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  1. - Top - End - #61
    Dwarf in the Playground
     
    GnomePirate

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Well, I can say without speculating too terribly much that I don't honestly think half of what the entries have is going to surprise you too terribly much or even really offer anything new and unexpected. I imagine it'd be like making Pumpkin Pie when offered sweet potato. Everyone saw it coming, and this particular pumpkin pie isn't even that great.

  2. - Top - End - #62
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Apologies for the delay, we will now proceed with the entries!

    Number 1:

    Quote Originally Posted by Percival Kala
    Percival Kala
    NE Silverbrow Human (Cormyr) Archivist 10/Visionary Seeker 10
    Dedicated to Father Llymic

    Lending a critical eye

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    Table of Contents from A Treatise on Goblinoid Ecology and Culture, by Percieval Kala
    1. A Physical and Phrenological Record of Goblinoid Substrata Ö 3
    • Goblin Ö 3
    • Hobgoblin Ö 6
    • Sunscorch Hobgoblin Ö 8
    • Hobgoblin Spellscourge 10
    • Hobgoblin Warcaster 11
    • Hobgoblin Warsoul 12
    • Varag Ö 13
    • Blue Ö 14
    • Bugbear Ö 15

    2. Military Organizations from Raiding Band to Horde Ö 16
    • Nomadic Tribes and Bandits Ö 17
    • The Horde of the Red Hand 21
    • The Unified Horde Ö 23

    3. Religious Traditions of the Goblin Heathen Ö 25
    • Common Practice and Organization Ö 25
    • Tiamat Worship of the Red Hand Ö 32
    • Witch Doctors of Primitive Tribes Ö 41

    Appendix: Spells from Goblinoid Priests Not Commonly of Divine Origin Ö 48
    • Conjuration Ö 50
    • Enchantment Ö 58
    • Evocation Ö 68
    • Illusion Ö 82
    • Transmutation Ö 85


    Kalaís work is widely regarded as the bigoted raving of a murderous lunatic, but copies of his treatise are widely circulated in archivist circles due to its extensive prayerbook of spells thought to be the sole purview of wizards and sorcerers, which the writer was able to appropriate from the favored of Tiamat among the Red Hand and adepts and shugenja of obscure goblinoid tribes.


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    Ability Scores
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    14 Str, 14 Dex, 12 Con, 16 Int, 14 Wis, 8 Cha
    Increase Int at 4th and 8th level, and Wis at all opportunities thereafter.

    Build Table
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Archivist 1 +0 +2 +0 +2 Knowledge (Arcana) 4, Knowledge (Religion) 4, Knowledge (Local) 4, Knowledge (Dungeoneering) 2, Knowledge (The Planes) 2, Knowledge (Nature) 4, Concentration 4, Spellcraft 4 Foe Hunter, Extend Spell, Scribe ScrollB, Willing DeformityV Dark Knowledge (Tactics) 3/day
    2nd Archivist 2 +1 +3 +0 +3 Knowledge (Arcana) 5, Knowledge (Religion) 4, Knowledge (Local) 5, Knowledge (Dungeoneering) 2, Knowledge (The Planes) 2, Knowledge (Nature) 5, Concentration 5, Spellcraft 5, Collector of Stories - Lore Mastery (Local)
    3rd Archivist 3 +1 +3 +1 +3 Knowledge (Arcana) 6, Knowledge (Religion) 5, Knowledge (Local) 6, Knowledge (Dungeoneering) 3, Knowledge (The Planes) 3, Knowledge (Nature) 6, Concentration 6, Spellcraft 5, Collector of Stories Martial Study (Shadow Blade Technique) Dark Knowledge 4/day
    4th Archivist 4 +2 +4 +1 +4 Knowledge (Arcana) 7, Knowledge (Religion) 7, Knowledge (Local) 7, Knowledge (Dungeoneering) 3, Knowledge (The Planes) 3, Knowledge (Nature) 7, Concentration 7, Spellcraft 6, Collector of Stories - Still Mind
    5th Archivist 5 +2 +4 +1 +4 Knowledge (Arcana) 8, Knowledge (Religion) 8, Knowledge (Local) 8, Knowledge (Dungeoneering) 3, Knowledge (The Planes) 3, Knowledge (Nature) 8, Concentration 8, Spellcraft 8, Collector of Stories Deformity (Tall)V Dark Knowledge (Puissance)
    6th Visionary Seeker 1 +2 +4 +3 +4 Knowledge (Arcana) 9, Knowledge (Religion) 9, Knowledge (Local) 9, Knowledge (Dungeoneering) 4, Knowledge (The Planes) 4, Knowledge (Nature) 9, Concentration 9, Spellcraft 8, Collector of Stories Flyby Attack Divination Expertise
    7th Visionary Seeker 2 +3 +4 +4 +4 Knowledge (Arcana) 10, Knowledge (Religion) 10, Knowledge (Local) 10, Knowledge (Dungeoneering) 5, Knowledge (The Planes) 5, Knowledge (Nature) 10, Concentration 10, Spellcraft 8, Collector of Stories - Spell Mimic 1/day
    8th Visionary Seeker 3 +4 +5 +4 +5 Knowledge (Arcana) 11, Knowledge (Religion) 11, Knowledge (Local) 11, Knowledge (Dungeoneering) 6, Knowledge (The Planes) 6, Knowledge (Nature) 11, Concentration 11, Spellcraft 9, Collector of Stories - Intuition +2
    9th Visionary Seeker 4 +5 +5 +5 +5 Knowledge (Arcana) 12, Knowledge (Religion) 12, Knowledge (Local) 12, Knowledge (Dungeoneering) 7, Knowledge (The Planes) 7, Knowledge (Nature) 12, Concentration 12, Spellcraft 10, Collector of Stories Great Flyby Attack Bend Fate
    10th Visionary Seeker 5 +5 +5 +5 +5 Knowledge (Arcana) 13, Knowledge (Religion) 13, Knowledge (Local) 13, Knowledge (Dungeoneering) 8, Knowledge (The Planes) 8, Knowledge (Nature) 12, Concentration 13, Spellcraft 12, Collector of Stories Chosen of Evil -
    11th Visionary Seeker 6 +6 +6 +6 +6 Knowledge (Arcana) 14, Knowledge (Religion) 14, Knowledge (Local) 14, Knowledge (Dungeoneering) 9, Knowledge (The Planes) 9, Knowledge (Nature) 12, Concentration 14, Spellcraft 14, Collector of Stories - Spell Mimic 2/day
    12th Visionary Seeker 7 +7 +6 +6 +6 Knowledge (Arcana) 15, Knowledge (Religion) 15, Knowledge (Local) 15, Knowledge (Dungeoneering) 10, Knowledge (The Planes) 11, Knowledge (Nature) 12, Concentration 15, Spellcraft 15, Collector of Stories Martial Stance (Assassinís Stance) Intuition +4
    13th Visionary Seeker 8 +8 +6 +7 +6 Knowledge (Arcana) 16, Knowledge (Religion) 16, Knowledge (Local) 16, Knowledge (Dungeoneering) 11, Knowledge (The Planes) 13, Knowledge (Nature) 12, Concentration 16, Spellcraft 16, Collector of Stories - Trick Fate
    14th Visionary Seeker 9 +8 +7 +7 +7 Knowledge (Arcana) 17, Knowledge (Religion) 17, Knowledge (Local) 17, Knowledge (Dungeoneering) 12, Knowledge (The Planes) 15, Knowledge (Nature) 12, Concentration 17, Spellcraft 17, Collector of Stories - -
    15th Visionary Seeker 10 +9 7 +8 +7 Knowledge (Arcana) 18, Knowledge (Religion) 18, Knowledge (Local) 18, Knowledge (Dungeoneering) 13, Knowledge (The Planes) 17, Knowledge (Nature) 12, Concentration 18, Spellcraft 18, Collector of Stories Maiming Strike, Murderous IntentV Moment of Prescience 1/day, Spell Mimic 3/day
    16th Archivist 6 +10 +8 +9 +8 Knowledge (Arcana) 19, Knowledge (Religion) 19, Knowledge (Local) 19, Knowledge (Dungeoneering) 14, Knowledge (The Planes) 19, Knowledge (Nature) 12, Concentration 19, Spellcraft 19, Collector of Stories - Dark Knowledge 5/day
    17th Archivist 7 +10 +8 +9 +8 Knowledge (Arcana) 20, Knowledge (Religion) 20, Knowledge (Local) 20, Knowledge (Dungeoneering) 15, Knowledge (The Planes) 20, Knowledge (Nature) 13, Concentration 20, Spellcraft 20, Collector of Stories - Lore Mastery (Planes)
    18th Archivist 8 +11 +9 +9 +9 Knowledge (Arcana) 21, Knowledge (Religion) 21, Knowledge (Local) 21, Knowledge (Dungeoneering) 16, Knowledge (The Planes) 21, Knowledge (Nature) 14, Concentration 21, Spellcraft 21, Collector of Stories Practiced Spellcaster Dark Knowledge (Foe)
    19th Archivist 9 +11 +9 +10 +9 Knowledge (Arcana) 22, Knowledge (Religion) 22, Knowledge (Local) 22, Knowledge (Dungeoneering) 17, Knowledge (The Planes) 22, Knowledge (Nature) 15, Concentration 22, Spellcraft 22, Collector of Stories - Dark Knowledge 6/day
    20th Archivist 10 +12 +10 +10 +10 Knowledge (Arcana) 23, Knowledge (Religion) 23, Knowledge (Local) 23, Knowledge (Dungeoneering) 18, Knowledge (The Planes) 23, Knowledge (Nature) 16, Concentration 23, Spellcraft 23, Collector of Stories Quicken SpellB, Deformity (Teeth)V -


    Spellcasting
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    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th
    1st 3 2 - - - - - - -
    2nd 4 3 - - - - - - -
    3rd 4 3 2 - - - - - -
    4th 4 4 3 - - - - - -
    5th 4 4 3 2 - - - - -
    6th 4 4 4 3 - - - - -
    8th 4 5 4 3 2 - - - -
    10th 4 5 4 4 3 - - - -
    12th 4 5 5 4 3 2 - - -
    14th 4 5 5 4 4 3 - - -
    16th 4 5 5 5 4 3 2 - -
    17th 4 5 5 5 4 4 3 - -
    18th 4 5 5 5 5 4 3 2 -
    19th 4 5 5 5 5 4 4 3 -
    20th 4 5 5 5 5 5 4 3 2
    Does not include bonus spells from a high Wis score.


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    Level 5
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    The feat loadout is a little weird, to set him up for later on, but as an Archivist, Percival should manage fine.

    Level 10
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    Spell Mimic can be used to scribe scrolls, so Percival can use it to add spells that might otherwise be difficult to acquire divine scrolls of to his prayerbook, so long as he sees a divine caster cast them. This allows him to acquire Sorcerer and Wizard spells from Favored Souls of Bahamut and Tiamat, Hexers of goblinoid tribes he massacres, and various Divine Magician Clerics, even if he only sees it in passing. Divine Magician in particular (along with the usual list of divine spellcasting classes) means that every Divination spell he might care about is available to him.

    Level 15 (Sweet Spot)
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    Great Flyby Attack makes a single attack roll which targets multiple enemies (items or spells such as Catís Grace or Polymorph can increase his Dex to hit more enemies), so Bend Fate and Trick Fate can be used in conjunction for extra mileage. Depending on your reading, Bend Fate might even add its result directly to the d20 roll, meaning it could help to achieve the threshold to threaten a crit. With 5th level spells, Percival can also take luck out of that equation and simply ensure a natural 20 on the Great Flyby roll via the Surge of Fortune spell. With Murderous Intent, crits automatically confirm against Goblinoids, and Divination Expertise allows him to juice the caster level for Hunterís Eye (funneled into Maiming Strike to multiply on a crit), and Ferocity of Sanguine Rage (also getís an extra +1 thanks to the dragonblood subtype), both of which are a low enough level to reasonably be extended. Another handy divination is Masterís Touch, which allows Percival to wield any touched weapon with proficiency, meaning he can have some variety of exotic weapon (the spiked chain is a classic, but the great falchion and several others are also snazzy) made out of Kaorti Resin, use Weapon Shift to change its form as he pleases, and still not have any problems.

    Level 20
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    8th level Archivist spells are nothing to sneeze at. Practiced Spellcaster pumps Percivalís caster level for divinations even higher (with a Prayer Bead of Karma, he can now hit CL 33 for 11d6 on a Hunterís Eye and CL 34 for +17 on damage rolls which multiplies on crits). A CL of 29 on his Moment of Prescience SLA means it will last more than a full day if he isnít forced to expend it, and may be able to use it multiple times on more stressful days.



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    Complete Champion: Surge of Fortune
    Complete Divine: Practiced Spellcaster
    Complete Mage: Divine Magician
    Complete Scoundrel: Collector of Stories
    Dragon Magic: Silverbrow Human, Ferocity of Sanguine Rage, Favored Soul of Bahamut/Tiamat
    Elder Evils: Dedication to an Elder Evil, Father Llymic, Murderous Intent, Chosen of Evil
    Exemplars of Evil: Maiming Strike
    Heroes of Horror: Archivist, Willing Deformity, Deformity (Tall), Deformity (Teeth)
    Masters of the Wild: Hexer
    Playerís Handbook II: Hunterís Eye
    Sandstorm: Great Falchion
    Savage Species: Great Flyby Attack
    Spell Compendium: Masterís Touch, Weapon Shift
    Tome of Battle: Martial Study, Martial Stance, Maneuvers
    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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  3. - Top - End - #63
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Entry Number 2:

    Quote Originally Posted by Zorya

    Zorya, Sisters of the Sun and Moon
    TN Human, Wizard 10/Visionary Seeker 10

    ďAll your questions can be answered, if that is what you want. But once you learn your answers, you can never unlearn them.Ē
    --Zorya Polunochnaya, American Gods, Neil Gaiman

    Do you know what lands you trespass on, traveler? These woods are home to Dazhdbog the Woodsman and his daughters, the Zorya sisters. You are being watched, traveler. The sisters know all that happens in their domain.

    Zorya Utrennyaya hunts under the morning star. You will find her padding through the forest, the morning dew washing the grass stains from her feet. She opens the gate in the morning so that Dazhdbog can ride his blazing chariot, and then she steals away into the woods, watching all that pass. She is nimble and golden-haired, and she knows the flight of every bird and the path of every deer that passes through her woods. She can trace the tracks of the smallest mouse as it darts through the undergrowth. If you step through these woods under the light of the sun, traveler, then know that Zorya Utrennyaya watches you, too.

    And who closes the gate after Dazhdbog returns? Why it is her twin, Zorya Vechernyaya, who keeps watch beneath the evening star. Yes, they are twins, though Zorya Vechernyayaís hair has gone white under the pale moonlight of the evening sky. She is a strange one, yes, a dreamer. Her sleeping eye can pierce the veil of this world and see through to the next. If you travel in these woods then you can be sure she knows your secret heart, traveler. She knows your greatest fears and your most secret desires. Even your dreams are no secret to the Zorya Vechernyaya.

    What? You did not realize you were traveling through Dazhdbogís woods? Traveler, Dazhdbogís chariot is the sun itself, and the sky is his forest. The stars are his trees. And all of this, every inch of this world and every world like it, is under the watch of the Zorya sisters.

    You cannot escape their sight, traveler...

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wizard 1 +0 +0 +0 +2 Spellcraft 4 ranks (4), survival* 2 ranks (2), concentration 4 ranks (4), knowledge (the planes) 4 ranks (4), knowledge (arcana) 4 ranks (4), knowledge (nature) 4 ranks (4), knowledge (dungeoneering) 4 ranks (4) Apprentice (woodsman), Track, Improved InitiativeB Bonus fighter feat, wizard of Sun and Moon
    2nd Wizard 2 +1 +0 +0 +3 Spellcraft 1 rank (5), survival 3 ranks (5), concentration 1 rank (5), knowledge (the planes) 1 rank (5), knowledge (nature) 1 rank (5)
    3rd Wizard 3 +1 +1 +1 +3 Spellcraft 1 rank (6), survival 1 rank (6), concentration 1 rank (6), knowledge (the planes) 1 rank (6), knowledge (nature) 1 rank (6), knowledge (dungeoneering) 1 rank (5), knowledge (arcana) 1 rank (5) Dreamtelling
    4th Wizard 4 +2 +1 +1 +4 Spellcraft 1 rank (7), survival 1 rank (7), concentration 1 rank (7), knowledge (the planes) 1 rank (7), knowledge (nature) 1 rank (7), knowledge (arcana) 2 ranks (7)
    5th Wizard 5 +2 +1 +1 +4 Spellcraft 1 rank (8), survival 1 rank (8), concentration 1 rank (8), knowledge (the planes) 1 rank (8), knowledge (nature) 1 rank (8), knowledge (arcana) 1 rank (8), knowledge (dungeoneering) 1 rank (6) Spontaneous divination
    6th Visionary Seeker 1 +2 +1 +3 +4 Spellcraft 1 rank (9), survival 1 rank (9), concentration 1 rank (9), knowledge (the planes) 1 rank (9), knowledge (nature) 1 rank (9), knowledge (arcana) 1 rank (9), knowledge (dungeoneering) 3 ranks (9) Oneiromancy Divination expertise
    7th Visionary Seeker 2 +3 +1 +4 +4 Spellcraft 1 rank (10), survival 1 rank (10), concentration 1 rank (10), knowledge (the planes) 1 rank (10), knowledge (nature) 1 rank (10), knowledge (arcana) 1 rank (10), knowledge (dungeoneering) 1 rank (10), knowledge (religion) 1 rank (1), knowledge (local) 1 rank (1) Spell mimic 1/day
    8th Visionary Seeker 3 +4 +2 +4 +5 Spellcraft 1 rank (11), survival 1 rank (11), concentration 1 rank (11), knowledge (the planes) 1 rank (11), knowledge (nature) 1 rank (11), knowledge (arcana) 1 rank (11), knowledge (dungeoneering) 1 rank (11), knowledge (religion) 2 ranks (3), knowledge (local) 1 rank (2) Intuition (+2)
    9th Visionary Seeker 4 +5 +2 +5 +5 Spellcraft 1 rank (12), survival 1 rank (12), concentration 1 rank (12), knowledge (the planes) 1 rank (12), knowledge (nature) 1 rank (12), knowledge (arcana) 1 rank (12), knowledge (dungeoneering) 1 rank (12), knowledge (religion) 2 ranks (5), knowledge (local) 1 rank (3) Improved Oneiromancy Bend fate
    10th Visionary Seeker 5 +5 +2 +5 +5 Spellcraft 1 rank (13), survival 1 rank (13), concentration 1 rank (13), knowledge (the planes) 1 rank (13), knowledge (nature) 1 rank (13), knowledge (arcana) 1 rank (13), knowledge (dungeoneering) 1 rank (13), knowledge (religion) 2 ranks (7), knowledge (local) 1 rank (4)
    11th Visionary Seeker 6 +6/+1 +3 +6 +6 Spellcraft 1 rank (14), survival 1 rank (14), concentration 1 rank (14), knowledge (the planes) 1 rank (14), knowledge (nature) 1 rank (14), knowledge (arcana) 1 rank (14), knowledge (dungeoneering) 1 rank (14), knowledge (religion) 2 ranks (9), knowledge (local) 1 rank (5) Spell mimic 2/day
    12th Visionary Seeker 7 +7/+2 +3 +6 +6 Spellcraft 1 rank (15), survival 1 rank (15), concentration 1 rank (15), knowledge (the planes) 1 rank (15), knowledge (nature) 1 rank (15), knowledge (arcana) 1 rank (15), knowledge (dungeoneering) 1 rank (15), knowledge (religion) 2 ranks (11), knowledge (local) 1 rank (6) Practiced Spellcaster Intuition (+4)
    13th Visionary Seeker 8 +8/+3 +3 +7 +6 Spellcraft 1 rank (16), survival 1 rank (16), concentration 1 rank (16), knowledge (the planes) 1 rank (16), knowledge (nature) 1 rank (16), knowledge (arcana) 1 rank (16), knowledge (dungeoneering) 1 rank (16), knowledge (religion) 2 ranks (13), knowledge (local) 1 rank (7) Trick fate
    14th Visionary Seeker 9 +8/+3 +4 +7 +7 Spellcraft 1 rank (17), survival 1 rank (17), concentration 1 rank (17), knowledge (the planes) 1 rank (17), knowledge (nature) 1 rank (17), knowledge (arcana) 1 rank (17), knowledge (dungeoneering) 1 rank (17), knowledge (religion) 2 ranks (15), knowledge (local) 1 rank (8)
    15th Visionary Seeker 10 +9/+4 +4 +8 +7 Spellcraft 1 rank (18), survival 1 rank (18), concentration 1 rank (18), knowledge (the planes) 1 rank (18), knowledge (nature) 1 rank (18), knowledge (arcana) 1 rank (18), knowledge (dungeoneering) 1 rank (18), knowledge (religion) 3 ranks (18) Astral Tracking Moment of prescience 1/day, spell mimic 3/day
    16th Wizard 6 +10/+5 +5 +9 +8 Spellcraft 1 rank (19), survival* 1 rank (19), concentration 1 rank (19), knowledge (the planes) 1 rank (19), knowledge (nature) 1 rank (19), knowledge (arcana) 1 rank (19), knowledge (dungeoneering) 1 rank (19), knowledge (religion) 1 rank (19)
    17th Wizard 7 +10/+5 +5 +9 +8 Spellcraft 1 rank (20), survival* 1 rank (20), concentration 1 rank (20), knowledge (the planes) 1 rank (20), knowledge (nature) 1 rank (20), knowledge (arcana) 1 rank (20), knowledge (dungeoneering) 1 rank (20), knowledge (religion) 1 rank (20)
    18th Wizard 8 +11/+6/+1 +5 +9 +9 Spellcraft 1 rank (21), survival* 1 rank (21), concentration 1 rank (21), knowledge (the planes) 1 rank (21), knowledge (nature) 1 rank (21), knowledge (arcana) 1 rank (21), knowledge (dungeoneering) 1 rank (21), knowledge (religion) 1 rank (21) Arcane Mastery
    19th Wizard 9 +11/+6/+1 +6 +10 +9 Spellcraft 1 rank (22), survival* 1 rank (22), concentration 1 rank (22), knowledge (the planes) 1 rank (22), knowledge (nature) 1 rank (22), knowledge (arcana) 1 rank (22), knowledge (dungeoneering) 1 rank (22), knowledge (religion) 1 rank (22)
    20th Wizard 10 +12/+7/+2 +6 +10 +10 Spellcraft 1 rank (23), survival* 1 rank (23), concentration 1 rank (23), knowledge (the planes) 1 rank (23), knowledge (nature) 1 rank (23), knowledge (arcana) 1 rank (23), knowledge (dungeoneering) 1 rank (23), knowledge (religion) 1 rank (23) Domain granted power (oracle)
    *cross-class skill, purchased at double cost

    Spoiler: Additional Build Details
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    Spoiler: Stats
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    Stats:
    Level 1: Str 8/Dex 12/Con 14/Int 18/Wis 14/Cha 8
    Level 4: Str 8/Dex 12/Con 14/Int 19/Wis 14/Cha 8
    Level 8: Str 8/Dex 12/Con 14/Int 20/Wis 14/Cha 8
    Level 12: Str 8/Dex 12/Con 14/Int 21/Wis 14/Cha 8
    Level 16: Str 8/Dex 12/Con 14/Int 22/Wis 14/Cha 8
    Level 20: Str 8/Dex 12/Con 14/Int 23/Wis 14/Cha 8


    Spoiler: Alternate Class Features
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    Wizard of Sun and Moon (designate one spell slot per level as a sun or moon slot and prepare two different spells, one which you have access during the evening or while underground, and one which you have access to during the day), Combat Wizard (replace wizard bonus feat with fighter feat), Spontaneous Divination (replace 5th level bonus feat with the ability to spontaneously cast any divination spell you know of equal or lower level), Domain Granted Power (replace bonus feat with the granted power from a cleric domain).


    Spoiler: Spellcasting
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    Zorya is a wizard specialized in divination. She has banned the school of necromancy.

    Spells per Day (does not include bonus spells due to specialization or high Int bonus)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1 - - - - - - - -
    2nd 4 2 - - - - - - - -
    3rd 4 2 1 - - - - - - -
    4th 4 3 2 - - - - - - -
    5th 4 3 2 1 - - - - - -
    6th 4 3 3 2 - - - - - -
    7th 4 3 3 2 - - - - - -
    8th 4 4 3 2 1 - - - - -
    9th 4 4 3 2 1 - - - - -
    10th 4 4 3 3 2 - - - - -
    11th 4 4 3 3 2 - - - - -
    12th 4 4 4 3 2 1 - - - -
    13th 4 4 4 3 2 1 - - - -
    14th 4 4 4 3 3 2 - - - -
    15th 4 4 4 3 3 2 - - - -
    16th 4 4 4 4 3 2 1 - - -
    17th 4 4 4 4 3 3 2 - - -
    18th 4 4 4 4 4 3 2 1 - -
    19th 4 4 4 4 4 3 3 2 - -
    20th 4 4 4 4 4 4 3 2 1 -



    Spoiler: Zorya level by level
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    LEVEL 1
    This is kind of an odd opening for a wizard, but thematically appropriate. Zorya starts as a standard wizard with a focus on survival and tracking. As daughter of Dazhdbog the Woodsman, Zorya is a skilled traveler of the forests, able to track and spy upon travelers to her hidden domain. With a focus on divination magic, she can easily duplicate a rogue with spells like instant locksmith and instant search as she tracks her foes. Of course, this does not prevent her from otherwise operating as a wizard should, and Zorya is capable of using spells such as color spray, grease or sleep to defend herself.

    The first indication of Zoryaís dual nature is that her spellcasting takes on strange effects based on the time of day. Under the light of the sun she is Zorya Utrennyaya, huntress and traveler, but once the sun sets she becomes Zorya Vechernyaya, the prophet of dusk. Her spells change as well: thanks to the Wizard of Sun and Moon, she can prepare two spells in a single slot for one spell slot per level, with access to each based on where she is.

    LEVEL 3
    As her levels progress, Zorya Vechernyaya, the dusk prophet, begins to take hold more and more frequently. She begins to read dreams, and to travel beyond her forest home.

    There are a number of excellent 2nd-level spells (including powerhouses such as glitterdust, rope trick and alter self), but as a diviner, Zorya is especially excited by chain of eyes and detect thoughts.

    LEVEL 5
    While most wizards focus on learning how to alter their spells with metamagic, Zorya instead focuses on sharpening her mindís eye to peer beyond the mundane. With the spontaneous divination ACF, she can now spontaneously convert a prepared spell to any divination spell that she knows. And this is especially nice because this is the level when she first gains access to scrying magic in clairaudience/clairvoyance.

    Her prophetic powers thus begin to draw the attention of the Mindís Eye, a mysterious society from the OutlandsÖ.

    LEVEL 6
    Zoryaís training from the Mindís Eye manifests immediately with a boost to her prophetic powers. Divination expertise will become the key ability for Zorya, driving much of her power from here on out.

    LEVEL 9
    Zoryaís ability to navigate the dreamscape fully blossoms at this point: with access to 4th-level spells and Improved Oneiromancy, she gains access to the dream walk spell, allowing her to plane shift directly into a sleeping creatureís dreamscape. She can also use manifest desire or manifest nightmare to automatically learn the greatest desires or fears of those around her by creating an illusory manifestation for all to see. And while navigating the nightmare realm, her magic does not suffer the usual unpredictable effects of spells.

    And navigating the nightmare realm has special benefits for Zorya Vechernyaya thanks to her Mindís Eye training. With wild, unpredictable magic manifesting in strange ways, being able to move freely through the nightmare realm should give her many opportunities to witness strange and rare spells that she can later mimic using her spell mimic class feature.

    LEVEL 12
    Access to 5th-level spells come online here. There are many powerful options, but Zorya in particular is interested in contact other plane. With a caster level of 19 on contact other plane, Zorya can immediately ask nine questions in a single casting, and with the Seekerís bend fate ability she can help ensure she does not fail her Intelligence check when contacting deities.

    There are other benefits to such a high CL on divination spells as well, such as a 95% chance to cast spells such as detect magic and message through a scrying sensor.

    LEVEL 13
    CL 20 and the Seekerís trick fate ability further improve Zoryaís prowess with contact other plane, increasing the number of questions she can ask and allowing her a re-roll on her Intelligence check or roll for an accurate answer.

    LEVEL 14
    Despite the fact that Zorya is only casting 5th-level spells at this point, she can now mimic 9th-level spells that she witnesses via scrying or in the dreamscape.

    LEVEL 15
    Astral Tracking comes online at this level. While Zorya Utrennyaya has always been a skilled huntress and tracker, her Vechernyaya aspect takes over here and gives her the ability to track across the featureless expanse of the astral plane or even to follow those who have teleported away. If she witnesses someone depart via teleportation magic, she can travel to the place where they departed and use her excellent survival checks to determine where they have gone.

    LEVEL 16
    With 6th-level spells comes Zoryaís most powerful divination yet: scry location. Unlike other scrying spells, scry location offers no saving throw or ability to resist its effects. Instead, Zorya must succeed on a caster level check based on her familiarity with the location in question and her proximity to it. This is where her divination expertise truly comes to bear. Even without items, Zoryaís caster level for divination spells is currently 25. This means she only needs a 5 or better to scry upon any place within a thousand miles despite having absolutely no knowledge of the area.

    LEVEL 18
    Arcane Mastery allows Zorya to take 10 on caster level checks, meaning that without a single item, she is now guaranteed to make DC 37 caster level checks for scry location. This means that she can always scry on a place anywhere in the multiverse merely by hearing about it once secondhand (DC 35).

    LEVEL 20
    Zorya now reaches 8th-level spells. There are a wide variety of powerful options here, many of which are downright gamechanging (polymorph any object, mind blank, greater planar binding, superior invsibility, greater celerity, etc). One interesting option is discern location. While this may seem tame in comparison to what she can do with scry location, it works surprisingly well in tandem with it, automatically giving her the location of creatures she has seen or objects she has touched. Once she knows this location, she can then use scry location to spy on it, without requiring the use of spells such as contact other plane.

    In place of a feat, Zorya learns the domain granted power of the oracle domain, which increases her caster level by +2 for divination spells. This means that she is guaranteed to make a DC 41 CL check when casting scry location, allowing her to scry anywhere, on any plane of existence, despite having no knowledge of the area. This is done without needing a single item beyond her spellbook and the focus for the spell itself.

    Spoiler: Some additional notes
    Show

    ZORYA IN PLAY
    As a wizard with access to 8th-level spells (or beyond via Spell Mimic) and extremely powerful divination tools, Zorya can doÖ well, almost anything. However, there are a few areas where Zorya particularly excels.

    Zorya focuses primarily on information gathering, from the mundane (she can track someone anywhere, even across multiple planes or into the dreamscape) to the magical (she has a powerful suite of divination spells allowing her to scry or divine almost anything, and can scry any location in the multiverse without allowing a save) to the mystical (she can freely navigate the dreamscape, force peopleís secret desires or fears to physically manifest in front of her and successfully auger the meaning of prophetic dreams).

    This ultimately means Zorya is most effective in using scry and die tactics. While her focus is on divination she is an effective caster with access to every school bar Necromancy, and her spontaneous divination class feature means she can devote most of her spell slots to buff spells (both defensive and offensive), teleportation spells and summoning/calling magic, allowing her to locate enemies, divine their weaknesses and strengths and prepare the entire party for the encounter. She even has some interesting offensive options, such as the ability to manipulate sleeping enemies like puppets. And she can use her spell mimicry alongside her powerful scrying and her access to the dreamscape to mimic powerful spells that she would not otherwise have access to.

    That said, there are a couple of things to take note of if you intend to use Zorya in an actual game.

    A NOTE ON SPONTANEOUS DIVINATION
    The errata on spontaneous divination restricts it to spells that you ďknow.Ē What spells does a wizard know? Since wizards do not know spells, some people interpret this very liberally, even claiming that it allows access to divination spells from other spell lists (as the ability allowed this in its original wording). Others say that since wizards donít ďknowĒ spells, spontaneous divination is completely worthless. In my opinion the intention was to restrict it to spells that the wizard has in her spellbook, but this is an ability that is open to some DM interpretation. The build does not rely on this class feature (though it is definitely on theme for Zorya, and it allows her to focus most of her spells on buffs and utility and grab necessary divination spells as needed), so feel free to replace it if youíd prefer to keep things simple. A metamagic feat or domain granted ability would both be fine substitutions.

    On the other hand, if your DM takes the more liberal view of spontaneous divination, it provides many benefits to Zorya, most notably giving her access to spells at a lower level (such as scry location as a 5th-level spell or foresight as an 8th-level spell).

    A NOTE ON SCRY LOCATION
    Scry location is an incredibly powerful tool in the hands of Zorya, as it does not allow a saving throw and its success or failure is solely based on a caster level check. However, there are some interesting gray areas with this spell. (For full reference, please see page 102 of Complete Scoundrel.)

    The first is a disagreement in the text of the spell. The first line of rules text states you ďcan see and hear what occurs at a location, which can be at any distance on the same plane where you are located.Ē Later in that paragraph, it states ďthe difficulty to scry the desired locale increases if the location is extremely far removed, indoors or underground, or on another plane.Ē Furthermore, the table for caster level check DC modifiers based on location lists ďOn another plane: +10.Ē I believe that the intent is clear and that scry location is meant to work across planes with a sufficiently high caster level despite that first line. This isnít just a disagreement between text and table, as the actual text of the spell specifically also mentions working on another plane. I canít imagine many DMs saying ďnope, that first line says it has to be on the same planeĒ and completely ignoring both the clarification later in the paragraph and the table, but itís worth discussing before you bring Zorya to any game. (If you face an extremely pedantic DM, you do gain access to plane shift several levels before you pick up scry location, so this is not an insurmountable barrier.)

    The second is what knowledge is necessary in order to scry a location. Merely having heard of the location once is considered sufficient for scry location, and is something that can be satisfied via spells like contact other plane or discern location. Where it gets interesting is at the top of the table, where it states you can scry locations you have absolutely no knowledge of (at the cost of a hefty +10 to the caster level check DC). There is a caveat, however: you must have some sort of connection to scry somewhere you have absolutely no knowledge of. But what exactly does this mean? Clearly a connection is not having visited or heard of a location, since those entries already exist on the table. There is a third table of ďconnectionsĒ that can reduce the DC requirement, including a picture or likeness of the area or objects from the area. This only lists three such potential connections, and just ones that lower the DC of the caster level check. Do more connections exist? If an object has been in the area for less than a week it does not give you a -4 to the DC of the caster level check, but can it still serve as a connection for the spell? These are all questions to ask your DM. Even taking the most conservative reading it is still a powerful spell, but its exact effects definitely require some clarification.

    A NOTE ON ONEIROMANCY
    In my experience, the dreamscape rules get a bad rap and are often left out of campaigns, largely because of the terrible lucid dreaming rules from Manual of the Planes. Those rules were interesting but full of some serious issues; most notably, allowing them meant you could invade peopleís dreams, drag them into the dream heart and kill them with only a few very niche defenses.

    However, oneiromancy and the dreamscape from Heroes of Horror is far less open to abuse. While the prophetic dreams are obviously very much in DM territory, and the specific parameters of a dream are similarly outside of player control, a lot of basic effects are spelled out plainly: how you enter dreams, what the consequences are for fighting in the dreamscape, how to bypass the wild effects the nightmare realm has on magic, etc. There is no making a grapple check and rare skill check to drag someone into the dream heart and murder them, just some interesting and thematic level-appropriate spells that end up being more relevant for purposes of information gathering than for kill-shots.

    The focus on the dreamscape for Zorya is mostly for thematic reasons, and she can easily function without them. I liked the idea of her night aspect being able to travel and hunt through dreams just as her day aspect hunted through woods. It also seemed like something that would give her more opportunities to witness rare magic for the purpose of her spell mimic ability. However, if your DM does not wish to incorporate dreamscapes into their campaigns, you could easily replace all three feats and instead focus on metamagic or other ways to expand her spell list.


    Spoiler: On Visionary SeekerÖ
    Show

    So why Visionary Seeker? Why not any of the other numerous wizard prestige classes? Though it appears underwhelming at first glance, Zorya actually gets quite a lot out of her levels in this class:

    Skills
    While skills are generally secondary to a near-full caster such as Zorya, in her case the secret ingredient allows her to keep survival as high as possible, allowing her to continue the training she received in the forests of her childhood. While mundane tracking is easily duplicated and surpassed by her divination spells, this also allows her to access the powerful Astral Tracking: not only can she track across the featureless expanse of the astral plane, but she can make a DC 30 Survival check to track and follow someone who has traveled via teleportation magic.

    Note that she does not need to be physically present at the time of the teleportation for this ability to work; she can track someone well after theyíve teleported, as long as she is in the place where they departed from. This means that if she is using her scry location spell and sees someone of note depart via teleportation, she can travel to that location at her leisure and find out where they have gone.

    Divination expertise
    The single most important ability granted by the Visionary Seeker, divination expertise provides an extremely sizable bonus to her caster level for divination spells. After Practiced Spellcaster is applied, this functionally provides a +19 bonus to divination caster level in only 10 levels. While this would be valuable for any caster, it is especially powerful for Zorya, who uses this power-charged caster level alongside scry location and Arcane Mastery to guarantee the ability to scry anywhere in the multiverse. It also guarantees that, from an early level, she is able to cast several detection spells while scrying.

    Spell mimic
    While Zorya sacrificed the ability to cast 9th-level spells in exchange for the powerful boost to her divination magic, her ability to mimic spells eases the blow somewhat. As a master of scrying and spying and a frequent navigator of the dreamscape, Zorya has many opportunities to witness powerful and high level magic to be mimicked at opportune moments. She can begin mimicking 9th-level spells as early as level 14.

    It is also worth checking with your DM regarding the line on a mimicked spellís caster level. As written, it is equal to Zoryaís ďhighest caster level in any class.Ē Does this include the divination-specific caster level buffs (which is technically her highest caster level), or is it just her general wizard CL? If the former, she has a very impressive CL 31 before items or spells (versus a DC 19 if the latter).

    Intuition
    As a prophet and seer, Zorya is rarely surprised or taken amiss. Intuition and Improved Initiative means she carries a +8 bonus to her initiative and a +4 bonus to her already excellent Will save against illusions.

    Bend fate
    Zorya makes liberal use of the contact other plane spell, and must make Intelligence checks to avoid being crippled by the powerful minds she contacts. Bend fate buoys her against a low roll and allows her to contact intermediate deities without risk.

    Trick fate
    While a re-roll is useful to anyone, like bend fate it is especially useful when Zorya is using contact other plane to gather information to avoid mishaps.

    Moment of prescience
    More or less auto-succeed on any attack roll, saving throw or opposed skill check, or dodge almost any single attack, without requiring an action? Moment of prescience is downright lifesaving, and a staple of high level play for a reason.

    ďBut she doesnít get 9th-level spells!Ē
    Nope, she sure doesnít. And in exchange she gets a huge CL boost on her most important spells, an 8th-level spell as an SLA, the ability to mimic spells off of any list (including some of those 9th-level spells she misses) a few times a day and some nice re-roll abilities that she puts to good use. Is it worth dropping 9ths? Well, maybe notÖ but 8th-level spells are pretty good too, and the returns in this case are very valuable and even allow her to do some things that a standard wizard 20 couldnít do.


    Spoiler: Sources
    Show

    • Wizard, Track feat: SRD/PHB
    • Combat Wizard ACF: Unearthed Arcana/SRD
    • Wizard of Sun and Moon ACF: Dungeonscape
    • Spontaneous Divination, Domain Granted Power ACFs: Complete Champion
    • Visionary Seeker: Planar Handbook
    • Apprentice feat: PHB2
    • Dreamtelling/Oneiromancy/Improved Oneiromancy feats, oneiromancy spells: Heroes of Horror
    • Practiced Spellcaster/Arcane Mastery feats: Complete Arcane
    • Astral Tracking feat: Dragon Compendium
    • Scry Location spell: Complete Scoundrel
    • Spells, oracle domain: Spell Compendium

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  4. - Top - End - #64
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Entry Number 3:

    Quote Originally Posted by Markarath Otyriel
    Spoiler: Markarath Otyriel, High String of the White Lyre
    Show

    Spoiler: Intelligence Report on the High String
    Show

    Markarath Otyriel has proven to be a high-threat target to subversive actions within the Sword-Coast region.
    In the hopes of finding a method of ridding ourselves of him, I've taken the liberty of compiling a file upon him and placing all gathered information on him therewithin.
    The most important matter to understand in regards to Markarath is that he is not motivated by revenge, or tragedy, or any of the typical motivations presented to those who cross us. He appears to simply be an extremely pious believer in the good of humanity.
    A potential weakness we've noted is that, in his early years, his teacher and mentor, Lyricai Tesrosai, seems to have guided him toward the path of nonviolent asceticism. It's lead him to align himself with a similarly nonviolent organization, a Divine Guild, the White Lyre. They're primarily an aid organization, providing assistance to the poor and destitute. They have been frequently noted to go out of their way to save the wounded on the battlefield.
    We can't be certain, but it appears that at some point within the last two years, he's met up with a fairly far-spread organization. He seems to be moving in a manner somewhat different than before, somewhat more awakened to the machinations going on within the world. It seems as though he's elevated himself beyond the workings of the mortal realm. It may be possible to leverage this into possible distrust between him and his peers. Certainly, we've noted more Deathless activity around him--Which suggests he may be looking to become more independent force.

    Spoiler: Yearly Evaluation Report
    Show

    Race: Human, Age: 26, Alignment: Chaotic Good
    Strength 8
    Dexterity 8
    Constitution 10 12(+2 from VoP)
    Charisma 16 18(+2 from VoP) 20(+2 from VoP) 22(+2 from VoP)
    Wisdom 18 19(+1 from levels) 21(+2 from VoP) 22(+1 from levels) 24(+2 from VoP) 25(+1 from levels) 27(+2 from VoP) 28(+1 from levels) 30(+2 from VoP) 31(+1 from levels)
    Intelligence 12 14(+2 from VoP) 16(+2 from VoP)


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Divine Bard +0 +2 +0 +2 Perform - 4(+4)
    Concentration -4(+4)
    Diplomacy -4(+4)
    Hide -4(+4)
    Move Silently -4(+4)
    Balance -4(+4)
    Tumble -4(+4)
    Spellcraft -4(+4)
    Knowledge(Religion) -1(+1)
    Sacred Vow, Vow of Poverty, Nymph's Kiss Bardic Music, Bardic Knowledge, Spellbreaker Song(ACF), Healing Hymn(ACF)
    2nd Bard +1 +3 +0 +3 Perform - 5(+1)
    Concentration -5(+1)
    Diplomacy -5(+1)
    Hide -5(+1)
    Move Silently -5(+1)
    Balance -5(+1)
    Tumble -5(+1)
    Spellcraft -5(+1)
    Knowledge(Religion) -2(+1)
    Insightful Strike ---
    3rd Bard +2 +3 +1 +3 Perform - 6(+1)
    Concentration -6(+1)
    Diplomacy -6(+1)
    Hide -6(+1)
    Move Silently -6(+1)
    Balance -6(+1)
    Tumble -6(+1)
    Spellcraft -6(+1)
    Knowledge(Religion) -3(+1)
    Favored(White Lyre), Sooth the Beast (Bardic Feat ACF)
    4th Bard +3 +4 +1 +4 Perform - 7(+1)
    Concentration -7(+1)
    Diplomacy -7(+1)
    Hide -7(+1)
    Move Silently -7(+1)
    Balance -7(+1)
    Tumble -7(+1)
    Spellcraft -7(+1)
    Knowledge(Religion) -4(+1)
    Vow of Nonviolence ---
    5th Bard +3 +4 +1 +4 Perform - 8(+1)
    Concentration -8(+1)
    Diplomacy -8(+1)
    Hide -8(+1)
    Move Silently -8(+1)
    Balance -8(+1)
    Tumble -8(+1)
    Spellcraft -8(+1)
    Knowledge(Religion) -5(+1)
    --- ---
    6th Bard +4 +5 +2 +5 Perform - 9(+1)
    Concentration -10(+2 via Primary Contact)
    Persuasion -9(+1)
    Hide -9(+1)
    Move Silently -9(+1)
    Balance -9(+1)
    Tumble -9(+1)
    Spellcraft -9(+1)
    Knowledge(Religion) -6(+1)
    Vow of Peace, Primary Contact Portal Dissonance
    7th Apostle of Peace +4 +7 +4 +7 Perform - 10(+1)
    Concentration -10
    Diplomacy -10(+1)
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -10(+1)
    Knowledge(Religion) -10(+4)
    --- Turn Undead
    8th Apostle of Peace +5 +8 +5 +8 Perform - 11(+1)
    Concentration -11(+1)
    Diplomacy -11(+1)
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -10
    Knowledge(Religion) -11(+1)
    Search -3(+3)
    Lliira's Blessing Pacifying Touch
    9th Apostle of Peace +5 +8 +5 +8 Perform - 12(+1)
    Concentration -12(+1)
    Diplomacy -12(+1)
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -10
    Knowledge(Religion) -11
    Search -7(+4)
    Extend Spell ---
    10th Apostle of Peace +6 +9 +6 +9 Perform - 13(+1)
    Concentration -13(+1)
    Diplomacy -13(+1)
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -10
    Knowledge(Religion) -11
    Spot -1(+1)
    Search -10(+3)
    Exalted Turning Censure Fiends
    11th Visionary Seeker +6 +9 +8 +9 Perform - 14(+1 Cross Class)
    Concentration -14(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -11(+1)
    Knowledge(Religion) -12(+1)
    Spot -2(+1)
    Search -10
    Knowledge(The Planes) -1(+1)
    --- Divination Expertise
    12th Visionary Seeker +7 +9 +9 +9 Perform - 15(+1 Cross Class)
    Concentration -15(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -12(+1)
    Knowledge(Religion) -12
    Spot -2(+1)
    Search -10
    Knowledge(The Planes) -1
    Knowledge(History) -1(+1)
    Knowledge(Arcane) -1(+1)
    Nimbus of Light, Persistent Spell Spell Mimic 1/Day
    13th Visionary Seeker +8 +10 +9 +10 Perform - 16(+1 Cross Class)
    Concentration -16(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -13(+1)
    Knowledge(Religion) -12
    Spot -3(+1)
    Search -10
    Knowledge(The Planes) -1
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1(+1)
    Know(Architecture and Engineering) -1(+1)
    --- Intuition (+2)
    14th Visionary Seeker +9 +10 +10 +10 Perform - 17(+1 Cross Class)
    Concentration -17(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -14(+1)
    Knowledge(Religion) -12
    Spot -4(+1)
    Search -10
    Knowledge(The Planes) -1
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1(+1)
    Knowledge(Geography) -1(+1)
    Holy Radiance Bend Fate
    15th Visionary Seeker +9 +10 +10 +10 Perform - 18(+1 Cross Class)
    Concentration -18(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -15(+1)
    Knowledge(Religion) -12
    Spot -5(+1)
    Search -10
    Knowledge(The Planes) -4(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    Divine Metamagic ---
    16th Visionary Seeker +10 +11 +11 +11 Perform - 19(+1 Cross Class)
    Concentration -19(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -15(+1)
    Knowledge(Religion) -12
    Spot -6(+1)
    Search -10
    Knowledge(The Planes) -7(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    Knight of the Stars Spell Mimic 2/Day
    17th Visionary Seeker +11 +11 +11 +11 Perform - 20(+1 Cross Class)
    Concentration -20(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -16(+1)
    Knowledge(Religion) -12
    Spot -7(+1)
    Search -10
    Knowledge(The Planes) -10(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    --- Intuition +4
    18th Visionary Seeker +12 +11 +12 +11 Perform - 21(+1 Cross Class)
    Concentration -21(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -17(+1)
    Knowledge(Religion) -12
    Spot -8(+1)
    Search -1
    Knowledge(The Planes) -13(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    Practiced Spellcaster, Exalted Spell Resistance Trick Fate
    19th Visionary Seeker +12 +12 +12 +12 Perform - 22(+1 Cross Class)
    Concentration -22(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -18(+1)
    Knowledge(Religion) -12
    Spot -9(+1)
    Search -10
    Knowledge(The Planes) -16(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    --- ---
    20th Visionary Seeker +13 +12 +13 +12 Perform - 23(+1 Cross Class)
    Concentration -23(+1)
    Diplomacy -13
    Hide -9
    Move Silently -9
    Balance -9
    Tumble -9
    Spellcraft -19(+1)
    Knowledge(Religion) -12
    Spot -10(+1)
    Search -10
    Knowledge(The Planes) -19(+3)
    Knowledge(History) -1
    Knowledge(Arcane) -1
    Know(Psionics) -1
    Know(Architecture and Engineering) -1
    Knowledge(Dungeoneering) -1
    Knowledge(Geography) -1
    Words of Creation Moment of Prescience 1/day, Spell Mimic 3/day

    Spoiler: Spell Choice
    Show

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

    Spoiler: Strategy moving up
    Show

    We're going for a 'strings-puller' sort of vibe here, with flavor aimed at talking to people and getting them on your side overall, and later levels delving into you having a personal taskforce dedicated to higher-level demon-fighting.
    You'll have tools for extraplanar threats early on as well, but early on your primary focus is diplomacy and mobility control.
    Levels 1-5
    So, I mentioned earlier how we're about mobility control. These early levels are a bit less about that in particular, and a bit more about your bardic music and various diplomatic approaches to things. You have Vow of Poverty, naturally, meaning that you're already something of a tank, and have skills that allow you to scout fairly well as well. Grab Portal Well--You'll need it later, and it makes a handy escape tactic. Grab Locate Crossroads, too. If you can find one, perfect--You have a quick getaway. Grab Cure Minor Wounds, as early-game you're the healbot of choice, and otherwise you're trying your best to be a face for now.
    Levels 6-10
    Last level in Bard nets you the Portal Dissonance ACF. I know what you're thinking--'Why', mostly. Well, a few reasons. First and foremost, you're going to get plenty of use out of it--Remember 'Locate Crossroads'? Here's where that spell comes in handy. Now that you have the ability to redirect portals, you just need to do a little info gathering. Find a crossroads, charm the guardian. Now, any time you come across portals, you're able to escape right away--It's a save-point tactic.
    Level 7 features the beginning of your true beginnings as a peace-based entity. Namely, you now have Undead Turning. Well, great, so now on top of everything else we can do, we can turn undead as a 1st-level cleric. That can be boosted, but honestly, the best part of these next few levels is the divine spells. You've just gotten a huge boost in flexibility, and with every level, it goes up. By level 10, you've got yourself a Peace Touch and the ability to Auto-Stun most demons, as well as 4th level spells by 10th level--Something the Bard barely manages to do! Remember, you've got Lesser Planar Ally, and you're a great Charismancer. By this point, you actually have the chops required to start fighting Demons.
    Levels 11-15
    Level 11 isn't the craziest, but you're in a Divination-heavy PrC and you just got access to Commune, Scry, and True Seeing, so you know, your day's pretty good.
    Come Level 15, and you've got Greater Scry, Planar Ally, you've got the ability to add 1d6 to any D20 roll--Perform Checks, your many varied skill checks, Bardic Lore which hasn't had love in forever--It's a great ability that you have plenty of opportunity to use.
    Levels 16-20
    So really quick, a shout out to the reroll ability--I know it doesn't look like much, but between this, the extra D6, all the knowledge skills you've been piling up on, and Bardic Knowledge, you can give your Knowledge skill a shot first, and then your Bardic Knowledge, reroll the B. Know if it's bad, then enhance it if it's any good after, and have a pretty high chance of knowing any one thing per day.
    Now that I've gotten that out of the way--Miracle. You can cast Miracle. Also, Gate. But Miracle. You now own every spell in the game, 3/day. So, what's our first goal? Actually, not to use Miracle. I know, right? No. Instead, it's to hire a Wizard to cast Genesis in front of us. Then we cast it. We do so twice a day, alternating every twelve hours, for a week. Why? Because Spell Mimic is a Supernatural Ability with no XP cost described. And we're casting it as a Wizard, not a Cleric. So that means we have control over the Time and Magic traits. I believe you see where this is going.
    But that's not the *only* broken thing we can do with Spell Mimic, now that we have 9th level access. No, see, we already have Miracle. So what we can now do is Create Crossroads and Backroads, using our Mimicked Miracle. Now, we have instant portals wherever we want, for free, that we can manipulate to our heart's desire.
    Next up, we're going to collect the bodies of every fallen comrade we've ever had. We're going to treat them with as much reverance as we can, and we're going to Miracle up Create Greater Deathless. Let them come or go as they wish, but try and sway them to work with you. Ideally, you'll end up with allies. If not, oh well.
    Finally, it's time for combat preparation. Shalantha's Delicate Disk will serve as our storage device, storing Reality Maelstrom and Dimension Shuffle. We'll alternate between their production. While we're at it, stick a few Planar Bubbles in there, as well. With this, you're ready to go. Before a day of adventuring, cast Greater Visage of the Deity.
    When it comes time to bust down a Demon's stronghold, gate in any Outsider from the Upper Planes. Preferably a pacifist. Hand them a Disk of Planar Bubble and have them snap it. Bask in their holy eminance. While you're basking, Miracle up a Chasing Perfection and Spell Mimic that Greater Visage of the Deity. Your Dexterity should be good enough, now, to toss a disk at the feet of the demons. Feel free to shoot Reality Maelstroms as them like candy.
    And I know your capstone might not seem crazy, but--Ahem--EPIC LEVEL SPELLS. You have epic level spells. As in, all you need to do--Is SEE one. No-one else thinks that's crazy? Anywho. The other half of this--Moment of Prescience--Lasts basically all day, and hell, if you can manage to time it right, can bleed into the next day, and lets you basically auto-succeed in one check of your choice. You're trained in every knowledge skill, so now you can know TWO things of your choice per day.
    Favored Level: 19
    Most of your flexibility comes from access to Miracle and Spell Mimic's ability to replicate literally any 9th level spell you see. You can even replicate Wish, if you really want to break the game.

    Spoiler: Notes about Equipment and Questionable Tactics
    Show

    So I've been avoiding actually talking as though we have protective equipment, because we don't really know. Even if you're able to get the ability to get defensive gear, there's a question of how far you can go with this.
    On the surface, you might be able to get yourself a Monk's Belt and a Ring of Evasion. These two items, by themselves, will really jump up your defensive capabilities.
    But going further, you might be able to get, say, Bracers of Armor...With the effect of Gloves of Dexterity added to them. Or, say, a cloak of resistance...With an added Charisma effect. But in order to do all this, you're going to need to find a way of getting this equipment to be dirt cheap. Maybe you pick up cursed equipment and then get extra effects added to it.
    On the subject of dumb tricks, you do have XP-free Miracles. So you can still stop tsunamis, earthquakes, and other such crazy stuff with but a single spell. And without half of the same struggles.
    If you really want to go crazy, go get yourself a Defending Dagger of Passage, and watch your Bard Levels really come into their own.

    Spoiler: Favored & Primary Contact for the uninitiated
    Show

    Favored just gives you a skill-bonus to one selected skill--In this case, Concentration--Associated with the organization. I chose a Divine Guild-type, which has Concentration in its' skill-list. Primary Contact then allows you to go ahead and boost the Concentration *skill rank* by one, and it *explicitly* goes past the max rank, so this isn't like a stretch of interpretation or anthing.

    Spoiler: Sources
    Show

    Book of Exalted Deeds = Apostle of Peace, Sacred Vow, Vow of Poverty, Vow of Nonviolence, Vow of Peace, Insightful Strike, Exalted Turning, Words of Creation, Holy Radiance, Exalted Spell Resistance, Knight of the Stars, Nimbus of Light, Llira's Blessing.
    Complete Divine=Practiced Spellcaster, Divine Metamagic
    Complete Arcane=Persistent Spell
    Cityscape = Favored, Primary Contact

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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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  5. - Top - End - #65
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Entry Number 4:

    Quote Originally Posted by Eianda Di'Mare
    Spoiler: Big Image
    Show

    Eianda Di'Mare
    Spoiler: Stub and Stuff
    Show

    N Strongheart Halfling Cloistered Cleric 5/VS 10/Luckstealer 5

    15d6+5d4

    Halfling: -2 STR/+2 DEX, Small (+1 attack/AC, +4 Hide), Speed 20. +2 Climb/Jump/Listen/Move Silently, +2 saves/fear. +1 attack thrown/slings (strongheart gains a bonus feat at 1st, loses +1 bonus to saves)

    STR 8, DEX 10, CON 10, INT 10, WIS 18, CHA 16
    all points into WIS
    STR 6, DEX 12, CON 10, INT 10, WIS 23, CHA 16

    Cloistered Cleric: d6 HD, Poor BAB (wiz), 6+INT skills, Simple Weapons/Light Armor, Lore (as Bardic Knowledge at cleric level), Spells added to list:
    0-Message
    1-Erase, Identify, Unseen Servant
    2-Foxís Cunning
    3-Illusory Script, Secret Page, Tongues
    4-Detect Scrying
    6-Analyze Dweomer
    7-Sequester

    Spoiler: Fluff and Stuff
    Show

    The line of the wounded stretched as far as she could see. If only these fools could fight each other without getting hurt, her job would be so much easier. But, it paid the bills and bought the books. Knowledge had a price after all, nothing came free. Some hand waving, a few words, and a gentle touch, and a few coins later the line was shortened by 1. Occasionally an officer or other snobbery type would be relieved of some extra weight as well, alls the better to help them heal on their journeys, and alls the better for her purse.

    Off to the side, between patients, she happened to spot what looked suspiciously like a wizard watching her very intently. You could always tell when wizards were about, nose stuck in a book, and a pointy hat to boot. Like all the rest in the surrounding area, the wizard looked a bit worse for wear. But he wasn't in her line, so back to work it was. When next she looked up, the wizard was in fact casting the very same heal spell she had just used, on himself! This shouldn't be possible, and had not been mentioned in any of her books, of which she had more than a few after all.

    Since she was nearly out of spells for the day, and her purse was full from both fees and "tips", she flipped her stall's sign to indicate she was closed, and ran off to confront the oddity that was the quasi-wizard.

    "Hey, You, Grey Beard! Stop!" Definitely a wizard, pointy hat AND grey beard. For whatever reason, he did stop. Before she could say anything else he began to fire his own questions at herÖ

    What is the unladen airspeed of an African swallow?

    How many of a beholder's eyestalks are dangerous, and what are their properties?

    If a numbing sphere and a flame sphere cross paths, what happens?

    How do you ascertain if a dragon is good or evil?

    Is it possible for a demon to trans-substantiate onto the material plane, and if so, under what circumstances?


    Öand so it went, the questions coming faster and faster as she answered each in sequence. Sometime during the grilling, a house sprung up around them and they continued their discourse while sitting down. What looked like a steaming mug of mulled cider appeared in the wizardís hand moments later. Finally, content that she wasn't just some dolt that the universe bestowed the ability to tap into the divine and cast spells, but a fellow learned being, the wizard who had introduced himself as Bert, began to tell a story.

    Bert talked about an organization he belonged to, the Mind's Eye. While he spoke, he kept tapping his head, and then tapping hers in the same place. Almost as if trying to drive his words into her merely by the force of his fingertips. He needn't of bothered, she was an apt pupil. Bert spoke of self-reflection and the power to be found when you first looked within yourself. After a while, he wound down finally, and setting his now empty cup down leveled his piercing gaze upon her full force.

    "So, now that you're a member, what will you do first?"

    She sat there flabbergasted, a member? of what? HOW?

    Bert explained that he had inducted her while they spoke, what did she think all that finger tapping business was about?
    Spoiler: Levels
    Show

    5-Straight Cleric, no surprises here other then we kept the knowledge domain, and also took the devotion feat. Between the other feats at 1st, our initiative is already at +9. Pious Soul requires some roleplaying to work, but that's all part of the game. As a baseline, you "should" get 5+1/2 character level tokens per level to use, meaning at 3rd when you first take it, you have 6d6 to use to change your fate.

    10-Halfway into the SI now, 8th level casting, +12 to initiative, Divine Power replaces the need for a BAB worth anything, however we try to stay out of melee combat. Bend Fate gives 1d6/day to any d20 roll, and now if you follow above, 10d6 to change your fate. Spell Mimic is only good for a single 5th level spell so far, but this is already breaking out of our spell slots. However text trumps table...

    15-Finished w/ the SI, access to potentially 3 10th level spells, CL is now 24 as far as Divinations/Spell Mimic/MoP is concerned. +14 to initiative. 5th level spells and Domain Spontaneity give us all the Permanency things. By this point you should be at Master rank as far as all your affiliations go as well. and have 12d6 from pious soul to play with.

    20-The last block is all Luckstealer, which at 19th allows you to "recover" any spell/slot used and use it again. You should also be immune to divination magic used against you at this point. Lucky Magic lets you reroll 20% of your dice pool to determine spell effects, effectively making all your spells 20% more effective (this is not actual math!). You've got Contingency to play with...

    The sweet spot has to be 15th where you CAN (by RAW) cast 3 10th level spells/day.

    Spoiler: Tables
    Show


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cloistered Cleric +0 +2 +0 +2 Conc 4, Know Dung/Nat 1, Know Planes 2, Know Arc/Rel 4, Profession - Gambler 2, Spellcraft 4, cc-Sleight 1 (B)Improved Initiative, (B)Knowledge Devotion, Yondalla's Sense Turn Undead, Domains, Spells, Lore
    2nd C.Cleric 2 +1 +3 +0 +3 Conc 5, Know Rel 5, Profession 3, Spellcraft 5, Collector of Stories - -
    3rd C.Cleric 3 +1 +3 +1 +3 Conc 6, Know Rel 6, Know Arc 5, Know Planes 3, Profession 4, Spellcraft 6 Pious Soul -
    4th C.Cleric 4 +2 +4 +1 +4 Conc 7, Know Rel 7, Spellcraft 7, Heal 1, cc-Sleight 2 - -
    5th C.Cleric 5 +2 +4 +1 +4 Conc 8, Know Rel 8, Profession 5, Spellcraft 8, cc-Sleight 3 - -
    6th Visionary Seeker +2 +4 +3 +4 Conc 9, Profession 6, Spellcraft 9, Survival 1 Fearless Divination Expertise, +1 SC
    7th Visionary Seeker 2 +3 +4 +4 +4 Conc 10, Know Rel 9, Survival 3 - Spell Mimic 1/day
    8th Visionary Seeker 3 +4 +5 +4 +5 Conc 11, Spellcraft 10, cc-Sleight 4 - Intuition +2, +1 SC
    9th Visionary Seeker 4 +5 +5 +5 +5 Conc 12, Spellcraft 11, cc-Sleight 5 Domain Spontanaeity-Time Bend Fate
    10th Visionary Seeker 5 +5 +5 +5 +5 Conc 13, Spellcraft 12, Conceal Spellcasting - +1 SC
    11th Visionary Seeker 6 +6 +6 +6 +6 Conc 14, Spellcraft 13, cc-Sleight 6 - Spell Mimic 2/day
    12th Visionary Seeker 7 +7 +6 +6 +6 Conc 15, Profession 7, cc-Sleight 7 Practiced Spellcaster Intuition +4, +1 SC
    13th Visionary Seeker 8 +8 +6 +7 +6 Spellcraft 14, Profession 8, cc-Sleight 8 - Trick Fate
    14th Visionary Seeker 9 +8 +7 +7 +7 Spellcraft 15, Profession 9, False Theurgy - +1 SC
    15th Visionary Seeker 10 +9 +7 +8 +7 Swift Concentration, cc-Sleight 9 Dallah Thaun's Luck Moment of Prescience 1/day, Spell Mimic 3/day
    16th Luckstealer +9 +7 +8 +9 Conc 16, Profession 10, Sleight 10, Spellcraft 16 - Curse of the Fatespurned, Subtle Magic
    17th Luckstealer 2 +10 +7 +8 +10 Conc 17, Profession 11, Sleight 11, Spellcraft 17 - +1 SC
    18th Luckstealer 3 +10 +8 +9 +10 Conc 18, Profession 12, Sleight 12, Spellcraft 18 Extra Turning +1 SC
    19th Luckstealer 4 +11 +8 +9 +11 Conc 19, Profession 13, Sleight 13, Spellcraft 19 - Lucky Magic, Desperate Recall 1/day, +1 SC
    20th Luckstealer 5 +11 +8 +9 +11 Conc 20, Profession 14, Sleight 14, Spellcraft 20 - +1 SC


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

    Spoiler: Magic and Mystery
    Show


    Bonus Spells not factored in, but:
    1 to 7: 1-1, 2-1, 3-1, 4-1
    8 to 15: 1-2, 2-1, 3-1, 4-1, 5-1

    Additionally:
    Visionary Seeker grants a bonus 2nd lvl spell at 7th, up to 2 6ths at 11th, and up to 3 10ths at 15th.
    Luckstealer gives you back 1 spell/slot at 19th which could be also up to a 10th if tied in w/ Spell Mimic.
    Spell Mimic states that you can cast anything you saw up to your class level, so even though you donít have above 7th lvl slots, you can still cast 8th and 9th lvl spells with this, and gain another one through Desperate Recall on top of that.

    Knowledge Domain: GP Divinations at +1 CL
    1-Detect Secret Doors
    2-Detect Thoughts
    3-Clairaudience/voyance
    4-Divination
    5-True Seeing
    6-Find the Path
    7-Legend Lore

    Luck Domain: GP: 1/day reroll any die roll before success/failure is determined
    1-Entropic Shield
    2-Aid
    3-Protection from Energy
    4-Freedom of Movement
    5-Break Enchantment
    6-Mislead
    7-Spell Turning

    Time Domain: GP: Improved Initiative (B)
    1-True Strike
    2-Gentle Repose
    3-Haste
    4-Freedom of Movement
    5-Permanency
    6-Contingency
    7-Legend Lore

    Some Divination spells available to clerics:
    0-Detect Magic, Detect Poison, Guidance, Read Magic
    1-Blessed Aim, Comprehend Languages, Detect X (alignments), Detect Undead, Grave Strike, Know Protections, Omen of Peril, Scholarís Touch, Vision of Glory, Wieldskill
    2-Augery, Divine Insight, Find Traps, Guidance of the Avatar, Sense Weakness
    3-Analyze Touchstone, Battlemagic Perception, Blessed Sight, Chain of Eyes, Know Opponent/Vulnerabilities, Locate Object, True Casting, Understand Device
    4-Assay Spell Resistance, Discern Lies, Divination, Identify Transgressor, Greater Status
    5-Divination, Sacred Guardian, Scrying, True Seeing, Zone of Revelation
    6-Find the Path, Glimpse of the Prophecy
    7-Brain Spider, Fiendish Clarity, Scry Location

    Divine Insight will last 28 hours, and provide a +15 bonus to any skill check
    Wieldskill grants +10 to a skill check, or proficiency w/ a weapon/armor for the duration (28 minutes)
    Guidance of the Avatar gives you a +20 to a skill check, which can be crazy
    Glimpse of the Prophecy is +1 ac/saves for 28 hours, or discharge for +10 to any saving throw
    Among othersÖ


    Spoiler: Affiliations
    Show

    If you're uncomfortable "creating a church" for the Mind's Eye, and would prefer a more standard entry, you can use Dallah Thaun below. However, as a cleric of no deity, but a follower of the Mind's Eye, creating a church based off the domains might be more appropriate (also see "Shenaniganary" section below for Patron Deity arguments). The Created church, based off just 2 of our 3 domains would obviously be more beneficial to this build. The bonus's available to knowledge rolls alone would always guarantee full marks on Knowledge Devotion.

    Lore 5 + Collector 5 + Devotion + affiliation bonusís + knowledge roll = ++ attack/damage
    Plus, since nothing says that that bonus MUST be used in melee combat, it applies to ranged as well as spell combat, meaning every spell that requires an attack roll is at +5 to hit, and every spell does +5 damage.


    Dallah Thaun Affiliation Bonusís

    0- none
    1-Scout: +2 Bluff to feint in combat
    2-Shadow: +1 CL to overcome SR
    3-Hunter: +1 saves vs Lawful
    4-Secret Whisper: 1/day swift activation, 1 round/lvl invisibility, need not be consecutive

    ALTERNATIVELY: (and frankly better)
    Create a Ďchurchí based on domains, such as the Church of the Mindís Eye:
    Knowledge:
    0-none
    1-Student: +2 bonus to any 1 knowledge skill you have at least 1 rank in
    2- Academic: 1/day +2 on any roll
    3-Master Researcher: +1 CL for divinations
    4-Scholar: 1/day negate an ability of a creature you discovered using knowledge check

    Luck:
    0-none
    1-Blessed: +2 on any knowledge check to prepare
    3-Charmed: +1 CL to overcome SR
    4-Scion of Luck: 1/day +1/3 lvls on any saving throw
    5-Fatebender: 1/day force an opponent to reroll any attack, check, or save


    Now, you can also affiliate with an organization, its more of a club anyways, and gain those benefits:

    Paragnostic Assembly Affiliation:
    0-none
    1-Paragnostic Scholar: +1 bonus/hour (max 5) on appraise/decipher/know/psicraft/spellcraft/truespeak
    2-Sage of Worldly Matters: +2 Diplomacy vs guild/gov official, priest of boccob/vecna/wee jas or other knowledge deity
    3-Seekeer of Unseen Words: add one of 1st rank skills to class skill list
    4-Master of the Unturned Page: as +1 bonus/hour (now max 10)
    5-Exalted Philosopher of Paragnostic Truths: take 10 on any knowledge skill



    Feats:

    1-Knowledge Devotion: CChamp 60 - + attack/damage w/ knowledge check
    1-Yondallaís Sense: RoTW 152- WIS to initiative
    3-Pious Soul: CDiv 86: know rel 2, gain 4 faith points, can spend 1 or more per round to add 1d6 to a d20 roll (attack, save, check) after youíve seen result, but before dm declares success/failure.
    6-Regional::: Fearless: PGtF 38: immune to fear
    9-Domain Spontanaiety: CDiv80/FoE 147 Ėspend turn attempt to cast domain spell
    12-Practiced Spellcaster CDiv 82: +4 CL
    15-Dallah Thaunís Luck: RoTW 149 Ė 1/day +5 to any save, then -2 to all saves until next sunrise
    18-Extra Turning Ė 4 more Time domain spells (10 turn attemps/day)




    Skill Tricks:
    Swift Concentration: 12 ranks conc, maintain as swift
    Collector of Stories: 5 ranks know, +5 to any knowledge check to id a monster
    Conceal Spellcasting: conc 1, sleight 5, spellcraft 1, conceal casting
    False Theurgy: sleight/bluff 8, spellcraft 8, spells appear as another spell

    Gear Suggestions:
    Monkís Belt to maximize WIS to AC

    Caster Level is high enough to apply all the things from Permanency to yourself (which you can do w/ Spell Mimic, because who needs UMD?!):
    Arcane Sight, Comprehend Languages, Darkvision, Detect Magic, Read Magic, See Invisibility, Tongues

    as well as:
    Enlarge or Reduce Person, Greater Magic Fang, Resistance, Telepathic Bond

    Further, all of the even worse things that permanency can apply to an object or area.
    How about Prismatic Sphere or any of the Symbol of X spells cast on your armor for example..


    Spoiler: Sources
    Show


    Complete Champion: Blessed Bounty of Yondalla (Dallah Thaun), Knowledge Devotion, Paragnostic Assembly
    Complete Divine: Domain Spontaneity, Pious Soul, Practiced Spellcaster
    Complete Scoundrel: Skill Tricks
    Forgotten Realms Campaign Setting: Strongheart Halfling
    Playerís Guide to Faerun: Fearless
    Planar Handbook: Visionary Seeker
    Playerís Handbook: Feats, Halfling, Knowledge/Luck Domain
    Races of the Wild: Dallah Thaunís Luck, Luckstealer, Yondallaís Blessing
    Spell Compendium: Time Domain


    Spoiler: Shenaniganary
    Show

    I mean Use of SIÖ

    Cleric CL = 18 (14 +4 practiced Spellcaster)
    Effective CL with Divination Expertise = 29 (Cleric 14, spellcaster 4, VS 10, Knowledge Domain Granted Power 1) (=30 if you count affiliation bonus)

    -Spell mimic treats your CL as the highest you have available in any class, since you are now a CL 29, that is your CL for Spell Mimic as well.
    Plus you can also use Desperate Recall to gain a 4th use of this ability each day. Spell Mimic also allows you to break out of your available spell slots, thus allowing 8th and 9th (and even a 10th) level spells to be cast, and at a level that they arenít available to others at yet. As well as also possibly just adding 3 spell slots to your allowed/day. Further, it only mentions you need have seen the spell cast in the past 24 hours, so you could potentially see it, and by simply recasting it each day, keep it available to use each day. Further still, any spell that does damage or has an extended effect based off CL, but w/o a maximum associated to it now does even more damage this way.

    -Improved Initiative +4, Yondallaís Sense +6, Intuition +4, DEX +1 = +15 to your Initiative roll, itís good to go first.

    -Bend Fate/Trick Fate is improved w/ Pious Soul and Lucky Magic, and further boosted with the Fatebender affiliation bonus of the Luck Domain church (Mindís Eye) by forcing it upon your foe, as well as the Luck Domainís Granted Power doubling this to 2/day. Plus, Dallah Thaunís Luck doesnít state you have to use it before the roll, so you can essentially add itís bonus after the save is attempted and thus you are now at 3/day use for bend/trick before pious soul.

    -The capstone ability, Moment of Prescience is now at the Max bonus as well of +25 to any roll or to AC, and lasts for 28 hours, meaning you can cast it in the AM and forget about it. Plus, with access to Contingency and Desperate Recall, you can recast MoP immediately after its expended thus giving 2 uses of it per day.

    -Continue that into Luckstealer, and Sublte Magicís DC is now 15 + 29 (44) vs a d20 + CL (likely 40 at most before negatives are applied for any reason) meaning that you are now immune to divination magic.

    -Desperate Recall will tie in w/ Spell Mimic to allow you to copy any spell up to 10th level, and then reuse that slot to cast it again.

    -I think itís entirely possible w/in the confines of this round, that you, as a cleric focused entirely upon self-perspective of the visionary seeker, can in fact be your own patron deity. However, this is probably a 50 page argument to be had in the greater forum in general for clerics. If you subscribe that this is reasonable, you could drop 1 rank of Luckstealer and instead pick up Contemplative for another domain. Since VS grants you spell mimic, itís likely that the best domain to then pick up would be the Spell domain for access to Anyspell and its Greater cousin, as well as Limited Wish. Casting Progression would be the same, and the final feat at 18th would simply be Domain Spontaneity-Spell. Iíve already gone somewhat down this path, but there are also a number of feats that specify ďyour patron deityĒ that went ignored for this build. This interpretation would obviously also open these up for use.
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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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  6. - Top - End - #66
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Entry Number 5:

    Quote Originally Posted by Arnold
    Spoiler: Arnold, Ace Captain of Lyandar
    Show

    Spoiler: The Brief and Glorious History of Arnold
    Show

    Race: Primordial Half-Troll Changeling
    Size: Medium
    (For the Knowledge Skill as Class Skill, choose The Planes)
    Arnold--The man. The myth. The legend. A pirate known to be loyal only to house Lyandar, even after they kicked him out after realizing his true nature. A pirate whom even the Dragons fear. It's said that the only group of men that dare make dealings with him is the mysterious Mind's Eye, who come to him with missions that all enlightened men watch closely. Truly, there is no greater pirate.


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Artificer +0 +0 +0 +2 Cross-class:
    Balance 2
    Class Skill:
    Craft(Pottery) 1
    Craft(Sculpting) 1
    Craft(Metalworking) 1
    Disable Device 4
    Knowledge(The Planes) 4
    Open Lock 4
    Profession 4
    Search 4
    Spellcraft 1
    UMD 4
    Racial Emulation, Scribe Scroll Artificer knowledge, artisan bonus, disable trap, item creation
    2st Artificer +1 +0 +0 +3 Cross-class:
    Balance 2
    Class Skill:
    Craft(Pottery) 1 > 2
    Craft(Sculpting) 1 > 2
    Craft(Metalworking) 1 > 2
    Disable Device 4 > 5
    Knowledge(The Planes) 4 > 5
    Open Lock 4 > 5
    Profession 4 > 5
    Search 4 > 5
    Spellcraft 1
    UMD 4 > 5
    Brew Potion --
    3rd Artificer +2 +1 +1 +3 Cross-class:
    Balance 2 > 3
    Class Skill:
    Craft(Pottery) 2
    Craft(Sculpting) 2 > 3
    Craft(Metalworking) 2
    Disable Device 5 > 6
    Knowledge(The Planes) 5 > 6
    Open Lock 5 > 6
    Profession 5 > 6
    Search 5 > 6
    Spellcraft 1
    UMD 5 > 6
    Craft Wondrous Item, Least Dragonmark(Storm) --
    4th Artificer +3 +1 +1 +4 Cross-class:
    Balance 3
    Class Skill:
    Craft(Pottery) 2 > 3
    Craft(Sculpting) 3 > 4
    Craft(Metalworking) 2 > 3
    Disable Device 6 > 7
    Knowledge(The Planes) 6 > 7
    Open Lock 6 > 7
    Profession 6 > 7
    Search 6 > 7
    Spellcraft 1
    UMD 6 > 7
    Extraordinary Artisan Craft homunculus
    5th Artificer +3 +1 +1 +4 Cross-class:
    Balance 3 > 4
    Class Skill:
    Craft(Pottery) 3
    Craft(Sculpting) 4 > 5
    Craft(Metalworking) 3
    Disable Device 7 > 8
    Knowledge(The Planes) 7 > 8
    Open Lock 7 > 8
    Profession 7 > 8
    Search 7 > 8
    Spellcraft 1
    UMD 7 > 8
    Craft Magic Arms and Armor Retain Essence
    6th Visionary Seeker +3 +1 +3 +4 Cross-class:
    Balance 4
    Class Skill:
    Craft(Pottery) 3 > 5
    Craft(Sculpting) 5
    Craft(Metalworking) 3 > 5
    Disable Device 8
    Knowledge(The Planes) 8 > 9
    Architecture and Engineering 1
    Open Lock 8
    Profession 8 > 9
    Search 8
    Spellcraft 1
    UMD 8
    Lesser Dragonmark(Storm) Divination expertise
    7th Windwright Captain +3 +1 +5 +6 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 9 > 10
    Architecture and Engineering 1
    Open Lock 8
    Profession 9
    Search 8
    Spellcraft 1
    UMD 8 > 10
    Hide 4
    Move Silently 4
    -- Dragonmark control, master pilot, shipboard fighter
    8th Visionary Seeker +4 +1 +5 +7 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 10 > 11
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Nobility&Royalty) 1
    Open Lock 8
    Profession 9 > 11
    Search 8
    Spot 1
    Spellcraft 1
    UMD 10
    Hide 4
    Move Silently 4
    -- Spell mimic 1/day
    9th Visionary Seeker +4 +1 +5 +7 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 11 > 12
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 11 > 12
    Search 8
    Spot 1 > 4
    Spellcraft 1
    UMD 10
    Hide 4
    Move Silently 4
    Improved Homunculus Intuition (+2)
    10th Visionary Seeker +5 +1 +6 +7 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 12 > 13
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 12 > 13
    Search 8
    Sense Motive 2
    Spot 4 > 10
    Spellcraft 1
    UMD 10
    Hide 4
    Move Silently 4
    -- Bend fate
    11th Windwright Captain +6 +1 +7 +8 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 13 > 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 13 > 14
    Search 8
    Sense Motive 2
    Spot 10
    Spellcraft 1
    UMD 10 > 14
    Hide 4 > 7
    Move Silently 4 > 7
    -- Acquire ship, uncanny dodge
    12th Visionary Seeker +6 +1 +7 +8 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 14 > 15
    Search 8
    Sense Motive 2 > 6
    Spot 10 > 15
    Spellcraft 1
    UMD 14
    Hide 7
    Move Silently 7
    Favored in House(Lyandar) --
    13th Visionary Seeker +7 +2 +8 +9 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 15 > 16
    Search 8
    Sense Motive 6 > 14
    Spot 15 > 16
    Spellcraft 1
    UMD 14
    Hide 7
    Move Silently 7
    -- Spell mimic 2/day
    14th Visionary Seeker +8 +2 +8 +9 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 1 > 6
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 16 > 17
    Search 8
    Sense Motive 14 > 17
    Spot 16 > 17
    Spellcraft 1
    UMD 14
    Hide 7
    Move Silently 7
    -- Intuition (+4)
    15th Visionary Seeker +9 +2 +9 +9 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 6 > 10
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 1 > 4
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 17 > 18
    Search 8
    Sense Motive 17 > 18
    Spot 17 > 18
    Spellcraft 1
    UMD 14
    Hide 7
    Move Silently 7
    Etch Minor Schema Trick fate
    16th Visionary Seeker +9 +3 +9 +10 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 10 > 15
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 4 > 7
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 18 > 19
    Search 8
    Sense Motive 18 > 19
    Spot 18 > 19
    Spellcraft 1
    UMD 14
    Hide 7
    Move Silently 7
    -- --
    17th Windwright Captain +10 +4 +9 +10 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 15
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 7
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 19 > 20
    Search 8
    Sense Motive 19
    Spot 19
    Spellcraft 1
    UMD 14 > 20
    Hide 7 > 10
    Move Silently 7 > 10
    -- Rebuke elementals
    18th Windwright Captain +11 +4 +10 +11 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 15
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 7
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 20 > 21
    Search 8
    Sense Motive 19
    Spot 19
    Listen 11
    Spellcraft 1
    UMD 20 > 21
    Hide 10
    Move Silently 10
    Bind Elemental Lesser shipbond
    19th Windwright Captain +11 +4 +10 +11 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 15
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 7
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 21 > 22
    Search 8
    Sense Motive 19
    Spot 19
    Listen 11 > 22
    Spellcraft 1
    UMD 21 > 22
    Hide 10
    Move Silently 10
    -- Greater Shipbond
    20th Visionary Seeker +12 +4 +11 +11 Balance 4
    Craft(Pottery) 5
    Craft(Sculpting) 5
    Craft(Metalworking) 5
    Disable Device 8
    Knowledge(The Planes) 14
    Architecture and Engineering 1
    Knowledge(Arcana) 1
    Knowledge(Dungeoneering) 1
    Knowledge(Geography) 15 > 20
    Knowledge(History) 1
    Knowledge(Local) 1
    Knowledge(Nature) 1
    Knowledge(Nobility&Royalty) 7 > 10
    Knowledge(Psionics) 1
    Knowledge(Religion) 1
    Open Lock 8
    Profession 22 > 23
    Search 8
    Sense Motive 19
    Spot 19
    Listen 22
    Spellcraft 1
    UMD 22 > 23(Cross-Class)
    Hide 10
    Move Silently 10
    -- Moment of prescience 1/day, spell mimic 3/day

    Spoiler: Stats
    Show

    Level Strength Constitution Dexterity Intelligence Wisdom Charisma
    1st 10 12 14 20 10 18
    2nd 10 12 14 20 10 18
    3rd 10 12 14 20 10 18
    4th 10 12 14 21 10 18
    5th 10 12 14 21 10 18
    6th 10 12 14 21 10 18
    7th 10 12 14 21 10 18
    8th 10 12 14 22 10 18
    9th 10 12 14 22 10 18
    10th 10 12 14 22 10 18
    11th 10 12 14 22 10 18
    12th 10 12 14 23 10 18
    13th 10 12 14 23 10 18
    14th 10 12 14 23 10 18
    15th 10 12 14 23 10 18
    16th 10 12 14 24 10 18
    17th 10 12 14 24 10 18
    18th 10 12 14 24 10 18
    19th 10 12 14 24 10 18
    20th 10 12 14 25 10 18
    Spoiler: Spells Per Day
    Show

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

    Spoiler: Gameplay
    Show

    Level 1-5
    These early levels are mostly average for low-level casters. You shoot a crossbow, somewhat inaccurately. You have an eternal wand of something like ray of frost for your first level, and you basically just keep making more offensive eternal wands up until 4th level, to keep you relevent in battle.
    Once 4th hits, though, your first homunculus is Dedicated Wright, followed by constant Arbalesters until you have 5. This will all take about half your WBL, with the eternal wands equaling another thousand. The important part to remember here is that you're a member of a crew--Your job isn't to get up close and personal, it's just to provide fire support. Between your Arbalesters and your eternal wands, you're more than good for that, and with the fact that you're primarily supposed to be on an airship, you shouldn't have much to fear. In any event, you'll be walking around with a breastplate and the biggest shield you can find, so you're relatively safe. The rest of the wbl can be spent on improving two of your Arbalests by 1 HD, the most you can really do now.
    Level 6-10
    So from here on we're in the business of improving our Arbalesters and getting two Iron Defenders. The first Iron Defender will need at least 3 HD on Level 6, bringing its cost to 2,4037, and the other I'm just happy to have made. Level 7 is another 4 HD, put on the other Iron Defender. Level 8 is 3 HD for both defenders, and another 2 HD for another 2 Arbalesters. Basically, keep bringing up HD like this throughout your levels--You are, in essence, a Hordeficer. And, as a Hordeficer, it's important to remember--You have GMW *and* Lesser Weapon Aug. Give three of your best Arbalests the Force enhancement. Take a stack of 50 arrows, toss it into a quiver, GMW it, and then pass out ten to each of your Arbalests. Do this twice, and bam, you have just fully loaded them all with good ammo for a good duration of the day.
    From here on, your Spell Mimic will mostly be used to copy any good offensive spells you see utilized against you, and your Bend Fate mostly will be a trick for getting the most out of your UMD Checks.
    Level 11-15
    Hordeficer, Full Speed Ahead! Level 12 gets you Favored In House, and with Bend Fate we have pretty good odds of regularly hitting those trivial requests. I, personally, think asking for any spare Repair Oils that they have lying around is pretty trivial. Just do that, like, once a day, stockpile those, use your free reroll if you just really suck.
    Also, you can cast Concurrent Infusion into Spell-Storing Item. Do so once a day. Cast the Divination Spell of your choice for the day, and whatever other 4th level spells you want. It's up to you. Regardless, you can now Scry&Die.
    Level 15 sees you transitioning to Minor Schema for spellcasting purposes.
    Level 16-20
    Level 16 has arrived. The time is yours. The WORLD is yours. Go reread Spell Mimic real quick. Note that it only tells you you must supply material components and any focus required. Note that it's a spell-like ability. That's right. Find someone who can cast Wish. With Favored in House, pester all your friends. Use every trick you've got. Worst case, it's DC 25, and you can hit a bonus of +10 on a good day. This is well within your grasp. Ask them to pop out 25,000 gold. Hand them all of it. You don't care. Mimic the spell twice yourself. The first casting, get a scroll of Wish. Second Mimic, get a second scroll. It's a DC 29 to read the scroll, and you're not that high up on it, so use Concurrent Infusion up Guidance of the Avatar to make sure you succeed. Do this for 5 days. On the 6th day, use the 2nd wish for 25,000 GP instead, and buy some Spellsight Goggles. Now Skill Enhancement Infusion, and you should be looking at 27. With Bend Fate & Co. under your belt, you should be able to read all 5 scrolls in one go, allowing you to gain a +5 enhancement to intelligence. You can repeat this process for all of your stats. Go wild. Now, with your amazing stats and, more importantly, with the literally infinite quantity of gold you have at your disposal, go ahead and increase the HD of all your homunculi to 2 under your own. Also, build your own Airship. Get it Fharlanghn's Lines until all you need is one sailor. Make it a bard! Why not? Enchant all of your Arbalesters to +1/+9 and give them everything that's big--Splitting, Exploding, Exit Wound--And leave the small stuff to their Imp. HD and the Weapon Augmentation you have each of them store.
    Get yourself a Lyre of Building. Divination up an empty Demiplane. Boost your Bard's rolls as high as you can(which is pretty high,) and have him play your Lyre to make you a grand citadel to be your new extra-planar base. Use your Wishes to place defenses. You are now the most awesome Airship Pirate ever.
    On top of that, by level 19 you don't even have to be *on* the Airship for it to be supporting you, meaning your Arbalesters don't either, and by level 20, you basically auto-succeed once a day on just about anything(crafting crazy-dumb stuff) and have *2* wishes. I recommend a Greater Consumptive Field, followed by your mass-murder of your animal of choice, so you can craft whatever pre-epic item you want.
    Level 16--The sweet spot
    I pretty much described it. There's not a lot more to say, other than--You've outdone wizards at level 16.

    Spoiler: Improved Homunculi & WBL-cost by HD
    Show

    HD Iron Defender Furtive Filcher Arbalester [B]WBL cost [B]
    1st - - - 937.5 GP
    2nd - - - 2437.5 GP
    3rd Evasion Evasion Evasion 3937.5 GP
    4th - - - 5437.5 GP
    5th - - - 6937.5 GP
    6th Store Infusion Store Infusion Store Infusion 8437.5 GP
    7th - - - 9937.5 GP
    8th - - - 11437.5 GP
    9th Strong Flyer Weapon Ability(Force) 12937.5 GP
    10th - - - 14437.5 GP
    11th - - - 15937.5 GP
    12th Dextrous Dextrous Weapon Ability(Seeking) 17437.5 GP
    13th - - - 18937.5 GP
    14th - - - 20437.5 GP
    15th Sneak Attack(+1d6) Sneak Attack(+1d6) Weapon Ability(Distance) 21937.5 GP
    16th - - - 23437.5 GP
    17th - - - 24937.5 GP
    18th Telepathy Range Strong Weapon Ability(Acidic) 26437.5 GP


    Spoiler: Sources
    Show

    Explorer's Handbook - Windwright Captain, p. 70
    Planar Handbook - Visionary Seeker
    Eberron Campaign Setting - Artificer, p. 29, Favored in House/Extraordinary Artisan, Pg.53, Least/Lesser Dragonmark, Pg.56, Furtive Filcher/Iron Defender, 286
    Magic of Eberron - Arbalester, Magic of Eberron, Pg. 152, Etch Schema, Pg. 47, Improved Homunculus, Pg. 49
    Secrets of Xendrik - Primordial Giant,
    Fiend Folio - Half-Troll,


    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.

    Avatar by Rain Dragon

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

  7. - Top - End - #67
    Titan in the Playground
     
    Heliomance's Avatar

    Join Date
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    That's the lot! Five entries is a respectable competition, and not the smallest we've had.

    Once again, I am very sorry this round took so long. Let's get judging!
    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.

    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!

  8. - Top - End - #68
    Troll in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Excellent timing. I've got some time to judge this weekend. First, my criteria.

    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 a Visionary Seeker)?
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  9. - Top - End - #69
    Troll in the Playground
    Join Date
    Jul 2007
    Location
    Bellona

    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Since no one has done it yet...

    • Percival Kala, NE Silverbrow Human Archivist 10/Visionary Seeker 10
    • Zorya, TN Human Wizard 10/Visionary Seeker 10
    • Markarath Otyriel, CG Human Divine Bard 6/Apostle of Peace 4/Visionary Seeker 10
    • Eianda Di'Mare, TN Strongheart Halfling Cloistered Cleric 5/Visionary Seeker 10/Luckstealer 5
    • Arnold, ?? Primordial Half-Troll Changeling Artificer 5/Visionary Seeker 10/Windwright Captain 5


    On mobile so I'll refrain from linking to the individual posts until I get to a computer.

    I'm a bit surprised we didn't see any ur-priests; they usually pop up whenever there's a half-caster. I was also curious to see if anyone would jump out of VS at 9 in an effort to pick up native 9ths via some of the later entry accelerated casters (full BAB class 7/divine crusader 4/visionary seeker 9 hits 9ths and +16 BAB for example). Hard to synergize well with the heavy divination focus on visionary seeker, I suppose. Another interesting thing I considered was focusing on the survival side of visionary seeker with a ranger chassis (either SotAO shooting star ranger or something like consecrated harrier/scaled horror) and taking advantage of the super high divination CL for spells like hunter's eye. I didn't have a fully formed idea, but a stealthy ranger type with CL 29 hunter's eye and the ability to stalk enemies and spy on them for spell mimicry purposes sounded like a cool idea. (Percival Kala definitely went in this direction to some degree, although I was picturing something a bit more martial.)

    I also really wanted to make something work with the Dragon Prophesier line of feats, just because they've got a lot of good flavor that seemed to align well with the visionary seeker, but couldn't really think of anything interesting. I toyed with a wand-focused artificer with Dragon Prophesier and Prophesy Artifex, since VS can progress artificer, but none of my build stubs really felt like they were using the secret ingredient well.

    I'll go ahead and toss an honorable mention vote to Percival Kala. I'm glad someone went the hunter's eye direction, and using spell mimic as a way to fill up the archivist's prayerbook feels very cool.
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    Updated ICO Spreadsheet with the dishes for this cook.

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    Iím finally back with scores! My apologies for taking so long, Iíve been busier than ever.

    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:
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    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 a Visionary Seeker)?


    Visionary Seeker was frustratingly slippery for me as an ingredient. As a chef you should take pride in the fact that you did what I couldnít, put together a dish. Iím not going to pretend to be entirely objective, but Iíll try my best to admit which things are down to preference. Iím sleep deprived and my arithmetic is always the first thing to suffer, so check my math.




    Percival Kala 17.5
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    Originality 4
    1. A bold move with the introduction, but Iím a sucker for some interesting formatting. Count yourself lucky. Iíd certainly like more of it, but I like the shades of Lovecraftís Necronomicon I get from it. A good spin on Visionary Seekerís bland concept. +0.5
    2. Archivist is an interesting means of entry, and it certainly lends a reason to invest in the prerequisite Knowledge. +0.5
    3. Foe Hunter to nab the benefit of Murderous Intent is a new one, and puts them to good use. +0.5
    4. Elder Evil devotion may be a cool way to gain vile feats, but without it being weaved into your backstory it rubs me the wrong way, and itís well known around these parts. -0.5
    Power 4.5
    1. No prestige classes beyond the SI, so the only thing to worry about is the prerequisite skills, which you make natural use of with Archivist. +0.5
    2. The SIís limited abilities mean that your flyby attack trick is limited, but you of course have 8th level divine spells that should last you sufficiently well. +0.25
    3. Obviously as an Archivist you benefit from scrolls and the like, but you donít need anything to make your build work. +0.5
    4. 8th Level divine spells will give you that triple threat, but thereís something thatís been bugging me. Iíll take this point to note that you seem confident in your ability to trigger sneak attack and go through the trouble of having a permanent source, but you havenít explained to me how you plan to make it fire off so readily. You could have a spell or two to help you do it, but Iíd be so much more convinced if you told me. Looking at this focus for flyby attack and automatic crit I feel like telling blow would tie these together, strange as it may sound. If it werenít such a focus Iíd be willing to let it go, but when you only draw my attention to the one thing, Iím going to be critical when it doesnít work.+0.25
    Elegance 4
    1. Archivist has no requirements, so youíre set. +0.5
    2. Chosen of Evil requires a 13 con, which you lack. Open and shut. Thatís whatís netting you the penalty here, but thereís some other feat choices I wanted to discuss. Foe Hunter is printed in more than one book, and not every one has the specific wording to give you favored enemy, and you didnít specify which in your sources. Another judge might have written it off as you misreading if they only looked up one source. You went through the trouble of qualifying for maiming strike all the time with assassinís stance, but you donít have a permanent qualification for flyby and great flyby. Granted you can only use them when flying, which is when youíll qualify, but it seems especially odd given your other qualifications. It is of course legal to take the feats when under the influence of your choice of flight spell and not have them at other times, but the end result is not pretty.-0.5
    3. Nothing that I havenít penalized you for above. I appreciate tagging yourself as the regional human for Forgotten Realms. Bahamut and Tiamat even exist in the realms. +0.5
    4. No dips here. +0.5
    UotSI 5
    1. Archivist has an obvious use for the Knowledge requirement, and it fits well thematically with copying spells youíve seen. Full marks. +0.5
    2. Finished the SI and as soon as possible. +0.5
    3. The trick with great flyby and confirming criticals is very neat and showcases the SIís few showcase-able features. +0.5
    4. As much as anything can feel like a Visionary Seeker, this build seems quite on-brand, but you still put your mark on it. Well done. +0.5


    Zorya 19.25
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    Originality 4.75
    1. The concept is pretty neat. I liked the sisters in American Gods. Youíve definitely got a devotion to it mechanically to back up the fluff. +0.5
    2. Wizard is rather a plain beginning, but you do some stuff to set yourself apart, and I should give you something for going for both of the two options. +0.25
    3. The dream focus mechanically is interesting, and I donít know that Iíve ever seen someone go for Wizard of the Sun and Moon. +0.5
    4. Nothing overused or stale going on here. I appreciate you avoiding throwing people into the dreamheart. I agree that it certainly works, but itís been done and isnít particularly exciting.+0.5
    Power 5
    1. In to the SI as soon as possible, then back to your base class, no fuss, no muss. +0.5
    2. Thereís nothing that youíre doing that is going to make you run out of spells, so you should do just fine. +0.5
    3. There isnít anything that you need to make your concept work. +0.5
    4. Youíre a wizard with level 8 spells. Youíll fulfill all the roles just fine. +0.5
    Elegance 5
    1. With only your base class besides the SI, you obviously qualify. +0.5
    2. You qualify for your feats.+0.5
    3. Someone might frown at you exchanging your wizard feats for fighter feats, and then exchanging your feats at 5 and 10 for other class features, but Iím not that person. Youíre still only gaining the one benefit at each level, so itís fine with me. +0.5
    4. Far beyond excessive dipping, youíre only in the SI and your base class. +0.5
    UotSI 4.5
    1. You enter, and put Survival to good use as a tracking focus. Tracking blends well with the divination theme as well. +0.5
    2. SI completed, points given. +0.5
    3. You provide helpful specific examples of ways you use the class features, and thatís worth something. They are only spells, which other entries also have, so I canít give you full marks. 0
    4. This definitely puts in the effort to feel like a Visionary Seeker, which is especially impressive given entry with Wizard 10. +0.5


    Marakath Otyriel 12.75
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    Originality 1.25
    1. You really went for it, didnít you? The unfortunate thing about Apostle of Peace is that it really dominates your build and makes it very hard for you to be anything other than an Apostle of Peace. Iíve seen it done, but it takes some doing, and your backstory, while something, isnít enough. I see what the build is, but itís not really letting you as a chef shine through.-0.25
    2. Bard is kind of fun, but less so when we both know itís really there to enter Apostle of Peace, and in the default way at that. Using an accelerated caster to make use of the half casting SI is a standard at this point. [B-0.5[/B]
    3. Because Apostle of Peace controls so much of your build, you look like most other Apostles of Peace. -0.5
    4. Divine Bard into Apostle of Peace is not new, and in case it doesnít show I donít really care for it. -0.5
    Power 4.5
    1. You use Primary Contact to jump in a level earlier than standard, and putting the SI in a chunk at the end makes enough sense so you get your casting as fast as possible. +0.5
    2. Youíll have the spells to last you through the day, especially with two sources. +0.5
    3. You kept your gear discussion to a removed hypothetical section discussing the weirdness of AoPís wording, so youíre in the clear. +0.5
    4. Iím well aware AoP is quite strong. But this is about breadth of power as well as depth, and Vow of Peace is immensely restrictive. Your offensive capabilities are so narrowly defined that you must intentionally restrict yourself as well as your entire party. This is a major enough restriction that I cannot give you full marks. 0
    Elegance 4
    1. You qualify for your classes. +0.5
    2. You qualify for your feats as well. Iíd appreciate if you cited the ďBardic Feat ACFĒ as coming from Eberron Campaign setting. Donít worry, Iím not petty enough to penalize you for that. +0.5
    3. The skullduggery you get up to in Levels 16-20 is ugly and rapidly enters the sort of optimization thatís just high level caster power, with really very little if any to do with the SI. -0.5
    4. You avoided dipping, 4 levels of AoP is an acceptable splash. +0.5
    Use of the Secret Ingredient 3
    1. Youíve entered the ingredient but you havenít shown me what you do with the requirements. 0
    2. You do complete the SI. +0.5
    3. You put the SI abilities to some use with things like Bardic Knowledge and diplomacy, but not much more than a casual mention. 0
    4. Like many Apostle of Peace builds, this feels like an Apostle of Peace that also happens to have advanced casting through Visionary Seeker. The focus on the SI just isnít there. -0.5


    Eianda DiíMare 18
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    Originality 4.5
    1. I love this backstory. The backstory is your place to set the stage, and youíve done exactly that. Youíve set me up well and made me laugh. The pictureís fun, too. +0.5
    2. Using Cloistered Cleric is a fun spin, and I like that you roped that unconventionality into your story. +0.5
    3. Luckstealer and devotion to yourself go together surprisingly well, and itís a very Halfling thing to do. +0.5
    4. Cloistered cleric isnít exactly fresh around here, but Iíll cut you some slack because itís doing something. 0
    Power 4.75
    1. 5/10/5 is the classic, and man does it look nice. +0.5
    2. Youíve got a few things that are limited, but on the whole youíll do just fine. +0.25
    3. Your only gear is in suggestions, and you function without any. +0.5
    4. Cleric 7s may not be quite as powerful as some of your competitors, but itíll will still provide you with the coverage you need to be effective. +0.5
    Elegance 4
    1. You qualify for Luckstealer. +0.5
    2. Unfortunately, you donít qualify for Fearless, as it can only be taken at 1st level. -0.5
    3. Youíre walking a fine line with this patron deity stuff, but thatís honestly fitting for a Luckstealer. I donít have a problem, and you presented alternatives. +0.5
    4. No dips, just normal advancement. +0.5
    UotSI 4.75
    1. You certainly qualify, and Knowledge Devotion provides a natural use and incentive for those knowledge ranks. It would go farther if you had kept up in ranks in knowledge +0.25
    2. You completed the SI, full marks. +0.5
    3. Desperate Recall combined with Spell Mimic to get you double use of whatever you saw is a neat trick. +0.5
    4. You know, this does feel like a Visionary Seeker. Thereís enough balance between the pull of cleric and luckstealer to keep you centered on an independent, but not too independent, caster. +0.5


    Arnold 14
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    Originality 4.5
    1. A Primordial Half-Troll Changeling? Of course you get full points for concept. Iím a big fan of Primordial giant. +0.5
    2. Artificer is certainly not what Iíd think of when I think about entering this class. +0.5
    3. Changeling is just on this side of interesting without being overused, and Iím a fan of Changelings in general. Iíd like this more if you told me what SLA you picked for Primordial Giant. +0.5
    4. Racial Emulation Changeling isnít the oldest trick in the book, but itís not super fresh either. 0
    Power 4
    1. Youíre into the SI as fast as possible, and you manage to finish Windright Captain as well as the PrC, even if itís not in the pretty 5/10/5. +0.5
    2. Because of your heavy reliance on homunculi, you should be set to roll all day. +0.5
    3. You make use of magic items in the form of homunculi, which as an artificer you make, so thatís kosher. Less kosher is the stuff you talk about at level 16. If you were making the items you discuss instead of buying Iíd be swayed, but as is thatís reliance on a generous DM with a magic-mart style, which not everyone has.-0.5
    4. Artificer means you have all the roles covered. +0.5
    Elegance 2
    1. Hereís where you stop liking me. Windright Captain requires the Least Dragonmark, which you donít qualify for, and creates a domino effect, so you donít qualify for this either. -0.5
    2. The Least Dragonmark only appears on those of appropriate race and house, and that last part has meaning. Lyrander is a half-elf house, and half-elves breed true. Changelings are the result of a union between a doppleganger and a human. As mentioned in the books, Changelings donít get true dragonmarks. -0.5
    3. Half-Troll has an LA of 4, which you have left unaccounted for. This is not allowed, and Iím all the more confused, because I donít see why you need it. You canít just not discuss the LA, my dude. -0.5
    4. No dips here. +0.5
    UotSI 3.5
    1. Youíve got the knowledge to enter the class, and you keep investing in it. +0.5
    2. You complete the SI as well. +0.5
    3. You at least bring in Favored in House as a support for your shenanigans with Spell Mimic, but Wish abuse is not unique to you. -0.25
    4. Iím not really feeling it. You put the SI to some use for your tricks, but it feels more like itís building towards other concepts, rather than concepts building towards it. Youíre putting a lot of effort into being a strong artificer and Windwright captain, but Iím not seeing the pairing that you could be doing. It just seems more concerned with sick optimization hax than it does with building a Visionary Seeker. -0.25
    Last edited by The Viscount; 2019-05-27 at 03:06 PM.
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    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  12. - Top - End - #72
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Chef Build Description Judge 1:
    The Viscount
    Total Ranking after judgement
    Zorya TN Human Wizard 10/Visionary Seeker 10 19.25 19.25 1st
    Eianda Di'Mare TN Strongheart Halfling Cloistered Cleric 5/Visionary Seeker 10/Luckstealer 5 18 18 2nd
    Percival Kala NE Silverbrow Human Archivist 10/Visionary Seeker 10 17.5 17.5 3rd
    Arnold ?? Primordial Half-Troll Changeling Artificer 5/Visionary Seeker 10/Windwright Captain 5 14 14 4th
    Marakath Otyriel CG Human Divine Bard 6/Apostle of Peace 4/Visionary Seeker 10 12.75 17.75 5th

    Table for when reveal is posted.
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Viscount, did you post your criteria anywhere? I donít mean to imply that you were inconsistent or anything (I not only donít have a dog in the fight, but I also donít see any obvious inconsistencies in your judgment), but I feel like Iíd get more benefit out of your judgments if I knew what questions 1, 2, 3, and 4 referred to in each category.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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

    I pulled a sneaky on you.

    I post criteria when I declare intent to judge, partially so people can see what I'm using, and mostly so I have a reference for myself when judging. I forgot that some people put their criteria in their actual post. I'll edit that in now.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    ICO Spreadsheet has been updated with the current scoring for these dishes. Will update if needed if any disputes come it that make changes to these scores.

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Did we have any disputes, or are we good to go to the next round?

    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

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

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Thanks for the table, jdizzlean. Sorry it's taken so long, all, my life has been in a certain amount of upheaval lately!

    Chef Build Description Judge 1:
    The Viscount
    Total Ranking after judgement
    Piggy Knowles Zorya TN Human Wizard 10/Visionary Seeker 10 19.25 19.25 1st
    jdizzlean Eianda Di'Mare TN Strongheart Halfling Cloistered Cleric 5/Visionary Seeker 10/Luckstealer 5 18 18 2nd
    WhamBamSam Percival Kala NE Silverbrow Human Archivist 10/Visionary Seeker 10 17.5 17.5 3rd
    Thedez Arnold ?? Primordial Half-Troll Changeling Artificer 5/Visionary Seeker 10/Windwright Captain 5 14 14 4th
    Thedez Marakath Otyriel CG Human Divine Bard 6/Apostle of Peace 4/Visionary Seeker 10 12.75 17.75 5th

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

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    ICO Spreadsheet updated with chefs to their dishes.

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    Thank you as always for your efforts, Wolfem. We really do appreciate it.

    I know the round is formally over, but if any of the chefs wanted to ask me questions about my judgement I'd be happy to expand on them.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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    DruidGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCVIII

    nope, i was sure fearless could be taken at 6th, however that feat slot was completely optional for my build and while i could've take a lot of things otherwise there, i felt that fit the theme, becoming self aware led to no fear.

    then i went back and checked it after you posted, and sure enough, bonehead move on my part.

    didn't have anything else to argue after that :)
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