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  1. - Top - End - #1
    Firbolg in the Playground
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    Default Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Welcome back to the Iron Chef Optimization Challenge E6 Appetizer Edition! I asked if people would have fun with this one and got a positive response, so let's see some money put where some mouths are.

    The form of this challenge is to take a particular D&D 3.5 base class (our "secret ingredient," or SI) and turn it into a functional E6 build, which must feature the SI as heavily as possible. (The only hard rule about this is that you must take at least one level in the SI, though judges are encouraged to look favorably on builds that take as many levels as possible in said SI.) Your final build submission should consist of your 6 regular levels and your first 10 epic bonus feats, though providing a snapshot at earlier points through the progression is heartily encouraged. Entries are to be PM'd to the Chair (that would be me!), and they will be posted anonymously; our volunteer judges will then grade each build on a 1-5 point scale in four categories: Originality, Power, Elegance, and Use of the Secret Ingredient. The builds with the highest three scores will be awarded medals, with the Honorable Mention award going to the non-medaling build that the Chair likes best and/or that receives the most votes for HM in this thread. (HM may not always be awarded, particularly if the number of builds is very small.) And then we all have cake!*

    *Note: You must provide your own cake.

    This is basically like the regular Iron Chef, and let's be brutally honest with ourselves here: this isn't a gargantuan community, and we basically all know what we're talking about at this point. Make the builds, send 'em in, post some scores, and have fun. If you've got questions, lemme know. Still, let's lay out a few rules!
    • Cooking Time: Builds must be submitted via PM to the Chair by 4:59 PM GMT - 8 on Friday, Jan 04, 2019 (12:59 AM GMT on Saturday, Jan 05). The reveal shall be on the first evening the Chair has free following the cooking deadline, which is hoped to be that evening or the immediately subsequent one. Judging is then expected (*cough*) to take no more than two weeks, so we'll put the judging deadline at approximately two weeks after that, with adjustments as necessary. (You can do the math yourselves; I don't want to put two dates here and confuse people.) Notice that this is slightly earlier in the day than previous deadlines; the goal is to have the deadline be around the time the Chair gets off of work on that particular day, thereby allowing him to post the builds without having to stay up super late or wait until the next day.
    • Kitchen: Let's break this one down a bit.

      Spoiler: Let's talk about sources
      Show

      • ALLOWED: Almost all D&D 3.5 material published by WotC: Core, Completes, monster books, Races Of books, alternate power source books (Expanded Psionics Handbook, Magic of Incarnum, Tome of Battle, Tome of Magic, etc.), Spell Compendium, Book of Exalted Deeds, Book of Vile Darkness, Eberron material, Forgotten Realms material, and other WotC-published 3.5 material. (This list is NOT exhaustive and there are many other legal books that I did not mention by name!)
      • ALLOWED: Material from the 3.5 archives of the Wizards of the Coast website (including, but not limited to, the Mind's Eye articles). If you use it, link it.
      • ALLOWED: Official errata from WotC. If you're relying on this in a material fashion, it's a good idea to link it and to discuss it.
      • NOT ALLOWED: Unofficial errata, including "class fixes" (regardless of the source, including from the original author if not published in a WotC book) or fan-created content.
      • ALLOWED: Unupdated WotC-published 3.0 material (e.g., Sword and Fist, Masters of the Wild, etc.) except for 3.0 psionics. No 3.0 psionics allowed. If you are using 3.0 material, use the general-purpose skill updates (Wilderness Lore becomes Survival, Innuendo becomes Bluff, etc.) and the general-purpose rules updates (spells with a casting time of "1 action" become "1 standard action," etc.) when appropriate.
      • NOT ALLOWED: 3.0 material for which a direct 3.5 update exists. Use the updated material instead.
      • ALLOWED: Dragon Compendium and its errata.
      • NOT ALLOWED: Content from Dragon Magazine and/or Dungeon Magazine unless said content appears in an otherwise allowed source.
      • ALLOWED: Oriental Adventures, including the 3.5 update to Oriental Adventures from Dragon Magazine #318. This is a specific exception to the "no Dragon" rule!
      • NOT ALLOWED: Pathfinder content, regardless of whether it is "D&D 3.5 OGL" or not. If it didn't come from WotC, we don't want it.
      • ALLOWED: From Unearthed Arcana: racial paragon classes, alternate class features/variant classes, spelltouched feats, and variant races. (Traits and flaws are technically legal, but traits warrant a -0.5 point penalty in Elegance, and flaws warrant a -1 penalty in Elegance.)
      • NOT ALLOWED: Other Unearthed Arcana content, including (but not limited to) bloodlines, LA buyoff, fractional BAB/saves, alternate casting systems, alternate skill systems, item familiars, prestigious character classes, generic classes, gestalt, etc. When you're wondering if UA content is allowed, err on the side of caution and don't mess around with it.
      • NOT ALLOWED: Leadership, regardless of source. Game elements functionally equivalent to Leadership (including, but not limited to, Dragon Cohort, Undead Leadership, and Thrallherd) are similarly banned. (Familiars, Improved Familiar, animal companions, Wild Cohort, psicrystals, elemental envoys, and similar game elements are allowed, and they are not considered to be "Leadership." If the difference isn't obvious, feel free to contact the Chair with specific questions.)
      • NOT ALLOWED: Third-party content, homebrew, or other non-WotC content.
      • NOT ALLOWED: Epic feats from the Epic Level Handbook. Just because you're "epic" in E6 after 6th level doesn't mean that you're that kind of epic.
      • NOT ALLOWED: Any race or template with a level adjustment other than +0. (Or any other source of LA other than a race or template, if any such things exist.)
      • NOT ALLOWED: For our judges: penalizing solely based on legal sources used, regardless of whether those sources are plentiful, sparse, common, obscure, or something in between. If the material is legal, then it doesn't matter how many or how few books it came out of.
      • ALLOWED: Also for our judges: penalizing for using a source (other than material in Core; don't be vindictive about genuinely obvious stuff) that isn't listed in the build writeup. The chef may choose to present the sources in-line with the text, in a consolidated source list, or somewhere else, but if the source is listed (and is otherwise legal), it counts. If the source is not listed, you may choose to penalize for that.

      If you have questions about anything in this section (or hell, in this ruleset), feel free to ask the Chair.
    • Character Creation: 32 point buy is assumed. For the purposes of this contest, Level Adjustment greater than +0 is banned. (This may be revised at a later point, but I don't feel that the E6 LA rules are conducive to fun in the context of this contest.) No more than two entries per chef per contest, please; if you submit two builds and somehow are so overcome with inspiration for a third that you can't help yourself, PM me and tell me which two you care about the most.
    • Speculation: Please do not post any form of speculation before the reveal. Just don't do it, guys. It's not cool. This means NOT posting any of the following or anything substantially similar: what you think is going to be common, significant elements of your planned build or of other potential builds, or anything else that could directly influence someone else's build choices for good or for ill. (It's acceptable to ask for rules clarifications as appropriate, but try to avoid tipping your hand too much.) Speculation is bad because it can discourage people from posting builds and can also "taint the judging pool" when it comes to Originality, so please just try to be aware of how other people might react to your speculation.
    • E6: Here's how E6 works for the purposes of this contest. Build your character normally for the first six levels. After you reach level 6, you stop gaining levels and start gaining bonus feats every time you would gain 5,000 XP. Since we aren't actually tracking XP, you'll basically list your first ten epic bonus feats in the order that you take them, and we think of them as being kind of like levels. We will not use the LA-equals-reduced-point-buy rules, instead preferring to just ban races with LA, at least for now. We will not use the "capstone feats"; all feats that you take must be normal legal 3.5 feats, not homebrew E6 ones. You may not use the Epic feats from the Epic Level Handbook, though if for some reason there are non-Epic feats from the ELH that you qualify for, you may take those. (I don't think there are any, but I'm sure someone will prove me wrong.) It is up to the discretion of each judge whether this is a "hard E6" (magic above 3rd level spells is simply beyond mortal reach, items that have a listed CL above 6th are just plain not available, etc.) or a "soft E6" (if you can somehow get the magic on your character, it's yours, regardless of level), though I honestly don't expect it to come up. Don't go crazy with making assumptions about items and we probably won't have to find out.
    • Presentation: Please use the table found below in the spoiler. List your epic bonus feats (in clear order) after the table. If you find a clever way of formatting that that isn't annoying and that doesn't break anything, have fun; if it's portable, I may steal it for the next round. When sending your build or any disputes to the Chair, clearly include your build's name in the subject of the PM, and please present your build exactly as you want the Chair to copy and paste it into the thread.
      If you're using a picture, cite the source and follow any relevant citation rules. Because we have had issues with this in the past, when listing your skills, please make it very clear how many ranks you have at each level. There are multiple ways to do this and we do not wish to cramp anyone's individual style by dictating exactly how this must look, but make sure that somewhere in your entry there's an explanation of how many actual skill ranks you have. It's still fine to list total skill bonuses, if that's your style, but don't only list bonuses; make sure that there is a clear listing somewhere of your ranks alone.
      Spoiler
      Show
      Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
      1st New Class Level +x +x +x +x Skills Feats New Class Abilities
      2nd New Class Level +x +x +x +x Skills Feats New Class Abilities
      3rd New Class Level +x +x +x +x Skills Feats New Class Abilities
      4th New Class Level +x +x +x +x Skills Feats New Class Abilities
      5th New Class Level +x +x +x +x Skills Feats New Class Abilities
      6th New Class Level +x +x +x +x Skills Feats New Class Abilities
      Code for the table:
      Spoiler
      Show
      [table="class: head alt1 alt2"]
      [tr]
      [th][B]Level[/B][/th]
      [th][B]Class[/B][/th]
      [th][B]Base Attack Bonus[/B][/th]
      [th][B]Fort Save[/B][/th]
      [th][B]Ref Save[/B][/th]
      [th][B]Will Save[/B][/th]
      [th][B]Skills[/B][/th]
      [th][B]Feats[/B][/th]
      [th][B]Class Features[/B][/th]
      [/tr]
      [tr]
      [td]1st[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr]
      [tr]
      [td]2nd[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr]
      [tr]
      [td]3rd[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr]
      [tr]
      [td]4th[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr]
      [tr]
      [td]5th[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr]
      [tr]
      [td]6th[/td]
      [td]New Class Level[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]+x[/td]
      [td]Skills[/td]
      [td]Feats[/td]
      [td]New Class Abilities[/td]
      [/tr][/table]
    • Contest houserules: Nearly the same as the main contest's rules here: all creatures are proficient with natural weapons they have or may acquire, bonus feats that are explicitly granted without meeting prereqs are usable even without those prereqs, and feats that affect which skills are class skills for you and/or how you spend your skill points (Able Learner, Martial Study, Truename Training, Apprentice, etc.) apply immediately at the level at which you take them (even though you normally spend skill points before taking a feat).
    • Judging guidelines: The minimum score in a category is 1, and the maximum is 5. Judges are expected to be fair, consistent, and open-minded, and they are expected to make a good-faith effort to engage with any reasonable disputes that arise, especially when RAW is in question. That said, contestants are asked to not dispute more than necessary; let's do everything in good faith and really only dispute when a judge is being inconsistent, being unfair, or is otherwise grossly misinterpreting a build.
      Judges may not penalize Originality solely because a build is a tribute or homage to an existing creative work (in or out of D&D canon; note that this is not the same thing as penalizing Originality for using well-known optimization tactics), nor may judges penalize based solely on sources used (whether those sources are plentiful, sparse, common, obscure, or something in between, you should judge the build elements and how they work together rather than what book or what books they came out of, as long as those books are legal for this contest and are cited in the entry).
      As with the main contest, we will follow the "One Mistake, One Penalty" guideline, and it is very important that the judges adhere to it. I'm going to directly copy and paste this from the main thread, and hopefully the original author won't mind too much:
      Spoiler
      Show
      Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

      Non-exhaustive list of examples:

      Skills
      Allowed:
      • Giving a penalty for miscalculating the number of skill points gained
      • Giving a penalty for not having enough ranks to meet a prerequisite
      • Increasing the harshness of a skill miscalculation penalty if it affects critical skills including prereqs


      Not allowed:
      • Giving separate penalties for miscalculating skill points and for non-qualification where the non-qualification is solely caused by the miscalculation

      Prereqs
      Allowed:
      • Giving a penalty for not meeting prereqs
      • Scaling the penalty depending on how important the item that the build failed to qualify for is
      • Giving minimum score in UotSI for not qualifying for the SI
      • Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


      Not Allowed:
      • "Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
      • Treating a build as having fewer levels than it does because of FtQ for classes

      Other general things that are no longer allowed:
      • Penalising because someone has chosen to build a tribute to an existing creative work
      • Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalise if a fluff prereq is not addressed at all, but not for how well it is addressed.


      Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.
    • Other bits and bobs: If there's something major and relevant I haven't mentioned, assume that the way I handle it will probably be the same as the main contest unless stated otherwise or unless doing so would be an obviously absurd result. If you've got questions, I'll give you answers.



    This round's secret ingredient:
    the MOUNTEBANK, from Dragon Compendium!

    Allez Optimizer!

    The Builds:

    Name Alignment/race Stub Score (place) Chef
    Fireball Burrhowl CE Strongheart Halfling Rogue 1 / Mountebank 3 / Fighter 1 / Assassin 1 9.5 (5th) daremetoidareyo
    Ibli al-Tanin LE Venerable Dragonwrought Desert Kobold Mountebank 6 12.75 (Bronze) WhamBamSam
    Jakal CN Hellbred Mountebank 6 12.5 (4th) thorr-kan
    Silas "Rusty" Formaux CE Daelkyr Half-Blood Mountebank 5 / Battle Dancer 1 16.75 (Gold) Randuir
    Xenon Zendel TN Otherworldly Kalashtar Mountebank 6 13.25 (Silver) WhamBamSam






    Last edited by Zaq; 2019-03-07 at 12:17 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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

  2. - Top - End - #2
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I feel like this contest has gone on long enough that it's worth throwing in a little bit here. NOTE: THESE ARE NOT RULES. You do not HAVE to do anything here, and judges are free to honor or ignore these recommendations as they see fit. This section is intended simply as a few friendly pointers to make things easier for judges and to potentially boost scores for contestants. NONE OF THIS IS REQUIRED, and NONE OF IT WILL GUARANTEE ANY SPECIFIC RESULT. But you're all smart people and you knew that already.

    Recommendations:
    • Double-check ALL of your prereqs. Every single one. Feats, PrCs, whatever. You might even go so far as to spell out when you meet each one, but again, that's not a requirement. But one of the single biggest causes of point loss is failure to meet prereqs.
    • Tell the judges what's cool about your build! You spent hours or days on this (y'know, probably) and know it inside and out, but the judges are getting a whole bunch of these dishes all at once and don't know the build history of each one. You're significantly more likely to score well if you spell out exactly what makes you awesome than if you try to just let it stand on its own.
    • Make it easy to read! Skill tables are awful, though they're an incredibly necessary evil. Full Monster Manual-style statblocks are occasionally useful but are also insanely dense if not formatted well. Judges are very likely to miss something if you aren't careful with how you present your info. Remember that judging takes a lot of time, energy, and focus, so don't rely on the judge being willing/able to decode something in order to see what makes you interesting!
    • Be memorable. Remember that we're all using the same ingredient here. What makes you different?


    As far as comments about this specific round go? Mountebank is a super weird class. Like, super weird. I think we'll get some bizarre entries, and I'm looking forward to seeing what our hivemind churns out. E6 is probably the least bad environment for the class, at least—no dead levels! I made the cooking time a bit longer than usual to account for the fact that I'm starting this on a Saturday and the fact that we've got some holidays in the mix. Have fun, everyone! Let's get some chatter going.
    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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

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

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Awesome. I have two stubs basically settled and some free time over the holidays, so I'll definitely be participating.

    Iron Chef Medals
    Spoiler
    Show
    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  4. - Top - End - #4
    Ogre in the Playground
     
    DeTess's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I've got some ideas too. I should hopefully have time to work one of them out.
    Jasnah avatar by Zea Mays

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    Barbarian in the Playground
     
    SirNibbles's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Am I missing something? Bluff 8 requirement means you can only take your first level of Mountebank at level 6, right?

  6. - Top - End - #6
    Troll in the Playground
     
    RogueGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by SirNibbles View Post
    Am I missing something? Bluff 8 requirement means you can only take your first level of Mountebank at level 6, right?
    Dragon compendium's mountebank is a base class

  7. - Top - End - #7
    Barbarian in the Playground
     
    SirNibbles's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by daremetoidareyo View Post
    Dragon compendium's mountebank is a base class
    Thanks. I made a stupid.

  8. - Top - End - #8
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    maybe, we'll see, i'm a little burned out right now
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  9. - Top - End - #9
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Man, this is a weird class isn't it?

    Mountebank reads like a 2ED thief/cleric multiclass character (which admittedly is my favorite 2ED combo...). With a prestige class with a matching name. The potential for confusion is funny.

  10. - Top - End - #10
    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quick holiday bump!

    Merry Christmas to those who celebrate, and happy Tuesday to those who don’t! We’ve got just over a week left. The holidays are a busy time for many people, but hopefully you might also have a day or two off to relax, decompress, and optimize super weird Dragon Compendium crap. Looking forward to the 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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

  11. - Top - End - #11
    Ogre in the Playground
     
    DeTess's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I... think I might have unintentionally found a shenanigan (as in I read through the build after making it, and found a rather unexpected interaction).

    My build should be in by tomorrow or so.
    Jasnah avatar by Zea Mays

  12. - Top - End - #12
    Troll in the Playground
     
    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Got both my builds in.

    Iron Chef Medals
    Spoiler
    Show
    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  13. - Top - End - #13
    Pixie in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I'm willing to judge. I'm not exactly the most experienced guru on the playground, but more judges is better than fewer right?

  14. - Top - End - #14
    Barbarian in the Playground
     
    Maat Mons's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by SirNibbles View Post
    Am I missing something? Bluff 8 requirement means you can only take your first level of Mountebank at level 6, right?
    The Primary Contact feat can break the skill cap by 1 for a single level. Of course, to take the feat at 4th level, you'd need to use Half-Elf Paragon, Human Paragon, or some other method of getting a general bonus feat.

    So you definitely can fit 2 levels of the Mountebank prestige class into an e6 build.



    Quote Originally Posted by daremetoidareyo View Post
    Dragon compendium's mountebank is a base class
    I knew this, of course. But still I had planned to submit a build using the wrong Mountebank. I wanted to see if I could get it accepted with a penalty on the basis that the "error" had been made "in good faith."

    But, by explicitly pointing out the two different classes, you've rendered that lie implausible. Screw you man. You're supposed to wait until after the reveal to start sabotaging the competition.

  15. - Top - End - #15
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    DeTess's Avatar

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by FauxKnee View Post
    I'm willing to judge. I'm not exactly the most experienced guru on the playground, but more judges is better than fewer right?
    Of course! The more judges, the better!

    Edit: got my build in as well. It's... well, it's something ¯\_(ツ)_/¯
    Last edited by DeTess; 2018-12-28 at 08:56 AM.
    Jasnah avatar by Zea Mays

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    Firbolg in the Playground
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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Deadline’s tomorrow evening*, folks! How’s it coming? I have a few entries but I believe that we can squeeze out a couple more.

    *In my time zone, at least. Just saying “in about 31 hours” seemed obtuse.
    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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by Zaq View Post
    Deadline’s tomorrow evening*, folks! How’s it coming? I have a few entries but I believe that we can squeeze out a couple more.

    *In my time zone, at least. Just saying “in about 31 hours” seemed obtuse.
    2 or 3 extra days can give me enough clearance time to finish my 4 feat stub.

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by daremetoidareyo View Post
    2 or 3 extra days can give me enough clearance time to finish my 4 feat stub.
    B-but if you finish your build you won't be allowed to judge! :sadface:

    In all seriousnes though, I'm fine with a short extension to allow people to finish their work.
    Jasnah avatar by Zea Mays

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by daremetoidareyo View Post
    2 or 3 extra days can give me enough clearance time to finish my 4 feat stub.
    Okay. New deadline is Friday!
    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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

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    RogueGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    My build just fell apart. Found a line of text that ruins it.
    Sorry guys. Im out.

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by daremetoidareyo View Post
    My build just fell apart. Found a line of text that ruins it.
    Sorry guys. Im out.
    Oof, that's unfortunate (and makes me paranoid whether I've missed something like that).
    Jasnah avatar by Zea Mays

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Quote Originally Posted by Randuir View Post
    Oof, that's unfortunate (and makes me paranoid whether I've missed something like that).
    Unlikely, I was in the weeds of optimization.

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I’ve only got three entries. Is anyone else still working on it? Might we get another entry if I push things out to Monday, or is that all the interest to be had this time around?
    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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

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    EvilClericGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    One just came together for me.

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    RogueGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I actually found a reach around my problem, Ill have my dude submitted by Monday.

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    RogueGuy

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    I hath submitted! May whomever judges be warned that i've evolved past paltry mortal concepts of "winning" at this point in my optimizerly transcendence, so from this pedestal, I shall allow you to speak thy mind freely.

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    Default Re: Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XIV)

    Okay folks. Thanks for your patience. We've got some interesting builds incoming! No witty commentary this time—it's not that there are too many and more just that I don't have as much time or energy as I was hoping. Still, here they come!
    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 judging for round 24. Everyone is welcome!

    My compiled Iron Chef stuff!

    Queer pride isn't limited to one month!

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    Default Fireball Burrhowl

    Build the first!

    Quote Originally Posted by Fireball Burrhowl
    Fireball Burrhowl

    Chaotic Evil Precision flask blaster

    Halfling, strongheart (p.18 FRCS)
    Spoiler: racial traits
    Show
    small size
    Spd 20
    +2 dex -2 str
    +2 listen, climb,jump, move silently
    Bonus feat
    +2 morale bonus vs fear
    +1 to attacks w/ thrown weapons


    Class levels
    Halfling rogue 1 (p.160 Races of the wild) mimic acf (p.21 Exemplars of evil)
    Mountebank 3 (p.42 Dragon compendium)
    Sneak attack fighter (p.58 Unearthed Arcana) 1, exotic shield proficiency variant rule (p.139 races of stone)
    Assassin 1 (p.180 DMG)

    Attributes
    Str: 12 -2 =10
    Con: 12 (+1 at 4th level) = 13
    Dex: 16 +2 =18
    Int: 12
    Wis: 8
    Cha: 16

    Mountebank has one thing that I am interested in: “A beguiled character loses his Dexterity bonus to Armor Class.” And mass beguile can do this: “create a 30-foot burst, with a range of 100 feet + 10 feet per mountebank level. All creatures within this area must make Will saves (DC 10 + 1/2 mountebank's level + mountebank's Cha modifier). Creatures that fail this save are beguiled for a number of round equal to the mountebank's Charisma bonus.”

    This makes mountebank a sneak attack facilitator extraordinaire. You can make a rogue into a blaster!

    Here is one fly in the ointment however: mass beguile says this: “This power affects only those creatures with Hit Dice less than or equal to the mountebank's level.”

    Class level? Character level? Well this build only works well if you can interpret that slightly permissive language to mean character level rather than the number of levels in the mountebank base class. The use of the word ‘mountebank’ to describe the level is just an artifact of the writer’s assumption that the class is so awesome that no-one would multiclass.

    So, we can use all of our abilities from the mountebank class in any armor, and we need as much ability as possible to boost sneak attack. We'll mass beguile from 130 ft. Away and toss precision based damage modified alchemical flasks. We'll take a dip into sneak attack fighter for armor and shield proficiencies and +1d6 sneak attack and +1 BAB. We will be the mook destroyer! Elegance be damned!

    Beguiled characters basically lose dexterity, armor and shield bonii to AC against flasks. Seeing as how you can destroy dex to AC from distance with mass beguile, we will need access to the snipers shot spell to lift the 30’ prohibition on ranged sneak attack. Assassin 1 supplies that with death attack and a +1d6 sneak attack, bringing our total to 4d6 damage.

    As a halfling, we have access to the shaped splash feat and the halfling rogue sub level that adds 1d6 to thrown sneak attacks at the cost of -1d6 to melee sneak attacks. All in addition to a blanket +1 to thrown weapon attacks.

    Rapid shot and twf on mass beguiled enemies allow for 2d6 + 4d6 fire damage on two targets per attack. That's 6 attacks per round if the enemies are clustered closely enough.

    This build needs equipment. Elegance be damned, we will be using ambush feats to create some neat debuffs from a distance.

    Masterwork Mithral Shield Gauntlet with shield sheath.

    So let's go through this step by step.


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Halfling Mimic (p. 21 exemplars of evil) Rogue +0 +0 +2 +0 36: Disguise 4, Disable Device 4, Gather information 4, Hide 4, Move silently 4, Sleight of hand 4, Spot 4, Tumble 4, UMD 4 Craven (p.17 Champions of Ruin), Point Blank Shot Ranged sneak attack +1d6, melee sneak attack +0, trapfinding disguise self 1/day
    2nd Mountebank +0 +0 +4 +0 Hide 5, Move Silently 5, Spellcraft 4, UMD 5 Beguiling stare, bonus language, mark of damnation, trapfinding
    3rd Mountebank +1 +0 +5 +0 Hide 6, Move silently 6, UMD 6, Disable device 6, spot 5 Shaped Splash (p.111 Races of Eberron) Deceptive attack +1d6
    4th Sneak Attack Exotic Shield proficient (p.139 Races of Stone) Fighter +2 +2 +5 +0 craft(alchemy) 3 Exotic Shield Proficiency (Shield Gauntlet)[p.139 Races of Stone] Sneak Attack +1d6, Medium & Heavy armor proficiencies, Exotic Shield proficiency
    5th Mountebank +3 +3 +5 +1 Hide 8, Move silently 8, UMD 8, disable device 7 Infernal patron, mass beguile
    6th Assassin +3 +3 +7 +1 5 UMD 9, craft 7 Rapid Shot Sneak attack +1d6, death attack, poison use, spells

    Epic Feats
    1. Practiced Spellcaster (p.82 Complete Divine)
    2. Craft wand
    3. Two weapon fighting
    4. Far shot OR exotic weapon proficiency (gnome calculus [Arms & Equipment Guide p.6)
    5.improved unarmed strike
    6. Weapon focus (unarmed strike)
    7. Versatile unarmed strike (p.86 PHB2)
    8. Head shot (p.77 Complete Scoundrel)
    9. Disembowling strike (p.76 Complete Scoundrel)
    10. Deafening strike (p.76 Complete Scoundrel) OR Throat punch (p.78 Complete Scoundrel)

    Break it down for us
    Level 1.
    Fireball is a rogue at first level to get 8 extra skill points to waste. We trade out trapfinding because mountebank provides it. In return, Fireball get’s the mimic ACF from Exemplars of Evil. This grants disguise self 1/day. It ain’t supergreat, but it’s good and very mountebank themed. Fireball takes the halfling substitution level found in races of the wild to get 2d6 thrown sneak attack. Fireball takes craven and pointblank shot. The worst parts of craven are mitigated by halfling racial morale bonus against fear, and eventually the feat will add a full 6 points of damage to fireball’s precision damage. At first level, carry some thrown weapons that rogues get access to, and use your +6 modifier (dex+point blank shot +thrown weapon) to do an extra 2d6+1 precision damage against those you catch flatfooted or flank. Craven should work with melee sneak attacks at this level as well, netting you +1 damage! Get a bunch of spot, as well as assassin pre-requisite skills. You should easily survive to level up. Make sure you seed your play session with some passing interest in spellcraft.

    Spoiler: feat text to save some bookdiving
    Show

    (p.17 Champions of Ruin) Craven [General] Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal. Prerequisite cannot be immune to fear, Sneak attack class feature, Benefit You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.



    Level 2:
    Mountebank level the first. We get our practiced spellcaster pre-requisite skills (spellcraft 4) filled out. We get beguiling stare, and we use it to hook ourselves up with a perma target for thrown precision damage. Carry a few flasks of alchemical goodies with you. Beguile the baddy and kill them dead. You get trapfinding. But I’ve neglected to put any ranks into search, so you’ll be using disable device on your environment and on your enemies stuff, including weapons, rules for which can be found in City of stormreach. You have a +7 to disguise, so you can disguise stuff you’ve ruined with disable device to appear operational. Let’s hope this level has a caravan heist or something.

    Level 3.
    Time to choose a new feat! Shaped splash from races of eberron makes this whole build possible. Here’s the text.

    Spoiler: shaped splash
    Show

    (p.111 Races of Eberron) Shaped Splash [General] Your expertise with thrown weapons enables you to use splash weapons more effectively. Prerequisite: DEX 13, base attack bonus +1, Halfling, Benefit: If you throw a splash weapon and it hits the creature you target, you can immediately make a second attack against any creature adjacent to the first. If the second attack succeeds, the secondary target also takes direct hit damage from the thrown splash weapon. In addition, you can choose not to deal splash damage to specified creatures that occupy spaces adjacent to one or both targets. If your initial attack fails, determine location and damage for the splash attack as normal (see Throw Splash Weapon, page 158 of the Player's Handbook).


    Sweet, now you can throw a flask of alchemical evilness if you get the drop on your opponent, or if you attack from concealment (using your +11 hide skill) to hit more than one opponent, to whom you do an extra 2d6+3 precision damage of the same damage characteristics as the flask. If you’re in melee, you now have +1d6 deceptive attack against beguiled enemies. Ask your DM if craven applies to deceptive attack. It should be easy to make a case for it, you’re stabbing a charmed person, that’s pretty craven. Actually it doesn’t matter, just invoke that races of the wild says “melee sneak attack +0” PLUS ZERO, as in zero D6s. But it IS still a sneak attack, so you should be able to add craven precision damage to it.

    Level 4
    The sneak attack fighter level. We gain a buttload of weapon and armor proficiencies, another BAB, and another sneak attack die. We treat this as an opportunity to waste skill points on craft (Alchemy). You may be thinking, why not go with the thug variant from UA? Because we want that heavy armor, and we want that tower shield. I know you may be thinking, “to get hit and run fighter from Drow of the Underdark?” Nope. Apparently that only works with opponents who are flatfooted. Being denied dex to AC isn’t flatfooted, it’s just really similar. We are going to trade that tower shield proficiency for exotic shield proficiency in basically any other shield. I suggest the stilletto shield from arms and equipment guide. Anyways, make sure that you get a shield sheath installed. Stash a flask in there. Sweet! Free action second flask. When we get rapid shot that will help. Heavy armor will only conflict with the assassin spellcasting, which we will address by getting the assassin spells onto wands later. Now you can survive anything.

    Spoiler
    Show

    (p.158 Races of Stone) Shield, Gauntlet: A favorite of divine spellcasters, this exotic shield is a heavy steel shield built with a special bracing gauntlet. The special gauntlet allows you to carry other items in your shield hand (such as material spell components), although you cannot use weapons with it. The shield hand is likewise free to perform somatic spell components.

    (p.158 Races of Stone) Shield Sheath: This small sheath fits on the inside of a shield (but not a buckler) and holds one light weapon (of your size category or smaller). As long as you have the shield ready, drawing the weapon in the shield sheath is a free action. No shield can have more than one shield sheath attached to it.

    (p.17 A&EG) Stilletto shield: Shield, Stiletto: This small wooden shield has a special switch located on the inside grip. When triggered, four blades pop out from the edges of the shield, and one larger blade springs out from the middle. Triggering and retracting the blades is a free action. When the blades are activated, the stiletto shield counts as a spiked shield in all respects.

    Exotic shield proficiency
    (p. 139 Races of Stone) Exotic Shield Proficiency Choose an exotic shield, such as a gauntlet shield or battle cloak. You are proficient with that type of exotic shield. Prerequisite base attack bonus +1, Shield Proficiency, Benefit You are proficient with a specific type of exotic shield and take no shield nonproficiency penalties when you wear it (see Table 7-2: Armor and Shields, page 158).
    Special As a variant rule, the DM can allow fighters to choose one free Exotic Shield Proficiency feat instead of the Tower Shield Proficiency feat they receive at 1st level. A fighter may select Exotic Shield Proficiency as one of her fighter bonus feats (see page 38 of the Player's Handbook).


    Level 5
    We staggered levels with fighter to keep our skill points up enough and within class to be able to qualify for assassin. We finally got mass beguile! Sweet, now we can beguile from afar, get within 30’ and begin lobbing alchemists elements at our opponents. It may be time to google up the wide variety of fantastic alchemical items sold in this game.

    Level 6
    A proper mountebankian prestige class: Assassin! Another d6 sneak attack (4d6 thrown +6 craven)! Death attack is a nice touch because you can beguile from afar! While using the next 3 turns in observation in full armor doing full defense until you can kill them all dead with a melee weapon one at a time. Assassin offers some absolutely necessary spells to take this build even further. Rapid shot allows you to use that shield sheath/ spring sheathed masterwork bandoleer to toss two flasks in a round. That’s nice because shaped splash means that you hit even more people. The problem with Assassin spellcasting is the sheer shortage of castings per day, which you will modify by taking craft wand later. The reason we are choosing craft wand and scribe scroll is that i basically don’t want to do the research on activation time, and i believe that there are some confounding rules on spell trigger items with the rules compendium saying that a wand with a swift action spell is a swift action to use. The two spells known are sniper’s shot. This spell is a swift action that allows you to make all of your sneak attacks until next turn work at any distance. Spring sheath allows you to avoid the need to waste a feat on quickdraw. Just buy a bandoleer!


    Spoiler: assassin spells, equipment
    Show

    Spring Sheath (Song and Silence: A Guidebook to Bards and Rogues) Transmutation Level: Assassin 1, Components: V, S, Casting Time: 1 action Range: Touch Effect: One sheath, buckle, or strap Duration: 10 minutes/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You can use this spell to turn an ordinary weapon sheath into a helpful magic device. Any quick hand motion in front of the affected weapon-holding device (a free action) causes the weapon inside to shoot forth of its own volition and settle into your hand. The overall effect is the same as that of the Quick Draw feat. Although this spell is usually cast on a sword sheath, it also works on the straps, buckles, and pockets that hold other weapons. You could, for example, cast spring sheath on the strap of the backpack that usually holds your longbow to make that weapon fly into your hand.

    Sniper's Shot (Spell Compendium, p. 194) Divination Level: Assassin 1, Ranger 1, Sorcerer 1, Wizard 1, Components: V, S, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn't grant you the ability to make a sneak attack if you don't already have that ability.

    (p.97 FRCS) Masterwork Bandoleer: This leather belt has loops or pouches for carrying small items (up to dagger size). It is usually worn across the chest. It holds twelve items.



    Epic Feat 1: Practiced manifester
    Need to get that caster level up in order to craft wands

    Epic Feat 2: craft wand
    We can craft 3 wands, disguise self, spring sheath, and sniper’s shot. Try to barter disguise self wands for something like golem strike (p.106 Spell compendium), grave strike (p.107 Spell compendium), and/or hunter’s eye (p.114 PHB2). A wand of hunter’s eye will be cheaper for later shenanigans than adding sneak attack boosting weapon enchantments to your chosen aptitude morphing weapon. But more on that later. I’m gonna go ahead and say that the hunter’s eye wand is nearly a must have for you to use with UMD.

    Spoiler: hunter’s eye
    Show

    Hunter's Eye (Player's Handbook II) Divination Level: Ranger 2, Components: V, S, Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round:
    This spell grants you the sneak attack ability. You deal an extra 1d6 points of damage per three caster levels. If you already have the sneak attack ability, this damage stacks with it.


    Epic Feat 3: Two weapon fighting
    Time to throw three flasks per round! Sure their at -4 to hit, but you should have something like more than a 50% chance of hitting any target per throw (AC 10 for most beguiled opponents unless they have insight or deflection bonuses to AC)

    Epic Feat 4: Far shot or Exotic weapon proficiency (gnome calculus)
    With far shot, your range increment on flasks increases to 20. So you only eat a -5 penalty to hit folks 120 feet away. If you would rather use the gnome calculus, it fixes the range increment to 50, and if you have some sort of modular aptitude (tome of Battle) enchantment laying around, you can port that exotic weapon proficiency around to other exotic weapons. More about that later.

    Spoiler: gnome calculus
    Show

    CALCULUS, GNOME p.6 Arms & Equipment guide (3.0)
    Exotic Ranged Weapon
    Cost: 50 gp
    Damage: Per ammo
    Critical: -
    Range: 50 ft
    Weight: 2 lb
    Type: -
    Ammo: Flask
    Calculus, Gnome: This oversized sling is made to fire flasks filled with liquid. Common ammunition includes acid, alchemist’s fire, and other alchemical substances. Alchemical ammunition deals damage according to its properties, but it gains the range increment of the gnome calculus.


    Epic feat 5: Improved unarmed strike
    Eventually you’re gonna run out of things to throw…
    Actually, It’s time to play with some rules shenanigans. This is one of 2 feat taxes.

    Epic feat 6: weapon focus unarmed strike
    Here’s a feat tax also.

    Epic feat 7: Versatile unarmed strike
    We are now going to get into those rules shenanigans.
    Precision damage is of the same type as the weapon used to cause damage. So if you’re using alchemists fire, the precision damage is of the fire type. But what if you needed to do a bunch of splash damage, but you couldn’t use elemental alchemy items? That’s where versatile unarmed strike, the aptitude enchantment, the morphing enchantment, and the Dragonshard Pommel Stone come in. You can enchant the pommel stone with weapon enhancements, like the aptitude and morphing enchantments. You can then attach them to a melee weapon, like that stilleto shield (get a throwing or returning enchantment on that thing) that i gave you stats for above for no real apparent reason. So now, you have this spiked shield that you can morph into any other weapon of the same handedness, with which you can apply any feat that is applied to another weapon. Morph it into a flask of alchemists fire, use a swift action to change its damage to slashing, bludgeoning, or piercing by using the aptitude property in concert with versatile unarmed strike, (get a free +1 to hit from weapon focus too) load it into your gnome calculus or just throw it. Bang! 2d6+4d6+6 piercing damage per person hit, instead of fire and additional splash piercing damage. I know what you’re thinking, won’t that destroy the pommel stone? Probably not, especially if it has the returning property...Ask your GM first.

    Spoiler: feat and equipment
    Show

    (p.85 PHB2) Versatile Unarmed Strike Prerequisite Improved Unarmed Strike (PH)
    Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
    Special A fighter can select Versatile Unarmed Strike as one of his fighter bonus feats.

    Forge of War p.121: Dragonshard Pommel Stone Price (Item Level): See text Body Slot: — Caster Level: See text Aura: See text Activation: See text Weight: 1/4 lb. This Eberron dragonshard swirls with abnormally deep red patterns beneath its lighter surface. It has clearly been shaped to fi t into the pommel of a weapon. Perhaps one of the most broadly useful creations of House Cannith before the Last War, dragonshard pommel stones allow warriors and adventurers to easily transfer enchantments between weapons. Although they gained great favor with certain offi cers during the Last War, they were not sufficiently cost-effective to see widespread use. A dragonshard pommel stone can be enchanted as though it were a melee weapon. It can have an enhancement bonus of +1 to +5, and any melee weapon special ability, such as keen or fl aming burst. As with a weapon, it must have at least a +1 enhancement bonus before it can receive any special abilities, and it is limited to an effective total bonus of +10. On its own, a dragonshard pommel stone serves little purpose. Over the course of 1 minute, however, it can be attached to any masterwork melee weapon. The weapon then takes on all the qualities imbued in the pommel stone. For instance, if a stone is enchanted to be a +2 spell storing item, any melee weapon it is attached to becomes a +2 spell storing weapon. If the pommel stone is removed—requiring a fullround action—the weapon reverts to its prior state, and the stone can be attached to some other weapon. A dragonshard pommel stone can be attached to a weapon that already has an enhancement bonus and possibly also one or more special properties, but the magic of the pommel stone supersedes the existing enchantments; the weapon cannot benefit from both at once. A dragonshard pommel stone fails to function when attached to an epic weapon, a weapon of legacy, or an artifact (and indeed this failure might be the first indication that such an item is more than it appears.) A weapon can have only a single pommel stone attached at any time. Double weapons are an exception to this rule; such a weapon can have two pommel stones, each of which grants its benefit to a single end of the weapon. The base price of a dragonshard pommel stone is 125% of the base price of a weapon that has the same abilities. For instance, a +2 spell storing longsword is effectively a +3 weapon, and thus has a base price of 18,000 gp. A dragonshard pommel stone with the same enhancements (or any others totaling an effective bonus of +3) would instead have a base price of 22,500 gp (resulting in a cost to create of 11,250 gp, 900 XP, 23 days). Prerequisites: Craft Wondrous Item, varies. Cost to Create: Varies.

    APTITUDE - TOME OF BATTLE (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Faint; (DC 17) evocation Activation: Wielded Description: Aptitude weapons have no special appearance. Anyone can wield an aptitude weapon, but to gain any benefit from it, a wielder must have feats that are tied to the use of a particular weapon type. The aptitude property lets a wielder apply his expertise with another type of weapon to the aptitude weapon. Thus, the master of a greatsword the also the master of any aptitude weapon. A wielder who has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater Weapon Focus, Weapon Specialization, or the like, can apply the benefits of those feats to any weapon that has the aptitude quality. In addition, if any of the wielder’s weapon use feats are specifically keyed to the aptitude weapon’s type, he gains a +1 bonus on attack and damage rolls. Construction: Craft Magic Arms and Armor, Weapon Focus (weapon being enchanted).

    MORPHING - MAGIC ITEM COMPENDIUM (3.5) - UNDERDARK (3.5) Price: +1 bonus Property: Melee/Thrown Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) Description: This weapon’s shape constantly flows and reforms in slightly different compositions. You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). For instance, a morphing greatsword could become a spear, great-axe, or dire flail. If a single weapon created with the morphing property becomes a double weapon, only one end of the double weapon retains the weapon’s magical bonus, although the other end is masterwork. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon. The properties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon. Construction: Craft Magic Arms and Armor, fabricate.


    Epic Feat 8. Head shot (p.77 Complete Scoundrel)
    Ok, now you can hit people with your flasks from 100 ft away. What if we wanted some sweet rider effects. First off, you’ll need that item of hunter’s eye that i talked about above or the following enchantments on your pommel stone, in addition to morphing and aptitude: Assassination from Cityscape (+1d6 sneak attack) and deadly precision from Magic item compendium (another +1d6 sneak attack). Aptitude and morph and versatile your weapon into a bludgeoning flask, and boom! They need a DC 20 save against confusion. They’ll start attacking each other! If all of this sounds way too corny, take the throw anything feat from complete warrior, and use your death attack with melee weapons that you throw.

    Spoiler: head shot
    Show
    Head Shot (Complete Scoundrel, p. 77) Prerequisite Weapon Focus (PH) (any bludgeoning weapon) , Sneak attack +6d6,
    Benefit Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe confused for 1 round. A successful Will save (DC 10 + the number of extra damage dice normally dealt by your sneak attack + your Dex modifier) negates this effect. If you use this feat a second time on a target before 1 round has elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 5d6.
    Special You must be able to reach your foe's head to use this feat with a melee attack.


    9. Disembowling strike (p.76 Complete Scoundrel)
    Same deal as last time, except morph your melee weapon into a flask that deals slashing damage via aptitude versatile strike shenanigans. Throw some constitution damage into the fray.
    Spoiler: disembowling strike
    Show
    "Disemboweling Strike ( Complete Scoundrel, p.74) [Ambush] Prerequisite Weapon Focus (PH) (Any slashing weapon) , Sneak attack +5d6, Benefit Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage in addition to its normal damage. You can't use this feat against the same target more than once per day. Using this feat reduces your sneak attack damage by 4d6."


    10. Deafening strike (p.76 Complete Scoundrel) OR Throat punch (p.78 Complete Scoundrel)
    I don’t really care anymore, if you’ve been allowed to get away with all of this so far, go throat punch (with a flask) and take out the big bad caster...if they fail their save against your beguilement.

  29. - Top - End - #29
    Firbolg in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Ibli al-Tanin

    Build the second!

    Quote Originally Posted by Ibli al-Tanin
    Ibli al-Tanin
    LE Venerable Dragonwrought Desert Kobold Mountebank 6

    The Desert Knight
    Spoiler
    Show

    Ability Scores
    Point Buy: 14 Str, 14 Dex, 13 Con, 11 Int, 12 Wis, 15 Cha
    After Racial and Age Adjustments: 10 Str, 16 Dex, 13 Con, 14 Int, 13 Wis, 18 Cha
    Increase Con at 4th level

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Mountebank 1 +0 +0 +2 +0 Bluff 4, Hide 4, Move Silently 4, Use Magic Device 4, Knowledge (The Planes) 4, Tumble 4 Dragonwrought Beguiling Stare, Bonus Language (Infernal), Mark of Damnation, Trapfinding
    2nd Mountebank 2 +1 +0 +3 +0 Bluff 5, Hide 5, Move Silently 5, Use Magic Device 5, Knowledge (The Planes) 5, Tumble 5, Open Lock 1, Disable Device 1 - Deceptive Attack +1d6, Draconic Rite of Passage (Insightful Feint 1/day)
    3rd Mountebank 3 +2 +1 +3 +1 Bluff 6, Hide 6, Move Silently 6, Use Magic Device 6, Knowledge (The Planes) 6, Tumble 6, Open Lock 1, Disable Device 1, Forgery 1, Gather Information 1 Weapon Finesse Infernal Patron, Mass Beguile
    4th Mountebank 4 +3 +1 +4 +1 Bluff 7, Hide 7, Move Silently 7, Use Magic Device 7, Knowledge (The Planes) 7, Tumble 7, Open Lock 1, Disable Device 1, Forgery 1, Gather Information 1, Diplomacy 2 - Infernal Guise
    5th Mountebank 5 +3 +1 +4 +1 Bluff 8, Hide 8, Move Silently 8, Use Magic Device 8, Knowledge (The Planes) 8, Tumble 8, Open Lock 1, Disable Device 1, Forgery 1, Gather Information 1, Diplomacy 2, Group Fake Out - Disguise the Soul’s Aspect
    6th Mountebank 6 +4 +2 +5 +2 Bluff 9, Hide 9, Move Silently 9, Use Magic Device 9, Knowledge (The Planes) 8, Tumble 9, Open Lock 1, Disable Device 1, Forgery 1, Gather Information 1, Diplomacy 5, Group Fake Out Flyby Attack Deceptive Attack 2d6
    *This assumes that the character will age up sometime between 1st and 2nd level. Taking longer to do it will result in slightly fewer skill points, whereas being able to do it before taking the first Mountebank level will result in a few more.
    Epic Feats
    1. Combat Expertise
    2. Improved Feint
    3. Draconic Reservoir
    4. Darkstalker
    5. Great Flyby Attack
    6. Assume Supernatural Ability (Shadow Wyrmling’s Breath Weapon)
    7. Flyby Breath
    8. Strafing Breath
    9. Surprising Riposte
    10. Planar Touchstone (Oxyrhynchus: Bite)


    The Shifting Sands
    Spoiler
    Show
    Alter Self being Mountebank’s most powerful feature by far, the most important facet of optimizing one is picking a race that offers better forms than your garden variety humanoids. Dragonwrought Kobold not only allows for this, but grants a favorable stat line and allows Ibli to gain a first level Sorcerer spell as a SLA through the Draconic Rite of Passage, with Draconic Reservoir eventually boosting it up to three uses per day. That SLA is Insightful Feint from the Spell Compendium, which makes feinting more effective and less of a tax on our action economy. So he’ll be transformed into a dragon of some sort, optionally make a Flyby Beguiling Stare/Mass Beguile or use a swift action for an Insightful Feint (possibly with Group Fake Out), then Flyby Attack or Great Flyby Attack to deliver Deceptive Attacks. On a Great Flyby Attack, any creature successfully feinted against is rendered flat-footed by Surprising Riposte and so as Ibli can make multiple attacks in the round, he gets an extra bite against one target from Planar Touchstone (Oxyrhynchus). The Shadow Wyrmling would be a favored form anyway as most dragons hit Alter Self’s 120 ft flight speed cap, and it has unusually high natural armor, but with Assume Supernatural Ability for its Breath Weapon it gets even better. Flyby Breath and Strafing Breath offer more options for hit and run attacks.


    Spoiler
    Show
    Complete Scoundrel: Group Fake-Out
    Draconomicon: Shadow Wyrmling
    Dragon Compendium: Mountebank
    Dragonlance Campaign Setting: Flyby Breath, Strafing Breath
    Drow of the Underdark: Surprising Riposte
    Lords of Madness: Darkstalker
    Planar Handbook: Planar Touchstone (Oxyrhynchus)
    Races of the Dragon: Dragonwrought, Draconic Rite of Passage
    Races of the Dragon Web Enhancement: Draconic Reservoir
    Savage Species: Great Flyby Attack, Assume Supernatural Ability
    Spell Compendium: Insightful Feint
    SRD: Everything Else

  30. - Top - End - #30
    Firbolg in the Playground
    Join Date
    Feb 2009
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    Male

    Default Jakal

    Build the third!

    Quote Originally Posted by Jakal
    Spoiler: Jakal. Third time's the charm, eh, mate?
    Show
    "I was born tainted. I was young and stupid. I made sold my soul to a fiend for power and revenge. And it worked!

    But it wasn't as fulfilling as I thought it would be. I looked around and realized I'd become almost as bad as the creatures I destroyed. So I resolved to make amends.

    And it would have worked, too! All I needed was time. But I ran out of time.

    As the blackness claimed me, I found myself hovering over the black, writhing mass that is the Nine Hells. I knew this was my fate: dissolution of personality, loss of self, and eventual disintegration into that writhing mass. Something in me rebelled, and the light behind me granted me one more chance to set things right.

    I awoke a changed man, terrified of what would become of me when I fell again. In that moment of weakness, I made another fiendish pact: I agreed to become a demonic herald, sowing my patron’s will across the world. But I don't want to be a harbinger of chaos and evil.

    There's got to be a way out of this. I can find a way out of this. Can’t I…?"

    Jakal was a fiendish tiefling who sold his soul for warlock powers. His account is mostly honest: he got his revenge, he did repent, he was scourged by the Powers Above, and granted a second chance, reborn as a hellbred. But back on the Prime Material, he succumbed to his fear and made another demonic pack. He reluctantly set about furthering his demonic patron's agenda.

    But the festering, growing, sense of decency would not leave him alone. Jakal worked to minimize the damage he did while trying to find. As time passed, he moved from passive defiance to actively searching for an escape clause. When contacted by a third entity, Jakal was at first suspicious. But the entity did not offer a pact for power. Instead, it desired assistance finding a lost relic. In return for a home in Jakal, the entity would attempt to remove the demonic mark from Jakal's soul. The entity did not guarantee grace, but if it was successful, Jakal would at least be his own man.

    Jakal accepted.

    Through a series of tribulations, Jakal learn of and acquired Crimson Ruination, a dragonsbane weapon. The example of its original wielder inspired him. Jakal bonded with the weapon and learned to wield it. Its legacy and his growing partnership with the entity gave him hope. Jakal cannot escape this trap on his own. With the right sacred sponsor, maybe he can at least win free of his damnation. That is no guarantee of salvation, but breaking even the only hope Jakal can see.

    His fiendish heritage and his infernal patron's influence are growing stronger, empowering Jakal. Each boon makes it harder to achieve his endgame. But Jakal has hope as well. First was his acceptance by Crimson Ruination; now he's recently learned to channel the essence of the phoenix, a symbol of hope and rebirth. Jakal walks a fine line. But time is running out...


    Spoiler: Trying To Make Amends Meet
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Mountebank 1 +0 +1 +4 +0 (Skill ranks, 24/1st level mountebank)
    Bluff/4, Diplomacy/4, Disable Device/4, Intimidate/4, Search/4, Sense Motive/5
    Ability Focus (beguiling stare), Devil's Favor (bonus) Beguiling stare, bonus language (Abyssal), mark of damnation, trapfinding
    2nd Mountebank 2 +1 +1 +5 +0 (Skill ranks, 6/level/mountebank)
    Bluff/5, Diplomacy/5, Disable Device/5, Intimidate/5, Search/5, Sense Motive/5
    - Deceptive attack +1d6
    3rd Mountebank 3 +2 +2 +5 +1 (Skill ranks, 6/level/mountebank)
    Bluff/6, Diplomacy/6, Disable Device/6, Intimidate/6, Search/6, Sense Motive/6
    Pacifist Infernal patron, mass beguile
    4th Mountebank 4 +3 +2 +6 +1 (Skill ranks, 6/level/mountebank)
    Bluff/7, Diplomacy/7, Disable Device/7, Intimidate/7, Search/7, Sense Motive/7
    - Infernal guise
    5th Mountebank 5 +3 +2 +6 +1 (Skill ranks, 6/level/mountebank)
    Bluff/8, Diplomacy/8, Disable Device/8, Intimidate/8, Search/8, Sense Motive/8
    Least Legacy (bonus, Crimson Ruination) Disguise the soul's aspect, Protection from evil (Crimson Ruination)
    6th Mountebank 6 +4 +3 +7 +2 (Skill ranks, 6/level/mountebank)
    Bluff/9, Diplomacy/9, Disable Device/9, Intimidate/9, Search/9, Sense Motive/9
    Martial Weapon Proficiency (greatsword) Deceptive attack +2d6, Dragon armor+1 (Crimson Ruination), endure elements (Crimson Ruination)


    Spoiler: Man On The Run
    Show
    Male hellbred mountebank 6
    CN Medium humanoid (hellbred, psionic)
    S-10
    D-14
    C-13 (-2 at 1st level)
    I-10
    W-10
    Ch-20 (+2 at 1st level, +1 at 4th level)

    HP: 28 (7 + (3.5 * 5(all) - 2 (Crimson Ruination) + 5 (Con bonus))
    AC: 19, flat-footed 17, touch 15 (+2 Dex, +1 defection (Crimson Ruination), + 4 armor (chain shirt) + 2 natural armor (Abyssal Heritor feats))
    Init: +2
    Damage: 2d6+1 (Crimson Ruination)

    BAB +4
    Fort +2
    Reflex +7
    Will +2

    Manifester level 1/2 HD; save DC 11 + Cha modifier; Power Points: 0.
    Meldshaping level 1/2 HD; save DC 11 + Cha modifier; Essential Pool: 3;Essentia Capacity: 2

    Skills: (Skill points, ability bonuses, and racial bonuses, 54 (24 level 1, 6/levels 2-6))
    Bluff/13, Diplomacy/15, Disable Device/9, Intimidate/18, Search/9, Sense Motive/11
    Skill Penalies: -2 to Disguise, Escape Artist (Abyssal Heritor feats), -3 to all Cha-based skill checks with good-aligned creatures and animals.

    Languages: Common, Abyssal, Infernal


    Spoiler: Feats: How To Do That VooDoo That You Do, So Well
    Show
    Spoiler: 1st - Ability Focus
    Show
    (Monster Manual II, p. 18)
    [Creature, General]
    The special attack of a creature with this feat is more potent than normal.
    Prerequisite: Special attack.
    Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
    Special:A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.


    Spoiler: 1st (bonus) - Devil's Favor
    Show
    (Fiendish Codex II: Tyrants of the Nine Hells, p. 81)
    [Devil-Touched]
    You have entered into an infernal pact with a dark power. In return for an indelible stain on your soul, and possibly an eternity of torment in Hell, you gain the ability to call upon the powers of Hell to aid your efforts.
    Prerequisite: Pact with devil.
    Benefit: When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.


    Spoiler: 3rd - Pacifist
    Show
    (Complete Psionic, p. 60)
    [Host]
    You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight.
    Prerequisite: None.
    Benefit: A psionic entity takes up residence within your flesh. The entity grants you the following psi-like ability: Psi-like Ability: 1/day--deaden blow (see page 82) or entangling ectoplasm. Manifester level 1/2 your HD; save DC 11 + your Cha, Int, or Wis modifier.
    Special: You can use one or the other of your entity-granted psi-like abilities once per day--you can't use both. Once you use one, you can't use the other for the rest of the day.


    Spoiler: 5th (bonus) - Least Legacy (Crimson Ruination)
    Show
    (Weapons of Legacy, p. 14)
    [Legacy]
    You awaken the basic abilities of a specific item of legacy.
    Prerequisite: Character Level 5, learn and perform the associated least legacy ritual of the chosen item.
    Benefit: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any of the item's least legacy abilities that are available to a character of your level.


    Spoiler: 6th - Martial Weapon Proficiency (greatsword)
    Show
    (Player's Handbook v.3.5, p. 97)
    [General]
    Choose a type of martial weapon, such as longbow (see Table 7-4: Weapons, pages 98-99, for a list of martial weapons). You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description.
    Prerequisite: None.
    Benefit: You make attack rolls with the weapon normally.
    Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.


    Spoiler: Epic 1 - Fiendish Heritage
    Show
    (Complete Mage, p. 43)
    [Heritage]
    You are descended from creatures native to the Lower Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of good foes.
    Prerequisite: Non-good alignment.
    Benefit: You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.


    Spoiler: Epic 2 - Otherworldly Countenance (unusually hideous)
    Show
    (Fiendish Codex I: Hordes of the Abyss, p. 87)
    [Abyssal Heritor]
    You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions.
    Prerequisite: CHA 15.
    Benefit: When you take this feat, you must decide whether you are unusually beautiful or unusually hideous. Once you make this choice, you cannot change it. You gain a bonus on Perform checks (if you chose beauty) or Intimidate checks (if you chose ugliness) equal to the number of Abyssal heritor feats you possess. As a full-round action, you can attempt to distract a target within 30 feet by focusing your attention upon it. The target must be able to see you and can resist your distracting appearance by making a Will save (DC 10 + 1/2 your character level + your Cha modifier). Failure indicates that the target is fascinated (if you are beautiful) or sickened (if you are ugly) for as long as you remain in its line of sight. You can affect a specific creature in this manner only once per day. This ability is usable a number of times per day equal to the number of Abyssal heritor feats you possess.
    Special: Your appearance is so striking that it's difficult to hide. You take a -2 penalty on Disguise checks.


    Spoiler: Epic 3 - Azure Toughness
    Show
    ( Magic of Incarnum, p. 35)
    [Incarnum]
    You can use incarnum to boost your physical vigor.
    Prerequisite: CON 13.
    Benefit: Once per day, you can invest essentia into this feat. You gain three temporary hit points per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, even if the temporary hit points are lost. You gain 1 point of essentia.
    Special: Azure Toughness can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability.


    Spoiler: Epic 4 - Fiendish Presence
    Show
    (Complete Mage, p. 43)
    [Heritage]
    You share your ancestors' ability to tamper with the minds of weak-minded fools.
    Prerequisite: Fiendish Heritage (CM) , character level 6th, Non-good alignment.
    Benefit: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.


    Spoiler: Epic 5 - Demonic Skin
    Show
    (Fiendish Codex I: Hordes of the Abyss, p. 85)
    [Abyssal Heritor]
    Your skin has rough, scaly patches that enhance your natural armor.
    Prerequisite: None.
    Benefit: Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. If you do not have natural armor, assume your natural armor bonus is +0.
    Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks.


    Spoiler: Epic 6 - Shape Soulmeld (phoenix belt)
    Show
    (Magic of Incarnum, p. 40-41)
    [General]
    You gain the ability to shape a single soulmeld.
    Prerequisite: CON 13.
    Benefit: When this feat is selected, choose a soulmeld from any class's soulmeld list. You can shape that soulmeld using the normal meldshaping rules (see page 49). Once chosen, the soulmeld granted by this feat can never be changed. Your meldshaper level for this soulmeld is equal to one-half your character level.
    If you have essentia, you can invest essentia in the soulmeld as normal. See Table 2?1: Essentia Capacity on page 19 to determine the soulmeld's essentia capacity.
    If you have the ability to bind a soulmeld to a chakra, you can bind this soulmeld to any chakra available to you (as long as the soulmeld can be bound to that chakra).
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new soulmeld.


    Spoiler: Epic 7 - Devil's Aura
    Show
    (Fiendish Codex II: Tyrants of the Nine Hells, p. 81)
    [Devil-Touched]
    Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence.
    Prerequisite: Devil's Favor (FCII) , Intimidate 9 ranks, CHA 13.
    Benefit: You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.


    Spoiler: Epic 8 - Devil's Tongue
    Show
    (Fiendish Codex II: Tyrants of the Nine Hells, p. 83)
    [Devil-Touched]
    You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's.
    Prerequisite: Devil's Favor (FCII) , CHA 15.
    Benefit: As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifi er) or be dazed for 1 round. In addition, he is rendered flat-footed. You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action. This is a mind-affecting, language-dependent, supernatural ability.


    Spoiler: Epic 9 - Bonus Essentia
    Show
    (Magic of Incarnum, p. 35)
    [General]
    You are better able to harness your personal store of incarnum.
    Prerequisite: Con 13, character level 6th.
    Benefit: You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.


    Spoiler: Epic 10 - Frightful Presence
    Show
    (Draconomicon, p. 105)
    [General]
    Like a dragon, your mere presence can terrify those around you.
    Prerequisite: Intimidate 9 ranks, CHA 15.
    Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.


    Spoiler: Tactical Advice
    Show
    You're a squishy face who's wielding a melee weapon of legacy. You're going to have to pick your battles. You are a trap disabler, *not* a scout. Stick with the meat shields.

    Try talking before fighting. Your special ablilities and skill are focused on social encounters. Intimidation is your strongest intercation, but you have enough skill points for other, less threatening, interactions. Let one of your good-aligned party mates deal with the good folk you meat.

    When fighting, disable your opponents as fast as possible. Sicken, shaken, beguiled, fearful prescence all give you an opportunity for your deceptive attack. If drawn into melee, assign your essentia ahead of time. It will save you.

    Your fiendish abilities give you a little more staying power than most faces. Use that to get out of melee as soon as possible.

    If you do find redemption, you're going to lose access to most of your powers. Plan accordingly


    Spoiler: HELLBRED RACIAL TRAITS
    Show

    All hellbred share the following racial traits:
    • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.
    • Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
    • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
    • Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
    • Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
    • Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.
    Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution.
    At 6 HD, his darkvision extends to 60 feet.
    • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.
    • Favored Class: Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.


    Spoiler: Crimson Ruination, Weapons of Legacy, p61-63.
    Show
    CRIMSON RUINATION
    This broad-bladed greatsword bears a series of wicked barbs along the lower third of its blade. The steel has been infused with a substance that gives it a reddish tinge, except for three dwarven runes inlaid in gold. Wrapped in red dragonhide, the grip ends in a pommel crafted of a 3-inch-long dragon fang. The guard is made of a bright red metal shaped into the likeness of a pair of leathery wings.
    Nonlegacy Game Statistics: +1 greatsword; Cost 2,350 gp.
    Omen: Regardless of the ambient temperature, the blade is always warm to the touch, and it occasionally seems to reflect the image of a great conflagration on its surface, even when no fire is present.
    Legacy Ritual: Hero’s Prayer: You must travel to the monument that marks the site where Tarkalkatos was slain, as well as the legendary Sir Endrik’s tomb. Once there, you must spend 24 hours in prayer and meditation, requesting Sir Endrik’s approval to wield his legendary sword. Cost: 1,650 gp. Feat Granted: Least Legacy (Crimson Ruination).
    LEGACY ITEM ABILITIES
    All the following are legacy item abilities of Crimson Ruination.
    Protection From Evil (Su): At 5th level and higher, you constantly benefit from the effects of a protection from evil spell. Caster level 5th.
    Dragon Armor (Su): At 6th level, you gain a +1 deflection bonus to Armor Class. This bonus increases to +2 at 13th level. At your discretion, this ability causes shimmering, translucent dragon scales to appear on top of your skin and clothing, or the effect can be invisible.
    Endure Elements (Su): The red dragons Crimson Ruination was crafted to destroy often lair in inhospitable environments, such as active volcanoes or geothermal caves. Beginning at 6th level, you act as if continually under the effects of an endure elements spell. Caster level 5th.

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