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  1. - Top - End - #91
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Damn - I just thought of a build and a way to get around the Vile Natural Attack issues that were holding me back, but I doubt I'll have anywhere near enough time to get a build written up and formatted.

  2. - Top - End - #92
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Thurbane View Post
    Damn - I just thought of a build and a way to get around the Vile Natural Attack issues that were holding me back, but I doubt I'll have anywhere near enough time to get a build written up and formatted.
    Well, unless you have stuff to do on the weekend, you could try to cram it all before the deadline, kinda like what I'm gonna do, since I don't really have free time any other days...

  3. - Top - End - #93
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Heliomance, remind me, is it 10am GMT (13½ hour from now), or is it 10am BST (British Summer Time) (12½ hours from now)?

    I'm going to need to fix my skills, make a resource list, and read it over at least once before I'm finished ... under 'nice to have' would be giving my background another pass with the creative muscles, since while its competent I'd really like it to be slightly better... although given my track record for backgrounds its already way better than average (not sure I'd go as far as to call it my best Background, but its certainly up in that area), and were actually surprisingly easy to write.
    Last edited by Sian; 2016-07-16 at 04:25 PM.

  4. - Top - End - #94
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    10-ish hours? well, I guess I can manage. Just finished the tables, now I just gotta make some 4/5 walls of text and send the thing.

    I can't wait to be thoroughly crushed by the judges.

  5. - Top - End - #95
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by MisterKaws View Post
    10-ish hours? well, I guess I can manage. Just finished the tables, now I just gotta make some 4/5 walls of text and send the thing.

    I can't wait to be thoroughly crushed by the judges.
    You won't be as thoroughly crushed as the soft and supple fondue I turned in.

  6. - Top - End - #96
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Sian View Post
    Heliomance, remind me, is it 10am GMT (13½ hour from now), or is it 10am BST (British Summer Time) (12½ hours from now)?

    I'm going to need to fix my skills, make a resource list, and read it over at least once before I'm finished ... under 'nice to have' would be giving my background another pass with the creative muscles, since while its competent I'd really like it to be slightly better... although given my track record for backgrounds its already way better than average (not sure I'd go as far as to call it my best Background, but its certainly up in that area), and were actually surprisingly easy to write.
    Judging from my recent performance, it's probably actually some time on Tuesday :P

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

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  7. - Top - End - #97
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by daremetoidareyo View Post
    You won't be as thoroughly crushed as the soft and supple fondue I turned in.
    I think we're all just pouring cheese over everything this round.

    Philosophical Question: If everyone is the wacky lycanthrope this round, is anyone?

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  8. - Top - End - #98
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by WhamBamSam View Post
    I think we're all just pouring cheese over everything this round.

    Philosophical Question: If everyone is the wacky lycanthrope this round, is anyone?
    Mine is already wackier than most, so... yeah.

    I've already checked every nook and cranny of the thing for mistakes, and I'm pretty sure I fixed it all. Turned out to be far bigger than originally planned, even though I only had four and a half hours to finish what I had on me, which was pretty much just a table with the build.

    I guess I'll just send it and hope for the worstbest.

  9. - Top - End - #99
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Well, my dish is in. Here's hoping that no one else did the same thing as I did. There's been quite a bit of talk of odd entries, so it's probably very possible. Good luck to all my fellow chefs!
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  10. - Top - End - #100
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Deadline View Post
    Well, my dish is in. Here's hoping that no one else did the same thing as I did. There's been quite a bit of talk of odd entries, so it's probably very possible. Good luck to all my fellow chefs!
    Most competitors are going for the "oddest entry" spot, so we could all be doing the exact same build.

    Then again, I doubt anyone else would be mad enough to submit this piece of trash, so I guess my build is not the same as yours.

    Edit: So it seems we have seveneight competitors... or did someone send a ninja entry?
    Last edited by MisterKaws; 2016-07-17 at 08:00 AM.

  11. - Top - End - #101
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    I think completely similar Race/Class Distribution between two different builds have been done a handful of times, don't think it have ever happened that they also had the exact same feats

  12. - Top - End - #102
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    I did submit an entry in the end, and I kinda hoped to earn points on the "weird entry" front before seeing all those comments :P

  13. - Top - End - #103
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by MisterKaws View Post
    Most competitors are going for the "oddest entry" spot, so we could all be doing the exact same build.

    Then again, I doubt anyone else would be mad enough to submit this piece of trash, so I guess my build is not the same as yours.

    Edit: So it seems we have seveneight competitors... or did someone send a ninja entry?
    I doubt we're going to get a same build if we're all going odd. Remember, choosing which lycanthrope will probably keep builds from being exactly the same, and I doubt two chefs have the same idea of "oddest." Now if two chefs went for power I have a good idea of what build they'll use, and there's a decent chance there will be overlap.


    If you didn't count me in that eight, then I'm your ninja; I submitted my build hellishly late/early in my time zone.
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    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  14. - Top - End - #104
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by The Viscount View Post
    I doubt we're going to get a same build if we're all going odd. Remember, choosing which lycanthrope will probably keep builds from being exactly the same, and I doubt two chefs have the same idea of "oddest." Now if two chefs went for power I have a good idea of what build they'll use, and there's a decent chance there will be overlap.


    If you didn't count me in that eight, then I'm your ninja; I submitted my build hellishly late/early in my time zone.
    Well, there was one specific thing that jumped out at me about this class, but I did a whole lot of tinkering with it before settling on my final build. I'll be shocked if my submission is entirely unoriginal, but I wouldn't be surprised to see some similarities crop up.

    At any rate, I'm looking forward to the hot mess that's about to spill forth.

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  15. - Top - End - #105
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by The Viscount View Post
    I doubt we're going to get a same build if we're all going odd. Remember, choosing which lycanthrope will probably keep builds from being exactly the same, and I doubt two chefs have the same idea of "oddest." Now if two chefs went for power I have a good idea of what build they'll use, and there's a decent chance there will be overlap.


    If you didn't count me in that eight, then I'm your ninja; I submitted my build hellishly late/early in my time zone.
    Not really. I counted everyone who had mentioned entering and looked confident about their build's state(the ones who weren't might have just given up).

    Aaaaaand I just noticed that I forgot to count myself in, so make it nine.
    Last edited by MisterKaws; 2016-07-17 at 12:29 PM.

  16. - Top - End - #106
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    So, any word from the Chair on when we can see dem builds? I'm really curious to see all these "odd" builds.
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  17. - Top - End - #107
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Deadline View Post
    So, any word from the Chair on when we can see dem builds? I'm really curious to see all these "odd" builds.
    Well, since it seems she wasn't joking about it, I guess Tomorrow?

  18. - Top - End - #108
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Well ... I've gone to waiting for them by munching popcorn, watching a live-feed from Cleveland

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Sian View Post
    Well ... I've gone to waiting for them by munching popcorn, watching a live-feed from Cleveland
    Let's crowdsource a build while we wait. One suggestion at a time.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by daremetoidareyo View Post
    Let's crowdsource a build while we wait. One suggestion at a time.
    I'd suggest stuff, but the very first think that came to mind was something that pretty much points out my build, and I'm afraid that the trend might continue, so I'll just refrain from even trying to speculate on builds for Lycanthropes.
    Last edited by MisterKaws; 2016-07-18 at 07:58 PM.

  21. - Top - End - #111
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    I'll start

    Were-Thatdamncrab using entomanthrope.
    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?
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  22. - Top - End - #112
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by The Viscount View Post
    I'll start

    Were-Thatdamncrab using entomanthrope.
    No dice—monstrous crabs were updated to 3.5 in Stormwrack, so the 3.0 version is not allowed under contest rules.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Troacctid View Post
    No dice—monstrous crabs were updated to 3.5 in Stormwrack, so the 3.0 version is not allowed under contest rules.
    One - the old version is 3.5, and two - they're still pretty solid even after the (well-deserved) nerf in Stormwrack.

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by The Viscount View Post
    I'll start

    Were-Thatdamncrab using entomanthrope.
    Base creature: Vril from DOTU p.123 + errata

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Quote Originally Posted by Heliomance View Post
    Judging from my recent performance, it's probably actually some time on Tuesday :P

    OP says GMT, though, so GMT it is.
    Well I wasn't actually intending that to be prophetic, but ho hum.

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

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  26. - Top - End - #116
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    I'm sure I used to find coming up with witty lines about the entries easier.

    Quote Originally Posted by Lycanthropolypse
    A young orphan is discovered and taken in by a shifter tribe. It doesn’t take long for them to discover that the baby was a precocious changeling. Raised communally along with the shifter young after the tribal elders held meetings about how to shape the young creature, Melgriff the Druid Sage postulated that perhaps the lycanthropes and dopplegangers shared a common ancestor, and that this orphan was a possible prodigal son returned. And so, under the tutelage of a shifter tribe and doted upon by the Druid elder, a changeling orphan is raised as a shifter. But the child wasn’t well respected by the other young shifter peers, where they called the changeling “werehuman,” as a referential nickname to the long and boring story the leaders droned on with; all about the possible shared shapechanging ancestor between animal shifters and ‘humanoid shifters’. The bullying and black sheep status affected the young changeling, making him quite wrathful, violent, and studious in equal measure.

    At some point, the changeling decided that the only way to restore shifters and changelings together was to infect everyone with lycanthropy. This would equalize all of the warring factions of most of the world. This idea came to the young changeling in a dream by a prophet named Malar; a God on a foreign world who advocates for the lycanthropes. Towards this end, the young changeling decided to take his studies in druidic rights, which went poorly, with most of the secrets being squandered with changeling using them to escalate violent interactions with his peer group. During these studies, though, he travelled with a group that interfaced weekly with a dragonmarked halfling in rural missionary outpost of house Jorasco. Hearing of the great schools of healing and the library of afflictions back in the capital, the young changeling plied the missionary, Anthrop, with tons of questions. He learned how the dragon marks were necessary for entry into the schools there. He learned of how the library of afflictions had acquired the Church of Silver Flame’s experiments on lycanthropes. And the changeling did what came naturally. He killed Anthrop, meticulously flayed the dragon mark off of the halfling, and grafted it to himself using the meagre skills he learned as a druid’s apprentice. Maybe because the dragon mark was associated with healing, or maybe because the changeling was a talented shapeshifter, or maybe both, but the orphan headed to Khorvaire to learn about how to reverse-exterminate lycanthropes by infecting the maximum number of humanoids with lycanthropy.



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    Lycanthrocalypse the Werehuman
    Changeling Druidic Avenger 1/Ape Totem Whirling Frenzy Barbarian 3/Fighter 1/Warblade 1/Nosomatic Chirugen 3/Bloodclaw Master 1/Weretouched Master 5/Black Blood Hunter 5

    Neutral Evil.
    STR: 14 DEX: 15 CON: 14 INT: 14 WIS: 12 CHA: 10
    Stat bonuses all go to strength

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    Level Class BAB Fort Ref Will Skills Feat Class Features
    1 Voice of the City (Cs) Druidic Avenger (UA) 0 2 0 2 24: Heal 4, Knowledge Nature 4, Survival 4, Handle Animal 4, Spot 4, Listen 4 racial emulation (RoE), Elder evil: willing deformity (HoH) Nature sense, Voice of the city, Fast Movement, Rage, spellcasting
    2 Whirling Frenzy Ape Totem Barbarian 1 (UA) 1 4 0 2 6: Knowledge Nature 5, Heal 5, Jump 2 Whirling Frenzy, Climb Speed
    3 Whirling Frenzy Ape Totem Barbarian 2 2 5 0 2 6: Heal 6, Jump 6 least dragon mark: Healing (ECS) Plus 2 bonus on intimidate
    4 Whirling Frenzy Ape Totem Barbarian 3 3 5 1 3 6: Heal 7, Jump 7, Survival 7 power attack, Power Attack as a Bonus Feat
    5 Hit and Run (DotU) Fighter 1 4 7 1 3 4: Heal 8, Survival 8 Elder Evil: deformity teeth (HoH), Two Weapon Fighting Bonus Feat, Gain +2 initiative and DEX to damage against flat-footed enemies
    6 Warblade 1 (ToB) 5 9 1 3 6: Jump 9, Martial Lore 2, Knowledge Local 2 extra rage (CW) Battle clarity (Reflex saves), weapon aptitude, Maneuvers
    7 Nosomatic Chirugen 1 (Drnmark) 5 11 1 5 Heal 10, Gather information 2 Heir's mark, nosomatic chirurgy, pestilential touch, spellcasting
    8 Nosomatic Chirugen 2 6 12 1 6 4: Jump 11 Plague bearer, spellcasting
    9 Nosomatic Chirugen 3 7 12 2 6 4: Heal 12, gather information 4 Improved natural attack (ECS) Isolate pathogen, spellcasting
    10 BloodClaw Master 1 (ToB) 7 14 4 6 4: Balance 4 Elder Evil: deformity tongue (HoH) Shifting 1/day, claws of the beast
    11 weretouched master 1 (ECS) 7 16 6 6 4: Jump 14, Balance 5 Weretouched I: Bear
    12 weretouched master 2 8 17 7 6 4: Jump 15, Survival 11 vile natural attack (EE), shifter multiattack (ECS) Wild empathy, bonus shifter feat
    13 weretouched master 3 9 17 7 7 4: Jump 16, Balance 8 Weretouched II
    14 weretouched master 4 10 18 8 7 4: Heal 14 extra shifter trait: longtooth (ECS) Frightful shifting, bonus shifter feat
    15 weretouched master 5 10 18 8 7 4: Jump 18, Intimidate 2 longtooth elite (RoE), Elder Evil: deformity, tall (HoH) Alternate form
    16 Black blood hunter 1 (PGTF) 10 20 10 7 6: Knowledge Nature 11 Greater curse of lycanthropy, lycanthropic spell, wild items
    17 Black blood hunter 2 11 21 11 7 6: Jump 20, Intimidate 6 Animal aspect 1/day, wild empathy
    18 Black blood hunter 3 12 21 11 7 6: Jump 21, Survival 16 ability focus (MM): Greater Curse of Lycanthropy Improved hybrid form
    19 Black blood hunter 4 13 22 12 7 6: Jump 22, Heal 16, Spot 5 Animal aspect 2/day, improved vile natural attack 1d4
    20 Black blood hunter 5 13 22 12 7 6: Jump 23, Spot 10 Elder Evil: deformity skin (HoH) Improved damage reduction (+Y/silver)

    Druid Spells
    Level 0Lvl 1st 2nd
    1 3 1
    2 3 1
    3 3 1
    4 3 1
    5 3 1
    6 3 1
    7 4 2
    8 4 2 1
    9 5 3 2
    10 5 3 2
    11 5 3 2
    12 5 3 2
    13 5 3 2
    14 5 3 2
    15 5 3 2
    16 5 3 2
    17 5 3 2
    18 5 3 2
    19 5 3 2
    20 5 3 2
    Possible Sweet Spells:
    0 level: Preserve Organ (BOVD) Must be cast every day.

    1st level: Magic Fang, Instant of Power (Forge of War), Climbing Tree (complete mage), Extract Drug (BOVD), Spider Hand (BOVD), Winged Watcher (CS), Extended Shifting (RoE)

    2nd Level: Blood Frenzy (SpC), jaws of the moray (StormWrack), Leap into Animal (MoE)

    Maneuvers @Level 6: Tiger Claw: wolf fang strike, rabid wolf strike, claw at the moon,
    Stance: Iron Heart: punishing stance

    Maneuvers @ level 10: Death From Above


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    Level 5: Is Druidic Avenger Rage stackable with a whirling frenzy? The answer to this question doesn’t really matter. The question we need to answer is can a changeling with racial emulation emulate a halfling of the house Jorasco convincingly enough to have a dragonmark. The answer is yes: I think, if you graft the dragonmark to yourself…and preserve it from rotting using daily castings of the zero level BOVD Spell “preserve organ.” This effectively eats up one of your 0 level spell slots in perpetuity. Climbing Tree spell pairs well tactically with your 20’ climb speed. Ape Totem barbarian grants whirling frenzy and power attack pre-req. Hit and Run Fighter helps with Death From Above when you get it. Altogether, you have +8 bonus to intimidate.
    Lycanthrocalypse worships Malar, an aspect of a god from another realm who viciously provides for lycanthropes. Malar has elder evil level goals and influence as a foreign god. This grants a vile feat and new vile feat every 5 levels. (Elder Evils page 10). If this displeases you, just make your elder evil Zargon. This provides you with your first natural attack with willing deformity teeth granting a bite attack as a secondary or primary weapon.

    Level 10: Things got weird. Didn’t they? A level of war blade provides you with three Tiger Claw maneuvers as pre-reqs for later. Impersonating a halfling with a dragon mark, enough to go into nosomatic chirugen. This prestige class plays with your heal skill but offers exactly what you need to take advantage of black blood hunter’s greater curse of lycanthropy. This class also lifts you up 3 druid caster levels and lifts the caster level of your dragonmark. Mostly though, isolate pathogen allows you to use any disease (including magical diseases) that you have personally diagnosed and successfully treated with the Heal skill. This allows you to use your plague bearer ability to infect subjects with a disease such as…lycanthropy. All you need to do if find a true lycanthrope who has infected a humanoid, up to and including yourself. So cure as many types of afflicted lycanthropy as you can, because when it comes time to become a vector, you may want some diversity. At level 9, you take improved natural attack which counts as a shifter feat!

    Bloodclaw master grants you one more tiger claw maneuver. But it also grants the Lycanthrocalypse the final thing it needs to be a shifter: the ability to be treated as a razor claw, and the ability to shift, which is treated as a racial ability which can be swung by liberal usage of racial emulation and the shifter sidebar. Now Extended Shifting is an appropriate druid spell. Blood Claw master also offers tiger claws: two 1d4 natural attacks. Tongue Deformity grants blind sense.

    Extra rage is a placeholder. You may need to take improved unarmed strike to activate Complete Arcane’s p.73 touch spell rules to deliver a bite attack that discharges the plaguebearer ability in order to activate black blood hunter’s greater curse DC scaling. Apparently this was covered by the FAQ and you can opt to make a normal attack roll.

    Spells: Blood frenzy grants an extra rage. Jaws of the moray is more useful for when you get black blood hunter levels.

    Level 15: 5 levels of weretouched master grants you a hybrid form to interact with black blood hunter’s class features that require an animal pinned hybrid form. We are choosing bear because the bear offers improved grab and a +16 bonus to strength. Your Claw attacks from bloodclaw master go up to 1d6 and your strength bonus from shifting increases to +4. With Improved natural attack that brings your claws up to 1d8. Extra shifter trait makes you almost officially a shifter completely, seeing as how now you can now shift into long tooth. Longtooth elite gives your bite attack the ability to make constitution damage, which will make greater curse of lycanthropy be really interesting. Tall Deformity now grants you an addition 5 feet of reach with your bites and claws.

    Level 20: You qualify for black blood hunter, which accepts “any lycanthrope” and you can assume the animal form or hybrid form related to your lycanthrope heritage from weretouched master. That plus racial emulation helps. Your patron is your elder evil: Malar.

    Greater curse of lycanthropy is transferred through bite attacks from your plague bearer ability. According to the SRD, Curse of lycanthropy has a flat fort save of 15. Each black blood hunter level adds 1 to the DC. Ability focus adds another 2. Longtooth elite drains constitution to drop that fort save.

    Animal Aspect appears to stack with your ability to use your shifting ability into a hybrid form granting you a strength of 45…or 49-53 when raging.

    At this level, you can begin wholesale flaying the dragon marked halflings and grafting their dragonmarks to a shifter training program to afflict as many folks with lycanthropy as possible.


    Spoiler: Sources
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    Races of Eberron (RoE)
    Unearthed Arcana (UA)
    Cityscape (Cs)
    Eberron Campaign Setting (ECS)
    Heroes of Horror (HoH)
    Tome of Battle (ToB)
    Dragonmarked (Drnmark)
    Complete Warrior (CW)
    Players guide to Faerun (PGTF)
    Book of Vile darkness (BOVD)
    Magic of Eberron (MoE)
    Complete Scoundrel (CS)
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  27. - Top - End - #117
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    ...Were-cryptoclidus? Buh?

    Quote Originally Posted by Tocke of Nessus
    Tocke of Nessus
    CE Lesser Tiefling Werecryptoclidus Half-Imp Transition Class 1/Ranger 1/Fighter 2/Wizard 1/Black Blood Hunter 10
    The Waves of Change
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    A roiling mass of flesh twists its way through space at unbelievable speed. Even when it reconciles momentarily into a solid form to strike, it twists the eyes as they struggle to conceive of this strange amalgam of man, sea beast, and hellish other. Kicking and clawing at your companions the abomination writhes across the battlefield toward you, even drawing one victim into the horrid flow, caught upon a barb on its tail. Then the beast is before you, its serpentine neck lunging out to bite. Fangs dig in deep into your flesh and seem to burn with something more than pain. Your best efforts to wrest yourself free from the jaws to no avail, and suddenly, you are a part of the horror as well, carried away upon a river of black blood in which you must surely drown.

    For all the pretensions of the Nine Hells, dear old Dad was nothing more than a petty beaurocrat. Even his dalliances manage to be boring transactional affairs, which is no mean feat when you consider that he has to transform into some larger form to mate with a human. Mom wanted a nicer familiar and ended up getting very familiar indeed. A few months later out I came. I never liked the city where I grew up much, but at least out on the street there was a bit of living to do. Not much. A dip of a toe into the water. But even that can create a few ripples, and ripples can bring new things swimming around to make more.

    Adventuring gave me the excuse I needed to get out of that stinking cesspit. They sent a few of us out to discover the cause of some disappearances that had been happening around some nameless lake. And discover it we did. A great serpentine neck rose out of the water and gulped down our cleric. We did manage to get him out eventually, but between the beast turning into an orc when we killed it and the time he’d spent in digestive acid, it wasn’t pretty and I sustained a bite myself in the meantime. I suspect that had he survived he’d have tried to get me to treat the bite, but I doubt I’d have bothered even if I knew. I like change. Change is life. The flow from one state of being to another. The prey being consumed by the predator until the predator itself returns to the earth to nourish it. The flow is unceasing, and lycanthropes are that flow made flesh.

    The Malarites understand the world better than city folk ever will. Only fools talk of law and order. There is a hierarchy to the world, but it is anything but orderly. There are small ripples and larger waves. They collide with one another and are distorted or consumed. We make what waves we can and swim over and through the waves of others and to presume the order of mortal or immortal law is simply to be caught in another’s wake. I do not swim with the current. I am the current. I bring the waves of malice and of death, and my prey are borne upon them. Buffeted and rolled, thrashed and eroded, until they are ultimately drawn away with the tide, that it might feed upon their strength and continue on. The black blood ever flows.


    The Predator
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    Ability Scores
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    32 Point Buy: 18 Str, 12 Dex, 12 Con, 10 Int, 14 Wis, 8 Cha
    After Adjustments for Lesser Tiefling: 18 Str, 14 Dex, 12 Con, 12 Int, 14 Wis, 6 Cha
    After Adjustments for Half-Fiend Transition Class 1*: 20 Str, 14 Dex, 14 Con, 12 Int, 14 Wis, 6 Cha
    After Adjustments for Werecryptoclidus: 28 Str, 20 Dex, 20 Con, 12 Int, 16 Wis, 6 Cha
    All Stat increases go to Str

    *The Half-Imp variant of Half-Fiend has +2 Dex and -2 Str relative to the standard Half-Fiend, so your DM may rule that the first level of the transition class increases Dex rather than Str.

    Build Table
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    ECL Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Shapeshifter Ranger 1 +1 +2 +2 +0 Knowledge (Arcana) 1cc, Spot 4, Listen 4, Survival 4, Knowledge (Nature) 4, Jump 4, Tumble 4, Swim 2 1: Magic in the Blood
    Ranger 1: Track
    Favored Enemy (Arcanists), Wild Empathy, Fast Movement, Skilled City Dweller (Trade Ride For Tumble)
    2nd Half-Fiend (Imp*) 1 - - - - Knowledge (Arcana) 1, Spot 4, Listen 4, Survival 4, Knowledge (Nature) 4, Jump 4, Tumble 4, Swim 2 - Str +2, Con +2, Natural Armor +1, Sting Attack, Poison Immunity, Resistances (Acid 5, Cold 5, Electricity 5, Fire 5), Spell Resistance (Lesser), Invisibility 3/day
    3rd Hit-and-Run Fighter 1 +2 +4 +2 +0 Knowledge (Arcana) 1, Spot 4, Listen 4, Survival 4.5cc, Knowledge (Nature) 4, Jump 5, Tumble 5, Swim 2 Fighter 1: Improved Unarmed Strike Hit-and-Run Tactics, Skilled City Dweller (Trade Ride For Tumble)
    4th Fighter 2 +3 +5 +2 +0 Knowledge (Arcana) 1, Spot 4, Listen 4, Survival 5cc, Knowledge (Nature) 4, Jump 6, Tumble 6, Swim 2 3: Barbed Stinger
    Fighter 2: Improved Grapple
    Desecrate 3/day
    9th Afflicted Werecryptoclidus (3 HD/2LA) +5 +8 +5 +1 Knowledge (Arcana) 1, Spot 5, Listen 5, Survival 5, Knowledge (Nature) 4, Jump 6, Tumble 6, Swim 2, Control Shape 7 6: Vile Natural Attack
    Lycanthrope: Iron Will
    Str +8, Dex +6, Con +6, Wis +2, Alternate Form, DR 5/Silver, Lycanthropic Empathy, Low-Light Vision, Scent, Unholy Blight 3/day
    10th Martial Evoker 1 +5 +8 +5 +3 Knowledge (Arcana) 1, Spot 5, Listen 5, Survival 6cc, Knowledge (Nature) 4, Jump 6, Tumble 6, Swim 2, Control Shape 8 Martial Wizard 1: Power Attack Summon Familiar (Octopus), Evocation Specialist (Ban Enchantment and Illusion), Poison 3/day
    11th Black Blood Hunter 1 +5 +10 +7 +3 Knowledge (Arcana) 1, Spot 6, Listen 5, Survival 6, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 11 - Lycanthropic Spell, Wild Items
    12th Black Blood Hunter 2 +6 +11 +8 +3 Knowledge (Arcana) 1, Spot 7, Listen 7, Survival 7, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 12 9: Multigrab Animal Aspect 1/day, Wild Empathy
    13th Black Blood Hunter 3 +7 +11 +8 +4 Knowledge (Arcana) 1, Spot 8, Listen 8, Survival 9, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 13 - Improved Hybrid Form
    14th Black Blood Hunter 4 +8 +12 +9 +4 Knowledge (Arcana) 1, Spot 10, Listen 9, Survival 10, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 14 - Animal Aspect 2/day, Improved Vile Natural Attack 1d4
    15th Black Blood Hunter 5 +8 +12 +9 +4 Knowledge (Arcana) 1, Spot 11, Listen 11, Survival 11, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 15 12: Greater Multigrab Improved Damage Reduction (DR 10/Silver)
    16th Black Blood Hunter 6 +9 +13 +10 +5 Knowledge (Arcana) 1, Spot 12, Listen 12, Survival 13, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 16 - Animal Aspect 3/day, Faster Change, Unhallow 3/day, Unholy Aura 3/day
    17th Black Blood Hunter 7 +10 +13 +10 +5 Knowledge (Arcana) 1, Spot 14, Listen 13, Survival 14, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 17 - -
    18th Black Blood Hunter 8 +11 +14 +11 +5 Knowledge (Arcana) 1, Spot 15, Listen 15, Survival 15, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 18 15: Quicken Spell-Like Ability (Desecrate)** Animal Aspect 4/day, Improved Vile Natural Attack 1d6
    19th Black Blood Hunter 9 +11 +14 +11 +6 Knowledge (Arcana) 1, Spot 16, Listen 16, Survival 17, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 19 - Quick Change
    20th Black Blood Hunter 10 +12 +15 +12 +6 Knowledge (Arcana) 1, Spot 18, Listen 18, Survival 18, Knowledge (Nature) 5, Jump 6, Tumble 6, Swim 2, Control Shape 19 - Animal Aspect 5/day, Improved Damage Reduction (DR 10/Magic and Silver)
    *The Half-Imp variant of Half-Fiend has +2 Dex and -2 Str relative to the standard Half-Fiend, so your DM may rule that the first level of the transition class increases Dex rather than Str. The sting attack is not an issue, however, as the transition class puts both the claws and bite at the first level, so the replacing of those natural attacks with a sting will clearly occur at first level.
    **If your DM says that PrCs not in Complete Warrior or Complete Arcane lose PrC benefits if they no longer qualify and you can’t get a hold of a Monk’s Belt, then take Improved Natural Attack (Sting) here to have a 1d8 natural attack in humanoid form. This only becomes particularly important when you get Faster Change/Quick Change, so you don’t really need to worry about qualifying when out of hybrid or animal form before then.


    Spells
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    ECL 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    10th 3+1 1+1 - - - - - - - -
    Bonus spells are specialist slots for being a Evocation Specialist. This does not include bonus spells for a high Int score, which will provide at least one 1st level slot.

    Typical spells prepared will generally be all Blood Winds at earlier levels. Once Quick Change comes online, his generalist slots will be switched over to some combination of Babau Slime and Fist of Stone.

    The Food Chain
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    ECL 4
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    Even before being afflicted with lycanthropy we’ve got some racial weirdness going on. A little splash of the Half-Fiend template combines well with vile damage (more on that later), but even one level of the template class grants the outsider type, which disqualifies us from contracting lycanthropy. This is something of a conundrum, but there are a few ways it can be resolved. One would be to delay the level of the template class until after contracting lycanthropy, but we’re going to opt for a different, and admittedly slightly cheesier route. In addition to the template class, there’s a different web article which contains a Tiefling to Half-Fiend transition class. In many respects it gives more for its first point of LA, but it doesn’t give the outsider type. That’s because it expects you to already have +1 LA and the outsider type, but by being a lesser tiefling we get around both of those inconveniences. But wait, there’s more! In yet another pair of web articles, WotC provided us with some variant versions of the Half-Fiend template. Some of them change up the natural attacks that the template gives you, and since the usual claw/claw/bite is redundant with lycanthropy, that’s a good thing. Our choice of fiendish parent is the little imp. This might seem counterintuitive for a grappler build at first blush, but it gives us a sting attack, which we then stick Improved Grab onto with the Barbed Stinger feat. Aside from that we’re working with a not terribly unusual grappling setup, with two Fighter levels to pick up Improved Grapple, and three levels of full BAB to ensure that we can meet that requirement and take Vile Natural Attack on time. And with that, we’re ready to contract lycanthropy.

    ECL 10
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    The cryptoclidus is a sort of plesiosaur dinosaur. In more practical D&D terms, it’s the lowest RHD large carnivorous or omnivorous animal at 3 HD and has solid stat boosts, Improved Grab on its Bite attack, and Swallow Whole. As a large lycanthrope Tocke has a 1d8 bite attack in hybrid form (his animal form bite is also 1d8, and his sting should scale up to 1d8 in hybrid form as well). From there we just need Power Attack to qualify for the SI. Enter Feat Wizard, which also helps out grappling despite not boosting BAB by way of a +3 bonus from an octopus familiar. With that, we’ve met all of Black Blood Hunter’s entry requirements just in time to be able to complete it pre-epic. Beyond that, lycanthropy grants scent to help with tracking, and the numbers and size to really get grappling going (just in time for Freedom of Movement, but let’s focus on the positives here). We’ve got Improved Grab through Barbed Stinger in hybrid form and through the cryptoclidus’ bite in animal form.

    ECL 15
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    Improved Hybrid Form means that we now have Improved Grab on both our bite and sting in hybrid form and that we get to eat people grabbed by our bite. We’ve also picked up Multigrab and Greater Multigrab, so keeping one enemy held in our mouth and another on our sting has no downside besides removing those attacks from our full attack routine (and with Blood Wind, it might actually be possible to attack with them anyway). A few Blood Wind slots also make it easier to cope with not being able to move and full attack.

    ECL 20
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    Quick Change is finally here to remind us how silly things can sometimes get if you’re allowed to do them as a free action. In his medium humanoid form, Tocke occupies one square. In large sized hybrid or animal form, he occupies four. Assuming you can choose which of your squares you shrink into when returning to humanoid form and which new three squares you expand into when assuming hybrid or animal form (and it seems you can, up to restrictions on occupied squares and needing to squeeze in tight spaces, as the only rule that seems to relate to such things is on page 122 of the Rules Compendium relating to polymorph, where it says that “The spellcaster can freely designate the assumed form's minor physical qualities, such as hair color and skin color, within the normal ranges for a creature of that kind. The assumed form's significant physical qualities, such as height, weight, and gender, are also under the spellcaster's control, but they must fall within the norms for the assumed form's kind”) then you can use Quick Change to move around with no limit beyond the number of free actions you’re allowed. This movement may or may not provoke attacks of opportunity, but it’s probably not a huge problem if it does. Now Tocke can move in, split his full attack up among his enemies however he likes (he can move around between attacks as a series of free actions after all), then move away, dragging one or two of them along with him in his mouth and/or sting (they’ve been pulled into his space by Improved Grab and so shouldn’t inhibit his choice of which squares he can expand or shrink into). He has a mouth in all forms, so he needn’t worry about dropping his dinner, and has his sting in humanoid and hybrid forms, so he needn’t worry about dropping an enemy held there until he wants to. When he does, he assumes animal form where he would ordinarily assume hybrid form, loses his sting and leaves them there as he continues off on his way to some secluded spot where he can eat the victim held in his mouth. If he’s had some time to prepare his hunting grounds, then the area his enemies are dragged through will be dotted with Unhallow effects from his Half-Fiend SLA, which can be tied to things like Dispel Magic to strip their buffs away, or Dimensional Anchor to keep them from teleporting back from wherever they finally get dropped off. He will then proceed to swallow and digest the enemy in his mouth at a safe distance. He may be prevented assuming humanoid form with a certain mass of creatures in his stomach, which would prevent him from making additional passes while digesting, so ask your DM about that, but either way, his first pass should cause some havoc. The Unhallow SLA is also handy for getting rid of Hallowed grounds where vile damage could be healed. Another thing that’s useful in that regard is the Desecrate SLA which can be used to dispel any Consecrates that enemies might put up and can do so as a swift action thanks to Quicken SLA, and can do so thrice in a day thanks to Magic in the Blood. All this adds up to a considerable capacity for fighting enemies by attrition.

    UoSI
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    Prerequisites: Lycanthropy comes with scent, which is nice for tracking. Using a large base animal allows for Quick Change shenanigans and gets a 1d8 natural weapon to qualify for Vile Natural Attack without needing Improved Natural Attack or to be a Battle Dancer. Power Attack is something of a dead feat, but it’s at least picked up as a bonus feat on a class level which nets us a few other nice things. Jump is mostly left alone after reaching the required 6 ranks, but it does provide a synergy bonus, which along with our large Dex and a Masterwork item gets us over the hump to trivialize a DC 15 tumble check to avoid AoOs (which is something we might as well be able to do in absence of pounce). Similarly, with only one rank above the required 4, Knowledge (Nature) grants a synergy bonus to tracking in relevant environs. More is done with Survival and Control Shape, the former being the skill that we use for tracking, and the latter being critical for lycanthropes in general, and especially so for Tocke. In order to repeatedly use Quick Change, he needs to be sure not to fail a check to reassume humanoid form. To that end, he needs to be able to make a DC 25 Control Shape check (to voluntarily assume humanoid form on the night of the full moon) on a roll of 1. With 19 ranks, a +3 Wis modifier after the lycanthrope stat adjustment and a +2 from a Masterwork item (or +4 Wis item I guess, but any Malarite cult worth its “survival of the fittest” creed should have worked out how to make masterwork items of Control Shape by now), we get to the +24 we need to make that happen.
    Wild Items: Definitely nice to have. Along with all the other things that magic items can do for you, repeated use of Quick Change also gives us a reason to actually use Wilding Clasps rather than just putting the items on after assuming hybrid form. See the equipment section for more on items.
    Lycanthropic Spell: Tocke has one level of Wizard casting which allows him to use spells like Blood Wind (during the period of his career where he can’t move and full attack), Babau Slime (nice for a grappler, maybe look into getting a Lesser Rod of Violate Spell to tie it in with your vile damage schtick), and Fist of Stone (an extra natural attack). It also gives him access to wands of higher level Wizard spells (Fearsome Grapple and Violate Balor Nimbus for his grappling shtick, various Dispels to deal with Freedom of Movement, maybe even Animate Dead in conjunction with his Desecrate SLA, ect), which can come in handy.
    Wild Empathy: Low Cha hurts, but at least we get one point back as it stacks with Tocke’s Ranger level.
    Greater Curse of Lycanthropy: Nope. Even with LA buyoff being a natural lycanthrope just isn’t in the cards with the extra LA from Half-Imp 1.
    Animal Aspect: Might come in handy if enemies start getting cute and try readying actions to try freeing themselves from your grapple when you switch into humanoid form, as it mitigates the amount by which your grapple checks are reduced.
    Improved Hybrid Form: Grants Improved Grab on bite attacks and Swallow Whole while in hybrid form.
    Improved Vile Natural Attack: Unarmed Strikes allow for iterative attacks and don’t interfere with other natural weapons. Quick Change movement also favors attrition style combat which makes vile damage more valuable and Unhallow and Desecrate SLAs help to make it harder to heal the vile damage that you inflict.
    Improved Damage Reduction: Since the threshold for cutting one’s way out of a creature’s stomach is a set number rather than a proportion of the creature’s health, DR makes it harder for swallowed creatures to escape, especially as the need to use a light slashing or piercing weapon makes it less likely that said weapon will also be both magic and silver.
    Faster Change: More of a prelude to the main event than anything, but I imagine there’ll be situations where it comes in handy being able to change forms and make an Improved Grab attack in the same round.
    Quick Change: The star of the show. Using a large lycanthrope form makes it possible to use Quick Change for free movement in and out of combat, which synergizes nicely with Tocke’s grappling tricks, vile damage, and Unhallow SLA.

    Adaptation
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    As noted in the build table, if your DM rules that all PrCs require you to qualify at all times and you can’t get a hold of a Monk’s Belt (which you’ll want anyway), take Improved Natural Attack (Sting) in place of Quicken Spell-Like Ability (Desecrate) to have a 1d8 natural attack while in humanoid form to ensure that you can still use Faster Change/Quick Change.

    If LA buyoff is available, the levels are already timed up so that you can buy off the Half-Fiend LA just before contracting lycanthropy. Ask your DM whether that means that you’re buying off lycanthrope LA as if you were a LA+2 or a LA+3 with the first point bought off early (and consequently whether you ultimately get to buy off all the LA or end up stuck with the last point of it). With the levels themselves I’d go for Totemist 2, with either the third Totemist level or Psychic Warrior 1 with Psycarnum Infusion as the bonus feat and Grip of Iron as a power known, depending on whether multiclass penalties are being enforced and your personal tastes with regard to dipping. Girallon Arms are the best grapple boost you can get, even with a few points of BAB lost, and Psycarnum Infusion can either top them off or fill up the Kraken Mantle alongside them. Additionally totem binds like Threefold Mask of the Chimera or Displacer Mantle can add a few more natural attacks to your routine without overlapping. More important than the class features themselves though is the fact that at 18 HD you have a sufficient CL on your Half-Fiend SLAs to qualify for Quicken Spell-Like Ability (Unhallow). Quicken Spell-Like Ability lacks the verbiage from Quicken Spell restricting it to spells with a casting time of less than one full-round action, so even something like Unhallow, with its 24 hour casting time is fair game. Quickened Unhallow has myriad uses, each more hilarious than the last. That Hallow spell the enemy spent 24 hours putting up while you ground down their forces? Gone. That Freedom of Movement spell they put up when they knew they were facing a grappler? Go ahead and drop a 40 ft radius effect that hits everyone not of your alignment with a targeted Dispel Magic. Facing tactical teleportation that makes it harder to separate your enemies and escape from them? Use it as a mass Dimensional Anchor. Quickening also means you can Unhallow three areas a day during downtime, which means enemies that you drag off on your own hunting grounds or even in a fight you’re willing to go nova for away from home are in for an unpleasant gauntlet of dispels.

    Some argue that SLAs default to standard actions unless their casting time is less than that, in accordance with a statement to that effect in the Rules Compendium. This is contradictory to what the SRD says on the topic, and hence, I believe, wrong. But if your DM rules that you can Unhallow things as a standard action, then go ahead and do just that. See if you can rejigger some skill points to meet the Knowledge (The Planes) prereq (if your animal HD count as RHD, then they arguably get it as an Imp class skill per the rules for Half-Fiendish variety), and take Planar Touchstone (Catalogues of Enlightenment: Inquisition) in place of Quicken Spell-Like Ability (Desecrate), since dispelling Unhallows to deal with Freedom of Movement will come up more often than Desecrates to deal with Consecrate, even if you would hypothetically be able to do the desecration as a swift action. This is also worth considering if you can use LA buyoff and get Quickened Unhallow.

    If your DM says that you can’t maintain a hold with just your mouth without a bite attack, then dedicate yourself to an Elder Evil (the Leviathan or Father Llymic might be thematically fitting, or Atropus’ desecration effect or Ragnorra’s anti-healing sign for vile damage synergy), and take Willing Deformity and Deformity (Teeth) to have a bite attack in humanoid form. If you’re finding the Knowledge (The Planes) ranks for Planar Touchstone, you can even use your Elder Evil worship to actually get some use out of Power Attack by qualifying for Beloved of Demons, which can get you some DR/good to overlap nicely with your DR/silver.

    If fractional BAB is in effect, switch from Ranger to Swift and Deadly Hunter Urban Companion Druid. That’ll get you another octopus for an additional+ +3 to grapple checks and Wis to AC in exchange for a few skill points and needing to pick a less useful favored enemy. Requires an alignment of NE instead of CE.

    While being an Evoker is better for most of Tocke’s career (as Blood Wind is his most important spell), Transmutation spells are more useful with his main trick once it’s online and Transmutation is a more thematically appropriate school. Consider choosing Transmutation as your specialization instead of Evocation especially if using Tocke in a high level game.

    Equipment
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    You’ll want a Wilding Clasp on a Masterwork item of Control Shape or +4 Periapt of Wisdom to ensure success on Quick Changes back into humanoid form during the full moon. That’s the only time you need a check above 20, so you might consider switching the clasp to some other item 30 days out of the month or trying to find a way to rent the clasp out or something.

    You have a lot of natural weapons, but the bite and sting are the most important. Strike the balance that seems right to you between Amulet of Mighty Fists and Necklace of Natural Attacks spending as with any natural weapon blender.

    For your armor setup, I’d go with either a Monk’s Belt and enhanced Bracers of Armor and if you really feel like splurging, a suit of Wild Full Plate (which will meld into your form and hence not inconvenience you despite your non-proficiency). In the latter case, focus on non-flat enhancements to the bracers to avoid overlap as much as possible.

    You’re a grappler so any boost to Str or to grapple checks is a given.

    You’re also a grappler who can sort of dispel via your Unhallow SLA, so some Inquisition Domain Draughts, Dispelling Cords and the like might not go amiss.

    You can use wands of Wizard and Ranger spells, so make use of that where applicable.


    The Fodder
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    Things used in the build proper are bolded. Other things only come up in adaptation or equipment sections.
    Cityscape Web Enhancement: Skilled-City Dweller, Urban Companion
    Complete Divine: Inquisition Domain
    Complete Mage: Arcane Hunter
    Drow of the Underdark: Hit-and-Run Tactics

    Elder Evils: Vile Natural Attack, Dedication to an Elder Evil
    Exemplars of Evil: Beloved of Demons
    Heroes of Horror: Willing Deformity, Deformity (Teeth)
    Magic Item Compendium: Dispelling Cord, Domain Draught, Wilding Clasp
    Magic of Incarnum: Totemist, Soulmelds, Psycarnum Infusion
    Monster Manual II: Cryptoclidus
    More (Half-)Fiendish Variety Web Enhancement: Half-Imp
    Planar Handbook: Planar Touchstone, Catalogues of Enlightenment
    Player’s Guide to Faerun: Black Blood Hunter, Lesser Tiefling, Magic in the Blood
    Rules Compendium: Rules

    Savage Species: Amulet of Natural Attacks
    Serpent Kingdoms: Barbed Stinger, Multigrab, Greater Multigrab
    Spell Compendium: Spells
    Stormwrack: Octopus Familiar
    Transition Classes Web Article: Tiefling/Half-Fiend Transition Class
    Everything else should be in the SRD.

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

    Avatar by Rain Dragon

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  28. - Top - End - #118
    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    At least I know what a leopard is

    Quote Originally Posted by Shamir
    Shamir, Malar's Claw
    Chaotic Evil Natural-Were-Leopard Human Favoured Soul 1/Natural Lycanthrope LA 3/Leopard RHD 3/Fighter 2/Black Blood Hunter 4/Assassin 1/Black Blood Hunter 6

    Portrait
    Spoiler: not everyone hides in the shadows
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    Background
    Spoiler: Background
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    Shamir was born to the were-leopard clan, somewhere far from civilization. Chosen one of Malar, The Beastlord, he was taught to be a hunter in the woods - a hunter of men.

    At the beginning, he was cruel, and excessively violent - the spilling blood of travellers walking through his woods reminded him of Malar's might, and he was quite the devotee. His mentor, though, a much older were-leopard, swayed him from the path of priesthood, showing him how Malar's will would be served oh so much better in the battlefield.

    Under his mentor's advice, he left his woods, causing death and destruction wherever he went, learning how to fight and kill on his own. What he lacked in formal training, he had in physical supriority, and his natural excellency in hiding and moving unseen. In those times, he became a much greater fighter - all for the glory of Malar, who Shamir believed is always watching (and judging) him.

    Eventually, Shamir was exposed to the most fanatic group of The Stalker - the black blood hunters, those who would not only murder in his name, but turture and spread his domain through vile acts. Under their guidance and help, he could start walking in this path - the path of a lone killer, meeting with his fellow lycanthropes only in sacred times, when they would meet and hunt together.

    In one of the rural towns he visited, Shamir almost killed a member of an assassin group. Curious, he agreed to spare the man in order to meet them. Shamir was impressed by their advanced training, and joined them for a while - killing their targets instead of choosing at random, all in order to perfect his skills. But the assassin life wasn't for him - getting orders made the killinfg boring, unimportant. Is it really a hunt, if it is done for a lump of gold?
    Disappointed, he left them, killing some of the assassin to ask for forgiveness from his god. Infuriated, the leaders of the group tried to arrange his death - but found out he was as good as them in hiding, and the predator often became prey. Still moving from place to place, Shamir never stayed in one place for long - and wherever he goes, great evil comes with him. The population of afflicted were-leopards sky-rocketed in his path, Shamir favourite "recruiting" method in order to strengthen his god.

    Hopefully, he would be stopped by some great party of adventurers - because if he won't be, many more would suffer from his hands.


    Extra Ingredients
    Spoiler: Extra Ingredients
    Show
    variant used: fractional bab/saves
    No LA buyoff required!


    Ability Scores
    Spoiler: Ability Scores
    Show
    base:
    str 13 dex 16 con 14 int 12 wis 11 cha 12
    level ups:
    +1 str at ECL 7
    +1 wisdom at ECL 11
    +1 dex at ECL 15, 19


    The Recipe
    Spoiler: The Recipe
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Favoured Soul +0 +2 +2 +2 jump 4, survival 4, knowledge (nature) 4, hide 2 CC, move silently 1 CC darkstalker, apprentice (woodsman) (human) Spellcasting
    2nd were-leopard LA -- -- -- -- -- iron will, alertness, weapon finesse Curse of Lycanthropy, Alternate Form, Damage Reduction 10/silver (hybrid or animal form), leopard empathy, low-light vision, scent, +2 wisdom, +6 str & +8 dex & +4 con (hybrid or animal form), leopard skills
    3rd were-leopard LA -- -- -- -- --
    4th were-leopard LA -- -- -- -- --
    5th leopard RHD +1 +3 +3 +2 hide +3 (5), move silently +1 (2)
    6th leopard RHD +2 +3 +3 +3 hide +1 (6), move silently +3 (5) improved natural weapon (bite)
    7th leopard RHD +3 +4 +4 +3 move silently +2 (7), jump +2 (6)
    8th fighter +4 +4 +4 +4 disguise 2 CC improved initiative (fighter) bonus feat
    9th fighter +5 +5 +4 +4 disguise 4 CC vile natural attack, power attack (fighter) bonus feat
    10th black blood hunter +5 +5 +5 +4 hide +3 (9), move silently +3 (10) Greater curse of lycanthropy, lycanthropic spell, wild items
    11th black blood hunter +6 +6 +5 +5 hide +3 (12), move silently +3 (13) Animal aspect 1/day, wild empathy
    12th black blood hunter +7 +6 +6 +5 hide +3 (15), move silently +2 (15), climb 1 multiattack Improved hybrid form
    13th black blood hunter +8 +7 +6 +5 hide +1 (16), move silently +1 (16), climb +4 (5) Animal aspect 2/day, improved vile natural attack 1d4
    14th assassin +8 +7 +7 +6 hide +1 (17), move silently +1 (17), spot 4 Sneak attack +1d6, death attack, poison use, spells
    15th black blood hunter +9 +7 +7 +6 hide +1 (18), move silently +1 (18), spot +4 (8) Arterial Strike Improved damage reduction (+5/silver)
    16th black blood hunter +10 +8 +8 +6 hide +1 (19), move silently +1 (19), spot +4 (12) Animal aspect 3/day, faster change
    17th black blood hunter +11 +8 +8 +7 hide +1 (20), move silently +1 (20), listen 4
    18th black blood hunter +11 +9 +9 +7 hide +1 (21), move silently +1 (21), listen +4 (8) Improved Multiattack Animal aspect 4/day, improved vile natural attack 1d6
    19th black blood hunter +12 +9 +9 +7 hide +1 (22), move silently +1 (22), listen +4 (12) Quick change
    20th black blood hunter +13 +10 +10 +8 hide +1 (23), move silently +1 (23), listen +2 (14), spot +2 (14) Animal aspect 5/day, improved damage reduction (magic and silver)


    Spells
    Spoiler: Spells
    Show

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

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


    Assassin Spells per Day
    Level 1st 2nd 3rd 4th
    1st 1 - - -


    Assassin Spells Known
    Level 1st 2nd 3rd 4th
    1st 2 - - -

    Favoured Soul spell picked
    0th: detect magic, guidance, light, cure minor wounds
    1st: lesser vigor, blood wind, blessed aim
    Assassin spell picked
    disguise self, obscuring mist


    breakdown
    Spoiler: breakdown
    Show

    The basic idea is a lone attacker, striking from a hiding spot and running away. The reason those small attacks are useful is the vile damage (and later, the bleeding damage) done with every attack - vile damage can only be healed under a Consecrate or Hallow spell, which even in the best case scenario (there is a cleric, and a prepered said spell in advance) it's annoying to cast because of the material components. More often, the enemy won't have access to those spells, and each attack will chip away a small amount of health, un-healable. This makes Shamir dangerous in the long run, especially when his enemies are on the move, and thus exposed to those attacks.

    How can Shamir attack with his natural weapons without being attacked back? the spell blood wind allowes Shamir to use his natural weapons at range. Given a good hiding spot, he could easily full attack once or twice from a distance before he needs to run. If he has a bad hiding spot however, he can simply attack once and in the same round run away - and when he has access to bleeding damage, his enemies will have to choose between running after him or stopping the bleeding.

    While he might seem like a one trick pony, Shamir can fight in melee as well, and his limited spellcasting abilities give him some extra utility - though not enough to be considered a spellcaster for the party role. Shamir will probably work best as an antagonist, but with the right party members he could work together with other hit-and-run characters, each one attacking from a different side to cause complete chaos in the enemy ranks

    ECL 7
    Spoiler
    Show
    Sadly, with the combination of LA and RHD, the lowest level Shamir starts at is 7. With only 3 bad RHD and single level in favoured soul, Shamir is not very strong at this point - but his considerable damage reduction will help him survive with his low HP count, and in hybrid form he has good AC and a nice full attack with 3 natural weapons and a good to-hit. At this point Shamir is a squishy melee type, and with 24 dex he could sneak about as well as many rogues.
    Using blessed aim, he could probably be a decent shot, but archery is sub-par even with the many archery feats, of which Shamir has none.


    ECL 10
    Spoiler
    Show
    The first power-jump hits excatly at level 10. What a level! lycanthropic spell allowes his main combat trick, blood wind to full attack and then run away, and 'wild items' lets him finally enjoy his magic items in hybrid and animal form. At this point he should probably get a couple of memento magica 1s, at 1.5K each they let him cast blood wind more times each day, and therefor make more hit-and-run attacks. If those are not available for some reason, he could just as well get a wand of blood wind - cheap as well, but less efficient. Lesser rod of extand is also a viable item, giving 2 rounds of full attacking for a single slot - but it might require more planning, as Shamir really doesn't want to let his foes a chance at attacking him back.


    ECL 15
    Spoiler
    Show
    A second power-jump, with many more options added. On the offensive side, 1d4 vile damage is neat, and makes the un-healable vile part pretty considerable and much more annoying. Sneak attack and more importantly arteriel strike gives some additional damage, but the bleeding part brings a problem to Shamir's foes - should they try and catch him, or stop the bleeding?
    On the defensive side, Animal aspect is a useful panic-button that makes Shamir ok in melee, or able to survive a bit longer than usual. Obscuring mist as well, can save him from enemies if things go wrong
    Outside combat, disguise self has amazing utility.
    All in all, Shamir has some bigger numbers and some extra options. While he is no match to many characters/monster in stright-up combat, he never really NEEDS to, and can hit-and-run his way to victory.


    ECL 20
    Spoiler
    Show
    At this point, Shamir is getting a bit stale. While a does get new abilities, most of them are just improvements over what he already have - more reliable, maybe, but little is truly new. More vile damage is very nice (but far from world shaking), and more uses of animal aspects allow Shamir to take more risks, as his panic-button getting much more available. The biggest benefit is quick change - which give Shamir much more verstility, the ability to move from shape to shape as the turn goes on and gain the benefit of every one of them. Very useful, if a bit late. At this point Shamir is relying on his hide bonus combined with darkstalker, as he is declining in raw power compared to most opponents.

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

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  29. - Top - End - #119
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    I've seen too much anime to not know where this is going

    Quote Originally Posted by Elkuth
    Disclaimer:This build contains tentacles and genocide. Read at your own discretion.

    Ellkuth, the Elf-Slayer

    Race: Necropolitan Were-Argent Spider Human Heritage'd Tauric Anthropomorphic Giant Octopus-Squid
    Build Stub: LA 5, RHD 5, Monk 1, Barbarian 1, Black-Blooded Hunter 8
    Multiclass Penalty: No. Thanks RHD.
    Languages: Common, Elf(Know thy enemy)
    Alignment:LG->CE
    Ability Scores: Point Buy(32)
    STR: 16 DEX: 14 CON: 8 INT: 14 WIS: 16 CHA: 8
    After modifiers:
    STR: 20 DEX: 20 CON: -- INT: 12 WIS: 22 CHA: 4
    Transformed:
    STR: 14 DEX: 26 CON: -- INT: 12 WIS: 22 CHA: 4

    Increases go to Strength.

    Spoiler: The Fluff
    Show
    One day, a Malar cultist thought: "What if we created a replica of the sacred beast? I'm sure our Lord would be overjoyed." - The 'Sacred Beast' was none other than the Elf-Eater, Ityak-Ortheel.

    The cultist told his companions about the idea, and soon it was widespread among the cult. Thus began the "Project Tentacles", codenamed Ellkuth, or Elf-Slayer in a long-lost elven language.

    "Why would they just so suddenly start making a new creature?" you say? Do Chaotic Evil Furry-loving crazy dudes with rapist tendencies need a reason to create a tentacle monstrosity, other than "Why Not?"

    'Nuff said.

    The creature was based off one of the Human cultists, who proudly volunteered to the task. After countless tests with Transmutation magic, a creature was made - made nearly entirely out of tentacles, yet somehow keeping a human's basic anatomy and organism functions.

    There was a problem, though: the creature could not move out of water, and thus could not efficiently commit jolly genocide and rape to any Elves - other than the aquatic ones, of course.

    Then they had an idea: "Since it still has human genes, let it make an offspring with one of our shapeshifters." Thus, they called the one they thought was most suitable - a rare Lycanthrope variant, created by the temporary alliance between Lloth and Malar, and one of the rarest of its kind - a Were-Argent Spider woman. Just having the 'thing' change shape whenever it needed to walk was inconvenient, and constantly using its Squid rocket propellers was even worse, so they instead found a Lycanthropic lineage that would give it a more convenient way of movement - teleporting around.

    The newborn was born with the same body as its arguably disgusting father, with a face only a crazy were-spider mother could love. It was taken away and raised as a good child - they needed to have it as mad as they could, and making it slowly fall from its innocence was a perfect way of doing that.

    As the creepy child grew, it was taught how to fight with its natural weapons, but over anything else, it was taught how to flee. The child's health was extremely fragile, and it looked like it could die at any moment. They had to do something about that; a dead experiment would be useless, after all.

    They though: "Wouldn't it be better if we just make it dead, so it can't be killed?" It was a stroke of genius, at least in their minds. Thus, they took him to an experienced Corpsecrafter, and had him go through the Ritual of Circumigration, after making sure that it 'understood' that it was just a necessary pain, and nothing more than a treatment for his 'illness' - life.

    After dealing with the 'issue', it was time to truly turn the disturbingly innocent monstrosity into a weapon suited for genocide. They made use of its "good child" attitude, and took it to a master of the Bear Claw style, all while slowly corrupting its behavior, keeping only the discipline needed to properly learn.

    However, that only lasted until it learned the basics. The cultists got impatient, and broke it down at once, unleashing a feral beast that was dormant inside that childish mind. They didn't dislike it, though. In fact, it was just perfect: a beast that cared for nothing else than its instincts was a perfect weapon for them.

    Thus was born the tentacle monstrosity, Ellkuth.


    Spoiler: The Ingredients
    Show
    • Complete Champion(Spirit Bear Totem)
    • Libris Mortis(Necropolitan)
    • Monster Manual(Giant Octopus/Squid/MWF)
    • Monster Manual II(Tauric Creature) Update
    • Player's Handbook(Barbarian/Monk/TWF)
    • Player's Handbook II(Decisive Strike)
    • Races of Destiny(Human Heritage)
    • Savage Species(Anthropomorphic Creature)
    • Unearthed Arcana(It's just for Combat Styles, so please lower your pitchforks)

    Web Archives:

    • Web Enhancements - Cityscape: Urban Class Features(Ferocity)-Link
    • Psionic Bestiary - Argent Spider(Title)-Link
    • Random Encounters - What's Bugging You?:Entomanothropy Runs Wild(Entomanothrope)-Link


    Spoiler: The Crunch
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st LA
    2nd LA
    3rd LA
    4th LA
    5th LA
    6th Monstrous Humanoid +1 +2 +2 +2 Knowledge(Nature) 4/2. Jump 2/2, Survival 2/2, Swim 4, Hide 2, Survival 2/2, +4 Racial Hide, +10 Racial Escape Artist, +8 Racial Swim, +8 Racial Climb, +10 Racial Jump, +8 Racial Spot Human Heritage Two Bites(1d6), Six Tentacles(1d3), Arms Attack, Constriction(2d6+6), Improved Grab(Auto-Bite on Arms-Grab, any size), Low-Light Vision, Jet 240ft, Ink Cloud(10ft air, 20ft water), Natural Armor +3
    7th Monstrous Humanoid +2 +3 +3 +3 Knowledge(Nature) 5/2, Hide 4
    8th Monstrous Humanoid +3 +3 +3 +3 Knowledge(Nature) 6/2, Swim 5, Hide 5 Improved Natural Attack(Bite 1d8)
    9th Monstrous Humanoid +4 +4 +4 +4 Knowledge(Nature) 7/2, Hide 7
    10th Monstrous Humanoid +5 +4 +4 +4 Knowledge(Nature) 8/2, Hide 8
    11th Entomanothrope(Were-Argent Spider, Tiny) +5 +6 +6 +4 I won't even bother Weapon Finesse Darkvision 60ft, Natural Armor +5, Alternate Form, Entomanothropic Command, Entomanothropic Immunities, Dimension Slide, Poison(1d2 CON)
    (11-1)th Necropolitan +5 +4 +4 +4 Remove the skills I didn't even bother to add. Remove Weapon Finesse HD Increase(d12), Resist Control, Turn Resistance, Unnatural Resilience, Undead Traits
    11th Monk 1 +5 +6 +6 +6 Jump 6 Vile Natural Attack(Bite), Power Attack(B) Unarmed Strike(1d6), Decisive Strike
    12th Barbarian 1 +6 +8 +6 +6 Survival 6 Ferocity 1/day, Spirit Bear Totem
    13th Black-Blooded Hunter 1 +6 +10 +8 +6 Hide 11, Move Silently 2 Greater curse of lycanthropy, lycanthropic spell, wild items
    14th Black-Blooded Hunter 2 +7 +11 +9 +6 Hide 12, Move Silently 6 Multiweapon Fighting Animal aspect 1/day, wild empathy
    15th Black-Blooded Hunter 3 +8 +11 +9 +7 Hide 13, Move Silently 10 Improved hybrid form
    16th Black-Blooded Hunter 4 +9 +12 +10 +7 Hide 14, Move Silently 14 Animal aspect 2/day, improved vile natural attack 1d4
    17th Black-Blooded Hunter 5 +9 +12 +10 +7 Hide 15, Move Silently 15, Listen 3 Improved Multiweapon Fighting Improved damage reduction (+5/silver)
    18th Black-Blooded Hunter 6 +10 +13 +11 +8 Hide 16, Move Silently 16, Listen 6 Animal aspect 3/day, faster change
    19th Black-Blooded Hunter 7 +11 +13 +11 +8 Hide 17, Move Silently 17, Listen 9
    20th Black-Blooded Hunter 8 +12 +14 +12 +8 Hide 18, Move Silently 18, Listen 12 Greater Multiweapon Fighting Animal aspect 4/day, improved vile natural attack 1d6


    Spoiler: The Breakpoints
    Show
    As you might have already noticed, this thing has a base ECL 10, so no matter what I do, I cannot present you an ECL 5 breakpoint. Thus, in order to keep the usual four-breakpoints standard, I decided to use the following breakpoints: 10, 14, 17, 20.

    Spoiler: Starting up
    Show
    At this point, Ellkuth is really fragile - with nearly the same HP as a 10-con Bard. It does, however, have a ton of imunities, which should do the trick for the time being. It's base AC with no items or armor is 20, Touch 15, which is kinda close to the average CR 10 BAB(+13), and can easily be further improved with the help of items and/or friendly Wizards.

    His specialty, though, lies in running away. Many people might already know this, but the Squid/Octopus's Jet ability works even when out of water by RAW, and they even went out of their way to specify that the Anthropomorphic versions can only use those in the water. I'm still using a normal Squid's Jet, though, since that's from the Tauric template, with no limits, and it's just generally faster. Added to the rocket jet, it can also use Dimension Slide, so that brings it to a total of 270ft/round, which can only really be matched by flying dragons, and even then, Rocket Spider can still enter really small places, so it can outmaneuver them. To add to all that, the thing has an obnoxiously high Hide modifier, so it can use that as a last resort. Granted, it won't work against many foes, but it will surely help out in the future.

    There's also the nearly ridiculous amount of natural attacks - six tentacles, two bites, one 'arms' attack, which also triggers a bite attack on a successful grab. Out of those nine attacks, seven can trigger Improved Grab on creatures of any size, and six out of those seven have Spiked Chain-like Reach. Even with all of those attacks, it still has Constrict, which further improves its damage, so it's not lacking in that aspect either.


    Spoiler: Tentacles!
    Show
    There's a lot of changes since the last level. The HP should now be at least somewhat usable, albeit still fragile, but it should do for now. The base AC, considering no items, has gone up to 26, touch 21, at the cost of not being able to wear normal armor. Improved Vile Natural Attack, the class's best feature, has yet to kick in, but we can make do without too much Vile damage for now. It also has Ferocity as a "last resort" kind of buff.

    With MWF active, we can now ditch the Any-size Improved Grab Arms attack in exchange for ten extra Unarmed Strikes from the squid's tentacles, while either doing the same for the Octopus tentacles(getting one iterative from the top right hand...I guess?), or keeping them for whatever.

    The average number of attacks should be: 2 Bites + 10 Unarmed + 6 Tentacles/(2 Unarmed+5 Tentacles)/7 Unarmed/Dunno, mix it up?, which averages to 18.5 attacks per round. I think that should be enough to have iterative probability play a huge role here: at this point, Ellkuth is pretty much guaranteed to roll a critical hit, but also guaranteed to roll a natural 1.

    It won't go biting anyone in Hybrid Form, though. Not like we want to spread Lloth-approved Blink Dogs around...

    Quick note on Decisive Strike: I thought it'd be really counter-intuitive to get a -2 penalty for a bonus attack, just to lose two bite attacks in the process so I just ignored it and went for the variant, which can be useful along with some of the stuff in the Wishlist.


    Spoiler: More Tentacles!
    Show
    At last, Improved Vile Natural Attack, the entire reason I built this thing. This is arguably the most useful ability in the entire class, at least in my opinion. This class's best ability is giving bonus damage of a really nasty type to each natural weapon, so I built a creature with a chaingun of 'em.

    Just ditch the Tentacles and the innate Improved Grab attacks for most situations - the punches are just too good right now.

    Usual attack routine: 2 bites + 32 Unarmed


    Spoiler: Even More Tentacles? I don't even...
    Show
    This is the epitome of all that I've developed until now. At this point, iterative probability isn't even something you can deny: this thing will hit more than the average number of attacks a normal PC has, even when Power-Attacking for full, but it will also miss just as many - at least as long as there are no Luck or Fate-domain Clerics in the party.

    I don't have much to explain about this. 1d6 Vile damage for each natural attack, with an expected routine of 2 bites + 48 Unarmed Strikes, and that's considering that the Mouthpick Gauntlet didn't get accepted at this point(see The Wishlist).

    I'm a bit sad that I didn't manage to get all the ten levels, but I thought showcasing the best part of it was more important than getting a nearly-useless free feat(at least for this build, but there might be someone who manages to showcase it) or a completely useless DR upgrade - no Lycanthrope-hunter worth their salt will use nonmagical Silver weapons, and if they do, it's just not going to hit, and even if it does, it'll just tickle a bit.


    Spoiler: The Rules
    Show
    I'm making this solely to discuss about some rules that could make you consider my build completely illegal, and why I think it's legal.

    First, Tauric Creature:

    Tauric Creature states that the base creature has to have at least four legs, and while some may consider that Squids don't have any legs, their smaller tentacles are usually called legs, even though they function as both arms and legs, so I think it's legal.

    Also, the Tauric Creature should keep the bite attack by RAW, since the template states that only attacks that disappear with the head should be removed, and the beak is not on the head. I could argue how it should also get All-Around Vision because the Squid eyes also stay, but I don't want to thread in that territory.

    One last thing: Tauric specifies that the base saves are the higher for each, so Good/Good/Good. Wasn't Monstrous Humanoid HD supposed to be bad?

    Second, Human Heritage:

    Now, this feat does cite examples of races that should be allowed to take it, but it also does say that any human-descended races should be allowed to use it.

    The thing is, this feat doesn't cite obviously human-descended races like Kalashtar and Shifter, so it's nothing more than a guideline. This feat has fluff-only requirements, which means that any race that has "descended from humans" in its fluff is allowed to take this, no matter how ridiculous it might be.

    Well, let's take a look at the small amount of fluff there is for Anthropomorphic Animals:

    Quote Originally Posted by Savage Species p214
    Anthropomorphic animals, sometimes called anthropomorphs, are animals with humanoid characteristics—or perhaps humanoids with animal characteristics.
    That's roughly half of the entire fluff, but that's the only part that matters for us. Even though it is a template given to Animal-type creatures, it was pointed out by the developers themselves that the template could just as well be based off humans who got turned into animal-like creatures. This is why I think it's legal, but it's a fluff dependent feat, so the only one who could argue about this is a DM, and any DM who allows players to use this thing should have no problems with allowing this feat.

    In short, I'm using a feat that is entirely based off DM fiat for approval - much like everything else in this game.

    Third, Multiweapon Fighting:

    This one is really short, and I bet it has already been discussed, but I couldn't find anything about it.

    The thing is, I/G-MWF were never updated to 3.5, but since they specifically mention that they are completely interchangeable with TWF, I just considered the 3.5 Player's Handbook TWF as an errata to the 3.0 MWF chain of feats.


    Spoiler: The Wishlist
    Show
    This is just going to be a list of nice items and spells that could really improve this build's efficiency. I'm going to exclude obvious things, like Monk-boosting equipment, and stat boosters. Wishlist items were not considered when listing ingredients, since they don't belong to the main dish, serving only as side dishes, or addons, as you may wish to call them.

    • Mouthpick(LoM) Gauntlets: This is silly, but it's theoretically legal, so it could be worth it once level 16 kicks in. It counts as an Unarmed Strike too.
    • Ring of Feather Falling: This ring enables vertical movement when using the Rocket Squid/Spider tactic, thus allowing a rudimentary form of flight, along with Dimension Slide. This is also why I chose a teleporting creature instead of a flying one - because the Rocket Squid tactics wouldn't have that many opportunities to be used otherwise.
    • Multi-handed weapons: These are variant weapons from SS, made for creatures with more than two arms. They could be really funny to use along with a Bite of the Werebear spell, for their 4 1/2 Str to damage. Ellkuth can still TWF with them, too. I wonder how the hell Power Attack interacts with eight-handing a weapon, though.
    • Fuse Arms: A lotta arms=a lotta strength. Interacts really well with Power Attack and Decisive Strike, even more so with a two-handed quarterstaff.
    • Girallon's Blessing/Arms of Plenty: Both interact really well with MWF, and also with Fuse Arms.
    • Any enlarging: Grapple everything.
    • Re-rolling stuff: As I said, IP has a really strong influence on this build, so re-rolls are always appreciated.
    • One last thing: It'd be really nice if the Ritual of Circumigration could be executed by a Corpsecrafter Dread Necromancer on a Desecrated Evil Altar, for all those sweet bonuses, but things aren't always that simple, so I only considered that to be the case in the fluff, and excluded it from the rest of the build.
    Quotebox
    Spoiler
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

    Avatar by Rain Dragon

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  30. - Top - End - #120
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXIX

    Duke of Weselton.
    Weaseltown!

    Quote Originally Posted by "Wee" Sal
    "Wee" Sal the Weasel
    Bakemono (Natural) Were-weasel
    RHD= 0
    LA= +3
    (Wildshape) Ranger 1/(Fox Spirit Totem) Barbarian 1/Totemist 2/(Wolf Totem) Barbarian +1/(WS) Ranger +1/Black Blood Hunter 3/Bear Warrior 1/Black Blood Hunter +7

    Spoiler: Stats
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    Stat Start Racial Bonus Lycanthrope 1st (Humanoid/Hybrid/Weasel) 4th (Humanoid/Hybrid/Weasel) 8th (Humanoid/Hybrid/Weasel) 12th (Humanoid/Hybrid/Weasel) 16th (Humanoid/Hybrid/Weasel)
    STR 16 +4 -- 20/12/12 21/13/13 22/14/14 23/15/15 24/16/16
    CON 16 +2 -- 18/18 18/18 18/18 18/18 18/18
    DEX 14 -- -- 14/18 14/18 14/18 14/18 14/18
    INT 14 -8 -- 6/6/6 6/6/6 6/6/6 6/6/6 6/6/6
    WIS 8 -- +2 10/10/10 10/10/10 10/10/10 10/10/10 10/10/10
    CHA 8 -4 -- 4/4/4 4/4/4 4/4/4 4/4/4 4/4/4


    Spoiler: Build Table
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    3rd Were-weasel RHD & LA -- -- -- -- Racial Bonuses: Balance +8; Climb +8; Move Silently +4 Iron Will; Weapon Finesse +8 NA (Humanoid/hybrid); Curse of Lycanthropy; Alternate Form; DR 10/silver; Lycanthropic Empathy; Low Light Vision; Scent
    4th (Wildshape) Ranger 1 +1 +2 +2 +0
    • 3 Jump
    • 3 K: nature
    • 2 SL: Common
    • 4 Survival
    • 4 Tumble
    1st: Power Attack; B: Track Fast Movement; Favored Enemy: Human; Wild Empathy
    5th (Spirit Totem: Fox/Wolf Totem) Barbarian 1 +2 +4 +2 +0
    • (-) Jump 3
    • (-) K: nature 3
    • (-) SL: Common
    • 1 Survival 5
    • 1 Tumble 5
    -- Illiteracy; Rage 1/day; +4 Hide/Move Silently
    6th Totemist 1 +2 +6 +4 +0
    • (-) Jump 3
    • 1 K: nature 4
    • (-) SL: Common
    • 1 Survival 6
    • (-) Tumble 5
    3rd: Extra Rage Wild Empathy; Illiteracy; Soulmelds (2); Essentia (1); Binds (0)
    7th Totemist 2 +3 +7 +5 +0
    • (-) Jump 3
    • (-) K: nature 4
    • (-) SL: Common
    • (-) Survival 6
    • 2 Tumble 7
    -- Totem Chakra Bind (+1 Capacity); Soulmelds (3); Essentia (2); Binds (1)
    8th (Spirit Totem: Fox/Wolf Totem) Barbarian 2 +4 +8 +5 +0
    • (-) Jump 3
    • (-) K: nature 4
    • (-) SL: Common
    • 1 Survival 7
    • 1 Tumble 8
    B: Improved Trip --
    9th (Wildshape) Ranger 2 +5 +9 +6 +0
    • 3 Jump 6
    • (-) K: nature 4
    • (-) SL: Common
    • (-) Survival 7
    • 1 Tumble 9
    6th: Vile Natural Attack --
    10th Black Blood Hunter 1 +5 +11 +8 +0
    • (-) Jump 6
    • (-) K: nature 4
    • (-) SL: Common
    • (-) Survival 7
    • 2 Tumble 10
    -- Greater Curse of Lycanthropy; Lycanthropic Spell; Wild Items
    11th Black Blood Hunter 2 +6/1 +12 +9 +0
    • (-) Jump 6
    • 1 K: nature 5
    • (-) SL: Common
    • 1 Survival 8
    • (-) Tumble 10
    -- Animal Aspect 1/day; Wild Empathy
    12th Black Blood Hunter 3 +7/2 +12 +9 +1
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 2 Survival 10
    • (-) Tumble 10
    9th: Underfoot Combat Improved Hybrid Form
    13th Bear Warrior 1 +8/3 +14 +9 +1
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 2 Survival 12
    • (-) Tumble 10
    -- Bear Form (black)
    14th Black Blood Hunter 4 +9/4 +15 +10 +1
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 2 Survival 14
    • (-) Tumble 10
    -- Animal Aspect 2/day; Improved Vile Natural Attack 1d4
    15th Black Blood Hunter 5 +9/4 +15 +10 +1
    • 1 Hide 1
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 15
    • (-) Tumble 10
    12th: Confound the Big Folk Improved Damage Reduction (+5/silver)
    16th Black Blood Hunter 6 +10/5 +16 +11 +2
    • 1 Hide 2
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 16
    • (-) Tumble 10
    -- Animal Aspect 3/day; Faster Change
    17th Black Blood Hunter 7 +11/6/1 +16 +11 +2
    • 1 Hide 3
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 17
    • (-) Tumble 10
    -- --
    18th Black Blood Hunter 8 +12/7/2 +17 +12 +2
    • 1 Hide 4
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 18
    • (-) Tumble 10
    15th: Favored Power Attack Animal Aspect 4/day; Improved Vile Natural Attack 1d6
    19th Black Blood Hunter 9 +12/7/2 +17 +12 +3
    • 1 Hide 5
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 19
    • (-) Tumble 10
    -- Quick Change
    20th Black Blood Hunter 10 +13/8/3 +18 +13 +3
    • 1 Hide 6
    • (-) Jump 6
    • (-) K: nature 5
    • (-) SL: Common
    • 1 Survival 20
    • (-) Tumble 10
    -- Animal Aspect 5/day; Improved Damage Reduction (Magic and Silver)


    Spoiler: Play Style
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    Typical Soulmelds:
    Crown: Threefold Mask of the Chimera (Bound to Totem)
    Feet: Dread Carapace
    Hands: Kruthik Claws

    Out of combat, Sal can use Track (via Ranger) and Scent (via Lycanthropy) to be a tracker. Ranks in survival are kept maxed out for most levels (damn you, LA!) Neither Hide nor Move Silently have any ranks for most of the build, but a racial bonus to MS (via weasel) plus a size bonus to Hide (Tiny in animal form; Small in humanoid or hybrid forms) plus the bonus from Spirit Totem Fox (via Barbarian) plus a bonus from Kruthik Claws adds up to being a pretty decent scout.

    In combat is where things get...weird.
    Threefold Mask of the Chimera gives two bite attacks (and one gore.) Sal has a bite attack (and two claws) in all three forms (humanoid, animal, and hybrid.) As an animal, he can bite and Attach (see: weasel) with each jaw. Once all three are Attached, Sal shifts his essentia to Dread Carapce and uses Power Attack to its fullest capability. The penalties to attack are ignored with no attack roll; bite damage just happens.
    Along with that bite damage, comes the Curse of Lycanthropy if the target is a valid one (see Note below). If the curse is passed on (a better likelihood once Black Blood Hunter levels get tacked on), the foe becomes an afflicted lycanthrope. Once Sal deals enough damage, his foe must make a Control Shape check or involuntarily change into animal form. That change should very muchly be in Sal's favor for the rest of the fight!

    At ECL 12 (9 HD), some interesting things start to happen. Improved Hybrid Form allows Sal to Attach in hybrid form (Small creature). This allows him to bite for 1d8, instead of 1d3 as a weasel, which sets off Vile Natural Attack.
    Also, he gains the feat Underfoot Combat, so his Tiny form can move into the space of most enemies without provoking AoOs. (No more having to rely on Hide/Move Silently and/or 5' steps!) He can do the same to Large or larger enemies while in Small hybrid form. The soft cover may very well be apprieciated.

    Just one level later (ECL 13, 10 HD), Sal ends up with a bear form when he rages. Here's the weird part. If Sal begins a rage while in animal form and becomes a bear, he loses the Attach ability because it is an (Ex) ability from a natural (racial) source. If, however, he beings the rage from hybrid form and becomes a bear, he'd keep the Attach ability as it's an (Ex) ability granted from a class feature (Improved Hybrid Form).
    He'd then be a Medium black bear with Attach (and still a possibly three bites) with a smaller die of damage for his natural bite, but larger damage from his soulmeld bites (due to being a larger size). The added strength from being in bear form is a lovely boon.
    Once Improved Vile Natural Attack starts being added on to all of those bites (as per the Chair's ruling in-thread), Sal becomes quite the evil little varmit!

    Now, think about this fun bit. A Tiny weasel slips into an enemy's space (via Underfoot Combat) and bites and Attaches. On the following round, he uses Confound the Big Folk's Unsteady Footing ability to trip his enemy (without the foe's size bonus), then uses a free action to change to hybid form and another free action to start a rage and become a bear, and then follows with an attack (via Improved Trip) for two more bite attacks as a full-round action (from Threefold Mask of the Chimera) and each Attaches to deal bear-strength damage with full Power Attack, full Dread Carapace damage, and Improved Vile Natural Attack damage each round.

    Spoiler: A Note on Curse of Lycanthropy
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    Curse of Lycanthropy states:
    Quote Originally Posted by SRD
    Curse of Lycanthropy (Su)

    Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope.
    (Emphasis mine.)
    The Lycanthropy template states under "Size and Type":
    Quote Originally Posted by SRD
    This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size
    Which brings up something of an odd conundrum. When Sal is a weasel and bites a Small humanoid, we have no problem. But if Sal is in hybrid form (Small) and bites a Medium sized humanoid, we seem to run into an issue. The victim, in this case, is within one size catagory of the lycanthrope, so all qualifies the attack for all parameters of the Curse of Lycanthropy ability. But since the victim is not within one size catagory of a weasel (Tiny), it doesn't qualify to become a Were-weasel, as per the Lycanthropy template. Likewise, the problem creeps up when Sil, in bear form (Medium), bites a Large giant.

    The interesting thing to note, I think, is that, by RAW, lycanthropy is never stated to be of single-animal nature. In other words, nowhere is it ever stated that were-wolf bites make other were-wolves. Or that were-bear bites make other were-bears. Just that they spread lycanthropy. By RAW, it's entirely possible for a were-weasel to turn a humanoid or a giant into a were-boar or a were-crocodile.

    The question that remains, then, is... If Sal turns into a bear and bites a troll and that troll fails the saving throw against Curse of Lycanthropy, who gets to decide which animal that troll becomes? The troll? Sal? A random roll of the dice? Have the editors at WotC vowed to make themselves available to pick for you each time this issue comes up (since they're the folks who made this problem in the first place)?



    Spoiler: Resources
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    Oriental Adventures -- Bakemono race (p.146)
    Unearthed Arcana -- Wildshape Ranger ACF; Wolf Totem Barbarian ACF
    Complete Champion -- Spirit Totem (Fox) Barbarian ACF
    Magic of Incarnum -- Totemist class
    Complete Warrior -- Extra Rage feat; Bear Warrior class, Favored Power Attack feat
    Elder Evils -- Vile Natural Attack feat
    Races of the Wild -- Underfoot Combat feat; Confound the Big Folk feat
    Last edited by Heliomance; 2016-07-19 at 03:45 AM.
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