Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 6 of 12 FirstFirst 123456789101112 LastLast
Results 151 to 180 of 345
  1. - Top - End - #151
    Troll in the Playground
     
    Deadline's Avatar

    Join Date
    Sep 2012
    Location
    Necro-equestrian Pugilism
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by samduke View Post
    right on the danwiki portion is why dmg was included , so the rules for spell fire even though it references the rod as how it work - OK.. I guess
    Given that there has been no real change from the 3.0 Rod of Absorption (which also didn't require an action), I'm assuming the readied action added by the Spellfire rules to still be relevant. Madam Chair, is that the case, or are you ruling that you don't have to ready an action to absorb?
    Awesome avatar by Iron Penguin!

    Signature of Holding

  2. - Top - End - #152
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by samduke View Post
    right on the danwiki portion is why dmg was included , so the rules for spell fire even though it references the rod as how it work - OK.. I guess
    as deadline said, dandwiki is trash, so you shouldn't count on it for RAW.

    specific always trumps general, so if an ability is keyed off rod of absorption, but offers its own addenda, then you use the rules for the ability, not what it's keyed off of, like how polymorph is keyed off alter self, but has its own additional rules.
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  3. - Top - End - #153
    Troll in the Playground
     
    Deadline's Avatar

    Join Date
    Sep 2012
    Location
    Necro-equestrian Pugilism
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Venger View Post
    as deadline said, dandwiki is trash, so you shouldn't count on it for RAW.
    samduke pointed out that the quoted text is from the DMG, not dandwiki, FYI. I missed that on first read too.

    Quote Originally Posted by Venger View Post
    specific always trumps general, so if an ability is keyed off rod of absorption, but offers its own addenda, then you use the rules for the ability, not what it's keyed off of, like how polymorph is keyed off alter self, but has its own additional rules.
    I'd feel better with a clear ruling from the Chair, just to remove ambiguity.
    Awesome avatar by Iron Penguin!

    Signature of Holding

  4. - Top - End - #154
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Deadline View Post
    samduke pointed out that the quoted text is from the DMG, not dandwiki, FYI. I missed that on first read too.



    I'd feel better with a clear ruling from the Chair, just to remove ambiguity.
    It is from both the dandwiki and the DMG. dandwiki often mixes in some normal rules with its homebrew and changes rules while keeping regular names.

    Right, I wasn't presuming to speak for heliomance, just saying that of course the class we're talking about is how you're going to determine how its abilities work, not the item that its powers are keyed off of, like a monk's feather fall. you read the class feature, not the spell. specific >general
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  5. - Top - End - #155
    Titan in the Playground
     
    AssassinGuy

    Join Date
    May 2006
    Location
    Sunnydale

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Heliomance View Post
    Ah, didn't realise that the rod of absorption hadn't changed from 3.0. In that case it still requires a readied action, yes.
    Quote Originally Posted by Deadline View Post
    Given that there has been no real change from the 3.0 Rod of Absorption (which also didn't require an action), I'm assuming the readied action added by the Spellfire rules to still be relevant. Madam Chair, is that the case, or are you ruling that you don't have to ready an action to absorb?
    It's always good to read what's already been posted. (I added the bolding.)

  6. - Top - End - #156
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by samduke View Post
    sorry to say this but the rod has been updated to 3.5 rules check it out...
    http://www.dandwiki.com/wiki/SRD:Rod_of_Absorption
    DMG P234
    Absorption: This rod acts as a magnet, drawing spells or spelllike abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy.
    Absorption requires no action on the part of the user if the rod is in hand at the time.
    As discussed above, the 3.0 rod of absorption didn't require an action either. The functionality hasn't changed. This the readied action is a function of Spellfire Wielder, not the dog's of absorption.
    Quotebox
    Spoiler
    Show
    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

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

  7. - Top - End - #157
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2014

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Heliomance View Post
    the dog's of absorption.
    Sounds like a Norwegian Death Metal band.....I like it!

  8. - Top - End - #158
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Gweed View Post
    Sounds like a Norwegian Death Metal band.....I like it!
    Remember you get cover when in a dog
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  9. - Top - End - #159
    Halfling in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2014

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Venger View Post
    Remember you get cover when in a dog
    Does the dog have to ready an action to absorb me?

  10. - Top - End - #160
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Gweed View Post
    Does the dog have to ready an action to absorb me?
    It depends. He'd need plenty of psion levels for that but if he's intelligent enough to contemplate tactical action like readying he's probably already a psionic sandwich
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  11. - Top - End - #161
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Venger View Post
    Remember you get cover when in a dog
    Outside of a dog, a book is Man's best friend. Inside of a dog, it's too dark to read. - Groucho Marx
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
    Show

  12. - Top - End - #162
    Troll in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by Gweed View Post
    Does the dog have to ready an action to absorb me?
    It gets complicated if it's from a Mordenkainen's Faithful Hound, then it's a cobra vs mongoose situation.
    Last edited by The Viscount; 2015-09-12 at 09:14 PM.
    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

  13. - Top - End - #163
    Firbolg in the Playground
    Join Date
    Jun 2009
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Yeesh, seems like I missed a lot! I'm just glad we're back to cracking ridiculous jokes.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  14. - Top - End - #164
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by The Viscount View Post
    It gets complicated if it's from a Mordenkainen's Faithful Hound, then it's a cobra vs mongoose situation.
    who would win in a fight: mordenkainen's faithful hound, or a tether hound?
    fight my brute! it's a lot of fun
    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
    Amazing Princess Mononoke avatar by Dispozition
    Iron Chef Deep Freeze: Turning Tables on Old Dishes

  15. - Top - End - #165
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Entry submitted. That took more time than I expected, but I'm reasonably happy with my entry this time around. Like I said earlier, the character ended up going in a few directions that I really didn't anticipate, and it was fun to kind of watch it evolve in front of me. I'm a little worried that someone will end up using my main trick, but it's submitted, so worrying isn't going to change a damn thing. So I guess I'll just have to tell everyone, please don't use [REDACTED] with [REDACTED] to [REDACTED], okay? Thanks. I appreciate it.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

  16. - Top - End - #166
    Troll in the Playground
     
    WhamBamSam's Avatar

    Join Date
    Jul 2011
    Location
    Michigan
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Whew, build is in. That was a substantial amount of work. I had a second idea that I'm not going to be able to get to, but I suspect the general gist of it will be well represented by other entries.

    Iron Chef Medals
    Spoiler
    Show
    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

  17. - Top - End - #167
    Troll in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Table's done now I just have to finish writeup. I'll get this in yet.
    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

  18. - Top - End - #168
    Firbolg in the Playground
    Join Date
    Jun 2009
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by The Viscount View Post
    Table's done now I just have to finish writeup. I'll get this in yet.
    We're in the same sub, Comrade.
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  19. - Top - End - #169
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    We've just hit the breakpoint of my homebrew campaign (Against the Iron Tower - fighting against the machinations of the Cult of Dispater), and after 41 sessions, I definitely needed the break (I was feeling some DM burnout).

    Anyhow, hopefully this now means I'll be able to get an entry in for the next IC cmp, or maybe judge.

    Spoiler
    Show

  20. - Top - End - #170
    Dwarf in the Playground
     
    SwashbucklerGuy

    Join Date
    Mar 2015
    Location
    Le Mans, France
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Finalized my build just now !

    Only one issue before sending :

    Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

    ;-)

  21. - Top - End - #171
    Firbolg in the Playground
    Join Date
    Jun 2009
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by JyP View Post
    Finalized my build just now !

    Only one issue before sending :

    Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

    ;-)
    Aye, my build is completed and I have experienced the same. One possible workaround is to e-mail the Chair via the board's function to do so...but I want to make sure we don't flood that inbox as well. Perhaps sending yourself a PM containing your full entry would be best? That way, we'd have a time stamp showing the entries were completed before the deadline, and we could forward them to Heliomance at her leisure once her PM box isn't as full.

    TL;DR? That's what she gets for being popular .
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  22. - Top - End - #172
    Troll in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Finally finished, just have to format my PM. This was exhausting.
    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

  23. - Top - End - #173
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    Secret Lair on Sol c
    Gender
    Male

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by The Viscount View Post
    Finally finished, just have to format my PM. This was exhausting.
    well, strictly speaking deadline just shy of an hour ago so......

  24. - Top - End - #174
    Troll in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    The reveal hasn't happened yet, and it's moot because the Chair's inbox is still full. I'm mostly posting to indicate that I did cook this round for when the round is ready for reveal.
    Last edited by The Viscount; 2015-09-20 at 06:39 AM.
    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

  25. - Top - End - #175
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    Quote Originally Posted by JyP View Post
    Finalized my build just now !

    Only one issue before sending :

    Heliomance has exceeded their stored private messages quota and cannot accept further messages until they clear some space

    ;-)
    Oh bugger. Will clear out now. Reveal will be later, as I don't have time right now even if all the entries had arrived.
    Quotebox
    Spoiler
    Show
    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

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

  26. - Top - End - #176
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    "Alright chefs, you have ten seconds to finish your builds! Five! Four! Three Two! One! Time! Put your rulebooks down and step away from your dice, you are done!"
    "It's time to take a look at the entries!"
    Quotebox
    Spoiler
    Show
    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

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

  27. - Top - End - #177
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    "Well, this is an audacious entry! Chargin up off soul blades, I don't think anyone expected that!"

    "I certainly didn't! But have they managed to make the Soulknife good, or will such a poor ingredient drag the rest down?"


    Quote Originally Posted by Harror
    Harror
    TN Human Ardent 6 / Soulknife 4 / Spellfire Channeler 10



    It was Market Day, and everything was a-bustle. I remember coming up to a crowd watching a brightly-dressed woman with glowing eyes doing a pretty impressive sword-swallowing act. Everyone was distracted watching her, everyone pushing and jostling, so when a big guy in a cloak grabbed me from behind, held a dagger to my throat, and started hauling me away, no one even noticed, at least until I started screaming in terror. The sword-swallowing woman looked up, yanked the sword out of her throat, leapt into the air, and fired the biggest blast of blue flame I've ever seen right at the guy who had grabbed me! We must have been a good couple hundred feet away from her, and there were dozens of people all crowded around, but she hit him dead on—or at least I think that's what happened, because the next thing I knew, I wasn't being grabbed anymore, and there was a big charred body on the ground next to me.

    The woman floated over to me, shooing the crowd away a bit, and led me over to a more secluded area, trying to help me calm down. She asked me if I was hurt at all. I told her that I got a little bit roughed up here and there, and she gently touched my shoulder, her hand glowing with that same blue flame. I was pretty scared right there, since I saw what that blue flame did to the guy who attacked me, but sure enough, the bruises and cuts I got in the scuffle just kind of melted away. She told me to just sit tight and collect myself, and that she'd help me talk to the authorities when they arrived. I noticed her eyes weren't glowing anymore, but she pulled some kind of glowing sword out of somewhere (I couldn't see where it came from) and started doing her sword-swallowing again. I figured she was either practicing for her next act or just trying to amuse me while I collected my wits, but this act seemed different from the one she was doing just a moment ago. I thought sword-swallowers usually pulled the sword back out of their throat when they were done, but it looked like she just ate it entirely! At first I thought I must have just been rattled and seeing things, but she repeated this a few more times, and the swords definitely weren't coming back out of her throat. I finally got up the courage to ask if she was really doing what I thought she was doing. She just smiled—the glow was back in her eyes at that point—and winked at me, then took another bite of her sword. She said something about not every act being just for show, then led me over to the guards who had just arrived.


    Build Attributes:
    Spoiler
    Show
    STR: 8 (0 pts)
    DEX: 14 (6 pts)
    CON: 16 (10 pts)
    INT: 14 (6 pts)
    WIS: 16 (10 pts)
    CHA: 8 (0 pts)

    Points spent: 32
    Level-up points go into CON.


    Build Table:
    Spoiler
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ardent 1 +0 +0 +0 +2 Concentration
    +4 (4), Craft: Poisonmaking +4 (4), Knowledge: Arcana +2 (2),
    Spellcraft +2 cc (2), Perform: Sword-Swallowing +2 cc (2), Psicraft +2
    (2)
    Endurance (bonus), Spellfire Wielder, Ectopic Form (bonus) Primary Mantles (Creation, Elements); Powers
    2nd Ardent 2 +1 +0 +0 +3 Concentration +1 (5), Craft: Poisonmaking +1 (5), Perform: Sword-Swallowing +0.5 cc (2.5), Psicraft +2 (4) No new feats Secondary Mantle (Magic)
    3rd Ardent 3 +2 +1 +1 +3 Concentration +1 (6), Craft: Poisonmaking +1 (6), Perform: Sword-Swallowing +0.5 cc (3), Spellcraft +1 cc (3) Practiced Manifester (Ardent) No new class features
    4th Soulknife 1 +2 +1 +3 +5 Concentration
    +1 (7), Craft: Poisonmaking +1 (7), Perform: Sword-Swallowing +0.5 cc
    (3.5), Spellcraft +0.5 cc (3.5), Craft: Carpentry +3 (3)
    Wild Talent (bonus), Weapon Focus (Mind Blade) (bonus) Mind Blade
    5th Soulknife 2 +3 +1 +4 +6 Concentration
    +1 (8), Craft: Poisonmaking +1 (8), Perform: Sword-Swallowing +0.5 cc
    (4), Spellcraft +0.5 cc (4), Craft: Carpentry +3 (6)
    No new feats Throw Mind Blade
    6th Spellfire Channeler 1 +3 +3 +4 +8 Concentration +1 (9), Craft: Poisonmaking +1 (9), Perform: Sword-Swallowing +0.5 cc (4.5), Spellcraft +2 (6) Master of Poisons Drain Charged Item, Increased Storage 2
    7th Spellfire Channeler 2 +4 +4 +4 +9 Concentration +1 (10), Craft: Poisonmaking +1 (10), Perform: Sword-Swallowing +0.5 cc (5), Spellcraft +2 (8) No new feats Improved Healing
    8th Spellfire Channeler 3 +4 +4 +5 +9 Concentration +1 (11), Craft: Poisonmaking +1 (11), Perform: Sword-Swallowing +0.5 cc (5.5), Spellcraft +2 (10) Weapon Focus (Spellfire) (bonus) Increased Storage 3
    9th Soulknife 3 +5 +5 +5 +9 Concentration +1 (12), Craft: Poisonmaking +1 (12), Perform: Sword-Swallowing +0.5 cc (6), Craft: Carpentry +4 (10) Point Blank Shot, Precise Shot (bonus) Bonus Feat
    10th Spellfire Channeler 4 +6 +6 +5 +10 Concentration +1 (13), Craft: Poisonmaking +1 (13), Perform: Sword-Swallowing +0.5 cc (6.5), Spellcraft +2 (12) No new feats Rapid Blast 2
    11th Spellfire Channeler 5 +6 +6 +5 +10 Concentration +1 (14), Craft: Poisonmaking +1 (14), Perform: Sword-Swallowing +0.5 cc (7), Spellcraft +2 (14) No new feats Drain Permanent Item, Increased Storage 4
    12th Soulknife 4 +7 +6 +6 +11 Concentration +1 (15), Craft: Poisonmaking +1 (15), Perform: Sword-Swallowing +0.5 cc (7.5), Craft: Carpentry +4 (14) Ability Focus (Spellfire blasts) +1 Mind Blade
    13th Spellfire Channeler 6 +8 +7 +7 +12 Concentration +1 (16), Craft: Poisonmaking +1 (16), Perform: Sword-Swallowing +0.5 cc (8), Spellcraft +2 (16) No new feats Flight
    14th Spellfire Channeler 7 +8 +7 +7 +12 Concentration
    +1 (17), Craft: Poisonmaking +1 (17), Perform: Sword-Swallowing +0.5 cc
    (8.5), Spellcraft +1 (17), Craft: Carpentry +1 (15)
    Deflect Arrows (bonus) Deflect Arrows, Increased Storage 5
    15th Spellfire Channeler 8 +9 +8 +7 +13 Concentration
    +1 (18), Craft: Poisonmaking +1 (18), Perform: Sword-Swallowing +0.5 cc
    (9), Spellcraft +1 (18), Craft: Carpentry +1 (16)
    Empower Supernatural Ability Rapid Blast 3
    16th Spellfire Channeler 9 +9 +8 +8 +13 Concentration
    +1 (19), Craft: Poisonmaking +1 (19), Perform: Sword-Swallowing +0.5 cc
    ( 9.5), Spellcraft +1 (19), Craft: Carpentry +1 (17)
    No new feats Crown of Fire
    17th Spellfire Channeler 10 +10 +9 +8 +14 Concentration
    +1 (20), Craft: Poisonmaking +1 (20), Perform: Sword-Swallowing +0.5 cc
    (10), Spellcraft +1 (20), Craft: Carpentry +1 (18)
    No new feats Maelstrom of Fire
    18th Ardent 4 +11 +9 +8 +15 Concentration +1 (21), Craft: Poisonmaking +1 (21), Perform: Sword-Swallowing +0.5 cc (10.5), Craft: Carpentry +2 (20) Craft Dorje No new class features
    19th Ardent 5 +11 +9 +8 +15 Concentration +1 (22), Craft: Poisonmaking +1 (22), Perform: Sword-Swallowing +0.5 cc (11), Craft: Carpentry +2 (22) No new feats Secondary Mantle (Time)
    20th Ardent 6 +12 +10 +9 +16 Concentration +1 (23), Craft: Poisonmaking +1 (23), Craft: Carpentry +1 (23), Spellcraft +1 cc (21) No new feats No new class features


    Psionics:
    Spoiler
    Show
    PP Per Day and ML:
    (Includes bonus PP based on 16 WIS; may be higher if WIS goes up through items or other methods.)
    1st: 3, ML 1
    2nd: 9, ML 2
    3rd: 15, ML 3
    4th: 19, ML 4
    5th: 20, ML 5
    6th: 22, ML 6
    7th-17th: 23, ML 7
    18th: 31, ML 8
    19th: 40, ML 9
    20th: 52, ML 10

    Powers Known:
    1st: Elemental Steward (Elements 1), Psionic Minor Creation (Creation 1)
    2nd: Metaphysical Weapon (Magic 1)
    3rd: Earth Walk (Elements 2)
    18th: Psionic Fabricate (Creation 4)
    19th: Anticipatory Strike (Time 5)
    20th: Psionic Major Creation (Creation 5)


    Strategies and Tactics:
    Spoiler
    Show
    Levels 1-5: Early play treats Harror very well. As early as level 2, she is able to charge herself up with spellfire without relying on outside sources. How does this work? Simple. The Magic mantle's granted ability states that “you always treat magic and psionics as identical.” This means that Harror can absorb psionics as spellfire just as easily as she can absorb magic. But, you may say, doesn't charging up with spellfire require readying an action, which is therefore incompatible with casting spells or manifesting powers at yourself? That's true, but that's why we have a proxy do the work for us. One of Harror's earliest powers known is Elemental Steward, which lets you summon a little elemental dude who just happens to have a handful of psi-like abilities. Each elemental steward has 3 PLAs, each of which are usable 2 times per day, for a total of 6 doses of PLAs out of each summon. Harror summons a steward, readies to absorb spellfire, and has the steward unload its PLAs at her, which she harmlessly absorbs. At level 2, they only last 2 rounds, so Harror can gain 2 spellfire levels per PP spent. This increases at a 1:1 ratio until level 6, when her stewards last 6 rounds and can therefore give her 6 spellfire levels per PP. Even at level 2, though, this is a win for Harror: a normal Psion manifesting Energy Ray gets 1d6 per PP spent, but since each spellfire level translates to a d6 of blastitude, Harror gets 2d6 per PP spent, and it only gets better from there (quite rapidly, since each level gives progressively more PP and progressively more spellfire per PP). What's more, Harror can charge up as many as 16 levels of spellfire at once, allowing for a far bigger nova than even a Wilder can pull off in the early game. (At level 2, that represents almost all of her daily PP, but still, the option is there if you choose to go out with a massive bang.) Even by level 3 or 4, though, she has the staying power to unleash several full-strength blasts per day, or many more partial-strength blasts if she doesn't want to fully nova. (Note that even though Elemental Steward is listed as having a 3 PP cost, this is an error for Ardents, as it only costs 3 PP for Psions/Wilders, who treat it as a level 2 power. Ardents treat it as a level 1 power, so it costs only 1 PP, as clearly explained on pg. 63 of the Expanded Psionics Handbook.)

    When she runs out of spellfire within an encounter (which shouldn't happen too often; that's an awful lot of d6s at an early level, and we're looking at a level range where a pile of d6s really can solve a lot of problems), Harror has self-made poisons to fall back upon (made with Psionic Minor Creation and Craft: Poisonmaking)—without Rapid Reload, she can only fire one poisoned crossbow bolt per round, but most casters who end up in Crossbow Mode at this level don't have nasty poisons backing them up, and unlike most casters who run out of juice, she can still probably charge up with spellfire after the encounter. Practiced Manifester keeps her ML up even after leaving Ardent, and while Soulknife doesn't do a ton of good right as you take it, the extra PP from Wild Talent are a consolation prize. (Remember that bonus PP from a high WIS is based off of manifester level, not class level, so Practiced Manifester keeps our PP going up a little bit even without more levels in Ardent.) Earth Walk is a little heavy on the PP, but it can be invaluable for solving certain out-of-combat problems (or even certain combat problems, if you can climb up to a safe spot against nonflying foes). Metaphysical Weapon is more likely to be used on Harror's allies than on her own weapon, but while it isn't a primary strategy, it can still be useful to let the party break DR/Magic at level 2. Elemental Stewards can also be used as fighting summons instead of just as sources of spellfire; they aren't amazingly strong past the first few levels, but they're certainly serviceable in the 1-3 range. (It's worth mentioning that the 1 round manifesting time on Elemental Steward is actually a good thing as far as charging up spellfire levels from them goes: the steward doesn't appear until the round after you start manifesting it, which means that its duration timer doesn't start until a round in which you have an action available to ready your spellfire absorption.)

    On the defensive side of things, spellfire is useful for healing Harror and her party: a normal Ardent can cure 2 HP per PP by means of Touch of Health, but since Harror gets at least 2 spellfire levels per PP, and each spellfire level heals for 2 HP, she starts out with double the efficiency of a normal Ardent at level 2 and gets better from there. Typical Ardent armor and shield proficiencies go a long way toward keeping her safe in the early levels, as well; she is proficient with heavy armor, but she usually sticks with medium armor, because her Endurance allows her to sleep in it. If mithril armor becomes affordable, that allows for the best of both worlds, but until that's available (if it's available at all), the ability to sleep in armor outweighs the small AC bonus gained from using heavy instead of medium. And of course, the ability to absorb enemy magic shouldn't be ignored—it's tricky to use it as a primary strategy, but spellfire users are uncommon enough that most casting enemies probably wouldn't expect you to be able to just absorb the spells they throw at you.

    Levels 6-11: Harror enters the Secret Ingredient as early as possible, and she starts using its power immediately. Increased Storage is very, very handy to have around—it's difficult for her to self-charge above her CON score (which is 17 or 18 by this point, thanks to level-up bonuses), thanks to the clause about spell effects (or for you, power effects—remember, “you always treat magic and psionics as identical”) draining spellfire levels if you're overcharged, but it's still useful to be able to charge up from allies or enemies (and of course, you'll start every encounter having charged yourself up to at least your CON score). Drain Charged Item is less necessary for Harror than for some other Spellfire Channelers, since she can already charge up to her CON score with her own resources, but it can still be used to conserve PP on a long adventuring day, or it can be used to charge up above her CON score (thanks to the Chair's ruling that only the initial touch drains spellfire, so we can drain several charges from a wand without losing spellfire beyond the initial grasp). If the party setup is right, perhaps Harror can barter with the party Rogue to trade some poisons for some less-useful wands . . . but of course we aren't relying on that sort of thing. Improved Healing is incredibly useful—at a gain of 6 spellfire levels per PP, Harror can heal 6d4+6 HP per PP expended, which is pretty darn efficient in my book, considering that the normal exchange rate on Touch of Health is 2 HP per PP spent.

    Although touch attacks aren't that hard to make, Weapon Focus still definitely contributes (every +1 counts, after all), and we get Precise Shot online as soon as possible (thanks to the Mind's Eye ACF that lets Soulknives swap Psychic Strike for a bonus feat—you can pick “any feat that your mind blade can benefit from,” and since we have Throw Mind Blade, that includes Precise Shot) to avoid that nasty –4 penalty for shooting into melee. Use your judgment for deciding when Rapid Blast is going to be more efficient than making a single blast—it's nice to have two chances to hit (or the chance to hit two targets), but sometimes it's better to offer only a single saving throw instead of two. Still, it's very nice to have the option, and we'll probably use it more often than not (it's better to have an increased chance of doing partial damage than to always swing for the fences with no consolation prize if you miss). Harror doesn't usually choose to fight within 30' if she can help it (with a 400' range on spellfire, who would?), but if it's unavoidable, remember that the damage bonus from Point Blank Shot would apply on both hits of a Rapid Blast—a small bonus, perhaps, but every bit of damage adds up.

    Master of Poisons comes online at this level, which makes our backup poison use more efficient and safe. The fact that we get 6 spellfire levels per PP (for up to 132 or 138 spellfire levels per day, in the extreme case that we spend 100% of our PP on it) means that we're less likely to fall back on Crossbow Mode than we used to be, but you never know when an encounter is going to run long, so it's still always good to have the option to fire a bolt that forces a Fort save. Of course, as has been the case from level 1, there's nothing saying that Harror can't share her poisons with her teammates, especially now that she can apply it with zero chance of danger. It's always going to be a backup strategy rather than a primary strategy, but I believe that it's always important to have a Plan B.

    Levels 12-13 [Sweet Spot]: Although Harror has a much better ability than the average spellfire user to charge up solely through her intrinsic resources, level 12 is where everything really comes together. Per the errata to Magic of Faerun, Drain Permanent Item can be used on any permanent item, not simply ones that mimic spells, and you gain spellfire levels equal to half the item's caster level. Thanks to the Magic Mantle allowing us to “always treat magic and psionics as identical” (“always” means “always,” and “identical” means “identical”), we can drain psionic items as well . . . which includes a Mind Blade. Our Mind Blade is a +1 weapon at this point. We can now simply create a Mind Blade, drain it for 2 spellfire levels, drop it to make it disappear, create a new one (which hasn't been drained, so it's still +1), and repeat. We now no longer require the expenditure of any PP or other daily or external resources to charge up spellfire levels. What's more, since we're gaining spellfire levels in packets of 2 rather than in packets of 1, we can charge up to twice our CON score at once: we lose 1 spellfire level for touching the Mind Blade (it is a magic item, after all), but we gain 2, so we still come out ahead until we make it up to above twice our CON (which is at least 19 by this point, thanks to level-up bonuses; magic items could make it even higher, but the bare minimum is 19).

    We can now heal the entire party (even the Necropolitans!) up to max HP between every encounter, and unlike most other sources of infinite healing, we can spike-heal during combat if the situation is dire. (Sure, it's not ideal to blow all your spellfire at once, but it's still pretty darn effective to heal 19d4+19 as a standard action if there's a real emergency, especially with zero cost to our daily resources.) We can throw around damaging spellfire blasts with abandon—we have to marshal them to last the length of the encounter, but we no longer have to worry about making them last the length of the day. Plus, since we're charging up to twice our CON before each combat, we've got twice as much spellfire to play with on an encounter basis compared to our earlier levels. Having a minimum of two full-power blasts will still go a long way each encounter, though of course we have the option to use partial-strength blasts to last longer. 19d6 isn't likely to kill anyone outright at level 12, but it's still a pretty noticeable pile of dice to plonk down on the table, especially when it's available at least twice per encounter, every encounter.

    At level 13, Flight comes online, which is hugely useful—Earth Walk gave us some mobility earlier (even if we didn't rely on it as a primary strategy), and the 400' range on spellfire blasts meant that we didn't have much trouble dealing with flying foes, but now we ARE the flying foe. The game pretty much expects you to have flight by mid-levels, and since spellfire is effectively free for us, we basically have it at will. (Since 1 spellfire level nets you a minute of flight, and it takes us only a round to swallow a fresh Mind Blade, we can easily keep flying forever out of combat.) By this level, there won't be a ton of enemies who can't hit a flying target, but we still have a big advantage over ground-bound foes, and we have parity with flying foes.

    By this point, we have Increased Storage 4. It's not easy for us to charge up to that level with our innate resources alone, but since we can basically get up to twice our CON for free, we have less ground to cover if we want to charge up to four times our CON by means of external resources (like friendly spellcasters or sacrificial items other than Mind Blades). While we do not want to assume that we have access to casters willing to blow huge numbers of spell levels at us or piles of items that are better off drained than active, it is worth noting that we have the option if the circumstances warrant, and the fact that we can get halfway there on our own gives us a leg up over other Spellfire Channelers.

    It's unclear if Ability Focus (Spellfire) would apply to both normal spellfire blasts and to Maelstrom of Fire; I believe it probably would, but just in case it doesn't, applying it to normal spellfire blasts will likely be more useful than applying it to Maelstrom of Fire, especially since it'll be a good few levels before we get Maelstrom of Fire.

    Levels 14-17: Harror finishes the Secret Ingredient with a few levels to spare. Deflect Arrows combines very nicely with Flight to make Harror very hard to kill from the ground—other Spellfire Channelers would have to expend daily or external resources to use it, after all, while Harror has no such issue. Rapid Blast 3 is useful for the same reason Rapid Blast 2 is useful; it can be more efficient to have two chances to hit for partial damage than one chance to hit for full damage, and three is better than two.

    Crown of Fire is a difficult ability to use, since 10 spellfire levels per round is pretty expensive, but that just makes Harror even happier that her spellfire is effectively an encounter resource instead of a daily resource. DR 10/+1 (which I believe translates to DR 10/magic) isn't worth mentioning at ECL 16, but SR 32 is actually pretty noticeable (an at-level caster with no CL boosts has to roll a 16 to break it, which is actually not bad odds for Harror). The clause about destroying nonmagical weapons isn't going to do much against foes who use manufactured weapons (who doesn't have magical weapons by level 16?), but it's very effective against enemies who fight with natural weapons. Overall, it's not something Harror will use as a primary strategy, but when the situation arises for her to use it, she's going to have a better ability to use it than the next Spellfire Channeler, just because she knows that she's always starting with a baseline of 40 stored spellfire levels by this level, effectively for free.

    Maelstrom of Fire is another ability that's a little bit difficult to use, but it's still a nice tool to have in your box. Harror prefers to snipe from range, but there are times when you need to wrap yourself in a big spread of 20d6. The downside to Maelstrom of Fire is that it hurts Harror's allies as much as it hurts her enemies, and it also requires you to be a lot closer to the action than you usually want to be, so it's not something you want to use as a primary strategy. Still, the fact that Harror has infinite healing out of battle for her and her friends means that it's easier for Harror to use it than for the average Spellfire Channeler to do so. If Harror hasn't been lucky enough to encounter a CHA-boosting item on her travels, the save DC is a little bit lower than the save DC for spellfire blasts, but the fact that it's a straight save with no associated touch attack makes up for that.

    Empower Supernatural Ability is a fun feat. It only works once per day, so we want to use it on the biggest boom we can, but it's quite effective at what it does. We can empower a spellfire blast, a Maelstrom of Fire, or even a desperate spellfire spike-heal (though it'll be rare for the healing to be the best choice). The raw damage from spellfire is starting to be a little bit past its prime by this point, but at least once per day, this helps make up the gap.

    Levels 18-20: After finishing the Secret Ingredient, Harror returns to her roots as an Ardent. Thanks to the unusual way that Ardents pick powers (they can select powers of any level they have the ML to manifest, which means that Practiced Manifester makes up some of the gap for the levels we lost to the SI), Harror has access to 4th and 5th level powers. Psionic Fabricate is an absurd out-of-combat utility power for someone with a little creativity, and Harror has nearly maxed ranks in Craft: Carpentry, which can open up a door or two (perhaps literally, if you use a troublesome door as the base material to be Fabricated into something else). Psionic Major Creation is another out-of-combat power, but it definitely opens up a few possibilities for a creative player, especially with Fabricate backing it up.

    Anticipatory Strike is an absolute gem of a power, and that goes double for Harror. The ability to say “no, it's my turn now” is useful for anyone, but Harror can see an opponent casting a spell (she has nearly maxed Spellcraft, so she's good at this), invoke her turn, ready an action to absorb the spell as spellfire, and harmlessly absorb the enemy's big guns. (Remember that initiative is an abstraction; there's no reason to believe that the enemy in question would know that their turn got interrupted, especially since readying to absorb spellfire doesn't necessarily have any visual effects.) It costs enough PP that you can't use it round after round, but since we don't need PP to charge up spellfire, it's not going to hurt to use it when it really counts. If appropriate, we can also use it to turn on Crown of Fire in a hurry. The Time Mantle's granted ability isn't useless, either: +2 to initiative never hurts, and the 1/day ability to delay damage can give Harror enough time to heal herself before soaking a nastier hit than she could normally take. (It's unlikely that you can use this ability to ready an action to absorb spells after they hit you—it does specify that you can't become resistant or immune to the damage in the intervening round—but it wouldn't hurt to ask your GM about it, just in case.)

    Craft Dorje just gives us another method of charging up spellfire levels. Although they represent a minor expenditure of XP and gold (30 XP for a level 1 dorje), they aren't expensive at all by 18th level, and it can be nice to have batteries to use to charge spellfire above what we normally do. We aren't expecting to eat a dorje every encounter or even every day, but it's good to have the option of doing so when the need arises. Since Drain Charged Item only gives 1 spellfire level per charge drained, no matter what kind of charged item you're draining, there's not much point in making a dorje that's more expensive than level 1.


    Wishlist and Alternatives:
    Spoiler
    Show
    With the Chair's ruling that magic items already on your person/in your grasp don't drain spellfire levels from you, Harror can make use of basic magic items just like everyone else. Naturally, a CON-boosting item is going to be incredibly valuable; more CON means more spellfire, so like every other Spellfire Channeler out there, Harror would love to have something to keep her CON as high as it can be, whether that's a basic enhancement bonus, an expensive Tome, or anything else. Basic defensive items (like magic armor and a Cloak of Resistance) never go amiss; if possible, it's a good idea to use mithril to get Harror's armor rating down to medium armor, so that she can use Endurance to sleep in it while still getting heavy armor AC bonuses. While Harror does a pretty good job of charging up her spellfire on her own, it never hurts to have a couple spare items to drain; items with a very high CL for their price, like Sovereign Glue (CL 20 for 2,400 gp) (assuming Sovereign Glue counts as permanent rather than charged—ask your GM), the Bag of Endless Caltrops (CL 9 for 800 go), the Censer of the Last Breath (CL 15 for 2,500 gp), or the Cornucopia of the Needful (CL 20 for 6,000 gp) are the best choice, but anything works. It is worth mentioning that Harror does have two maxed or nearly-maxed Craft skills, so with a bit of downtime, it shouldn't be too hard for her to earn the pocket change necessary to buy wands of 0th level spells to drain. (Psionic Minor Creation doesn't create permanent materials, but we're talking about using Craft normally, unless of course you encounter someone who is willing to pay you for a poison to use right away.) Fabricate makes this incredibly fast, but we don't have to wait for Fabricate to come online before we get some use out of Craft.

    If Flaws are allowed, Harror benefits from putting Point Blank Shot and Precise Shot earlier (moving her other feats earlier as appropriate). She makes ranged touch attacks as her bread and butter, after all, so the sooner we can eliminate the penalties associated with firing into melee, the better.

    The Magic Mantle does give Use Magic Device as a class skill. It is ambiguous whether it only grants it as a class skill to the class that gave us access to the mantle, or if it grants it as a class skill for good. If the latter, points could be swapped out of Craft: Carpentry and into UMD, if desired; Harror has enough tricks that she doesn't really need UMD (and touching magic items interferes with spellfire anyway), and it's nice to have another Craft skill for when Fabricate hits the table, but the option is there.

    The Mind's Eye article that gives the Soulknife bonus feats instead of Psychic Strike also has an ACF that gives Soulknives Hidden Talent instead of Wild Talent at 1st level. Not all GMs are fond of Hidden Talent, so we didn't include it in the main build; however, if it is an option, it is a strict upgrade over Wild Talent, so it wouldn't hurt to take it. Detect Psionics (which doubles as Detect Magic, thanks to the Magic Mantle) is a good choice for the bonus power, but there is also some benefit to be had out of Dimension Hop, Vigor, or Mindlink.


    Source List:
    Spoiler
    Show
    Ardent, Mantles, Practiced Manifester, Elemental Steward, Earth Walk, Anticipatory Strike: Complete Psionic
    Soulknife, Wild Talent, Craft Dorje, Metaphysical Weapon, Psionic Minor Creation, Psionic Fabricate, Psionic Major Creation, Psicraft: Expanded Psionics Handbook/SRD
    Soulknife Bonus Feat ACF: The Mind's Eye (http://archive.wizards.com/default.a.../psm/20070214a)
    Ability Focus: Monster Manual/SRD
    Spellfire Wielder, Spellfire Channeler: Magic of Faerun
    Master of Poisons: Drow of the Underdark
    Empower Supernatural Ability: Tome of Magic
    Craft: Poisonmaking rules: Complete Adventurer
    Human, all feats/skills not mentioned elsewhere: Player's Handbook/SRD

    Image used ("Miss Behave, Belfast, May 2013 (10)" by Ardfern - Own work. Licensed under CC BY-SA 3.0 via Wikimedia Commons): https://commons.wikimedia.org/wiki/F..._2013_(10).JPG
    Quotebox
    Spoiler
    Show
    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

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

  28. - Top - End - #178
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    "Well, this little gnome has certainly been busy!"

    "I haven't seen that many ingredients in a dish in a long time! But does the chef have the skill to pull it all together?"


    Quote Originally Posted by Dinklesworth "Infartno" Powdersnow
    Dinklesworth “Infartno” Powdersnow
    CE Ice Gnome Swordsage 1/Warblade 2/Martial Rogue 2/Crusader 1/Binder 1/Spellfire Channeler 10/Devoted Defender 1/Thug Fighter 2
    Dedicated to Ragnorra, Mother of Monsters


    “Poor baby has a tummy ache, but mommy will make it all better.”

    Spoiler
    Show
    Four figures descended into the crater, the creeping unease growing with each passing moment. Tasked with striking down the Mother of Monsters and saving the world they pressed on grimly toward the place where the comet had come to earth, hacking through the warped perversions of life that Ragnorra had brought forth. However, when they had almost reached the center, they came upon something that stuck out as strange even among surroundings so alien and bizzare. Scattered about the glade were what looked like bushels of thin sticks, the butt end of each shaped by pushing some of the sticks further than others, into the mold of a gnomish face, grotesquely obese, but with its fat hanging over the hard features of an austere northerner. The face itself hovered a few feet above the scattered bushels, screwed up in pain and glowing like the midday sun. The gnome’s body was as obese as his face would indicate, and seemed to be straining against the armor he was wearing, and had been wearing for years judging by the raw red rashes at the edges where skin protruded.

    “Could he be some sort of sacrifice? Maybe these sticks are kindling for a burnt offering.”

    “Doesn’t seem they’d need it. I can feel heat coming off him from here.”

    “Who the hell knows? We’ve got bigger things to worry about. We can come back and worry about the fat gnome when the world’s not ending anymore, assuming we live.”

    “Ate the cold, but still it burns. Ate the cold, but still it burns.” The gnome was muttering in a pained whisper, his voice husky from either corpulence or some other, darker source. “Life… not… right… Needs fixing… Can’t… let you…” With that the gnome’s face relaxed, and a shimmering white bolt of flame shot out of his armpit, arcing into the face of the nearest party member.

    “I see you’ve met Dinklesworth,” drawled the familiar voice of the Malshaper Cult Leader, who appeared next to the gnome. “He was born a natural conduit for the pure primal energy of magic, but most unfortunately, the imperfect design of creation makes the channeling of such powers volatile and incredibly painful. Most fortunately however, Ragnorra has come, and will now be bringing an end to the flaws of our existence.”

    “Do you ever shut up?” A flurry of arrows rained down toward the cultist, but the gnome unexpectedly darted into their path, flickers of the white flame bursting forth to knock the shafts aside. A beam of green light followed but simply arced away from the cult leader to vanish into the massive gut of the armored gnome.

    “About to blow!” the gnome cried, suddenly gleeful, and on cue, the cult leader danced back from his accomplice, just in time for Dinklesworth’s eyes to gleam red and another blast to burst from his sizable rear.

    “It’s an imperfect art, using a living powder keg of pure destruction as a bodyguard, but we won’t have to worry about the logistics much longer, what with the world being about to end and all.”


    Spoiler
    Show
    Ability Scores
    Spoiler
    Show
    32 Point Buy: 8 Str, 16 Dex, 18 Con, 8 Int, 8 Wis, 14 Cha
    After Racial Adjustments: 6 Str, 16 Dex, 20 Con, 8 Int, 8 Wis, 14 Cha
    Level 4: 6 Str, 16 Dex, 21 Con, 8 Int, 8 Wis, 14 Cha
    Level 5 (Deformity (Obese)): 6 Str, 14 Dex, 23 Con, 8 Int, 8 Wis, 14 Cha
    Level 8: 6 Str, 14 Dex, 24 Con, 8 Int, 8 Wis, 14 Cha
    Level 12: 6 Str, 14 Dex, 25 Con, 8 Int, 8 Wis, 14 Cha
    Level 15 (Deformity (Madness)): 6 Str, 14 Dex, 25 Con, 8 Int, 4 Wis, 14 Cha
    Level 16: 6 Str, 14 Dex, 26 Con, 8 Int, 4 Wis, 14 Cha
    Level 20: 6 Str, 14 Dex, 27 Con, 8 Int, 4 Wis, 14 Cha

    Build Table
    Spoiler
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Unarmed Swordsage 1 +0 +0 +2 +2 Concentration 4, Sense Motive 2, Knowledge (The Planes) 2cc, Knowledge (Arcana) 2cc, Spellcraft 2cc, Spot 1cc Spellfire Wielder, Improved Unarmed StrikeB, Willing DeformityV Discipline Focus: Weapon Focus (Shadow Hand)
    2nd Martial Rogue 1 +0 +0 +4 +2 Concentration 4, Sense Motive 2, Knowledge (The Planes) 2, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Martial Study (Crusader’s StrikeS)B Trapfinding
    3rd Warblade 1 +1 +2 +4 +2 Concentration 6, Sense Motive 2, Knowledge (The Planes) 2.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Endurance Battle Clarity (Reflex Saves), Weapon Aptitude
    4th Crusader 1 +2 +4 +4 +2 Concentration 7, Sense Motive 2, Knowledge (The Planes) 3.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Furious Counterstrike, Steely Resolve 5
    5th Binder 1 +2 +6 +4 +4 Concentration 7, Sense Motive 2, Knowledge (The Planes) 4.5, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Deformity (Obese)V Soul Binding (1 Vestige)
    6th Martial Rogue 2 +3 +6 +5 +4 Concentration 9, Sense Motive 2, Knowledge (The Planes) 7cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Shape Soulmeld (Vitality Belt), Martial Study (Moment of the Perfect MindC)B Evasion
    7th Spellfire Channeler 1 +3 +8 +5 +6 Concentration 10, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Drain Charged Item, Increased Storage 2
    8th Spellfire Channeler 2 +4 +9 +5 +7 Concentration 11, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Improved Healing
    9th Spellfire Channeler 3 +4 +9 +6 +7 Concentration 12, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Craft Wand, Weapon Focus (Spellfire)B Increased Storage 3
    10th Spellfire Channeler 4 +5 +10 +6 +8 Concentration 13, Sense Motive 2, Knowledge (The Planes) 7, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Chosen of EvilV Rapid Blast 2
    11th Spellfire Channeler 5 +5 +10 +6 +8 Concentration 13, Sense Motive 2, Knowledge (The Planes) 7.5cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Drain Permanent Item, Improved Storage 4
    12th Spellfire Channeler 6 +6 +11 +7 +9 Concentration 13, Sense Motive 2, Knowledge (The Planes) 8cc, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Planar Touchstone (Monastery of Zerth’Ad’lun) Flight
    13th Spellfire Channeler 7 +6 +11 +7 +9 Concentration 14, Sense Motive 2, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Deflect Arrows, Improved Storage 5
    14th Spellfire Channeler 8 +7 +12 +7 +10 Concentration 15, Sense Motive 2, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Rapid Blast 3
    15th Spellfire Channeler 9 +7 +12 +8 +10 Concentration 15, Sense Motive 3, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Alertness, Deformity (Madness)V Crown of Fire
    16th Spellfire Channeler 10 +8 +13 +8 +11 Concentration 15, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Change Weapon Focus from Spellfire to Dagger with Weapon Aptitude Maelstrom of Fire
    17th Devoted Defender 1 +9 +15 +10 +11 Concentration 16, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Harm’s Way
    18th Thug Fighter 1 +10 +17 +10 +11 Concentration 19, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Craft Rod -
    19th Thug Fighter 2 +11 +18 +10 +11 Concentration 22, Sense Motive 4, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 - Martial Study (White Raven TacticsW)B
    20th Warblade 2 +12 +19 +10 +11 Concentration 23, Sense Motive 5cc, Knowledge (The Planes) 8, Knowledge (Arcana) 2, Spellcraft 2, Spot 4, Search 4 Slave to EvilV Uncanny Dodge
    B denotes a bonus feat from classes.
    V denotes a bonus vile feat for being dedicated to an Elder Evil.
    C denotes that the maneuver is being learned as a Crusader maneuver.
    S denotes that the maneuver is being learned as a Swordsage maneuver.
    W denotes that the maneuver is being learned as a Warblade maneuver.


    Maneuvers
    Spoiler
    Show
    Swordsage
    Level Maneuvers Readied Maneuvers Known Stances Known
    1 4 Charging Minotaur, Stone Bones, Step of the Wind, Counter Charge, Distracting Ember, Shadow Blade Technique Child of Shadow
    2 4 Charging Minotaur, Stone Bones, Step of the Wind, Counter Charge, Distracting Ember, Shadow Blade Technique, Crusader’s Strike Child of Shadow
    Warblade
    Level Maneuvers Readied Maneuvers Known Stances Known
    3 3 Leading the Attack, Douse the Flames, Steely Strike Leading the Charge
    19 3 Leading the Attack, Douse the Flames, Steely Strike, White Raven Tactics Leading the Charge
    Crusader
    Level Maneuvers Readied Maneuvers Known Stances Known
    4 5(2) Vanguard Strike Iron Guard’s Glare
    6 5(2) Vanguard Strike, Moment of the Perfect Mind Iron Guard’s Glare

    Spoiler
    Show
    Level 5
    Spoiler
    Show
    As is so often the case with gnomish ingenuity, things start out looking a bit silly. You’re far from being a conventional martial adept. At this stage of life, Dinklesworth’s primary function is blocking things with his face and occasionally tossing a dagger, plinking with a crossbow, or using your racial Ray of Frost SLA for some piddling amount of damage. This is the best time to be a wall of meat though, and you’ve got some utility maneuvers and stances to help out, as well as a lot of HP. Get some miss chance as you run to get between your allies and the pointy sticks that would skewer them with Child of Shadow or make it harder for enemies to hit your pals with Iron Guard’s Glare (wield a kusuri-gama to gain reach while leaving a hand free to make ranged attacks with a dagger or crossbow, non-proficiency doesn’t matter as you’ll never attack with it). When enemies do come to attack you, turn them aside with Counter Charge, using small size and a decent Dex. You can also buff your allies slightly by way of the Leading the Charge or give them a flanking buddy even when you’re not there with Distracting Ember. We also pick up a level of Binder, and while we all know there’s only one reason for a one level Binder dip in the long term (well, two in this case, we’ll also need it to make Knowledge (The Planes) a class skill for a feat later on) for now you can bind Aym to deal a bit of damage to the people who attack you, or Leraje to use in conjunction with your ranged attacks. If up against an enemy spellcaster, Dinklesworth can also ready an action to catch targeted spells that they cast, giving him another way to protect his allies, and if given enough chances to do so, he’ll occasionally be able to nova with spellfire when an encounter really needs him to pull more weight in terms of damage output.

    Note: Unarmed Swordsage was chosen because the description of Spellfire Channeler’s Deflect Arrows ability says “you gain the Deflect Arrows feat” and I wasn’t sure if it would work without meeting the prerequisites by RAW. Because Unarmed Swordsage gives you the Monk’s Unarmed Strike ability, which includes the Improved Unarmed Strike bonus feat, you get the feat as an Unarmed Swordsage, but if your DM says you don’t need the feat, you’re better off not trading away proficiencies for it.


    Level 10
    Spoiler
    Show
    If you picked up on the Idiot Crusader-lite setup and wondered where it was all going, here’s the first part of your answer. Dinklesworth now has Moment of the Perfect Mind readied all the time, and with his Concentration mod, he can make a Will save once per round trivially if need be. He’s also got Shape Soulmeld (Vitality Belt) further boosting that Concentration check, and ensuring that he’ll never fail the Constitution check that Improved Storage forces on him, even without getting his Con mod up to +9 (It’ll get there eventually with items, but there are a few levels where that +4 will be meaningful for something other than Concentration checks).

    We also have Spellfire stuff, and what’s better, a means to fuel it. Because Drain Charged Item is a (Sp) ability, and doesn’t mention a caster level, it defaults to this rule.
    Quote Originally Posted by SRD
    For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice.
    So Dinklesworth has a caster level equal to his HD, and thus can meet CL prerequisites for Item Creation feats. The first such feat that we pick up is Craft Wand. Using Gnome racial SLAs to provide the spells, Dinklesworth can create wands of a few cantrip spells. Conveniently, Drain Charged Item doesn’t care about spell level or caster level, unlike Rod of Absorption-style Spellfire charging or Drain Permanent Item, so wands of 0th level spells provide a relatively cost effective way of charging spellfire, and keeping the monetary investment into the class down to a still nontrivial, but much more manageable level, leaving the majority of your WBL open to things like Con boosters and various other useful adventuring gear. So put that Con mod to work on offense instead of just defense and fire away with Spellfire, the tab’s being picked up.

    We also now have Chosen of Evil, which for those of you who were wondering, is what the Naberius dip is for. It’s not all that important to our overall strategy as of yet, but so long as you can bear dropping a d6 of Spellfire damage it might come in handy as a means of boosting your ranged touch attack roll, and it will be an absolutely critical feat later on.


    Level 15
    Spoiler
    Show
    Now we’re really cooking with spellfire, so let’s break down what we’ve got here. First, the frankly painful investment in Knowledge (The Planes) finally pays off with Planar Touchstone (Monastery of Zerth’Ad’lun). The base ability is relatively minor, but getting hit less is nice I suppose, especially when magic or natural weapons making contact with your person can discharge spellfire. What we’re more interested in though is the Higher Order Ability. Up to once per day (depending on how often Dinklesworth can hitch a lift on someone else’s Plane Shift back to the Touchstone Site in Limbo), he can glimpse into the future of an enemy caster and, if they’re about to offer up a suitable spell, ready himself to swallow it as a free action.

    More importantly, though, we’ve finally reached Improved Storage 5, which means that the effort to get Moment of the Perfect Mind as an Idiot Crusader maneuver finally really pays off. With his massive Con, the +4 from the Vitality Belt, and the issue of automatically failing on a 1 taken out of the equation, Dinklesworth can store 5*[Con score] spellfire charges indefinitely by continually. But it’s not just about making the save, it’s also about failing it when it becomes convenient (in combat, when the only targets within 30ft are enemies). From what I can tell, the thread as a whole and the chair seem to think that you can just willingly fail the save, but even if you need to actually fail it fair and square, Dinklesworth’s non-Moment of the Perfect Mind Will save is pretty crap even with the good Will advancement from the SI. When he gets Improved Storage 5 at level 13, his Will mod is 9-1=8, meaning he requires a 17 or better to pass. This gets down to a 16 at level 14, but from there, Dinklesworth’s 15th level Vile feat Deformity (Madness) tanks his Wis score for a -2 to the save, bringing the necessary d20 result up to an 18. If flaws are allowed, we might take a page out of Lil’ Brudder’s book from the OotBI round and take the Weak Will flaw to make it so only a 20 “succeeds.”

    At any rate, willingly or unwillingly, you fail the save and fire off a blast, hitting a random target for [Con score]d6 Spellfire damage. This probably eats your standard action, since the Improved Storage ability says “in preference to any other action,” though if it doesn’t the build becomes a lot better. Since the expenditure was “involuntary,” you get to use Spellfire to actually make use of the Deflect Arrows ability, without neutering your blast in order to do so. However, if you can avoid losing more to deflected ranged attacks and accidental discharges from contact than 3+what you take in from absorbing an enemy spell via the Planar Touchstone trick, if anything (the nice thing about seeing the future is you know exactly how much you’ll take in in advance), then on the following turn, you can activate Chosen of Evil to take 1 Con damage, and so make what was previously 4*[Full Con Score]-3 instead be 4*[Damaged Con Score]+1, meaning you can fail another save to make another “accidental” blast at a random target within 30ft (if the “involuntary” blast doesn’t cost an action, and “in preference to any other action” merely means that it happens before you can take any other actions, you might be able to use Chosen of Evil to get the second “involuntary” blast on the same round as the first and still make a “normal” spellfire attack in the same round, and you’ll at least have a pretty good idea of whether you can spare the 10 charges to turn on Crown of Fire or some small number of charges on a weaker blast without spoiling things for your next turn). Naberius will heal the Con damage almost immediately thereafter as well, so that’s nice.


    Level 20
    Spoiler
    Show
    If you’re a little disoriented by the shift from “oddball D&D-style tank” to “living powder keg that allies should stay more than 30ft away from at all times and who doesn’t like being touched,” then these levels are for you, as they bridge the gap somewhat. Devoted Defender allows us to extend the Deflect Arrows benefit to an ally while they’re adjacent to you, and White Raven Tactics and especially Order Forged From Chaos help clear your allies out to a safe 30ft blast radius when Dinklesworth is about to be firing spellfire in a random direction or unload it on everything within 20ft (assuming that just flying away from them isn’t viable for whatever reason).

    Thug Fighter is chosen for the extra skill points to catch Concentration back up to the maximum, as low skill points forced its abandonment on a few levels to meet prerequisites. If multiclass penalties aren’t an issue, then more Warblade is a better choice, as it gets one more new maneuver (probably Covering Strike, which you won’t use all that much, but at least seems to have use at range and might give a reason to use Rapid Blast against a group of AoO focused enemies, or, if you have to legitimately fail your save to make an “accidental” Spellfire blast with Improved Storage 5, Iron Heart Focus to more or less ensure failure by rerolling a high roll that would pass (this also requires that taking Punishing Stance way back at level 3 instead of Leading the Charge, but it was the stance that was going to see the least use anyhow)), White Raven Tactics and Order Forged From Chaos each a level earlier, and a new stance (probably Absolute Steel to help positioning relative to allies and so avoid friendly fire), while still getting the necessary skill points to catch up Concentration.

    We also pick up Craft Rod in these levels. This is more or less the reason for being an Ice Gnome instead of the regular version. See, there’s an item in the MIC called the Rod of Frost. It’s not a particularly good item, but it’s a rod which has Ray of Frost as its only required spell, and which consequently is pretty cheap for its caster level (700gp and 56exp to create, caster level 9th). They aren’t as cost effective as cantrip wands (ignoring accidental discharge from touching an item to drain it, which seems mostly avoidable if you ensure that you start from a low spellfire level and remain in contact with all the items you wish to drain throughout the process, it takes roughly 700gp/rod÷ (187.5gp/wand)*50charges/wand÷4spellfire levels/rod/day=47 days to make up the gp cost of a cantrip wand with a Rod of Frost, which is enough to level around 14 times adventuring full time) but it does provide a permanent supply if you’re dealing with a lot of downtime (which will likely be necessary to craft the quantity needed to power Dinklesworth’s use of spellfire through an entire 4 encounter adventuring day) or want him to have one as a lieutenant to the BBEG (perhaps the timescale of the cultists’ plan is on the long side), which is how I would envision him being used.


    UoSI
    Spoiler
    Show
    So let’s break this down, and see how all the Spellfire Channeler abilities are being used.
    Prerequisites – Spellfire Wielder is naturally, seeing play, with the standard means of Spellfire charging being bolstered by Planar Touchstone (Monastery of Zerth’Ad’lun)’s free action readied action 1/day so long as you can keep the higher order ability charged. Because of the awkwardness involved in using items with Spellfire Channeler, pretty much everything should be Sovereign Glued to Dinklesworth if it’s intended to be used long term, including the heavy armor which Crusader makes him proficient in, which means Endurance is pulling some weight as well.
    Drain Charged Item – As a (Sp) ability without an indicated caster level, Drain Charged Item has a caster level equal to Dinklesworth’s character level, allowing him to qualify for Item Creation feats. In particular, we pick up Craft Wand, allowing us to use racial cantrip SLAs to create 0th level wands for cost-efficient Spellfire charging.

    Improved Storage – The Vitality Belt ensures that Dinklesworth never fails a DC10 Constitution check, and Moment of the Perfect Mind as an Idiot Crusader maneuver means he never fails Will save that he doesn’t want to. When he does want to fail a will save he generally will, even if it’s ruled that he has to attempt the saving throw, and he can use Chosen of Evil to reduce his Con (and consequently the threshold value for where he can fire a full strength blast by failing a Will save) to get the advantage of the random full-power blast which doesn’t count against the maximum Spellfire expenditure for the round when at or near 4 times his normal Con score.

    Improved Healing – Using self-crafted cantrip wands for spellfire fuel is more cost efficient on average than the classic store bought wands of Lesser Vigor (50 charges/wand*1d4+1 HP/charge÷187.5gp/wand=0.93333333 HP/gp on average for the spellfire method vs. 50 charges*11HP/charge÷750gp/wand=0.733333333HP/gp for the wand of Lesser Vigor. The fact that touching a friend to heal them incurs an accidental discharge screws this up somewhat, but as you generally heal after encounters, when your spellfire count is lowest, it’s less of an issue than it otherwise might be. Spellfire healing also circumvents the restrictions on Conjuration (Healing) spells from Ragnorra’s strong sign, which is conceivably important for a character dedicated to bringing about her coming.

    Weapon Focus (Spellfire) – Warblade’s Weapon Aptitude lets us trade it in for Weapon Focus in a melee weapon to meet a prerequisite for Devoted Defender. If it’s ruled that only CWar and CArc PrCs can lose benefits by disqualifying themselves, then feel free to switch it back afterward.

    Rapid Blast – Rapid Blast isn’t likely to be a go-to strategy, as it forces you to split up your Spellfire expenditure for the round. On the occasions where spreading out damage in a precise way is desirable, however, Chosen of Evil can mitigate the penalty to the attack roll for the second or third blast.

    Drain Permanent Item – In a very long campaign, self-crafted Rods of Frost can be used to create a permanent supply of Spellfire energy at a reasonable degree of cost-effectiveness.

    Flight – It’s probably not as cost-efficient as a Winged Mask (though I haven’t run the math, as it’s somewhat more complicated than some of the other calculations, as it depends on how much flight you actually need on a given day, so it’ll vary depending on various factors of the campaign), but flight does help with positioning on a character who alternately wants to be close to and far away from his allies. Also, the poor base speed of a gnome, and the fact that Dinklesworth will be encumbered pretty much all the time means that deriving flight from the Fly spell is a better choice than the Feathered Wings Graft that an evil character would usually go for.

    Deflect Arrows – We’ve got Improved Unarmed Strike as a bonus feat, just in case it’s necessary to properly use deflect arrows (as it says that you gain the feat), actually end our turn with some of our spellfire for the round to spare on it due to our primary means of blasting being “involuntary,” and can also protect a specified ally with it while they’re adjacent to you using Devoted Defender’s Harm’s Way ability.

    Crown of Fire – Occasionally your daily-ish glimpse into an enemy caster’s future via Planar Touchstone (Monastery of Zerth’Ad’lun) will tell Dinklesworth ahead of time that the Crown of Fire will be convenient (either as your free readied action, or even as your standard action), or that it won’t be, which will save spellfire charges that might otherwise be spent on it. At 20th level, Slave to Evil increases the SR by 5 to 37 against divine spells if Ragnorra’s sign is at least Strong.

    Maelstrom of Fire - Anti-friendly fire abilities like Order Forged From Chaos can help set up Maelstrom of Fire, just like they do with randomly targeted discharges. There's also general spellfire optimization in the form of just having lots of Con to throw a bucket of dice down when using it.


    Spoiler
    Show
    Book of Vile Darkness – Deformity (Obese)
    Elder Evils – Dedication to an Elder Evil, Ragnorra, Chosen of Evil, Deformity (Madness), Slave to Evil
    Frostburn – Ice Gnome
    Heroes of Horror – Willing Deformity
    Magic Item Compendium – Rod of Frost
    Magic of Faerun – Spellfire Channeler, Spellfire Wielder
    Magic of Incarnum – Shape Soulmeld, Vitality Belt
    Planar Handbook – Planar Touchstone, Monastery of Zerth’Ad’lun
    Sword and Fist – Devoted Defender
    Tome of Battle – Crusader, Swordsage, Warblade, Martial Study, Maneuvers
    Tome of Magic – Binder, Vestiges

    Everything else should be in the SRD.
    Quotebox
    Spoiler
    Show
    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

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

  29. - Top - End - #179
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    "Is... is he using Feather Fall to fly?"

    "I think he is, yes."

    "Surely there must be a rule against that?"

    "Not that I can find.


    Quote Originally Posted by Shmebulok
    Shmebulok

    LN Stonehunter Gnome Incarnate 7/Dragon Shaman 3/Spellfire Channeler 10

    Stats (with racial mods)
    Spoiler
    Show
    Str 8 (6)
    Dex 14
    Con 16 (18) (all increases here)
    Int 10
    Wis 12
    Cha 16

    Build
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Incarnate 1 +0 +2 +0 +2 Concentration 4, Knowledge (Arcana) 2, Spellcraft 2 Spellfire Wielder Aura, Detect Chaos
    2nd Incarnate 2 +1 +3 +0 +3 Concentration 5, Knowledge (Religion) 1 Chakra Bind (Crown)
    3rd Incarnate 3 +1 +3 +1 +3 Concentration 6, Knowledge (the Planes) 1 Endurance Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day
    4th Incarnate 4 +2 +4 +1 +4 Concentration 7, Spellcraft 3 Chakra Binds (Feet, Hands)
    5th Incarnate 5 +2 +4 +1 +4 Concentration 8, Spellcraft 4 Rapid Meldshaping 1/day
    6th Incarnate 6 +3 +5 +2 +5 Concentration 9, Spellcraft 5 Draconic Aura (Energy(Fire))
    7th Incarnate 7 +3 +5 +2 +5 Concentration 10, Spellcraft 6 Share Incarnum Radiance
    8th Dragon Shaman 1 +3 +7 +2 +7 Climb 2 Draconic Aura +1, Totem Dragon, Silver, Draconic Auras (Senses, Vigor, Insight)
    9th Dragon Shaman 2 +4 +8 +2 +8 Climb 4 Necrocarnum Acolyte Skill Focus (Jump)
    10th Dragon Shaman 3 +5 +8 +3 +8 Climb 6 Draconic Adaptation (Feather Fall), Draconic Auras (Swiftness)
    11th Spellfire Channeler +5 +10 +3 +10 Concentration 12 Drain Charged Item, Increased Storage 2
    12th Spellfire Channeler 2 +6/+1 +11 +3 +11 Concentration 14 Open Lesser Chakra (Shoulders) Improved Healing
    13th Spellfire Channeler 3 +6/+1 +11 +4 +11 Concentration 16 Weapon Focus (Spellfire), Increased Storage 3
    14th Spellfire Channeler 4 +7/+2 +12 +4 +12 Heal 1, Spellcraft 7 Rapid Blast 2
    15th Spellfire Channeler 5 +7/+2 +12 +4 +12 Spellcraft 9 Open Lesser Chakra (Arms) Drain Permanent Item, Increased Storage 4
    16th Spellfire Channeler 6 +8/+3 +13 +5 +13 Spellcraft 11 Flight
    17th Spellfire Channeler 7 +8/+3 +13 +5 +13 Spellcraft 13 Deflect Arrows, Increased Storage 5
    18th Spellfire Channeler 8 +9/+4 +14 +5 +14 Spellcraft 15 Open Greater Chakra (Waist) Rapid Blast 3
    19th Spellfire Channeler 9 +9/+4 +14 +6 +14 Spellcraft 17 Crown of Fire
    20th Spellfire Channeler 10 +10/+5 +15 +6 +15 Spellcraft 19 Maelstrom of Fire

    Backstory
    Spoiler
    Show
    Shmebulok was not selected by fate to lead an easy life. The community of Stonehunter Gnomes he lived in trained their young to quickly learn the magical arts they had mastered and those they had gained from the dragons. It was expected in the several decades of youth that a gnome had that he or she would pick up the foundations of magic. To do otherwise was odd at least, perverse at worse. Shmebulok possessed the small-scale innate magical talent that all gnomes did, but this did not extend to innate skill with sorcery, and he lacked the academic mindset to attempt to learn in the wizard academy. Like many gnomes he did not have the dedication required to enter the clergy. His early years were marked by uncertainty as he tried to find his place in the system. A bizarre occasional failure to receive the effects of spells cast by others only deepened his problems.

    Eventually in desperation Shmebulok turned to the wizened elder who lived near the edge of town, ignored or downright shunned by most of the community for being not all there. The old gnome was receptive to the young one’s plight, and offered to school him in the rare art of soul-channeling. Shmebulok learned to accomplish tasks beyond the skill of most by harnessing the power of the many long dead who possessed knowledge beyond even some of the dragons. He was a natural, and his exceptional hardiness meant he could withstand the strain of harnessing several types of souls. Shmebulok attempted to show his talent to the rest of the community, but was not well received. Gnomes and copper dragons both are well known for their constant humor in all things. For Shmebulok this unfortunately meant that they used him as the whetstone to sharpen rapier wits. He heard many a barb that he was so incompetent he needed help from the ancestors just to clothe himself (and poorly by Gnomish fashion standards). Needless to say it didn’t go over well.

    His next attempt was to learn from the rather unorthodox magic users known as the dragon shamans. They were given a modicum of respect in the Gnomish community, so Shmebulok hoped he could at least get by with these semi-outcasts. He learned the foundations of their magic well enough but found their devotion unnerving, especially having lived in cohabitation with dragons for so long. He thought of them as neighbors, not godlike beings to follow and imitate. It would seem obvious that he should choose the copper dragon as his totem, aligning with the fractions of copper dragon blood mingled with his. It indeed was obvious, to all but Shmebulok. As a shaman of the silver dragon he found no more respect in his community, in fact finding less when he could not replicate their distinctive parlor trick of slowed falling, though it was not from lack of trying. Shmebulok counted his small blessings that he did not bruise easily as he treated many a scraped knee.

    He eventually abandoned his community and with it his hopes of gaining respect in search of yet another system of magical training, one even the elder dragons had barely heard of. Yet with enough time Shmebulok found the elusive channelers of spellfire, and convinced one or two to teach him some of the basics. He learned that the spellfire could not be generated from within, but could only arise from draining the power from other forms of magic; it was limited in generation but potent in effect. With his half-schooling in several disciplines Shmebulok saw the power that lay in its correct applications. Through his studies of the spellfire he never retained his guidance from the ancestors, and he never gave up on his attempts to master the slowed fall, though it earned him nothing but scrapes and soreness, at least until one day when he hurled himself once more at the ground and simply…missed. Just like that he found himself not only slowing his fall but erasing it completely, moving through the air with only the slight exertion of will. Shmebulok laughed with sheer glee and swore he wouldn’t touch ground again unless he absolutely had to.

    He returned to his hometown some time later, brimming with the immense power he had gained from the synthesis of his multiple magical trainings, burgeoning with the burning force of spellfire, the guidance of the ancestors, the secrets of the dragons, and the twisted soul power of the dead. The community reacted with fear and outrage, decrying his power as wrong. They demanded to know how an Incarnate of Law could combine forms of magic in ways no gnome was meant to consider. He gleefully told them to show him the code of law or religious text that forbid it, knowing there was none. For once he was the one making the joke, and he didn’t care that he was the only one laughing.

    Level 5
    Spoiler
    Show
    Incarnate brings a lot of options to the table, and nearly all of them will be useful for a very long time. You certainly can start absorbing spells at this point but I wouldn’t count on it yet. Feel free to wear medium armor since it doesn’t interfere with anything and you can’t bind to your soul. A shield might be nice if you feel like it, your choice. High Con and temporary hp from the Vitality Belt will keep you alive in the in fights. To up your durability even more, shape the Astral Vambraces for up toDR 4/magic. For now in terms of offense rely on dissolving spittle, you can deal a healthy 2d6 acid with a ranged touch attack; boost the damage with sighting gloves if it suits your fancy. You may invest in Mantle of Flame at low levels when everyone trades blows, it’ll make fights go much faster by damaging those that hit you. Airstep Sandals may provide you with crummy intermittent flight, or they may provide you with a (highly useful) means of hovering. Interpretations vary, so talk with your DM.

    Being Dragonblooded means you have access to the draconic soulmelds, notably the Elder Spirit and Dragon Tail. Elder Spirit’s enough to let you try UMD checks, about as well as anyone. Rapid Meldshaping lets you undo a poor choice; take care as you cannot bind the new meld.

    Level 10
    Spoiler
    Show
    Incarnate pairs well with more incarnate, and then to make things interesting we add dragon shaman. Incarnate now has 2 chakra binds and share incarnum radiance, which will be more useful later since Lawful radiance boosts melee attacks. Necrocarnum Acolyte unlocks the sweet necrocarnum melds for your access. Most are pretty good, of special note are Vestments (for more temporary hp) and Circlet (for zombie minions).

    Before we enter dragon shaman we’re going to game the system a bit. The draconic aura feat gives you an aura as if from dragon shaman, but with a slightly different list and keyed off of character level for dragonblooded characters. The one I’ve chosen is Energy (Fire) which boosts the DC of any ability that deals fire damage, which will come into play later. Had we taken this as a dragon shaman aura it wouldn’t scale and would have to be cold. It is unclear if you can have this aura and an aura from dragon shaman up at the same time. If yes, great, but if no, that’s ok.

    Dragon shaman, eh? What are we doing with that, you might ask? A bit of general utility, but also setting up the SI to become actually somewhat useful. First auras, I’ve selected senses, vigor, insight, and swiftness. Senses boosts spot, listen, and initiative so keep it up when exploring. Vigor gives fast healing, so benefits you and your zombies. Insight is an alternative aura from dragon magic, as is swiftness. The first boosts spellcraft and *all* knowledges so good for downtime, the second boosts fly speed you get from the class (also swim speed when you have one). The bonus is 1, but it still helps for all the stuff it covers. You only get one at a time and you switch with a swift, meaning you can’t change that and reallocate essential the same round so choose wisely. Skill focus climb helps you climb trees to jump from until flight comes online.

    Now let’s talk the main reason why I added dragon shaman. Silver totem dragon gives you feather fall targeting yourself at will. It is a spell-like ability so takes the same amount of time to cast as the spell, an immediate action. I think you can see where this is going. Climb a tree 5 feet up, ready an action to absorb a spell. Let go, begin falling, and activate feather fall. Feather fall gets absorbed as you can absorb spell like abilities. Fall the remaining distance and take no damage since falling damage is per 10 feet. Repeat this process until you are full, gaining 1 spellfire level each time. Some (though I doubt many) might say you take damage as if you fell 10 feet; you can deal with this. The 1d6 is nonlethal because it was an intentional fall, so burns off quickly. If astral vambraces apply to this damage then it can be ignored. From this point on spellfire blasts are your best bet for main offense. Here the energy aura comes in. Spellfire blasts deal half fire damage, so the ref DC for half is increased, +3 right now, +5 by level 20.

    Level 15
    Spoiler
    Show
    Now it’s time to get down to the brass tacks of it. The SI does a number of things, and with infinite spellfire levels at your fingertips it can be some fun. Weapon Focus helps blasts hit (though it shouldn’t be too hard being a ranged touch attack). Rapid blast to shoot 2 blasts as a full round action is useful, especially at lower penalty than attacking with iteratives. Don’t bother being conservative with your blasts, since you can charge back up to full with some downtime. Draining charged and permanent items is pretty similar, the errata specifically only applies to permanent. If you want to drain items, use your Dragon Tail. The first reason is that it leaves your hands free to do other things. The other is a bit shakier. The Dragon Tail you shape isn’t really you, merely solid soul energy. This may mean that no spellfire energy is stored in it. If so, it means you can drain items while partially charged without fear of setting off flare spells and losing accumulated charges. Don’t be afraid to use up your incarnate radiance to make it hit, Law boosts melee attacks.

    When using healing, there’s some juggling that will have to happen. Much of your health will be in temporary hitpoints from Vitality Belt and Necorcarnum Vestments. Your fast healing from Vigor only kicks in at below half, and removing essential from the above can cause this to happen. Only when you’ve healed as much as you can from this means should you use spellfire to heal up to the rest. You have infinite, but no need to be wasteful You may be tempted to use therapeutic mantle with this, but it’s a little odd how they’d interact since it refers to level. If you can just use spellfire level for level of spell or effect then it’s a useful meld. If not just ignore it. Note that your healing spellfire also works on undead from your circlet so use away.

    You’re going to want to charge up at the beginning of the day and in the downtime after every battle because it’s so easy. Holding extra spell levels raises issues but you have ways around them.
    At 4x Con you’ll have to make a DC 10 Con check every minute. Your Con mod at this point is above 5. Vitality Belt gives a +4 bonus on Con checks. Together they ensure success. Touching objects can potentially be avoided by using the tail if the DM gives the go ahead. The concentration check is only required when you shape and bind melds (aka the beginning of the day) so should only really matte for reshaping. All the same, you have 16 ranks and a +4 bonus on Concentration checks (again Vitality Belt) means this is also trivialized.

    Open shoulder gives you some potent binds, like 50% fortification and the ability to blast an area with mantle of flame (another place the energy DC boost applies). Some say these feats give you additional binds, not just chakras to bind to, so ask your DM

    Open arms lets you share bluesteel bracers init bonus with zombies, but also can give you anything from List A for astral construct menu, which adds important variety and things like swim speed.

    Level 20
    Spoiler
    Show
    Now it all gets better. The first big advantage is flight. It’s pretty affordable, especially since your charging is infinite. When you need to go faster switch to Swiftness for a boost. Deflect Arrows is useful since you shouldn’t be on the ground like ever so you can get protected against ranged weapons. You can also charge up spellfire midflight, just drop a bit and absorb the feather fall then resume flight. It makes charging quite easy. Rapid blast 3 means even more blasting. You should use high strength blasts since you only need your charges to last until the end of the battle. Crown of fire is a great defensive tool if you’re feeling really attacked, it’ll last a full combat or two when you’re fully charged.

    At this point you can now hold 5XCon, which brings new challenges. The DC to concentrate is now 25, but you can still make that 100% of the time due to ranks, con, and the Vitality Belt. When charged to the highest tier you need a DC 25 will save to not pop off a blast every round, which sounds a bit daunting. Fear not, you’re covered. Your base will save is 15, +1 from wisdom, +5 from fully invested enigma helm (using expanded soulmeld capacity) for a total of 21, meaning a very high success rate. An item to boost your will saves directly or through wisdom would certainly be appreciated (only 23 is necessary since you fail on 1 anyway) but not strictly necessary.

    Maelstrom of fire is just straight up hilarious. At 20th level you can store 5XCon spellfire levels, so 5X23=113 d6 damage, Ref save DC 28, which is reasonably high, enough to condemn meaty brutes. Then once it’s out of your system you can start the cycle all over again.

    Open waist gives a number of great effects like reduced ability drain, immunity to con drain and damage, or in the case of Dragon Tail, reach. This is of particular interest because it means you can use it to make melee touch attacks while remaining out of most people’s melee range if you need some magic items to recharge.

    Sources
    Spoiler
    Show
    Incarnate, Shape Soulmeld, Necrocarnum Acolyte, Open Lesser Charka, Open Greater Chakra: Magic of Incarnum
    Stonehunter Gnome, Draconic Aura, Draconic Melds: Dragon Magic
    Psychic Melds: Web Enhancement
    Dragon Shaman: Player’s Handbook II
    Spellfire Channeler: Magic of Faerun
    Endurance, Weapon Focus: srd
    Last edited by Heliomance; 2015-09-21 at 02:36 PM.
    Quotebox
    Spoiler
    Show
    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

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

  30. - Top - End - #180
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
    Jan 2007
    Gender
    Female

    Default Re: Iron Chef Optimisation Challenge in the Playground LXXII

    "Has... he used orc meat in that dish?"

    "He has. I hope it turns out well for him, it's not a taste for everyone. We'll have to see what the judges think!"


    Quote Originally Posted by Red Stag
    Red Stag, the Sin-Eater
    CE Frostblood Half-Orc Wilder 4/Dragonfire Adept 1/Spellfire Channeler 9/Anarchic Initiate 6
    "I can take it all away."
    Spoiler: The Story
    Show
    ”Among the warring orc tribes of the North, there is one with a unique practice. While most are savage and brutal, turning on members of their own clan for warmth or food, the Frostbloods have a unique practice to maintain tribal unity: Sin Eating. This barbaric practice gives an indication of the true savagery only orcs are capable of, but it also belies a beating heart of compassion somewhere within these evil creatures.

    Each generation, one orc is selected to take on the mantle of the prior Sin Eater in hopes of averting the anger of Gruumsh and keeping his watchful Eye over the tribe. At birth, a piece of steak is forced into the mouth of the newborn selected to be the Sin Eater by the orc who currently holds the position. If he chokes to death, the current Sin Eater continues in his role and performs the child’s funeral. If he survives, the infant is named as the new Sin Eater. The orc who currently holds the position becomes his father, training the younger one until the older orc dies. In his youth, a Frostblood Sin Eater must carry the torch for any expeditions and tend the fire in the camp at night. As he grows, though, the Sin Eater takes on his other rites and rituals.

    Foremost is the performance of funeral rites. The Sin Eater shares a prayer with the tribe, then cuts off and cooks a piece of meat from the deceased orc. Solemnly, he eats it as a symbol for taking the sins of the dead orc onto himself. According to orcish belief, this is done to allow the deceased orc to be free from iniquity and enter into the afterlife rather than haunting their ancestral mountains. Once any additional meat is salvaged for the tribe, the corpse of an orc is ceremonially unclean, so it falls upon the Sin Eater to haul the remains up the mountain away from camp. This act makes the Sin Eater unclean himself, so he must then sleep outside the camp alone for 7 days until he is cleansed. Abhorred by villagers as a thing unclean even after cleansing, the life of a Sin Eater is a lonely one. They often live as a rule in a remote place on the outskirts of the camp, entirely without close family.

    Another function of the Sin Eater is to prevent the use of unholy magic. Taboo among the tribe, magic is thought to be reserved only for dragons. Though the frostbloods have draconic blood in their veins, they view it as their mission to prevent any non-dragons from using the magic that belongs to their ancestral lizards. As such, the Sin Eater learns deep breathing techniques that allow him to “swallow magic.” Some legends hold that more experienced sin eaters can swallow magic even from relics and other items, then use it to heal their brothers in the tribe or destroy their enemies. These accounts are unverified.

    What we can verify from historical accounts, eyewitness interaction, and archeological record is that the life of the Sin Eater would often end just as savagely as it began. In battle, Sin Eaters would often charge into the fray first, despite the fact that they were often the weakest members of their tribe. Whenever the remains of a potential Sin Eater have been uncovered, they have been surrounded by a deep, searing crater indicating a fiery death. Turning to the histories of their enemy factions, we read that Sin Eaters would often place themselves in harm’s way to protect their brethren and “swallow magic” from their enemies until they eventually exploded in a shower of fire and viscera. A few unsubstantiated accounts suggest that one such Sin Eater, Red Stag, even learned forbidden magic--forever cementing his fate as someone who could not enter the afterlife, according to orcish beliefs--just so he could always have a supply of magic to swallow and use to protect his tribe.

    It is difficult to corroborate these accounts, as the Frostblood orcs of the North are unfriendly to outsiders. Even among themselves, they do not write of or discuss their Sin Eaters, so it is impossible for anyone outside the tribe to know who the Sin Eater is at any given time. Perhaps one could look for the orc who stands apart from the others, sadness in his heart and fire in his eyes. But this is simply conjecture, and I digress.”

    -Reglas P. Ignelia, elven historian, in “On the Orcs”

    Spoiler: The Build
    Show

    Stats
    Stat Points Spent Base Race Levels Age Other Total Mod
    STR 0 8 2 0 0 0 10 +0
    DEX 0 8 0 0 0 0 8 -1
    CON 10 16 0 4 0 0 20 +5
    INT 6 14 -2 0 0 0 12 +1
    WIS 6 14 0 0 0 0 14 +2
    CHA 10 16 -2 1 0 0 15 +2
    Levels
    Level Class BAB Fort Ref Will Skills Feats Class Features
    1 Wilder 1 +0 +0 +0 +2 Autohypnosis 4, Bluff 4, Concentration 4, Intimidate 1, Knowledge: the Planes 1 (cc), Knowledge: Psionics 4, Psicraft 1 Spellfire Wielder, Endurance (racial), Good Karma (Flaw: Noncombatant) Wild surge +1, psychic enervation
    2 Dragonfire Adept 1 +0 +2 +0 +4 Autohypnosis 4, Bluff 4, Concentration 4, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 1, Knowledge: Psionics 5, Psicraft 1, Spellcraft 2 Dragontouched (B) Breath weapon 1d6, least invocation (Endure Exposure)
    3 Wilder 2 +1 +0 +0 +5 Autohypnosis 4, Bluff 4, Concentration 6, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 1.5 (cc), Knowledge: Psionics 6, Psicraft 2, Spellcraft 2 Linked Power Mantled Wilder (Guardian Mantle) with Substitute Powers
    4 Wilder 3 +2 +1 +1 +5 Autohypnosis 5, Bluff 4, Concentration 7, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 2 (cc), Knowledge: Psionics 7, Psicraft 3, Spellcraft 2 Wild surge +2
    5 Wilder 4 +3 +1 +1 +6 Autohypnosis 5, Bluff 5, Concentration 8, Intimidate 1, Knowledge: Arcana 2, Knowledge: the Planes 2.5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Surging euphoria +1
    6 Spellfire Channeler 1 +3 +3 +1 +8 Autohypnosis 5, Bluff 5, Concentration 9, Intimidate 2, Knowledge: Arcana 2, Knowledge: the Planes 3 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Psionic Meditation, Alertness (B) Drain charged item, increased storage 2
    7 Spellfire Channeler 2 +4 +4 +1 +9 Autohypnosis 5, Bluff 5, Concentration 10, Intimidate 3, Knowledge: Arcana 2, Knowledge: the Planes 3.5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Improved Healing
    8 Spellfire Channeler 3 +4 +4 +2 +9 Autohypnosis 5, Bluff 5, Concentration 11, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 4 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Weapon Focus: spellfire (B) Increased storage 3
    9 Spellfire Channeler 4 +5 +5 +2 +10 Autohypnosis 5, Bluff 5, Concentration 12, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 5 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Practiced Manifester Rapid Blast 2
    10 Spellfire Channeler 5 +5 +5 +2 +10 Autohypnosis 5, Bluff 5, Concentration 13, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 6 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Drain permanent item, increased storage 4
    11 Spellfire Channeler 6 +6/+1 +6 +3 +11 Autohypnosis 5, Bluff 5, Concentration 14, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 7 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Flight
    12 Spellfire Channeler 7 +6/+1 +6 +3 +11 Autohypnosis 5, Bluff 5, Concentration 15, Intimidate 4, Knowledge: Arcana 2, Knowledge: the Planes 8 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Psicrystal Affinity, Deflect Arrows (B) Increased storage 5
    13 Anarchic Initiate 1 +6/+1 +6 +3 +13 Autohypnosis 5, Bluff 5, Concentration 16, Intimidate 8, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Chaotic surge
    14 Anarchich Initiate 2 +7/+2 +6 +3 +14 Autohypnosis 5, Bluff 5, Concentration 17, Intimidate 12, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Anarchic Grace
    15 Anarchic Initiate 3 +8/+3 +7 +4 +14 Autohypnosis 6, Bluff 5, Concentration 18, Intimidate 15, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Steadfast Determination Wild Surge +3
    16 Anarchic Initiate 4 +9/+4 +7 +4 +15 Autohypnosis 8, Bluff 5, Concentration 19, Intimidate 17, Knowledge: Arcana 2, Knowledge: the Planes 8, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Clarity of Confusion
    17 Anarchic Initiate 5 +9/+4 +7 +4 +15 Autohypnosis 9, Bluff 5, Concentration 20, Intimidate 19, Knowledge: Arcana 2, Knowledge: the Planes 9, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 --
    18 Anarchic Initiate 6 +10/+5 +8 +5 +16 Autohypnosis 10, Bluff 5, Concentration 21, Intimidate 21, Knowledge: Arcana 2, Knowledge: the Planes 10, Knowledge: Psionics 8, Psicraft 4, Spellcraft 2 Epic Spellfire Wielder Chaotic breach, minor
    19 Spellfire Channeler 8 +11/+6/+1 +9 +5 +17 Autohypnosis 10, Bluff 5, Concentration 22, Intimidate 22, Knowledge: Arcana 2, Knowledge: the Planes 10 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 3 Rapid Blast 3
    20 Spellfire Channeler 9 +11/+6/+1 +9 +6 +17 Autohypnosis 10, Bluff 5, Concentration 23, Intimidate 23, Knowledge: Arcana 2, Knowledge: the Planes 10 (cc), Knowledge: Psionics 8, Psicraft 4, Spellcraft 4 Crown of Fire
    Psionics
    Level Powers Known PP Max Power Level ML (surging)
    1 Vigor 2 1st 1 (2)
    2 2 1st 1 (2)
    3 Synchronicity 6 1st 2 (3)
    4 11 1st 3 (5)
    5 Share Pain 17 2nd 4 (6)
    6 17 2nd 4 (6)
    7 17 2nd 4 (6)
    8 17 2nd 4 (6)
    9 17 2nd 8 (10)
    10 17 2nd 8 (10)
    11 17 2nd 8 (10)
    12 17 2nd 8 (10)
    13 25 2nd 9 (11)
    14 Energy Burst 35 3rd 10 (12)
    15 46 3rd 11 (14)
    16 Schism 58 4th 12 (15)
    17 72 4th 13 (16)
    18 Psychofeedback 88 5th 14 (17)
    19 88 5th 14 (17)
    20 88 5th 14 (17)

    Spoiler: Tactics by Level
    Show
    • 1-5: Offensively, right off the bat you can hold a spellfire blast of up to 20d6. Dragonfire Adept lets you absorb the magic from your invocations at a rate of 3 spell levels per casting, thanks to Endure Exposure. Granted, the problem is usually that you can’t ready an action AND cast a spell, but Linked Synchronicity takes care of that for us. Round 1 you can manifest to ready an action (even an unspecified action), and then in Round 2 it manifests itself again without using your action. Thus, you can ready an action to absorb Endure Exposure and then invoke it for an instant gain of 3 spellfire levels. Also, you can fire off 1d6 breath weapons to catch mooks in the area. Defensively, the ability to heal 40 hp at level 1 is nothing to sneeze at. But you can also stop your allies from getting hurt in the first place via Guardian Mantle and Good Karma. You can ready an action to absorb spells (or use Synchronicity), then use your immediate action to activate either of these abilities. You intercede on behalf of your ally AND you absorb the spell energy even if the enemy decided not to target you. Just keep your friends close. In terms of powers, we’re basically constructing a Spellfire/Sin Eating “submantle” using the Guardian mantle’s granted power. We snag Vigor for boatloads of temporary HP and Share Pain to take on some of the burden of others. Thanks to a +2 Wild Surge, we’re doing it at a full ML of 5. In terms of utility: Synchronicity isn’t just about readying an action to absorb, but being able to ready an unspecified action. Basically, you get to see your opponent’s cards before you have to play your own! On the skill front, we’ve got some ranks smattered across the board. Bluff & Intimidate help socially, Autohypnosis gives us some unique options, and we’ve got a tiiiny bit of a few different knowledges as well as Psi/Spellcraft to identify spells & powers you’re absorbing (or not wasting an action on trying to absorb if they’re not qualifying spells/SLAs).
    • 6-10: Psionic Meditation allows our Linked Synchronicity/ready unspecified action combo to pop off more frequently, as you can regain focus as a move action, manifest as a standard action to absorb or whatever, then next round just repeat with whatever other standard action you want! Your move action regains your focus so you’re ready to go again! This also works defensively to power up for Guardian Mantle. Aside from that, you enter into the Secret Ingredient ASAP—see below for more on how we use everything that gives us.
    • 11-15: Again, the Secret Ingredient is providing offensive oomph—see below for more details on how we’re blasting fools at this level. Energy Burst also comes online, which is our huge damage dealer. Our wild surge also advances to +3, which is nothing to sneeze at in terms of free power points and augmentation, but Chaotic Surge can also empower or maximize that! Defensively, Psicrystal Affinity is online, increasing our Concentration checks even further for purposes of staying fueled up, becoming psionically focused, or simply staying focused on manifesting. Now we can Share Powers like Vigor and Share Pain. It’s an oldie, but it’s a goodie as it allows a d4 HD class like psions to tank effectively. Since Spellfire Channelers are in the same HD boat, this can help keep us alive. By ECL15, that’s 70 free HP for us and for our psicrystal. Add in Shared Pain, and it’s like you just bought yourself 140 HP for 1 feat and 2 powers. Steadfast Determination finally comes online; more on that under UoSI. Between that and your items, you’ve now got the option to use CON on all 3 saves, and you can’t fail any of them if you roll a 1. Granted, there’s limited use on the Fort & Reflex options, but still worth mentioning.
    • 16-20: It’s all about Schism, baby! Now you can manifest schism and have a second mind to take care of our linked synchronicity shenanigans. Granted, the Schism’d mind only has a manifester level of 6, but that’s all we need for Linked Synchronicity with two unspecified readied actions! In Round 1, we schism with linked Synchronicity. Round 2 is a move action to regain focus, a schismed action to manifest whatever you want AND a regular standard action (charging up some more spellfire via invocation or draining items, maybe?) as your linked Synchronicity goes off to allow you an unspecified readied action (like readying to absorb unless something more important happens). Round 3 is a move action to regain focus, a schismed action to manifest Synchronicity linked to Synchronicity, AND a regular standard action to use as you see fit. Lather, rinse, repeat, and season to taste depending on whether you want to manifest, charge up spellfire, or use the stuff. Defensively, Psychofeedback allows us to boost our CON to monstrous levels as described under UoSI, but it’s also worth mentioning that we can boost our CON just to grab a bucket of HP if we’re getting low or we can boost our DEX if we need to increase our AC. The real star remains Synchronicity, as we basically always have an unspecified action readied “just in case.” One action you can ready (or use whenever) is your new ability to make up to 6 chaotic breaches per day. Absorbing magic that targets you is fun, but the eternal question is—“what if they don’t target you?” We’ve got Guardian Mantle and Good Karma for that, but there are more spells & powers out there. This is where Chaotic Breach is handy. While you won’t be able to absorb spells from this, you can really stymie opposing manifesters, casters, or creatures with Psi/Spell-Like abilities. It’s a radius spread you can use at range, so you can drop it on your foes without harming your friends. It creates Wild Magic results, which are always fun. The interesting thing is, Supernatural abilities are excluded. So if you really want to wade into the fog of war (which you can do as a tank), you can continue using your Spellfire without fear. In terms of utility, Psychofeedback is really helpful in a wide variety of applications, so should you find yourself in an odd pickle, ask yourself if boosting an ability score would help. Choose carefully, though, as ability burn is no joke (and we mostly want to tank other scores to supercharge our CON).

    Spoiler: Use of the Secret Ingredient
    Show
    • Requirements: Endurance is snagged for free based on our race selection, and we use it to qualify for Epic Spellfire Wielder as well as Steadfast Determination (which helps us autosucceed on our saves for maxing out increased storage). This race also boosts our Constitution, which directly increases the amount of spellfire we can contain at any given time. Concentration is not only maxed, but overclocked via the synergy bonus from 5 ranks in Autohypnosis & the single-minded psicrystal personality. We use those Concentration ranks by qualifying for Psionic Meditation, as well as picking up maneuvers via our gear, translating them into Fort & Reflex saves at +35 by 20th level which don't fail on a roll of 1 (much like our monster Will save).
    • Drain charged & permanent items: As far as charged items go, there's an interesting caveat in the text that each charge is converted into a single stored spellfire energy level. So trading in charges of fireball would be a bad investment, but wands of 0-level spells actually give you a return on your investment. For only 375 gp, you get 50 spellfire levels (about 7gp per level)! As far as permanent items go, Universal Solvent is even cheaper for you. This CL20 material comes at a cost of 50gp per application, which means you can get 10 levels of spellfire for about 5 gp each! Also, getting 10 levels of spellfire as a standard action is about the best return I could find anywhere, short of absorbing epic spells. Keep some on hand when you're running low and need to charge up in a hurry.
    • Increased storage: We start with as much CON as we can muster and a race that provides a bonus to it, then we plug away at it through our level-ups. At ECL6, this feature boosts our capacity to 34, 54 @ 8, 72 @ 10, 95 @ 12, and 115 at 18. With Psychofeedback, we can tank our other ability scores in order to boost up our CON. With the stats above, we could move up to 17 points from other ability scores into CON for a max CON score of 36. With Epic Spellfire Wielder, that means up to 200 stored spellfire levels, and we can fire off up to 40 per round! If you stay stocked at (4CON+1) to 5CON spellfire levels (easy, given our options) you can use your monstrous Will save from Steadfast Determination to keep from letting out a random blast (as you'll autosucceed by 20th level)...or you can chat with your DM to see their position on voluntarily FAILING that save. Just be a good sin eater and make sure you have no friends within 30 feet before releasing all 200d6 damage, ok? According to the SRD:
      Quote Originally Posted by SRD
      A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.
      That may only apply to spells and not Ex abilities like Increased Storage. Flavor-wise, you can provide light to your allies (which, among orcs, is like saying you can provide nails down a chalkboard). If you stay fueled all the way up, you can also provide palpable heat which is very useful in an arctic environment like one in which Frostblood orcs may find themselves. Very fitting for a sin eater, feeling constant pain so your tribe can feel temporary warmth.
    • Improved healing: If you can make any room in the build for a feat like Empower or Maximize Supernatural Ability, this class feature becoms a bit more useful since it changes your flat 2hp/level healing into a variable 1d4+1. However, given the limited times/day of the feats that affect supernatural abilities, it was skipped. Instead, we're using the ability as stated on the tin. The only real optimization we've done is the ability to burn up to 40 spellfire levels per round, giving you an average of up to 120 hp healed in one go.
    • Weapon Focus (spellfire): Let's not sugar-coat it; Red Stag's BAB is bad. Therefore, any boost we can give that helps. Weapon Focus may only be a +1, but the good news is that it stacks with our Surging Euphoria from being a Wilder to provide +2 to attacks as well as +1 to the damage from our spellfire. We also get a +1 to saves like the one to not explode all of our spellfire in one go.
    • Rapid blast: We're already at a disadvantage in terms of BAB, so it's really great news that we're going up against touch AC. All the way through, touch AC is still easily reachable for us according to this table. Average touch AC from start to finish for monsters is around 10.87 so fire away with reckless abandon! The great news is that the -2 penalty for our second blast is perfectly counterbalanced by our bonuses from Weapon Focus and Surging Euphoria. If you really want that third blast at -4, potions of Reduce Person provide a few quick bonuses or you could spend some cash on Gloves of Dexterity. If it means that much to you, you could also use Psychofeedback to bump up your DEX.
    • Flight: Let's face it, what a Wilder lacks is a large number of powers known. So we really don't want to spend a power known on necessary mobility if we don't have to. Also, for psionic characters, the powers that enable you to fly are a little more restrictive than spells are on the magical end. Instead, we can convert some of our spellfire into flight. It doesn't hurt that we have a constantly available source of spellfire levels between our cheapo magic items and our never-ending supply of Endure Exposure SLA.
    • Deflect Arrows: Once they wise up and stop shooting magic at you (you'll just eat it), your opponents will switch to mundane arrows. Bat them away with Good Karma from Completje Scoundrel! Usually, if it hits you you're stuck taking 150% damage. But not Red Stag; if your ally is about to get zapped by a spell, you can absorb it instead of taking damage at all. If your ally is about to get a face full of arrow, you can deflect it and not worry about any damage at all!
    • Crown of fire: Usually daylight isn't an orc's friend, but we don't care about that thanks to our Sundark Goggles. You get solid damage reduction, so you can keep using Guardian Mantle to protect your pals with even more security. SR32 can also mean PR32, depending on whether your game uses magic-psionics transparency (which is the default rule). Granted, you have to burn 10 spellfire levels per round, so that means you can have this last for up to 20 rounds without having to refuel. Luckily, you're refueling during combat given our tricks.
    • Why only 9 levels?!: Yes, we miss out on maelstrom of fire for a 20-ft radius spread of up to 40d6 (with Psychofeedback) at DC 22. However, we gain Energy Burst which allows us greater versatility with the damage type and a radius twice as wide. Instead of dealing an average of up to 120 damage (with Psychofeedback), you'll deal less damage (about 75.75 avg), but you've got a chance to deal up to 34d6+17 fire damage (avg 119) via Chaotic Surge without expending any spellfire levels AND it comes at a higher save DC (which you can switch between Fort or Reflex based on energy type). If you have foes with fire resistance or immunity, you can change the energy type each time you manifest! It's almost like you get a better class feature by NOT completing Spellfire Channeler...

    Spoiler: Suggested Items
    Show
    • Sundark Goggles: Given your race's feelings toward light coupled with the fact that excess spellfire makes you shed light, this will be the best 10 go you've ever spent. Crucial.
    • Headband of Conscious Effort: Convert all those Concentration ranks into a Fort save 1/day! Especially useful for the fact that you don't fail Concentration checks on a natural 1.
    • Ring of Diamond Mind (Action Before Thought): as above, but for those pesky Reflex saves--your worst save! Acquired at level 6+.
    • Ring of Diamond Mind (Mind Over Body): 1/day was cute, but 1/encounter is more like it. Acquired at level 10+.
    • Standard gear: an adventurer's kit from PHBII should be perfectly sufficient.
    • Standard magic items: Not necessary to the build, but helpful, are the standard things like CON & CHA-boosting items, a magic weapon, a Belt of Battle for extra actions, etc. Season to taste.

    Spoiler: Optional Rules
    Show
    • Flaws: Against my better judgement, I took one. Judges, treat it as you must, but I felt the gain from Good Karma (even 1/day) just tied in so perfectly to the build's Guardian abilities. Not only can you use it without expending focus, but it can also redirect a ranged spell or attack (see UoSI).
    • Multiclass penalties: This build was made without the assumption of multiclass penalties. If they are enforced, you could play a Wilder 3/Dragonfire Adept 2/Spellfire Channeler 9/Anarchic Initiate 6. This means no 5th-level powers, though.
    • LA buyoff: If playing with this rule, snag the Phrenic template. Not only will it boost your INT (skill points!) and CHA (power points!), but it'll give you some always-on power resistance as well as a bevy of psi-like abilities. Remember, psi-like abilities manifest as if fully augmented!
    • Fractional BAB/saves: If this rule is in use, it brings Red Stag's BAB to +12, and base saves to +10 Fort/+6 Reflex/+12 Will.
    • Questionable ACF chaining: The Mind's Eye articles present some interesting options, especially two used in conjunction: Mantled Wilder & Substitute Powers. As far as mantle powers, I love the Guardian Mantle in conjunction with absorb magic (and Psionic Meditation to regain focus quickly enough to keep guarding allies) to foil melee touch spells. Here we've reflavored it as the Sineater mantle, which is basically a Spellfire mantle. Synchronicity lets you absorb more sin, Vigor gives you the strength to take on the pain of others, Share Pain lets you take their sins on yourself, energy burst is an overflowing of spellfire and the sins of others spilling out, schism lets you separate your mind from the sins you carry, and finally Psychofeedback lets you sacrifice your own abilities to better carry the sins of others. If your DM doesn't see the theme (or doesn't like it), you can go back to using Elude Touch. Expanded Knowledge: Schism can kick in at level 18 instead of Epic Spellfire Wielder, and you can pick a different 5th-level Wilder power.
    • Cross setting material: If Eberron books are fair game, check out the power Sense Danger from Magic of Eberron. It gives you a little extra ability to pop off some Synchronicity or Schism for magic absorbing goodness.

    Spoiler: Source List
    Show
    Quotebox
    Spoiler
    Show
    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

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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •