20 Craft (Stonemasonry)
    • 4 Intimidate
    • 20 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 20 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    -- Exploit Vestige
    18th Anima Mage 3 +11/6/1 +11 +5 +16
    • 7 Appraise
    • 21 Concentration
    • 21 Craft (Stonemasonry)
    • 4 Intimidate
    • 21 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 21 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    18: Persistent Spell Vestigial Awareness
    19th Anima Mage 4 +12/7/2 +11 +5 +17
    • 7 Appraise
    • 22 Concentration
    • 22 Craft (Stonemasonry)
    • 4 Intimidate
    • 22 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 22 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    -- --
    20th Anima Mage 5 +12/7/2 +11 +5 +17
    • 7 Appraise
    • 23 Concentration
    • 23 Craft (Stonemasonry)
    • 4 Intimidate
    • 23 Knowledge (Architecture and Engineering)
    • 5 Knowledge (History)
    • 4 Knowledge (the Planes)
    • 18 Perform (Chant)
    • 23 Perform (Percussion)
    • 18 Spellcraft
    • 18 Use Magic Device
    -- Vestige Metamagic 1/day; Soul Binding (2 vestiges)


    Spoiler: Win That Castle! III
    Show

    Hello again, folks. Dale Winton here at the site of Win That Castle! with a breaking news update on the contest. Much has happened here, so let's get you all caught up on the recent events.

    Firstly, it was discovered that Danny the Dvati was, in fact, two bodies. Danny/Danni would swap out with each other during the breaks, each taking time off to catch up on sleep and food and such while the other stood touching the castle wall. The judges were consulted for an official ruling on this contriversial tactic and ruled that one Dvati with two bodies needed only one hand on the wall at any given time.
    This "One Dvati, Two Bodies" Rule thusly inspired Charlie the Changeling to adopt a similar tactic.

    The backlash of fans booing the judges over the ruling has pushed each of the judges into a horrific state of depression. It was rumored that every judge on the panel had attempted to commit suicide. I must reiterate, this was only an unconfirmed rumor. But, during our latest ten minute break, Larry the Lich kindly volunteered to offer councel to our judging staff, and reported, just moments ago, that he has raised the spirits of all the judges and all is now fine. Larry went on to state that the judges are not zombified remnents of who they used to be, nor are they in any way under the undo influence of their creator.

    Much thanks to you, Larry.

    Secondly, in completely unrelated news, the judges have made an unprecidented unanimous decision to overturn their original "One Dvati, Two Bodies" ruling. As such, both Danny/Danni the Dvati and Charlie the Changeling have both been eliminated from the competition.

    Yes, it's been a crazy and exciting couple of hours here, folks. As we settle back into it, we have two contestants left: Larry the Lich and Derinar the Dwarf. Good luck to both as we settle in for what seems like the final leg of this amazing contest!


    Spoiler: Spell Table
    Show

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


    Spoiler: Win That Castle! IV
    Show

    Welcome, once again, folks. I'm Dale Winton III, filling in for my father, who had been filling in for my grandfather, as host of this contest started decades ago and continuing in the epic showdown of two stalwart contestants eager to show up the other in this test of endurance.

    I had the opportunity to speak in private with each of our contestants during the most recent ten minute break. Both are, in fact, quite interesting people. Let's go now to chat with them, in action, against the wall as we wait for the finale of this fine and entirely fair competition.

    At Mr. Larry's Suggestion, I've decided to chat with Derinar the Dwarf first. Hello, Derinar, how have you been holding up during this grueling competition?

    ---Hey!

    I didn't bump you at all. I don't know what you're talking about. But it does seem that your hand has come off of the wall. Too bad, too, after all this time. But that means that Larry the Lich is our winner! Congratulations, Larry.

    Wait...wait, folks.... There seems to be an appeal happening. Yes, Derinar the Dwarf seems quite upset about something. But the judges have, I understand, already ruled against the appeal. Unanimously, too, it seems. So, we can call it, officially now, a win for Larry the Lich.

    Uh-oh, it looks as though Derinar the Dwarf is not at all happy. In fact, he's seathing, red-faced, and shaking with rage. His lips are moving, mumblling something, almost as though too angry to really speak. His foot is stomping up and down on the ground. Is that steam bursting from his ears? And now... what... what is that? An earthquake? The whole castle seems to be shaking and cracking and--


    Spoiler: 15th level
    Show

    The trick here is to bind Naberius and use faster ability healing to survive overly-long uses of trance. In this way, you can handle long tests of endurance. Such as going toe-to-toe with a Lich in a contest. Or last long enough to satisfy Mrs. Penathan on Valentine's day. Or....


    Spoiler: Sweet Spot
    Show

    The sweet spot, if not 12th level with Trance, would be 20th. It has a nice capstone. Not only do you add the ability to bind a second vestige, but you also get Vestige Metamagic.

    With 6th level Bard casting, with extra flare for divination spells (both from Bardic Sage and Dream Dwarf), ranks in Use Magic Device enough to handle all wands and quite a few other doo-dads, a few vestiges, and a penchant for creating magic circles in his very own castle, Derinar should be able to gather a crowd of fairly loyal friends and start up his own business. Trance your way to a non-stop celebration of Timing Chants and hammers pounding anvils.
    Ah, eternity of dwarven delight!

    Spoiler: Win That Castle! V
    Show

    Dale Winton IV here, folks, reporting live at the scene of a tremendous earthquake. The tremor seems to have been localized to just the upper ramparts of the castle. Giant slabs of stone have broken off, falling amidst the crowd, sending them all into a frenzied panic. As the dust settles now, we can see that both my father, Dale Winton III, and contest winner Larry the Lich have been crushed horribly under one enormous slab of stone. Another giant rock has fallen square on all of the judges.

    Which, I suppose, leaves me to decide that... Derinar the Dwarf, as runner-up of the competition, has won the castle! Congratulations, Derinar. You must be thrilled.

    And that's that from me, Dale Winton IV, reminding all of you folks out there to remember to DARE TO DREAM!


    Spoiler: Resources
    Show

    Dream Dwarf -- Races of Stone
    Bardic Sage -- Unearthed Arcana
    Binder -- Tome of Magic (ToM)
    Skilled Pact Making feat -- ToM
    Craft Rune Circle feat -- Races of Stone
    Practiced Caster feat -- Complete Arcane
    Improved Binding feat -- ToM
    Anima Mage -- ToM
    Persistent Spell -- Complete Arcane
    Dale Winton -- Host of Touch the Truck (Used without permission. Sorry, Dale.)
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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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  18. - Top - End - #78
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Drop the hammer!

    Quote Originally Posted by Sergeant Hammer
    Sergeant Hammer
    CN Fireblood Dwarf
    14(+2) STR 10 DEX 14+2 CON 14 INT 10 WIS 16-2(+3) CHA
    1 bard/1 fighter/3 duskblade/5 war chanter/10 dwarven chanter
    "You will fall beneath my banner!"

    Spoiler: Backstory
    Show
    Born an orphan of war, the Dwarf known as Sergeant Hammer grew up in the streets of a human city. Taken in by a travelling band of musicians, Hammer quickly became a talented bard. Though he was raised among humans and elves, dragons blood ran through his veins, and he unconsciously used it to empower his bardic magic.

    As war brewed in his nation, Hammer enlisted, and quickly found that his combination of natural martial prowess and arcane ability made him a terror on the battlefield. Each time he called upon his chants in combat, his voice erupted into a dragons roar. His enemies ran in terror, and his allies pressed the charge, ever sure of victory.


    Spoiler: Build Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Bard 1 +0 +0 +2 +2 4 perform(sing), 4 perform(chant), 4 concentration, 4 spellcraft, 4 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble Apprentice(Entertainer) Bardic Music, bardic knowledge, countersong, fascinate, inspire courage
    2nd Fighter 1 +1 +2 +2 +2 5 perform(sing), 5 perform(chant), 4 concentration, 4 spellcraft, 4 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 2 intimidate Combat Expertise
    3rd Duskblade 1 +2 +4 +2 +4 6 perform(sing), 6 perform(chant), 6 concentration, 4 spellcraft, 4 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 2 intimidate Weapon Focus Arcane Attunement, armored mage(light)
    4th Duskblade 2 +3 +5 +2 +5 6 perform(sing), 7 perform(chant), 1 perform(percussion) 7 concentration, 5 spellcraft, 4 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 2 intimidate Combat Casting Combat Casting(b)
    5th Duskblade 3 +4 +5 +3 +5 6 perform(sing), 8 perform(chant), 2 perform(percussion), 8 concentration, 6 spellcraft, 5 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 2 intimidate - Arcane Channeling
    6th War Chanter 1 +5 +7 +3 +5 6 perform(sing), [B]9 perform(chant), 4 perform(percussion), 9 concentration, 6 spellcraft, 6 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 3 intimidate Melodic Spellcasting Inspire toughness, war chanter music
    7th War Chanter 2 +6 +8 +3 +5 6 perform(sing), [B]10 perform(chant), 6 perform(percussion), 10 concentration, 6 spellcraft, 6 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 5 intimidate - -
    8th War Chanter 3 +7 +8 +4 +6 6 perform(sing), [B]11 perform(chant), 8 perform(percussion), 11 concentration, 6 spellcraft, 6 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 7 intimidate - Inspire Recklessness
    9th War Chanter 4 +8 +9 +4 +6 6 perform(sing), 12 perform(chant), 8 perform(percussion), 12 concentration, 6 spellcraft, 8 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 9 intimidate Great Fortitude -
    10th War Chanter 5 +9 +9 +4 +6 6 perform(sing), 13 perform(chant), 8 perform(percussion), 13 concentration, 6 spellcraft, 10 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 11 intimidate - Combine Songs
    11th Dwarven Chanter 1 +9 +11 +4 +8 6 perform(sing), 14 perform(chant), 8 perform(percussion), 14 concentration, 8 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 11 intimidate - Timing Chant
    12th Dwarven Chanter 2 +10 +12 +4 +9 6 perform(sing), 15 perform(chant), 8 perform(percussion), 15 concentration, 10 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 13 intimidate, never outnumbered Martial Study(vanguard Strike), endurance Soothing chant
    13th Dwarven Chanter 3 +11 +12 +5 +9 6 perform(sing), 16 perform(chant), 8 perform(percussion), 16 concentration, 13 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 16 intimidate, never outnumbered - War Chant
    14th Dwarven Chanter 4 +12 +12 +5 +9 6 perform(sing), 17 perform(chant), 8 perform(percussion), 17 concentration, 13 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 17 intimidate, 5 UMD, never outnumbered - Counter Chant
    15th Dwarven Chanter 5 +12 +13 +5 +10 6 perform(sing), 18 perform(chant), 8 perform(percussion), 18 concentration, 13 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 18 intimidate, 10 UMD, never outnumbered Frightful Presence Continuous Spellcaster
    16th Dwarven Chanter 6 +13 +14 +6 +11 6 perform(sing), 19 perform(chant), 8 perform(percussion), 19 concentration, 13 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 19 intimidate, 15 UMD, never outnumbered Die Hard -
    17th Dwarven Chanter 7 +14 +14 +6 +11 6 perform(sing), 20 perform(chant), 8 perform(percussion), 20 concentration, 13 spellcraft, 12 sense motive, 4 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 20 intimidate, 20 UMD, never outnumbered - Trance
    18th Dwarven Chanter 8 +15 +14 +6 +11 6 perform(sing), 21 perform(chant), 8 perform(percussion), 21 concentration, 13 spellcraft, 12 sense motive, 8 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 21 intimidate, 21 UMD, never outnumbered Practiced Spellcaster Healing Chant
    19th Dwarven Chanter +15 +14 +7 +11 6 perform(sing), 22 perform(chant), 8 perform(percussion), 22 concentration, 13 spellcraft, 12 sense motive, 12 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 22 intimidate, 22 UMD, never outnumbered - -
    20th Dwarven Chanter 10 +16 +15 +7 +12 6 perform(sing), 23 perform(chant), 8 perform(percussion), 23 concentration, 13 spellcraft, 12 sense motive, 16 diplomacy, 1 knowledge(arcana), 1 knowledge(geography), 1 knowledge(history), 1 knowledge(nature), 4 listen, 2 tumble, 23 intimidate, 23 UMD, never outnumbered - Dwarf Lords Wrath



    Spoiler: Breakdown
    Show
    1-5 1 bard/1 fighter/3 duskblade
    We start off with a level of bard at level 1 to get those sweet skill points, as the first few levels have intensive prerequisites, needing a total of 3 different perform skills and most of our feats. Apprentice (musician) is taken at level 1 to keep perform as a class skill without taking more than one level of bard. At level 2 we take a level of fighter to grab weapon focus, needed for War Chanter. At levels 3-5 we take 3 levels of duskblade to grab channeled spell for gishy goodness. We also grab Combat Expertise for pre-reqs at level 3.

    6-10 1 bard/1 fighter/3 duskblade/5 war chanter
    We take 5 levels of War Chanter to grab a mini shock trooper, a song/chant that gives temporary HP, and a very important ability, Combine Songs. This also becomes very important later on when we get chants. At level 6 we take Melodic Spellcasting to use spells while singing/chanting, and grab Great Fortitude at level 9 for Dwarven Chanter. Melodic spellcasting is very important, since very duskblade spell has a verbal component, and the chants from Dwarven Chanter can go on for hours at a time, we can still fight at full efficiency.

    11-15
    1 bard/1 fighter/3 duskblade/5 war chanter/5 dwarven chanter
    At level 11 we enter the SI. It is important to note that the Dwarven Chanter will be advancing duskblade casting. I feel that while bards definitely have the utility there for casting, this is more of a gish build and the duskblade fits frontline casting much better. Dwarven chanter gives a few more options for bardic music. Since it does state that it functions the same as bardic music, it should be able to be used with Combine Songs. Martial Study is taken to keep intimidate as a class skill, and also to get the useful Vanguard Strike, great for squads . Frightful Presence and Never outnumbered are also grabbed for fear escalation tactics, useful for making squads of lesser enemies run in terror.

    15-20
    1 bard/1 fighter/3 duskblade/5 war chanter/10 dwarven chanter
    We finish off the SI and gain even more chants, and the very situational Trance. The Healing Chant is my favourite of the lot, giving fast healing 1, which combined with Inspire Toughness gives some good staying power. At level 18 we finish off with Practiced Spellcaster at get our CL up to snuff. At this point we finish off with 16 BaB, 13th level duskblade casting, and lots of options for Bardic Music.

    Sergeant Hammer works best as a sort of “banner holder”, leading the charge while inspiring his allies. Frightful Presence combined with a high intimidate can make lesser humanoids and other enemies flee in terror.


    Spoiler: UoSI
    Show
    Timing Chant- As the spell says, it can be used for any boring, repetitive work. Marching is an obvious one, with Hammer being a military man.

    Soothing Chant- A decent AoE heal that takes a long time. A good choice in a party without a cleric, there’s nothing stating it can’t be used multiple times in succession. Fatigue removal is a bonus.

    War Chant- A replacement for Inspire Courage, since we don’t have enough to optimize Inspire Courage for DFI. Unfortunate that it states spells can’t be cast, but perhaps Melodic Spellcasting gets around that.

    Healing Chant- Fast Healing 1 for as long as we maintain the chant? Not bad for a gish. Especially since we can keep it running at the same time as another chant with Combine Songs.

    Dward Lord’s Wrath- 10d6 damage a round, 500 feet away? While it doesn’t bypass hardness, it still packs quite a punch.

    Endurance/Diehard- Two mediocre feats. Better than nothing.

    Counter Chant- Useful for suppressing a battlefield control effect until your other soldiers can deal with it, or dealing with things with a fixed area. Solid Fog got you down? Tell it to go away until you're finished walking past its area.

    Continuous Spellcasting- Though it does overlap with Melodic Spellcasting, both still have their uses. Melodic Spellcasting is for when we already have a chant or song running and need to cast without breaking the music. Continuous Spellcasting is for things like being on a mount or being on fire.

    Trance- I couldn’t find a use for this. Its so niche, and it doesn’t even have a place in this class.

    Putting it all together: Hammer has 13 levels of casting, 16 BaB with spell channeling, loads of skill points, 10 types of music for usage, and the ability to combo music. He can buff, hold his own in melee, and even skillmonkey a bit.

    The big question- What does Dwarven Chanter add to the build? Besides full casting, good skill points, and medium BaB, DC works quite well in a military campaign with lots of things to benefit from the chants. It can heal, buff, keep its user alive, and work as a sapper to destroy key points like bridges.


    Spoiler: FAQ
    Show
    Your multiclassing at the start is gross.
    Yes it is. I wouldn’t have included the warblade level if I didn’t have to. Hell, I wouldn’t have included the bard level if warrior skald could fit into my build without replacing a level of the SI. That being said, every level at 1-5 is vital. Without the fighter dip, we wouldn’t get melodic spellcasting until level 12, making the duskblade levels unable to actually use spells in combat without stopping bardic music.

    That being said, a level of warblade could replace the fighter level, getting an easy access to Song of the White Raven, for bardic music as a swift action.

    A similar but different build would be 5 duskblade/1 warrior skald/9 dwarven chanter/5 war chanter. Since warrior skald gets all of the standard bardic music, we keep the gishy feel while still having loads of options for bardic music. This was actually my original idea, but having something like 40 ranks in just perform skills was brutal on top of not finishing the SI.

    Spoiler: Sources
    Show
    Fireblood Dwarf- Races of the Dragon
    Duskblade- PHB2
    War Chanter- Complete Warrior
    Martial study-ToB
    Apprentice-DMG2
    Frightful Presence- Draconomicon
    Practiced Spellcaster- Complete Arcane
    Anything else is core
    Last edited by Heliomance; 2015-03-15 at 12:43 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.

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  19. - Top - End - #79
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    A charismatic dwarf? Whatever next.

    Quote Originally Posted by Bror Broadbeard
    Bror Broadbeard

    NG Dream Dwarf Marshal 7/Court Herald 2/Warrior Skald 1/Dwarven Chanter 10

    Stats
    Spoiler
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    Str 14
    Dex 10
    Con 14
    Int 14 (increase here at 12)
    Wis 10
    Cha 16 (all other increases here)

    Build
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Marshal 1 +0 +2 +0 +2 Bluff 4, Diplomacy 4, Gather Information 4, Knowledge (history) 4, Knowledge (nobility and royalty) 4, Sense Motive 4 Power Attack, (B)Skill Focus (Diplomacy) Skill Focus (Diplomacy), Minor Aura (Motivate Dexterity), Skilled City Dweller (Ride to Tumble, Handle Animal to Gather Information)
    2nd Marshal 2 +1 +3 +0 +3 Diplomacy 5, Gather Information 5, Knowledge (history) 5, Knowledge (nobility and royalty) 5, Perform (sing) 2 Major Aura (Resilient Troops)
    3rd Marshal 3 +2 +3 +1 +3 Diplomacy 6, Gather Information 6, Knowledge (history) 6, Knowledge (nobility and royalty) 6, Perform (sing) 4 Skill Focus (Knowledge (history)) Minor Aura (Motivate Charisma)
    4th Marshal 4 +3 +4 +1 +4 Gather Information 7, Knowledge (history) 7, Knowledge (nobility and royalty) 7, Perform (sing) 7 Adrenaline Boost 1/day
    5th Marshal 5 +3 +4 +1 +4 Gather Information 8, Knowledge (history) 8, Knowledge (nobility and royalty) 8, Perform (sing) 8, Tumble 2 Major Aura (Motivate Ardor), Minor Aura (Demand Fortitude)
    6th Marshal 6 +4 +5 +2 +5 Knowledge (history) 9, Knowledge (nobility and royalty) 9, Perform (sing) 9, Tumble 5 Cleave
    7th Marshal 7 +5 +5 +2 +5 Knowledge (history) 10, Knowledge (nobility and royalty) 10, Perform (sing) 10, Tumble 8 Major Aura +2, Minor Aura (Master of Tactics)
    8th Court Herald 1 +5 +5 +4 +7 Concentration 6, (B)Spellcraft 4 Secret (Instant Mastery)
    9th Court Herald 2 +6/+1 +5 +5 +8 Use Magic Device 6 Great Fortitude Lore, Mindsee
    10th Warrior Skald 1 +7/+2 +7 +7 +8 Concentration 8, Diplomacy 7, Perform (sing) 13 Bardic Music
    11th Dwarven Chanter 1 +7/+2 +9 +7 +10 Perform (sing) 14, Use Magic Device 13 Timing Chant
    12th Dwarven Chanter 2 +8/+3 +10 +7 +11 Balance 5, Perform (sing) 15, Use Magic Device 15 Melodic Casting, (B) Endurance Soothing Chant, Endurance
    13th Dwarven Chanter 3 +9/+4 +10 +8 +11 Jump 5, Perform (sing) 16, Use Magic Device 16 War Chant
    14th Dwarven Chanter 4 +10/+5 +11 +8 +12 Diplomacy 12, Perform (sing) 17, Use Magic Device 17 Counter Chant
    15th Dwarven Chanter 5 +10/+5 +11 +8 +12 Diplomacy 18, Knowledge (arcana) 1, Perform (sing) 18 Words of Creation Continuous Spellcasting
    16th Dwarven Chanter 6 +11/+6/+1 +12 +9 +13 Bluff 7, Diplomacy 19, Knowledge (arcana) 4, Perform (sing) 19 (B) Diehard Diehard
    17th Dwarven Chanter 7 +12/+7/+2 +12 +9 +13 Bluff 13, Diplomacy 20, Perform (sing) 20 Trance
    18th Dwarven Chanter 8 +13/+8/+3 +13 +9 +14 Bluff 19, Diplomacy 21, Perform (sing) 21 Obtain Familiar Healing Chant
    19th Dwarven Chanter 9 +13/+8/+3 +13 +10 +14 Concentration 11, Bluff 22, Diplomacy 22, Perform (sing) 22
    20th Dwarven Chanter 10 +14/+9/+4 +14 +10 +15 Swift Concentration, Concentration 12, Bluff 23, Diplomacy 23, Perform (sing) 23, Sense Motive 6 Dwarf Lord’s Wrath

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

    Backstory
    Spoiler
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    Bror entered the army at an early age. In basic they quickly realized that he was only average in fighting skill, and he was slower than many to respond, head always up in the clouds (which was especially worrying for a dwarf, who should have his mind rooted to the earth). At the end of long days of training when the men were relaxing more often than not he was the one telling stories or sharing a recently composed ribald song. Before long their superiors realized the importance of a dwarf who had the ears of all the recruits, and started assigning him tasks as squad commander.

    Bror was never quite comfortable with directly ordering the others around, but when he made requests or sarcastic quips, the men still responded well enough, and his marching tunes kept them in good spirits. For the really long treks he would take their mind off of things with long sagas of great heroes from before any of their time, sagas he had learned as a child at his grandfather’s knee. After several tours of duty Bror retired as other did, and sought a job in civil service. His experience in dealing with things gently and his skill with entertaining found him a position working in the court of a noble of considerable wealth and influence. The first few years were rather dull dealing with small politics and entertaining visiting dignitaries, but eventually he was able to convince his lord to send him out on emissary missions.

    These were where Bror really made a name of himself, because it was a chance to travel with a group again, work around difficult challenges, and chum around with the military escorts at the end of the day. He swapped stories with other skalds, improved his storytelling technique, and finally acquired that most slippery of goals: finding the best of marching chants.

    Level 5
    Spoiler
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    Marshal’s a fairly solid base to begin with. It gives you everything you need for the next stage. Dream Dwarf allows you to sidestep the Cha penalty. Auras are pretty straightforward, begin combat with motivate Dex and Ardor, switch to Hardy Soldiers if you think something is coming. It’s a free action to switch so tailor it to your needs because there are more coming. Demand Fortitude will become more useful later when you want to protect against Fort saves, don’t try to stack it with Hardy Soldiers because it won’t. Motivate Charisma turns the dial up to hilarious for most of your social skills, and it does wonders for Perform. Power Attack is helpful enough as prerequisites go, you can use it now and then since your BA is essentially average the whole build.

    Level 10
    Spoiler
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    Mo’ levels, mo’ auras. Master of Tactics is situational, but more damage is always good. You have enough ranks in Tumble that with synergy and aura bonus you can hit the normal DC easily. We’ve got two bizarre PrCs to help you on the journey into the SI. Warrior Skald is written in 3.0, and has no update so causes a few weird notes. It says it grants all bardic music abilities, subject to perform requirements, which is a bit odd, but if true means you get everything but Inspire Heroics (which it doesn’t mention and isn’t necessary) but it’s good to be clear on what you have. The requirement for it is 9 ranks in Perform (poetry) which doesn’t exist. In 3.0 skill rules it didn’t matter which category you put points in as long as you had enough, which I do here. If your DM is a stickler and requires you put points in something like oratory take the points from tumble and some of the excess from (sing).

    Court Herald provides the spellcasting you’ll be advancing, a unique selection of a variety of useful spells. You happen to know all of your list and cast spontaneously, which is very nice, and it very conveniently casts of Cha. At 12 levels long it means the SI finishes its casting perfectly. Mindsee allows you to take a perfect mental picture you can refer to forever, and you can change it when you want. When you get the SI’s Trance ability, it’s like accessing said frozen moment in time for recreation of something important like a document of vital importance or the look of some enemy structures. Yeah it’s mostly fluff, but so is the SI feature.

    Level 15
    Spoiler
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    Now we’re rocking and rolling in the SI. You can run a timing chant for an enormously long number of hours before failure when you have motivate cha up (it should be up almost all the time, only switch to dex right before combat, then go back). Once you reach the zone where you could fail, put hardy soldiers on as a bit of a safety net. Soothing chant’s largest strength is undoing nonlethal which we will get to in a moment. War chant is straight up better than your inspire courage since yours doesn’t scale.

    Continuous Spellcasting is either moderately useful or extremely useful depending on how Melodic casting comes into play. If it doesn’t then it’s still a useful ability to avoid having to make more checks later. If it does then it provides a huge safety net that you should freely abuse. Whether or not you can sub a Perform check for this Concentration check is up to DM discretion. I assume from the wording of this feature that you can use it unlimited times per day and that it does not cost a use of bardic music.

    Melodic casting allows you to use perform checks in place of Concentration, which cuts down on extraneous skill point expenditure. The really useful ability is the one to cast spells while using bardic music. Normally action economy would limit you as for spells, but you still have ones that have less than 1 standard action to cast (and by extent their wands). Breaking a 1 standard action spell over the course of a turn is more complicated and a bit of a legal gray area, but if it works, run with it.

    Words of Creation is a feat with several uses, but the most important here is enhancing bardic music. When you use it, you double the numbers of your bardic music effects. Obviously you must ask your DM how it applies to bardic music effects not listed (like the ones the SI grants) but even if you can only use on what it says, it allows you to inflate your inspire courage for a small amount of nonlethal damage. This damage is annoying and normally would prevent you from using the feat as much as you like. Fortunately Soothing Chant heals all nonlethal damage, so you can go right back to it. The feat is also free extend for (creation) spells, of which you have some, all good ones.

    From level 11 onwards, you will auto-succeed on UMD checks for wands when motivate cha is up (which should be basically always). Remember this. Use it to supplement your spells per day when they run out.

    Level 20
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    Obtain Familiar is a feat everyone can benefit from, especially you. A raven is the obvious choice here because it can put your ranks in UMD to use activating wands with the language it speaks. This raven is why you keep putting points in UMD after level 11, so that its modifier with motivate cha is enough to automatically succeed. As a familiar it can also do all the other useful things like being a second set of eyes and aiding with skills, but wand use is by far the best use of a familiar’s time.

    Trance can be used as mentioned above, to perfectly recreate something you memorized. Healing Chant is obviously best used out of combat, though it is still highly effective. Dwarf Lord’s Wrath is an impressive amount of damage, especially useful to do things like block of passages to prevent following, or targeting stalactites so they fall on enemies. If Words of Creation doubles this, look out world.

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    Marshal: Miniatures Handbook
    Warrior Skald: Races of Faerun
    Court Herald: Power of Faerun
    Dream Dwarf: Races of Stone
    Skilled City Dweller: Urban Class Features ACF
    Adrenaline Boost: PHBII
    Obtain Familiar: Complete Arcane
    Melodic Casting: Complete Mage
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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 LXVI

    And that's your lot. Cry havoc, and set loose the judges of war!
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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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    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Bard? Check. Spellsinger? Check. Warrior Skald? Check. Troubadour of Stars? Check. Virtuoso? Huh. I expected to see more of those.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    tried making something, somewhere between Bror Broadbeard and Sargeant Hammer, making a military commander (Marshal!) with a splash of spells (either Pious Templar + Battle Blessing or Duskblade), running on Marching Tune (i.e. Timing Chant), War Chant (obvious reasons) and Dwarf Lord's Wrath for Sieging, But had issues finding the proper way to get Bardic Music, as Warrior Skald had to much of a feat tax, and the rest just felt wrong for various reasons
    Last edited by Sian; 2015-03-15 at 06:07 AM.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    i really wanted to do something with dragon song. its very much like bardic music and uses bardic music charges but was shot down in PM's with heliomance, alas i did not enter.
    Damn girl you definitely have a +8 size modifier to AC!

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    Beholder

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    Post Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quite a bit of variety. I'm surprised we only had one stoneblessed though. At least dwarves have loads of subraces.

    While I was trying to round out my build I had a lot of difficulty trying to find a prestige class that would mesh properly with my ideas, but I found that were too many conflicting perform skills. I did find out that bards have loads of neat prestige classes though
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    LX: Bronze. Krad, the Mad Strangler.
    LXII: Nebbercracker
    LXIII: LOCKDOWN Unit 4456: Honorable Mention
    LXIV: Gold. Xel'Dek, Scourge of the Underdark
    LXVI: Bronze. Sergeant Hammer
    Junkyard Wars X: Bronze. Master Lee

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Damn, I should have entered. I was going to use Fiend-Blooded to pick up Favored of the Martyr, then use War Weaver to spread it to myself and my allies before I finished Timing Chant, getting rid of the nasty daze effect. I was going to round it out with Sublime Chord casting.

    I talked myself out of it because I was sure that I'd score low in Originality (a full-casting Bard-related SI? That's just screaming for Sublime Chord) and in UoSI (because while I was pretty sure that I'd do well in Power—9th level spells and War Weaver shenanigans, after all—the only aspect of the SI I really used was Timing Chant). But it looks like I wouldn't have done that badly in Originality, at least, as I didn't see anyone using the classes I would have used.

    Damn. I should have entered. Let this be a lesson to me.

    I may still judge. People wouldn't be too upset if I judged without having posted criteria during the cooking phase, would they?
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    That's usually fine. it's mostly important that you have one so that judgings are consistent.
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    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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    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by Amphetryon View Post
    Bard? Check. Spellsinger? Check. Warrior Skald? Check. Troubadour of Stars? Check. Virtuoso? Huh. I expected to see more of those.

    No Fochlucan Lyrist either. I'm surprised by the sheer volume of Bard's though.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Quote Originally Posted by KrimsonNekros View Post
    No Fochlucan Lyrist either. I'm surprised by the sheer volume of Bard's though.
    Given that Fochlucan Lyrist's prerequisites take up essentially the entire build, I'm not surprised it didn't show up. As for Bard, the prestige class requires bardic music, so I'm surprised you're surprised--how would you have entered the secret ingredient?

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    If I had time, mine would have been [insert oddball race here] Stoneblessed 3/Bard 1/Wizard X/Urban Savant X/Dwarven Chanter 10...

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    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXVI

    Fochlucan Lyrist asks for Bardic Knowledge ... which is somewhat easiler to grab.

    But it also asks for Perform (string) 13, Speak Language (Druidic) and Evasion so theres that, at at least fluff-wise Druidic demands Druid

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