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

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Well, that means I can take a break and get some work done, which is certainly a relief. Thanks for letting me know, Dare.

    [edit]Submitted![/edit]
    Last edited by H_H_F_F; 2021-04-05 at 06:26 PM.

  2. - Top - End - #62
    Ettin in the Playground
     
    The Viscount's Avatar

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    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Well it looks like work running late lined up pretty well with the time people needed. Now it is time for the reveal! (Please hold off on posting until the all clear).
    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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  3. - Top - End - #63
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Show me your war face!

    Quote Originally Posted by M.K.
    M.K, The Angriest Magic User
    "What do you know ? Fiery temper and arcane power do mix"




    CN Fire Elf Swordsage1/Elf Combat Wizard4/Wildrunner2/Rage Mage10/Jade Phoenix Mage3

    Spoiler: Overview
    Show


    Disclaimer : This build assumes that Primal Scream is an effective rage/frenzy ability for Rage Mage qualification

    Spoiler: Feat Summary
    Show

    Race Fire Elf
    Level 1 : Aereni Focus : Survival
    Level 2 : Two-Weapon Fighting
    Level 3 : Endurance
    Level 6 : Combat Casting
    Level 9 : Shadow Blade
    Level 12 : Improved Two-Weapon Fighting
    Level 15 : Arcane Strike
    Level 18 : Martial Study : Dancing Mongoose


    Spoiler: Point Buy
    Show

    Fire Elf : +2 Dex, +2 Int, -2 Cha, -2 Con
    Point Buy level 20 after Racial Adjustments
    (Level 4, 8 & 16 to Constitution, 12 & 20 to Dex)
    STR 14
    DEX 18
    CON 16
    INT 16
    WIS 8
    CHA 12


    Watchuget
    - Flavorwise : My answer to mixing arcane & rage as the SI does, was through fire – fiery power mixed with burning frenzy. Concept matches pretty well with Fire Elf race, the wizard evocation[fire] spells, Desert Wind maneuvers and Jade Phoenix Mage (all The More so that « arcane swordsages » are mentioned in the JPM class description).

    - Powerwise : While raging you have full BaB and full CL thanks to the SI. This build aims to make the best of both giving you 5 iteratives, 2 off-hands and one bite. You get 6th level spells with the best spell list in the game. Your elven roots are bringing a lot to the table : Wildrunner prereq, Aereni Focus prereq, Elf Wizard Substitution 1st & 3rd Level.

    - Two-Weapon Fighting is interesting because Shadow Blade feat adds Dex to dmg so the more attacks the merrier (and it doesn’t have the 1/2 bonus for off-hand weapons rule that Str does).

    - Pouncelike ability. Sudden Leap maneuver is being boosted all through the build by keeping the Jump and Tumble skills maxed out which synergize well with our +10ft from Wildrunner.
    As per CustServ (and common sense), the Jump checks aren’t doubled for the Tiger Claw maneuvers even though they Jump from a stand-still. This means (including your 5-foot step) :
    - at lvl 1 : min 10ft, max 25ft movement for a swift action (not counting toward your mvt this turn)
    - at lvl 20 : min 30ft, max 50ft
    If you’re still not satisfied, polymorph can get you a real pounce.

    Sweet Spot
    Level 9
    It opens up 3rd level spells meaning Haste (1 extra attack) and Bite of the Wererat which in turns mean +6 Dex that stack with the +6 granted by Primal Scream (also, bite attack !) and gives us the Weapon Finesse Feat for the duration of the spell meaning Dex to hit and Str + Dex to dmg (Shadow Blade).
    Leather armor won’t affect spellcasting anymore and Spell Rage makes M.K’s CL = to his ECL.



    Spoiler: Build
    Show

    Spoiler: Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Swordsage 1 +0 +0 +2 +2 Concentration 4, Hide 4, Jump 4, Knowledge (History 2, Local 1, Nobility 1, Nature 4), Listen 4, Move Silently 4, Survival 4, Tumble 4 Aereni Focus : Survival Quick to Act+1, Discipline Focus : Weapon Focus (Shadow Hand)
    2nd Elf Combat Wizard 1 +0 +0 +2 +4 Concentration 5 (+1), Hide 5 (+1), Jump 4, Knowledge (History 2, Local 1, Nobility 1, Nature 5 (+1)), Listen 4, Move Silently 5 (+1), Survival 5 (+1), Tumble 4 Two-Weapon Fighting Combat Wizard ACF, General Wizardry (Elf Wizard 1st substitution lvl), Summon Familiar, Fighter Bonus Feat
    3rd Elf Combat Wizard 2 +1 +0 +2 +5 Concentration 6 (+1), Hide 5, Jump 6 (+2), Knowledge (History 2, Local 1, Nobility 1, Nature 5 ), Listen 4, Move Silently 5, Survival 6 (+1), Tumble 6 (+1) Endurance
    4th Elf Combat Wizard 3 +1 +1 +3 +5 Concentration 7 (+1), Hide 5, Jump 7 (+1), Knowledge (Arcana 1 (+1), History 2, Local 1, Nobility 1, Nature 5, Religion 1 (+1) ), Listen 4, Move Silently 5, Survival 7 (+1), Tumble 6 - Natural Link (Elf Wizard 3rd substitution lvl)
    5th Elf Combat Wizard 4 +2 +1 +3 +6 Concentration 8 (+1), Hide 5, Jump 8 (+1), Knowledge (Arcana 2 (+1), History 2, Local 1, Nobility 1, Nature 5, Religion 2 (+1) ), Listen 4, Move Silently 5, Survival 8 (+1), Tumble 6
    6th Wildrunner 1 +3 +3 +5 +6 Concentration 9 (+1), Hide 5, Jump 9 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 5 (+1), Move Silently 5, Survival 9 (+1), Tumble 9 (+3) Combat Casting Fast Movement, Trackless Step
    7th Wildrunner 2 +4 +4 +6 +6 Concentration 10 (+1), Hide 5, Jump 10 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 8 (+3), Move Silently 5, Survival 10 (+1), Tumble 10 (+1) - Primal Scream, Scent
    8th Rage Mage 1 +4 +6 +6 +6 Concentration 11 (+1), Hide 5, Jump 11 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 9 (+1), Move Silently 5, Survival 11 (+1), Tumble 11 (+1) - Spell Rage 1/d
    9th Rage Mage 2 +5 +7 +6 +6 Concentration 12 (+1), Hide 5, Jump 12 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 12 (+1), Tumble 12 (+1) Shadow Blade Overcome Spell Failure
    10th Rage Mage 3 +6 +7 +7 +7 Concentration 13 (+1), Hide 5, Jump 13 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 13 (+1), Tumble 13 (+1) - Rage +1/d
    11th Rage Mage 4 +7 +8 +7 +7 Concentration 14 (+1), Hide 5, Jump 14 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 14 (+1), Tumble 14 (+1) - -
    12th Rage Mage 5 +7 +8 +7 +7 Concentration 15 (+1), Hide 5, Jump 15 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 15 (+1), Tumble 15 (+1) Improved Two-Weapon Fighting Spell Rage 2/d, Angry Spell +2
    13th Rage Mage 6 +8 +9 +8 +8 Concentration 16 (+1), Hide 5, Jump 16 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 16 (+1), Tumble 16 (+1) - -
    14th Rage Mage 7 +9 +9 +8 +8 Concentration 17 (+1), Hide 5, Jump 17 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 17 (+1), Tumble 17 (+1) - Spell Fury
    15th Rage Mage 8 +10 +10 +8 +8 Concentration 18 (+1), Hide 5, Jump 18 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 18 (+1), Tumble 18 (+1) Arcane Strike Rage +1/d
    16th Rage Mage 9 +10 +10 +9 +9 Concentration 19 (+1), Hide 5, Jump 19 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 19 (+1), Tumble 19 (+1) - Tireless Rage
    17th Rage Mage 10 +11 +11 +9 +9 Concentration 20 (+1), Hide 5, Jump 20 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 20 (+1), Tumble 20 (+1) - Warrior Cry, Spell Rage 3/d, Angry Spell +4
    18th Jade Phoenix Mage 1 +12 +13 +9 +9 Concentration 21 (+1), Hide 5, Jump 21 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 21 (+1), Tumble 21 (+1) Martial Study : Dancing Mongoose Arcane Wrath, Rite of Waking
    19th Jade Phoenix Mage 2 +13 +14 +9 +9 Concentration 22 (+1), Hide 5, Jump 22 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 22 (+1), Tumble 22 (+1) - Mystic Phoenix Stance
    20th Jade Phoenix 3 +14 +14 +10 +10 Concentration 23 (+1), Hide 5, Jump 23 (+1), Knowledge (Arcana 2, History 2, Local 1, Nobility 1, Nature 5, Religion 2), Listen 10 (+1), Move Silently 5, Survival 23 (+1), Tumble 23 (+1) - -


    Spoiler: Spells
    Show

    At Level 20, Bonus from Int (+1 to 1st, 2nd and 3rd) and General Wizardry (+1 to highest)]
    Spells per Day/Spells Known
    Level 0th 1st 2nd 3rd 4th 5th 6th
    1st - - - - - - -
    2nd 3 1+1+1 - - - - -
    3rd 4 2+1+1 - - - - -
    4th 4 2+1 1+1+1 - - - -
    5th 4 3+1 2+1+1 - - - -
    6th 4 3+1 2+1+1 - - - -
    7th 4 3+1 2+1+1 - - - -
    8th 4 3+1 2+1+1 - - - -
    9th 4 3+1 2+1 1+1+1 - - -
    10th 4 3+1 2+1 1+1+1 - - -
    11th 4 3+1 3+1 2+1+1 - - -
    12th 4 3+1 3+1 2+1+1 - - -
    13th 4 4+1 3+1 2+1 1+1 - -
    14th 4 4+1 3+1 2+1 1+1 - -
    15th 4 4+1 3+1 3+1 2+1 - -
    16th 4 4+1 3+1 3+1 2+1 - -
    17th 4 4+1 4+1 3+1 2 1+1 -
    18th 4 4+1 4+1 3+1 2 1+1 -
    19th 4 4+1 4+1 3+1 3 2+1 -
    20th 4 4+1 4+1 4+1 3 2 1+1



    Spoiler: Level Breakdown
    Show

    Disclaimer : « Age » is a concept for the story-telling having no mechanical change on abilities on this build.
    Spoiler: Level 1 – 5
    Show

    M.K belongs to the Fire Elven City of Azra. While his peers have a habit of looking up to « dusty old tomes magic » as he calls it, he would rather seek enlightenment in Nature. He spent his youth honing his surviving skills and training in the ways of battle. Given his race’s frail build, he naturally opts for a skirmishing art of stealthy and decisive strikes rather than brute force.
    But as sure as the leopard cannot change its spots, arcane magic found its way in M.K’s life and his ancestral blood led him to studying it with all it’s heart all the while keeping a martial state-of-mind. M.K’s choice of familiar, his lemming Sunny, anchors him in his environment by boosting his perception skills thanks to putting the emphasis on their Natural Link. M.K kept on trying to find a way to reconcile those two parts of himself.
    Spoiler: QuickCrunch
    Show

    Racial bonuses + Familiar bonuses + Natural Link + Alertness add up to +8 to Spot and Listen skills while the Aereni Focus feat gives us a +3 to Survival ; not too shabby for a wannabe wildling.
    Swordsage gives M.K an early edge with powerful maneuvers and compensation from the lack of BaB by Discipline focus.



    Spoiler: Level 5 – 10
    Show

    M.K feels trapped in his progression. The two paths he is trying to merge seem unlikely to ever do so and this fills him with anger. He feels that the city’s social conventions and order are preventing him from breaking through his ordeal and, in order to bypass it, he simply leaves his home to embrace the savageness of the Wild.
    Quickly, he picks up many things that his sedentary life was denying him access to, he begins attuning to his newfound environment and develops a new understanding of it. Sunny acts as a guide to unlocking these primal secrets. As M.K faces life and death situations every other day he gets faster, untraceable in the wild and develops an extraordinary sense of smell until he crosses path with his mightiest foe yet : a raging dire wolverine. Being low on arcane power he has to resort to physical prowess and quickly finds himself in over his head. In a heaven-defying scream of unacceptance of his certain death, he copycats (Do puns count toward Elegance ?) his opponent’s frenzied state and gives it a taste of its own medicine. This breakthrough not only made him more powerful but also broke some kind of seal that kept his arcane and wild nature separated : this frenzy was the key to melding his magic and savagery.
    M.K’s first step on this newfound path led him to forgo many of his past preoccupations. Through sheer power alone he can defy the boundaries other arcanists are bound to by the law of the world. This domineering demeanor makes up for the lack of study of the arcane arts and even ignores his armor’s encumbrance to a certain extent.
    Spoiler: QuickCrunch
    Show

    Bite of the Wererat fits M.K thematically and gives us the Weapon Finesse feat for the duration of the spell, making sure he hits things with his high Dex and the Two-Weapon Fighting feat until M.K gets his hands on Feycrafted Shadow weapons. The Rage and Ferocity of Sanguine Rage spells give us a preview of what M.K becomes when unleashing his inner rage.
    2 levels of full BaB and 3 levels of 3/4 make M.K sturdier in a fight. His Primal Scream gives +2 Str and +6 Dex and a Bite attack which, combined with Shadow Blade, TWF and Bite of the Wererat (another +6 Dex) grants +11 damage per strike. Haste coming online is no joke coupled with his Fast movement and Scent is the bane of those invisible cowards you can start facing at these levels.
    More Primal Scream per day, Spell Rage makes our CL = ECL making buffs last longer and blasts hit harder and wearing leather armor without penalty is a nice free +2 AC.



    Spoiler: Level 10 – 15
    Show

    M.K revels in his rage. He is now right where he has always wanted to be, able to tap in his race primal energy to form a violent kind of magic. While raging, his spellcasting ability doesn’t pale compared to the « dusty old tome » magic users of his race, he can even make his spells deadlier thanks to his anger !
    He reaches new realms both in his arcane mastery as well as his weapon wielding technique making him deadlier to those trespassing onto his territory.
    Spoiler: QuickCrunch
    Show

    More Frenzy, more Spell Rage, Angry Spell and Spell Fury are all coming up online in these levels making M.K’s caster level comparable to a full caster whilst raging. Access to 4th level wizard spells as a 14th level wizard makes its transmutations and abjurations last longer, his evocation deals more damage and his necromancy deadlier.
    Being limited to 4th level spells means that any spell M.K knows can potentially be Quickened ; self-buffing has never been easier.
    Arcane Strike can give the decisive edge against a particularly tough foe with high saves and hints at the Arcane Wrath that will come later.



    Spoiler: Level 15 – 20
    Show

    Raging is now a second nature to M.K, he doesn’t even tire, whatsmore, he can channel it in a mighty roar to transform himself in an even more formidable foe !
    Having mastered his physical rage, he starts to harness the fire of his soul and race in order to continue advancing his technique. He quickly develops an Arcane Wrath, perfecting his previous Arcane strikes, and reaches a Mystic Stance that furthers his arcane prowess and makes him better at defending himself.
    This training goes back to his signature fighting style, unleashing his burning inner rage as literal fire to scorch his foes.
    Spoiler: QuickCrunch
    Show

    Finishing strong
    Arcane Wrath gives +4 to hit and Xd10 additional damage if we’re burning through spells, Mystic Phoenix Stance gives +1 CL for a total of 21 during his Spell Rage.
    M.K gets access to 6th level spells which include Disintegrate with that sweet +4 Angry Spell, Contingency « When I start raging » sounds adequat and Greater Dispel Magic with a 21 CL is nothing to sneeze at.
    Improved Two-Weapon Fighting and the Warrior Cry ability make M.K a full BaB char giving him a total of 8 attacks (5 iterative, 2 TWF, 1 Bite) adding Dex and Str to damage. Is nice!
    Finally, 3 levels of JPM give M.K 2 new maneuvers (and one more readied) (cf Spells and Maneuvers) and Martial Study : Dancing Mongoose (since IL is 12th) to get more attacks with your daggers at full BaB.




    Spoiler: Spells and Maneuvers
    Show

    Cool spells that are castable while Spell Raging :
    1st : Blades of Blood, Nerveskitter, Blades of Fire, Burning Hands, Burning Rage
    2nd : Wraithstrike, Alter Self, Heroics, Bladeweave, Boiling Blood, Combust, Flame Dagger
    3rd : Bite of the Wererat , Rage, Ferocity of Sanguine Rage, Haste, Steeldance
    4th : Bite of the Werewolf, Polymorph, Enervation, Fire Orb, Incendiary Surge
    5th : Bite of the Wereboar, Channeled Lifetheft, Teleport, Greater Fireburst, Heart of Fire
    6th : Bite of the Weretiger, Contingency, AntiMagic Field, Disintegrate

    Maneuvers :
    Level 1
    Stance : Child of Shadow
    Maneuvers : Moment of Perfect Mind, Sudden Leap, Shadow Blade Technique, Wolf Fang Strike, Sapphire Nightmare Blade, Distracting Ember

    Level 18 – 20 :
    Jade Phoenix Mage : Zephyr Dance, Leaping Flame


    Spoiler: Items
    Show

    Feycraft Weapons (DMG 2) : Because getting Weapon Finesse would cost a feat (outside of Bite of the Wererat) and we like feat slots. Shadow Discipline weapons include daggers, saïs, shortswords, siaghams. This fits thematically with M.K’s flavor since Wildrunner is the path leading elves to their fey heritage.

    Headband of Intellect : more spells, higher DC – physical stat improving items become redundant with Warrior’s Cry or Bite of the X spells enhancement bonuses.

    Mantle of Rage (MIC) : rage like a barbarian (+4 Str and Con morale bonuses, better than the Rage spell)

    Otyugh Hole (CS) : Magical location that can grant Extend Rage, which we like, especially if it applies to the Spell Rage ability.


    Spoiler: Combos
    Show

    * Feycraft weapons : Dex to atk
    * Shadow Blade : Dex to dmg
    * Primal Scream : unnamed +2 Str, +6 Dex
    * Rage : morale +2 Str and Dex
    * Haste : 1 more atk at full BaB
    * Ferocity of Sanguine Rage : +1/2CL to dmg (Reminder : Spell Rage makes CL = ECL)
    * Warrior’s Cry : Enhancement +4 Str, Dex, Con and Nat Armor, +5 Fort and BaB = ECL
    * Dancing Mongoose : +2 extra attacks at full BaB

    The full-on combo gives 22 Str, 30 Dex and 20 Con and full BaB which translates to 8 attacks at +36/+36(TWF n°1)/+36(Dancing Mongoose n°1)/+36(Dancing Mongoose n°2)/+36 (Haste)/+31/+31(TWF n°2)/+31(Bite)/+25/+20/+15 to hit and +25 to damage for main hand attacks and +12 to off-hand and bite.

    * Steeldance + Ferocity of Sanguine Rage spells would add 2 attacks from those flying daggers (if they’re Feycrafted you can use CL+Dex to hit) and deal 1d4 + Int which you may or may not have boosted +10 boost to dmg from FSR

    * The Polymorph line : Alter-Self can allow for better mobility (burrow, swim, fly, cimb) as well as Natural Armor or get racial bonus skills to hide, jump and move silently for instance.
    Polymorph into Dire Tiger or Lion is a nice boon to your pouncing and grabbing.


    Spoiler: Discussion & Sources
    Show

    - The elephant in the room is the Primal Scream class feature qualifying for « Rage or Frenzy ability » for Rage Mage. WIldrunner gets Fast Movement (like the Barbarian’s), uses the words
    a state of feral frenzy
    and
    lasts for a number of rounds equal to 3 + your Con modifier
    which make me believe it’s similar enough that it should qualify.
    But more importantly, I like elves and they are always the runts of the litter when it comes down to being Big Bad Mad so i’m also doing it for the elves out there that want to just lose it.

    - UA materials : I’ll stomach the eventual penalties but here are my trains of thoughts :
    Combat Wizard just makes more sense to me since a raging character is more likely to have martial skills than doodling on papers.
    Fire Elf makes sense thematically as well as mechanically. Other options include wood and savage elves that are stupid (-2 Int) or gray elves that are weak (-2 Str). Mechanically, a gish build is MAD so i’m getting all the help I can from the race.

    - Arcane Wrath : +4 to hit, + Xd10 to dmg, by RAW to « a single attack » can mean full attack right ? I feel it’d be OP but if it works it’s the cherry on top.
    I like that Arcane Strikes leads to Arcane Wrath but if one spell can’t fuel both then Arcane Strike is redundant and could be replaced by say Extra Rage.

    - If feat starved, replacing a level of Jade Phoenix Mage by the 5th level of Combat Wizard ACF grants a Fighter feat. Since our Improved Two-Weapon fighting qualifies as such, it frees a feat slot which can be anything.

    Sources :
    Player’s Handbook – Feats and spells
    Races of the Wild – Wildrunner, Elf Wizard Substitution Levels
    Dungeon’s Master Guide II – Feycraft Weapons
    Complete Warrior – Rage Mage
    Magic Item Compendium – Mantle of Rage
    Tome of Battle : Book of the Nine Swords – Swordsage, Jade Phoenix Mage, Maneuvers & Stances, Shadow Blade
    Unearthed Arcana - Combat Wizard ACF, Fire Elf race
    Frostburn – Lemming Familiar
    Player’s Guide to Faerûn – Aereni Focus feat
    Last edited by The Viscount; 2021-04-07 at 10:48 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  4. - Top - End - #64
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Despite all my rage I am still badger, mystic, and sage.

    Quote Originally Posted by Tummo
    Tummo, Sage of the Shalm
    N Middle-Aged Badger Hengeyokai Wizard 6/Blood Magus 4/Rage Mage 10


    Spoiler: Serenity and Wrath
    Show
    A human youth with frantic, haunted eyes stands at the entrance to a humble warren in the side of a hill, hectoring the old yokai who sits at the entrance with a cup of tea gazing back placidly.

    “Tell me!” The child screams. “I need to find the sage! The legends say to seek them here. That they hold the secret to turning fury into power. I have the anger but need power to avenge my village. Please!”

    The elder raises an eyebrow as they take a sip. “Very well. Travel through the forests and the plains. Over the hills and under them. Give blood at the stone circles of the Old Faith and take it back from nature’s bounty. Walk these paths by light of day and beneath the moon, in Spring, Summer, Autumn, Winter, and Spring again, just as the Shalm traverses death and rebirth, bloom and rot.”

    “What does that even mean?!” The child demands furiously. “Why can’t you just tell me where they are?” But with no other obvious course, they set off on their journey as much in accordance with the instruction as they can manage.

    The path stretches out before them twisting and turning for miles and years, until it ultimately leads back to where the village that the child had fled and devoted themselves to avenging. The child is now an adult, tall and strong. They bear the sword across their back comfortably and the once frantic look in their eyes is now hard, though the wrath remains. They walk past the husks of the buildings they once called home, now overtaken with vegetation growing out of the decay and ash. They walk on back to the warren, to find the old yokai sitting in the shape of a badger, though still with their cup of tea.

    “You were the sage all along.”

    The badger’s head inclines. “And you’ve mastered your rage, at least to some degree. Now you have the power that you sought, or at least enough of it to pursue your purpose in earnest. Shall we be on our way, then?”

    “We?”

    The yokai winks and a drop of blood drips from the corner of their eye into the soft loam, out of which rise the corpses of various animals and other beasts that turn and begin to shamble down the hill. The badger laps up the last of their tea and unhurriedly walks after them.


    Spoiler: Body and Mind
    Show
    Ability Scores:
    32 Point-Buy: 8 Str, 11 Dex, 15 Con, 18 Int, 13 Wis, 8 Cha
    Adjustments for Middle-Aged Badger Hengeyokai: 7 Str, 10 Dex, 14 Con, 19 Int, 12 Wis, 9 Cha
    4th Level Stat Increase: 7 Str, 10 Dex, 14 Con, 20 Int, 12 Wis, 9 Cha
    8th Level Stat Increase and Old age modifiers from alternate Bestow Curse: 5 Str, 8 Dex, 12 Con, 22 Int, 13 Wis, 10 Cha
    12th Level Stat Increase: 5 Str, 8 Dex, 12 Con, 23 Int, 13 Wis, 10 Cha
    16th Level Stat Increase: 5 Str, 8 Dex, 12 Con, 24 Int, 13 Wis, 10 Cha
    20th Level Stat Increase: 5 Str, 8 Dex, 12 Con, 25 Int, 13 Wis, 10 Cha

    Build Table
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Wizard 1 +0 +0 +0 +2 Concentration 4, Spellcraft 4, Knowledge (Religion) 4, Profession (Miner) 4, Craft (Alchemy) 4, Knowledge (Arcana) 1, Knowledge (Nature) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1 Toughness, Improved InitiativeB Domain Wizard (Abjuration Domain), Wizard of Sun and Moon, Martial Wizard
    2nd Wizard 2 +1 +0 +0 +3 Concentration 5, Spellcraft 5, Knowledge (Religion) 4, Profession (Miner) 5, Craft (Alchemy) 5, Knowledge (Arcana) 2, Knowledge (Nature) 2, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1 - -
    3rd Wizard 3 +1 +1 +1 +3 Concentration 6, Spellcraft 6, Knowledge (Religion) 4, Profession (Miner) 6, Craft (Alchemy) 6, Knowledge (Arcana) 3, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1 Great Fortitude
    4th Wizard 4 +2 +1 +1 +4 Concentration 7, Spellcraft 7, Knowledge (Religion) 4, Profession (Miner) 7, Craft (Alchemy) 7, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1 - -
    5th Blood Magus 1 +2 +3 +1 +3 Concentration 8, Spellcraft 8, Knowledge (Religion) 4, Profession (Miner) 7, Craft (Alchemy) 8, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 4 - Blood Component, Durable Casting, Stanch
    6th Blood Magus 2 +3 +4 +1 +3 Concentration 9, Spellcraft 9, Knowledge (Religion) 4, Profession (Miner) 7, Craft (Alchemy) 9, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 5, Bluff 3 Combat Casting Scarification
    7th Blood Magus 3 +3 +4 +2 +4 Concentration 10, Spellcraft 10, Knowledge (Religion) 4, Profession (Miner) 7, Craft (Alchemy) 10, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 5, Bluff 5, Healing Hands - Death Knell
    8th Blood Magus 4 +4 +5 +2 +4 Concentration 11, Spellcraft 11, Knowledge (Religion) 4, Profession (Miner) 7, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 5, Bluff 9, Healing Hands - Blood Draught
    9th Rage Mage 1 +4 +7 +2 +4 Concentration 12, Spellcraft 12, Knowledge (Religion) 4, Profession (Miner) 11, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 5, Bluff 9, Healing Hand, Collector of Stories Surrogate Spellcasting Spell Rage 1/day
    10th Rage Mage 2 +5 +8 +2 +4 Concentration 13, Spellcraft 13, Knowledge (Religion) 4, Profession (Miner) 13, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 2cc, Heal 5, Bluff 9, Healing Hand, Collector of Stories, False Theurgy - Overcome Spell Failure
    11th Rage Mage 3 +6 +8 +3 +5 Concentration 14, Spellcraft 14, Knowledge (Religion) 4, Profession (Miner) 14, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 4cc, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 3.5cc, Heal 5, Bluff 9, Healing Hand, Collector of Stories, False Theurgy - Rage +1 use/day
    12th Rage Mage 4 +7 +9 +3 +5 Concentration 15, Spellcraft 15, Knowledge (Religion) 4, Profession (Miner) 15, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5cc, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5cc, Heal 5, Bluff 9, Healing Hands, Collector of Stories, False Theurgy Arcane Disciple (Balance) -
    13th Rage Mage 5 +7 +9 +3 +5 Concentration 16, Spellcraft 16, Knowledge (Religion) 4, Profession (Miner) 16, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 2cc, Survival 1, Healing Hands, Collector of Stories, False Theurgy - Spell Rage 2/day, Angry Spell
    14th Rage Mage 6 +8 +10 +4 +6 Concentration 17, Spellcraft 17, Knowledge (Religion) 4, Profession (Miner) 17, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 4cc, Survival 2, Healing Hands, Collector of Stories, False Theurgy - -
    15th Rage Mage 7 +9 +10 +4 +6 Concentration 18, Spellcraft 18, Knowledge (Religion) 4, Profession (Miner) 18, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 5cc, Survival 3, Healing Hands, Collector of Stories, False Theurgy, Magical Appraisal Raging Luck Spell Fury
    16th Rage Mage 8 +10 +11 +4 +6 Concentration 19, Spellcraft 19, Knowledge (Religion) 4, Profession (Miner) 19, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 5, Survival 9, Healing Hands, Collector of Stories, False Theurgy, Magical Appraisal - Rage +1 use/day
    17th Rage Mage 9 +10 +11 +5 +7 Concentration 20, Spellcraft 20, Knowledge (Religion) 4, Profession (Miner) 20, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 5, Survival 15, Healing Hands, Collector of Stories, False Theurgy, Magical Appraisal - Tireless Rage
    18th Rage Mage 10 +11 +12 +5 +7 Concentration 21, Spellcraft 21, Knowledge (Religion) 4, Profession (Miner) 21, Craft (Alchemy) 11, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 5, Survival 21, Healing Hands, Collector of Stories, False Theurgy, Magical Appraisal Action Surge Warrior Cry, Spell Rage 3/day
    19th Wizard 5 +11 +12 +5 +8 Concentration 22, Spellcraft 22, Knowledge (Religion) 4, Profession (Miner) 22, Craft (Alchemy) 17, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 5, Heal 5, Bluff 9, Appraise 5, Survival 21, Healing Hands, Collector of Stories, False Theurgy, Magical Appraisal Martial Study (Shadow Stride)B -
    20th Wizard 6 +12 +13 +6 +9 Concentration 23, Spellcraft 23, Knowledge (Religion) 4, Profession (Miner) 23, Craft (Alchemy) 23, Knowledge (Arcana) 5, Knowledge (Nature) 3, Knowledge (Architecture and Engineering) 1, Knowledge (Dungeoneering) 1, Heal 5, Bluff 9, Sleight of Hand 5, Appraise 5, Survival 21, Healing Hands, Collector of Stories, False Theurgy, Conceal Spellcasting, Magical Appraisal - -
    Spells/Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th
    1st 3+1 1+1 - - - - - - -
    2nd 4+1 2+1 - - - - - - -
    3rd 4+1 2+1 1+1 - - - - - -
    4th 4+1 3+1 2+1 - - - - - -
    5th 4+1 3+1 2+1 1+1 - - - - -
    6th 4+1 3+1 3+1 2+1 - - - - -
    7th 4+1 4+1 3+1 2+1 1+1 - - - -
    8th 4+1 4+1 3+1 3+1 2+1 - - - -
    10th 4+1 4+1 4+1 3+1 2+1 1+1 - - -
    12th 4+1 4+1 4+1 3+1 3+1 2+1 - - -
    14th 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
    16th 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
    18th 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
    19th 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
    20th 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
    *Does not count bonus spells for a high Int score.

    Spoiler: Life and Death
    Show
    Level 5
    Spoiler
    Show
    Spells from typical choices for banned schools are going to be important later on, so generalist, and hence Domain Wizard is going to be the way to go for Tummo. Domain Wizard’s bonus slot is more restrictive than that of a typical specialist, but Wizard of Sun and Moon improves versatility by allowing a spell slot at each spell level to be prepared with two different spells, one that can be cast out of it above ground during the day, and the other underground or at night. In fact, the language of Domain Wizard and Wizard of Sun and Moon seems to allow for one side of the Domain slot to be prepared as something other than the domain spell, which is helpful. Moreover, Badger Hengeyokai (which was made LA+0 in the Dragon 318 update) grants a burrow speed in hybrid or animal form (the former being the more relevant for the time being absent the ability to cast in animal form), so Tummo can move, or even take a 5-ft step into or out of the ground in suitable environments to use the side of a Sun and Moon slot that’s more useful in a given situation. Domain Wizard also increases the caster level of spells on the Domain by 1, meaning that Tummo has an arcane caster level of 5 at 4th level, and can enter Blood Magus so long as the fluff req about dying and being returned to life is met somehow.

    Feat-wise, Tummo is mostly just paying feat taxes, but there are characters for whom Toughness is less welcome than a 1st level Wizard, and as the Scribe Scroll and Blood Magus’ Scarification ability are redundant, the Martial Wizard ACF trades out the former for a feat off the Fighter Bonus Feat list. Improved Initiative is the classic choice there, to help get off a potentially encounter-winning spell earlier in low-level combat, when Wizards are at their squishiest and most vulnerable, but will also continue to pay dividends with tactics employed later on.

    Both Blood Magus and eventually Rage Mage have limited skill lists, especially with a Wizard’s high Int, so skills in these low levels go toward setting Tummo up to qualify for feats later on and set up skill tricks as something to productively put skill points toward in those levels, as well as emphasizing skills that can be progressed in those levels. For Blood Magus levels, Craft (Alchemy) is the clear winner among Craft skills for a caster and for Rage Mage levels Miner stands out as one of the few Professions for which additional rules were printed. It also jives with the burrowing, and since its rules concern clearing out 5-ft cubes of earth, it might work to do something funny in conjunction with Knowledge (Architecture and Engineering) – for which Tummo can at least make trained checks with their high Int – especially in early levels.

    Level 10
    Spoiler
    Show
    Alternate Form grants (Ex) Special Attacks, so Badger Hengeyokai have Rage in animal form, and with one more feat tax and a few more levels to meet the BAB req, Tummo is ready to enter Rage Mage without having lost a single level of casting progression. With the alternate Bestow Curse option from BoVD increasing their age another category, they fully obviate Hengeyokai’s racial Wis penalty and qualify for Surrogate Spellcasting so that they can cast in Badger form. Primarily sticking in Badger form also largely removes the problem of the physical ability score penalties for old age, as they’ll have the stats of a badger instead, for all purposes except Con to HP, which can be made up for with temporary HP from raging, and the usual suite of defenses that a mid-level Wizard will generally prefer to taking hits from level-appropriate enemies anyhow.

    Badger rage differs from that of a Barbarian, in that it is triggered by taking damage, which Tummo achieves by way of the point of damage from using Blood Magus’ Blood Component ability. If they don’t want to wait until the second round of combat to start raging and can’t cast spells beforehand, they can cast Nerveskitter with a Blood Component when rolling initiative, bolstering an already respectable modifier and ensuring that their rage will begin at the start of their first turn in one fell swoop. Badger Rage lasts until Tummo or their opponent is dead, and with a Rage Tummo damaging themselves, they should be free to designate whichever ‘opponent’ they please, from the most consequential enemy as insurance that a Spell Rage will last as long as it needs to, to one of their own Animated undead or summons, either to potentially stretch a Spell Rage through multiple encounters or conversely to ensure that a Rage can be voluntarily ended by destroying the minion. How the extra Rages/day from the SI interact with the Rage ability requires some DM adjudication. Most likely, the extra Rages are just added to the already limitless pile of potential daily Badger Rages, but it could be ruled that they add standard Barbarian Rages (which would be helpful as a situational option to trigger as a free action on the fly without needing to take damage in advance).

    Blood Magus’ Durable Casting is also liable to come in handy, as Rage Mage’s language regarding the Concentration skill doesn’t actually allow for casting defensively, so when caught in a sticky situation that can’t be somehow escaped from, the only thing to do is cast through the pain.

    CL-boosting also starts to really pay off for things besides duration. With the benefit of their 1/day Death Knell alongside Blood Component and the increase to CL for spells on the Abjuration Domain, Tummo can hit the cap on Dispel Magic’s CL check as early as level 7 without items, offering an advantage against enemy casters and spell effects, and other scaling spells will benefit from Blood Magus’ abilities on top of the baseline of caster level=character level set by Spell Rage for the schools to which it applies (which will include most of the spells for which CL ends up being important) as well.

    Level 15
    Spoiler
    Show
    As a TN worshipper of Obad-Hai, Tummo can get access to spells from the Balance Domain via Arcane Disciple. Among these is Calm Emotions, which offers another mechanism for ending a Rage (if for example a designated enemy is able to escape). Arcane Disciple only grants one casting per day, but extra uses can be stored up as what are effectively Scrolls and Potions via Blood Magus’ Scarification and Blood Draught abilities.

    Rage Mage grants Angry Spell to improve save DCs alongside Tummo’s high Int while Raging, an extra Spell Rage per day, and perhaps most interestingly, Spell Fury, which grants a free Quicken on a spell of 4th level or lower in each Rage. With Tummo’s ability to leave and re-enter a state of Rage mid combat – by, for example, blowing up a Raven Zombie that was designated as a Rage’s opponent with an area spell (even just having it fly into an Acid Fog or something) and casting another Blood Component spell to trigger another Rage – they can get just about as many free Quickens as they can spare swift actions. Each Rage also now comes with a free Action Point, courtesy of the Raging Luck feat.

    Tummo is now up to 6th level spells, and enjoying full CL in a Spell Rage for relevant schools, with additional potential +1s from Blood Component, Death Knell, and in the case of Abjuration Domain spells (Greater Dispel Magic being the most noteworthy), Domain Wizard.

    Level 20
    Spoiler
    Show
    Action Surge comes online, giving the ability to spend 2 Action Points for an extra standard action. In addition to the free Action Point in each Rage from Raging Luck, Tummo can easily be pulling in an action point each round with Unfettered Heroism. With their aforementioned ability to end one Rage and start another, this can be a standard action every round in conjunction with a free low-level Quicken (so long as their swift action hasn’t gone to something else) for impressive action economy.

    Arcane Disciple provides access to Word of Balance (provided Owl’s Wisdom, an item, or something has increased Tummo’s Wis to the requisite 17). Word spells are always nice with a high CL, and being an Evocation, it works with Spell Rage, along with Blood Component, Death Knell, and any boosts from items, (such as Terran Brandy, which they can craft themselves with no chance of failure between Craft (Alchemy) ranks, high Int, and the Magecraft spell).

    Finishing out Rage Mage grants an always welcome third Spell Rage per day, Tireless Rage, and the Warrior Cry capstone. Tireless Rage, like the additional Rage uses, may or may not be noteworthy depending on DM adjudication, as badger Rage, unlike that of a Barbarian, doesn’t say anything about the badger becoming fatigued at the end. But if it is ruled that they do, the ability to avoid that becomes absolutely critical to Tummo’s tactics. Fatigue itself is not the worst thing in the world for a caster, but multiple instances of fatigue stacking to cause exhaustion is catastrophic for anyone, so in order to freely bounce in and out of Rage rather than staying in the second until the encounter’s end, the ability may prove necessary. Tummo will pretty much only be gishing when using Warrior Cry, but CL-boosting, strong action economy, and access to the full spell list of a generalist Wizard offer all the tools needed to use the ability effectively when the situation warrants it.

    As the 5th level of Blood Magus loses casting, Tummo finishes off by returning to Wizard. Hitting Martial Wizard 5 at this high level opens up Martial Study (Shadow Jaunt), giving a move action teleport once in each encounter, which is nice to have on a caster whose move actions are more likely to be free to dedicate to movement. Last but not least, they finish off hitting 8th level spells.


    Spoiler: Day and Night
    Show
    Book of Vile Darkness: Alternate Bestow Curse to increase age category, Terran Brandy
    Complete Arcane: Blood Magus
    Complete Divine: Arcane Disciple, Obad-Hai
    Complete Scoundrel: Skill Tricks
    Complete Warrior: Rage Mage
    Dungeonscape: Wizard of Sun and Moon
    Eberron Campaign Setting: Magecraft, Raging Luck
    Oriental Adventures/Dragon Magazine 318 Update: Badger Hengeyokai
    Races of Eberron: Unfettered Heroism
    Races of the Dragon: Profession (Miner) rules
    Savage Species: Surrogate Spellcasting
    Spell Compendium: Balance Domain, Nerveskitter, Word of Balance
    Tome of Battle: Martial Study, Shadow Stride
    Underdark: Obad-Hai granting Balance Domain
    Everything else is SRD
    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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  5. - Top - End - #65
    Ettin in the Playground
     
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    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I just think they're neat!

    Quote Originally Posted by Raging Spider Sorcerer
    One Background: Three Stories

    I had one build idea that evolved into three different build ideas that share some similarities. They share the same background but went different paths in their live. As such the background only covers the childhood/teenager life and the class choices are presented in the lvl 1-5 snapshots.

    As a child of a Changling merchant there is no place that one could call home. Even the generally more avoided parts of the world like the underdark (e.g. drow, gnome and kobold settlements) or orcish settlements have been part of the journeys in the childhood. This caused a growing interest in special blood related abilities (Racial Emulation). An addictions many Changelings share. It's interesting how the other races express their rage and emotions when it comes to battle. Or how some races can excel in certain aspects of combat and magic. Finally all builds did picked up a liking on spiders from the drow. As such, all of em express this interest in different ways. With these interests a life as merchant seems to boring. Thus our main protagonist leaves his parents safety to approach the wild life of an adventurer.
    Spoiler: Stats and Tables
    Show

    Alingment: C-N
    Religion: Kurtulmak

    Str: 14
    Dex: 12
    Con: 16 (last 3 points from lvlUp here:@20= 19) (+5 from Wish= 24)
    Int: 12
    Wis: 10
    Cha: 14 (first 2 points from lvlUp here:@lvl8= 16)

    Level Class BAB Fort Ref Will Skills Feats Class Features
    1st Battle Sorcerer
    (ACF: Stalwart Sorcerer)
    +0 +0 +0 +2 Concentration: 4
    Knowledge (Arcane): 4
    Spellcraft: 4
    Combat Casting d8 HP
    Light Armor
    +2HP
    Warhammer Proficiency (from BS)
    Greatsword Proficiency (from SS)
    Weapon Focus Greatsword (from SS)
    2nd Battle Sorcerer
    (ACF: Stalwart Sorcerer)
    +1 +0 +0 +3 Concentration: 5
    Knowledge (Arcane): 5
    Spellcraft: 5
    d8 HP
    +2 HP
    3rd Battle Sorcerer
    (ACF: Stalwart Sorcerer)
    +2 +1 +1 +3 Concentration: 6
    Knowledge (Arcane): 6
    Spellcraft: 6
    Additional Favored Class (Barbarian) d8 HP
    +2HP
    4th Battle Sorcerer
    (ACF: Stalwart Sorcerer)
    +3 +1 +1 +4 Concentration: 7
    Knowledge (Arcane): 7
    Spellcraft: 7
    d8 HP
    +2 HP
    5th Barbarian
    Spiritual Totem:
    "Lion Totem"
    +4 +3 +1 +4 Listen: 5 Martial Weapon Proficiency (all)
    Medium Armor
    Shields (except Towershields)
    Pounce
    Rage 1/day
    6th Rage Mage +4 +5 +1 +4 Concentration: 8
    Knowledge (Arcane): 8
    Spellcraft: 8
    Obtain Familiar Spell Rage 1/day
    7th Warshaper +4 +7 +1 +4 Balance: 3 Morphic Immunities
    Morphic Weapons
    8th Warshaper +5 +8 +1 +4 Balance: 5
    Concentration: 9
    Morphic Body
    9th Rage Mage +6 +9 +1 +4 Concentration: 10
    Knowledge (Arcane): 9
    Spellcraft: 9
    Racial Emulation
    (Draconic Rite of Passage:
    Pocket Familiar 1/day)
    Overcome Spell Failure
    10th Rage Mage +7 +9 +2 +5 Concentration: 11
    Knowledge (Arcane): 10
    Spellcraft: 10
    Rage 2/day
    11th Rage Mage +8 +10 +2 +5 Concentration: 12
    Knowledge (Arcane): 11
    Spellcraft: 11
    12th Rage Mage +8 +11 +2 +5 Concentration: 13
    Knowledge (Arcane): 12
    Spellcraft: 12
    Draconic Reservoir
    (Pocket Familiar 3/day)
    Spell Rage 2/day
    13th Rage Mage +9 +11 +3 +6 Concentration: 14
    Knowledge (Arcane): 13
    Spellcraft: 13
    14th Rage Mage +10 +12 +3 +6 Concentration: 15
    Knowledge (Arcane): 14
    Spellcraft: 14
    Spell Fury
    15th Battle Sorcerer
    ACF: Domain Access
    +10 +12 +3 +7 Concentration: 16
    Knowledge (Arcane): 15
    Spellcraft: 15
    Shadowform Familiar Domain: War
    16th Rage Mage +11 +13 +3 +7 Concentration: 17
    Knowledge (Arcane): 16
    Spellcraft: 16
    Rage 3/day
    17th Rage Mage +11 +13 +4 +8 Concentration: 18
    Knowledge (Arcane): 17
    Spellcraft: 17
    Tireless Rage
    18th Rage Mage +12 +14 +4 +8 Concentration: 19
    Knowledge (Arcane): 18
    Spellcraft: 18
    Bonded Familiar Warrior Cry
    Spell Rage 3/day
    19th Battle Sorcerer
    (ACF: Stalwart Sorcerer)
    +13 +15 +5 +8 Concentration: 20
    Knowledge (Arcane): 19
    Spellcraft: 19
    d8 HP
    +2 HP
    20th Warshaper +14 +15 +6 +9 Concentration: 23 Morphic Reach


    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th New Spells Known
    1st 4/3 2/1 - - - - - Detect Magic (0th)
    Ghost Sound (0th)
    Light (0th)
    Enlarge Person (1st)
    2nd 5/4 3/1 - - - - - Detect Poison (0th)
    3rd 5/4 4/1 - - - - - -
    4th 5/5 5/2 2/1 - - - - Read Magic (0th)
    Lesser Spider Form (1st)
    Wings of Cover (2nd)
    5th 5/5 5/2 2/1 - - - - -
    6th 5/5 5/2 2/1 - - - - -
    7th 5/5 5/2 2/1 - - - - -
    8th 5/5 5/2 2/1 - - - - -
    9th 5/5 5/3 3/1 - - - - Blood Wind (1st)
    10th 5/5 5/3 3/1 - - - - -
    11th 5/6 5/3 4/2 2/1 - - - Message (0th)
    Mirror Image (2nd)
    Fly (3rd)
    12th* 5/6 5/4 5/2 3/1 - - - Grease (1st)
    13th 5/7 5/4 5/2 4/1 2/1 - - Mage Hand (0th)
    Polymorph (4th)
    14th 5/7 5/4 5/2 4/1 2/1 - - -
    15th** 5/7 5/3 5/2 5/2 3/1 - - - Grease (1st)
    - Ferocity of Sanguine Rage (3rd)
    16th** 5/7 5/3 5/2 5/2 3/1 - - -
    17th** 5/8 5/3 5/3 5/2 4/1 2/1 - Mending (0th)
    Fearsome Grapple (2nd)
    Arcane Fusion (5th)
    18th** 5/8 5/3 5/3 5/2 4/1 2/1 - -
    19th** 5/8 5/3 5/3 5/3 5/2 4/1 2/1 Rage (3rd)
    Greater Invisibility (4th)
    Contingency (6th)
    20th** 5/8 5/3 5/3 5/3 5/2 4/1 2/1 -
    * @ lvl 12 we have can perform the Greater Draconic Rite of Passage as Kobold to gain +1 Sorcerer casting (which would otherwise a level without progression due to Rage Mage). Further a permanent -1HP penalty is applied.

    ** Domain Spells (War) per day and known are not included.


    Spoiler: LVL 1-5
    Show
    As a Stalwart/Battle Sorcerer we start with a pretty high HP of 13. Combine this with a Greatsword and Enlarge Person and we look at the pretty strong lvl 1 combatant.

    Lesser Spider Form gives us access to Web as easy to apply battlefield control (ranged touch attack). Since the DC for Escape Artist and Strength check are CON based, we can push em via Rage (Barbarian) and Morphic Body later (Warshaper). It's a fallback option if we somehow want to avoid melee combat or a single strong enemy poses to much of of a thread to our allies.

    Wings of Cover is a nice counter to avoid getting hit by enemy attacks or even spells.

    Additional Favorite Class enables us to enter Barbarian without any XP penalties. Rage and Pounce are the obvious benefits here.


    Spoiler: LVL 6-10
    Show

    With entering Rage Mage we can now cast spells while using Rage. This enables us to use Wings of Cover during Rage.

    Obtain Familiar (Spider) is handy to share our combat spells. Due to our high HP, the Familiar ain't that squishy. And with access to Enlarge Person + Lesser Spider Form our familiar can become really useful in combat.

    Warshaper gives us access to nice Natural Weapons and boosts our STR and CON scores by +4.

    With Racial Emulation we can now do the Kobolds Draconic Rite of Passage to gain Pocket Familiar as SLA 1/day. This allows our familiar a quick and reliable escape option if it should somehow be in danger of death (e.g low HP).

    Blood Wind is a nice fallback option if we want to avoid melee reach or otherwise can't reach the enemy (e.g. flying enemy).



    Spoiler: 11-15
    Show
    Draconic Reservoir qualifies us for the Greater Rite of Passage to get another level of sorcerer spellcasting progression.

    Mirror Image is a very strong defensive spell combined with Wings of Cover in your sleeve. Almost like a short time "godmode".

    Fly doesn't need much explanation. Can be used defensively or offensively.

    Polymorph is the Swiss Army Knife of 3.5. Use it when the situation demands it. Also a good combat boost that can be shared with our familiar.

    Ferocity of Sanguine Rage is a very nice dmg bost if the situation should demand it. +1/2 clvl damage on all attacks (and thx due to Morphic Weapons we have a lot of them).

    Domain Access: "War" enables Divine Power. While we are for now limited to cast it only 1/day we can bypass that later with Arcane Fusion (5th @lvl17) since it is now one of our "Sorcerer spells".

    Spell Fury helps with action economy and lets us quicken one spell of up to 4th lvl when we enter a rage. This will mostly be abused for either Enlarge Person, Polymorph or Divine Power in most chases.

    Shadowform Familiar lets us summon any familiar we have access to with the incorporeal subtype. Now our Familiar becomes even more reliable as combat buddy.


    Spoiler: LVL 16-20
    Show

    Bounded Familiar allows us and our familiar to save each other from "HP damage death" once a day. This is our last ace in out sleeve if everything else fails.

    Tireless Rage and Warcry are completing the build fine.

    Morphic Reach comes late but is still a great cornerstone for this build.

    Fearsome Grapple is a nice immediate action spell that gives up to +8 bonus on grapple checks. Be it for defense or offense, these are really great. Since the build can achieve a high STR score with abilities and spell buffs, this can be devastating for many enemies.

    Greater Invisibility, even on late levels, is still an autowin against many enemies and even out of combat a good utility tool.

    Arcane Fusion helps the build to be more flexible. The most interesting part besides from the action management is that it allows to cast Divine Power more often.

    Contingency is king when it comes to action management. Combined with Arcane Fusion we can even have 2 spell effects applied to it.

    What else could one ask/wish for? You could set up to 4 buff spells in a single round when combat starts (with another regular Arcane Fusion cast afterwards). If that ain't still enough, you could abuse Spell Fury for another buff spell (up to 4th level) for a total of 5 buff spells. While other gishes either have problems with Action Economy or have to rely on Persistent Spells, this build can now casts anything needed on the fly.



    Spoiler: Recommended Magic Items
    Show
    As mentioned, the build can wear either a Twilight Mithral Feycraft Fullplate Armor or a Heavy Mithral Shield together with a Chain Shirt. Just make sure to apply Wilding Glasps to it.

    An Amulet of Mighty Fists (with a Wilding Glasp) is needed to enhance all natural weapons the build has access to.


    Spoiler: Sources
    Show

    Changeling: Races of Eberron
    Battle Sorcerer: SRD
    Stalwart Sorcerer: Complete Mage
    Additional Favored Class: Unearted Arcana
    Barbarian "Spiritual Totem: Lion": Complete Champion
    Obtain Familiar: Complete Arcane
    Warshaper: Complete Warrior
    Draconic Rite of Passage: Races of the Dragon
    Draconic Reservoir: web enhancement
    Greater Draconic Rite of Passge: web enhancement
    Shadowform Familiar: Champiions of Ruin
    Bouded Familiar: PHB II

    Last edited by The Viscount; 2021-04-06 at 10:30 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  6. - Top - End - #66
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    If you're gonna get into spiders, you might as well get all the way into spiders.

    Quote Originally Posted by Raging Spider Druid
    One Background: Three Stories

    I had one build idea that evolved into three different build ideas that share some similarities. They share the same background but went different paths in their live. As such the background only covers the childhood/teenager life and the class choices are presented in the lvl 1-5 snapshots.

    As a child of a Changling merchant there is no place that one could call home. Even the generally more avoided parts of the world like the underdark (e.g. drow, gnome and kobold settlements) or orcish settlements have been part of the journeys in the childhood. This caused a growing interest in special blood related abilities (Racial Emulation). An addictions many Changelings share. It's interesting how the other races express their rage and emotions when it comes to battle. Or how some races can excel in certain aspects of combat and magic. Finally all builds did picked up a liking on spiders from the drow. As such, all of em express this interest in different ways. With these interests a life as merchant seems to boring. Thus our main protagonist leaves his parents safety to approach the wild life of an adventurer.


    Spoiler: Stats & Table
    Show
    Str: 14
    Dex: 10
    Con: 14
    Int: 10
    Wis: 18 (@20: 23) (+ possible wishes and items)
    Cha: 8

    * The build had to rely on a flaw to fit all required feats into the early levels. Otherwise the build couldn't be finished within the 20 lvls.
    Recommended flaw "Shaky": -2 to ranged attack rolls.
    Level Class BAB Fort Ref Will Skills Feats Features
    1st Half-Orc Druid
    Druidic Avenger
    Root Walker
    +0 +2 +0 +2 Concentration: 4
    Handle Animal: 4
    Spot: 4
    Survival: 4
    Racial Emulation
    *Skill Focus (Handle Animal)*
    d10 HP
    Fast Movement
    Rage 1/day
    Nature Sense
    Vermin Empathy
    Draconic Rite of Passage: Enlarge Person 1/day (sla)
    2nd Druidic Avenger
    Root Walker
    +1 +3 +0 +3 Concentration: 5
    Handle Animal: 5
    Spot: 5
    Survival: 5
    - Earth/Stone (?) stride
    3rd Druidic Avenger +2 +3 +1 +3 Concentration: 6
    Handle Animal: 6
    Spot: 6
    Survival: 6
    Combat Casting Trackless Step
    4th Half-Orc Druid
    Druidic Avenger
    +3 +4 +1 +4 Concentration: 7
    Handle Animal: 7
    Spot: 7
    Survival: 7
    - d10 HP
    Bully Animals
    5th Druidic Avenger +3 +5 +1 +5 Concentration: 8
    Handle Animal: 8
    Spot: 8
    Survival: 8
    - Wild Shape 1/day
    6th Beastmaster +4 +7 +3 +5 Handle Animal: 9
    Ride: 1
    Spot: 9
    Survival: 9
    Southern Magician Animal Companion
    Wild Empathy
    7th Rage Mage +4 +9 +3 +5 Concentration: 9
    Survival: 10
    - Spell Rage 1/day
    8th Rage Mage +5 +10 +3 +5 Concentration: 10
    Handle Animal: 9.5
    - Overcome Spell Failure
    9th Warshaper +5 +12 +3 +5 Concentration: 11
    Handle Animal: 10
    Natural Spell Morphic Weapons
    Morphic Immunities
    10th Warshaper +6 +13 +3 +5 Concentration: 12
    Handle Animal: 10.5
    - Morphic Body
    11th Rage Mage +7 +13 +4 +6 Concentration: 13
    Handle Animal: 11
    - Rage 2/day
    12th Rage Mage +8 +14 +4 +6 Concentration: 14
    Handle Animal: 11.5
    Multiattack -
    13th Rage Mage +8 +15 +4 +6 Concentration: 15
    Handle Animal: 12
    - Spell Rage 2/day
    14th Rage Mage +9 +15 +5 +7 Concentration: 16
    Handle Animal: 12.5
    - -
    15th Half-Elf Paragon +9 +15 +7 +7 Concentration: 17 (+2 P.)
    Handle Animal: 13.5 (+2 P.)
    Vermin Trainer
    Spider Companion
    Bonus Feat
    Divided Ancestry
    Elven Vision
    16th Rage Mage +10 +16 +7 +7 Concentration: 18
    Handle Animal: 14
    - Spell Fury
    17th Warshaper +11 +16 +8 +8 Concentration: 19
    Handle Animal: 14.5
    - Morphic Reach
    18th Rage Mage +12 +17 +8 +8 Concentration: 20
    Handle Animal: 15
    Draconic Reservoir Rage 3/day
    Enlarge Person 3/day
    19th Rage Mage +12 +17 +9 +9 Concentration: 21
    Handle Animal: 15.5
    - Tireless Rage
    20th Rage Mage +13 +18 +9 +9 Concentration: 22
    Handle Animal: 16
    - Spell Rage 3/day
    Warcry

    Spells per Day
    (bonus spells not included)

    Level 0lvl 1st 2nd 3rd 4th 5th Notable Spells (lvls; source)
    1st 3 1 - - - - Entangle (1st; SRD)
    Good Berries (1st; SRD)
    Shillelagh (1st; SRD)
    2nd 4 2 - - - - -
    3rd 4 2 1 - - - Acorn of Far Travel (2nd; web article)
    Bite of the Wererat (2nd; Spell Compendium)
    Kelpstrand (2nd; Spell Compendium)
    Snakes Swiftness, Mass (2nd; Spell Compendium)
    4th 5 3 2 - - - -
    5th 5 3 2 1 - - Entangling Staff (3rd; Spell Compendium)
    Magic Fang, Greater (3rd; SRD)
    Primal Instinct (3rd; Dragon Magic)
    Venomfire (3rd; Serpent Kingdom)
    6th 5 3 2 1 - - -
    7th 5 3 2 1 - - -
    8th 5 3 3 2 - - -
    9th 5 3 3 2 - - -
    10th 5 3 3 2 - - -
    11th 5 3 3 2 - - -
    12th 6 4 3 2 1 - Enhance Wild Shape (4th; Spell Compendium)
    Friendly Fire (4th; Exemplars of Evil)
    Giant Vermin (4th; SRD)
    Last Breath (4th; Spell Compendium)
    13th 6 4 3 2 1 - -
    14th 6 4 3 3 2 - -
    15th 6 4 3 3 2 - -
    16th 6 4 3 3 2 - -
    17th 6 4 3 3 2 - -
    18th 6 4 4 3 2 1 Bite of the Weretiger (5th; Spell Compendium)
    Druid's Groove (5th; Masters of the Wild)
    Heal (5th; Spell Compendium)
    19th 6 4 4 3 2 1 -
    20th 6 4 4 3 3 2 -


    Spoiler: LVL 1-5
    Show
    The character was influenced by some half-orc druids on her journey with her parents. She stayed a while with them to pick up their way of life, before she finally seeks out to find her true purpose in life.

    With the Half Orc Druid substitution we start with some more HP and later the ability to Bully Animals. While the Wild empathy ability caps at 5 druid lvls we can push the STR modifier very high in this build to compensate for that.

    Druidic Avenger gives us Rage 1/day and Fast Movement. Since she does every day the Darconic Rite of the Passage, she can use Enlarge Person 1/day. Either combine these two effects for a big main encounter or use em on different encounters.

    Root Walker gives us access to Vermin Empathy which will become more important on the later levels. It further changes Woodland Stride to work on stone/earthen derbies and the like instead of woodland.

    Shillelagh and Bite of the Wererat are the most recommended spells for the early level. Entangling Staff ad to our arsenal of combat buffs that can either be stacked with other buffs or be used alone for medicore encounters.

    Venomfire will last the duration of an entire Wild Shape for the Fleshraker form we get at lvl 5.


    Spoiler: LVL 6-10
    Show
    With a Beastmaster dip, we get an animal companion (back, that we traded away with Druidic Avenger). This is also needed to hit the BAB requirement for Rage Mage.
    Southern Magician is another build specific requirement to qualify as arcane spellcaster for Rage Mage as Druid.

    With Natural Spell we can now make use of Spell Rage within the Wild Shape form.
    Morphic Weapons enhance the combat power greatly. Be it in Fleshraker form with Venomfire or in her original form (due to Changelings shape changing ability), having access to 10 tentacles or 12 hydra bite attacks all day long is very strong. Morphic Body increases our STR & CON by 4. Together with Rage we can now increase the Fleshrakers Poison DC (CON based) by up to +4 (Fortitude 14 + 4 = DC 18).


    Spoiler: LVL 11-15
    Show
    Multiattack helps to hit better with our secondary attack with out bad BAB.

    Unless no one else can resurrect dead teammates (Last Breath) most of the time Friendly Fire will be the most usefull spell here. Giant Vermin could be interesting depending on the kind of adventure (inside / outside) and fits the spider addiction of this build. Enhance Wild Shape is another situational spell if you should intent to abuse any EX abilities of wild shape forms.

    At 15 with the Half-Elf Paragon dip, we get access to Vermin Trainer and Spider Companion. The former lets you use Handle Animal on vermins, the latter lets you attract Monstrous Spiders as Animal Companion. With these two feats, the base is set to conquer the world with an army of Huge Monstrous Spiders. In downtimes you can release your Animal Companion and than retain it with Handle Animal. A new Monstrous Spider as Animal Companion can be gained after 24h. Rinse and repeat (sure, the training needs time. But if there are any downtimes, this combo will shine).

    With multiple spiders, you can now try to (re-)web multiple enemies per turn. Even if their escape and burst DCs ain't that high, having multiple spider ready to reapply it constantly is still a very strong battlefield control.


    Spoiler: LVL 16-20
    Show

    Spell Fury can quicken a spell of up to 4th lvl. This will come in handy for spells like Friendly Fire (full round duration version) or other important combat spells. Mass Snakes Swiftness is another good option for this. Doing this in the first (or second round if allies need to position themselves) round will make fights a lot easier due to the combined allies damage burst (don't forget the lil spider army if you had time to prepare one). It can also be used for any of the other short term combat buffs.

    Morphic Reach increases our reach by 5ft. Combined with Enlarge Person we can have up to 15ft reach (even as Fleshraker if Enlarge Person is cast before using the Wild Shape ability).
    Draconic Reservoir lets us use Enlarge Person now 3/day.

    Heal and Bite of the Weretiger are pretty much clear when and why to use/prepare em.
    Druid Grove can be abused with Acorn of Far Travel. The former lets you store spells in trees and treat em like scrolls. Acorn of Far Travel on the other hand offers:
    As long as you carry the acorn (and as long as the acorn is not stored in an extradimensional space like a bag of holding), you are considered to be standing under that oak tree's canopy (and thus within an area of forested terrain).
    The main effect is to count as standing under the oak tree where you did got the acorn from. This should allow to see and hear as if you where standing there and thus allow to use the Spell you stored into the oak tree (via Druid Grove). Both spells have a duration of days/casterlevel. As long as there are oak trees on your journey, this combo can be abused for extra prepared spells of up to 1/3 casterlevel (and should therefore be used with a spell rage). If the character has the opportunity to use this combo, she can abuse it for situational spells or extra uses of commonly used spells.

    Tireless Rage and Warcry are finisher abilties to complete the build. Nothing game breaking, but adds to some combos (e.g. the CON bonus adds to the DC of the Fleshrakers Poison ability and Rage duration; or the STR boost for Bully Animal).


    Spoiler: Recommended Items
    Show

    Since sole interesting items for the build are for enhancing Natural Weapons and Wild Shape.

    An Amulet of Might Fists (with a Wilding Clasp) enhances all our Natural Attacks (source: SRD). Since the build can have easily up 3 different types (Claw, bite + tentacle/hydra bite) and even switch to other Natural Attack forms this is the best option here, even if more expensive compared to more common choices here.

    Best combined with a Wild Shape Amulet (Magic of Faerun) which increases our effective level for Wild Shape by 4 levels ( = 9h duration, 3/day, large forms). This gives us enough duration to cover the entire day in Wild Shape if desired.

    A Mantle of the Beast is final item in line to speed up Wild Shape into a Swift Action for better action economy.

    Due to Southern Magician we can use Eternal Wands. As such, a wand of Rage can be handy as backup if we should run out of Rage.


    Spoiler: Sources
    Show

    Changeling: Races of Eberron
    Druidic Avenger: SRD
    Half-Orc Druid: Races of Destiny
    Additional Favored Class: Unearted Arcana
    Barbarian "Spiritual Totem: Lion": Complete Champion
    Warshaper: Complete Warrior
    Draconic Rite of Passage: Races of the Dragon
    Draconic Reservoir: web enhancement
    Greater Draconic Rite of Passge: web enhancement
    Root Walker: SRD
    Half-Elf Paragon: SRD
    Southern Magician: Races of Faerun
    Vermin Trainer: Drow of the Underdark
    Spider Companion: Drow of the Underdark


    Disclaimer: No animals have been bullied while writing this build
    Last edited by The Viscount; 2021-04-06 at 10:28 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  7. - Top - End - #67
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Hell itself trembles before the fury of the righteous man.

    Quote Originally Posted by Erskine

    Erskine the Redeemed
    CG Hellbred Barbarian 7/Suel Arcanamach 3/Rage Mage 10

    A righteous fury...

    He came back for her.

    It was her face that flashed before his eyes as he descended into the darkness of death, her face that burned hotter than the flames of Hell, her face that he held onto when all else was torn from him, flayed away by mocking devils.

    By the end he didn’t remember his name. He didn’t remember how he had died. He didn’t remember the crimes that had allowed the devils to lay claim to his soul. He didn’t know whether he had been there for a day or a week or an eternity. There was only the pain, the torment, and her. He remembered her. He would always remember her. She had loved him, briefly, loved him despite his now forgotten crimes, loved him in that fleeting moment of life that seemed so brief, so long ago. Was she even still alive? Would she recognize him? Was she safe? He needed to know. He needed to know.

    And so, the Scourging. It had been written into the Pact Primeval and so was sacrosanct, but few ever claimed it, and fewer still survived it. And without her face, shining as a beacon, he would have become lost as Heaven and Hell warred and rent and twisted his body into a cruel mockery of humanity. But her face guided him through it. And when the full terms of the Scourging were revealed to him, the impossible task he would need to complete to redeem himself, to avoid being dragged back to Baator and made to suffer even worse torments for his arrogance, he simply nodded, for she was worth it.

    She was always worth it.

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Barbarian 1 +1 +2 +0 +0 Concentration 2 ranks (cc), intimidate 4 ranks, jump 4 ranks, tumble 2 ranks, spellcraft 2 ranks (cc), literacy (2 ranks) Righteous Wrath, Devil’s Favorbonus Climb speed, illiteracy, rage 1/day
    2nd Barbarian 2 +2 +3 +0 +0 Climb 1 rank, concentration 2.5 ranks (+0.5, cc), intimidate 5 ranks (+1), spellcraft 2.5 ranks (+0.5, cc), tumble 3 ranks (+1) +2 bonus on intimidate checks
    3rd Barbarian 3 +3 +3 +1 +1 Climb 2 ranks (+1), concentration 3 ranks (+0.5, cc), intimidate 6 ranks (+1), spellcraft 3 ranks (+0.5, cc), tumble 4 ranks (+1) Iron Will, Power Attackbonus Power Attack
    4th Barbarian 4 +4 +4 +1 +1 Climb 4 ranks (+2), concentration 3.5 ranks (+0.5, cc), intimidate 7 ranks (+1), spellcraft 3.5 ranks (+0.5, cc) Devil’s Staminabonus Rage 2/day
    5th Barbarian 5 +5 +4 +1 +1 Climb 6 ranks (+2), concentration 4 ranks (+0.5, cc), intimidate 8 ranks (+1), spellcraft 4 ranks (+0.5, cc) Improved climb speed
    6th Barbarian 6 +6/+1 +5 +2 +2 Climb 9 ranks (+3), spellcraft 4.5 ranks (+0.5, cc), speak language (Ancient Suloise) 0.5 ranks (cc) Combat Casting
    7th Barbarian 7 +7/+2 +5 +2 +2 Climb 10 ranks (+1), spellcraft 5 ranks (+0.5, cc), Corner Perch skill trick, speak language (Ancient Suloise) 1 rank (+0.5, cc) Streetfighter
    8th Suel Arcanamach 1 +7/+2 +5 +4 +4 Bluff 2 ranks, intimidate 9 ranks (+1, cc), spellcraft 6 ranks (+1) Ignore spell failure chance 5%, tenacious spells
    9th Suel Arcanamach 2 +8/+3 +5 +5 +5 Bluff 4 ranks (+2), intimidate 10 ranks (+1, cc), spellcraft 7 ranks (+1) Martial Study (cloak of deception) Dispelling strike 1/day
    10th Suel Arcanamach 3 +9/+4 +6 +5 +5 Bluff 5 ranks (+1), intimidate 11 ranks (+1, cc), spellcraft 9 ranks (+2) Extended spellstrength
    11th Rage Mage 1 +9/+4 +8 +5 +5 Intimidate 12.5 ranks (+1.5, cc) Spell rage 1/day
    12th Rage Mage 2 +10/+5 +9 +5 +5 Intimidate 14 ranks (+1.5, cc) Resounding Blow Overcome spell failure
    13th Rage Mage 3 +11/+6/+1 +9 +6 +6 Intimidate 15.5 ranks (+1.5, cc) Rage +1 use/day
    14th Rage Mage 4 +12/+7/+2 +10 +6 +6 Intimidate 17 ranks (+1.5, cc) Devil’s Aurabonus
    15th Rage Mage 5 +12/+7/+2 +10 +6 +6 Intimidate 18 ranks (+1, cc), spellcraft 10 ranks (+1) Quell the Profane Spell rage 2/day
    16th Rage Mage 6 +13/+8/+3 +11 +7 +7 Intimidate 19 ranks (+1, cc), spellcraft 11 ranks (+1)
    17th Rage Mage 7 +14/+9/+4 +11 +7 +7 Intimidate 20 ranks (+1, cc), spellcraft 12 ranks (+1) Spell fury
    18th Rage Mage 8 +15/+10/+5 +12 +7 +7 Intimidate 21 ranks (+1, cc), spellcraft 13 ranks (+1) Versatile Spellcaster Rage +1 use/day
    19th Rage Mage 9 +15/+10/+5 +12 +8 +8 Intimidate 22 ranks (+1, cc), spellcraft 14 ranks (+1) Tireless rage
    20th Rage Mage 10 +16/+11/+6/+1 +13 +8 +8 Intimidate 23 ranks (+1, cc), spellcraft 15 ranks (+1) Warrior cry, spell rage 3/day


    Spoiler: Additional Build Details
    Show

    Spoiler: Alternative class features
    Show

    Ape totem barbarian, streetfighter barbarian, skilled city dweller


    Spoiler: Stats
    Show

    32 point buy:
    Before racial mods: Str 16/Dex 10/Con 12/Int 14/Wis 8/Cha 16
    After racial mods: Str 16/Dex 10/Con 14/Int 12/Wis 8/Cha 16

    Raise Charisma at every available opportunity.


    Spoiler: Skills
    Show

    Final Skill Layout
    Intimidate 23 ranks
    Spellcraft 15 ranks
    Climb 10 ranks
    Bluff 5 ranks
    Jump 4 ranks
    Tumble 4 ranks
    Concentration 4 ranks
    Literacy (requires 2 ranks, taken at 1st level)
    Speak Language (Ancient Suloise)
    Corner Perch skill trick


    Spoiler: Spells
    Show

    Spells Known:
    1st (4/day) - Protection from evil, nerveskitter, enlarge person, grease
    2nd (3/day) - Whirling blade, alter self, wraithstrike
    3rd (3/day) - Keen edge, dispel magic, anticipate teleportation
    4th (2/day) - Greater mirror image, greater invisibility
    5th (0/day)- Greater blink


    Spoiler: Gear Suggestions
    Show

    You will want to focus on a two-handed slashing weapon with the highest crit chance possible. Typically, this will be the falchion, but a greatsword works in a pinch as well. Medium or light armor with as minimal an arcane spell failure chance as possible is also ideal; you reduce any ASF by 5%, so you have some flexibility here. A mithril chain shirt with thistledown padding works fine, or if you’re willing to spend some gold on the twilight armor enhancement, that broadens your options considerably.

    In general just focus on increasing your Charisma as much as possible, and do anything you can to expand your castings per day. Wands always help here, as do rings of wizardry. The more times you can cast whirling blade, the happier you will be.



    Spoiler: Build snapshots
    Show

    Levels 1 - 5
    Barbarian 5

    You’re a charismatic barbarian from hell. Barbarian is one of the better classes for the early portions of the game, able to power through most encounters thanks to its oodles of hit points and strong attacks. You’ve got Power Attack and a big sword, so go to town. You’re also decently mobile thanks to a climb speed from your ape totem, plus excellent intimidate checks (boosted both by hellbred and by your totem) and Devil’s Favor to boost a roll as needed. Meanwhile, Righteous Wrath not only lets you maintain a clear mind while raging, it also means the first time you hit an evil enemy during a rage they’re forced to save or become shaken. On the defensive end, in addition to your giant stack of hit points, you can also pick up fast healing 2 once per day via Devil’s Stamina.

    Levels 6 - 10
    Barbarian 7/Suel Arcanamach 3

    Your old life before you were cast into the depths of hell have taught you how to fight dirty, reflected in your streetfighter ACF. This increases the threat range on your weapons on a charge or when your opponent is flat-footed - and unlike other similar effects, this explicitly DOES stack with Improved Critical or the keen enhancement. With a keen falchion, that means you’re critting on a 13 or better. You have a few ways to make your opponents flat-footed: nerveskitter helps you act before your foes in combat, grease can force flat-footed status on anyone without sufficient ranks in balance and cloak of deception allows you to turn invisible as a swift action once per combat. Later, you will have other spells that help trigger this even more frequently.

    Speaking of spells, pay special attention to whirling blade. After all, what’s the point of attacking one foe when you can attack everyone in a line? Whirling blade is especially interesting because the attacks are still considered melee attacks, meaning that effects that only trigger on a melee attack still work here, and you can even combine it with damage boosts such as Power Attack or benefit from wraithstrike. Use your climb speed to scale a wall, perch in a corner and fling away. Unfortunately, you can’t use this while raging just yet...

    Levels 11 - 15 (Sweet Spot)
    Barbarian 7/Suel Arcanamach 3/Rage Mage 5

    ...but soon you can! Rage mage comes online, allowing you to fling your weapon to your heart’s content even while in the midst of a full-throated rage. And to add on to this, you pick up several new and interesting feats: Resounding Blow, Quell the Profane and Devil’s Aura.

    Put it all together, and your whirling blade becomes quite the instrument of death. Now you can throw it in a 60’ line while raging. Any evil enemy struck by it must save for Righteous Wrath or become shaken until you withdraw. On a critical hit (which is happening 40% of the time) they must also save against Resounding Blow or be forced to cower. Ordinarily this would only last a round, but when stacking fear effects, the greatest level of fear lasts for the duration of the effect, meaning now they are cowering until you withdraw. Oh, and they’ll need to save AGAIN against Quell the Profane or take 1d4+1 points of Strength damage. And just to add insult to injury, anyone within 10’ of you needs to save yet again thanks to your Devil’s Aura.

    Levels 16 - 20
    Barbarian 7/Suel Arcanamach 3/Rage Mage 10

    The last five levels of rage mage further emphasize all your abilities. In particular, spell fury gives you a free Quicken every rage. That lets you make two whirling blade attacks in a single round if you have the swift action free, giving you twice as many chances to crit. Your spells improve considerably as well, providing you plenty of defensive and offensive utility. Don’t forget that greater blink doesn’t just provide you with a bevy of defensive buffs - it ALSO lets you count as invisible when you attack, rendering your foes flat-footed. Finally, warrior cry helps make up for your lost BAB - you are already epic ready with +16 BAB, and you don’t care much about iteratives, but the extra 4 points of BAB represent 4 more points you can sink into Power Attack. Finally, Versatile Spellcaster helps you fire off your whirling blades all fight long.


    Spoiler: Fleeting memories
    Show

    Erskine remembered little of his former life, little beyond her, that angelic face that he knew he loved, knew he must find. And yet flashes of it came to him, now and then. Streets and alleys felt strangely familiar. Certain faces brought the anger rising like bile in his throat, and though he could not recall the reason, he knew he had hated them once.

    He could feel it too as he fought - his muscles, rewritten into this strange and hellish form, somehow still retained the memory of a brawler, a thug, a bully. He let his old life take over, then, let it burn hot and hard as he exploded with a righteous anger that sent lesser men scurrying.

    And yet he knew that he must find her. And to do that, he must find himself. He knew he would need to temper that strange rage that burbled and boiled deep within his gut, always threatening to be released. He knew he would need to unlock those memories that were locked away except for those moments of fury. If he could just keep his mind from growing red, from shutting off in those battles, if he could focus, perhaps he could find her…

    He was not a learned man, in his last life or in this one. But for her he became one. He studied. He visited every great library in the land. He learned from the Libram of Ineffable Damnation, the Book of Keeping and the Codex of Betrayal. He spent weeks with the Grimoire Arcanamacha, learning a dead language in hopes that it might hold the secrets to his lost memories, and months tracking down incomplete and poorly translated copies of the Scrolls of Uncertain Provenance and the Tome of the Stilled Tongue and the Black Scrolls of Ahm.

    And yet none of these ancient tomes could help him. And so, he buried himself in his most impossible of tasks: of redeeming himself, of living a life so great, so exalted, so perfect that he would stand redeemed. Only then would his new form fall away. Only then would the doors to his memory


    Spoiler: Chef’s notes
    Show

    I wanted to do something interesting with Rage Mage, something that made casting spells during a rage an integral part of the character concept rather than just a random add-on. I toyed with several different ideas, but the one I settled on was whirling blade combined with special effects that trigger on melee attacks during a rage. This was something that couldn’t be easily duplicated by a standard barbarian with a buffing buddy or by a standard gish.

    Righteous Wrath provided a fun rage-only effect, giving a long-duration shaken effect on any evil foes you strike in melee while raging. To make it even deadlier, I combined it with Resounding Blow, which would escalate that fear effect to cowering on a critical hit. Starting barbarian meant I could go for streetfighter, an ACF I rarely see (likely because it requires 7 levels in barbarian) that represents one of the only ways to increase your crit range that stacks with keen or Improved Critical in all of 3.5.

    All in all, you end up with quite a few ways to attack foes. You can go the traditional high-damage route, using wraithstrike and Power Attack to cut down foes without sacrificing accuracy, or you can debuff and destroy enemies, forcing them to save three times on an attack (and each failed save making the subsequent saves even harder), making them cower for the entire encounter and dropping their Strength. You can easily switch between standard melee attacks or attacking in a 60’ line, and all your melee tactics still apply when you do the latter.


    Spoiler: Sources
    Show

    SOURCES:
    • Ape totem barbarian ACF: Unearthed Arcana/SRD
    • Streetfighter barbarian ACF, skilled city dweller ACF: Cityscape
    • Suel arcanamach: Complete Arcane
    • Corner Perch skill trick: Complete Scoundrel
    • Righteous Wrath, Resounding Blow, Quell the Profane: Book of Exalted Deeds
    • Hellbred race, Devil’s Favor, Devil’s Stamina, Devil’s Aura: Fiendish Codex II
    • Martial Study, cloak of deception: Player’s Guide to Faerun
    • Versatile Spellcaster: Races of the Dragon


    All relevant spells can be found in the Spell Compendium.

    Rules Compendium page 92 clarifies that if an opponent cannot see you, that creature is flat-footed with respect to you.
    Last edited by The Viscount; 2021-04-05 at 09:50 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  8. - Top - End - #68
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I'm a sucker for some Tam Lin.

    Quote Originally Posted by The Hunted
    The Hunted

    Spoiler: Faerie Tales
    Show
    The foreigner sat, exhausted, at a small table in the corner of the tavern. His short, hunched figure was wrapped head to toe in a thick, black fabric. Only his eyes, beady and bloodshot, were exposed. He carefully held a cup of ale in his emaciated hands, but did not drink. He needed to think, but thinking was so hard, now. Too much fog in his head. It wasn't always like that. Staring down at the swirling liquid, he dosed off into a familiar dream...


    The doors of the court were slammed open, causing surprised shrieks throughout the hall. An elf stepped in, wrapped in the black cloak of the hunters. "We got him, majesty" he shouted. A passionate fire burned in his eyes, victory and desire intertwined. "We caught the deserter."

    Behind him, two man dragged a figure in shackles into the room. A man dressed as a knight of Ilmater, tall and handsome, who managed to walk into the hall as if by choice. He could have been very attractive, if not for the vanity in his step, and the cold sneer in his eyes. Strange runes circled like a crown around his head.

    A slight wind brushed through the hall, carrying a strange tinge of amusement. As it died down, a sourceless female whisper echoed. All bowed down their heads. "Well done, Erivhir, my champion. Bring forward this... deserter."

    The elf signaled, and his men pushed their captive into the center of the court. Forcing him down to his knees. The knight looked up, proud and unrelenting.

    The air before the knight shivered for a second, and where before there was not but air appeared an elven woman of terrible beauty. Her skin was as white as snow, her hair and her eyes as dark as ebony, and her lips as red as fresh blood. She moved towards the kneeling knight, her unbelievably long hair floating behind her as if she walked through water. The knight's gaze faltered, and he looked down to the floor as she came to a stand before him.

    "Oh my dear, dear hunter. Why have you forsaken me?"

    The knight's face contorted, and he spat on the floor. "I have never been yours, witch. You lied to me, misled me! I should have never listened. Ilmater is my god, my only god. I have atoned for my unwitting sins. You may do with me as you wish, but know that die pure. I die calm. I die with pride." He raised his head to look at her, and though he went pale, his eyes remained steady. "I defy you. I die with pride!"

    The beautiful face became filled with sorrow, and the fully black eyes widened. "Oh, how you wound me, my beloved. How could you let the foolish priests poison your mind? You know they stand for nothing you stand for." Her hand went forward and caressed his cheek, her touch as light as a butterfly. "Have I ever asked for your worship? Did I ever attempt to take the place of your god?" She laughed, a laugh that carried enough sadness to shatter a heart. "All I ever asked for is your love, and your loyalty. Nothing more." She slowly went down to her knees to meet the knight face to face. Her hair floated around them, formed a barrier between them and the rest of the court. Within the small black sphere, her eyes filled his vision, encompassing everything. "Don't you love me, my dear hunter?"

    Her hand, still on his face, ignited a flame within him. All reason fled, and as her face neared his own, his lips parted in acceptance.

    Her touch was flame, but her kiss was a wildfire. Fire in his heart, fire in his soul, fire in his lungs. All consuming, the kiss lasted, and lasted, drawing away his breath. Drawing away his very life. No pleasure was better, no agony was worse.

    Save me, Ilmater!


    The queen retreated, leaving the knight laying on the floor, blinded with pain, breathing shallow breaths filled with blood. "Bring the poison" he could hear her command.

    Forgive me, Broken One, He thought. Death will be a relief.

    "Oh no, my dear hunter. Not death. Not yet.

    "You dare betray me, and think you'll be allowed to die whole? No.

    "I take away your purity, and you will live and die impure. I take away your calm, and you will be ruled by rage and terror. I take away your pride, and you will live and die in shame.

    "These I take away, and I shall let you go. You will be hunted, forever hunted. And every time you'll be captured, I'll take away something else. You will die no more than a vermin, traitor - or you will take your own life, and condemn your soul."

    He couldn't hear her laugh when they poured the mixture down his throat, could hear nothing but screams...



    Screams! He leapt to his feet, spilling the ale all over himself. A child was pointing at him, screaming in horror.

    His scarf had slipped, revealing the rotting gray skin beneath. Around him, people were heading for the exits, screaming for the guard. Overwhelmed by the noise, he felt wrath building within him. A need to kill, to destroy. As runes exploded into being around his brow, he let his head back and unleashed an anguished howl.

    Guards flooded into the establishment, and saw a giant silver wolf pop into being. Near the screaming wretch. Just as they started to charge, the figure swiftly climbed atop the wolf's back, charged towards the wall with incredible speed -

    And vanished.

    Spoiler: The Hunted
    Show

    The Hunted, CG Aeshkrau illumian (Yuan-Ti Broodguard) male.

    Str 17, Dex 8, Con 13, Int 12, Wis 16, Cha 8. All increases go to Str.

    At level 10: Str 19, Dex 10, Con 15, Int 8, Wis 16, Cha 4.

    At level 20: Str 22, Dex 10, Con 15, Int 8, Wis 16, Cha 4.

    Spoiler: Air and Darkness
    Show
    Stub: Human paragon 1/ Paladin of freedom 6/ Ex- dark hunter 2/ Human paragon +1/ Rage mage 10.
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Human paragon 1 +0 +0 +0 +2 Hide 4, K. Nature 3, K. The planes 1, Move silently 4, Ride 4, Survival 4 Improved initiative Adaptive learning (ride)
    2nd Holy warrior paladin of freedom 1 +1 +2 +0 +2 Hide 5 (cc), K. Nature 3, K. The planes 1, Move silently 4, Ride 5,Survival 4 - Aura of good, detect evil, smiteevil 1/day.
    3rd Paladin 2 +2 +3 +0 +2 Hide 5, K. Nature 3, K.The planes 1, Move silently 5 (cc), Ride 6, Survival 4 Serenity Divine grace, lay on hands
    4th Paladin (noble heart) 3 +3 +3 +1 +3 Hide 5, K. Nature 3, K.The planes 1, Move silently 5, Ride 6, Survival 7 Track (b) Aura of resolve
    5th Paladin 4 +4 +4 +1 +3 Hide 5, K. Nature 3, K.The planes 1, Move silently 5.5 (cc), Ride 6, Survival 8(cc) Mounted combat (b) Turn undead
    6th Paladin 5 +5 +4 +1 +3 Hide 5, K. Nature 3, K.The planes 1, Move silently 7 (cc), Ride 6, Survival 8 Ride by attack Smite evil 2/day, specialmount.
    7th Paladin (planar) 6 +6 +5 +2 +4 Hide 5, K. Nature 3, K.The planes 1, Move silently 8 (cc), Ride 7,Survival 8 - Celestial mount
    8th Unseelie dark hunter 1 +6 +7 +4 +4 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 11, Spot 1, Survival8 - Low light vision
    9th Dark hunter 2 +7 +8 +5 +4 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 12, Spot 5, Survival8 Spirited charge Fast mount, fast movement
    10th Human paragon 2/ Broodguard +8 +8 +5 +5 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 13, Spot 9, Survival 8 Combat casting (b), Alertness (b) Rage 1/day, poison immunity,Mental resistance
    11th Rage mage 1 +8 +10 +5 +5 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 14, Spot 9, Survival 8 - Spell rage 1/day
    12th Rage mage 2 +9 +11 +5 +5 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 15, Spot 9, Survival 8 Reckless rage Overcome spell failure
    13th Rage mage 3 +10 +11 +6 +6 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 16, Spot 9, Survival 8 - Rage 2/day
    14th Rage mage 4 +11 +12 +6 +6 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 17, Spot 9, Survival 8 - -
    15th Rage mage 5 +11 +12 +6 +6 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 18, Spot 9, Survival 8 Power attack Angry spell +2, Spell rage2/day
    16th Rage mage 6 +12 +13 +7 +7 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 19, Spot9, Survival 8 - -
    17th Rage mage 7 +13 +13 +7 +7 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 20, Spot9, Survival 8 - Spell fury
    18th Rage mage 8 +14 +14 +7 +7 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 21, Spot9, Survival 8 Destruction devotion Rage 3/day
    19th Rage mage 9 +14 +14 +8 +8 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 22, Spot9, Survival 8 - Tireless rage
    20th Rage mage 10 +15 +15 +8 +8 Hide 5, K. Nature 3, K.The planes 1, Move silently 8, Ride 23, Spot9, Survival 8 - Angry spell +4, warrior cry,spell rage 3/day


    Human paragon class skill list: Hide, knowledge (nature, the planes), move silently, ride, survival, spot, profession (sailor, merchant, herder).

    Dark hunter spells known (Learned at X character level):

    1 - Expeditious retreat (8), Detect magic (8), True strike (9), Spider climb (12)

    2 - Invisibility (10), Hold person (10), Detect thoughts (12), Locate object (16)

    3 - Dispel magic (14), Hold monster (14), Haste (16), Keen edge (20)

    4 - Ethereal jaunt (18), Freedom of movement (18), Dimensional anchor (20).


    Spells per Day (Before Str adjustments)
    Level 1st 2nd 3rd 4th
    8th 0 - - -
    9th 1 - - -
    10th 2 0 - -
    12th 3 1 - -
    14th 3 2 0 -
    16th 3 3 1 -
    18th 3 3 2 0
    20th 3 3 3 1

    Spoiler: The Ride
    Show
    Level 5:

    At this point, The Hunted plays as a pretty standard paladin with some flexibility - he can sneak half-decently, and track. While tracking tends to lose utility at later levels, it's pretty good for now. Improved initiative comes in early to ensure a charging lance attack whenever possible, and serenity lets him utilize his paladin abilities despite his low Cha.


    Level 10:

    Mounted combat has become The Hunted's focus. He has a celestial mount from the paladin level 6 list, which enjoys a permanent +10 feet boost to its speed, and the occasional expeditious retreat. I personally prefer either the dire wolf, the unicorn or the hippogriff, depending on the campaign. He also dabbles in the arcane, with access to hold person, as well as invisibility and expeditious retreat - both spells he can share with his mount.

    Unfortunately for him, this is also the level in which he is captured, and gets stripped of his humanity by the Queen of Air and Darkness. He acquires the Yuan-Ti Broodguard template. This template is only usable on humans, which luckily, illumians are. The template makes him a monstrous humanoid, renders him immune to charm and hold spells (and to poison), gives him claws and a bite, and lets him rage as a barbarian once a day.


    Level 15:

    Half way through rage mage. The Hunted's Aeshkrau illumian word synergizes with the +6 to Str granted to him by rage to make him able to squeeze out more spells while raging. He has access to Hold monster and dispel magic, among other spells. He gets use out of most his other abilities - spell rage synergizes particularly well with dispel magic - But he admittedly gains very little from one of the best rage mage abilities, angry spell. Power attack is sort of late, but with high Str and spirited charge he should have been all right without it up until now, and this is the BaB where it really starts shining without shock trooper, anyway.


    Level 20:

    Top of the build. Destruction devotion is pretty good even at high levels, and can be fueled by a single use of turn undead - 8 times a day total without any items. It gets more use when full attacking, obviously, especially with warrior's cry and a bite attack.

    Quickened ethereal jaunt is a nice touch on top of everything else, when needed, but spell fury is useful on any of his spells, of course. Warrior cry is awesome, and grants more Str to grant more spells. Angry spell is still unfortunately not utilized very well. Still, everything else the class has to offer is useful to this non-traditional arcane caster.


    Variant option:


    If your DM isn't too strict alignment wise, and would allow you to take a noble heart substitution level without giving up on your casting, you could reshuffle 2 skill points and give up power attack and destruction devotion to instead go for Divine defiance from fiendish codex II. This would be a superior option, if possible - allowing you to counter spells as an immediate action with dispel magic a few times per day. This variant would also enjoy a moderate investment in spellcraft.

    Spoiler: Sources
    Show
    Complete Champion: Holy warrior ACF, Destruction devotion feat.

    Complete Warrior: Rage Mage PRC.

    Champions of Valor: Noble heart substitution level.

    Dragon Compendium: Serenity feat.

    Planar Handbook: Planar Paladin substitution level.

    Races of Destiny: Illumians.

    Races of Stone: Reckless rage feat.

    Savage Species: Yuan-Ti Broodguard template.

    Unearthed Arcana:
    Paladin of Freedom variant class, Human Paragon class.

    Unseelie Dark Hunter
    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
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    The rage of man is nothing against the rage of beasts.

    Quote Originally Posted by Hunter Snowborn

    Hunter Snowborn: Master of the Inner Rage
    Spoiler: stub
    Show

    N razorclaw shifter duskblade 5/weretouched master 5/rage mage 10


    Spoiler: backstory
    Show

    Horatio milled around in line before the enormous tent adorned with brightly dyed patterns that reminded him of the paints worn by Seren warriors. He’d count himself lucky if he got to hear one of them speak. Talk about a people in touch with their inner rage.

    He wiped his brow. The owlbear trapper’s hat was entirely too warm for the weather out here in the desert, but he hadn’t wanted to look like an amateur in front of the other ragers. The elf whose head he’d been staring at the back of for the last half hour had armor seemingly made of naught but skulls: skull pauldrons, skull greaves, skull helmet. Even his gauntlets had each knuckle protected by tiny rat skulls. He had to be careful when he moved. A few brownish pinpricks on his cheeks and neck revealed the times he hadn’t been cautious enough when suddenly turning his head, and the split ends on his silky locks were easily explained when Horatio saw how much hair was caught in the teeth of the goat skull on his left shoulder. It looked like a comb.

    “Bet that hurt, eh?” he said good-naturedly and resisted the impulse to tap the fellow on the shoulder. Truthfully, he couldn’t find a single place one might put a hand without getting stuck by something or another.

    The elf turned his entire trunk slightly to avoid pricking himself on an antler.

    “Yeah, it smarted, but it didn’t make me proper mad, you know?” he said.

    “Really? I’d’ve thought that’d do the trick after the third or fourth time.”

    “I mean it annoyed me and all, but it didn’t get me mad. Smith said I can’t return this neither.”

    Looking at the state of the skulls, Horatio couldn’t exactly argue with that, but wanted to appear sympathetic. With his luck, they’d be broken up into groups and have to do a trust fall or something. It wouldn’t do to get on this fellow’s bad side.

    “That’s too bad. Hardly seems fair. Too much of your blood and hair on them?” he asked.

    The line moved forward a pace or two and they both advanced without a thought.

    “Huh? Oh, no, he told me that really just adds character. It’s like seasoning a grill, that’s a value add, matter of fact. Can’t return it cuz it’s custom. The ratio of all these skulls is fit to my body specifically, y’know?”

    Horatio thought of how long it must’ve taken to find enough to ensure he was decent in battle and nodded.

    It wasn’t too long before they were at the front of the line. A shifter with the head of an ibex checked their names against a list. The elf looked distinctly uncomfortable, but didn’t want to shift his weight too much as some scabs around his hyena poleyns evidenced.

    “He’s ready for you now, just take a seat wherever you want,” the shifter said.

    “I’m, uh, I’m sorry. It’s not— I mean, it’s just a normal antelope on my shoulder, you know. I’m not Silver Flame or anything,” the elf stammered.

    If the shifter was bothered, he didn’t show it, though Horatio was useless at reading facial expressions on herbivores.

    “Please keep the line moving, sir.”

    “Right, sorry,” the elf said and hustled in.

    Horatio handed in his registration and had his name checked off. The shifter neatly folded his form in quarters and ate it.

    “Rice paper,” he said.

    “Oh, of course.” Horatio went inside before he could embarrass himself further.

    He sat next to the elf in skulls on some low pillows that were surprisingly comfortable given the circumstances.

    “That was excruciating,” Horatio said in a way he hoped sounded sympathetic.

    “Imagine how it felt to be the one saying those things. It was like I was looking at my own body and just couldn’t do anything about it.”

    “But did it make you mad?” Horatio asked.

    The elf shook his head sadly. “Mortified still isn’t mad.”

    The curtain onstage before them opened up and a proud shifter stepped forward. Though Horatio knew it was rude to ask directly, he squinted to get a better look at what exactly the speaker was. Some kind of tundra animal perhaps? His fur looked too thick for the veldt.

    “Good afternoon, everyone, and thank you very much for coming. Before I get started, is anyone in this tent here to become immortal, regress to an earlier stage of life, or become older to unlock the wisdom that comes with age?” He spoke in a deep, clear voice that instantly silenced all idle chatter in the tent and carried through the space without magical amplification. Horatio was immediately both envious and worried he’d been waiting in line for the wrong seminar.

    A few hands, claws, and other extremities around the tent shot up from some scholarly looking types and a few dragons either in a traveling hominid shape or who were merely small enough to fit in the tent.

    “You are in the wrong tent. You want ‘mastering your age,” not ‘mastering your rage.’ I know it’s confusing and I have spoken to the organizers about changing the name of one of these for next year. Please go into the green rectangle in the back and one of my aides will teleport you. Sorry for the inconvenience.” He pointed to an area outlined in chalk and the attendees sheepishly gathered their things and stepped in, only to disappear and be replaced with a group of people who looked more like they belonged here a moment later.

    “Great. Now, you’re here because you can’t get a handle on your rage. Maybe you can’t work yourself up into a lather even when you’ve got a legitimate grievance. That can certainly lead to some problems. Avoiding conflict just leads to further hardship down the line, and not always the kind you can stick with a sharp piece of metal, am I right?”

    A few members of the audience gamely laughed.

    “If you’re here on a court order because you’re having the opposite problem and are thinking ‘Shoot, this guy can’t help me! I’m here because I can’t stop getting angry!’ then don’t worry, we’re going to go over some strategies that will help you too.”

    Some of the attendees who looked like they actually belonged to a proper barbarian tribe, whose armor was piecemeal, having been cobbled together from a dozen kills versus a gleaming new suit that had been purchased from a smith made noises of pleasant surprise.

    “There we go, we’re making progress already. You guys, please stick around after we’re done and I’ll sign your form to show to the judge to prove you came here. This question’s for all of you, regardless of why you’re here: if you’re going out into the world seeking your fortune,” the speaker’s head turned and his eye met Horatio’s. He swallowed.

    “Or if you’ve got enough treasure to last you the rest of your life or unlife and are trying to make adjustments to get back into civilian life.” A karrnathi zombie toward the front nodded in appreciation.

    “I want to change your perception of what rage truly is. What makes you angry? Go ahead shout it out:”

    The spotlights roved around and alighted on a member of the crowd, brave enough to speak first.

    “Paying taxes to the Paragnostic Assembly!” she shouted.

    “People cutting in line!” shouted another.

    “Hotheads from the Silver Flame!” shouted a third.

    Some parts of the crowd laughed while others gasped. After a moment, the audience was uncomfortably silent. All eyes were on the speaker to gauge his reaction.

    He laughed and pointed to the shifter who’d said it: a girl a crocodile head.

    “Oh, I hear that! You know what, miss, that’s a perfect example. I know that gets my dander up too.” He pantomimed with his claws and teeth and the majestic fur of his mane rose while he flattened his ears. The crowd laughed a bit more easily.

    “But it’s hardly universal, right? You, sir, you’re wearing the symbol of the Silver Flame,” he said and pointed out a man with a tiny goatee who was trying to make his body as small as possible. He was pinned under every spotlight and hisses leaked out of the crowd, reptile shifter, weresnake, and warm-blooded mammal alike.

    “I’m just here for continuing education,” he squeaked. “It’s a work thing. I don’t want any trouble.”

    The speaker put his hands out flat and slowly lowered them, quieting the crowd down a bit as though taming a beast. “Now, now, everyone. While things would certainly go differently if I saw him alone on the lightning rail, while he’s here, he’s just here to learn. His money’s as gold as anyone else’s. Do you suppose hotheads from the silver flame make him angry, miss?” he addressed the crocodile girl.

    “‘pose not,” she seethed.

    “Right, exactly. The point I’m driving at is there is no one thing that makes everyone angry.” He beckoned the spotlights back onto himself with a gesture of his claw.

    “Let’s have a round of applause for everyone who spoke for being good sports,” he said and calmed the audience by getting them to clap.

    “The only thing that’s in control of your rage is you. That’s true whether you can’t get angry or whether you can’t stop.” Before he said another word, a training dummy teleported onto the stage. He entered his bestial form and his teeth and claws grew to terrifying proportions. With a roar that rattled Horatio’s teeth, and the teeth of every skull on the fellow next to him, he swatted the dummy’s head off with his enormous paw and sent it flying into the crowd. The crocodile girl caught it in her jaws and her friends clapped her on the back as she wrestled it into her purse.

    The speaker shrugged off this shape and stood on two legs once more before them.

    “Now, did that dummy do anything to me? Of course not. But that’s not the important part. I needed to accomplish a task, and the best tool in my toolbox to do that was my rage. I chose to feel angry because it would help me get what I wanted. The same way you can do that, you can hold it back when it’s not going to help you, like when a member of house Deneith is giving you a parking ticket. He might be giving you a hard time, but if what you want is to get out of there in one piece, tearing him into two pieces isn’t gonna do that, right?”

    The audience murmured.

    “All right, here’s the bad news, the part you were all worried about. We’re gonna break into groups of two and do a little role play, all right? Turn to the person next to you and we’ll get started.”

    Horatio stood up and offered his hand to the elf. Even if he got a few rat bites from the gauntlet on his hand, he could be satisfied knowing he would choose not to get mad about it.


    Spoiler: abilities
    Show

    raw stats:
    str 14
    dex 14
    con 14
    int 16 (increases here)
    wis 12
    cha 8

    after racial mods and ability boosts:
    str 14
    dex 16
    con 14
    int 19
    wis 12
    cha 6


    Spoiler: table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st duskblade 1 +1 +2 +0 +2 k (nature) 4, sense motive 4, survival 4, tumble 4 apprentice (woodsman) arcane attunement, armored mage (light)
    2nd duskblade 2 +2 +3 +0 +3 k (nature) 1 (5), sense motive 1 (5), survival 1 (5), tumble 1 (5) combat casting (bonus)
    3rd duskblade 3 +3 +3 +1 +3 jump 2, survival 1 (6), tumble 1 (6) improved natural attack (claws), (shifter feats: 1) New Class Abilities
    4th duskblade 4 +4 +4 +1 +4 jump 2 (4), survival 1 (7), tumble 1 (7) armored mage (medium)
    5th duskblade 5 +5 +4 +1 +4 jump 2 (6), survival 1 (8), tumble 1 (8) quick cast 1/day
    6th weretouched master 1 +5 +6 +3 +4 balance 4 great rend (shifter feats: 2) weretouched 1
    7th weretouched master 2 +6/+1 +7 +4 +4 balance 1 (5), intimidate 3 extra shifter trait (longtooth) (bonus), (shifter feats: 3) wild empathy
    8th weretouched master 3 +7/+2 +7 +4 +5 intimidate 5 (8) weretouched 2
    9th weretouched master 4 +8/+3 +8 +5 +5 intimidate 3 (12), never outnumbered shifter multiattack, shifter savagery (bonus), (shifter feats: 5) frightful shifting
    10th weretouched master 5 +8/+3 +8 +5 +5 jump 5 (11) alternate form
    11th rage mage 1 +8/+3 +10 +5 +5 concentration 3, extreme leap spell rage 1/day
    12th rage mage 2 +9/+4 +11 +5 +5 concentration 3 (6), nimble stand razorclaw elite (shifter feats: 6) overcome spell failure
    13th rage mage 3 +10/+5 +11 +6 +6 concentration 3 (9), twisted charge rage +1 use/day
    14th rage mage 4 +11/+6/+1 +12 +7 +7 concentration 5 (14)
    15th rage mage 5 +11/+6/+1 +12 +7 +7 concentration 4 (18), survival 1 (9) longtooth elite (shifter feats: 7) spell rage 2/day
    16th rage mage 6 +12/+7/+2 +13 +8 +8 concentration 1 (19), survival 5 (14)
    17th rage mage 7 +13/+8/+3 +13 +8 +8 concentration 1 (20), survival 5 (19) spell fury
    18th rage mage 8 +14/+9/+4 +14 +8 +8 concentration 1 (21), profession (orator) 1, survival 2 (21), swift concentration great bite (shifter feats: 8) rage +1 use/day
    19th rage mage 9 +14/+9/+4 +14 +9 +9 concentration 1 (22), profession (orator) 4 (5), survival 1 (22) tireless rage
    20th rage mage 10 +15/+10/+5 +15 +9 +9 concentration 1 (23), profession (orator) 4 (9), survival 1 (23) warrior cry, spell rage 3/day


    Spoiler: spell chart
    Show

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


    Spoiler: playtips
    Show

    Spoiler: 5
    Show
    You begin play as a fairly standard duskblade. Contrary to conventional wisdom, you do not invest heavily in the power attack line or arcane strike because you are specializing in your shifter natural weapons. For the time being, you have access to razorclaw which grants claws. Apprentice woodsman grants access to survival to enter weretouched master. Duskblade also helpfully grants combat casting as a bonus feat to help enter rage mage. For the time being, plink enemies with shocking grasp and whatnot and beat them up with your cool natural weapons, helpfully juiced by improved natural attack, which is a shifter feat, improving duration of your shifting and later your uses per day.

    Spoiler: 10
    Show
    You have entered and completed weretouched master. It provides many interesting abilities, the most salient of which is the eponymous weretouched. You pick the wolverine, which improves the bite you gain from longtooth (via extra shifter trait granted as a bonus feat weretouched master) by one damage die. It also grants bottomless frenzy that doesn’t leave you winded afterwards, allowing qualification for rage mage. Your stats are greatly augmented during combat when you have your alternate form, frenzy, shifting, shifter savagery (which boosts your damage dice 2 steps for your natural attacks in addition to doubling your threat range,) let you inflict enormous amounts of damage per round and scare everyone nearby with your frightful shifting ability. Since frenzy activates automatically, you also don’t need to worry about rationing its uses.

    Spoiler: 15
    Show
    You’re in the secret ingredient and it’s paying off already. Since you should essentially always be raging in a combat scenario, you can activate spell rage whenever you like. Rage mage also helpfully grants rage for scenarios where you haven’t yet been damaged but want to start building up your buffstack. Since it’s a separate ability from weretouched master’s frenzy, it will apply on top of it when you can activate them both, and it also works to activate shifter savagery. By now, you should be able to shift as often as you need to. You have the elite versions of both of your shifter traits active now, allowing you to attack with both razorclaws at the end of a charge, activating your frightful shifting, and deal con damage with your longtooth bite. Since rage mage provides a spartan skill list, you invest in skill tricks with a bent toward mobility so you can extract maximum benefit during combat when you are raging and/or frenzying.

    Spoiler: 20
    Show
    You are finished with rage mage and can quicken spells and loose a barbaric yawp with your capstone warrior cry ability, further augmenting your prodigious melee abilities. Enjoy superior mobility and unparalleled ability to shift, rage, and do everything in between. Due to the number of shifter feats you have, you should have more than adequate uses of shifting and it should last for longer than the combat each time.


    Spoiler: sources
    Show

    srd: improved natural attack, combat casting
    phb2: duskblade
    dmg2: apprentice (woodsman)
    races of eberron: extra shifter trait, shifter savagery, razorclaw elite, longtooth elite,
    eberron campaign setting: shifter, shifter multiattack, weretouched master, great bite, great rend
    skilled city dweller
    complete scoundrel: skill tricks
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  10. - Top - End - #70
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Wrote this one in a ... frenzy? (I'll see myself out)

    Quote Originally Posted by The Ultimate Ragus
    The Ultimate Ragus

    Look, I’m up against the deadline here, so you’re getting a stream of consciousness sort of entry, as it’s possibly the fastest way to get all of the parts of a build together in time, even with the extension.

    I did a lot of noodling with ragemage: from master spellthief to magic mantle ardent to raging luck for 5 or 6 standard actions per round, but...they all seemed so hollow. Like I got somewhere, but it didn’t have the “kiss your fingers like a caricature of an italian chef and say mwah” element.

    So I returned to looking at the features of the ragemage class abilities, and I think I saw something. Something only a ragemage can do. And it has the appearance of a limitation...So it’s unlikely that this class “feature” will be exploited by other entrants.

    Quote Originally Posted by ”CW p.72”
    “While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a —2 penalty to Armor Class. She can attempt Concentration checks to avoid having a spell disrupted, but can't use any other Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) while in a spell rage.”
    A rage mage can’t make charisma or intelligence checks in a spell rage. Something that they only share with other classes that rage...except a rage mage can cast spells while not being able to make these checks, which is something no other rager can do.

    So...all we have to do is find intelligence or charisma checks that this character simply can’t take, and therefor cannot succeed at, and find a way to make other people make those same checks and get punished for succeeding.

    Sidebar:
    Quote Originally Posted by ”PHB p.304 glossary entry for ally”
    ally: A creature friendly to you. In most cases,references to “allies” include yourself.
    Sidebar:
    Quote Originally Posted by ”PHB p.304-309 glossary entry for friendly”
    Error 404, search not found
    So, there’s only one skill that by RAW, punishes you for a great success. Drumroll please!

    Knowledge (History)

    Quote Originally Posted by ”DMG2 p.115”
    Lore: A few forgotten fragments of lore hold descriptions of the Killing Frost of Ghulurak and its effects. Learning the details of the Killing Frost requires a DC 40 Knowledge (history) check. Some lore is so precise, though, that it causes the image of Ghulurak to fester in the reader’s mind, and drives her to madness. Any creature that rolls a 50 or higher on an attempt to learn of the Killing Frost is exposed to a description so precise that she must succeed on a DC 25 Will save or fall under the effect of a geas spell that directs the reader to create the statue and complete the ritual that brings the Killing Frost into existence.
    So that’s the challenge, precipitate situations where people wonder if they know about the killing frost of Ghulurak, and use that opportunity to zap them with DC 25 will saves, while you remain blissfully immune. And with the ability to cast spells while raging, you just might be able to do it.

    We’ll see, because as of this part of my composition, I haven’t chosen all of my skill ranks or my final two feats yet.



    So, backstorywise, I’m picturing in my mind someone who is driven to figure out this ghulurak thing, cuz maybe it’s his father or something, and they interrogate the people around them, cast spells to put more knowledge and abilities into them, and this poor Ultimate Ragus, watches as the click of recognition glazes over the eyes of those he’s interrogating as they run off to carve statues to icy armageddon. Like a psychosis that prevents you from getting to your goal whenever you get close to your goal. I doubt that I will be able to write that up adequately, but that’s the backstory, because at this point, I’m definitely choosing a dragonblood humanoid with a bonus feat who also happens to be an afflicted were wolverine, so that we don’t need levels in more than two base classes. So, we’re gonna opt for that bonus feat and choose silverbrow human.

    Ability scores
    Alright, I’m going to go fill in all of the skills that aren’t knowledge (History), feat or ultimate magus pre-reqs now. And then we will be that much closer to a fully composed entry. Lemme quick do a first draft of point buy stats: Right away, we have to choose 18 in cha or go 17 in cha for the three extra ability score points. Also, how do you parse this?

    Quote Originally Posted by ”MM1 p.178”
    Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms
    That’s weirder than you remember, right?

    So for a wolverine, that’s +2 str, +2 dex and +4 con



    Every 4 levels, add 1 to charisma, except level 8, where you need to add +1 to constitution in order to qualify for shape soulmeld.

    That’s gonna be an ugly stat array when we get cured of lycanthropy. Whew. Screw it, we can fix that with wealth, and this point buy guarantees 6th level spells and the maximum charisma. Because, despite spellcasting being on the table, it’s difficult to cobble together +40 or more to someone else’s knowledge history check, especially without being an unseelie feytouched half-fey half-dragon marshal or a truenamer.

    And the fey stuff really takes away from the entirely complete backstory that I’ve already laid out with articulate language up in the So, backstorywise section above. That fantastic bit of character development, illustrated by dynamic prose and an ability to cultivate an atmosphere that really catches the frustration of a man who really wants to know something but simply CANNOT, is really a thematic hook, ya know? Maybe he knew once, but then got smacked by amnesia. Maybe Some Psion or something prevented him from causing Ghurulagnarok. It doesn’t matter, that is some quality stuff, and the lack of effort to compose it doesn’t in any way hamper how rich a character arc that is to mine.

    Remember when I said that thing about doing the skill ranks, I’m going to do them now, as I have finally chosen a final stat array. Alright 36 points at first level, get some face skills in there in case it’s ruled that you need to get your “allies” to be friendly via diplomacy, although, a narrow reading of the glossary heading for ally would lead one to believe that helpful people are not allies. But most DMs are normal and want things to work, so it’s likely that if you're gonna try to make a ragemage that kills by proccing knowledge history checks to send your opponents into some weird icesculpting cult to a dead god, you might want to keep some face skills up and work on getting plot relevant bad guys to be your friend, and pull this trick out here and there. While you’re working up to it though, you’ll need umd, and decipher script makes sense with the whole history thing here. We’re gonna be having perform dance as our bardic music stuff, because that opens up the possibility of choosing snowflake wardance later, if we can accomplish the goal of getting bad guys near +50 on K. history checks.

    Eww, ok, I got to the part where you cure lycanthropy and now I have to go back and change those skill ranks.

    Wolverine is a sweet lycanthropic form. It gives access to rage, as a prereq for rage mage. I gives 3 animal hit dice, which you can fill with spellcraft at cross class ranks and boom, early ultimate magus entry.

    Speaking of prereqs for prestige classes. 2nd level casting is provided by the precocious apprentice feat. And because the wording on bardic sage is that you learn a div spell of every spell level that you can cast, you technically know 2nd level spells so you avoid the pedantic DM worries in that case.

    In addition to the normal number of spells known, a bardic sage knows one divination spell of each spell level he is capable of casting.
    You can get two 2nd level spells at first level, so long as one is divination school.

    Prepared casting is provided by the arcane preparation feat, and bang: Ultimate Magus will double advance bard. Bard has a few wonderful spells that are absolutely vital for what we are trying to do here, including combined talents, Master's touch (PHB2 version), natures beauty, good hope, foxs cunning, eagle's splendor, Nixies grace, and snowsong. By my calculations, these spells, paired with a familiar using expert aid another rules along with your soulspark should be able to get someone elses k. history check somewhere above 42 or 43. We'll check the tally by level later.

    Remember that random sidebar about what constitutes an ally. Getting a favorable reading on that is also vital to your success here. You need to be able to include those that you want to interrogate about Ghulurak as allies. And allies are people who are friendly towards you. And it’s difficult to get people to count as friendly towards you if they are hostile to you. So the question that we really have to ask is, can someone be both hostile towards you and due to your approach, they’ll accept your minor aura and draconic auras that boost their intelligence? Between diplomacy and throwing a few charm spells into the list, that’s about all we can do other than straight up asking if your auras can apply to whoever you want.


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Bardic sage 1 0 0 0 2 bluff 4, decipher script 4, diplomacy 4, disguise 4, k. arcana 4, k. history 4, perform (dance) 4, spellcraft 4, umd 4 Arcane Preparation (Complete Arcane p. 73), precocious apprentice, Spellcasting, Bardic Knowledge, Bardic Music
    2 werewolverine 1HD 0 2 2 2 k. history 5, spellcraft 5, climb 1 Rage (Ex), burrow 10, claws, Track
    3 werewolverine 2HD 1 3 3 2 k. history 6, spellcraft 6, spot 1 combat casting (3rd)
    4 werewolverine 3HD 2 3 3 3 k. history 7, spellcraft 7, listen 1
    5 rage mage 1 2 5 3 3 k. history 8, spellcraft 8, diplomacy 5 Spellrage 1/day
    6 rage mage 2 (bard 2) 3 6 3 3 k. history 9, diplomacy 6, survival 1 poison spell Overcome spell failure
    7 Rage mage 3 4 6 4 4 k. history 10, diplomacy 7, survival 2 Rage +1 use per day
    8 Rage mage 4 (bard 3) 5 7 4 4 k. history 11, diplomacy 8, survival 3
    9 Ultimate Magus 1 (Bard4) 5 7 4 6 k. history 12, spellcraft 12 Skill focus diplomacy arcane spellpower +1
    10 Ultimate magus 2 (bard5/6) 6 7 4 7 k. history 13, umd 8 Expanded spell knowledge (1st level or lower)
    11 Marshal 6 9 4 9 k. history 14, handle animal 3, perform (dance) 7 Obtain familiar Minor Aura, bonus feat
    -3
    cure lycanthropy 4 6 1 8 remove 3 ranks from k. history and spellcraft, and 1 rank from climb, spot, and listen lose skill focus diplo
    9 ultimate magus 3 (bard 7/8) 4 7 2 8 k. history 12, UMD 12, shape soulmeld (soulspark circlet) Augmented Casting
    10 Ultimate Magus 4 (bard 9) 5 7 2 9 k. history 13, diplomacy 10 Arcane spell power +2, expanded spell knowledge (2nd level or lower)
    11 Ultimate Magus 5(Bard (10/11) 5 7 2 9 k. history 14, diplomacy 12 chain spell Bonus metamagic feat
    12 Ultimate magus 6(Bard 12/13) 6 8 3 10 k. history 15, diplomacy 14 Draconic aura Expanded spell knowledge (3rd level or lower)
    13 Ultimate magus 7 (bard 14) 6 8 3 10 k. history 16, UMD 16 Arcane spell power +3
    14 Rage Mage 5 (Bard 15) 6 8 3 10 k. history 17, Diplomacy 15, Survival 4 Spell rage 2/day
    15 Ultimate Magus 8 (Bard 16/17) 7 8 3 11 k. history 18, UMD 18, Diplomacy 16 snowflake wardance (frostburn) Expanded spell knowledge (4th level or lower)
    16 Rage mage 6(bard 18) 8 9 4 12 k. history 19, Diplomacy 17, survival 5
    17 Rage mage 7 9 9 4 12 k. history 20, diplomacy 18, Survival 6 Spell fury
    18 Rage Mage 8 (bard 19) 10 10 4 12 k. history 21, diplomacy 19, Survival 7 extra rage Rage +1 use/day
    19 Rage Mage 9 11 11 5 13 k. history 22, diplomacy 20, survival 8 Tireless rage
    20 Rage Mage 10 (bard 20) 12 12 5 13 k. history 23, diplomacy 21, survival 9 Warrior cry, spell rage 3/day
    Spells per Day
    Spoiler
    Show
    Level 0lvl 1st 2nd 3rd 4th 5th 6th
    1st 2 - - - - - -
    2nd 2 - - - - - -
    3rd 2 - - - - - -
    4th 2 - - - - - -
    5th 2 - - - - - -
    6th 3 0 - - - - -
    7th 3 0 - - - - -
    8th 3 1 - - - - -
    9th 3 2 0 - - - -
    10th 3 3 2 - - - -
    11th 3 3 2 - - - -
    9th 3 3 3 1 - - -
    10th 3 3 3 2 - - -
    11th 3 3 3 3 1 - -
    12th 3 3 3 3 2 0 -
    13th 4 3 3 3 3 1 -
    14th 4 3 3 3 3 1 -
    15th 4 4 4 3 3 2 0
    16th 4 4 4 4 3 3 1
    17th 4 4 4 4 3 3 1
    18th 4 4 4 4 4 3 2
    19th 4 4 4 4 4 3 2
    20th 4 4 4 4 4 4 3



    Spells Known

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


    Spells
    0: Detect Magic, Dancing lights, summon instrument, minor disguise (SC), read magic, prestidigitation, ghost sound
    1: Combined Talent (complete mage), Extract drug (BOVD p.94), silent image, ray of hope (BOED), improvisation (SC), Summon monster 1
    2: Master's touch (PHB2), alter self, eagle's splendor, fox's cunning, sonorous hum (SC), Bonefiddle (Champions of Ruin), Whirling blade (SC)
    3: Arcane Sight (added to spell list from bardic sage), good hope (BOED), charm monster, glibness, major image, wounding whispers (SC)
    4: Legend Lore, inner beauty (FC1), Sirine's grace (SC), spelltheft (Complete scoundrel), Summmon monster 4, celerity (PHB2)
    5: Contact other plane (added to spell list from bardic sage), Dancing blade (PHB2), greater heroism, greater blink, friend to foe (PHB2)
    6: True seeing (added to spell list from bardic sage), snowsong(frostburn), nixie's grace(SC), mass fox's cunning, mass charm monster



    Level thing we do bonus ranks bonus to int bonus to caster's cha bonus to skill check familiar's skill aiding another soulspark aiding another total
    1 combined talent, master's touch 1 4 insight 5
    2 combined talent, master's touch 1 4 insight 5
    3 combined talent, master's touch 1 4 insight 5
    4 combined talent, master's touch 1 4 insight 5
    5 combined talent, master's touch 1 4 insight 5
    6 combined talent, master's touch, extract drug (mushroom vapor) 2 2 alchemical 2 alchemical 4 insight 7
    7 combined talent, master's touch, extract drug (mushroom vapor) 2 2 alchemical 2 alchemical 4 insight 7
    8 combined talent, master's touch, extract drug (mushroom vapor) 3 2 alchemical 2 alchemical 4 insight 8
    9 combined talent, master's touch, extract drug (mushroom vapor), eagle's splendor 4 2 alchemical 2 alchemical, 4 enh 4 insight 9
    10 combined talent, master's touch, extract drug (mushroom vapor), fox's cunning, eagle's splendor 6 2 alchemical, 4 enh 2 alchemical, 4 enh 4 insight 13
    11 Minor aura, Familiar aiding 6 2 alchemical, 4 enh 2 alchemical, 4 enh 4 insight, 8 circumstance, 3 aid another 12+8 24
    9 goodhope, lesser soulspark 8 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 insight, 8 circumstance, 3 familiar aid another, 2 soulspark aid another, 2 morale 12+8 7+8 31
    10 goodhope, lesser soulspark 9 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 insight, 8 circumstance, 3 familiar aid another, 2 morale 13+10 7+8 32
    11 inner beauty 10 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 sacred 4 insight, 10 circumstance, 3 familiar aid another, 2 soulspark aid another, 2 morale 14+10 7+10 34
    12 draconic aura (insight) 10 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 sacred 4 insight, 10 circumstance, 3 familiar aid another, 3 soulspark aid another, 2 morale, 2 aura, 15+10+2 7+10+2 37
    13 greater heroism 10 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 sacred 4 insight, 10 circumstance, 3 familiar aid another, 3 soulspark aid another, 4 morale, 2 aura, 16+10+2 7+10+2 39
    14 aura +1 10 2 alchemical, 4 enh 2 alchemical, 4 enh, 4 sacred 4 insight, 10 circumstance, 3 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 17+10+3 7+10+3 40
    15 nixies grace 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred 4 insight, 12 circumstance, 3 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 18+12+3 7+12+3 42
    16 snowsong 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred, 4 morale 4 insight, 15 circumstance, 4 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 19+15+3 7+15+3 46
    17 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred, 4 morale 4 insight, 15 circumstance, 4 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 20+15+3 7+15+3 46
    19 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred, 4 morale 4 insight, 15 circumstance, 4 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 21+15+3 7+15+3 46
    19 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred, 4 morale 4 insight, 15 circumstance, 4 familiar aid another, 3 soulspark aid another, 4 morale, 3 aura, 22+15+3 7+15+3 46
    20 aura increase 10 2 alchemical, 4 enh 2 alchemical, 8 enh, 4 sacred, 4 morale 4 insight, 15 circumstance, 4 familiar aid another, 3 soulspark aid another, 4 morale, 4 aura, 23+15+3 7+15+3 47

    The ultimate Ragus needs two more feats and then i think we can email it in. hmmm. How about snowflake wardance and i don’t know, extra rage.

    So im gonna type nonstop for 5 more whole minutes then send this in.

    once you lose rage from were-wolverine, you self qualify for the ragemage class due to having spellrage be a rage, which means that your rage +1 class feature applies to your rages.

    poison spell paired with BOVD's mushroom vapor, available from the extract drug spell, can be used via champion of ruin's rulings that drugs are indeed poisons, and thus when you cast a spell on the person who you want to get the ghurulak curse, you get them a little high while you're doing it.

    the hardest levels are the 6th-11th area, but the spellcasting soon compensates. even if youre not doing the schtick, you're doing something helpful with the rest of your spells.

    Your familiar and soulspark are there to use your or their ranks in k. history to aid the person who you spend turns buffing, and due to the expert aid another rules in rule compendium, that number increases as your aura increases.

    Theres a number of spells that turn your foes into allies through subterfuge or enchantment.

    Schmelegance Ragus
    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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  11. - Top - End - #71
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Special Bonus Entry, don't judge this one.

    Quote Originally Posted by Raging Spider Warlock
    One Background: Three Stories

    I had one build idea that evolved into three different build ideas that share some similarities. They share the same background but went different paths in their live. As such the background only covers the childhood/teenager life and the class choices are presented in the lvl 1-5 snapshots.

    As a child of a Changling merchant there is no place that one could call home. Even the generally more avoided parts of the world like the underdark (e.g. drow, gnome and kobold settlements) or orcish settlements have been part of the journeys in the childhood. This caused a growing interest in special blood related abilities (Racial Emulation). An addictions many Changelings share. It's interesting how the other races express their rage and emotions when it comes to battle. Or how some races can excel in certain aspects of combat and magic. Finally all builds did picked up a liking on spiders from the drow. As such, all of em express this interest in different ways. With these interests a life as merchant seems to boring. Thus our main protagonist leaves his parents safety to approach the wild life of an adventurer.

    Spoiler: Stats and Tables
    Show
    Str: 14
    Dex: 12
    Con: 16 (@20: 21) (+5 from Wish = 26)
    Int: 14
    Wis: 10
    Cha: 12


    Level Class BAB Fort Ref Will Skills Feats Features
    1st Warlock +0 +0 +0 +2 Concentration: 4
    Spellcraft: 4
    Tumble: 2 (+4)
    UMD: 4
    Racial Emulation Light Armor Proficiency
    Eldritch Blast 1d6
    Summon Swarm
    Draconic Rite of Passage: Identify 1/day (sla)
    2nd Battle Sorcerer (variant)
    Stalwart Sorcerer (ACF)
    +0 +0 +0 +4 Concentration: 5
    Spellcraft: 5
    UMD: 5 (+2)
    - d8 HP
    +2 HP
    Warhammer Proficiency
    Greatsword Proficiency
    3rd Battle Sorcerer (variant)
    Stalwart Sorcerer (ACF)
    +1 +0 +0 +5 Concentration: 6
    Spellcraft: 6
    UMD: 6 (+2)
    Draconic Reservoir
    (Identify 3/day)
    d8 HP
    +2 HP
    4th Warlock +2 +0 +0 +6 Concentration: 7
    Spellcraft: 7
    Tumble: 2.5
    UMD: 7
    - Detect Magic
    Spiderwalk
    5th Warlock +3 +1 +1 +6 Concentration: 8
    Spellcraft: 8
    Tumble: 3
    UMD: 8
    - Damage Reduction 1/cold iron
    Eldritch Blast 2d6
    6th Battle Sorcerer (variant)
    Stalwart Sorcerer (ACF)
    +4 +2 +2 +6 Concentration: 9
    Spellcraft: 9
    UMD: 9 (+2)
    Additional Favored Class (Barbarian) d8 HP
    +2 HP
    7th Warlock +5 +2 +2 +7 Concentration: 10
    Spellcraft: 10
    Tumble: 3.5
    UMD: 10
    - Deceive Item
    See the Unseen
    8th Barbarian
    "Spiritual Totem: Lion"
    +6 +4 +2 +7 Concentration: 11 (+2)
    UMD: 11 (+2)
    Tumble: 5.5 (+2)
    - Pounce
    Rage 1/day
    9th Warshaper +6 +6 +2 +7 Balance: 1
    Concentration: 12
    UMD: 12 (+2)
    Combat Casting Morphic Weapons
    Morphic Immunities
    10th Warshaper +7 +7 +2 +7 Balance: 2
    Concentration: 13
    UMD: 13 (+2)
    - Morphic Body
    11th Rage Mage +7 +9 +2 +7 Concentration: 14
    UMD: 14 (+2)
    Tumble: 6
    - Spell Rage 1/day
    12th Rage Mage +8 +10 +2 +7 Concentration: 15
    UMD: 15 (+2)
    Tumble: 6.5
    Obtain Familiar Overcome Spell Failure
    Eldritch Blast 3d6
    13th Rage Mage +9 +10 +3 +8 Concentration: 16
    UMD: 16 (+2)
    Tumble: 7
    - Rage 2/day
    14th Rage Mage +10 +11 +3 +8 Concentration: 17
    UMD: 17 (+2)
    Tumbe: 7.5
    - Spider-Shape
    15th Rage Mage +10 +12 +3 +8 Concentration: 18
    UMD: 18 (+2)
    Tumble: 8
    Improved Familiar Spell Rage 2/day
    16th Rage Mage +11 +12 +4 +9 Concentration: 19
    UMD: 19 (+2)
    Tumble: 8.5
    - Eldritch Blast 4d6
    17th Rage Mage +12 +13 +4 +9 Concentration: 20
    UMD: 20 (+2)
    Tumble: 9
    - Spell Fury
    18th Rage Mage +13 +14 +4 +9 Concentration: 21
    UMD: 21 (+2)
    Tumble: 9.5
    Shadowform Familiar Rage 3/day
    Fell Flight
    -Spiderwalk
    Entrophic Warding
    19th Rage Mage +13 +14 +5 +10 Concentration: 22
    UMD: 22 (+2)
    Tumble: 9.5
    - Tireless Rage
    20th Rage Mage +14 +15 +5 +10 Concentration: 23
    UMD: 23 (+2)
    Tumble: 10
    - Spell Rage 3/day
    Warcry

    Spells per Day/Spells Known
    (bonus spells not included)

    Level 0lvl 1st 2nd Spells Known
    1st - - - -
    2nd 4/3 2/1 - Detect Poison (0th)
    Mage Hand (0th)
    Read Magic (0th)
    Enlarge Person (1st)
    3rd 5/4 3/1 - Message (0th)
    4th 5/4 3/1 - -
    5th 5/4 3/1 - -
    6th 5/4 4/1 - -
    *6th+* 5/5 5/2 2/1 Ghost Sound (0th)
    Reduce Person (1st)
    Mirror Image(2nd)
    * +1 Sorcerer casting from Greater Draconic Rite of Passage


    Spoiler: LVL 1-5
    Show
    We start as simple warlock with the Summon Swarm invocation. Note that due to being a SLA it is invoked as standard action (compared to regular full round action). This increases the power of the ability immense on the early levels. The swarm does dmg at the end of your turn = within the same round as they are summoned. The enemies need to make their saves during turn. Since the (warlocks invocation) duration is only "Concentration", you can easily dismiss em at the start of your next turn and just recast it. This way you can replace em each round if desired to have full control over em and avoid any possibility for friendly fire.

    The Battle/Stalwart Sorcerer level greatly increase our HP and give us access to Enlarge Person if we should be forced into melee combat in the early levels.

    Detect Magic at-will and Identify as SLA 1/day (standard action + avoiding the material costs!) will make sure that you don't miss out on any magic items that you come across. Profit from em immediately with your teammates.

    Spiderwalk is a nice defensive tool in combat and very handy out of combat. The 24h duration just makes it perfect (action economy).


    Spoiler: 6-10
    Show
    At 6th level we take our last level as Stalwart/Battle Sorcerer and are now ready to perform the Greater Draconic Rite of Passage. This gives us an extra level of sorcerer spellcasting. Which gives us access to 2nd lvl sorcerer spells to qualify for Rage Mage. Mirror Image is another defensive option that now becomes available.

    See the Unseen gives us darkvision and lets us see invisible creatures (which also helps later to see the invisible Quasit familiar on later levels).

    Additional Favorite Class lets us dip Barbarian without having to deal with XP penalties. With this we have the last remaining ingredient for Rage Mage. But before that, we take 2 lvls in Warshaper for the Morphic Weapons (10 Tentacles or 12 Hydra Bites) and the Morphic Body abilities.


    Spoiler: LVL 11-15
    Show

    Now we can enter Rage Mage and profit from its Spell Rage ability. Despite having it entered with Sorcerer, we will use it to progress warlock invocations.

    Overcome Spell Failure lets us ignore 10% arcane spell failure chance while wearing light or medium armor. The build can abuse this in one of two ways. Either go for a Twilight Mitral Feycraft Fullplate Armor or use a heavy Mitral Shield in combination with a light armor (e.g. Chain Shirt).

    Obtain Familar is just there to get a Quasit as an Improved Familiar. He can be invisible all day long and use wands with your UMD ranks to buff you. This saves you the action costs for buffing up and if you want, the Quasit can buff something every turn. This gives us access to things like Divine Power and other nice combat buffs all the times we want em.

    Spider Shape turns us into a Monstrous Spider (up to hours/clvl). First up to medium/large size and later with Spell Rage up to Gargantuan size. Combined with a Enlarge Person beforehand, we can reach up to a Colossal sized (Gargantuan Monstrous Spider). Note that the Web DC is CON based and thus scales with all the CON boosts of this build (+4 rage, +4 morphic body, +4 Warcry) which can increase the DC from +2 up to +6. This will ensure that most enemies won't be able to break any of the two DCs (Blance/Strength). Beware that the Fiendish template scales with our HD (polymorph subschool rules) and thus gives faster higher results (DR, SR). Further, the warshaper abilities work with Spider Shape, since they target form changing abilities and thus are more specific exceptions compared to the general polymorph subschool rules.
    Due to having it at will, we can produce endless webs, be it to attack enemies directly or to lay traps with em. Be creative and bait your enemies into your prepared webs.


    Spoiler: LVL 16-20
    Show
    With Spell Fury we have a much better action economy if we want to start the combat buffed. We can now Rage as free action, Enlarge Person as swift action and finally use Spider Shape as standard action (leaving the move action). Full buffed and transformed after a single round.

    Fell Flight comes a bit late, but as ranged character it is not to late. It creates another defense against melee type enemies (combined with web). The 24h duration is nice for action economy and further gives the spider forms access to flight. With this, we can now exchange Spiderwalk to Entrophic Warding which gives us a 20% misschance against ranged attacks.

    Shadowform Familiar lets us "summon" (!) a incorporeal version of our familiar. This makes the invisible Quasit even safer and handier. Now most enemies will have a hard time stopping him from applying buff spells or emergency heals to your entire party.

    Tireless Rage and Warcry complete the build. The latter further adds to the CON based saves of the spider shapes.


    Spoiler: Recommended Items
    Show
    First we can recommend the already mentioned Armor (Twilight Mithral Feycraft Fullplate) or Shield option (Chain Shirt + Mithral Heavy Shield) this build has. On later levels you should add Wilding Glasp to the armor to profit from it while in Spider Shape form.

    An Amulet of Mighty Fist is recommended due to the different types of Natural Weapons this build has access too. Again, get a Wilding Glasp on later levels for it.

    Finally the build will abuse wands out-of or pre-combat. With UMD and Deceive Item we can reliably use wands early on. Later when we have our invisible Quasit Familiar, he can buff us while we can keep fighting. Collect an arsenal of situational wands (e.g. Knock, Detect Doors..) and daily buffs (e.g. Primal XXX line) and short term buffs (e.g. Divine Power..)


    Spoiler: Sources
    Show
    Changeling: Races of Eberron
    Warlock: Complete Arcane
    Battle Sorcerer: SRD
    Stalwart Sorcerer: Complete Mage
    Additional Favored Class: Unearted Arcana
    Barbarian "Spiritual Totem: Lion": Complete Champion
    Obtain Familiar: Complete Arcane
    Warshaper: Complete Warrior
    Spider Shape: Drow of the Underdark
    Draconic Rite of Passage: Races of the Dragon
    Draconic Reservoir: web enhancement
    Greater Draconic Rite of Passge: web enhancement
    Improved Familiar (Quasit): Forgotten Realms Campaign Setting
    Shadowform Familiar: Champiions of Ruin
    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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    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    And that's our entries for this round! Judges, do your thing!
    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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    Thurbane's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Yeah, my stub was pretty boring, working around the PrC instead of using it: Barbarian 1/Duskblade 4/Knight of the Weave 3/RM 10/Knight of the Weave +2 or similar.

    Congrats to all the entrants.

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    Griffon

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    May the best dish win.

    Since all offical entries are now in I wanted to show two builds for which I had only the interrest to build, instead of writing whole stories.

    Spoiler
    Show
    The Sublime Savage Skald

    Savage Bard 4/Barbarian 1/Rage Mage 4/Savage Bard +1 (5)/Sublime Chord 2/Rage Mage +6 (10)/Abjurant Champion 2

    [Savage Bard 5, Barbarian 1, Rage Mage 10, Sublime Chord 2, Abjurant Champion 2]

    14 BAB (15 with Fractional BAB), CL 14, 7/10 Sublime Chord Spellcasting (8th level spell access)


    Or...!


    Savage Bard 4/Barbarian 1/Rage Mage 6/Sublime Chord 1/Rage Mage +4 (10)/Abjurant Champion 4

    [Savage Bard 4, Barbarian 1, Rage Mage 10, Sublime Chord 1, Abjurant Champion 4]

    15 BAB (16 with Fractional BAB), CL 14, 7/10 Sublime Chord Spellcasting (8th level spell access)


    Spoiler
    Show
    The Rage Rapping Arcane Knight (Requires Able Learner and Mentor feats)

    Battledancer 1/Barbarian 2/Paladin of Freedom 2/Knight of the Weave 3/Rage Mage 4/Warrior Skald 1/Sublime Chord 1/Rage Mage +6 (10)

    [Barbarian 2, Battledancer 1, Paladin of Freedom 2, Knight of the Weave 3, Rage Mage 10, Warrior Skald 1, Sublime Chord 1]

    BAB 15 (16 with Fractional BAB), CL 9 (17 with 2x Practiced Spellcaster), 5/10 Knight of the Weave Spellcasting and 4/10 Sublime Chord Spellcasting (6th level spell access)
    Last edited by ThanatosZero; 2021-04-07 at 01:56 AM.

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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Why do I even try...

    More seriously, very cool entries! Congrats to anyone who entered!

  16. - Top - End - #76
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    GnomeWizardGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    So many things that I thought about doing and gave up on were done beautifully here.
    Thanks for broadening my horizons !

  17. - Top - End - #77
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    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I really like the blood magus/hengeyokai combo. That's good thinking!

    Also, the ultimate ragus is hilarious. "By the way, I know we're supposed to be fighting to the death right now, but have you heard of our lord and savior Ghulurak" "Ooh, now that you say it, thanks for reminding me, I have to go destroy the universe! So yeah, be killing you next time, 'kay?"
    Not sure if it could be called optimized, but that is one of the best character ideas I've seen in a long time.
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! Come judge single-strike entries!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

    Quote Originally Posted by H_H_F_F View Post
    3.5 allows you to optimize into godhood, yes, but far more importantly, it lets you optimize weak, weird, and niche options into relevance.

  18. - Top - End - #78
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    BlackDragon

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I couldn't quite pull it together, but I had built a dish around hellfire warlock and snow caster. Unfortunately I couldn't quite make it work

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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I'll talk about my main options at more detail after the reveal, but I will mention I thought about trying to make a half-drow kinslayer work, before realizing that dedicating to an Elder Evil doesn't give access to vile feats outside the Elder Evils list.

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    Khatoblepas's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    I tried to put together a Mountain Rager Duskblade who channeled spells to multiple targets with Mighty Swing, but I kept running out of levels to do it in a fun way, and an Undead Barbarian who channeled the Necrotic Cyst spells, but I couldn't do that one without Taint.

    All of these builds are really fun, I love the Ultimate Ragus' audacity. Being cured of lycanthropy to get more levels and self qualify, that's genius.

  21. - Top - End - #81
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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Sadly I couldn't come up with something I liked enough to submit.

    I worked on several things but I wanted to make kinslayer work so badly and it just didn't pan out at all. I started furiously working around this stub:
    Lesser Drow Ranger 3/xxxxx/Kinslayer 1/Nar Demonbinder 1/Rage Mage 10.
    For that to work I would have needed so many feats: Endurance, Diehard, Unspeakable Vow, Vow of Vengeance, Iron Will, Spell Focus (Conjuration) (2 flaws and otyugh hole for Iron Will is not something I want to do in this contest). Getting Earth Sense, Heighten Spell and Earth Spell to jump from 2nd level spells to 4th level spells and enter Nar Demonbinder to do a divine to arcane casting switch without southern magician was also an issue and than I had to find a way to add a single summon monster spell to my spell list (summoning domain was a possible solution). With all thoe unsolved issues piling up, I threw in the towel at some point but maybe I continue trying to figure this mess out.


    Since my other ideas are similar to entries or use the same tricks, I don't want to discuss them until judgment is done. As always I have learned a lot from the other entries and how they worked with issues I had.

  22. - Top - End - #82
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    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Quote Originally Posted by H_H_F_F View Post
    I'll talk about my main options at more detail after the reveal, but I will mention I thought about trying to make a half-drow kinslayer work, before realizing that dedicating to an Elder Evil doesn't give access to vile feats outside the Elder Evils list.
    I don't think that's the case. Seems like the table is supposed to just be the list of Vile feats, but ends up being non-exhaustive due to bad editing or incomplete knowledge or whatever. You sometimes see references to "a bonus feat from the list of Fighter Bonus Feats in the Player's Handbook" or something in the same way.

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

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  23. - Top - End - #83
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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Quote Originally Posted by WhamBamSam View Post
    I don't think that's the case. Seems like the table is supposed to just be the list of Vile feats, but ends up being non-exhaustive due to bad editing or incomplete knowledge or whatever. You sometimes see references to "a bonus feat from the list of Fighter Bonus Feats in the Player's Handbook" or something in the same way.
    Maybe, but that seemed to be the RAW to me and that's the common interpretation I've seen when looking through the forums, so it seemed cheap to go ahead anyway and hope for mercy.

    I agree a reasonable DM would probably let that fly, if they're allowing EE bonus feats to begin with.

  24. - Top - End - #84
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    Hiro Quester's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Cool entries. I was looking to build a bard-barian, just because Rage Mage seems ideal for that combination. But I could not find anything particularly original to do with that. If Battle Howler of Grummsh was legal (and not Dragon Mag) it would be a fine base for a Bard-Barian Rage Mage. Oh well.
    Edit: ThantosZero's "Sublime Savage Skald" seems very similar to what I had in mind. But that would probably be way cooler.

    My main focus was this:

    When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level
    Tenser's Transformation (from RM 10) also makes your BAB equal character level.

    So even though you have limited spell casting progressions and BAB, you can have 20 CL and 20 BAB while in a spellrage. That seemed worth investing in.

    So my idea was to focus on spells for which a high caster level grants power, even if you don't have terribly high level spells. Longer duration and more powerful, harder to dispel, buffs, long-duration summoning, more blasty blast spells, etc.

    The other trick I noticed was that Spellrage does not only apply to the spells from the arcane casting class. So one could have an arcane and a divine casting class, and cast spells from either list while raging.

    EDIT: also Druid’s natural spell enables all spells to be cast in wildshape, not just Druid spells.

    So, Druidic Avenger, which normally can't concentrate or cast spells while raging. Rage Mage would solve that limitation.

    You could start with a level of sorcerer from the White Dragonspawn template (also +2 con and dex, +7 NA, and a fly speed). That also gives a cool backstory.

    Druidic Avenger 6 with White Dragonspawn template would qualify for Rage Mage, and would also fit with the Dragonspawn beginning (you are out for revenge). But a level of Sorcerer might be less inelegant than a template. Take Dragon Wildshape, perhaps (but that requires 19 Wis).

    I considered trying Southern Magician to qualify for Rage Mage, but Rage Mage still would not progress druid casting (only an actual arcane casting class), so I thought it's better to have an actual arcane class (sorcerer) that could be progressed by RM.

    So Druid 6 (with Sorcerer 1 casting), progressing to Sorcerer 6 by Rage Mage. Finishing off with a few levels of Arcane Heirophant to continue progressing druid and sorcerer casting, wildshape.

    But the Druidic Avenger loses the animal companion, so the Arcane Heirophant's Companion Familiar ability would be wasted. and the main point of Druid would be to get Large animal wild shapes (tiger, for pounce) and dragon wildshapes. But that requires the extra wildshape from Arcane Heirophane early, delaying the SI.

    Wildshape is also the solution to being somewhat MAD, and needing high Con, str, wis and cha. So access to high-con and high str wild shapes, and Bite of the WereTiger spell, all require delaying the SI until 11th level.

    It all became a cool idea that was hard to execute, and my job got busy and I ran out of steam for developing this.
    Last edited by Hiro Quester; 2021-04-06 at 12:24 PM.
    Quote Originally Posted by danielxcutter View Post
    This. This sooooo much. I wasn't expecting *two* thread wins from you.
    Spoiler: Avatar & Iron Chef Awards
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    Awesome Dragonfire Bard Avatar by Oneris. A detailed version is here.
    Iron Chef awards:
    IC C Swiftblade: Honorable Mention for Pahika Kanikani, the Wardancer
    IC CII Blade Dancer: Silver for Hu Tiaowu, the Jungle Guardian

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    Titan in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Eight (and a half) builds, eh? I've got my work cut out for me, it seems. Can't wait until I have a chance to dive into judging in earnest!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  26. - Top - End - #86
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    Hiro Quester's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Quote Originally Posted by Me, earlier
    So even though you have limited spell casting progressions and BAB, you can have 20 CL and 20 BAB while in a spellrage. That seemed worth investing in.
    The ability to have CL=Character level (eventually CL20) while only having access to lower-level(ish) spells seems really potent.

    So: longer durations of all CL dependent duration spells, more difficult to dispel buffs, and bigger effect buffs (whose strength depends on CL; e.g. Barkskin, GMW, etc.), and more blasty evocations (disintegrate like a 20th level caster, while only having 6th level spells!), more effective Greater Dispel Magic, etc.

    I'm curious. I really did not get time to think this through. What particular spells would it be especially beneficial to learn with this ability?

    Do any of the builds above make special use of this? I don't see many. (It's very possible I didn't notice in my cursory read so far, though.)
    Quote Originally Posted by danielxcutter View Post
    This. This sooooo much. I wasn't expecting *two* thread wins from you.
    Spoiler: Avatar & Iron Chef Awards
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    Awesome Dragonfire Bard Avatar by Oneris. A detailed version is here.
    Iron Chef awards:
    IC C Swiftblade: Honorable Mention for Pahika Kanikani, the Wardancer
    IC CII Blade Dancer: Silver for Hu Tiaowu, the Jungle Guardian

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    RogueGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Other ideas that I had to get rage that didn’t make the cut.

    The gut worm symbiont.

    White dragon lineage gives a rage similar to that of a barbarian.

    The telepath power ‘mental rage’ puts you in a mental rage

  28. - Top - End - #88
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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    One build done. I know there's a couple nights this week when I'm going to be very busy, but I'll try to not take forever. (We'll see if my resolve holds in, like, the face of the new Monster Hunter and stuff.)
    Last edited by Zaq; 2021-04-06 at 09:33 PM.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  29. - Top - End - #89
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    MonkGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Quote Originally Posted by Hiro Quester View Post
    The ability to have CL=Character level (eventually CL20) while only having access to lower-level(ish) spells seems really potent.

    So: longer durations of all CL dependent duration spells, more difficult to dispel buffs, and bigger effect buffs (whose strength depends on CL; e.g. Barkskin, GMW, etc.), and more blasty evocations (disintegrate like a 20th level caster, while only having 6th level spells!), more effective Greater Dispel Magic, etc.

    I'm curious. I really did not get time to think this through. What particular spells would it be especially beneficial to learn with this ability?

    Do any of the builds above make special use of this? I don't see many. (It's very possible I didn't notice in my cursory read so far, though.)
    I think that while most builds don't point it out, that some of theirs spells have nice casterlevel scaling (e.g. h/clvl duration or variables depending on clvl). I mean, if everybody would mention that with every spell the build has access to, some of the builds would need pages of references. People tent to spotlight the most important stuff and assume that the reader will figure out the remaining stuff (or at least hopes it^^).

    I don't want to go more into detail due to competition fairness but I have spotted a few builds that have some nice combos around the maximized caster lvl of spell rage. Take your time for reviewing the build again maybe ;)

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    Griffon

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    Default Re: Iron Chef Optimization Challenge in the Playground CX

    Quote Originally Posted by Hiro Quester View Post
    Cool entries. I was looking to build a bard-barian, just because Rage Mage seems ideal for that combination. But I could not find anything particularly original to do with that. If Battle Howler of Grummsh was legal (and not Dragon Mag) it would be a fine base for a Bard-Barian Rage Mage. Oh well.
    Edit: ThantosZero's "Sublime Savage Skald" seems very similar to what I had in mind. But that would probably be way cooler.
    I updated the build.

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