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  1. - Top - End - #31
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    I need to do skills and write up, but since I have no obligations for a couple days, here is to hoping I finish.
    Iron Chef in the Playground LXVI - Honorable Mention : Azalin Stonecutter

    Iron Chef Home Cooking in the Playground II - Second Place : Takenaka Kenshin

  2. - Top - End - #32
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Didn't think I'd make it in, but I got in my second entry. Looking forward to the reveal! I bet you folks came up with some wacky entries. I certainly couldn't come up with anything non-wacky. There were a few directions I wanted to go in that I didn't get a chance to, though, so I'm interested to see if anyone followed the paths I had to abandon.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  3. - Top - End - #33
    Bugbear in the Playground
     
    Akal Saris's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Well, this PrC certainly oozes with flavor! I'm jelly-ous of anyone who can mold a build out of it :)
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

    Trophies!
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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  4. - Top - End - #34
    Troll in the Playground
     
    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Submitted my oozes by the two-zes. Curious what everyone else came up with.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  5. - Top - End - #35
    Troll in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    My idea is falling apart under its own weight. In all likelihood I won't have anything this round. I'll be happy to see what everyone brought to the table.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  6. - Top - End - #36
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Quote Originally Posted by The Viscount View Post
    My idea is falling apart under its own weight. In all likelihood I won't have anything this round. I'll be happy to see what everyone brought to the table.
    I've had that happen in rounds past. It's frustrating. I generally say that it's best not to talk oneself out of things, but sometimes it can only be acknowledged that this just isn't getting anywhere and it's just going to be half-assed at best.

    Given any thought to judging?
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  7. - Top - End - #37
    Troll in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    If people don't mind reading my ramblings twice in a row I'd be down to judge.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  8. - Top - End - #38
    Ogre in the Playground
     
    Jopustopin's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    What's the best way to get involved with this whole thing? Do you start as a judge or a contestant? Just out of curiosity. I'll be honest the oozemaster was like the first prestige class that I wanted to take back in the day.
    Last edited by Jopustopin; 2019-01-04 at 05:19 PM.
    If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
    Dragon Shaman Handbook. Fighter Fix.
    Camel's Handbook

  9. - Top - End - #39
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Quote Originally Posted by Jopustopin View Post
    What's the best way to get involved with this whole thing? Do you start as a judge or a contestant? Just out of curiosity. I'll be honest the oozemaster was like the first prestige class that I wanted to take back in the day.
    That depends on what you are more comfortable with. If you haven't much learning in 3.5 then I suggest watching a competition to see how its graded, how the builds are presented, etc (you can read any of the past competitions). Then presenting a build will take less time, however is generally more difficult than judging (you must become a master of your build). Judging other builds will take more time as you have to look over more material and attempt to understand the build, and put your rankings in clear concise blocks of text.

    Generally the suggestion is to hop in feet first and try it out, see what you'd prefer doing, and don't be nervous! Not a one of us (except maybe the titans? nooo not even thurbane) is perfect, so you may make a mistake in judging, you may make a mistake in your presentation. But then you'll learn from it through the judging process. The judge will call you out on your mistake, or you'll give someone a grade and they will explain why you were wrong in your grading assessment. Remember, this isn't Teacher vs Student, this is Peer vs Peer. Some peers may know more, but no one here is capable of teaching everything, and no one here is always correct.
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

  10. - Top - End - #40
    Troll in the Playground
     
    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Quote Originally Posted by Jopustopin View Post
    What's the best way to get involved with this whole thing? Do you start as a judge or a contestant? Just out of curiosity. I'll be honest the oozemaster was like the first prestige class that I wanted to take back in the day.
    Make an entry and submit bro. Remember the what you see is what you get mode buttons on the top left.

  11. - Top - End - #41
    Firbolg in the Playground
     
    Darrin's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Quote Originally Posted by Jopustopin View Post
    What's the best way to get involved with this whole thing? Do you start as a judge or a contestant? Just out of curiosity. I'll be honest the oozemaster was like the first prestige class that I wanted to take back in the day.
    I think most of the veteran chefs started as a contestant. "Inside the Kitchen: Mind of an Iron Chef" is maybe a good place to start as far as how you might want to approach your first build. If you don't have any immediate ideas on what to do with an ingredient, you'll probably start with something in the range of Category 3 to 6.

    That being said... I have learned the *MOST* about making good Iron Chef entries by judging. It's a lot more work, as you have to essentially build every single entry in your head, break them apart, and put them back together again, but that's the fastest and most effective way to learn how to build around an exploit, how to stretch open a loophole, how to leverage or finagle the subsystems into something a little more interesting.

    And also, while I said judging is a lot of work... I think we've deliberately made it a lot more work than what was originally intended. At the end of the day (or week... or month...), all that's required of a judge is to come up with a number between 4 and 20.

  12. - Top - End - #42
    Troll in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    I'd recommend starting as a contestant, since I think it's a more straightforward process, but you're certainly welcome to judge. Feel free to jump right in.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  13. - Top - End - #43
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Do what feels right! I started as a contestant. I think that’s the most common approach. But it’s not the only one, as has been mentioned. Building makes you better at judging and vice versa.

    Oh, and remember that we’re all crazy here. I mean, have you SEEN some of the crap we submit with a straight face? Don’t talk yourself out of things. I mean, stay grounded whenever you can, but if your work takes you down a rabbit hole, embrace that and tell us why it’s awesome!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  14. - Top - End - #44
    Ogre in the Playground
     
    Jopustopin's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Hey thanks everyone for the feedback. This one is past the entry deadline, so nothing to do but wait at this point, right?
    If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
    Dragon Shaman Handbook. Fighter Fix.
    Camel's Handbook

  15. - Top - End - #45
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    So technically Helio could post the reveal at any minute. You might not want to dive too deep into it for fear of getting cut off.

    That said, historically, the real deadline is "whenever the Chair actually posts the builds," so if you happened to have an entry right now, you'd probably be included with the others.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  16. - Top - End - #46
    Orc in the Playground
     
    Macabaret's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Or you can poke your head into one of the other, similar contests. There are a few [cough]Junkyard Wars[/cough] that are currently open and accepting submissions, so you could just dive right in instead of waiting. Or E6 is (very) near the submission deadline, so if your interest is to judge first before entering a contest, that would be a good place to look into. The rules for each tend to be just a hair different than Iron Chef, but the structure of it all is basically the same.

    So, there's plenty more to do than 'just wait'. Come and play!

  17. - Top - End - #47
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Aye, the deadline listed in the OP tends to be more of a "the deadline will not be before this time" jobby, because 1) I am bad at being organised, and 2) my new job is a lot more interesting than my old job, and I'm no longer underworked, so I no longer regularly have hours on end at work where I have nothing to do, which is where I used to do the reveals.

    Speaking of, 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.

    Avatar by Rain Dragon

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

  18. - Top - End - #48
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Entry number 1:

    Quote Originally Posted by Cynthia Yoht
    Cynthia Yoht

    The Light Within

    Spoiler
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    Don't worry about a thing, friend.

    Our cause is just. We seek no violence, no bloodshed, no death.

    We will find a way to proceed peacefully, even if it takes some struggle before everyone sees the true path forward.

    I know you inside and out. I've got you taken care of—and I know you've got me covered. Rather.

    Just trust in your inner light to guide you. Know that I am within you, shining forth and giving you the strength you need to see this to the end. I won't let anything happen to you.

    Now, open wide…


    NG (Exalted) Human Healer 5 / Oozemaster 10 / Swordsage 1 / Apostle of Peace 2 / Contemplative 2

    Stats:
    Spoiler
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    Stat Starting PB Cost Lv 4 (Net) Exalted: Lv 7 (Net) Lv 8 (Net) Ooze: Lv 10 (Net) Exalted: Lv 11 (Net) Ooze: Lv 12 (Net) Lv 12 (Net) Ooze: Lv 14 (Net) Exalted: Lv 15 (Net) Ooze: Lv 16 (Net) Lv 16 (Net) Ooze: Lv 18 (Net) Exalted: Lv 19 (Net) Lv 20 (Net) Final
    STR 8 0 8
    DEX 12 4 +2 (14) 14
    CON 14 6 +2 (16) +2 (18) 18
    INT 14 6 14
    WIS 16 10 +1 (17) +2 (19) +1 (20) +2 (22) +1 (23) +2 (25) +1 (26) +2 (28) 28
    CHA 14 6 -1 (13) +2 (15) -1 (14) -1 (13) +2 (15) -1 (14) -1 (13) +2 (15) +1 (16) 16

    Quick starting/ending stats so you don't have to scroll:
    Starting: 08/12/14/14/16/14
    Ending: 08/14/18/14/28/16

    Build table:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Class Features
    1st Healer 1 0 2 0 0 CLASS:
    • Craft: Alchemy 4
    • Know: Religion 4
    • Handle Animal 4
    • Concentration 4
    • Heal 4
    • Diplomacy 4

    CROSS-CLASS:
    • Swim 2
    • Ride 2
    H: Sacred Vow, 1: Vow of Poverty, Exalted: Nymph's Kiss Healer Spellcasting, Healing Hands
    2nd Healer 2 1 3 0 3 CLASS:
    • Know: Religion +1 (5)
    • Handle Animal +1 (5)
    • Concentration +1 (5)
    • Heal +1 (5)
    • Diplomacy +1 (5)
    • Sense Motive 1

    CROSS-CLASS:
    • Swim +0.5 (2.5)
    • Ride +0.5 (2.5)
    Healer: Skill Focus (Heal), Exalted 2: Vow of Nonviolence
    3rd Healer 3 1 3 1 3 CLASS:
    • Know: Religion +1 (6)
    • Concentration +1 (6)
    • Heal +1 (6)
    • Diplomacy +1 (6)
    • Sense Motive +2 (3)

    CROSS-CLASS:
    • Swim +0.5 (3)
    • Ride +0.5 (3)
    3: Great Fortitude Cleanse Paralysis
    4th Healer 4 2 4 1 4 CLASS:
    • Know: Religion +1 (7)
    • Concentration +1 (7)
    • Heal +1 (7)
    • Diplomacy +1 (7)
    • Sense Motive +2 (5)

    CROSS-CLASS:
    • Swim +0.5 (3.5)
    • Ride +0.5 (3.5)
    Exalted: Vow of Peace Cleanse Disease
    5th Healer 5 2 4 1 4 CLASS:
    • Know: Religion +1 (8)
    • Concentration +1 (8)
    • Heal +1 (8)
    • Diplomacy +1 (8)

    CROSS-CLASS:
    • Swim +0.5 (4)
    • Ride +0.5 (4)

    SKILL TRICK:
    • Healing Hands
    Cleanse Fear
    6th Oozemaster 1 2 6 1 4 CLASS:
    • Concentration +1 (9)
    • Heal +1 (9)
    • Disguise 4
    • Know: Nature 2
    6: Aberration Blood (webbed hands), Exalted: Intuitive Attack Minor Oozy Touch (Brown Mold)
    7th Swordsage 1 2 6 4 6 CLASS:
    • Ride +6 (10)
    • Concentration +1 (10)
    • Heal +1 (10)

    CROSS-CLASS:
    • Bluff 1
    Discipline Focus: Weapon Focus (unarmed strike) Quick to Act +1, Maneuvers
    8th Apostle of Peace 1 2 8 6 8 CLASS:
    • Concentration +1 (11)
    • Know: Religion +3 (11)
    • Diplomacy +2 (10)

    CROSS-CLASS:
    • Ride +1 (11)
    Exalted: Nimbus of Light AoP casting, Turn Undead
    9th Apostle of Peace 2 3 9 7 9 CLASS:
    • Concentration +1 (12)
    • Know: Religion +1 (12)
    • Diplomacy +2 (12)
    • Bluff +2 (3)

    CROSS-CLASS:
    • Ride +1 (12)
    9: Inhuman Reach Pacifying Touch
    10th Oozemaster 2 4 10 7 9 CLASS:
    • Concentration +1 (13)
    • Disguise +1 (5)

    CROSS-CLASS:
    • Ride +1 (13)
    • Know: Religion +0.5 (12.5)
    • Bluff +1 (4)
    Exalted: Stigmata CHA penalty, +1 AoP casting (3), Oozy Glob 1/day, Slithery Face
    11th Oozemaster 3 5 10 8 10 CLASS:
    • Concentration +1 (14)
    • Disguise +1 (6)

    CROSS-CLASS:
    • Ride +1 (14)
    • Know: Religion +0.5 (13)
    • Bluff +1 (5)
    Minor Oozy Touch (phosphorescent fungus)
    12th Oozemaster 4 6 11 8 10 CLASS:
    • Concentration +1 (15)
    • Disguise +3 (9)

    CROSS-CLASS:
    • Ride +1 (15)
    • Diplomacy +1 (13)
    12: Mounted Combat , Exalted: Gift of Faith CHA penalty, Malleability, Oozy Glob 2/day, +1 AoP casting (4)
    13th Oozemaster 5 6 12 8 10 CLASS:
    • Concentration +1 (16)
    • Know: Nature +1 (3)
    • Disguise +1 (10)

    CROSS-CLASS:
    • Ride +1 (16)
    • Diplomacy +1 (14)
    Major Oozy Touch (Gelatinous Cube)
    14th Oozemaster 6 7 13 9 11 CLASS:
    • Concentration +1 (17)
    • Know: Nature +1 (4)
    • Disguise +1 (11)

    CROSS-CLASS:
    • Ride +1 (17)
    • Diplomacy +1 (15)
    Exalted: Vow of Abstinence CHA penalty, +1 AoP casting (5), Oozy Glob 3/day, Indiscernible Anatomy
    15th Oozemaster 7 8 13 9 11 CLASS:
    • Concentration +1 (18)
    • Know: Nature +1 (5)
    • Disguise +1 (12)

    CROSS-CLASS:
    • Ride +1 (18)
    • Diplomacy +1 (15)
    15: Mitigate Suffering Major Oozy Touch (Black Pudding)
    16th Oozemaster 8 9 14 9 11 CLASS:
    • Concentration +1 (19)
    • Know: Nature +1 (6)
    • Disguise +1 (13)

    CROSS-CLASS:
    • Ride +1 (19)
    • Diplomacy +1 (16)
    Exalted: Exalted Turning CHA penalty, +1 AoP casting (6), Oozy Glob 4/day, Slime Wave
    17th Oozemaster 9 9 14 10 12 CLASS:
    • Concentration +1 (20)
    • Know: Nature +1 (7)
    • Disguise +1 (14)

    CROSS-CLASS:
    • Ride +1 (20)
    • Diplomacy +1 (17)
    Major Oozy Touch (Green Slime)
    18th Oozemaster 10 10 15 10 12 CLASS:
    • Concentration +1 (21)
    • Know: Nature +1 (8)
    • Disguise +1 (15)

    CROSS-CLASS:
    • Ride +1 (21)
    • Diplomacy +1 (18)
    18: Healing Devotion; Exalted: Favored of the Companions CHA penalty, +1 AoP casting (7), Oozy Glob 5/day, One With The Ooze
    19th Contemplative 1 10 15 10 14 CLASS:
    • Concentration +1 (22)
    • Diplomacy +3 (21)

    CROSS-CLASS:
    • Ride +1 (22)
    +1 AoP casting (8), Charm domain, Divine Health
    20th Contemplative 2 11 15 10 15 CLASS:
    • Concentration +1 (23)
    • Diplomacy +2 (23)
    • Heal + 1 (11)

    CROSS-CLASS:
    • Ride +1 (23)
    Exalted: Holy Radiance +1 AoP casting (9), Slippery Mind

    Spells, etc.:
    Spoiler
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    Healer spells:
    Level 0th 1st 2nd 3rd
    1st 4 3 - -
    2nd 4 4 - -
    3rd 5 4 3 -
    4th 5 4 4 -
    5th 5 5 4 3


    Apostle of Peace spells:
    Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    8th 4 2 - - - - - - - -
    9th 5 3 - - - - - - - -
    10th 5 3 1 0 - - - - - -
    11th 5 3 1 0 - - - - - -
    12th 6 3 2 1 0 - - - - -
    13th 6 3 2 1 0 - - - - -
    14th 6 3 3 2 1 0 - - - -
    15th 6 3 3 2 1 0 - - - -
    16th 6 3 3 3 2 1 0 - - -
    17th 6 3 3 3 2 1 0 - - -
    18th 6 4 3 3 3 2 1 0 - -
    19th 6 4 4 3 3 3 2 1 0 -
    20th 6 5 4 4 4 4 3 2 1 0

    NOTE: Tables do not include bonuses from high WIS. Cindy's WIS is always high enough to have a minimum of one bonus spell slot at every spell level she has access to.

    Maneuvers (IL 4, 6 known, 4 readied, 1 stance):
    • Moment of Perfect Mind
    • Action Before Thought
    • Cloak of Deception
    • Shadow Jaunt
    • Burning Brand
    • Distracting Ember
    • Stance: Island of Blades

    Priority is usually, but not exclusively, given to Action Before Thought, Moment of Perfect Mind, Cloak of Deception, and Shadow Jaunt.




    ECL 1-5:
    Cindy is a Healer! A Vow of Poverty Healer, at that. The various AC bonuses granted by VoP are, at this level range, better than what Cindy could get from mundane armor while still following the Healer's restrictions. She's not a skillmonkey, but she's got a wider array of trained skills (with various small bonuses here and there) than the average 2+INT Cleric. But at this level range, Cindy's job is mostly just to keep everyone else active and happy. If you really want offensive oomph, Cindy can use Sanctified spells like Divine Inspiration and heal the damage overnight or cast Lesser Restoration, too.

    With Vow of Nonviolence and Vow of Peace, she obviously wants to make friends, smooth over differences, find alternative ways of settling disputes, and spare as many lives as can possibly be spared. She'll use as much magic as it takes to ward off disease and mend injuries, but she's also very highly capable of using mundane means to put bodies back where they should be, so to speak. She's popular among the common folk wherever she goes because she's always willing to make some mundane Heal checks to soothe pain and treat maladies.

    From a mechanical perspective, please notice that per BoED pg. 30, a character with VoPov at level 1 does indeed get a bonus feat at level 1, even if the table on Pg. 31 neglects to mention such a thing. Text has priority over table, as we all know. Also, Nymph's Kiss explicitly states that its extra skill points apply at the level at which the feat is taken, so that's cool. The VoPov bonuses in this range amount to feat relief, nice AC, and some comfort aspects (no need to eat, protection from temperature).

    ECL 6-9:
    This can be thought of as Cindy's "awkward adolescence" from a build perspective. Philosophically, Cindy is starting to evolve towards an understanding that everything is more fluid and squishy than most people tend to believe. We're all one in the end, aren't we? Of course we are. Life—all life—is mostly a big, pulsing, uniform mass that just needs to be together and nurtured and fed and cultured.

    Cindy notices some very strange effects as her beliefs bend this way. She becomes rather odd to look at, starting to lose her physical shape's consistency and starting to, well, turn into a glowing ooze-thing. With really long pseudopods. She thinks she's just channeling more and more positive energy until it suffuses her system. Who knows? Maybe she's right!

    The Swordsage level is, honestly, unfortunate, but it's by far the least bad option. What we really need at this point is a class that gets good Will (to get into Apostle of Peace on time), gets Ride as a class skill (for a trick that will make sense very soon), and doesn't have a shameful number of skill points. Swordsage is the best fit for the description, and the maneuvers are occasionally useful, especially the Diamond Mind save-replacers. (Burning Brand was chosen with the belief that it will apply to touch attacks like Oozy Touch, if necessary targeting an unarmed strike; if that's not your interpretation, eh, just don't prepare that maneuver or take Blistering Flourish instead of something.) Discipline Focus: Unarmed Strike Is hopefully to be used to help with Oozy Touch as well, but if Oozy Touch doesn't count as an unarmed strike, just ignore the feature. Not a primary concern.

    Apostle of Peace offers accelerated spellcasting, a specific exception to Vow of Poverty in the form of "defensive magic items" other than armor, and a no-save ability to calm people down with a touch. Cindy really believes at this point that differences are something that can be peacefully resolved no matter what, with everyone just part of one big squishy whole. She keeps up her Diplomacy score and starts taking advantage of the utility and buff spells that AoP offers and Healer doesn't.

    Webbed Hands is chosen as the Aberrant Blood option because Cindy does have a small ability to swim. Slimy Skin is slightly less mechanically optimal and somewhat more thematic, but to be honest, we're not taking Aberrant Blood for its own sake. We want Inhuman Reach, which makes both touch spells and Oozy Touch easier to use.

    The VoPov bonuses in this bracket continue being defensive. Cindy gets her first ability score enhancement, becoming ever wiser. Intuitive Attack makes a night-and-day difference now that we occasionally care about making attack rolls. Oozy Touch does nonlethal damage and is therefore 100% kosher for Vow of Peace. Please note that all Exalted feats from this point out are, at best, window dressing and aren't really intended as a primary source of power.

    ECL 10-13:
    This is where a few earlier choices really start paying off, so I guess we can call this a sweet spot.

    Cindy's appearance gets weirder and weirder here, but she gets better at covering that up with Disguise so as not to scare away her patients. If it becomes appropriate to actually pretend to be someone else, well, she can probably make that work just as well.

    Getting the gelatinous cube Oozy Touch is highly appropriate for someone with Vow of Peace, since it doesn't do damage. Perfect! The save DC is higher than usual because of Vow of Nonviolence, which is even better.

    Malleability is the real defining feature that we want to talk about, though. The ability lets Cindy get into a lot of places that most PCs can't. The ability carefully restricts one's ability to expand in tight spots, but in no way does it restrict one's ability to chillax in tight spots without trying to expand, and that's exactly what Cindy is going to do here. Per the given example, someone with Malleability can squeeze into an "occupied suit of armor," so if you feel like staying away from the grosser choices, Cindy can do that—just hitch a ride in the party beatstick's armor and get to work. (Not like she has any heavy gear to carry, after all!) But really, what's a lot more fun is going, you know, deeper. Inside, shall we say.

    See, Cindy is first and foremost a healer, one who seeks to remedy maladies. Some maladies are visible on the surface, but if your party Warblade has (for example) a really nasty upset stomach, who could possibly know exactly what the problem is from the outside? No, it would make far more sense to have the Warblade open wide and let the good doctor (I guess she's a doctor or something?) take a look around inside. All the way inside. She's got multiple ways of seeing what's going on in there (phosphorescent fungus and Nimbus of Light, at a minimum—phosphorescent fungus might even be used to mark out pathways!), thereby solving Groucho Marx's old conundrum*! As of 12th level (the exact level that Malleability comes online), she doesn't even need to breathe, so that's a concern fully addressed. She can't expand while within her friend's guts, but she doesn't need to. She can make Heal checks from the inside to really help diagnose and fix whatever maladies you may happen to have, and nothing says she can't cast heals or buffs on her external friend.

    Even that's not quite goofy enough yet, though, is it? We can do better. Why does Cindy have so many ranks in Ride? Because now she's riding her beatstick friend from the inside. Arms and Equipment Guide pg. 85 provides an example of riding a creature from fully inside of it (just between you and me, that passage just might have inspired part of this build), so this is definitely kosher. Cindy has Mounted Combat. So if her beloved beatstick friend happens to take attacks while out there waging peace (always using nonlethal damage and seeking to spare whatever lives can be spared! ALL SHALL FOLLOW THE VOW), Cindy can use her Ride skill to try to negate some of those attacks! Aren't you glad you have Cindy for a friend? I knew you'd love having her along. We might even be able to make an argument about how Island of Blades works while riding someone this way, but don't push back too hard if that's shot down.

    Don't forget that using someone in the party as a weird internal mount makes the "full attack action" required to use Oozy Touch less painful. Circumventing class limitations counts as using the SI, right? Cindy thinks so. You should too!

    So yeah. We have a glowing peace-loving hippie ooze-lady who dives into your guts, heals (and buffs) you from the inside, protects you from attacks by skillfully riding your innards, probably causes your visible orifices to glow, and just might be able to reach out of your throat with inhumanly long, um, arms (?) and paralyze (and/or pacify) folks who aren't listening to reason. (Or I guess you can just stick her in your armor—which she is riding, not wearing—if you're THAT squeamish, but I will remind you that she can simply cleanse your fear away from you, so this is definitely fine.) That seems like a pretty sweet spot.

    From the Vow of Poverty perspective, this bracket brings some mitigation to the CHA penalty and a bigger bonus to WIS, some very nice energy resistance, the ability to take CON damage to heal people (not very useful but kind of hilarious from inside someone's guts), a bit of DR, and the ability to not need to breathe. Most of these things are relevant!

    ECL 14+

    This level bracket's charms are mostly about spells. Cindy's WIS is significant enough to get lots of bonus spells (she always has at least one bonus spell whenever she attains a new spell level), and surprisingly enough, Apostle of Peace's spell list is actually really nice! It's not terribly different from the PHB Cleric's list; perhaps it's a bit smaller (no direct offense, after all), but Cindy still has buffs for days (from Magic Vestment and Protection from Energy up to Freedom of Movement, Spell Resistance, Heroes' Feast, Aspect of the Deity, AMF, and even Astral Projection or Etherealness), all the healing and condition removal one could reasonably ask for, some environment and/or travel spells (Water Breathing, Water Walk, Air Walk, Wind Walk, Plane Shift, Word of Recall, and so on), some divination (Augury, Divination, Scrying, even Discern Location), and more! She's even got some BfC spells like Wall of Stone or Control Weather for when you need to get really serious. Not bad! Oh, and of course, if things get really nasty, Cindy's got Gate. Yes, that Gate. 9th level spells are fun!

    Let's not forget Sanctified spells, either! Cindy's been casting Sanctified spells for at least as long as she's had access to Lesser Restoration, but it's worth highlighting some of the higher-level ones now available to her. Exalted Raiment is a fun buff, Channel Celestial opens up some very wide doors, Animate with the Spirit (Champions of Valor pp. 52-3) is beyond crazy, and there are some other good minion spells as well.

    Cindy started her career as a capital-H Healer, and it's kind of sad that she had to shift gears before getting the iconic unicorn mount, don't you think? Thankfully, that problem is solved as soon as she gets access to Valiant Steed. If you don't have a beatstick buddy, I suppose you could dive inside your unicorn friend! Or, you know, just have a unicorn around as a powerful and interesting ally. That's totally worth scrounging up the XP (VoPov characters can use XP as GP for expensive spell components) to cast Restoration once per year. A trick that might work even better is to cast some Sanctified spells that just do Strength damage (not drain) first, give yourself temporary ability points with Mitigate Suffering, cast Valiant Steed, apply the drain to the temporary ability points (temp HP are lost first, so why not the same for temp Strength points?), then just heal the missing Strength through overnight healing or through a basic Lesser Restoration.

    Oozemaster's abilities from this point on are pretty much defensive in nature, though getting extra Oozy Globs of paralyzing jelly can occasionally matter. Oozy Touch for black pudding and green slime should never be used on a foe, but Cindy is now immune to them, and they can be used against inanimate objects as a way around obstacles. Slime Wave, admittedly, is very hard for a Vow of Peace character to use, but it can at least be used against a metal door if aimed carefully. Gaining permanent fortification is excellent, and One With The Ooze offers handy immunities with no questions asked.

    Cindy's build is capped off with a jaunt into Contemplative. The Charm domain struck me as too funny not to use. (The Slime domain, while you'd think it would be appropriate, is actually very unfriendly to VoPeace!) Cindy is extremely charming and delights in ways to solve conflicts peacefully. Magic can help with that! Planar Ally means that Cindy can definitely have had contact with a direct servant of her deity, the details of which are likely to be funnier in your imagination than in my poor attempts at scribing them. The domain itself has basically no overlap with her preexisting spells, and all of the spells on it are handy to have around. I don't have a specific trick in mind for the sudden CHA boost, but I feel like there are times when it'd be entertaining to just suddenly become more charismatic, too.

    Mitigate Suffering seems thematically appropriate and makes the use of Sanctified spells cheaper. Healing Devotion is, again, chosen mostly for thematic reasons, but there are probably worse ways to spend those otherwise vestigial Turn Undead uses.

    From VoPov, this bracket has a couple of decent spell effects like constant Freedom of Movement (who says the beatstick's guts are hard to wriggle through?), constant True Seeing, more stat bonuses, and some completely superfluous feats that I honestly kind of picked at random.

    So to sum up, Cindy starts life as a normal white mage, devotes herself fully to pacifism, evolves into being someone's "internal light" who heals and buffs them from inside while making extremely weird touch attacks on folks who need a bit more convincing to chill out and relax, and ends with a surprisingly powerful array of magic up to and including 9th level spells. Oozemaster is awesome!

    Help with Judging:
    Spoiler
    Show

    Originality:
    I think this mostly speaks for itself, doesn't it? I was inspired by the Amulet of Ooze Riding and wanted to find a way to use Oozy Touch's immunity to specific oozes to do something similar. I figured out that Malleability enabled some similarly hilarious nonsense by riding people rather than oozes, went through a Healer detour with the idea of being someone's internal repair system, realized that I couldn't get all the stuff I wanted out of Healer but that I COULD go in a wildly different direction with AoP while still keeping the Healer theme intact, figured out that Oozemaster is distressingly compatible with Vow of Peace, and ended up with far too many ways of making someone's guts glow. I mean, did you see that coming? Be honest. I still feel like it's part of a unified whole, though. This build would not be the same if it weren't an Oozemaster. I also liked the fact that Oozemaster, in contrast with Thrall of Juiblex or Slime Lord, doesn't require an alignment, so going as an exalted ooze (ooze of righteousness!) seems like a fun time.

    Power:
    Ending with 9th level spells despite having 10 levels in a half-casting SI, without relying on items, is pretty noteworthy. Every level of spells that Cindy has ends up mattering (between the base list, the Sanctified list, and her domain, she's got a surprisingly wide variety of options). Her numbers are more respectable than one might expect given the limitations of her class structure. Her benefit as a support character is considerable (I mean, a solid chance of negating one attack per round on your favorite frontliner is not to be ignored!), and while her tricks from her Healer levels do stop scaling, they never stop being relevant: Lesser Restoration and Close Wounds never go out of style, and honestly, just having a few actual Cures on tap really isn't a bad thing for most of the game. Oozemaster offers surprising defensive utility.

    Elegance:
    All prereqs are addressed unambiguously. While the build's unique tricks hinge on some lateral thinking, the foundation is strong enough that the build is still more than functional without a permissive GM. I staggered my level progression to minimize distance between new tricks coming online and the support structures for said tricks coming online. For example, Intuitive Attack comes online exactly when Cindy gets her first touch attack, the Malleability/Greater Sustenance (VoP)/Mounted Combat combo comes online perfectly at level 12, and Mitigate Suffering comes online right before Valiant Steed does.

    I aimed to wring as much benefit out of each level as possible. A certain degree of cross-classing was inevitable (Ride is a bizarrely difficult skill to get on a caster who isn't a Druid), but I made sure that every class level I took had a reason to exist. I will confess to having a few strange skill ranks here and there, but that's mostly because I had gotten what I needed to out of a different skill and then needed somewhere to put the extra rank.

    I found a use for a surprisingly large number of Vow of Poverty's benefits, including a few that I wouldn't have expected. I think the build is genuinely more cohesive with VoPov than without it, insane though that sounds.

    Use of Secret Ingredient:
    As stated above, it's really surprising how compatible Oozemaster is with Vow of Peace. I noticed a strangely pacifistic streak, dove in, and played it to the hilt. Oozemaster opens up options that a Vow of Peace user doesn't normally have access to, and once we get past the weirdness of "incandescent hippie jelly" as a character concept, the pieces really fit together nicely.

    The build's primary unique trick relies on Malleability, which is only offered by Oozemaster. (Said primary unique trick was heavily inspired by some other ooze-related stuff, keeping the theme consistent.) The build also makes use of the peaceful options for Oozy Touch and Oozy Glob, and the fortification offered by Indiscernible Anatomy can't be easily matched by a VoP character, which is neat. The stat bonuses from VoP are used to mitigate Oozemaster's CHA penalty, preventing the class's baked-in downside from tanking our tricks. All ten levels of the SI are taken with some room to spare. The build does invest in Disguise to take advantage of Slithery Face.


    Sources:
    Spoiler
    Show

    Oozemaster: Masters of the Wild
    Exalted feats (all of them), Sanctified spells, Apostle of Peace: Book of Exalted Deeds
    Healing Devotion, Mitigate Suffering: Complete Champion
    Charm domain: Spell Compendium
    Contemplative: Complete Divine
    Healing Hands: Complete Scoundrel
    Aberration Blood, Inhuman Reach: Lords of Madness
    Swordsage, maneuvers: Tome of Battle
    Healer: Miniatures Handbook
    Human, Great Fortitude, Skill Focus, Weapon Focus, Mounted Combat, etc.: PHB/SRD

    Elements from Champions of Valor and the Arms and Equipment Guide were also mentioned in passing but were not included in the main build table.


    *"Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read." Though of course, Cindy isn't allowed to own books. Maybe if someone swallows one, though!
    Last edited by Heliomance; 2019-01-07 at 05:48 AM.
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  19. - Top - End - #49
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    Entry number 2:

    Quote Originally Posted by Humperdink d'Kundarak
    Humperdink d'Kundarak

    Alignment: CE
    Race: dwarf
    Classes: wu jen 6 / oozemaster 10 / thrall of Demogorgon 1 / runesmith 3
    Member of House Kundarak

    Spoiler: Humperdink d'Kundarak
    Show
    HD Class BAB F R W Skills Feats Class Features
    1st Wu jen 1 0 0 0 2 20 points
    Swim 2 cc, Craft (alchemy) 4, Knowledge (arcana) 2, Knowledge (religion) 2,
    Knowledge (dungeoneering) 2,

    Concentration 4,
    Craft (stoneworking) 2
    Least Dragonmark of Warding (Elder Evil: Willing Deformity)
    Watchful spirit, bonus feat: Silent Spell
    2nd Wu jen 2 1 0 0 3 5 points
    Swim 2.5 (+0.5 cc), Concentration 5 (+1), Craft (stoneworking) 5 (+3)
    3rd Wu jen 3 1 1 1 3 5 points
    Swim 3 (+0.5 cc), Concentration 6 (+1), Craft (stoneworking) 6 (+1), Knowledge (dungeoneering) 4 (+2)
    Great Fortitude Spell secret (hail of stone permanently made Silent)
    4th Wu jen 4 2 1 1 4 5 points
    Swim 3.5 (+0.5 cc), Concentration 7 (+1), Craft (stoneworking) 7 (+1), Knowledge (dungeoneering) 6 (+2)
    5th Wu jen 5 2 1 1 4 5 points
    Swim 4 (+0.5 cc), Concentration 8 (+1), Craft (stoneworking) 8 (+1), Knowledge (dungeoneering) 8 (+2)
    (Elder Evil: Thrall to Demon)
    6th Wu jen 6 3 2 2 5 5 points
    Concentration 9 (+1), Knowledge (dungeoneering) 9 (+1), Knowledge (arcana) 5 (+3)
    Lesser Dragonmark of Warding Elemental mastery (Water)
    7th Oozemaster 1 3 4 2 5 7 points
    Concentration 10 (+1), Disguise 6
    Minor oozy touch (gray ooze)
    8th Oozemaster 2 4 5 2 5 8 points
    Concentration 11 (+1), Disguise 11 (+5), Spellcraft 2
    Oozy glob, slithery face
    9th Thrall of Demogorgon 1 5 7 2 5 8 points
    Concentration 12 (+1), Bluff 5, Knowledge (arcana) 7 (+2)
    Scribe Scroll Scaly flesh +1, hypnosis
    10th Runesmith 1 5 9 2 7 6 points
    Concentration 13 (+1), Appraise 5
    (Elder Evil: Deformity: teeth) Rune magic
    11th Oozemaster 3 6/1 9 3 8 8 points
    Concentration 14 (+1), Disguise 14 (+3), Spellcraft 6 (+4)
    Minor oozy touch (ochre jelly)
    12th Oozemaster 4 7/2 10 3 8 8 points
    Concentration 15 (+1), Disguise 15 (+1), Spellcraft 8 (+2), Second Impression skill trick
    Greater Dragonmark of Warding Oozy glob 2/day, malleability
    13th Oozemaster 5 7/2 10 3 8 8 points
    Concentration 16 (+1), Disguise 16 (+1), Spellcraft 10 (+2), Assume Quirk skill trick
    Major oozy touch (green slime)
    14th Oozemaster 6 8/3 11 4 9 8 points
    Concentration 17 (+1), Disguise 17 (+1), Spellcraft 12 (+2), Collector of Stories skill trick
    Oozy glob 3/day, indiscernible anatomy
    15th Runesmith 2 9/4 12 4 10 6 points
    Concentration 18 (+1), Knowledge (arcana) 10 (+3), Magical Appraisal skill trick
    (Elder Evil: Deformity: tongue) Empower Supernatural Ability Stonecraft expertise
    16th Runesmith 3 9/4 12 5 11 7 points
    Concentration 19 (+1), Knowledge (arcana) 16 (+6)
    Share runes
    17th Oozemaster 7 10/5 12 5 11 9 points
    Concentration 20 (+1), Disguise 20 (+3), Spellcraft 15 (+3), Swift Concentration skill trick
    Major oozy touch (black pudding)
    18th Oozemaster 8 11/6/1 13 5 11 9 points
    Concentration 21 (+1), Disguise 21 (+1), Spellcraft 21 (+6), Craft (stoneworking) 9 (+1)
    Grenadier Oozy glob 4/day, slime wave
    19th Oozemaster 9 11/6/1 13 6 12 9 points
    Concentration 22 (+1), Disguise 22 (+1), Spellcraft 22 (+1), Craft (stoneworking) 15 (+6)
    Major oozy touch (yellow mold)
    20th Oozemaster 10 12/7/2 14 6 12 9 points
    Concentration 23 (+1), Disguise 23 (+1), Spellcraft 23 (+1), Craft (stoneworking) 21 (+6)
    (Elder Evil: Deformity: clawed hands) Oozy glob 5/day, one with the ooze


    STR 8
    DEX 12
    CON 14 + 2 = 16
    INT 16
    WIS 12
    CHA 15- 2 = 13


    Level-up points to INT. Oozemaster applies progressive penalties to CHA. Because of level-up bonuses, skill points per level increase at 8 and 16.

    On the build table, a bold entry means that a prereq for a PrC has been reached.

    Oozemaster:
    4 Swim
    4 Craft (alchemy)
    Great Fort
    3rd level spells

    Thrall of D-dawg:
    2 K: Arcana
    2: K: Religion
    2 K: Other
    BAB 4
    1st level spells
    Willing Deformity
    Thrall to Demon

    Runesmith:
    5 Concentration
    8 Craft (stoneworking)
    1st level spells
    Proficient with heavy armor
    Scribe Scroll

    Lesser Dragonmark:
    9 ranks, any two skills
    Least Dragonmark

    Greater Dragonmark:
    12 ranks, any two skills
    Least Dragonmark
    Lesser Dragonmark

    (Remember that skill points are spent before feats are chosen, so it's legal to take a feat at the same level that your skills let you qualify for it. PHB pgs. 58-59)


    Spoiler: Intro
    Show
    "So what's your friend's deal, anyway?" The barkeep gestured over at the heavily armored dwarf sitting on the floor at the end of the bar. "Something wrong with the chairs in my establishment?"

    "Who, Humperdink?" replied the halfling. "He's got some weird habits. Something about how sitting on a wooden chair is 'taboo' or what have you. Maybe it's a dwarf thing? You know how those spellslingers get. I just sneak around and shank people. I know better than to question the magicians too much." A quick glance at Humperdink to make sure he was occupied with his drink, and the speaker added quietly, "especially the ones who're prone to ranting about the 'mother of monsters coming' given any opportunity. I try to keep my discussions with Big H over there strictly business."

    The half-orc looked at Humperdink again and raised his eyebrows. He'd been running a bar in Fairhaven long enough to not be too worried about the cultish rantings of any particular adventurers, but there was another, more mundane matter that got his attention.

    "What's that puddle forming around him? Your friend appears to be leaking. Is he, er, housebroken?"

    "Housebroken? HOUSE BROKEN?" came the voice from the floor, clearly not drunk but also clearly not balanced. "I'll tell you what house is broken! KUNDARAK! KUNDARAK is a broken house!"

    The halfling's long-suffering expression of you-see-what-I-have-to-put-up-with-these-days resonated with the barkeep like an unbreathed sigh. Another glass of brandy showed up on the counter. The good stuff, this time.

    "I… have no idea what that goo is, but I don't think it's what you're thinking of. I'll make sure it's gone by the time we are. H's biology don't work like most folks's. He's convinced that he's preparing the world for some kind of flesh-warping apocalypse. He's got enough magic to start with himself. I don't understand it. I don't want to understand it. Maybe he just thinks that everyone's as messed up as he is. We used to have a priest with us, y'know. They bailed after H mentioned the sacrifice. Me, I'm just happy I need less sleep than he does. Magic must tire you out."
    "Seems like your own form of challenge." The dwarf was still yelling some conspiracy theory about House Kundarak and how its choice to keep the demons out was an affront to the natural order, but the barkeep was fairly practiced at communicating through cacophany. "What makes you put up with it?"

    "Heh. My goals aren't his goals. A means to an end of a greater mission, if you know what I mean. And I'll admit that he's really effective when he's laying traps for people who aren't me, or when doing his 'one-man slime-throwing team' trick, or when getting into places that he just shouldn't be. And at least he shuts up when doing his impression of an ooze. Those times are a nice relief…"

    .
    .
    .

    Spoiler: Early game
    Show
    Humperdink d'Kundarak is pretty much like any other wu jen here. Your mark of warding gives you fire trap once per day, which is mostly amusing because it's a 4th level spell on a 1st level body. But hey, it's permanent and free for you while it's expensive for everyone else, so it's something. It's not your ultimate goal, anyway. Humperdink has a propensity for boom spells, but honestly, wu jen spells are sufficiently varied that you can probably solve your problems with careful selection. At least you've got better-than-average fortitude between your feat choice (that was totally a choice) and your dwarf heritage!

    Humperdink is devoted to Ragnorra, the mother of monsters. He's way down with her flesh-twisting ways and is all about her arrival on the prime material and the resulting explosion of body horror. This will be relevant soon. His fascination with demons may have earned him the disfavor of his House, but what do they know, anyway?


    Spoiler: Mid-game
    Show
    Your dragonmark is up to glyph of warding, which is an amazingly abusable ability when it's a SLA instead of a spell (standard action casting time, no material component, life is good!) Use it to target things weirdly, to store up extra spell slots, to make a lair horrible, to take advantage of action economy, and so on.

    A flurry of PrCs hit the table all at once here for a very specific trick. First, oozemaster gives immunity to the effects of gray ooze, which is about to be important. Thrall of Demogorgon gives a buttload of proficiencies, including proficiency with heavy armor, so get a nice suit of plate mail or something! That heavy armor proficiency lets you into runesmith, which lets you prep your spells as runes instead of as normal spells. This is thematically appropriate for someone spamming glyph of warding all over the place and also very mechanically useful, since not needing somatic components helps a lot when you transform into something without thumbs. Something like, say, a gray ooze. Hello, polymorph! It's like I timed this spell to come online right here. And, you know, you can also use it for its originally intended purpose of being an arcane spellcaster in heavy armor. With a big old shield, even! Thrall of Demogorgon gives proficiency with shields. It doesn't even specify non-tower shields, so you might be able to get away with a tower shield! But even a heavy shield puts you ahead of most casters, since AC actually does matter and since using armor and a shield means that you have a place for your friends to put buffs (like magic vestment or for you to potentially spend gold to get upgrades.

    Anyway, back to polymorph. Did I mention that you're immune to the effects of gray ooze? You're immune to the effects of gray ooze. So while you're in gray ooze form, you're immune to your own effects.

    This means that not only can you stand in your own horrible areas of effect without problem, but you can also cast spells that would ordinarily have bad effects on you without worrying, so long as you do so in ooze form. Corrupt spells are your friends here. Just time things such that you happen to be a gray ooze when the corruption cost comes due. If you rely more on spells that have durations, you can just shift into ooze form at the end of the duration. If you want to actually cast while in ooze form (which will let you cheese around the corruption costs of instantaneous spells!), just make liberal use of Silent Spell, scribe your runes on stones (gray ooze acid can't melt steel beams stone runes), drop your desired spells on the ground prior to polymorphing and slither over them to pick them up, and then never worry about components again. You can try arguing that since you still have the benefit of feats when you polymorph, you still have the bite attack granted by Willing Deformity: Teeth and therefore still have a mouth and therefore can make verbal components, but the build is still 100% functional if that doesn't fly. Ragnorra gave you that feat for the low cost of your immortal soul, after all, and you got that for free anyway.

    Malleability is weird on a caster, but it's amusingly appropriate on someone who likes to turn into oozes the way you do. It's never bad to have some breaking-and-entering ability without spell slots, and your spells can help you get out of trouble that you slither your way into.

    Worth noting is that you can also turn into and become immune to ochre jelly if being Large is advantageous to you, but gray ooze tends to be more manageable.

    Start picking up skill tricks just to have something to spend your skill points on across a build that only ever keeps one skill as a permanent class skill. They won't turn you into a god, but they make you a little more interesting than you might be without them.

    Around this time you start becoming really good at using Disguise. You've already had disguise self as a spell on your list since the beginning, but why spend spell slots when you don't have to? Plus, the spell stacks with your skill ranks and your slithery face bonus, so that's nice. When in ooze form, if you're dealing with genre-savvy enemies, you might be able to get away with being ignored as long as you act like an ooze and don't "aggro" on them (an ooze that isn't interested in you isn't your problem), potentially getting some scouting in or overhearing a conversation or something? Maybe not. But when you pretend to be an ooze, you're a lot more convincing than the average caster, so that's something.


    Spoiler: Sweet spot
    Show
    Things get even stupider once you hit 7th level wu jen spells and we get the crown jewel of abusable magic: body outside body. After all, you're basically an ooze, and what do oozes do? They split. They split into copies of themselves with obnoxious action economy advantages. This is about the most thematically appropriate spell an oozemaster could possibly want.

    There's no saving throw on the oozy glob for green slime. Getting hit with one glob of 1d6 CON damage is going to make something unhappy. Getting hit with a whole bunch from an army of clones, on the other hand, is going to absolutely wreck something's day. You don't have to give a damn about the daily use limit when your clones are the ones burning through their uses per day. Same goes for Empower Supernatural Ability—your clones have your feats, so each one can Empower their first oozy glob shot. That's a lotta slime. You're like Marc Summers or something. Or an entire splattering platoon, a phrase which we might end up shortening to save time at some point.

    Clones have dragonmarks, too. You're up to greater glyph of warding. Getting one for free each day is nice. Getting one per day per clone can lead to some freaky shenanigans. All kinds of 6th level spells (or lower) make great fits here. Firestride exhalation (Dragon Magic) is silly when put into a glyph, for example, as long as you're prepared to teleport back to fight whoever activated your trap card. (And the way glyph of warding works, it can be a literal trap card!) Stick that firestride exhalation on your spellbook to keep it really safe. But really, any kind of obnoxious boom spell is just multiplied when you've got the action economy advantage like this.

    Shared runes probably don't work with clones, but they do work with friends. Action economy is worth your effort most of the time. Ask your GM if it's "you" casting the spell from a shared rune if your friend is the one actually spending actions, because either answer will result in some kind of new trick for you. If it is "you" casting the spell, then you're immune to the effects (which means that you can still let your friends target big old cones—including classic booms like shout—if you're already in ooze form), but if it's not you casting the spell, then your friends can gain the benefits of personal-only spells this way. You come out ahead either way!

    Oh, by the way! Major oozy touch makes you immune to green slime. Did you know that there's a corrupt spell (touch of Juiblex) that turns an opponent into green slime? You can absolutely just turn someone into a form that literally can't hurt you anymore. Cast it directly, put it into a glyph, whatevs. Hilarity awaits. It's even a 3rd level spell, so it'll fit in your smaller glyph if that's your thing.

    Wu jen have access to a reasonably large number of spells that can force someone to move into the area of a glyph of warding, if you feel like doing that. Just as a few examples, magnetism, repel wood, telekinesis, and repel metal or stone are all on the list. The most important one is magnetism because it's low-level (so you don't have to wait forever and a day to get access to it!) and because it can draw in, not just push away. I'm assuming, at least, that targeting metal armor would draw the wearer closer, given that you can't traditionally disarm someone of armor, but nothing says you can't target armor with it. I mean, if your GM prefers to let you rip someone's armor off with magnetism rather than letting you use it to draw people in, that might even be more powerful in some cases. Aren't you glad you're a wu jen? But if you're drawing people to you, just set up a glyph of warding in an obnoxious location, reel 'em in with that magnetism, and watch the fireworks. If you're using an AoE boom spell that could target you,, shift into ooze form first to become immune. Magnetism is a good spell. And remember that glyphs of warding can be set up well in advance!


    Spoiler: Endgame
    Show
    Slime wave is a spell-like ability, so your clones can all use it at once. That's messy as hell, ain't it? It is. Lots of ability damage to go around. And just because stat damage is nasty, Grenadier actually adds up when you've got an oozy glob bomb rush going on.

    Skills get a little weird at the end because we basically run out of things to take, but the fundamentals are covered.

    Humperdink ends with 8th level spells. Not too shabby. I was hoping to get transcend mortality and then shift into ooze form to become immune to it before it ran out, but that wasn't in the cards with 10 levels of oozemaster. So I guess we'll just have to settle for, like, polymorph any object (another inherently broken spell) as a capstone. Or death by thorns, or whatever other high-level spells you like. Casting is fun.

    Being one with the ooze means that spells affect you as though you had the ooze type, so at the very end, it's cheaper than ever to go into ooze form—you just need alter self rather than polymorph. A small difference at the tail end of the game, perhaps, but an amusing one nonetheless.


    Spoiler: Use of secret ingredient
    Show
    • Minor oozy touch: This is basically the focal point of the build. Oozy touch makes you immune to specific kind of ooze and therefore immune to yourself while in ooze form, so you can now get into all sorts of mischief with unfriendly spells, Corrupt spells, etc. Much of the build is devoted to making this combo tick.
    • Oozy glob:This combines hilariously with body outside body to turn into a massive amount of no-save CON damage all at once. Before you get your favorite spell, it's a nice backup ranged option. Nothing says it can't be used while polymorphed, either. Empower Supernatural Ability is fun when used 1/day and extra fun when used 1/day/clone. Grenadier makes both the base damage and the splash damage more dangerous (every point of CON damage hurts!).
    • Slithery face: Since you love using polymorph (which itself gives you a bonus on Disguise checks), this feature helps you become really good at pretending to be an ooze. Plus, you know, it stacks with other, less intense spells like disguise self and alter self, both of which you have access to. And, of course, you've got high ranks in Disguise for much of your career, and you even manage to snag the synergy bonus from Bluff during the single level you have Bluff as a class skill! Nice work!
    • Malleability: Full casters who can get into places they shouldn't be able to get are amusing. You can use wu jen spells like wall of stone and stone shape to create fortifications with small one-inch-wide holes that only you can easily enter, if that appeals to you. The oosy touch options that work on stone, wood, or metal (depending on what you're up against) might be useful, when combined with malleability, to let you gain passage somewhere that people don’t want you go. Also, technically, you can use this while under the effects of another signature wu jen spell, namely giant size. You know, if you felt like it. Tell me that doesn't make you giggle.
    • Major oozy touch: You're immune to green slime. You can turn people into green slime. This is a one-step method of making people stop being your problem. Or, you know, a several-step method if you feel like getting glyphs of warding and similar stuff involved.
    • Indiscernible anatomy: Passive defensive feature is passive and defensive, but you've got low enough HD that protection against the occasional lucky shot just might save your bacon.
    • Slime wave: See oozy glob. Clones make everything better.
    • One with the ooze: Immunities! As with indiscernible anatomy, passive defensive feature is mostly passive and defensive, but since you can now alter self into a gray ooze instead of needing to use polymorph, becoming immune to your own effects is both cheaper and longer-lasting.



    Spoiler: Why these non-SI pieces?
    Show
    • Wu jen is here for the free Silent Spell, for access to polymorph, for access to body outside body. for very limited but still nonzero boost to CL for a small number of spells, for the ability to permanently Silence a spell, and for access to a reasonably wide spell list overall. I chose water as the element to master because it has the widest variety of useful spells (blasts, BfC, weird stuff), because it seems thematically appropriate with ooze, and because it has a remarkably large number of low-level spells that come with no verbal component. Oh, and magnetism. That spell is hilarious.
    • Thrall of D-Dawg is here for a way to get access to heavy armor proficiency without losing CL.
    • Runesmith is here for the ability to permanently Still (effectively) any spells we choose.
    • Mark of Warding is chosen because it combines well with body outside body shenanigans and because it fits the theme of wu jen being unusually well-suited for stockpiling stuff during downtime. Oh, and because it's another way to work around being in ooze form.
    • Grenadier is here for making oozy glob better. Same with Empower Supernatural Ability.
    • Dwarf is chosen for access to runesmith and Mark of Warding.
    • Deformity feats, other than the prereqs for ToD, are chosen mostly for flavor and also potentially for arguments about what body parts you might be able to keep in ooze form. Mostly for flavor, though. They aren't the build's primary source of power.
    • The class structure was designed to minimize the disruption to casting progression, to get oozy touch, runesmith, and polymorph together ASAP, and then to get major oozy touch and body outside body together ASAP.



    Spoiler: Magic
    Show

    Eff CL HD 0th 1st 2nd 3rd 4th 5th 6th 7th 8th
    1 1st 3 1 - - - - - - -
    2 2nd 4 2 - - - - - - -
    3 3rd 4 2 1 - - - - - -
    4 4th 4 3 2 - - - - - -
    5 5th 4 3 2 1 - - - - -
    6 6th 4 3 3 2 - - - - -
    6 7th 4 3 3 2 - - - - -
    7 8th 4 4 3 2 1 - - - -
    8 9th 4 4 3 3 2 - - - -
    9 10th 4 4 4 3 2 1 - - -
    9 11th 4 4 4 3 2 1 - - -
    10 12th 4 4 4 3 3 2 - - -
    10 13th 4 4 4 3 3 2 - - -
    11 14th 4 4 4 4 3 2 1 - -
    12 15th 4 4 4 4 3 3 2 - -
    13 16th 4 4 4 4 4 3 2 1 -
    13 17th 4 4 4 4 4 3 2 1 -
    14 18th 4 4 4 4 4 3 3 2 -
    14 19th 4 4 4 4 4 3 3 2 -
    15 20th 4 4 4 4 4 4 3 2 1



    Spoiler: A partial list of low-level wu jen and corrupt spells with no verbal component
    Show

    1st:
    Cobra's breath
    Secret signs


    2nd:
    Ice blast
    Ice knife
    Hypnotic pattern
    Devil's tongue
    Fangs of the vampire king


    3rd:
    Corpse candle
    Gaseous form
    Serpents of Theggeron


    These are not the only spells you'll cast, of course. You aren't in ooze form 24/7 and don't need to prepare ONLY spells that function in ooze form. You'll be casting plenty of normal spells, or at least normal runic spells once you have runesmith. Use your ooze form to take advantage of targeting, to take advantage of cheesing past corruption costs, and to just be kind of entertainingly surprising, but the build is not intended to ALWAYS be an ooze, and we understand that. And remember that preparation is your friend; you can put a nice boom spell in a glyph of warding and arrange for someone to trigger it while you're in ooze form, no Silent Spell required. You're remarkably flexible. Just about anything CAN be made Silent to make it ooze-compatible, but relatively few things REQUIRE the metamagic. You can do both! Don't get locked down!


    Spoiler: Sources
    Show
    Complete Arcane: wu jen, spells
    Complete Mage: spells
    Dragon Magic: spells
    PHB2: Grenadier
    Eberron Campaign Setting: dragonmarks
    Book of Vile Darkness: thrall of Demogorgon, corrupt spells, Willing Deformity, Deformity (clawed hands), Thrall to Demon
    Elder Evils: Ragnorra
    Heroes of Horror: Deformity (tongue), Deformity (teeth)
    Tome of Magic: Empower Supernatural Ability
    Masters of the Wild: oozemaster
    Races of Stone: runesmith
    PHB: dwarf, spells, Great Fortitude, Silent Spell, skills, etc.
    Complete Scoundrel: skill tricks
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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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  20. - Top - End - #50
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Entry number 3

    Quote Originally Posted by Sir Bleu the Gouda
    Sir Bleu the Gouda, Holy Knight of the Curdling Path
    LG Strongheart Halfling Cloistered Cleric 1/Oozemaster 10/Prestige Paladin 9

    Spoiler
    Show
    The Heresy of the Curdling Path
    They say that cheese was first discovered by a dwarven merchant traveling through the desert with a jug of milk. The milk curdled in the hot sun, creating the first incarnation of the delicacy we now know. The journey itself is now immaterial, but the cheese has melted through history. So it is when walking the Curdling Path. I travel as would any devotee of Fharlanghn, but the true journey is not from one end to another, but the change wrought upon myself. I become as the cheese, and am curdled into a greater servant of my god and foe to the forces of evil.


    Spoiler
    Show
    Ability Scores
    Spoiler
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    32 Point-Buy: 10 Str, 14 Dex, 14 Con, 10 Int, 17 Wis, 11 Cha
    After Adjustments for Strongheart Halfling: 8 Str, 16 Dex, 14 Con, 10 Int, 17 Wis, 11 Cha
    All increases from level ups go to Wis.


    Build Table
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cloistered Divine Magician Cleric 1 +0 +2 +0 +2 Craft (Alchemy) 4, Swim 4, Concentration 4, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 4 1: Far Horizons, Strongheart Halfling: Heretic of the Faith, Murky-Eyed: Heighten Spell, Vulnerable: Divine Metamagic (Heighten), Dwarf Domain: Great Fortitude, Traded Knowledge Domain: Knowledge Devotion (Local) Turn Undead, Lore, Dwarf Domain, Divine Magician ACF
    2nd Oozemaster 1 +0 +4 +0 +2 Craft (Alchemy) 5, Swim 4, Concentration 4, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 5, Collector of Stories - Minor Oozy Touch (Gray Ooze)
    3rd Oozemaster 2 +1 +5 +0 +2 Craft (Alchemy) 6, Swim 4, Concentration 6, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 5, Knowledge (Nature) 1, Collector of Stories Mortalbane Charisma Penalty -1, Oozy Glob 1/day, Slithery Face
    4th Oozemaster 3 +2 +5 +1 +3 Craft (Alchemy) 7, Swim 4, Concentration 7, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 5, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1cc, Collector of Stories - Minor Oozy Touch (Ochre Jelly)
    5th Oozemaster 4 +3 +6 +1 +3 Craft (Alchemy) 8, Swim 4, Concentration 8, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Collector of Stories - Charisma Penalty -2, Oozy Glob 2/day, Malleability
    6th Oozemaster 5 +3 +6 +1 +3 Craft (Alchemy) 9, Swim 4, Concentration 9, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Ride 1cc, Collector of Stories Shaped Splash Major Oozy Touch (Green Slime)
    7th Oozemaster 6 +4 +7 +2 +4 Craft (Alchemy) 10, Swim 4, Concentration 10, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Ride 2cc, Collector of Stories - Charisma Penalty -3, Oozy Glob 3/day, Indiscernible Anatomy
    8th Oozemaster 7 +5 +7 +2 +4 Craft (Alchemy) 11, Swim 4, Concentration 11, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Ride 3cc, Collector of Stories - Major Oozy Touch (Gelatinous Cube)
    9th Oozemaster 8 +6 +8 +2 +4 Craft (Alchemy) 12, Swim 4, Concentration 12, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Ride 4cc, Collector of Stories Mounted Combat Charisma Penalty -4, Oozy Glob 4/day, Slime Wave
    10th Oozemaster 9 +6 +8 +3 +5 Craft (Alchemy) 12, Swim 4, Concentration 12, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2cc, Ride 4, Collector of Stories - Major Oozy Touch (Black Pudding)
    11th Prestige Paladin 1 +7 +10 +3 +5 Craft (Alchemy) 13, Swim 4, Concentration 13, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - Detect Evil, Smite Evil 1/day, Turn Undead
    12th Prestige Paladin 2 +8 +11 +3 +5 Craft (Alchemy) 14, Swim 4, Concentration 14, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories Serenity Divine Grace, Lay on Hands, Special Mount
    13th Oozemaster 10 +9 +12 +3 +5 Craft (Alchemy) 15, Swim 4, Concentration 15, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - Charisma Penalty -5, Oozy Glob 5/day, One With Ooze
    14th Prestige Paladin 3 +10 +12 +4 +6 Craft (Alchemy) 16, Swim 4, Concentration 16, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - Aura of Courage, Divine Health
    15th Prestige Paladin 4 +11 +13 +4 +6 Craft (Alchemy) 17, Swim 4, Concentration 17, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories Ranged Smite Evil Remove Disease 1/week
    16th Prestige Paladin 5 +12 +13 +4 +6 Craft (Alchemy) 18, Swim 4, Concentration 18, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - Smite Evil 2/day
    17th Prestige Paladin 6 +13 +14 +5 +7 Craft (Alchemy) 19, Swim 4, Concentration 19, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - -
    18th Prestige Paladin 7 +14 +14 +5 +7 Craft (Alchemy) 20, Swim 4, Concentration 20, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories Extra Smiting -
    19th Prestige Paladin 8 +15 +15 +5 +7 Craft (Alchemy) 21, Swim 4, Concentration 21, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories Remove Disease 2/week -
    20th Prestige Paladin 9 +16 +15 +6 +8 Craft (Alchemy) 22, Swim 4, Concentration 22, Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 7, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (Nobility and Royalty 2, Ride 4, Collector of Stories - -

    Spellcasting
    Spoiler
    Show
    Level 0lvl 1st 2nd 3rd 4th 5th 6th
    1st 3 1+1 - - - - -
    3rd 4 2+1 - - - - -
    5th 4 2+1 1+1 - - - -
    7th 5 3+1 2+1 - - - -
    9th 5 3+1 2+1 1+1 - - -
    11th 5 3+1 3+1 2+1 - - -
    13th 6 4+1 3+1 2+1 1+1 - -
    14th 6 4+1 3+1 3+1 2+1 - -
    16th 6 4+1 4+1 3+1 2+1 1+1 -
    18th 6 5+1 4+1 3+1 3+1 2+1 -
    20th 6 5+1 4+1 4+1 3+1 2+1 1+1
    *Does not include bonus spells for a high Wis score.

    Divine Magician Spells
    1st: Guided Shot
    2nd: Arcane Turmoil
    3rd: Shivering Touch
    4th: Aboleth Curse
    5th: Indomitability
    6th: Greater Anticipate Teleportation


    Spoiler
    Show
    Level 1
    Spoiler
    Show
    Bring on those Elegance penalties. With the extra feats from taking two flaws, Bleu can take Far Horizons to make Swim a class skill, DMM (Heighten) to meet the 3rd level spells requirement, and Heretic of the Faith so that he can get the Dwarf Domain for Great Fortitude and be LG while still worshipping Fharlanghn for Far Horizons. Thus, he has all of Oozemaster’s prerequisites covered, and can enter the SI right away.


    Level 6
    Spoiler
    Show
    Early access to Oozemaster abilities is snazzy (Gray Ooze at level 2 beats even the initiator’s lockpick in terms of low level ability to brute force obstacles), and Bleu has a few more tricks to further bolster them. Oozy Glob is (Sp), so Mortalbane can add extra 2d6 to it (including the splash damage) against most opponents, and Shaped Splash gets the Oozy Glob an additional direct hit and more control over the splash damage Mortalbane vector. Guided Shot as a Divine Magician spell makes it a little easier to work with Oozy Globs’ 10 ft range increment.


    ECL 13
    Spoiler
    Show
    Bleu has just enough Cha that he can always DMM (Heighten) a spell up to 3rd level up until he gains the ability to cast 3rd level spells normally. Prestige Paladin then opens up Serenity to make Turn attempts (among other things) key off Wis instead, so he suddenly doesn’t care about Cha at all and can Heighten spells requiring saves freely to make them harder to resist. He’s also now finished off Oozemaster. Mortalbane makes the Con damage from Green Slime Oozy Globs absolutely brutal, and might work with Slime Wave as well. As a small bonus to the general list of ways that it’s good, Blindsight from becoming an Ooze makes his Murky-Eyed flaw even more irrelevant, which is sort of fun.


    ECL 20
    Spoiler
    Show
    Bleu rides Prestige Paladin all the way to level 20. Ranged Smite Evil allows him to Smite with a fired projectile (including Oozy Globs) instead of requiring a normal melee attack, and thanks to Serenity, it keys off Wis instead of Cha. The way Smite Evil is worded makes me think that its damage bonus should apply to splash damage as well, so in conjunction with Mortalbane, we’re now looking at 2d6+10 Con damage with Green Slime just as collateral damage against Evil creatures (at least ones that aren’t Constructs, Undead, or Outsiders), and with Extra Smiting, he can deliver a Smite on a Mortalbane Oozy Glob in every encounter of the day if so inclined.



    Spoiler
    Show
    Book of Exalted Deeds: Ranged Smite Evil
    Book of Vile Darkness: Mortalbane
    Complete Divine: Divine Metamagic
    Complete Mage: Arcane Turmoil
    Complete Warrior: Extra Smiting
    Frostburn: Shivering Touch
    Masters of the Wild: Oozemaster
    Power of Faerun: Heretic of the Faith
    Races of Destiny: Far Horizons
    Races of Eberron: Shaped Splash
    Spell Compendium: Guided Shot, Indomitability, Greater Anticipate Teleportation
    Stormwrack: Aboleth Curse
    Everything else should be in the SRD.
    Quotebox
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  21. - Top - End - #51
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Entry number 4:

    Quote Originally Posted by Augustus d'Cannith
    Augustus d’Cannith
    NE Changeling Wizard 5/Oozemaster 10/Alchemist Savant 5

    Spoiler
    Show
    “Two great tastes that go great together!” boasted the candy wrapper that Augustus absently dropped to the floor of his laboratory as he waddled past vials of smoking, bright colored liquids to the tables to which his test subjects were strapped.

    “Let’s see…” the words squelched out as he mulled over the unconscious forms. “How would that mix in, I wonder?” A gloopy appendage slammed down over the face of an elf on the table to his right. “Hmm… That’s interesting… Very interesting indeed! I shall have to procure more for a later date!”

    He grabbed a handful of vials from the nearby shelves and in an instant, disappeared from the library, only to return a few minutes later with a pile of unconscious elves coated in viscous liquid. At a touch, the remains of the deceased elf dissolved into an orange puddle. He strapped a captured elf in the corpse’s place and set about making arrangements for the others.


    [spoiler]Ability Scores
    Spoiler
    Show
    8 Str, 14 Dex, 13 Con, 18 Int, 13 Wis, 8 Cha
    Increase Int at all opportunities.


    The Build[spoiler]
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wizard 1 +0 +0 +0 +2 Craft (Alchemy) 4, Swim 2cc, Spellcraft 4, Concentration 4, Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4 Racial Emulation, GrenadierB Elven Generalist, Domain Wizard (Transmutation Domain), Martial Wizard, Summon Familiar, Draconic Rite of Passage (Ice Dagger 1/day)
    2nd Wizard 2 +1 +0 +0 +3 Craft (Alchemy) 5, Swim 2, Spellcraft 5, Concentration 5, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 4, Collector of Stories - -
    3rd Wizard 3 +1 +1 +1 +3 Craft (Alchemy) 6, Swim 3cc, Spellcraft 6, Concentration 6, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Collector of Stories Mortalbane -
    4th Wizard 4 +2 +1 +1 +4 Craft (Alchemy) 7, Swim 3, Spellcraft 7, Concentration 7, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 1, Knowledge (The Planes) 1, Collector of Stories - -
    5th Wizard 5 +2 +1 +1 +4 Craft (Alchemy) 8, Swim 4cc, Spellcraft 8, Concentration 8, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Collector of Stories Great FortitudeB Domain Granted Power ACF (Dwarf Domain)
    6th Oozemaster 1 +2 +3 +1 +4 Craft (Alchemy) 9, Swim 4, Spellcraft 9, Concentration 9, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 5, Collector of Stories Shaped Splash Minor Oozy Touch (Ochre Jelly)
    7th Oozemaster 2 +3 +4 +1 +4 Craft (Alchemy) 10, Swim 4, Spellcraft 10, Concentration 10, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 10, Collector of Stories - Charisma Penalty -1, Oozy Glob 1/day, Slithery Face
    8th Oozemaster 3 +4 +4 +2 +5 Craft (Alchemy) 11, Swim 4, Spellcraft 11, Concentration 11, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 11, Disguise 5, Collector of Stories - Minor Oozy Touch (Gray Ooze)
    9th Oozemaster 4 +5 +5 +2 +5 Craft (Alchemy) 12, Swim 4, Spellcraft 12, Concentration 12, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 12, Disguise 10, Collector of Stories Brew Potion Charisma Penalty -2, Oozy Glob 2/day, Malleability
    10th Oozemaster 5 +5 +5 +2 +5 Craft (Alchemy) 13, Swim 4, Spellcraft 13, Concentration 13, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 13, Disguise 13, Heal 2, Collector of Stories - Major Oozy Touch (Green Slime)
    11th Oozemaster 6 +6 +6 +3 +6 Craft (Alchemy) 14, Swim 4, Spellcraft 14, Concentration 14, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 14, Disguise 14, Heal 6, Collector of Stories - Charisma Penalty -3, Oozy Glob 3/day, Indiscernible Anatomy
    12th Oozemaster 7 +7 +6 +3 +6 Craft (Alchemy) 15, Swim 4, Spellcraft 15, Concentration 15, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 15, Disguise 15, Heal 8, Collector of Stories, Swift Concentration Favored in House (Cannith) Major Oozy Touch (Gelatinous Cube)
    13th Oozemaster 8 +8 +7 +3 +6 Craft (Alchemy) 16, Swim 4, Spellcraft 16, Concentration 16, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 16, Disguise 16, Heal 11, Survival 1, Collector of Stories, Swift Concentration - Charisma Penalty -4, Oozy Glob 4/day, Slime Wave
    14th Oozemaster 9 +8 +7 +4 +7 Craft (Alchemy) 17, Swim 4, Spellcraft 17, Concentration 17, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 17, Disguise 17, Heal 11, Survival 5, Collector of Stories, Swift Concentration - Major Oozy Touch (Black Pudding)
    15th Oozemaster 10 +9 +8 +4 +7 Craft (Alchemy) 18, Swim 8, Spellcraft 18, Concentration 18, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 11, Survival 5, Collector of Stories, Swift Concentration Assume Supernatural Ability (Reason Stealer’s Devour Mind) Charisma Penalty -5, Oozy Glob 5/day, One With Ooze
    16th Alchemist Savant 1 +9 +10 +4 +7 Craft (Alchemy) 19, Swim 8, Spellcraft 19, Concentration 19, Knowledge (Arcana) 10, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 11, Survival 5, Collector of Stories, Swift Concentration - Efficient Alchemy, Poison Use
    17th Alchemist Savant 2 +10 +11 +4 +7 Craft (Alchemy) 20, Swim 8, Spellcraft 20, Concentration 20, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 11, Survival 5, Collector of Stories, Swift Concentration - Brew Spellvial
    18th Alchemist Savant 3 +10 +11 +5 +8 Craft (Alchemy) 21, Swim 8, Spellcraft 21, Concentration 21, Knowledge (Arcana) 20, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 11, Survival 5, Collector of Stories, Swift Concentration Sanctum Spell Efficient Alchemy (2 potions/day)
    19th Alchemist Savant 4 +11 +12 +5 +8 Craft (Alchemy) 22, Swim 8, Spellcraft 22, Concentration 22, Knowledge (Arcana) 22, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 14, Survival 5, Collector of Stories, Swift Concentration - Create Alchemical Mixture
    20th Alchemist Savant 5 +11 +12 +5 +8 Craft (Alchemy) 23, Swim 8, Spellcraft 23, Concentration 23, Knowledge (Arcana) 23, Knowledge (Dungeoneering) 5, Knowledge (Religion) 2, Knowledge (The Planes) 1, Knowledge (Nature) 18, Disguise 18, Heal 18, Survival 5, Collector of Stories, Swift Concentration - Brew Universal Potion, Efficient Alchemy (3 Potions/day)

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th
    1st 3 2+1 - - - - - - -
    2nd 4 3+1 - - - - - - -
    3rd 4 3+1 2+1 - - - - - -
    4th 4 4+1 3+1 - - - - - -
    5th 4 4+1 3+1 2+1 - - - - -
    7th 4 4+1 4+1 3+1 - - - - -
    9th 4 5+1 4+1 3+1 2+1 - - - -
    11th 4 5+1 4+1 4+1 3+1 - - - -
    13th 4 5+1 5+1 4+1 3+1 2+1 - - -
    15th 4 5+1 5+1 4+1 4+1 4+1 - - -
    16th 4 5+1 5+1 5+1 5+1 4+1 2+1 - -
    17th 4 5+1 5+1 5+1 5+1 4+1 4+1 - -
    18th 4 5+1 5+1 5+1 5+1 4+1 4+1 2+1 -
    19th 4 5+1 5+1 5+1 5+1 5+1 4+1 4+1 -
    20th 4 5+1 5+1 5+1 5+1 5+1 4+1 4+1 2+1
    *Does not include bonus spells for a high Int score.

    Spoiler
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    ECL 5
    Spoiler
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    This build is going to require the mixing of a few different race specific ingredients, so Racial Emulation Changeling (born into House Cannith) is the way to go, and as long as we’re doing that, we may as well go all in, emulating an elf for Elven Generalist (Changeling Wizard would require banning schools we’ll end up wanting), and a kobold to pick up Ice Dagger as a Draconic Rite of Passage SLA. Mortalbane adds 2d6 to both the direct hit and splash damage, which makes it a pretty snazzy little ace in the hole. It even makes spending skill points on Swim a little better, as we can emulate the Aquatic subtype to breathe underwater. Finally, the Domain Granted Power ACF allows us to plunder the religious traditions, if not actual race specific material, of the dwarves to pick up Oozemaster’s Great Fortitude prereq.


    ECL 10
    Spoiler
    Show
    We’re into Oozemaster. Shaped Splash also kicks both the extant Ice Dagger SLA and Oozy Globs up a notch, as it will for any build based around slinging splash weapons. Mortalbane can be applied to Oozy Globs in the same way it is to Ice Dagger as well, which is especially fearsome when applied to the Con damage from Green Slime. Brew Potion is mostly a feat tax for later.


    ECL 15
    Spoiler
    Show
    We finish out the SI, getting more Oozy Glob uses per day, a few more Major Oozy Touches, and becoming One With Ooze. Counting as an Ooze means that we can take the form of the Reason Stealer from MMII, and pick up its Devour Mind ability with which we can now absorb the ability scores, BAB, skill ranks, feats, and prepared arcane spells of an enemy slain with a slam for 24 hours. Between spellcasting and the Gelatinous Cube Oozy Touch at-will, it should be pretty easy to keep enemies safely subdued to be devoured later at our convenience. Emulating a human allows us to take Favored in House (Cannith) as a feat tax, though we’ll disqualify ourselves from it most of the time to maintain qualification for Shaped Splash.

    ECL 20
    Spoiler
    Show
    Alchemist Savant finishes the build out. Shaped Splash on Alchemical Mixture Spellvials is fun (especially with the potential to devour the mind of a high level ranger or similar for BAB and ranged feats), and as Sanctum Spells count as one level lower outside of the Sanctum, spells of up to 4th level can be made into Potions and Spellvials (at least Quick Potion should work even if regular crafting and Universal Potions are ruled not to). We also scrape 8th level spells, which is nothing to sneeze at. I’m particularly fond of Arrow of Bone applied to splash weapons, and Spell Engine to rejigger spell selection of devoured minds. Craft (Alchemy) can be used to craft poisons to apply to the spellvials or whatever else with Poison Use at a small penalty. Thematically, it’s also fitting to play around with Potion Miscibility rules if your DM allows them. I’m a little disappointed that Devour Mind can’t absorb the results of a Discovery from a subdued test subject, but Spell Theft should work.


    Spoiler
    Show
    Book of Vile Darkness: Mortalbane, Making poisons with Alchemy
    Complete Arcane: Sanctum Spell
    Complete Champion: Domain Granted Power Wizard ACF
    Eberron Campaign Setting: Favored in House
    Magic of Eberron: Alchemist Savant
    Masters of the Wild: Oozemaster
    Player’s Handbook II: Grenadier
    Races of Eberron: Changeling, Racial Emulation, Shaped Splash
    Races of the Dragon: Draconic Rite of Passage
    Races of the Wild: Elf Generalist
    Spell Compendium: Arrow of Bone, Ice Dagger, Quick Potion, Spell Theft
    Web: Potion Miscibility
    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.

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  22. - Top - End - #52
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Entry number 5:

    Quote Originally Posted by Touchy McPhee
    Touchy McPhee
    Human
    Chaotic Neutral
    Wu Jen 2/Binder 1/Wu Jen +1/Anima Mage 2/Oozemaster 10/Abjurant Champion 4

    Spoiler: Stats
    Show

    Stat Initial Racial Adjustment 1st 4th 8th 10th 12th 14th 16th 20th
    Str 12 -- 12 12 12 12 12 12 12 12
    Con 12 -- 12 12 12 12 12 12 12 12
    Dex 12 -- 12 12 12 12 12 12 12 12
    Int 18 -- 18 19 20 20 21 21 22 22
    Wis 08 -- 08 08 08 08 08 08 08 08
    Cha 12 -- 12 12 11 10 09 08 07 08

    Level increases (included in table above): Int (4,8,12,16) and Cha (20).


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wu Jen 1 +0 +0 +0 +2
    • 4(4) Concentration
    • 4(4) Craft: Alchemy
    • 4(4) K: arcana
    • 1(1) K: dungeoneering
    • 1(1) K: history
    • 1(1) K: local
    • 1(1) K: religion
    • 4(4) K: the planes
    • 4(4) Spellcraft
    • 4(2) Swim
    1st: Vengeful Spirit; H: Hasty Spirit; B: Quicken Spell Watchful Spirit
    2nd Wu Jen 2 +1 +0 +0 +3
    • 1(5) Concentration
    • -(4) Craft: Alchemy
    • 1(5) K: arcana
    • 1(1) K: arch&eng
    • -(1) K: dungeoneering
    • 1(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: religion
    • 1(5) K: the planes
    • 1(5) Spellcraft
    • 1(2.5) Swim
    -- --
    3rd Binder 1 +1 +2 +0 +5
    • 1(1) Bluff
    • 1(6) Concentration
    • -(4) Craft: Alchemy
    • 4(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: religion
    • -(5) K: the planes
    • -(5) Spellcraft
    • 1(3) Swim
    3rd: Improved Binding Soul Binding
    4th Wu Jen 3 +1 +3 +1 +5
    • 1(1) Bluff
    • 1(7) Concentration
    • -(4) Craft: Alchemy
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 1(1) K: nature
    • 1(1) K: nob&roy
    • 1(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 2(7) Spellcraft
    • 1(3.5) Swim
    -- Spell Secret (Extend Scales of the Lizard)
    5th Anima Mage 1 +1 +3 +1 +7
    • 4(5) Bluff
    • 1(8) Concentration
    • -(4) Craft: Alchemy
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(8) Spellcraft
    • 1(4) Swim
    -- --
    6th Anima Mage 2 +2 +3 +1 +8
    • 3(8) Bluff
    • 1(9) Concentration
    • -(4) Craft: Alchemy
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(9) Spellcraft
    • -(4) Swim
    • 2(-) ST: Collector of Stories
    6th: Great Fortitude Exploit Vestige
    7th Oozemaster 1 +2 +5 +1 +8
    • -(8) Bluff
    • 1(10) Concentration
    • -(4) Craft: Alchemy
    • 5(5) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(10) Spellcraft
    • -(4) Swim
    • -(-) ST: Collector of Stories
    • 2(-) ST: Second Impression
    -- Minor Oozy Touch (Ochre Jelly)
    8th Oozemaster 2 +3 +6 +1 +8
    • -(8) Bluff
    • 1(11) Concentration
    • -(4) Craft: Alchemy
    • 6(11) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • -(1) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(1) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(11) Spellcraft
    • -(4) Swim
    • 2(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    -- Oozy Glob 1/day; Slithery Face
    9th Oozemaster 3 +4 +6 +2 +9
    • -(8) Bluff
    • 1(12) Concentration
    • -(4) Craft: Alchemy
    • 1(12) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 3(4) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 4(5) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(12) Spellcraft
    • -(4) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    9th: Knowledge Devotion (dungeoneering) Minor Oozy Touch (Phosphorescent Fungus)
    10th Oozemaster 4 +5 +7 +2 +9
    • -(8) Bluff
    • 1(13) Concentration
    • -(4) Craft: Alchemy
    • 1(13) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 3(7) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 4(9) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(13) Spellcraft
    • -(4) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    -- Oozy Glob 2/day; Malleability
    11th Oozemaster 5 +5 +7 +2 +9
    • -(8) Bluff
    • 1(14) Concentration
    • -(4) Craft: Alchemy
    • 1(14) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 3(10) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 3(12) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(14) Spellcraft
    • 1(5) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    -- Major Oozy Touch (Green Slime)
    12th Oozemaster 6 +6/1 +8 +3 +10
    • -(8) Bluff
    • 1(15) Concentration
    • -(4) Craft: Alchemy
    • 1(15) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 3(13) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 3(15) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(15) Spellcraft
    • 1(6) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    12th: Minor Shapeshift Oozy Glob 3/day; Indiscernible Anatomy
    13th Oozemaster 7 +7/2 +8 +3 +10
    • -(8) Bluff
    • 1(16) Concentration
    • -(4) Craft: Alchemy
    • 1(16) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 3(16) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 1(16) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(16) Spellcraft
    • 3(9) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Second Impression
    -- Major Oozy Touch (Black Pudding)
    14th Oozemaster 8 +8/3 +9 +3 +10
    • -(8) Bluff
    • 1(17) Concentration
    • -(4) Craft: Alchemy
    • 1(17) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 1(17) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 1(17) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(17) Spellcraft
    • 3(12) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • 2(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    -- Oozy Glob 4/day; Slime Wave
    15th Oozemaster 9 +8/3 +9 +4 +11
    • -(8) Bluff
    • 1(18) Concentration
    • 2(6) Craft: Alchemy
    • 1(18) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 1(18) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 1(18) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(18) Spellcraft
    • 3(15) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    15th: Combat Casting Major Oozy Touch (Gelatinous Cube)
    16th Oozemaster 10 +9/4 +10 +4 +11
    • -(8) Bluff
    • 1(19) Concentration
    • 2(8) Craft: Alchemy
    • 1(19) Disguise
    • -(4) Intimidate
    • -(5) K: arcana
    • -(1) K: arch&eng
    • 1(19) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • 1(19) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(19) Spellcraft
    • 4(19) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    -- Oozy Glob 5/day; One With the Ooze
    17th Abjurant Champion 1 +10/5 +10 +4 +13
    • -(8) Bluff
    • 1(20) Concentration
    • -(8) Craft: Alchemy
    • -(19) Disguise
    • -(4) Intimidate
    • 5(10) K: arcana
    • -(1) K: arch&eng
    • 1(20) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(19) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(20) Spellcraft
    • 1(20) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    -- Abjurant Armor; Extended Abjuration
    18th Abjurant Champion 2 +11/6/1 +10 +4 +14
    • -(8) Bluff
    • 1(21) Concentration
    • -(8) Craft: Alchemy
    • -(19) Disguise
    • -(4) Intimidate
    • 5(15) K: arcana
    • -(1) K: arch&eng
    • 1(21) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(19) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(21) Spellcraft
    • 1(21) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    18th: Practiced Spellcaster Swift Abjuration
    19th Abjurant Champion 3 +12/7/2 +11 +5 +14
    • -(8) Bluff
    • 1(22) Concentration
    • -(8) Craft: Alchemy
    • -(19) Disguise
    • -(4) Intimidate
    • 5(20) K: arcana
    • -(1) K: arch&eng
    • 1(22) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(19) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(22) Spellcraft
    • 1(22) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    -- --
    20th Abjurant Champion 4 +13/8/3 +11 +5 +15
    • -(8) Bluff
    • 1(23) Concentration
    • 2(10) Craft: Alchemy
    • -(19) Disguise
    • -(4) Intimidate
    • 3(23) K: arcana
    • -(1) K: arch&eng
    • 1(23) K: dungeoneering
    • -(1) K: geography
    • -(1) K: history
    • -(1) K: local
    • -(19) K: nature
    • -(1) K: nob&roy
    • -(1) K: psionics
    • -(1) K: religion
    • -(5) K: the planes
    • 1(23) Spellcraft
    • 1(23) Swim
    • -(-) ST: Assume Quirk
    • -(-) ST: Collector of Stories
    • -(-) ST: Quick Swimmer
    • -(-) ST: Second Impression
    -- Arcane Boost


    Spoiler: Spell Table
    Show

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


    Spoiler: 1-6
    Show

    These are all pre-ooze set-up levels.
    The point of it all is to be able to bind Paimon while maintaining casting levels enough to qualify for Oozemaster. Hence, Anima Mage.


    Spoiler: 7-16
    Show

    Here's where we gish.
    By a strict RAW reading, Paimon's Dance of Death should be useable with (Minor/Major) Oozy Touch. RAI may not agree. Consult your DM. If it's okay, use the combo. If not, keep a rapier handy for those times when it would be useful, but don't worry too much about it.
    Gaining the Whirlwind Attack feat, however, does absolutely work with the Oozy Touches], so jump into a crowd and touch everyone you can!

    At 9th level, Knowledge Devotion comes into play. Your skill set is enough to make it worthwhile. It'll do double duty with the Ochre Jelly touch!
    Phosphorescent Fungus helps your human eyes. Smeer some on the blade of a rapier and unsheath it for a torch.

    At 11th level, the Green Slime touch works with Knowledge Devotion and Whirlwind Attack. 1d6 + (1-5) Con damage to each creature you can reach is going to cause problems to many of your foes.

    At 12th level, Indiscernible Anatomy and the Minor Shapeshift feat are going to help keep you alive.

    At 16th level, Blindsight from One With the Ooze combos well for a gish with Obscuring Mist (or Solid Fog or...)


    Spoiler: 17-20
    Show

    Rounding things out in basic gish-fashion. Abjurant Champion!
    At 17th level, the Shield spell gets better. At 18th, it gets faster. (As do other Wu Jen spells, of course.)

    At 19th level, 7th level spells become available. Including Giant Size (for extending reach with Whirlwind Attacks) and Body Outside Body (because why be only one Con damage dealing tornado?).

    At 20th level, Arcane Boost adds options. Not least of which is a bonus to damage rolls. (Remember that Con damage attack?) It won't stack with Knowledge Devotion, but in those situations where you've rolled poorly and you're in position to strike, dropping a 6th-level spell to add 12 damage to all of your Whirlwind Attacks with a Green Slime touch could very well spell doom for your enemies.


    Spoiler: Bibliography
    Show

    Complete Arcane -- Wu Jen (p.14); Practiced Spellcaster feat (p.82)
    Complete Mage -- Vengeful Spirit feat (p.48); Hasty Spirit feat (p.44); Minor Shapeshift feat (p.45); Abjurant Champion (p.50)
    Tome of Magic -- Binder (p.9); Improved Binding feat (p.74); Anima Mage (p.50)
    Complete Scoundrel -- Skill Tricks (p.82-90)
    Complete Champion -- Knowledge Devotion feat (p.60)
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  23. - Top - End - #53
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    And that's everything! Another small round this time. Judges, over to you!
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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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  24. - Top - End - #54
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    I am very much not disappointed with these results.

    I see at least a couple people exploring avenues of optimization that I started with but had to abandon in favor of other tricks, which is neat. I’ll have to do a deep read of these entries after work today. Looks great so far, though!

    Who’s judging?
    Last edited by Zaq; 2019-01-07 at 09:18 AM.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  25. - Top - End - #55
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    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Updated the ICO Spreadsheet with the dishes for this cook.

  26. - Top - End - #56
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    Post Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Congrats to all who got an entry in.

    My stub was as follows:

    Spoiler
    Show
    Ogmira Limus


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Rogue 1 +x +x +x +x 40 Able LearnerB, Iron Will Poison use, sneak attack +1d6, trapfinding
    2nd Duskblade 1 +x +x +x +x 4 - Arcane attunement, armored mage (light)
    3rd Duskblade 2 +x +x +x +x 4 Combat CastingB, Spell Focus (evil) Combat Casting
    4th Duskblade 3 +x +x +x +x 4 - Arcane channeling
    5th Rogue 2 +x +x +x +x 10 - Evasion
    6th Ur Priest 1 +x +x +x +x 4 Great Fortitude -
    7th Ur Priest 2 +x +x +x +x 4 - Rebuke undead
    8th Ur Priest 3 +x +x +x +x 4 - -
    9th Oozemaster 1 +x +x +x +x 6 Practiced Spellcaster (ur priest) Minor oozy touch 1
    10th Oozemaster 2 +x +x +x +x 6 - Charisma penalty -1, oozy glob 1 /day, slithery face
    11th Oozemaster 3 +x +x +x +x 6 - Minor oozy touch 2
    12th Oozemaster 4 +x +x +x +x 6 Poison Spell Charisma penalty -2, oozy glob 2/day, malleability
    13th Oozemaster 5 +x +x +x +x 6 - Major oozy touch 1
    14th Oozemaster 6 +x +x +x +x 6 - Charisma penalty -3, oozy glob 3/day, indiscernible anatomy
    15th Oozemaster 7 +x +x +x +x 6 Knowledge Devotion Major oozy touch 2
    16th Oozemaster 8 +x +x +x +x 6 - Charisma penalty -4, oozy glob 4/day, slime wave
    17th Oozemaster 9 +x +x +x +x 6 - Major oozy touch 3
    18th Oozemaster 10 +x +x +x +x 6 * Charisma penalty -5, oozy glob 5/day, one with the ooze
    19th Ur Priest 4 +x +x +x +x 4 - Divine spell resistance 15
    20th Ur Priest 5 +x +x +x +x 4 - -

    As with most 1/2 casting PrCs, I was trying to bludgeon it with the hammer of Ur Priest. Couldn't do anything interesting with it, and the last two levels of Ur Priest felt like a waste, but couldn't find anything that felt like a better fit.

  27. - Top - End - #57
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    I'll be judging this round. Luckily I'm on break so I should be able to put up some scores in the next few days. Looking forward to going through these builds

    Thank you as always for your swift efforts, Wolfem.

    Criteria are as follows, a modified version of the criteria from OMG Ponies. All builds will start with a base score of 12, representing 3 points in each category. Those category scores will change based on my answers to a series of questions, presented below. An answer of "Yes" will earn a +0.5 boost to that category, an answer of "No" will earn a -0.5 penalty to that category, while an ambivalent "Yes and no" will not change the score of that category at all. If there's a yes or no with a big but, it may merit 0.25 bonus or penalty. Thus, it is possible for a build to score anywhere between 1 and 5 points in each category. The questions are below:
    Spoiler: Criteria
    Show

    Originality
    1 Does the build present a compelling backstory or concept?
    2 Does the build enter the Secret Ingredient through interesting or distinctive classes, or use interesting or distinctive means to fulfill prerequisites?
    3 Does the build make use of any interesting race, class, feats, or mechanical tricks that the judge hasn't seen in common use before?
    4 Does the build avoid "known cheese" and overused optimization suggestions?


    Power
    1 Does the build utilize established power breakpoints and feat taxes for all classes and prestige classes taken?
    2 Does the build function at the same power level throughout an entire adventuring day, rather than relying on "nova" powers?
    3 Does the build thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything?
    4 Does the build contribute significantly in terms of offense, defense, and utility?


    Elegance
    1 Does the build qualify for all classes taken outside the Secret Ingredient?
    2 Does the build qualify for all feats taken?
    3 Does the build avoid any rules errors, questionable rules interpretations, cross-setting material, or material specifically disallowed from this competition?
    4 Does the build avoid excessive dipping (defined as taking 2 or fewer levels in 2 or more base/prestige classes)?


    Use of the Secret Ingredient
    1 Does the build qualify for the Secret Ingredient and make special use of entry requirements?
    2 Does the build complete the Secret Ingredient or present a compelling reason why not doing so is actually a better use of the Secret Ingredient?
    3 Does the build pair mechanical abilities of the Secret Ingredient with the rest of the build in unique ways (e.g. do something not every other entry can do)?
    4 Does the build complement the concept of its chassis through use of the Secret Ingredient (i.e. does the entry feel like an Oozemaster)?
    Last edited by The Viscount; 2019-01-07 at 05:18 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  28. - Top - End - #58
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    Quote Originally Posted by Thurbane View Post
    Congrats to all who got an entry in.

    My stub was as follows:

    Spoiler
    Show
    Ogmira Limus


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Rogue 1 +x +x +x +x 40 Able LearnerB, Iron Will Poison use, sneak attack +1d6, trapfinding
    2nd Duskblade 1 +x +x +x +x 4 - Arcane attunement, armored mage (light)
    3rd Duskblade 2 +x +x +x +x 4 Combat CastingB, Spell Focus (evil) Combat Casting
    4th Duskblade 3 +x +x +x +x 4 - Arcane channeling
    5th Rogue 2 +x +x +x +x 10 - Evasion
    6th Ur Priest 1 +x +x +x +x 4 Great Fortitude -
    7th Ur Priest 2 +x +x +x +x 4 - Rebuke undead
    8th Ur Priest 3 +x +x +x +x 4 - -
    9th Oozemaster 1 +x +x +x +x 6 Practiced Spellcaster (ur priest) Minor oozy touch 1
    10th Oozemaster 2 +x +x +x +x 6 - Charisma penalty -1, oozy glob 1 /day, slithery face
    11th Oozemaster 3 +x +x +x +x 6 - Minor oozy touch 2
    12th Oozemaster 4 +x +x +x +x 6 Poison Spell Charisma penalty -2, oozy glob 2/day, malleability
    13th Oozemaster 5 +x +x +x +x 6 - Major oozy touch 1
    14th Oozemaster 6 +x +x +x +x 6 - Charisma penalty -3, oozy glob 3/day, indiscernible anatomy
    15th Oozemaster 7 +x +x +x +x 6 Knowledge Devotion Major oozy touch 2
    16th Oozemaster 8 +x +x +x +x 6 - Charisma penalty -4, oozy glob 4/day, slime wave
    17th Oozemaster 9 +x +x +x +x 6 - Major oozy touch 3
    18th Oozemaster 10 +x +x +x +x 6 * Charisma penalty -5, oozy glob 5/day, one with the ooze
    19th Ur Priest 4 +x +x +x +x 4 - Divine spell resistance 15
    20th Ur Priest 5 +x +x +x +x 4 - -

    As with most 1/2 casting PrCs, I was trying to bludgeon it with the hammer of Ur Priest. Couldn't do anything interesting with it, and the last two levels of Ur Priest felt like a waste, but couldn't find anything that felt like a better fit.
    I thought about a Duskblade entry, initially Duskblade 13 / Oozemaster 7 to take advantage of Oozy Touch’s weird “full attack action” wording. I scrapped it when I realized that it didn’t actually take advantage of anything Oozemaster actually gives you. (Not that there’s much there, but there was enough for a couple of entries.)
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    Come join the Iron Chef Optimization Challenge in the Playground E6 Appetizer Edition! We're currently cooking for round 32. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month, but still, happy Pride!

  29. - Top - End - #59
    Troll in the Playground
     
    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    My idea was Maiden of pain to deliver oozy touches by whip. But I'm like completely out of free time until I'm less poor or the little one begins school.

  30. - Top - End - #60
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    NinjaGuy

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    Dec 2017

    Default Re: Iron Chef Optimisation Challenge in the Playground XCVI

    I got super distracted by holidays and ended up missing this entirely :/

    I was initially looking to make a Shadowpouncer to get multiple Oozy touches a round, but we ruled against it being a Full Attack and made it a Full Round action instead.

    Other thought was to start with Illumian for the Improved Sigil Krau shenanigans to get into Oozemaster at level 2 (looks like someone else managed it), and then probably go into Arachnomancer to get two full prestige classes, but it didn't really do anything. Good stuff all around!

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