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

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Cheap, fast, well done.
    Select any two.
    If you could make anything and everything welcome to the Zinc Saucier XLV: Figaro

    My competition's medals.

    Spoiler: For purposes of clarity
    Show
    1109 is September, 11 - my birthday.

  2. - Top - End - #62
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by AvatarVecna View Post
    It's an unfortunate trade-off within the competition. The four judgement categories essentially boil down to "interesting, uncontroversial, powerful, iconic", and the nature of the secret ingredients means that usually you only get to pick two - maybe three on special occasions with a good bit of work. It's an optimization contest, so it naturally attracts people who are biased towards making powerful characters. And the nature of the SI tends to mean that "uncontroversial" and "iconic" are by default incompatible with powerful. When your build is locked into 10 levels of a bad class that makes for bad characters by default, it's difficult to make an uncontroversial and iconic example of that class that's also powerful, so those things go by the wayside. If there were a plethora of builds that were straightforward, iconic, and powerful for a given PrC, it wouldn't have become a secret ingredient in the first place.
    I agree to a degree. I think this is true for most of us most of the time. I do think, however, that we often get to see entries that transcend this struggle.

    I think this is also why I don't like "uncontreversial" as the default for elegance. Elegance is defined as mechanically pretty. Can a warblade 10 / tattooed monk 10 not doing anything interesting really be said to be "prettier" than an entry using elven longsword proficiency to qualify for a prc, or an enrty qualifying for half thr build with a single bonus feat?

    To me, once you let "oh, that's clever" be needed for a good elegance score, things change. "Completely straightforward and uncontreversial" can only get you so far. You need to tickle my aesthetic senses in order to get better than a 4. Granted, that increases the subjectivity of the category, but I think it's worth it.

    It's also why I don't approach UoSI with "how much of the SI did you use", but with "how well did you use the SI". Oh, you expectedly used everything efficiently? That's no more than good. To do great, you need to show me something I didn't realize the SI could do, or a way to overcome its issues without losing its benefits.

    I still tend to agree that the metric is hard sometimes. Many of ny favourite entries as a judge never placed because I had to trash their elegance. And though I think elegance needs to include more than a lack of issues to incentevize good entries, I recognize that my definition of the "good" entry we want to encourage isn't universal.

    So, overall, I think we're still allowed enough freedom within the metric to make it function. The goal, after all, isn't to get a 20. The fact that different styles of entries win on different rounds is probably a good thing, even if I'd like to see my favorites win every round.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

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  3. - Top - End - #63
    Bugbear in the Playground
     
    ClericGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by AvatarVecna View Post
    When your build is locked into 10 levels of a bad class that makes for bad characters by default, it's difficult to make an uncontroversial and iconic example of that class that's also powerful, so those things go by the wayside.
    I have a soft spot for taking unpopular classes or approaches and making them effective. (I did the same thing with deck design 20 years ago when I played CCGs, and do this in all sorts of computer games as well as tabletop)

    In tabletop play it lets me play the character creation puzzle game without ending up with something that overshadows the party routinely, although in Organized play I usually have a little extra under the hood if a weak table gets into trouble.

    Or to put it another way

    "What do we have at this expected character level 12 table?"
    Bard
    Support/Heal cleric
    Rogue/bard mutt
    Heal/support cleric
    A level 5 melee cause all other tables were full

    My level 13 TK themed sorceress opened up a chest that had followed her around the entire convention, never opened except when camping for mundane supplies. Out of that chest of holding she dropped 13 size large greatswords, cast chain Greater Magic Weapon on them, cast Servant Horde to carry them behind me and instructed all those support dudes to buff me like an archer and to put everything the could on keeping Melee alive. And also to pray to any deity that if we encountered any bad guys that also had TK that I won initiative.

    I had to be basically 90% of the offense with a character whose focus was utility-action economy stuff that normally is used to frustrate opposition and set up martials for success. Spell slots drain like water through a sieve when she has to do her own killing, although the massive party buffs did help, with 13 attacks to apply them to.

    So with that...I like the idea of these challenges. Take something unpopular and try to do something good with it. I'm so rusty at 3.5 I probably wouldn't do well in a power competition anyway, but I can make something useful at a typical table with damn near anything. This secret ingredient provides only skillmonkey-type offensive perks, so it will fall behind in offense when those perks don't work. The main defensive perks are air-barrier and ambush stuff (take advantage of bad terrain and mobility plus scouting skills as an option to build on) which again means the power expectation I shot for was more like my rogueish characters than my light infantry or archer builds.
    Last edited by Seward; 2021-11-22 at 11:34 PM.

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

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Sorry to do this again guys. Work is stupid busy right now. Fingers crossed for tomorrow.
    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
    Ogre in the Playground
     
    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    These things happen. Thanks for the update!
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

    Song, Sword, and Sorcery: my 5E homebrew half-caster bard (Version 2.0!)

  6. - Top - End - #66
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    And now it's 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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  7. - Top - End - #67
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    I am.... the claw!

    Quote Originally Posted by Sly

    Sly

    and Screech



    Not to scale. Unless Sly is having fun by wildshaping into a housecat.

    A goliath flavored Pouncekitty approach to Peregrine Runner
    Spoiler: Charts
    Show

    Spoiler: Abilities
    Show

    Ability Final Racial Base Points Modifier L4,8,12 L16 20
    Strength 16 +4 12 4 3 16 16
    Dexterity 10 -2 12 4 0 12 12
    Constitution 16 +2 14 6 3 16 17,18
    Intelligence 14 +0 14 6 2 14 14
    Wisdom 15 +0 15 8 2 16,17,18 18
    Charisma 12 +0 12 4 1 12 12
    Sum 32 12 3 2


    Spoiler: Level 20 Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skill Ranks Feats Class Features
    1st Goliath LA +0 +0=3 +0=0 +2 Sense Motive +2 Speak Common, Gol-Kaa, Giant, Terran Monstrous Humanoid, Powerful Build, Mountain Movement, Acclimated
    2nd Goliath Barbarian 1 +1=1 +2=5 +0=0 +0=2 Jump+4=4, Climb+4=4,Handle Animal+4=4 Intimidate+4=4, Listen+4=4, Survival+4=4 Extra Rage (3 total/day) Mountain Rage, Fast Movement, Illiterate (canceled next level),
    3rd Goliath Druid 1 +0=1 +2=7 +0=0 +2=4 Jump+1=5, Climb+1=5, Diplomacy+4=4 Animal Companion (Peregrine Falcon=hawk), Elemental Bond, Nature Sense, Wild Empathy
    4th Druid 2 +1=2x +1=8 +0=0 +1=6 (wis16) Jump+1=6, Climb+1=6, Spot+4=4 Run Woodland Stride
    5th Druid 3 +1=3 +0=8 +1=1 +0=6 Climb+1=7 Jump+1=7 Hide+4=4 Trackless Step
    6th Druid 4 +1=4 +1=9 +0=1 +1=7 Climb+1=8 Jump+1=8 Handle Animal+1=5 Survival+1=5 Kn Nature+2=2 Resist Nature's Lure
    7th Druid 5 +0=4 +0=9 +0=1 +0=7 Climb+1=9, Jump+1=9, Kn Nature3=5, Profession (Peregrine Runner)1=1 Endurance Wildshape 1/Day
    8th Peregrine Runner 1 +0=4 +2=11 +2=3 +0=7 Tumble 5=5, Balance 3=3 Mountain Stride, Peregrine companion
    9th Peregrine Runner 2 +1=5 +1=12 +1=4 +0=7 Balance 2=5 Sense Motive3=3 Bluff 3=3 Skirmish +1d6
    10th Druid 6 +1=6 +1=13 +1=5 +1=8 Spellcraft 4=4, Diplomacy1=5, Handle Animal 1=6 Practiced Spellcaster Wild Shape 2/day
    11th Druid 7 +1=7 +0=13 +0=5 +0=8 Spot3=7 Listen3=7 Wildshape 3/day
    12th Druid 8 +1=9 +1=14 +0=5 +1=9 spot3=10, listen3=10 Wildshape (Large)
    13th Peregrine Runner3 +1=9 +0=13 +0=5 +1=11(wis=18) Sense Motive2=5, Bluff2=5, Gather Information4=4 Natural Spell Great Stamina, Slow Fall 20'
    14th Peregrine Runner4 +1=10 +1=14 +1=6 +0=10 Sense Motive2=5, Bluff2=5 Gather Information 4=4 Climb 20' Skirmish 1/1d6
    15th Peregrine Runner 5 +0=10 +0=14 +0=6 +0=10 Gather Info1=5 Intimidate2=5 Diplomacy5=10 Fast Movement Slow Fall 30'
    16th Peregrine Runner 6 +1=11 +1=15 +1=7 +1=11 Diplomacy8=18 Improved Skirmish +2/+2d6 Skirmish 1/2d6
    17th Peregrine Runner 7 +1=12 +0=15 +0=7 +0=11 hide4=8 move silent 4=8 slow fall 40'
    18th Peregrine Runner 8 +1=13 +1=16 +1=8 +0=11 hide3=11 Move Silent3=11 Spot1=11 Listen1=11 Climb 40' Skirmish 2/2d6
    19th Peregrine Runner 9 +0=13 +1=17 +1=9 +1=12 hide2=13 move silent2=13 spot2=13 listen 2=13 Improved Natural Attack (claws) Inexhaustible Stamina, slow fall 50'
    20th Peregrine Runner 10 +1=14 +1=19 (con=18) +1=10 +0=12 Hide2=15 Move Silent2=15 Spot2=15 Listen2=15 Skirmish 2/3d6


    Spoiler: Spell Slots
    Show

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 3 2 - - - - - - - -
    4th 4 3 - - - - - - - -
    5th 4 3 2 - - - - - - -
    6th 5 4 3 - - - - - - -
    7th 5 4 3 2 - - - - - -
    8th 5 4 3 2 - - - - - -
    9th 5 4 3 2 - - - - - -
    10th 5 4 4 3 - - - - - -
    11th 5 5 4 3 1 - - - - -
    12th 5 5 4 4 2 - - - - -
    13-20 5 5 4 4 3 - - - - -


    Spoiler: Tactics and Role
    Show

    Sly sighed as once again he lost a wrestling match. It was even more embarrassing that it was his little sister that pinned him. He knows he has the spirit of battle inside him, but his curse is that he's short - his little sister already outweighs him and he has to look up to her. His ears burn as the laughter rings, on a day that was supposed to mark him as an adult.

    Unable to look at his parents, he gritted his teeth, straightened up and faced the chief.


    "Lad, we need you, but not as you are. Your spirit thrives on conflict but also requires balance. Find a warm place in the flatlands and learn what it has to teach you. Return when you've found the source of your strength and the inspiration for your spirit."

    Spoiler: Build Approach
    Show

    Sly is a variant of a character I really played, although not as a Goliath so the Peregrine Runner was a different direction. Still, I can speak to how it plays pretty accurately in its formative years, and it seemed like a good place to start.

    The design goals were - #1, it behaves like a Peregrine runner from level 1 onward, gaining abilities such a character would want before it actually takes the prestige class. This means it can fill the party face role pretty well, and is also pretty strong at the scouting role, especially outdoors. #2 it should be a solid light infantry character in combat, mobile with decent damage, especially in bursts, which makes use of the mobility and skirmish features that are most of what the PRC has to offer. As an NPC in this role, it needs to be self sufficient, able to notice ambushes and either destroy opposition with a burst of offence or, more typically, simply avoid the problem and inform somebody who can smash it flat (e.g., the party, the tribe, whatever)

    The chasse for this is what I call a "pouncekitty" build. A level of barbarian because fast movement and rage stack with wildshape and help you through the baby levels. 5 then 8 levels of druid, with significant improvements in damage as Leopard and Dire Lion come on line, and significant improvements in scouting and mobility as druid spell levels become available. As a charge build, the "climb, slow fall, ignore difficult terrain" features of Peregrine runner all come into play, as a build with 5 attacks on a charge, 6 with haste/similar, skirmish is really good, as a build with blindsight, air walk, freedom of movement, (with correct spells) skirmish is easier to land even at higher levels. As a skill point hungry build (face+scout), the 6 skill points/level of the prc are also important.


    Sly travels far from his homeland, trying to make friends among the little people in the hot, flat lands. He earns coin at first as a warrior - among these people even a runt like him seems powerful. To his surprise he likes travel, meeting people, seeing new things. But he asked everyone he met who seemed to have some wisdom about his problem and his riddle. Eventually a scruffy woman who was unnaturally close with her horse told him that she'd had a similar problem once, and her horse's reaction to him was a clue. "You've got a cat spirit in you. When you let the anger go in battle, you're trying to turn into it, but you don't know how. Figure that out, and you'll be a hell of a lot bigger than your sister." Another companion scoffed. "I don't think falcons follow around cats", pointing out a bird that had been following Sly for days.

    While it made no sense to his companions, it did make sense to Sly. A cat spirit in his heart that thrives on stalking, close combat, the excitement of combat. A falcon in his brow, that likes to see what is over the next horizon and travel unfettered. The local farmers know of a man who can turn into animals, he helps with crops sometimes. Sly went to make his acquaintance

    Spoiler: Level 1-5
    Show

    In these levels Sly has the rudiments of diplomacy and scouting but the synergies have yet to come and it takes a few levels to get the skills at basic levels. Sly travels with a pole arm, greatsword for closer work, club and sap for skeletons or barfights. As druid levels come in, he gets a magical edge in scouting. He can either cast speak with animals and send out his falcon, or he can spont "summon small earth elemental" with the same L1 slot and send it through a wall to return and tell him what it saw, as he speaks Terran. Beyond that Camouflage and Raptor's sight can turn him into a decent scout, and fast movement+longstrider gives him pretty good tactical mobility, which gets better as Woodland Stride comes online.

    Offense at L5 is typically +7 2d8/3d6+4, +9 2d8/3d6+9 when raging, has decent fort+will saves and if underbrush is around, can hit, 5' step back into underbrush and get an AOO if his enemy wants to counterattack with a normal weapon. When raging, his reach expands further. If expecting weak opponents casting Beast gives him two effective claw attacks +6/6 d4+3 or 8/8 d6+6, and if kicking down a door or otherwise expecting a fight in the next few minutes, Bull Strength can add an edge.

    Wealth in these levels will be acquiring masterwork cold iron blade, silver blunt weapon, maybe an adamantine weapon as well. Pearl of Power 1s might also be used to extend buffs as he approaches level 5. He has no real ranged capability, but mobility helps some with that. AC is low, hitpoints are decent due to initial barbarian level and high con.

    His Peregrine (hawk) Screech, his animal companion will be leveling at only 1 level behind druid max(and will be at max strength for non-epic at level 19). It's not amazing for combat use but it will get to where it can harass a spellcaster or similar weak melee or do things like take out a flying mount in higher levels. Flyby attack will be a high priority - it draws an AOO but leaves the familiar out of full attack range.

    Healing is done with wands of CLW and maybe an odd scroll or two as he levels for specific problems that don't happen often.


    A leopard dances through the thick underbrush of the evergreens chasing a falcon that slaloms through the trees and laughs at its playful pouncing. They break through the treeline and charge toward Sly's village, the steep slope not slowing the tropical cat in the slightest, nor the cold bothering it. They go silent and slip into the shadows and sneak up on a woman doing her washing. The cat pounces and they wrestle. While the woman is still larger than the beast, it gets the better of her, then licks her in the face, while the bird investigates the bright buttons of the drying clothes.

    As Sly shifts back and introduces Screech to his sister, the Chief comes up. "I see your travels were productive. Come. It is time for you to take your place as a man, we have work that's waited long enough.


    Spoiler: Level 6-10
    Show

    Wildshape and L3 spells are a major milestone. With Greater Magic Fang active the whole time he's wildshaped, he has not only a better combat option, but his cat form is high dexterity with racial bonuses to stealth and balance, plus has enhanced senses both from the form and from long duration druid spells.

    The Peregrine Runner ability to run through scree and up/down slopes is a complement to woodland stride, letting him charge safely through nearly any terrain, and if visibility is affected, spells like listening lorecall or embrace the wild can get him blindsight. The initial skirmish ability from the second level is natural here too, boosting his damage output by 5x1d6 on a charge, and the higher dex helps a bit defensively as well, both with reflex saves and with massed attacks from weak opponents. The leopard also has improved grab, and Powerful Build (explicitly not removed by 3.5 errata's wildshape) lets him use it on medium sized targets, and when raging, his cat becomes large size in addition to the strength boost.

    In some ways a bit like a rogue. Decent damage against stuff that doesn't have awkward DR or immunities. Less impressive when unable to do its schtick. It has an adequate grapple for spellcasters, but not for primary melee opponents, the BAB hit from LA and all those 3/4 bab classes is too large to keep up.

    24x7 full attack at L10 on a pounce charge is +12 d6+4+d6skirmish and 4x +7 d3+2+d6skirmish, bite grapple +13 Raging it is +14 d6+7+d6 4x +9 d3+4+d6 bite grapple +16. Basically like your first iterative doing ~14 dmg, and getting 4 secondary attacks with ~10 damage per hit. 54ish damage isn't amazing at L10 but it'll kill secondary targets in one action and if there are party buffs like prayer or inspire courage, 5 attacks makes them extra effective. Bulls strength or a Belt+4 boosts atk+2, damage by about 6 if all attacks hit.

    Defenses are still pretty weak - ok hitpoints, middling AC. Pretty good saves, especially in animal form. Not enough money yet to fix these problems. Druidic spells have massive synergy with scouting, using spells like camouflage, raptor's sight and Embrace the Wild to goose alertness and stealth skills to very high levels compared to opposition. Also if they spot you as a normal animal for the region, they might not see you as a threat or unusual.

    As skill points accumulate, synergies do as well, leaving him good at all the mobility skills and starting to build the social skill synergies that make being a diplomat easy in 3.5. A number of buffs from spell become all-day things, as his caster level rises and items like rod of extend and pearl1s start seeming inexpensive. Wilding clasps are pretty expensive but he'll use them on a couple key items - con necklace, strength belt, resistance cloak or vest, boots of haste, as such become affordable.



    The dragon hovers, its freezing breath once again washing over the archer and sorceress, who curses as her spell fizzles "Will somebody kill that stupid thing!"

    The dragon swats contemptuously at a bird that goes for a flyby "Sending your familiar? Desperate little Monkey. And pointless".

    In the shadows, standing in the gore of the traitor who tried to run, Sly purrs to himself. Then charges. From way too far away. Right up to the dragon, with no need for a ramp. No attack of opportunity, Screech drew that tail slap. He activates Mountain Rage and swells up even larger. The dragon is actually now morsel sized. I could grab it with teeth or claws...but why bother. It'll be a corpse.


    Spoiler: L11-15
    Show

    Routine, 24x7 stuff. Scouting skills, diplomacy in +15 range, most social skills in the +7ish range, move 60' At level 12 the wealth also starts coming in along with size large shapeshifting With spell support scouting skills go up to +25 with many enhanced sense options. Can also extend support to party to a limited extent depending on which sourcebooks are allowed, especially in wilderness mobility.

    For that dragon scene, assuming level 15 and no buffs from party members, Greater Magic Fang (24x7) +1 and a belt of strength+6 with wilding clasp and boots haste with wilding clasp (easily affordable at this level)

    Dire Lion 25 strength+6 belt strength =31, 37+huge sized if raging. All attacks are primary (unlike Leopard) and 3 chances to improve grab if you are into that (up to size large enemies, grab +28, +31 if raging+haste).

    Charge with pounce/rake gets you +23x5 (26 raging+boots haste), average damage per hit is 18 (19 bite) (1d6+1d6 skirmish+10 strength+1 GMF) when raging 22/24.5 bite (nat wpns now huge, +3 str dmg). Total damage potential 24x7 is ~90hp, when using rage+haste, it is 135ish. This is respectable at L15, in line with expectation that the light infantry can hunt down and take out weaker (or weakened) opponents in one hit, or severely damage a tougher one. In one more level, he adds another 3d6 skirmish to each attack in preparation for near-epic.

    Defenses are solid against magic and battlefield control (stoneskin, air walk and freedom of movement are the capstones of spellcasting, and many obstacles can simply be run around or over. Energy resistance spells when expecting trouble are also available with CL12. A vest or cloak resistance+wilding clasp is assumed, as are +4ish enhancement to dex and con. HP pool is adequate but need to be mindful to run away if badly injured to avoid rage killing me if I fall unconscious. An item that can heal me when in rage 1/day might be a good idea (I remember a helm doing CCW 1/day. Add a wilding clasp it's affordable)

    If the dragon is buffed, offsetting buffs from my party probably apply. Or debuffs..dragons love shield+mage armor but their caster levels are low and a dispel on a dragon is usually an early choice. There is also a ton of item cheese that becomes affordable which can boost either rage or charge, especially if you have a friend to help you equip it after shifting. Pretty much though unless he's feeling ineffective in a party, that won't be needed for this role. In a typical campaign he'll be a quite effective light infantry with a lot of utility.

    Also in these levels, ignoring fatigue from Peregrine runner class feature is nice in post-rage periods. That starts with level 13.


    Sly and Screech are now well known, ranging far and wide not just for their tribes but for the little folk too. They move information and goods freely across routes nobody can watch. They specialize in infiltrating dimensionally locked locations and delivering dangerous artifacts to locations where they can be hidden or destroyed.
    Spoiler: L16-20
    Show

    At this point, they mostly get more of the same. A lot more skirmish damage, but they need it. Wealth by level will be spent boosting strength, dex, con even further with inherent bonuses from books. Skills probably include a few less scouting points and a few more languages, depending on the region he serves. Diplomacy boosted into the +20 range without magical assistance, and very likely has items that boost it further. Disguise magic is likely too, as is wild armor finally and an effort to get adequate AC by spending serious money on it. If allowed to work on all attacks, possibly sacrifice AC to get Rhino Hide armor with wilding clasp instead of a +5 wild armor suit for another 2d6 per attack.

    At level 20, pearl of power 3s are cheap enough to enhance all 5 limbs to +3 24x7 with one L3 spell slot and 2 rods of lesser extend. Add the BAB and inherent str+5 bonuses from books, Str raging and wildshaped is boosted to 42, improved grab grapple check is +38 (14 bab, 16 str, 8 size) and your final attack mods for a typical unbuffed-by-party but hasted, raging charge ends up at 6 attacks, +34 to hit, damage (when 5d6 precision damage is allowed size huge, raging) 7d6+19 per hit (average 261 dmg, reduced by 30 per 5pt of dmg reduction, reduced by 105 if precision isn't allowed). This character benefits greatly from party buffs that raise attack mod and damage.

    One note - even without air walk, in most outdoor terrain between climb speed and slow fall, there are a lot of charge possibilities and even more "go where I can't be followed" options. He doesn't need his 10 minute/level stuff unless he's picking a fight vs a tough enemy. Wildshape is also incredible for any kind of smuggling operation, especially combined with his stealth and mobility options afforded by his druidic spellcasting.



    Spoiler: Sources
    Show

    Goliath, Goliath Barbarian (Mountain Rage), Goliath Druid (Elemental Bond) from Races of Stone.
    Practiced Spellcaster from Complete Arcane
    Improved Skirmish from Complete Scoundrel
    Noncore spells from Spell Compendium
    Wilding Clasp from Magic Item Compendium (and maybe some other things mentioned in passing)
    Everything else PHB

    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

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Two heads are better than one.

    Quote Originally Posted by Kul-noa
    Kul-Noa


    Hello.

    It’s all right, it’s all right. The disorientation will pass in a few seconds. It’s all right, I’m not going to hurt you, nobody’s holding you here. I know this comes as a shock. Nobody’s ever figured out how to make the integration of mind and body instantaneous, so it takes a little bit of time to adjust. Look, there’s a bowl of water here, and I’ve got a little meat over here. I understand people come out of this very hungry and thirsty, please, have some.

    ‘People.’ Huh. I guess that’s entirely right … no, go ahead, help yourself, it’ll help while the shock wears off. Do you mind if I sit down over here? I’ll just go sit here on this rock, it’s just sometimes your balance can be affected too, and I wouldn’t want you to fall until you remember how your wings work. It’s a bit dangerous here on this peak. I’ll stay until you’re ready to fly. My name’s Kul-Noa. What’s yours? … I’m so sorry, you still have to get to that part. Please forgive my rudeness.

    It'll take a little time to remember, but you and I go a long way back. In fact I think you might’ve been watching me long before I ever first saw you. I don’t think you were around during my early years, but you didn’t miss much. Goliaths – that’s me, I’m a goliath, you’ll remember it soon – normally have two names. My family wouldn’t give me a second one. Well, I mean, they did give me their name to start with, but sometime in those first years they stopped letting me use it.

    See how skinny I am? Long legs, long arms? No shoulders like treetrunks? I couldn’t lift things, I could barely climb. I couldn’t fight like the other children could; every time I was picked on, I’d be on the ground afterward. I don’t remember much pain, and I only remember crying once: they’d kicked me down a slope and I was senseless for a few minutes, and it started raining. For a few seconds I just lay there, the rain was cool on my skin, and then I remembered how alone I was and it felt like the sky was crying for me, and my heart just caved in and I lay there, weeping along with the sky.

    Since I couldn’t fight, I decided to learn to run.

    And throw things at bullies. I’m not proud of it, everyone does awful things when they’re young, have you ever really watched a group of children “play” when they think a parent or an adult isn’t around? I repaid some of the bruises I’d gotten from fists with rocks from ten, twenty, even thirty feet away. They still ran after me when that happened, of course, but as time went on they didn’t find it quite as simple to catch me.

    I don’t know if you were watching me back then, but Kal-Ath of the deep-set black eyes, who was visiting from the Long-Green valley, was. He came to me at the end of a summer. Before the week was out, he had marked me for the Horse Totem and taken me out of the black-rocked little valley where I was born.

    I think it was in the Long-Green valley that you first started watching me. Maybe when I first arrived. I know that was when the hills first spoke to me, when we first came over the Pass and the high valley lay before Kal-Ath like a pale green sheet covered in tiny white flowers. I heard the stones whisper Home.

    I probably frustrated Kal-Ath too. I’m still sad about that. I could run, certainly, and he made me run faster and harder, how to run on rock, built my speed and taught me tricks where my meagre strength could be replaced. But I couldn’t fight the way he perhaps had hoped. He meant me for his berserkers, but I’ve never been able to work myself into the sort of rage some of my people have. But if I frustrated Kal-Ath, I don’t think I frustrated Gol-kon, his shaman. He began to watch me the same way Kal-Ath had. By the end of the next winter, I wasn’t out with the bravos and slingers on the wrestling fields, I was in Gol-kon’s mud-and-daub hut, which smelled of aromatics and the smoke that drifted like prayers to the gods up through the hole in the roof.

    It was Gol-kon who first told me I wasn’t mad. He heard the stones whispering too. And he taught me how to talk to them a little, his big, cracked-lips smile teaching me the words. I think that he wanted me to replace him. He was old, and getting older, and his teachings, though given with care and even love, were coming with the urgency of a being who knows his life is poured out like water with the last drops gathering on the urn’s rim.

    Maybe I would have replaced him. I won’t know. Because the next winter, the giants came. Strong as Kal-Ath’s clan was, and strong as Gol-kon’s voice was with the mountains, it was a slaughter. The giants sacked every structure and murdered every goliath in that valley. They even burned the green fields. Gol-kon pushed me away, towards a stand of distant rocks. I watched as a giant raised his broken form and ripped it in half.

    I was afraid. I ran. With all my speed, all my strength. I ran trying to leave the guilt and grief behind me. I ran into the mountains, with the stones begging me to stop. Again I tripped. And fell into a deep ravine. I lay senseless as the sky wheeled above me.

    That was when you found me, you remember? You came wheeling in above me. You had a perfection of form I had never seen. Every feather, every aspect of your movement was perfection. Your eyes shone and every talon was ivoried completion. And you came, and you stayed by me, until I had managed enough strength to stand.

    Do you remember the years that followed?

    I do. You were with me every step of the way, my faithful friend. I began to channel the voice of the mountains into power. Not power that sought to confront in a fist, not the power that allows some of my fellow speakers to change their form into animals. Rather, channel the power in the voice of mountains into bolts that struck like lightning from long distances away.

    I went after the clan of giants that had destroyed Kal-Ath’s valley. It took years, but we found them, one after another, and they died. By fire, by wind, by ice, by stone. Do you remember their whispers of fear around their bonfires? Perhaps not; I was close enough in the shadows to hear them, while you cruised the night winds high above. ‘The Shadow Of The Valleys’, they called me. Not that it mattered what they called me, because I met them with the vengeance of the mountains: lightning made from fire and ice and wind, and then was gone before they could find who had struck them.

    It took years, and beautiful and fine as you are, I could see the grey in your feathers rising. When we had found and finished the last of them, we ventured off together, do you recall?

    Yes. You do. I see you remember. So you must also remember the last three years, when we have walked these mountains together, simply walking and crying with joy at the sight of a deep valley below a mountain peak, feeling our souls rebirth in the pure cold of a mountain stream. You have brought me on, taught me never to tire. You have saved me and rescued me in all manner of ways.

    That is why you’re feeling as you do, now. There is a particular song the mountains know. A song I long debated singing to you, for fear I should mar your perfection and lose you as a friend. But I realised, yesterday, the truth: if you do not see the world as I see it, then I am not being your friend at all. So it was I sung the song, I spoke the words. The Common word for it is ‘Awaken’. And so now I have awakened you – as you awakened me, all those long years ago. My friend and companion all these years. My peregrine falcon.


    32 point buy. Goliath.
    Barbarian 2/Druid 6/Spellwarp Sniper 5/Peregrine Runner 6

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Barbarian 1 +1 +2 +0 +0 16: {+4} Jump: 4; {+2 CC} Move Silently: 1; {+2 CC} Hide: 1; {+4} Climb: 4; {+4} Handle Animal: 4; Endurance Hunter Variant (UA) : trade Rage for Favored Enemy, Archery Combat Style as Ranger. Favored Enemy: Monstrous Humanoids Horse Totem Variant: Trade Uncanny Dodge, Trap Sense for Run at 2nd level)
    2nd Barbarian 2 +2 +3 +0 +0 4: {+1} Jump: 5; Move Silently: 1; {+2 CC} Hide: 2; {+1} Climb: 5; Handle Animal: 4; Point Blank Shot (from Hunter Variant.) Run (from Horse Totem.)
    3rd Druid 1 +2 +5 +0 +2 4: {+2} Spellcraft: 2; {+1 CC} Jump: 5.5; Move Silently: 1; Hide: 2; {+1 CC} Climb: 5.5; Handle Animal: 4; Martial Study: Shadow Blade Technique Huntsman Druid: Wild Shape traded out, no armor or shield proficiency, gain Monk AC bonuses (WIS to AC), Fast Movement as Monk (+10 feet), Favored Enemy: Giants +2, Swift Tracker (as ranger), Track feat. Animal Companion: Peregrine Falcon
    4th Druid 2 +3 +6 +0 +3 4: {+2} Spellcraft: 4; Jump: 5.5; Move Silently: 1; Hide: 2; Climb: 5.5; {+2} Concentration: 2; Handle Animal: 4; Crowd-Walker: traded out Woodland Stride, heavy debris is light debris, light debris doesn't impede movement.
    5th Druid 3 +4 +6 +1 +3 4: {+2} Spellcraft: 6; Jump: 5.5; Move Silently: 1; Hide: 2; Climb: 5.5; {+2} Concentration: 4; Handle Animal: 4; Trackless Step
    6th Druid 4 +5 +7 +1 +4 4: {+2} Spellcraft: 8; Jump: 5.5; Move Silently: 1; Hide: 2; Climb: 5.5; {+2} Concentration: 6; Handle Animal: 4; Martial Stance: Assassin's Stance +2d6 sneak attack from stance, Iron Constitution: traded out Resist Nature's Lure for +2 to saves vs. disease, gain Strong Stomach (nauseated becomes sickened, immune sickened).R11
    7th Druid 5 +6/+1 +7 +1 +4 4: Spellcraft: 8; {+1 CC} Jump: 6; Move Silently: 1; Hide: 2; {+1 CC} Climb: 6; {+2} Concentration: 8; Handle Animal: 4; Favored Enemy 2: Giants +4, Favored Enemy: Humanoid (Goblinoids) +2
    8th Druid 6 +7/+2 +8 +2 +5 4: Spellcraft: 8; Jump: 6; Move Silently: 1; Hide: 2; Climb: 6; Concentration: 8; {+4} Diplomacy: 4; Handle Animal: 4; Movement becomes +20 feet from Huntsman Druid
    9th Spellwarp Sniper 1 +7/+2 +8 +2 +7 4: Spellcraft: 8; {+4 CC} Jump: 8; Move Silently: 1; Hide: 2; Climb: 6; Concentration: 8; Diplomacy: 4; Handle Animal: 4; Mobile Spellcasting Spellwarp: Instantaneous Area Spell with range grater than Touch can be warped to a ray spell requiring ranged touch attack,, Reflex save removed.
    10th Spellwarp Sniper 2 +8/+3 +8 +2 +8 4: Spellcraft: 8; {+2 CC} Jump: 9; Move Silently: 1; Hide: 2; Climb: 6; {+2} Concentration: 10; Diplomacy: 4; Handle Animal: 4; Sudden Raystrike +1d6
    11th Spellwarp Sniper 3 +9/+4 +9 +3 +8 4: Spellcraft: 8; Jump: 9; Move Silently: 1; Hide: 2; {+4 CC} Climb: 8; Concentration: 10; Diplomacy: 4; Handle Animal: 4; Precise Shot
    12th Spellwarp Sniper 4 +10/+5 +9 +3 +9 4: Spellcraft: 8; Jump: 9; Move Silently: 1; Hide: 2; {+2 CC} Climb: 9; {+2} Concentration: 12; Diplomacy: 4; Handle Animal: 4; Steady Concentration Sudden Raystrike +2d6
    13th Spellwarp Sniper 5 +10/+5 +9 +3 +9 4: Spellcraft: 8; Jump: 9; Move Silently: 1; {+2} Hide: 4; Climb: 9; {+2} Concentration: 14; Diplomacy: 4; Handle Animal: 4; Ray Mastery: 60 foot range for sneak/sudden strike/raystrike, coup de grace with rays, Empower Spell 1/day
    14th Peregrine Runner 1 +10/+5 +11 +5 +9 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 3; {+2} Hide: 6; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Swift Concentration; Mountain Stride: move through dense rubble and scree at normal speed, up steep slopes and stairs; Peregrine Companion: continues advancement of animal companion if Peregrine Falcon
    15th Peregrine Runner 2 +11/+6/+1 +12 +6 +9 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 5; {+2} Hide: 8; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Corner Perch, Swift Concentration; Maximise Spell Skirmish +1d6
    16th Peregrine Runner 3 +12/+7/+2 +13 +6 +9 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 7; {+2} Hide: 10; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Extreme Leap, Corner Perch, Swift Concentration; Great Stamina: no fatigue, fatigued if exhausted, slow fall 20 feet
    17th Peregrine Runner 4 +13/+8/+3 +14 +7 +9 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 9; {+2} Hide: 12; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Leaping Climber, Extreme Leap, Corner Perch, Swift Concentration; Climb 20 feet, Skirmish +1d6, +1 AC
    18th Peregrine Runner 5 +13/+8/+4 +14 +7 +9 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 11; {+2} Hide: 14; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Speedy Ascent, Leaping Climber, Extreme Leap, Corner Perch, Swift Concentration; Split Ray Fast movement +10 feet, slow fall 30 feet.
    19th Peregrine Runner 6 +14/+9/+5 +15 +8 +12 6: Spellcraft: 8; Jump: 9; {+2} Move Silently: 13; {+2} Hide: 16; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; {+2} Wall Jumper, Speedy Ascent, Leaping Climber, Extreme Leap, Corner Perch, Swift Concentration; Skirmish +2d6, +1 AC
    20th (Last level omitted due to LA) 0: Spellcraft: 8; Jump: 9; Move Silently: 13; Hide: 16; Climb: 9; Concentration: 14; Diplomacy: 4; Handle Animal: 4; Wall Jumper, Speedy Ascent, Leaping Climber, Extreme Leap, Corner Perch, Swift Concentration;

    Abilities Initial Race / Template 4th 8th 12th 16th 20th
    STR 8 4
    DEX 16 -2
    CON 12 2
    INT 10
    WIS 18 1 1 1 1
    CHA 8


    Level \ Abilities STR DEX CON INT WIS CHA
    1st 12 14 14 10 18 8
    2nd 12 14 14 10 18 8
    3rd 12 14 14 10 18 8
    4th 12 14 14 10 19 8
    5th 12 14 14 10 19 8
    6th 12 14 14 10 19 8
    7th 12 14 14 10 19 8
    8th 12 14 14 10 20 8
    9th 12 14 14 10 20 8
    10th 12 14 14 10 20 8
    11th 12 14 14 10 20 8
    12th 12 14 14 10 21 8
    13th 12 14 14 10 21 8
    14th 12 14 14 10 21 8
    15th 12 14 14 10 21 8
    16th 12 14 14 10 22 8
    17th 12 14 14 10 22 8
    18th 12 14 14 10 22 8
    19th 12 14 14 10 22 8
    20th 12 14 14 10 22 8

    Level Class 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th extra
    1st Barbarian 1
    2nd Barbarian 2
    3rd Druid 1 3 2
    4th Druid 2 4 3
    5th Druid 3 4 3 2
    6th Druid 4 5 4 3
    7th Druid 5 5 4 3 2
    8th Druid 6 5 4 4 3
    9th Spellwarp Sniper 1 6 5 4 3 2
    10th Spellwarp Sniper 2 6 6 4 4 3
    11th Spellwarp Sniper 3 6 6 5 4 3 2
    12th Spellwarp Sniper 4 6 6 5 4 4 3
    13th Spellwarp Sniper 5 6 7 5 5 4 3 1
    14th Peregrine Runner 6 7 5 5 4 3 1
    15th Peregrine Runner 6 7 5 5 4 3 1
    16th Peregrine Runner 6 7 6 5 4 3 2
    17th Peregrine Runner 6 7 6 5 4 3 2
    18th Peregrine Runner 6 7 6 5 4 3 2
    19th Peregrine Runner 6 7 6 5 4 3 2
    20th
    Levels 1 to 5:
    We get along on throwing things for a few levels and use Point Blank Shot for those purposes, staying ahead of the opponent using our 40 foot land speed. We hide a lot. When we hit Druid our options get stronger. We have WIS to AC and some small spells to work with. We entangle opponents and at Druid 3 start hitting them with Splinterbolt a lot for that lovely 4d6 damage. We get our Peregrine Hawk as a companion.

    Levels 5 to 10:
    It's here we most behave like a Druid, though we also pick up Sneak Attack capacity and add that to the repertoire of options. We pick battlefield control spells for the most part. We don’t have Wild Shape, but we do use our Summon Nature’s Ally as our main contribution to combat. Our Animal Companion picks Sacred Vow as its 3 HD feat, which opens Vow of Poverty at its HD 6.

    Levels 10 to 15:
    Mobile Spellcasting comes on board, as does Spellwarp Sniper, as does the second ground speed advancement from Hunter Druid. We now play with ranged spells a lot, and when we pick up Steady Concentration, we start using them in conjunction with Mobile Spellcasting. Sudden Raystrike shows up, as does (at SS 5) the 60 foot range for sneak/sudden raystrike. Our Animal Companion takes Vow of Poverty as its HD 6 feat, which retrospectively adds a feat and gives him a raft of additional stat-raisers and other toys.

    Levels 15 to 20:
    Peregrine Runner amplifies some of our best abilities. We’ve got skirmish that adds to damage while moving, we have even more ground speed, we have more AC, and we can move through types of terrain that make us even more mobile as a ranged combatant. It also advances our Peregrine Runner, making it even more of an effective spotter and sideline combatant. 6th level druid spells available (and we get a few more as our WIS stat increases in the remaining levels), full Spellwarp Sniper progression so we can spellwarp fifth level spells. This is likely the sweet spot of the build, and most of the discussions below centre on that sweet spot.

    Tactics:
    Kul-Noa’s land speed is 30 (Goliath base) +10 (Barbarian Fast Movement) + 20 (Monk progression under Huntsman Druid Variant) +10 (Sandals of Sprinting) +10 (Peregrine Runner) = 80 feet at the end of the build. What use is running around the battlefield like a lunatic, especially with no levels in Scout? Well, Kul-Noa’s combined Sneak Attack + Skirmish from Peregrine Runner + Sudden Raystrike (a total of +6d6 on damage at ranges of 30 feet or less). Two, he has Mobile Spellcasting. This allows Kul-Noa to move up his speed and cast a spell at the same time, as a standard action. This gives Kul-Noa a simple round of move into 30 feet range, cast while within the 30 foot range, and then move back out … all as one standard action … and then use his move action to disengage further. Even on a parsimonious reading of the feat (“You only move before or after you cast the spell, nyah nyah nyah”), that still leaves us with a move into 30 foot range, cast with all the benefits, and then use our move action to get back out. (Yes, our move action. Mobile Spellcasting says you combine casting “and moving up to your speed”, it does not say it’s combining a move action and a standard action, and Mobile Spellcasting says nothing about it turning into a full-round action.) And we also pick up a +1 to attack and damage under this technique because Point Blank Shot applies to ranged touch attack spells (see p.73, Complete Arcane).

    Mobile Spellcasting takes a Concentration check, DC 20+spell level. Good thing Kul-Noa has CON of +2, a Concentration modifier of +14 from his ranks, and a feat called Steady Concentration that allows him to take 10 on Concentration checks. Result: autopass DC 26 Concentration checks, i.e. all our standard action spells can be cast on the run, whether spellwarped or not. At Spellwarp Sniper 5 we only need to dip within the 60 foot range; we can saunter in from about 125 feet away, ignoring most annoying terrain on the way through, hit the target with a ray from 60 feet away, and then run back to 140 feet away, all in the space of 6 seconds. And still have a swift action in hand to point and laugh at the rogue with Spring Attack who has to get up in the opponent’s face to do anything approximating the same thing. Oh, and if we did want to cast on the defensive for some reason outside this situation, we’ll auto-pass that Concentration check too thanks to Steady Concentration.

    Our rays and several of our good spells hit via ranged touch attacks. Our BAB might not be obscenely high, but going by the average monster stats of all 3.5 monsters – tabulated at the minmax forums and here (https://forums.giantitp.com/showthre...monster+AC+BAB) – his BAB alone is enough. Our BAB at level 20 is +14 and we have a DEX bonus of +2 before items, spells, etc; at CR 20, against the max touch AC on that table, we fail only on a roll of 1. Then it’s a matter of bringing the hitpoints down, which we’re kind of good at given Maximise Spell if not Split Ray helps us out there. Teleport-capable monsters will be an issue, but flying creatures, not really. A Great Wyrm Red dragon has fly 200 feet (Clumsy), so if it charges it can get us without a problem, but if it otherwise wants to stay in the air it’s down to 100 feet of movement. We can cast and still move 160 feet in a single round. Which is beyond the range of even a Line-type dragon breath at Colossal size.

    Since Mobile Spellcasting is a standard action, we can ready it against an opponent. As a melee enemy gets toward strike range, even on a charge attack, we can hit him with a spell and then back off another 80 feet, which is going to keep him from touching us unless he has an insanely good speed like we do. And we can keep on doing this. If he decides to Run at us to close in, we do the same thing and pick up sneak attack, since a target at Run has no DEX bonus to AC without our feat tax Run feat.
    How does Kul-Noa get his opponents into a state ready for sneak attack? Lots of different options. If the target’s Running without the Run feat (perhaps in the mistaken belief it can catch the big Goliath walking rock), it’s denied DEX bonus to AC. So too if the opponent lost Initiative. We can also prime the target by hitting it with a ray of Sandblast, which under Spellwarp Sniper becomes a no-save stun for 1 round, which denies the target its DEX bonus to AC. Or, at higher levels, use Seething Eyebane, since a blinded target has no DEX bonus to AC.

    We can also strike from Hiding. Mobile Spellcasting helps us with that, too.

    Since it allows us to cast and move up to our speed as a standard action, it leaves our Move action available to Hide. We’re usually making a ranged attack via the ranged touch attack rolls and therefore can access Hide under the Sniping rules. Also, Hide is opposed by Spot, and Spot checks are penalised by 1 for every 10 feet of distance in between. We have a ground speed of 80 feet by the end of the build, thus giving the enemy a -8 to his Spot check, if we just run away that distance after shooting, then apply 16 ranks in Hide, and DEX +2 to our Hide check as a move action.
    But even if we forego Sneak attack conditions, we can still apply our Skirmish damage by virtue of arranging when we move. We’ll hardly ever flank in person if we can help it.

    (We’re only firing once per round really, which bypasses the RAW debate about whether the sneak attack applies to the first attack roll or all of them. I think RAW you can’t do it, even if you cheese it by metamagic’ing the spell. You want extra d6s above and beyond the 6d6 of my sneak and skirmish damage, Usul, I have d6s the likes of which even God has never seen, it’s called druid casting with the Evocation list. Especially around level 18 when I pick up Split Ray and just start doubling the no-save damage I’m hitting with.)

    “You don’t have much Spot or Listen”. That’s okay, the Peregrine Falcon does, and Quick Reconnoiter too. He does the spotting of the target to allow me to blast it.

    Kul-Noa’s favoured spells for killing people:
    Sandblast (Druid 1): No save under spellwarp, automatic stun. Welcome to DEX-denied town, population you.
    Frost Breath (Druid 2): 5d4 [cold] damage max, but I like that it’s a no-save automatic dazed effect when spellwarped.
    Blinding Spittle (Druid 2): Can’t warp it, but it’s a ranged touch attack anyway and works at close range, so it can be teamed up with Mobile Spellcasting to splash-and-dash. Blinded is denied DEX bonus to AC, next round you’re wearing an extra 6d6 on top of whatever else I feel like hitting you with.
    Splinterbolt (Druid 2): Can’t warp it, but I can add sneak and skirmish. 4d6 base damage with an 18-20 critical hit range is a better damage dice and critical range than the best exotic melee weapon bases out there, and if I ab/use Acorn of Far Travel – which comes from the same article right down to using the same language of “forested terrain” – I add more damage and treat the projectile as a cold iron weapon.
    Alicorn Lance (Druid 2): Can’t warp it, but it’s a ranged touch attack spell anyway, at close range that deals 3d6 force damage as a free action. I can set it up ahead of combat and then smoke the target when I’m already in close with another spell I’m casting.
    Spark of Life (Druid 2): Reach Spell again, hi, welcome back to life Mr Skeleton, I guess now I can sneak attack you anyway.
    Wracking Touch (Druid 2): Once I Reach Spell this, I can add the sneak attack damage even if you’ve still got your DEX bonus to AC.
    Icelance (Druid 3): 6d6 half cold, half piercing, I can’t warp it, but it gets a +4 to hit and if you fail your Fort save, Mr Weedy Mage, you’re stunned for 1d4 rounds.
    Junglerazer (Druid 3): Oh, you brought out sneak-immune plants to try and close off my 6d6 in bonus damage? That’s okay, have 1d10/level in negative energy damage, fired from 120 feet away. Bonus hilarity, it’s an Area spell and Instantaneous though it’s a Line, so I can no-save that to take away your Reflex save too.
    Kelpstrand (Druid 2): Ranged touch attack, using my WIS and CL to grapple, which is not too damn bad, especially if it does grapple you … since grappling beings have no DEX bonus to AC.
    Thunderous Roar (Druid 3): Sure, take your half Fort save for maximum 5d6 damage, you’re still automatically knocked prone.
    Arc of Lightning (Druid 4): 11d6 electricity damage, no save under warp.
    Flame Strike (Druid 4): Don’t care about your [fire] resistance, half of it is divine damage and you don’t get to save.
    Blast of Sand (Druid 4): Really don’t care about your [fire] resistance because this is untyped damage.
    Rusting Grasp (Druid 4): Just for the lols, let’s Reach Spell this and rust your big sword right in your hand.
    Waterball (Druid 4): Sure it’s nonlethal, but you don’t get to half save against max 10d6, and maybe for the lols I’ll just walk up next to you while you’re unconscious and coup de grace you with a ray.
    Call Avalanche (Druid 5): 8d6 crushing damage, bury Large or smaller creatures, start taking nonlethal damage as well. No Reflex save when spellwarped … and no Spell Resistance either.
    Flaywind Burst (Druid 5): 10d6 untyped damage, no save against this when spellwarped. Fort save or take the effects of an instantaneous Windstorm.

    I mentioned I get Empower Spell 1/day out of Spellwarp Sniper for the big guys, didn’t I?

    Kul-Noa’s Favoured Spells For Not Killing People:
    Longstrider or Snowshoes (Druid 1): +10 feet enhancement bonus to land speed.
    Bite of the Wererat (Druid 2): Sure, let me have a +2 to my (not great) CON, +3 to natural armor, and +6 to my DEX (which helps all round to attack and defence). That’ll help substantially with shooting people from a distance.
    Impeding Stones (Druid 1): You move at half speed, you can’t hit me as easily, you have to Concentrate to cast spells, and you have to make Reflex saves against falling prone every round. If my DM is really nice he’ll rule I can run through this stuff no problem since I can move through light debris, scree, or rubble without penalty.
    Barkskin (Druid 2): I could do the Luminous Armor thing, but it’s actually bad for ranged AC.
    Summon Nature’s Everything: minions are handy if for no other reason than to tie the target down while I run in and out blasting it to bits.
    Animal Growth (Druid 5): How about we give that Peregrine Falcon a massive boost?
    Owl’s Insight (Druid 5): Not Owl’s Wisdom. This one lasts an hour and is ambiguous about whether it grants more spells per day. But then we don’t care that much because WIS boosts our AC, so we’ll cast this anyway.


    Animal Companion:
    Mr Chairman’s ruling of Peregrine Runner level being effective druid level for the purposes of the peregrine falcon’s abilities gives an effective character level of 12 for the purposes of assessing the companion’s abilities, since the 6 levels in Druid stack with the 6 levels in Peregrine Runner. Kul-Noa’s animal companion was indeed a peregrine falcon, using the hawk’s stats. That seems to give us the following:

    Size/Type: Tiny Animal (Hawk stats)
    Hit Dice: 1d8 (4 hp) +8d8 = 9d8+0 (32 hp)
    Initiative: +6
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 36 (+2 size, +6 Dex, +10 natural +7 exalted +1 deflection), touch 15, flat-footed 20
    Base Attack/Grapple: +5
    Attack:
    Talons +12 melee (1d4+1) (+1 exalted bonus on attack/damage)
    Full Attack:
    Talons +12/+7 melee (1d4+1) (+1 exalted bonus on attack/damage)
    Space/Reach: 2½ ft./0 ft.
    Special Qualities: Low-light vision, Link with Druid, Share Spells, Evasion, Constant Endure Elements, Sustenance (consumes no food or water),
    Saves: Fort +6, Ref +12, Will +5 (NB Devotion gives Will +7 on enchantments and effects) (+1 Resistance bonus on saves)
    Abilities: Str 11(+0), Dex 23(+6), Con 10(+0), Int 3 (-4), Wis 14(+2), Cha 6(-3)
    Skills: Listen +5, Spot +16
    Feats: Alertness, Weapon Finesse(B), Sacred Vow, Vow of Poverty, Quick Reconnoiter

    Alertness and Weapon Finesse were baked in from the base creature, the other three feats are from HD increases and Exalted Feats; at effective Druid 12, the Animal Companion has 9HD, which leaves us 4 from HD increases and 1 from the Vow of Poverty progression (which only grants feats forward from 6 HD where we took it.) Ability Score increase went to INT bringing it up to 3.

    (Note: Kul-Noa’s story of awakening the animal companion is meant as the end of the character progression, of course when you awaken a companion it’s an NPC, not a companion anymore. This has no mechanical benefit, it is Kul-Noa’s way of thanking his best friend through all the lonely years seeking vengeance in the mountains.)

    Equipment:
    Once again the desirable gear for this build is fairly generic stuff. Things that enhance DEX in particular are handy. WIS-boosters, DEX boosters, Belt of Battle maybe. And no, I didn’t take the Panther Mask to give me Run. At least I don’t have to worry about Wilding Clasps, since there’s no Wild Shape in this build. However, most useful items are:
    Sandals of Sprinting: I don’t need them exactly, I’ve got Longstrider or Snowshoes which do the same or better if the DM wants to rip my Birkenstocks off me, but it’s handy to save myself the daily spell slot.
    Prayer Bead (Karma): +4 to caster level, which is a nice boost to damage on some of these spells.
    Metamagic Rod Extend: for stuff like Owl Insight perhaps, or any spell he’d particularly like to keep on for a while longer.
    Glove of the Master Strategist: Optional. Really need for the 1/day True Strike if the DM decides to ruin our fun by putting up targets with concealment.

    Rulecraft:
    Dense rubble and scree = light debris?
    Because WOTC loves to introduce stupid extra words when the older ones will do, it’s not entirely clear whether “dense rubble and scree” constitutes or can be taken as light or heavy debris. Dense rubble sure sounds like heavy debris to me, scree is rock fragments and seems to constitute light debris. Either Kul-Noa ignores it via Peregrine Runner, or it’s light debris, that he gets to ignore under Crowd-walker.

    Favored Enemy, multiple sources?
    Our barbarian and druid levels both have Favored Enemy (as ranger). I’m taking the conservative position that these sources don’t stack, hence three favoured enemies. If they did stack, likely I’d prioritise Giants.

    Multiclass penalties?
    None. Goliath favored class is Barbarian, and prestige classes don’t incur multiclass penalties. Also note that Goliath is the required race for Peregrine Runner, which means we’re largely stuck with LA +1.

    ”Lol, no Goliath Barbarian and you’re a Goliath with Barbarian levels.”
    That’s because I’m being conservative about whether Horse Totem Barbarian and Goliath Barbarian are compatible. I doubt they are. Goliath Barbarian provides Mountain Rage, not rage as such. Horse Totem Barbarian is a lot more key to this than Goliath Barbarian is. Also, while Goliath Barbarian seems thematically matching, let’s remember Kul-Noa has been an utter failure at being a classic Goliath barbarian; he’s not physically strong and he can’t rage. On another note, Huntsman Druid (p.58 UA) is only an exchange of class features, not a separate class in itself, and therefore doesn’t trespass on the issue between variant classes and base classes.

    ”You only used 6 levels of Peregrine Runner”
    What I have used is the main throughlines of the prestige class features: its Skirmish progression, its Fast Movement, its Climb speeds, and its Peregrine Falcon. These were all important assists to the levels below and enhance the main engine of the build, which is Mobile Spellcasting + Spellwarp Sniper, and a powerful animal companion is a help in many, many ways to a druid. Additional levels are useful, but 6 levels in Peregrine Runner made a completed skirmishing Spellwarp Sniper better than it was. That’s something I didn’t expect to say when I first started out on this.

    “No Wild Shape on a druid! Sacrilege!”
    I have 6 levels in druid, that’s maximum 2 uses of Wild Shape per day. This thing was not built as a classic Wild Shaping engine; Kul-Noa is not the sort of guy who particularly likes to close to melee, though he possibly could with fifth level spells like Bite of the Weretiger maybe.

    Sources:
    PHB: Druid, Barbarian, Endurance, Maximise Spell, Prayer Beads
    Races of Stone: Goliath, Peregrine Runner, Steady Concentration
    Complete Scoundrel: Spellwarp Sniper , Wall Jumper, Speedy Ascent, Extreme Leap, Corner Perch, Swift Concentration
    Complete Adventurer: Mobile Spell-casting
    Complete Arcane: Split Ray, Weaponlike Spells rules
    Tome of Battle: Martial Study, Martial Stance
    Cityscape: Crowd-Walker, Iron Constitution (and Strong Stomach)
    Unearthed Arcana: Hunter Variant Druid (p. 58), Horse Totem Barbarian
    Magic Item Compendium: Sandals of Sprinting
    Ghostwalk: Glove of the Master Strategist
    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 CXVI

    I wonder about the physics, but I don't want to draw the free body diagram.

    Quote Originally Posted by Wander
    Wander, the Colossus's Shadow

    I hunt the giants and the other massive monsters. I hunt for the challenge, for the glory. I hunt to show myself and my people that just as we have mastered the mountains, so too do we master the large mountain-like creatures who seek to dominate us. And yet, just as a goliath never really leaves the mountain, I never really leave my quarry. Shake me off? You might as well try to shake off your own shadow.

    I am Wander. I will climb you. Now come on—we're going over this way.





    LN goliath
    Monk 2 / Fighter 2 / Swordsage 5 / Peregrine runner 10

    Spoiler: Tables
    Show

    Abilities Initial Race / Template 4th 8th 12th 16th 20th
    STR 16 +4 +1 +1 +1 +1 +1
    DEX 12 -2
    CON 14 +2
    INT 10
    WIS 16
    CHA 8

    HD Class Base Attack Bonus Fort Save Reflex Save Will Save Initiator Level Skills Feats Class Features
    1st Monk 1 (Passive Way) 0 2 2 2 0.5 16: {+4} Climb: 4; {+4} Jump: 4; {+4} Diplomacy: 4; {+4 CC} Handle Animal: 2;
    • B: Improved Unarmed Strike
    • B: Combat Expertise
    • Hammer and Piton
    Unarmed strike, AC bonus, flurry of blows, bonus feat
    2nd Monk 2 (Passive Way) 1 3 3 3 1 4: {+1} Climb: 5; {+1} Jump: 5; Diplomacy: 4; {+1 CC} Handle Animal: 2.5; {+1} Tumble: 1;
    • B: Improved Trip
    Invisible fist, bonus feat
    3rd Fighter 1 2 5 3 3 1.5 2: {+1} Climb: 6; {+1} Jump: 6; Diplomacy: 4; Handle Animal: 2.5; Tumble: 1;
    • B: Power Attack
    • Run
    Bonus feat
    4th Fighter 2 3 6 3 3 2 2: {+1} Climb: 7; {+1} Jump: 7; Diplomacy: 4; Handle Animal: 2.5; Tumble: 1;
    • Improved Bull Rush
    Bonus feat
    5th Swordsage 1 3 6 5 5 3 6: {+1} Climb: 8; {+1} Jump: 8; Diplomacy: 4; {+3 CC} Handle Animal: 4; {+1} Tumble: 2;
    • B: Weapon Focus (all Setting Sun)
    Quick to act +1, discipline focus (Weapon Focus: Setting Sun), maneuvers
    6th Swordsage 2 4 6 6 6 4 6: {+1} Climb: 9; {+1} Jump: 9; Diplomacy: 4; Handle Animal: 4; {+4} Tumble: 6;
    • Endurance
    AC bonus
    7th Peregrine Runner 1 4 8 8 6 4.5 6: {+1} Climb: 10; {+1} Jump: 10; Diplomacy: 4; Handle Animal: 4; {+2} Balance: 2; {+2} Tumble: 8; Mountain stride, peregrine companion
    8th Peregrine Runner 2 5 9 9 6 5 6: {+1} Climb: 11; {+1} Jump: 11; Diplomacy: 4; Handle Animal: 4; {+2} Balance: 4; {+2} Tumble: 10; Skirmish +1d6
    9th Peregrine Runner 3 6 9 9 7 5.5 6: {+1} Climb: 12; {+1} Jump: 12; Diplomacy: 4; Handle Animal: 4; {+1} Balance: 5; {+2} Tumble: 12; {+1} Sense Motive: 1;
    • Snap Kick
    Great stamina, slow fall 20 ft
    10th Peregrine Runner 4 7 10 10 7 6 6: {+1} Climb: 13; {+1} Jump: 13; Diplomacy: 4; Handle Animal: 4; Balance: 5; {+1} Tumble: 13; {+3} Sense Motive: 4; Climb 20 ft, skirmish +1d6/+1 AC
    11th Swordsage 3 8 11 10 7 7 6: {+1} Climb: 14; {+1} Jump: 14; Diplomacy: 4; Handle Animal: 4; Balance: 5; {+1} Tumble: 14; {+3} Sense Motive: 7;
    12th Peregrine Runner 5 8 11 10 7 7.5 6: {+1} Climb: 15; {+1} Jump: 15; Diplomacy: 4; Handle Animal: 4; Balance: 5; {+1} Tumble: 15; {+3} Sense Motive: 10;
    • Knockback
    Fast movement, slow fall 30 ft
    13th Peregrine Runner 6 9 12 11 8 8 6: {+1} Climb: 16; {+1} Jump: 16; Diplomacy: 4; Handle Animal: 4; Balance: 5; {+1} Tumble: 16; {+3} Sense Motive: 13; Skirmish +2d6/+1 AC
    14th Swordsage 4 10 12 12 9 9 6: {+1} Climb: 17; {+1} Jump: 17; Diplomacy: 4; Handle Animal: 4; Balance: 5; {+1} Tumble: 17; {+3} Sense Motive: 16; Discipline focus (insightful strike: Setting Sun)
    15th Peregrine Runner 7 11 12 12 9 9.5 6: {+1} Climb: 18; {+1} Jump: 18; {+1} Diplomacy: 5; Handle Animal: 4; Balance: 5; {+1} Tumble: 18; {+2} Sense Motive: 18;
    • Shape Soulmeld: Mauling Gauntlets
    Slow fall 40 ft
    16th Peregrine Runner 8 12 13 13 9 10 6: {+1} Climb: 19; {+1} Jump: 19; {+2} Diplomacy: 7; Handle Animal: 4; Balance: 5; {+1} Tumble: 19; {+1} Sense Motive: 19; Climb 40 ft, skirmish +2d6/+2 AC
    17th Swordsage 5 12 13 13 9 11 6: {+1} Climb: 20; {+1} Jump: 20; {+2} Diplomacy: 9; Handle Animal: 4; Balance: 5; {+1} Tumble: 20; {+1} Sense Motive: 20; Quick to act +2
    18th Peregrine Runner 9 12 13 13 10 11.5 6: {+1} Climb: 21; {+1} Jump: 21; {+2} Diplomacy: 11; Handle Animal: 4; Balance: 5; {+1} Tumble: 21; {+1} Sense Motive: 21;
    • Bonus Essentia
    Inexhaustible stamina, slow fall 50 ft
    19th Peregrine Runner 10 13 14 14 10 12 6: {+1} Climb: 22; {+1} Jump: 22; {+2} Diplomacy: 13; Handle Animal: 4; Balance: 5; {+1} Tumble: 22; {+1} Sense Motive: 22; Skirmish +3d6/+2 AC
    20th {Level adjustment} 0: Climb: 22; Jump: 22; Diplomacy: 13; Handle Animal: 4; Balance: 5; Tumble: 22; Sense Motive: 22;

    HD Class Initiator Level Maneuvers Known Maneuvers Readied Stances Known
    5th Swordsage 1 3
    • Wolf fang strike
    • Sudden leap
    • Mighty throw
    • Burning blade
    • Flashing sun
    • Fire riposte
    • Total: 6
    4
    • Step of the wind
    6th Swordsage 2 4
    • Cloak of deception
    • Total: 7
    4
    • Island of blades
    11th Swordsage 3 7
    • Comet throw
    • Total: 8
    5
    14th Swordsage 4 9
    • Soaring throw
    • Searing blade (replaces burning blade)
    • Total: 9
    5
    17th Swordsage 5 11
    • Ballista throw
    • Total: 10
    6
    • Fiery assault


    Spoiler: Foundation; 1-6
    Show
    I can't lie to you: Wander's early life involves a lot of setting up and a lot of gathering of feats. Monk is the classic way to get Combat Expertise and Improved Trip relatively easily without a ton of INT. That said, even though the build needs a lot of early feats, it's not like those feats are all useless. Improved Trip and Improved Bull Rush are quite respectable early on (especially on someone with that much strength and Powerful Build) simply playing them as intended. Hammer and Piton will mostly come into play a little later since it's relatively rare to encounter Large stuff at the very beginning of the game, but if it happens, awesome!

    Swordsage maneuvers are solid from the jump. Even though they're mostly chosen as setup just like the feats are, all of them work nicely on their own.


    Spoiler: Hoist, 7-14
    Show

    So here's where we're at. Wander is primarily designed to take advantage of three neat features from the SI: Skirmish, climb speed, and slow fall.

    So let's go back to the aforementioned Hammer and Piton. You make a special touch attack to knock a peg into something big and then you climb aboard. If they want to scrape you off, you make a Climb check to resist. Otherwise, you stay in their square as they move. So first off, what helps with Climb checks? Why, a climb speed, of course! +8 and the ability to Always take 10 is great for reliably getting on and staying on your quarry. Does the clause about keeping your DEX bonus to AC while climbing override the clause in Hammer and Piton that says you lose it? I wasn't sure, so I decided to offload DEX onto WIS; thanks, swordsage! (Swordsage, not monk; who wants to be unarmored when you can be lightly armored?) Invisible fist is a great defensive option (and it's also relatively hilarious when you're onboard something big).

    Okay, so Wander can spike her prey and start the world's worst piggyback ride; who cares, right? Well, let's talk about getting skirmish damage, as peregrine runner kindly deigns to provide us with. Skirmish is famously annoying to get multiple swings with because it's hard to get multiple attacks after you've taken a move action. Most people building around skirmish therefore find ways of moving as a swift action. Wander takes a slightly different approach and finds ways of moving as part of the action used to attack. Specifically, she wants to make her target move, since she gets to move with it, and then she wants to follow it up with more attacks.

    Wander has two primary ways of doing this. First, Knockback, that good old goliath specialty. Is it possible to use a two-handed weapon (like, idk, a quarterstaff or whatever… or any martial weapon since we've got those fighter levels in there) while on top of someone? If so, do that, because that's funny and I don't think the rules say you can't. But if not, eh, okay, one-handed weapon it is, whatever. Power Attack turns into a free bull rush with a bonus. There's no limit on how many times you can do this per turn, which is rad. With STR, powerful build, and Improved Bull Rush on top of the bonus from Knockback itself, Wander is very good at this. She whacks someone, sends them sailing, automatically comes along thanks to Hammer and Piton, and merrily continues her full attack action, skirmishing along!

    The second way of doing this is even more of a thumb in the eye of physics: Setting Sun throw maneuvers. Oh yes. This is happening. Climb aboard some poor sap, yeet him across the field, come along with the yoten foe because you're already latched on, and then follow it up with the Improved Trip free attack (because all of the throw maneuvers are trip attacks!) and with Snap Kick, both of which will get skirmish damage!

    And now… slow fall. Wander can weaponize slow fall as long as she's got a wall nearby. It's best if she's got a cliff nearby too (such as might happen when running around in the mountains, as peregrine runners are kind of known for), but in a pinch, any wall will do. So let's say that Wander has thrown some schmuck over a cliff or otherwise put them in a situation where falling is gonna happen (bull rush and throw maneuvers are both good for this). Wander comes along too and stays in this poor bastard's space, because that's what Hammer and Piton says happens. Wander is capable of using slow fall on the nearby wall to treat the fall as being less distance than it really is; Wander's target has no such ability and will be taking falling damage. However, Wander never ends up leaving the target's space because nothing about slow fall says that you actually take more time (as in additional rounds) to reach the bottom! It doesn't impact your actions or anything like that. It just lets you treat the fall as shorter. So Wander and the fool she's riding both reach the bottom at the same time (Wander never leaves their space!), but only the fool she's riding takes damage!

    I mentioned that any wall will do even if we start at the bottom rather than at the top. Setting Sun throws don't specify that the yeet has to be horizontal. You can absolutely hurl someone up just as easily as you can hurl them over. And then use the slow fall trick, and voila! We have successfully weaponized slow fall, a stupid passive ability that's the butt of countless jokes! Please clap.


    Spoiler: Yeet, 15+
    Show
    The core trick is online by this point and it keeps progressing. The mauling gauntlets eventually provide a +6 bonus both to trip checks and to bull rush checks (i.e., Wander's main stock in trade), which is highly welcome. Additional carefully timed swordsage levels provide new and exciting new ways to hurl chumps around.

    Greater slow fall distances mean more damage from weaponizing cliffs and walls. Greater skirmish damage means increased pain from doing the core trick. Discipline focus adds a nice little bump when doing Setting Sun stuff. Keep it up, Wander! You're doing great!


    Spoiler: Odds and ends
    Show

    • Sudden leap is a way of getting skirmish damage on a turn when you normally wouldn't get to move before attacking. Such as on the turn when you set up Hammer and Piton, for example.
    • Skirmish damage lasts for the rest of the round after you've moved, so fire riposte can be a way of getting skirmish damage off-turn if you've already moved on your turn.
    • Flurry of blows isn't great (the unarmored restriction really kills it), but decisive strike doesn't really work with the build either. Neither one is mission-critical, but take advantage when it's convenient, I suppose. I went with flurry of blows because if you have your armor needs taken care of somehow (bracers of armor, friendly castings of (greater) mage armor, etc.) then it can be used for additional skirmishes, but it can be safely ignored without harming the build.
    • So there's a bizarre trick on the WotC website that you can teach your peregrine companion: Flush Out. "Flush Out (DC 20): The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each)." What determines success or failure of this move? Beats the heck out of me, but it does seem to be a way of forcing movement, which will help you get skirmish damage if you're already climbing up someone.
    • The falcon is also useful for scouting, keeping watch, and triggering island of blades when you don't have terrain around for step of the wind (the ally doesn't have to threaten in order for island of blades to give flanking; they simply have to be adjacent).
    • Diplomacy comes online relatively late, but Wander does have the ability to serve as at least a backup party face.
    • Step of the wind is a great way to get a bonus to trip attempts.
    • 5 ranks in Balance means no being flat-footed when balancing.
    • Per PHB pg. 141, you can draw a weapon as part of a move action (once you have BAB +1 or higher). Since it takes a move action to climb aboard with Hammer and Piton, you could draw a different weapon after you've pounded in the initial spike, if desired. (This is mostly useful if your GM rules that a creature with a climb speed can wield a two-handed weapon while climbing someone.)
    • Using nunchaku to pound in the spike isn't necessarily mechanically beneficial, but it's legal and it's an amusing mental image.
    • Wolf fang strike is a low-investment way to get multiple skirmishes without setup.
    • Flashing sun is great with a full attack and allows for even more skirmishes.
    • Wander prefers hunting larger quarry, but if she's forced to hunt something her size or smaller, she'll be even more deadly with her trips and bull rushes, even if she can't do the climb-aboard trick. (Sudden leap could still be used to follow someone and make follow-up attacks.)
    • When leaning into the full-attack side rather than the Setting-Sun-throw side, burning/searing blade and fiery assault add damage that scales with level (it's not just the dice; it also adds your initiator level, at least for the boosts if not for the stance) that will work multiple times in one round.


    Spoiler: Cutting room floor
    Show

    Here's a list of various oddball things I couldn't fit in.
    • I tried to put in Dungeoncrasher, since it goes so very well indeed with goliath and Knockback, but I really didn't like putting off my main combo for an extra three levels while I made up the lost feat. You can totally throw in Dungeoncrasher if you're patient or if you have a flaw handy.
    • If your game ignores alignment restrictions because they're dumb, you can swap fighter 2 for barbarian 2 (wolf totem) and take Overwhelming Attack style instead of Passive Way style for your monk levels. This will give you the same net effect (since we only need Improved Trip and not Combat Expertise outside of Improved Trip), but it will also allow you to have mountain rage from the goliath barbarian racial sub level (which I'm guessing we'll see no fewer than five entries using this round).
    • Mauling gauntlets and Bonus Essentia can be replaced with Knock-Down and Improved Skirmish, if desired, but I didn't find those to be as supportive of the core concept.
    • You may have noticed that devastating throw (the level 3 Setting Sun throw) is absent; this is because it's the only throw (before tornado throw, which we can't get because it's a 9th) that requires that you move before using it. I didn't have a way of reliably doing that while already latched onto someone without getting into even stupider rules interpretations that I didn't want to mess with.



    Spoiler: Sources
    Show

    Type Thing Book Page number
    Race Goliath Races of Stone 56
    Class Swordsage Tome of Battle 15
    Class Peregrine runner Races of Stone 116
    ACF Passive Way monk Unearthed Arcana 52
    Feat Hammer and Piton Dungeonscape 45
    Feat Snap Kick Tome of Battle 32
    Feat Knockback Races of Stone 142
    Feat Shape Soulmeld: Mauling Gauntlets Magic of Incarnum 40, 78
    Feat Bonus Essentia Magic of Incarnum 35
    Maneuvers Various Tome of Battle 52-90
    All others Various PHB/SRD
    Thanks as always to mattie_p for the super helpful formatting sheet!
    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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  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 CXVI

    You have to run fast as you can if you want to stay in place.

    Quote Originally Posted by Feng Chongkun
    RIDING THE WIND!

    With Feng Chongkun!



    Abilities Scores STR DEX CON INT WIS CHA
    1st 20 12 16 14 10 10
    4th 21 12 16 14 10 10
    8th 22 12 16 14 10 10
    12th 23 12 16 14 10 10
    16th 24 12 16 14 10 10

    Spoiler: THE BUILD
    Show
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    LA Golaith LA LA LA LA LA LA LA
    1st Warblade 1 (ToB) +1 +2 +0 +0 24- Climb 4 (+4), Concentration 4 (+4) Jump 4 (+4), Dipolmancy 4 (+4), Tumble 4 (+4) Handle Aminal 2 (+4 CC) Power Attack Battle Clarity, (Reflex Saves), Weapon Apitude
    2nd Scout 1 (CAd) +1 +2 +2 +0 10- Balance 5 (+5), Cilmb 5 (+1), Jump 5 (+1), Tumble 5 (+1), Concentration 5 (+2 CC) Skirmish (1d6), Trapfinding
    3rd Warblade 2 +2 +3 +2 +0 6- Climb 6 (+1), Concentration 6 (+1) Jump 6 (+1), Tumble (+1), Handle Aminal (+2 CC) Leap Of The Heavens (PH2) Uncanny Dodge
    4th Warblade 3 +3 +3 +3 +1 6- Climb 7 (+1), Concentration 7 (+1), Diplomancy 6 (+2), Jump 7 (+1), Tumble 7 (+1) Battle Ardor (Critical Confirmation)
    5th Warblade 4 +4 +4 +3 +1 6- Climb 8 (+1), Concentration 8 (+1), Jump 8 (+1), Tumble 8 (+1) Handle Aminal 4 (+2 CC)
    6th Warblade 5 +5 +4 +3 +1 6- Climb 9 (+1), Concentration 9 (+1), Diplomancy 8 (+2) Jump 9 (+1), Tumble 9 (+1) Endurance, Run
    7th Peregrin Runner 1 +5 +6 +5 +1 8- Jump 10 (+1), Listen 3 (+3), Spot 3 (+3) Tumble 10 (+1) Mountain stride, Peregrine companion
    8th Peregrin Runner 2 +6/1 +7 +6 +1 8- Jump 11 (+1), Listen 6 (+3), Spot 6 (+3) Tumble 11 (+1)
    9th Peregrin Runner 3 +7/2 +7 +6 +2 8- Jump 12 (+1), Listen 9 (+3), Spot 9 (+3) Tumble 12 (+1) Improved Bull Rush Great stamina, Slow fall 20 ft, Skirmish (+1 AC/1D6)
    10th Warblade 6 +8/3 +8 +7 +3 6- Concentration 13 (+4), Jump 13 (+1), Tumble 13, (+2) Improved Uncanny Dodge
    11th Peregrin Runner 4 +9/4 +8 +7 +3 8- Jump 14 (+1), Listen 12 (+3), Spot 12 (+3), Tumble 14 (+1) Climb 20 ft.
    12th Peregrin Runner 5 +9/4 +8 +7 +3 8- Jump 15 (+1), Listen 15 (+3), Spot 15 (+3), Tumble 15 (+1) Shock Trooper (CW) Fast movement, Slow fall 30 ft, Skirmish (+1 AC/2D6)
    13th Warblade 7 +10/5 +8 +7 +3 6- Concentration 16 (+3), Diplomancy 9 (+1) Jump 16 (+1), Tumble 16 (+1), Battle Cunning (Damage)
    14th Peregrin Runner 6 +11/6/1 +9 +8 +4 8- Diplomancy 11 (+2), Jump 17 (+1), Listen 17 (+2), Spot 17 (+2), Tumble 17 (+1)
    15th Peregrin Runner 7 +12/7/2 +9 +8 +4 8- Diplomancy 15 (+4), Jump 18 (+1), Listen 18 (+1), Spot 18 (+1) Tumble 18 (+1) Improved Skirmish (CS) Slow fall 40 ft, Skirmish (+2AC/2D6)
    16th Warblade 8 +13/8/3 +10 +8 +4 6- Concentration 19 (+3), Diplomancy 16 (+1), Jump 19 (+1), Tumble 19 (+1)
    17th Peregrin Runner 8 +14/9/4 +11 +9 +4 8- Diplomancy 18 (+2), Jump 20 (+1), Listen 20 (+2), Spot 20 (+2), Tumble 20 (+1) Climb 40ft
    18th Peregrin Runner 9 +14/9/4 +11 +9 +5 8- Climb 10 (+1) Diplomancy 21 (+3), Jump 21 (+1), Listen 21 (+1), Spot 21 (+1) Tumble 21 (+1) Adaptive Style (ToB) Inexhaustible stamina, Slow fall 50 ft, Skirmish (+2/3D6)
    19th Warblade 9 +15/10/5 +11 +10 +6 6- Concentration 22 (+3), Diplomancy 22 (+1), Jump 22 (+1), Tumble 22 (+1) Improved Intiative


    Spoiler: Maneuvers and Stances
    Show
    Level Class Initiator Level Manuvers Known Manuvers Readied Stances Known
    LA LA LA LA LA LA
    1st Warblade 1 (ToB) 1 Charging Minotuar, Moment Of Perfect Mind, Wolf Fang Strike 3 Punishing Stance
    2nd Scout 1 (CAd) 1.5 3 3 1
    3rd Warblade 2 2.5 Sudden Leap 3 1
    4th Warblade 3 3.5 Battle Leader's Charge 3 1
    5th Warblade 4 4.5 Wolf Fang Strike> Mountain Tombstone Strike 4 Leading The Charge
    6th Warblade 5 5.5 Iron Heart Surge 4 2
    7th Peregrin Runner 1 6 6 4 2
    8th Peregrin Runner 2 6 6 4 2
    9th Peregrin Runner 3 7 6 4 2
    10th Warblade 6 8 Charging Minotuar> Death From Above 4 2
    11th Peregrin Runner 3 8 6 4 2
    12th Peregrin Runner 4 9 6 4 2
    13th Warblade 7 10 Pouncing Charge 4 2
    14th Peregrin Runner 5 10 7 4 2
    15th Peregrin Runner 6 11 7 4 2
    16th Warblade 8 12 Battle Leader's Charge> Dancing Mongoose 4 2
    17th Peregrin Runner 7 12 7 4 2
    18th Peregrin Runner 8 13 7 4 2
    19th Warblade 9 14 Swooping Dragon Strike 2 2


    Spoiler: Backstory
    Show
    "Feng." "Yes, Master?" "You need to stay evasive in combat. You cannot rely on raw strength." "But Master, raw strength is all I have" "Then, I can teach you no more. Wander the world, and learn from others" And so, Feng left on his journey to learn how use his strength in combat.


    Spoiler: 1-5: Every Journey Starts With a Snapshot
    Show
    The main maneuvre Feng relies on is Sudden Leap, allowing him to move, attack, and then retreat as a swift action. This allows him to use skirmish two turns in a row before having to recharge his maneuvures. His Feats are Power Attack and Leap of the Heavens, which gives him a scaling damage bonus and let Feng jump from a standing start, respectively. For skills, Feng takes five ranks in Balance to avoid being caught-flat footed, Jump is useful for manoeuvres, Concentration is used for Prefect Mind, And Tumble helps Feng avoid AoOs.

    Notable Maneuvres:

    Prefect Mind (LV 1)- for passing important will saves
    Mountain Tombstone Strike (LV 5)- Ignore any DR and Hardness.
    Punishing Strike (LV 1)- Damage for AC is a good trade. Doesn't Scale, Though
    Sudden Leap: Swift action move. Feng's main way of triggering skirmish.
    Leading The Charge (LV4)- IL to charge damage. Simple but very useful


    Spoiler: 6-10: Student of Wilds and The Way
    Show
    6-10: Feng has come across a tribe of Goliaths. Finally among members of his own race, he begins to learn their traditions, choosing to become a Peregrin Runner!

    Feng adds Listen and Spot to his chosen skills to allow to him and his falcon to scout, although his low WIS doesn't make him the best a that role.
    He gains an animal companion called perry who helps with scouting somewhat.
    Notable Maneuvers:

    IRON HEART SURGE (LV6)- Lets you not ignore, but END a spell or effect! Very useful.

    Death From Above (LV 10)- This and Swooping Dragon Strike allow you attack while moving, potentiality triggering skirmish if you move far enough. If we assume that "midway" means in exact middle of the move, you need to move 20ft during this manoeuvre to trigger skirmish.


    Spoiler: 11-15: Unstoppable Force
    Show
    11-15: (Sweet Spot) Feng has started helping out the local lord, bringing in some favour for his tribe in the process. Maybe he'll get some fame in time...

    Now it's time to get into the main trick of the build! Thanks to Pouncing Charge allowing him to Charge and Full Attack. If he combines this with heedless charge from Shock Trooper and he moves 20ft to gain the bonus from Improved Skirmish, Feng can do 2D8+6+ACx2+4D6 for each attack on a charge. Remember that shock trooper makes Feng's power attacks more accurate, helping him deal more damage. He also adds diplomancy to his repertoire of skills, improving his utility. However he is not an effective face, so if the party needs one, they should look elsewhere.

    Notable Maneuvers:
    Pouncing Charge:
    Gain pounce for one charge. This allows Feng's main trick to work.


    Spoiler: 16-20: And Now I Am The Master
    Show
    6-20: Feng has beaten a Master of Nine in single combat (By shoving him into the wall). With the Master's help he founds his own temple of sublime way focusing on jumping attacks, calling his style the way of the swooping falcon.

    For the new tricks he learns now, Feng has Adaptive Style, allowing him to switch manoeuvres on the fly. He also picks up Improved Initiative to go first more often.

    Notable Maneuvers:

    Dancing Mongoose:
    Allows you to move and attack twice. Handy on a skirmisher like Feng.

    Swooping Dragon Strike:
    Leaps over a Foe. In other words, you must move 10ft to use this maneuver, meaning you will trigger skirmish when using it for even more D6s!


    Spoiler: Notes
    Show
    The SI:
    Peregrin Runner gives you three features from other classes- an animal companion, fast movement and skirmish. Most these features can replicated by Ranger (Class Feature, Spell, Feat). So what makes Peregrin Runner unique? That it requires you to be a Goliath, rewarding you for focusing on STR instead of DEX- a rather unorthodox choice for a swift hunter!

    Where is Travel Domain?

    There were other choices for a warblade to activate skirmish that could be accessed in-class (I.E Swift Leap) so i decided against using Travel Domain.

    Skills:

    The important ones are Tumble for avoiding AoO, Jump for Manuvers, Concentration for Perfect Mind and Balance to avoid being flat footed.
    Everything else is preqcs and filler.

    If you have LA Buy Off...

    Take an extra level of Warblade for level 8 maneuvers (Most notablly Raging Mongoose) and 16/11/6/1 BAB at level 20.

    Sources:

    Complete Adventurer, Complete Scoundrel, Complete Warrior Tome of Battle, Player's Handbook 2.
    Information on sources for individual features can be found in the build.
    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 CXVI

    As easy as falling off a cliff.

    Quote Originally Posted by Paddy
    Paddy, The inspiration"
    "Stop, Shillelagh Time”



    CG Goliath Ranger4/Swordsage1/Druid1/Peregrine Runner10/Master of Nine3

    “Good girl, good girl” said Paddy, petting the head of his falcon. The latter had spotted some cliffs with a cavern towering at 200ft above the ground, where they could both rest for the night. Paddy started running towards it and he got there pretty fast. His imposing stature zooming through the mountain was bound to catch the attention of the local fauna but most of them know better than to antagonize Goliaths. He had been on the road for the better part of the day and, even if he wasn’t tired, he was hungry.

    Having set up camp to rest for the night, Paddy started a fire to cook his meal when his falcon came back from his routine check and emitted a low screech.

    “Hmmm a guest you say… Show me where” Paddy asked while making sure he put his meal close enough to the fire so it wouldn’t get cold. He walked over to the edge of the cavern and looked down.

    “ROOOOOOOAAAAAAAR”

    A huge giant shouted, trying to intimidate his target before proceeding to climb to the best of its ability.

    “Let’s get this over with so we can eat in peace” he said to his falcon who nodded and took off. He watched the bird for a second before glancing down at the bulging veins on the Giant’s face, giving his all to get to the cavern as fast as possible.

    “Maximum effort” he said before dropping


    (To be continued… in the combo section)

    Spoiler: Overview
    Show


    Spoiler: Feat Summary
    Show

    Alignment : Chaotic Good
    Race : Goliath
    Level 1 : Improved Initiative
    Level 3 : Run, Endurance (Ranger Bonus)
    Level 4 : Blind-Fight (Champion of the Wild ACF)
    Level 5 : Unarmed Strike (Unarmed Swordsage Bonus)
    Level 6 : Adaptive Style, Track (Bonus Feat)
    Level 9 : Desert Wind Dodge
    Level 12 : Martial Study (Emerald Razor)
    Level 15 : Improved Skirmish
    Level 18 : Natural Bond

    Peregrine Falcon
    Level 1 : Alertness (lame, get Quick Reconnoiter if possible), Weapon Finesse (Bonus)
    Level 3 : Martial Study (Lead the Attack)
    Level 6 : Improved Natural Attack
    Level 9 : Flyby Attack
    Level 12 : Martial Study (White Raven Tactics)



    Spoiler: Point Buy
    Show

    Point Buy at level 20
    (4 to Con, 8, 12, 16, 20 in Str)
    STR 24
    DEX 13
    CON 18
    INT 10
    WIS 12
    CHA 8


    Watchuget
    - Flavorwise : A care-free and nice to a fault mass of muscle and a very efficient delivery guy, getting messages across the mountains with ease. Always trying to see the best in people trying to resolve crises diplomatically but he can sense when things are about to turn for the worse and he becomes deadly when pushed over the edge, literally.

    - Powerwise :
    You get what an LA+1, Ύ BaB with close to no spellcasting can get you.
    Reaching the last tier of Animal Companion abilities.
    You take full advantage of skirmish since you’re guaranteed to move around A LOT.
    Running and climbing (and falling) are your bread and butter but action economy is where this build really shines.
    Skill tricks, wildshape and maneuvers give you a fair bit of versatility and God knows you need’em to stay relevant.

    Sweet Spot
    Getting your White Raven Tactics maneuver is quite the boost in power.
    At this level you get 7 bab and +6 Str to hit & 1.5x Str and Skirmish to damage.
    Your climb speed is the corner piece of your fighting style (see Combo section) while maneuvers and wildshape are both online.
    Your falcon has 7 HD so he can initiate Leading the Attack and deal some damage thanks to Improved Natural Attack (and potentially Enrage Animal/Magic Fang buffs).
    Depending on the amount of wands you can find you have interesting options as well.


    Spoiler: Build
    Show

    Spoiler: Table
    Show

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Ranger 1 1 2 2 0 Climb (+4) 4; Diplomacy (+2 CC) 1; Handle Animal (+4) 4; Jump (+4) 4; Knowledge (Religion) (+2 CC) 1; Sense Motive (+4) 4; Tumble (+4) 4; Improved Initiative, Track (Bonus Feat) Favored Environment (Mountain), Fast Movement (Predator ACF), Trapfinding (Trap Expert ACF)
    2nd Fangshield Ranger 2 2 3 3 0 Climb (+1) 5; Diplomacy (+1) 2; Handle Animal (+1) 5; Jump (+1) 5; Knowledge (Religion) 1; Sense Motive (+1) 5; Tumble (+1) 5;
    3rd Ranger 3 3 3 3 1 Climb (+1) 6; Diplomacy 2; Handle Animal 5; Jump (+1) 6; Knowledge (Religion) 1; Sense Motive (+1) 6; Tumble (+1) 6; Speedy Ascent; Run, Endurance (Ranger Bonus) Endurance
    4th Fangshield Ranger 4 4 4 4 1 Climb (+1) 7; Diplomacy (+2) 4; Handle Animal 5; Jump (+1) 7; Knowledge (Religion) 1; Sense Motive (+1) 7; Tumble (+1) 7; Speedy Ascent; Blind-Fight (ACF Bonus Feat) Animal Companion, Champion of the Wild (ACF)
    5th Unarmed Swordsage 1 4 4 6 3 Climb (+1) 8; Diplomacy 4; Handle Animal 5; Jump (+1) 8; Knowledge (Religion) 1; Sense Motive (+1) 8; Tumble (+1) 8; Speedy Ascent; Leaping Climber; Improved Unarmed Strike (Bonus Feat) Quick to Act +1, Discipline Focus (Weapon Focus)
    6th Goliath Druid 1 4 4 7 4 Climb 8; Diplomacy (+2) 6; Handle Animal 5; Jump 8; Knowledge (Religion) 1; Sense Motive (+1) 9; Tumble (+1) 9; Speedy Ascent; Leaping Climber; Adaptive Style Animal Companion, Nature's Sense, Wild Empathy, Elemental Bond (Goliath Druid), Skilled City-Dweller (ACF), Wild Shape 1/d
    7th Peregrine Runner 1 4 6 9 4 Climb (+2) 10; Diplomacy 6; Handle Animal 5; Jump (+2) 10; Knowledge (Religion) 1; Sense Motive (+1) 10; Tumble (+1) 10; Speedy Ascent; Leaping Climber; Mountain Stride, Peregrine Companion
    8th Peregrine Runner 2 5 7 10 4 Climb (+1) 11; Diplomacy 6; Handle Animal 5; Jump (+1) 11; Knowledge (Religion) 1; Sense Motive (+1) 11; Tumble (+1) 11; Speedy Ascent; Leaping Climber; Walk the Walls; Skirmish +1d6
    9th Peregrine Runner 3 6 7 10 5 Climb (+1) 12; Diplomacy (+2) 8; Handle Animal 5; Jump (+1) 12; Knowledge (Religion) 1; Sense Motive (+1) 12; Tumble (+1) 12; Speedy Ascent; Leaping Climber; Walk the Walls; Desert Wind Dodge Great Stamina, Slow Fall 20ft.
    10th Peregrine Runner 4 7 8 11 5 Climb (+1) 13; Diplomacy 8; Handle Animal 5; Jump (+1) 13; Knowledge (Religion) 1; Sense Motive (+1) 13; Tumble (+1) 13; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Climb 20ft. Skirmish +1d6/+1 AC
    11th Peregrine Runner 5 7 8 11 7 Climb (+1) 14; Diplomacy (+2) 10; Handle Animal 5; Jump (+1) 14; Knowledge (Religion) 1; Sense Motive (+1) 14; Tumble (+1) 14; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Fast Movement, Slow Fall 30ft.
    12th Master of Nine 1 7 8 11 7 Climb (+1) 15; Diplomacy 10; Handle Animal 5; Jump (+1) 15; Knowledge (Religion) 1; Sense Motive (+1) 15; Tumble (+1) 15; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Martial Study (Emerald Razor) -
    13th Peregrine Runner 6 8 9 12 8 Climb (+1) 16; Diplomacy (+2) 12; Handle Animal 5; Jump (+1) 16; Knowledge (Religion) 1; Sense Motive (+1) 16; Tumble (+1) 16; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Skirmish +2d6/+1 AC
    14th Peregrine Runner 7 9 9 12 9 Climb (+1) 17; Diplomacy 12; Handle Animal 5; Jump (+1) 17; Knowledge (Religion) 1; Sense Motive (+1) 17; Tumble (+1) 17; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Slow Fall 40ft.
    15th Master of Nine 2 10 9 12 9 Climb (+1) 18; Diplomacy (+2) 14; Handle Animal 5; Jump (+1) 18; Knowledge (Religion) 1; Sense Motive (+1) 18; Tumble (+1) 18; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Improved Skirmish Dual Stance
    16th Peregrine Runner 8 11 10 13 9 Climb (+1) 19; Diplomacy (+2) 16; Handle Animal 5; Jump (+1) 19; Knowledge (Religion) 1; Sense Motive (+1) 19; Tumble (+1) 19; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Climb 40ft., Skirmish +2d6/+2 AC
    17th Peregrine Runner 9 12 11 14 9 Climb (+1) 20; Diplomacy (+2) 18; Handle Animal 5; Jump (+1) 20; Knowledge (Religion) 1; Sense Motive (+1) 20; Tumble (+1) 20; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Inexhaustible Stamina, Slow Fall 50ft.
    18th Master of Nine 3 12 11 14 10 Climb (+1) 21; Diplomacy (+2) 20; Handle Animal 5; Jump (+1) 21; Knowledge (Religion) 1; Sense Motive (+1) 21; Tumble (+1) 21; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Natural Bond Perfect Form
    19th Peregrine Runner 10 13 12 15 10 Climb (+1) 22; Diplomacy (+2) 22; Handle Animal 5; Jump (+1) 22; Knowledge (Religion) 1; Sense Motive (+1) 22; Tumble (+1) 22; Speedy Ascent; Leaping Climber; Walk the Walls; Corner Perch; Wall Jumper; Extreme Leap; Skirmish +3d6/+2 AC
    20th LA



    Spoiler: Spells
    Show

    Class 0 1
    Druid 1 3 2

    Selection
    - Shillelagh makes your one-handed large club GARGANTUAN for 1 minute. Meaning you can cling to a wall and smack (Corner Perch lets you wield it 2-Handed in a chimney for a round).
    - Impending Stone is a great debuff on climbing enemies : multiple saves potentially leading to their (literal) downfall, half movement while climbing that’s like 1/8th movement, forcing casting on the defensive and, ofc, flat-footed while balancing.
    - Elemental Bound from Goliath Druid allows you to summon a small earth elemental with your spontaneous SNA. Just imagine the latter Earth Glide in the rock wall and bullrush the creature climbing away from the mountain, it’s hilarious. If your DM agrees to make it work with spells cast from wands, you can get Large Earth Elementals.
    - Enrage Animal isn’t really reliable but can help a lot. Magic Fang is a good buff too.

    Must have wands
    - Primal Instinct/Hunter (gain Uncanny Dodge for having 2 at the same time). They’re 24h buffs that help with everything you are doing. Hunter’s Sense & Track combine nicely with it.
    - Vortex of Teeth : unavoidable damage meaning yet another chance to fall.
    - Longstrider for a 10ft speed enhancement bonus for 1h (better than Windstride when you can plan ahead).
    - Camouflage to hide better in your favorite environment.
    - Instant of Power (Forge of War) in a wand chamber in your club. immediate +4 is nice.
    - Lesser Vigor is the best heal/gp.
    - Blockade. A 2000 pound wooden cube deals 10d6/10ft increment (Falling object RC p52)
    - Master Air for 3 rounds of 90ft fly (good) to get those pesky flyers.
    - Enhanced Wildshape obviously.



    Spoiler: Level Breakdown
    Show


    Spoiler: Level 1 – 5
    Show

    Ranger chassis : full BaB, Martial Proficiency, 6+Int skills and some ACFs that give you nice things to play with. Trade Combat Style for Fast movement (Barbarian)
    Goliath brings +4 to Str/+2 to Con & Powerful Build so go nuts (especially if the Goliath Greathammer is treated as martial for Goliaths and it should).
    Fangshield substitution levels are fair game for Monstrous Humanoids and bring Diplomacy as a class skill + Animal Companion = to half Ranger level +2 so you can get the infamous Fleshraker (until just before you take your first Peregrine Runner level that is).
    Last but not least, a substantial powerup in the form of Swordsage dip with access to 2nd level maneuvers.


    Spoiler: Level 5 – 10
    Show

    A dip in Goliath Druid before entering the SI right on time. You net +1 effective AC level, 3 cantrips and 2 1st level spells (hello Shillelagh) with good Will & Fort saves and opening lots of wand options (see Must have wands).
    Thanks to the Ranger’s Predator ACF, you get the wildshape class feature of a 5th level Druid meaning you can turn into an Eagle to fly/run at 400ft per round. Enhanced Wildshape opens up Fleshraker pounce/trip/poison/grapple goodness or the Desmodu Hunting Bat for flight, high dex, weapon finesse and free trip attempts on bites 5hrs/d !
    Adaptive Style lets you reshuffle all your maneuvers in a single round which is a clear improvement.
    You’re saying goodbye to your fleshraker to get your BFFF(alcon) from now on and she has 5 HD meaning she can initiate Leading the Attack as well as assist you in social encounters with her Diplomacy ranks (by being cute & fuzzy).
    You get Slow Fall, Skirmish and a Climb speed meaning we can now start the vertical fighting craziness. See Combo section.


    Spoiler: Level 10 – 15
    Show

    We continue our Peregrine Runner progression and add bits of Master of Nine here and there to cherry pick the maneuvers we want. White Raven Tactics is very very good for our action economy (see Combo section) and opens Press the Advantage which is a delightful way to trigger Desert Wind Dodge and Skirmish (even Improved Skirmish if you manage the Tumble DC 40 check you need for double 10-foot step).
    The fast movement stacking with your previous one makes you run at 250ft per round. If you Initiate Wind Stride (swift) it becomes 300ft for a round (or an hour if you cast Longstrider).
    Slow Fall reaching 40ft and the Tumble rule to lower the effective fall mean the Falling Object rule lets you deal 10 to 12d6 damage by landing on your target. And that is IF you don’t want to sustain any damage, suicide dives are encouraged.


    Spoiler: Level 15 – 20
    Show

    Everything finally clicks together.
    Your falcon has the IL and feat opening necessary to take White Raven Tactics 1/encounter.
    You get Moment of Alacrity to mess with the initiative count some more ; if both you and your falcon play after the target (delaying to right after them for instance), you can have 4 turns in a row (yours + WRT + your falcon’s WRT + Moment of Alacrity) while abusing the falling action to move and deal damage for free. You unlock Shadow Noose for ranged touch attacks (options to ensure they’re flat-footed include Impeding Stones, Cloak of Deception, Camouflage+Hide) which Improved Skirmish damage can ride on if you drop 20ft while being 30ft away from your target. (See the Combo section). (Desmodu Hunting Bat form increases your chances to hit dramatically).
    Your immunity to fatigue lets you do this all day



    Spoiler: Items
    Show

    • Acrobat Boots for swift activation additional move speed and +2 competence to Tumble
    • Chronocharm of the Fateweaver, just in case (slotless).
    • A dose of Fleetfoot, stacks with your Run feat : speed x6 !
    • Skin of Nimbleness, +10 competence to Tumble, standing up as a free action and 10-foot steps are within reach ! (slotless) (not stacking with Acrobat Boots).
    • A metric ton of wands can do wonders for you (see Must have wands section).
    • Dex, Str, Con enhancing items/tomes.



    Spoiler: Combo
    Show

    Hound
    Hunter’s Sense + Primal Instinct + Nature’s Sense + Track let you track by scent the tribesmen you need to deliver your package to or avoid danger on the road.

    The Prep :
    1) If a situation occurs that can’t be dealt with by your (and your falcons’) diplomatic skills, you probably roll pretty high on initiative : +4 (Improved Init) +1 (Quick to Act) +5 (Primal Instinct) + Dex (the highest money can buy).

    2) You run away & towards the nearest cliff (Mountain Stride makes sure you don’t slow down).
    Your falcon has been scouting ahead for you so follow her lead.
    If you had cast Longstrider you would run at 300ft. (if not and you need a speed boost, Wind Stride (swift) can help for a round). The Run feat lets you retain Dex to AC and Desert Wind Dodge activates so you’re harder to hit with range attacks.

    3) Leaping Climber (swift) + climb speed + Goliath’s accelerated climb (double climb speed or land speed, whichever is lower) + Speedy Ascent lets you climb over 55ft (65ft after at 16th) up in one move action. Climb DC (taking 10 + 8 (racial) + ranks + Str +5 from Primal Hunter) can’t fail on natural rock walls and Jump DC is considered having a running start (+4 from Run, +8 from 50ft speed + ranks + Str +5 from Primal Hunter = minimum 5 ft.) Or you can straight up Walk the Walls (20ft horizontal converts to 5ft ascension which gives us up to 75ft up given your 300ft speed whilst running and you get style points).

    4) Set yourself up in a chimney or corner-like area if possible to hide (+10 from Camouflage +2 from Favored Environment). Then it’s buff time : Adaptive Style lets you ready your maneuvers swiftly to match the kind of encounter you’d expect, use the spells you need, switch from Hunter’s Sense to Press the Advantage stance.

    Stop, Shillelagh Time :
    You have several options :
    Option 1 : Drop (free) and catch yourself (free), who needs pounce anyway ?
    From here you can initiate Mighty Throw (+4 Power Build +4 maneuver +Str) to throw your target down.
    Option 2 : If you managed to find a chimney/corner, when you reach melee range (drop & catch) you can grab that GARGANTUAN club of yours (Shillelagh + Powerful Build) with 2 hands (Corner Perch) and full attack. Each hit calls for a steep (get it ?) climb check or they fall. (Of course a speed +5 large Goliath Greathammer is better but way less fun).
    Option 3 : If possible, drop at least 20ft but remain 30ft away from your target letting you apply the Improved Skirmish damage to Shadow Noose. If they fail the save and get stunned, they fall. If they make it, they still might fall.
    Option 4 (my favorite) : Mountain Hammer the mountain to cut off the chunk of wall they’re climbing on or better yet, try to create an avalanche (8d6 in the bury zone and from the wording, they should die if no one helps them out, but you’re a good guy so you should).
    Option 5 : If enemy is flying, you can Sudden Leap (swift) + Wall Jumper (+8 from 50ft move speed +5 from Primal Hunter +2 synergy +Str +ranks) to reach & grapple them (standard) if they’re a puny caster (Powerful Build + Str). Initiate Shadow Stride (move) to get back on the wall should you fail your grapple. If it works, you’re probably too heavy for them to continue flying and you’ve got a much better chance to survive the fall than they do.
    Option 6 : Cast Enhanced Wildshape (from a wand) and turn into a Desmodu Hunting Bat to harass them (free trip with every bite) until they fall.

    From there it’s safe to assume they’re falling. If not, Shadow Stride to get 50ft back above them, which is further than they can probably climb (Όth speed). Repeat until they fall and then…

    Drop on them. Falling Object rule states falling object deals 1d6/10ft increment and per 200 pounds. According to Races of the Stone
    A typical Goliath [...] weighs between 280 and 340 pounds
    . Factoring in your carrying capacity in light load, we’re looking at 2d6/10ft increment here. Furthermore, with your Slow Fall ability and Tumble ranks you can reduce the damage YOU take from the fall but not the target’s.

    Assuming you are prone (I can’t find any ruling on this) you can try to stand up as a free action (Tumble 35 : 1d20 +10 from possible Skin of Nimbleness +2 synergy +2 masterwork tool +ranks +Dex). If you manage it, climb (move) back up and drop (free) on your target, again. If not, you take a move action to stand up so you can draw your weapon for free.
    If you don’t feel like your ranks are enough to try it, you can Shadow Stride upwards 50ft and land on them yet again (Slow Fall & Tumble covering you, you take little to no damage).
    THEN you use your swift action to initiate White Raven Tactics. It’s your turn again.

    Press the advantage gives you 2x 5-foot step which trigger your Skirmish ability (you can even make 2x 10-foot steps with a DC 40 Tumble check which triggers Improved Skirmish) : go to town on your target. Then your falcon initiates White Raven Tactics.It’s your turn again.

    Either repeat the previous turn and use your swift to initiate Moment of Alacrity (if you both delayed your initiatives to just after your enemy’s, you will get to act again before them) to get another full round of attacks or run away if you feel this is not going to be an easy fight. Then see The Prep again.

    Catch yourself before you wreck yourself
    DC is wall + 20. You have a 100% success rate on Natural rock wall by level 13.
    Taking 10 +8 (racial) +5 (Primal Hunter) +16 ranks +6 Str = 45
    Add a Climber’s kit and a +2 to Str item, you’re looking at level 10, right when you get your climb speed !



    Spoiler: Sources
    Show

    SRD - Ranger, Druid, Blind-Fight, Improved Initiative, Run, Endurance, Track, Improved Unarmed Strike, Natural Bond, Masterwork Tools, Wilderness (Avalanche)
    Races of the Stone - Goliath, Goliath Druid, Peregrine Runner
    Complete Scoundrel - Skill Tricks, Improved Skirmish
    Complete Champion - Champion of the Wild ACF
    Champion of Valor - Fangshield Ranger
    Unearthed Arcana - Favored Environment, Predator ACF
    Tome of Battle - Swordsage, Master of Nine, Desert Wind Dodge, Adaptive Style, Martial Study & Maneuvers
    Rules Compendium - Falling Object
    Monster Manual II - Fleshraker, Desmodu Hunting Bat
    Magic Item Compendium - Item list, Wands
    Arms & Equipment Guide - Fleetfoot
    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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  12. - Top - End - #72
    Ettin in the Playground
     
    The Viscount's Avatar

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    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    I'm the type of guy that likes to roam around.

    Quote Originally Posted by Diving Hawk
    - Look! He is quick as monkey! Hey you! Get down! Don’t make us climb after you!
    Some robber's last words.
    Spoiler: Don't repeat this at home!
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    Spoiler: Fluff
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    Diving Hawk was born in desert with big love to journey. This unstoppable attraction moved him once into snowy mountains where he almost died of cold and tribe of angry taers. But he was saved by goliaths hunters. While he recovering from his injuries, he quietly became part of tribe. Half-orc and simultaneously goliath. With attraction to hiking. No wonder he embark on the path of the Peregrine Runner.


    Spoiler: Crunch
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    Spoiler: Abilities
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    Abilities Initial Desert Half-Orc Human Paragon Stoneblessed Levels Total
    STR 14 14
    DEX 14 14
    CON 15 2 2 2 5 26
    INT 14 -2 12
    WIS 14 14
    CHA 8 8


    Spoiler: Build
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    NG Desert Half-Orc Half-Orc Paragon-2/Human Paragon-3/Huntsman Avenger (Druid)-1/Stoneblessed-3/Roof-Dweller Goliath Barbarian-1/Peregrine Runner-10
    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Half-Orc Paragon 1 1 2 0 0 20: {+4} Climb: 4; {+4} Craft (stoneworking): 4; {+4} Intimidate: 4; {+4} Jump: 4; {+4} Tumble: 4; Endurance, RunB Divided ancestry, Monstrous mien
    2nd Human Paragon 1 1 2 0 2 5: {+2} Appraise: 2; {+1} Climb: 5; Craft (stoneworking): 4; Intimidate: 4; {+1} Jump: 5; {+1} Tumble: 5; Adaptive learning (Intimidate)
    3rd Huntsman Avenger (Druid) 1 1 4 0 4 5: Appraise: 2; Climb: 5; {+1} Craft (stoneworking): 5; Intimidate: 4; Jump: 5; {+4} Spellcraft: 4; Tumble: 5; Rapid Spell, TrackB Unarmored AC, Favored enemy (Giant), Track, Fast movement, Rage 1/day
    4th Human Paragon 2 2 4 0 5 5: Appraise: 2; {+1} Climb: 6; Craft (stoneworking): 5; {+2} Handle Animal: 2; Intimidate: 4; {+2} Jump: 7; Spellcraft: 4; Tumble: 5; Practiced SpellcasterB Bonus feat
    5th Human Paragon 3 3 5 1 5 5: Appraise: 2; {+2} Climb: 8; Craft (stoneworking): 5; {+2} Handle Animal: 4; Intimidate: 4; {+1} Jump: 8; Spellcraft: 4; Tumble: 5; Ability boost (+2) (Con)
    6th Stoneblessed 1 3 7 3 7 3: Appraise: 2; Climb: 8; Craft (stoneworking): 5; {+3} Diplomacy: 3; Handle Animal: 4; Intimidate: 4; Jump: 8; Spellcraft: 4; Tumble: 5; Craft Wand Goliath-bond
    7th Stoneblessed 2 4 8 3 8 3: Appraise: 2; Climb: 8; Craft (stoneworking): 5; {+1} Diplomacy: 4; Handle Animal: 4; Intimidate: 4; Jump: 8; Spellcraft: 4; {+2} Survival: 2; Tumble: 5; Racial battle technique
    8th Stoneblessed 3 5 10 4 8 3: Appraise: 2; Climb: 8; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; Jump: 8; Spellcraft: 4; {+3} Survival: 5; Tumble: 5; ToughnessB Stoneborn
    9th Roof-Dweller Goliath Barbarian 1 6 12 4 8 5: Appraise: 2; {+1} Climb: 9; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+1} Jump: 9; Spellcraft: 4; Survival: 5; {+3} Tumble: 8; Roof-Jumper, RoofwalkerB Illeteracy, Mountain rage 2/day
    10th Half-Orc Paragon 2 7 13 4 8 5: Appraise: 2; Climb: 9; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; Jump: 9; Spellcraft: 4; Survival: 5; {+5} Tumble: 13; Mountain rage 3/day
    11th Peregrine Runner 1 7 15 6 8 7: Appraise: 2; Climb: 9; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+1} Jump: 10; {+3} Knowledge (nature): 3; Spellcraft: 4; Survival: 5; {+1} Tumble: 14; {+2} Leaping Climber; Mountain stride, Peregrine companion
    12th Peregrine Runner 2 8 16 7 8 7: Appraise: 2; {+6} Climb: 15; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+1} Jump: 11; Knowledge (nature): 3; Spellcraft: 4; Survival: 5; Tumble: 14; Leaping Climber; Improved Skirmish Skirmish +1d6
    13th Peregrine Runner 3 9 16 7 9 7: Appraise: 2; {+1} Climb: 16; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+5} Jump: 16; Knowledge (nature): 3; Spellcraft: 4; Survival: 5; {+1} Tumble: 15; Leaping Climber; Great stamina, Slow fall 20 ft.
    14th Peregrine Runner 4 10 17 8 9 7: Appraise: 2; {+3} Balance: 3; {+1} Climb: 17; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+1} Jump: 17; Knowledge (nature): 3; Spellcraft: 4; Survival: 5; {+2} Tumble: 17; Leaping Climber; Climb 20 ft., Skirmish +1/+1d6
    15th Peregrine Runner 5 10 17 8 9 7: Appraise: 2; {+1} Balance: 4; {+1} Climb: 18; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; Intimidate: 4; {+1} Jump: 18; {+2} Knowledge (nature): 5; Spellcraft: 4; Survival: 5; {+1} Tumble: 18; {+1} Speak Language: 1; Leaping Climber; Improved Toughness Fast movement, Slow fall 30 ft.
    16th Peregrine Runner 6 11 18 9 10 7: Appraise: 2; {+1} Balance: 5; {+1} Climb: 19; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; {+1} Hide: 1; Intimidate: 4; {+1} Jump: 19; Knowledge (nature): 5; {+1} Move Silently: 1; Spellcraft: 4; Survival: 5; {+1} Tumble: 19; {+1} Speak Language: 2; Leaping Climber; Skirmish +1/+2d6
    17th Peregrine Runner 7 12 18 9 10 7: Appraise: 2; Balance: 5; {+1} Climb: 20; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; {+1} Hide: 2; {+1} Intimidate: 5; {+1} Jump: 20; Knowledge (nature): 5; {+1} Move Silently: 2; Spellcraft: 4; Survival: 5; {+1} Tumble: 20; {+1} Speak Language: 3; Leaping Climber; Slow fall 40 ft.
    18th Peregrine Runner 8 13 19 10 10 7: Appraise: 2; Balance: 5; {+1} Climb: 21; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; {+1} Hide: 3; {+1} Intimidate: 6; {+1} Jump: 21; Knowledge (nature): 5; {+1} Move Silently: 3; Spellcraft: 4; Survival: 5; {+1} Tumble: 21; {+1} Speak Language: 4; Leaping Climber; Shared Fury Climb 40 ft., Skirmish +2/+2d6
    19th Peregrine Runner 9 13 19 10 11 7: Appraise: 2; Balance: 5; {+1} Climb: 22; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; {+1} Hide: 4; {+1} Intimidate: 7; {+1} Jump: 22; Knowledge (nature): 5; {+1} Move Silently: 4; Spellcraft: 4; Survival: 5; {+1} Tumble: 22; {+1} Speak Language: 5; Leaping Climber; Inexhaustible stamina, Slow fall 50 ft.
    20th Peregrine Runner 10 14 20 11 11 7: Appraise: 2; Balance: 5; {+1} Climb: 23; Craft (stoneworking): 5; Diplomacy: 4; Handle Animal: 4; {+1} Hide: 5; {+1} Intimidate: 8; {+1} Jump: 23; Knowledge (nature): 5; {+1} Move Silently: 5; Spellcraft: 4; Survival: 5; {+1} Tumble: 23; {+1} Speak Language: 6; Leaping Climber; Skirmish +2/+3d6
    Ride always trades for tumble.


    Spoiler: Magic
    Show
    Level Class 0th 1st 2nd
    3rd Druid-1 3 1 -
    4th Human Paragon (Druid-2) 4 2 -
    5th Human Paragon (Druid-3) 4 2 1

    Spoiler: Frequently Used Spells
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    1st level: Vigor, Lesser; Wood Wose; Camouflage; Climbing Tree; Shillelagh; Winged Watcher.
    2nd level: Bear's Endurance; Blood Frenzy; Earthen Grace; Rapid Climbing Tree; Share Husk.
    Most of them Hawk has in self-created wands. Plus, he has club with wand chamber and Wand of Rapid Climbing Tree in it.



    Spoiler: Levels
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    Spoiler: 1-5 levels
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    Hawk now in searching himself. He is exploring his ancestry and discovers his love to journey and trees. There are too few trees in the desert...

    Hawk now can falling into rage and fast running. And he has favorite druidic spell - Climbing Tree. In flat lands this means huge advantage in looking into the distance. Especially in combination with Eyes of the Avoral and/or Hawkeye spells.


    Spoiler: 6-10 levels
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    Diving Hawk now in the goliath's tribe. He finds surprise similarity between wilderness of orcs and goliaths and this harmony in his both natures has borne fruit. Rage that coming from orcish bloodline was reborn into something new, something better and more wild.

    With Camouflage, Roof-Jumper and Mountain rage Hawk can now create devastating ambushes. With single jump onto enemy from 50 ft., he can do about 5d6 damage with club and up to 20d6 with himself. But after that he forced continue to fight on the ground.


    Spoiler: 11-20 levels
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    Diving Hawk is Peregrine Runner now. He runs everywhere. Mountains, plains, forests. Doesn't matter. He is happy.

    When Hawk received climb speed it changed everything. Now, after first Death from Above he just climb up and Jump down again. And again. And again.
    There no trees or walls around? Hawk has his favorite spell - Climbing Tree. Or rather wand of Climbing Tree which he crated himself.
    First round starting with cast Climbing Tree and climb on it with using of Leaping Climber - at the top. Second round - Rage and Death from Above five times. First time from 50 ft, follow-ups from 20 ft. First for 10d6 club damage and 20d6 falling damage, follow-ups for 6d6 + 18d6. 126d6 total.

    Spoiler: Calculations
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    10d6 is 1d6 - club (I know, Hawk large when rage and club do 1d8), 5d6 - Skirmish and Improved Skirmish, 4d6 - Death from Above.

    Another 20d6.
    Quote Originally Posted by SRD, Falling Objects
    For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
    So, Diving Hawk is male half-orc. His normal weight maximum is 150+(24x12)=438 lb. When he turns large due Mountain rage reasonably assume that his weight multiplied eightfold as with Enlarge person. 438x8=3504 lb. 17 times 200 lb. Plus 50 ft. falling distance.

    It should be mentioned that with at least +27 Tumble check Hawk can avoid 2d6 (DC 30) or 3d6 (DC 45) falling damage and stand as free action (DC 35) if he drops prone. Not every time, but this is unmodified skill. Some items may improve it.
    Shared Fury gives Hawk's peregrine companion some battle improvement. If before it was almost entirely scouting, now it can do something useful in a fight. Plus, been large it can be used to transport some load when Hawk itself forced to use Winged Watcher spell to move across some insurmountable obstacles or drop something heavy on enemies (possibly with Share Husk).




    Spoiler: Sources
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    What Where Page
    Desert Half-Orc Unearthed Arcana 12
    Half-Orc Paragon Unearthed Arcana 40
    Human Paragon Unearthed Arcana 43
    Huntsman (Druid variant) Unearthed Arcana 58
    Avenger (Druid variant) Unearthed Arcana 51
    Stoneblessed Races of Stone 122
    Goliath Barbarian Races of Stone 150
    Peregrine Runner Races of Stone 116
    Roof-Dweller Barbarian Web -
    Skilled City-Dweller Web -
    Rapid Spell Complete Divine 84
    Practiced Spellcaster Complete Divine 82
    Roofwalker Cityscape 63
    Roof-Jumper Cityscape 62
    Improved Skirmish Complete Scoundrel 78
    Improved Toughness Monster Manual V 205
    Shared Fury Races of the Wild 152
    Leaping Climber Complete Scoundrel 87
    Epic skill uses SRD -
    Vigor, Lesser Spell Compendium 229
    Wood Wose Spell Compendium 242
    Camouflage Spell Compendium 43
    Climbing Tree Complete Mage 99
    Winged Watcher Complete Scoundrel 106
    Blood Frenzy Spell Compendium 33
    Earthen Grace Spell Compendium 76
    Share Husk Spell Compendium 187
    Eyes of the Avoral Book of Exalted Deeds 99
    Hawkeye Spell Compendium 110
    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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  13. - Top - End - #73
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    A useful primer on the distinction between big cats and little cats.

    Quote Originally Posted by Leσn "Blacktip" Giantbiter (Formerly: Mouser, Sneakyscout, Fleetfoot, Staghunter)
    The little cat that dreamed of keeping up with his adopted clan.

    Spoiler: Hell hath no fury like an enraged cat
    Show
    A goliath tribe wanders the mountains with a pet cat keeping pace with the goat herd in tow. Suddenly, a large rock beans a tribesman right in the temple, killing him instantly. The goliaths immediately take up defensive positions and identify their enemies: Frost Giants, a party of 8. They begin mobilizing their defenders when suddenly the pet cat grows to great size and launches itself in the direction of a startled giant. When it charges into the giants/ line, it tears into them, tooth and claw, using its momentum to aid it in battle as it leaps from one giant to another. The goliaths win eventually, and the cat returns to its paltry size, intent on scouting ahead of the tribe to prevent further disaster. The tribe buries 7 of their own and exile another (who broke a leg in the fight), moving on within the hour.


    Spoiler: Ability Scores (32 Point Buy)
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    32 Point Buy: Strength 18, Dexterity/Constitution 14, Intelligence/Wisdom 10, Charisma 8
    Tibbit Racial Adjustments: Strength/Dexterity 16, Constitution 14, Intelligence/Wisdom 10, Charisma 8
    Level 4: Strength 17, Dexterity 16, Constitution 14, Intelligence/Wisdom 10, Charisma 8
    Level 7: Strength 19, Dexterity 16, Constitution 14, Intelligence/Wisdom 10, Charisma 8
    Level 8: Strength 20, Dexterity 16, Constitution 14, Intelligence/Wisdom 10, Charisma 8
    Level 11: Strength 20, Dexterity/Constitution 16, Intelligence/Wisdom 10, Charisma 8
    Level 12: Strength 21, Dexterity/Constitution 16, Intelligence/Wisdom 10, Charisma 8
    Level 15: Strength 21, Dexterity/Constitution 18, Intelligence/Wisdom 10, Charisma 8
    Level 16: Strength 22, Dexterity/Constitution 18, Intelligence/Wisdom 10, Charisma 8
    Level 19: Strength 24, Dexterity/Constitution 20, Intelligence 12, Wisdom 10, Charisma 8
    Level 20: Strength 24, Dexterity/Constitution 20, Intelligence 12, Wisdom 10, Charisma 9


    Spoiler: The Build: A Most Unusual Tibbit
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Additional Features
    1st Ranger 1 1 2 2 0 Craft (Stoneworking) 4; Appraise (Crossclass) 2 (=4); Climb 4; Handle Animal 4; Jump 4; Concentration 3, Swim 1 Sacred Vow Trap Expert (replacing Track), Favored Enemy (Giant), Wild Empathy N/A
    2nd Ranger (Fangshields Substitution Level) 2 2 3 3 0 Craft (Stoneworking) 5; Appraise (Crossclass) 2 (=4); Climb 5; Handle Animal 4; Jump 5; Concentration 3, Diplomacy 3, Swim 1 Multi-Attack Combat Style (Multi-Attack)(Bonus Feat) N/A
    3rd Ranger 3 3 3 3 1 Craft (Stoneworking) 5; Appraise (Crossclass) 2 (=4); Climb 6; Handle Animal 4; Jump 6; Concentration 5, Diplomacy 5, Swim 1 Vow of Poverty, Endurance Endurance (Bonus Feat) AC Bonus +5, Endure Elements
    4th Stoneblessed 1 3 5 3 1 Craft (Stoneworking) 6; Appraise (Crossclass) 2 (=4); Climb 7; Handle Animal 4; Jump 7; Concentration 5, Diplomacy 5, Swim 1 Nymph's Kiss (Bonus Feat) Stonebond (Goliath) Exalted Strike +1, bonus exalted feat
    5th Stoneblessed 2 4 6 3 1 Craft (Stoneworking) 7; Appraise (Crossclass) 2 (=4); Climb 8; Handle Animal 4; Jump 8; Concentration 5, Diplomacy 5, Swim 1 N/A Racial Battle Technique (Goliath) Sustenance
    6th Stoneblessed 3 5 6 4 2 Craft (Stoneworking) 8; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 5, Diplomacy 5, Swim 1 Toughness (Bonus Feat), Nemesis (Giant)(Bonus Feat), Run Stoneborn (Goliath) AC Bonus +6, Deflection +1, Bonus Exalted Feat
    7th Barbarian (Goliath Substitution Level, Spiritual Totem Alternate Class Feature (Lion)) 1 6 8 4 2 Craft (Stoneworking) 9; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 5, Diplomacy 5, Swim 3, Survival 2 N/A Mountain Rage 1/day, Lion Totem Pounce Resistance +1, Ability Score Enhancement +2 (Strength)
    8th Warshaper 1 6 10 4 2 Craft (Stoneworking) 10; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 5, Diplomacy 5, Swim 3, Survival 4 Nimbus of Light (Bonus Feat) Morphic Weapons, Morphic Immunities Natural Armor +1, Mind Shielding, Bonus Exalted Feat
    9th Warshaper 2 7 11 4 2 Craft (Stoneworking) 11; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 5, Diplomacy 5, Swim 3, Survival 6 Reckless Rage Morphic Body AC Bonus +7
    10th Warshaper 3 8 11 5 3 Craft (Stoneworking) 12; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 6, Diplomacy 5, Swim 3, Survival 7 Touch of Golden Ice (Bonus Feat) Morphic Reach Exalted Strike +2 (good), Damage reduction 5/magic, Bonus Exalted Feat
    11th Warshaper 4 9 12 5 3 Craft (Stoneworking) 13; Appraise (Crossclass) 2 (=4); Climb 9; Handle Animal 4; Jump 9; Concentration 7, Diplomacy 5, Swim 3, Survival 8 N/A Morphic Healing Ability Score Enhancement +4/+2 (Strength/Constitution)
    12th Peregrine Runner 1 9 14 7 3 Craft (Stoneworking) 14; Appraise (Crossclass) 2 (=4); Climb 10; Handle Animal 4; Jump 10; Concentration 7, Diplomacy 7, Swim 3, Survival 10 Sanctify Natural Attack (Bonus Feat), Power Attack Mountain Stride, Peregrine Falcon Companion AC Bonus +8, Deflection +2, Greater Sustenance, Bonus Exalted Feat
    13th Peregrine Runner 2 10 15 8 3 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 12; Handle Animal 4; Jump 12; Concentration 7, Diplomacy 7, Swim 3, Survival 12 N/A Skirmish +1d6 Resistance +2, Energy Resistance 5
    14th Peregrine Runner 3 11 15 8 4 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 9, Diplomacy 7, Swim 3, Survival 14, Spot 1 Righteous Wrath (Bonus Feat) Great Stamina, Slow Fall 20 feet Exalted Strike +3, Freedom of Movement, Bonus Exalted Feat
    15th Peregrine Runner 4 12 16 9 4 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 9, Diplomacy 10, Swim 3, Survival 15, Spot 1, Move Silently 1 Extra Rage Climb 20 feet, Skirmish +1/+1d6 AC Bonus +9, Ability Score Enhancement +6/+4/+2 (Strength, Constitution, Dexterity), Damage Reduction 5/evil
    16th Peregrine Runner 5 12 16 9 4 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 9, Diplomacy 10, Swim 3, Survival 15, Spot 1, Move Silently 8 Favored of the Companions (Bonus Feat) Fast Movement +10 feet Natural Armor +2, Bonus Exalted Feat
    17th Peregrine Runner 6 13 17 10 5 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 9, Diplomacy 10, Swim 3, Survival 15, Spot 8, Move Silently 8 N/A Skirmish +1/+2d6 Exalted Strike +4, Resistance +3, Regeneration
    18th Peregrine Runner 7 14 17 10 5 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 9, Diplomacy 10, Swim 3, Survival 15, Spot 10, Move Silently 10, Listen 3 Improved Skirmish Slow Fall 40 feet AC Bonus +10, Deflection +3, True Seeing, Bonus Exalted Feat (N/A)
    19th Peregrine Runner 8 15 18 11 5 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 14; Handle Animal 4; Jump 14; Concentration 10, Diplomacy 10, Swim 3, Survival 15, Spot 10, Move Silently 10, Listen 9 N/A Climb 40 feet, Skirmish +2/+2d6 Ability Score Enhancement +8/+6/+4/+2 (Strength, Constitution, Dexterity, Intelligence), Damage Reduction 10/evil
    20th Peregrine Runner 9 15 18 11 6 Craft (Stoneworking) 15; Appraise (Crossclass) 2 (=4); Climb 15; Handle Animal 4; Jump 15; Concentration 10, Diplomacy 10, Swim 5, Survival 15, Spot 10, Move Silently 10, Listen 10 N/A Inexhaustible Stamina Exalted Strike +5, Energy Resistance 15, Bonus Exalted Feat (N/A)


    Spoiler: Build Milestones
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    Spoiler: Level 3
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    A budding ranger, Leσn is known now as Leσn "Blacktip" the Mouser, and though he has mostly outgrown his pest-eating days, he now serves as scout and woodsman for the tribe, ranging over their territory and sniffing out giants. When threats are found, he sizes them up and advises the tribe accordingly. He's also taken up a trade, carving fetishes for those that want one, and he hopes to soon be accepted fully as a member of the tribe and race. In battle, he uses a sling at range and a dagger in close-quarters.

    In a mechanical sense, he doesn't have much to help himself in battle save for Multi-Attack (should he choose to fight in feline form) and Favored Enemy (Giant), though at this level even a hill giant is a great foe. His Vow of Poverty allows him to get by with little, and honestly the tribe doesn't know how to fit armor for such a small ally.


    Spoiler: Level 6
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    Now a fully recognized member of the tribe and Leσn has outgrown his "Mouser" title and grown into "the Sneakyscout", bestowed upon him by a childhood friend. He still serves as ranger, scout, and woodsman for the tribe. In battle, he wields a dagger and runs at the foes when sling bullets prove ineffective. He is bold and proud, as only a feline could, and he frequently tops the leaderboard in skirmishes for kills and injuries scored. Shame he still loses in Stubborn Root and Drink-and-Tell...

    In game terms, he's slightly tougher and a slightly better warrior, but his bab is still low and Toughness isn't really as good as Improved Toughness. He hunts giants more proficiently now, and he gains more skill points to aid in his endeavors.


    Spoiler: Level 7
    Show
    Having grown into his tribal role, Leσn sheds the "Sneakyscout" title and becomes "Fleetfoot". He detours in his path again, this time embracing his animal rage. He lunges at foes with wild abandon, and when drowning in rage he grows to be larger than the goliaths he lives with. He still scouts ahead and monitors their territory, but now he can fight in the melee with his friends and family.

    Now we're getting somewhere. Leσn hits like a bit stronger now than he does in humanoid-form, but now he looks as menacing as can be (though still without ranks in Intimidate). Mountain Rage and Pounce make up for the -8 (effectively -10) strength he suffers in feline form, reducing his strength penalty to -2 and increasing his dynamic damage (dice) significantly. The average damage of the higher natural attack die probably evens out somewhat with the static damage.


    Spoiler: Level 11
    Show
    While visiting Thella-lu, the meeting place of many tribes, Leσn met with a goliath druid and there learned the shapeshifter's secret, the path of the Warshaper. Now in battle he grows stronger, heals quicker, and leads the war-party. Sometimes, he hunts lesser giants alone, and keeps his clan as safe as he possibly can. The terror of the mountain paths, the "Giant Cat" is the fireside boogeyman of giants far and wide. He earned his "Staghunter" title shortly into his new path after killing a deer in his cat-form.

    Finally, this build is shining. Leσn stays in feline form whenever not sitting around the fire, and he uses the +4 Str/Con to great effectiveness, now stronger in feline form than in humanoid form. He doesn't suffer lasting injury, he inflicts affliction (rarely), and his rage has grown even stronger through Reckless Rage. Nimbus of Light allows him to be even more diplomatic towards allies and friends, and even good-natured strangers. The bonus to diplomacy and sense motive work in concert with his Stoneblessed bonus to the latter. He's even tougher than before, since his DR, Resistance, Natural Armor, and AC Bonus are getting pretty decent (though admittedly lagging behind his wealthy peers).


    Spoiler: Level 16
    Show
    Leσn is now "Giantbiter", the bane of giants everywhere and defender of goliaths. His reputation reaches far, and his guardianship has grown to include many tribes; in fact, he now travels quickly and many places to protect not just his tribe but also his people. Accepted by many tribe's cookfires, his presence is seen as both blessing and curse. He brings news to many tribes of goings-on among other tribes, the good and bad news. No mountain is too steep to climb and no distance too great to run. His path is now that of messenger and warden.

    This cool cat is synergizing well with his PrC. Freedom of Movement aids his duties as a messenger, as a scout, and as a combatant. And with energy resistance, improved ability scores, enhanced dr, and other VoP abilities, he can make up somewhat for his deficit. He never has time for a shopping spree when he's running a country mile just to find a new fight and distressed citizen to save. He finally has Power Attack, and with Pounce and Warshaper abilities, his damage output has increased significantly since last we checked up on this Tibbit. He's a better skirmisher too! When charging an evil giant (his favorite prey), he can deal 1d8+3d6+15, and his claws deal 4d6+20. It's weak (relative to the potential of more optimized builds), but he's proud of his output on the battlefield.


    Spoiler: Level 20
    Show
    The tibbit is known internationally, and giant victims pray for his presence. He does not answer, but he does chase evil and malicious giants across many lands, though he still favors the mountain paths he grew up in. In battle he still launches himself at foes, but now with the confidence (maybe overconfidence) of a hero that has never failed to save a soul in need. He rarely sleeps, and he never stops for gifts or meals, instead finding ways to help communities and families rebuild.

    Yeah, by this point there's not much more to talk about. He benefits from truesight and Improved Skirmish in battle and his durability is increased somewhat with decent resistances and DR. His regeneration doesn't matter too much, especially given his Fast Healing gained a long time ago. Leσn is a weak character, probably at best a T4. Probably lower though, since he does have Vow of Poverty...



    Spoiler: The Gouda Part
    Show
    So the way I see it, shapeshifting characters are inherently cool. Entering race-locked options through a prestige class designed to unlock those options is pretty standard. However, the build does rely on a bit of jank, namely Mountain Rage. Obviously the intent of the ability is to allow the growth of the barbarian by one size category, since it is intended for Goliaths that are already nearly large. Additionally, its text states that height "only increases by a foot or so and his mass only increases by about 30-40%".

    Ultimately though, the size category of the barbarian explicitly increases to Large. A tiny Cat should grow to Large size (somehow...), due to the (Ex) quality of the ability. There is one sticking point I'd argue though, and that is the natural weapon damage die issue. Mountain Rage states "He does not gain additional benefits on weapon size and grapple checks, since he already has them from his powerful build ability". As I understand it, Powerful Build does not affect unarmed attacks, so a Goliath monk uses the medium table for unarmed strikes. Since Leσn is using natural attacks, his claws, bites, and other natural weapons should increase in damage die to match the new size. His grapple checks would suck though...

    I'd defer to judge's decisions, but I think this is just goofy enough to be simultaneously funny and functional. I mean, a feral cat can reach 12" at the shoulder, 2' in length, and 8 pounds in weight. Should the Tibbit grow in feline form, mechanically speaking it'd be large, but it's also only be 2' tall at the shoulder, 4' in length, and 11 pounds. Somehow it's also large. It's also extending its reach to 15 feet when it needs to.

    Please don't ban me from future submissions for this proposal, it cracks me up just thinking about it!


    Spoiler: Conclusions
    Show
    Long time, first time! This is about as unoptimized as it gets. Bypassing a +1 LA with a 3 level PrC just to fulfill a goofy idea? That's so dumb it'd be accepted at tables and rejected on most forums for its mediocrity. Using that 3 level PrC to qualify for not one, but two race-locked character classes? That's just ridiculous, though it might fit a character theme. This build will serve as a fun introduction to the kinds of characters I'd submit in the future. It's dumb, relies on two very poorly worded mechanics for its combat effectiveness, and uses VoP. On the other hand, it's hilarious to type, so it's probably hilarious to read.

    Enjoy my future submissions.

    Spoiler: Sources
    Show
    PHB, Races of Stone, Dragon Compendium, Champions of Valor, Book of Exalted Deeds, Complete Champion, Complete Warrior, Complete Scoundrel, Dungeonscape
    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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  14. - Top - End - #74
    Ettin in the Playground
     
    The Viscount's Avatar

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    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    There are of course, no regular Garguns.

    Quote Originally Posted by Bear-egrines Runner
    Bear-egrines Runner




    That Gargun so Feral...

    How Feral is he?
    That Gargun so Feral that they have un-updated abilities from Dungeons & Dragons 3.0



    CN Feral Gargun


    Barbarian 1/Shaman 3/Peregrine Runner 3/Bear Warrior 1/Peregrine runner 7/Shaman 1

    Abilities
    Initial Race / Template 4th 8th 12th 16th 20th
    STR
    16 +4 20 20 21 22 22
    DEX 12 +2 12 12 12 12 13
    CON 14 +4 19 20 20 20 20
    INT 14 -2 12 12 12 12 12
    WIS 14 14 14 14 14 14
    CHA 8 -2 6 6 6 6 6






    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Low Class (Cityscape p.59) Feral Gargun (Races of Stone p.89) HD 1 0 2 2 12: {+4} Climb: 4; {+4} Jump: 4; {+4} handle animal: 4; Power Attack Mountain Movement, Acclimated, Goliath Blood, 2 claw nat attacks 1d6, powerful build, darkvision
    2nd Feral Gargun HD 2 0 3 3 2: {+1} Climb: 5; {+1} Jump: 5; handle animal: 4; Resistance to Cold 5 (Ex), +2 Natural Armor, +4 Strength, +2 Dexterity, +4 Constitution, –2 Intel- ligence, –2 Charisma
    3rd Goliath (Races of Stone p.150) Lion Totem (Unearthed Arcana p.49) Barbarian 3 2 3 3 5: {+1} Climb: 6; {+1} Balance: 1; {+1} Jump: 6; {+2 CC} Diplomacy: 1; handle animal: 4; Run (bonus), Endurance Run Bonus feat, mountain rage 1/day
    4th Shaman (Oriental Adventures p.22, updated Dragon #318) 3 2 3 5 5: {+2 CC} Climb: 7; Balance: 1; {+1 CC} Jump: 6.5; {+2} Diplomacy: 3; handle animal: 4; Improved Unarmed Strike(bonus) Unarmed strike, animal companion, Domains: Travel (OA p.88), Celerity (Spell Compendium p.4 & 271)
    5th Shaman 4 2 3 6 5: {+2 CC} Climb: 8; Balance: 1; {+2 CC} Jump: 7.5; {+1} Diplomacy: 4; handle animal: 4; Spirit sight
    6th Shaman 5 3 4 6 5: {+2 CC} Climb: 9; Balance: 1; {+3 CC} Jump: 9; Diplomacy: 4; handle animal: 4; Shared Fury (Races of the Wild p.152) Turn or rebuke undead
    7th Peregrine Runner 1 (Races of Stone p.116) 5 5 6 6 5: Climb: 9; {+1} Balance: 2; Jump: 9; Diplomacy: 4; handle animal: 4; {+4 CC} Spellcraft: 2; Mountain stride, peregrine companion
    8th Peregrine Runner 2 6 6 7 6 5: Climb: 9; {+1} Balance: 3; Jump: 9; Diplomacy: 4; handle animal: 4; {+4 CC} Spellcraft: 4; Skirmish +1d6
    9th Peregrine Runner 3 7 6 7 7 5: Climb: 9; Balance: 3; Jump: 9; Diplomacy: 4; handle animal: 4; {+3} Tumble: 3; Spellcraft: 4; {+2} Extreme Leap (CS p.86); Practiced Spellcaster (Complete Arcane p.82) Great stamina, slow fall 20 ft.
    10th Bear Warrior (Complete Warrior p. 16) 8 8 7 7 5: Climb: 9; Balance: 3; Jump: 9; Diplomacy: 4; handle animal: 4; Tumble: 3; {+5} Survival: 5; Spellcraft: 4; Extreme Leap (CS p.86); Bear form (black)
    11th Peregrine Runner 4 9 9 8 7 5: {+1} Climb: 10; Balance: 3; Jump: 9; Diplomacy: 4; handle animal: 4; {+2} Tumble: 5; Survival: 5; Spellcraft: 4; {+2} Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Climb 20 ft., skirmish +1/+1d6
    12th Peregrine Runner 5 9 9 8 7 5: {+1} Climb: 11; {+1} Balance: 4; {+1} Jump: 10; Diplomacy: 4; handle animal: 4; Tumble: 5; Survival: 5; Spellcraft: 4; {+2} wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Extra Rage (Complete Warrior p.98) Fast movement, slow fall 30 ft.
    13th Peregrine Runner 6 10 10 9 8 5: Climb: 11; {+2} Balance: 6; Jump: 10; Diplomacy: 4; handle animal: 4; {+1} Tumble: 6; Survival: 5; Spellcraft: 4; {+2} twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Skirmish +1/+2d6
    14th Peregrine Runner 7 11 10 9 8 5: {+1} Climb: 12; Balance: 6; Jump: 10; Diplomacy: 4; {+1} handle animal: 5; {+1} Tumble: 7; Survival: 5; Spellcraft: 4; {+2} Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Slow fall 40 ft.
    15th Peregrine Runner 8 12 11 10 8 5: Climb: 12; {+1} Balance: 7; {+1} Jump: 11; Diplomacy: 4; handle animal: 5; {+1} Tumble: 8; Survival: 5; Spellcraft: 4; {+2} Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Travel Devotion (Complete Champion p.62) Climb 40 ft., skirmish +2/+2d6
    16th Peregrine Runner 9 12 11 10 8 5: Climb: 12; {+1} Balance: 8; {+1} Jump: 12; Diplomacy: 4; {+2} handle animal: 7; {+1} Tumble: 9; Survival: 5; Spellcraft: 4; Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Inexhaustible stamina, slow fall 50 ft.
    17th Peregrine Runner 10 13 12 11 8 5: Climb: 12; {+1} Balance: 9; {+1} Jump: 13; Diplomacy: 4; {+2} handle animal: 9; {+1} Tumble: 10; Survival: 5; Spellcraft: 4; Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Skirmish +2/+3d6
    18th Shaman 13 12 11 9 5: Climb: 12; {+1} Balance: 10; {+1} Jump: 14; Diplomacy: 4; {+2} handle animal: 11; {+1} Tumble: 11; Survival: 5; Spellcraft: 4; Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86); Formation expert (Complete Warrior p. 110), Iron will (bonus) bonus feat
    19th LA 1 0: Climb: 12; Balance: 10; Jump: 14; Diplomacy: 4; handle animal: 11; Tumble: 11; Survival: 5; Spellcraft: 4; Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86);
    20th LA 2 0: Climb: 12; Balance: 10; Jump: 14; Diplomacy: 4; handle animal: 11; Tumble: 11; Survival: 5; Spellcraft: 4; Leaping Climber (CS p.87), Corner Perch (CS p.85), twisted charge, wall jumper, Speedy Ascent (Complete Scoundrel p.89) , Extreme Leap (CS p.86);



    Spoiler: Backstory
    Show
    Once upon a time there was a feral gargun that lived in a region so remote that the entire governing rules structure of his universe shifted but seemingly forgot to affect those mountaintop regions. Then, that feral gargun, with his goliath blood, joined the peregrine runners and well, lets say that they are bear-ly compatible.


    Spoiler: HD 1-5
    Show


    Feral Garguns get big stat boosts, 2 Racial HD, and 2 LA. More importantly, they soak up 4 levels on the class abilities chart where a chef's inspiration could just chill and take a day off and not worry about harmonizing everything. Rural folks are considered lower class according to Cityscape, so they can choose up to 3 skills from the low class skills list, but they only need one: handle animal.

    After Racial HD, Goliath barbarian sub levels give you mountain rage for a +6 str and the chance to count as truely large, but apparently the way that powerful build is worded, you may also count as huge for the purposes of powerful build opposed rolls and whatnot. Did you know that there are two lion totems? Yeah, one stinks to high elysium. And....That's the one Bearegrine chooses, because you get run as a bonus feat from it.

    Did you know that the shaman from OA gets an animal companion? did you know that OA's shaman was updated in dragon 318? Did you know that they forgot to update the animal companion class feature in that issue, as well as the existence of animal friendship on their spell list? So, for all intents and purposes, the OA shaman has the 3.0 animal companion class feature. The one based on the animal friendship spell, which remains on their spell list. So, Bear-egrine gets his shaman caster level worth of peregrine falcon animal companions. That's gonna be like 8 peregrine falcon animal companions all in all.


    Spoiler: HD 6-10
    Show


    The third shaman level grants a turning pool. This will be used later to pair up with travel devotion. With three peregrine falcon animal companions, taking the peregrine runner class invokes this really cool rule:
    "If a character already has a peregrine falcon animal companion from another class, the levels of that class stack with his peregrine runner class levels to determine the falcon's power and abilities according to the animal companion table on page 36 of the Player's Handbook."
    So those three peregrine falcons can have shared spells, and bonus HD and all of those other cool things from page 36 of the PHB. Shared Fury allows you to share your mountain rage with your peregrine buddies, including the +6 strength and size change. That's pretty cool.

    then you take bear warrior. So when you have a giant mountain rage, you can share all of that, plus another +8 STR from turning into a bear. Practiced spellcaster boosts your caster level, allowing you to get 4 more peregrin falcon allies with the animal friendship spell. Now...when you move out of 5' away from these falcons, they turn back into birds. So use all of that cool movement ability that you have to transform the birds back and forth from bird to bear. Jump super high and make the bears fall on your enemy, maybe they even had a held action to attack?


    Spoiler: HD 13
    Show

    The high point! Extra rage lets us do the bear-egrine falcon trick some more. Skill tricks increase your mobility to turn the hawks into bears in a more willy nilly fashion. The birds have 4 extra HD each and you can share your spells, which aren’t great but maybe you’ll get some cool wands or something.


    Spoiler: ”HD 15”
    Show

    Not a whole lot has changed, go look at 13 HD’s spoiler.


    Spoiler: ”HD18+2 LA”
    Show

    We have skirmish, a ton of movement skill tricks, travel devotion to help turn your 8 hawks into 6HD bears with 23 STR by getting within 5’ of them while raging...and moving. And when they “fall” you can use formation expert to occupy their space and perhaps gang up on some poor unsuspecting mountain traveler.
    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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  15. - Top - End - #75
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    The build can lead you to water, but it can't make you drink. No, wait, that's not right...

    Quote Originally Posted by Aquashed Geognosic
    AQUASHED GEOGNOSIC


    Neutral Goliath
    Scout 5/trapsmith 1/unseen seer 2/Erudite 1/Peregrine Runner 10


    ABILITIES
    Initial
    Race / Template
    4th 8th
    12th
    16th 20th
    STR
    16 20 21 22 23
    DEX 12 10
    CON 10 12 13 14
    INT 16
    WIS 14
    CHA 8

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Scout 1 (Complete Adventurer 10) 0 0 2 0 44: {+4} Climb: 4; {+4} Craft (Trapmaking): 4; {+4 CC} Diplomacy: 2; {+4} Disable Device: 4; {+4} Hide: 4; {+4} Jump: 4; {+4} Open Lock: 4; {+4} Search: 4; {+4} Sense Motive: 4; {+4 CC} Spellcraft: 2; {+4} Spot: 4; Criminal Background (City of Stormreach 95) Skirmish (+1d6), trapfinding
    2nd Scout 2 1 0 3 0 11: {+1} Climb: 5; {+1} Craft (Trapmaking): 5; {+1 CC} Diplomacy: 2.5; {+1} Disable Device: 5; {+1 CC} Handle Animal: 0.5; {+1} Hide: 5; {+1} Jump: 5; {+1} Open Lock: 5; {+1} Search: 5; Sense Motive: 4; {+1 CC} Spellcraft: 2.5; {+1} Spot: 5; Battle Fortitude +1, uncanny dodge
    3rd Scout 3 2 1 3 1 11: {+1} Climb: 6; {+1} Craft (Trapmaking): 6; {+1 CC} Diplomacy: 3; {+1} Disable Device: 6; {+2 CC} Handle Animal: 1.5; {+1} Hide: 6; {+1} Jump: 6; Open Lock: 5; {+1} Search: 6; Sense Motive: 4; {+1 CC} Spellcraft: 3; {+1} Spot: 6; Brutal Throw (MMV 134) Fast movement +10ft, skirmish (+1d6, +1AC), trackless step
    4th Scout 4 3 1 4 1 11: {+1} Climb: 7; {+1} Craft (Trapmaking): 7; {+1 CC} Diplomacy: 3.5; {+1} Disable Device: 7; {+1 CC} Handle Animal: 2; {+1} Hide: 7; {+1} Jump: 7; {+1} Knowledge (geography): 1; Open Lock: 5; {+1} Search: 7; Sense Motive: 4; {+1 CC} Spellcraft: 3.5; {+1} Spot: 7; Endurance Bonus Feat
    5th Scout 5 3 1 4 1 11: {+1} Climb: 8; {+1} Craft (Trapmaking): 8; {+1 CC} Diplomacy: 4; {+1} Disable Device: 8; {+2 CC} Handle Animal: 3; {+1} Hide: 8; {+1} Jump: 8; Knowledge (geography): 1; Open Lock: 5; {+1} Search: 8; Sense Motive: 4; {+1 CC} Spellcraft: 4; {+1} Spot: 8; Evasion, skirmish (+2d6, +1AC)
    6th Trapsmith (Dungeonscape 53) 3 1 6 1 9: {+1 CC} Climb: 8.5; {+1} Craft (Trapmaking): 9; Diplomacy: 4; {+1} Disable Device: 9; {+1 CC} Handle Animal: 3.5; Hide: 8; {+1 CC} Jump: 8.5; Knowledge (geography): 1; Open Lock: 5; {+2 CC} Ride: 1; {+1} Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 9; Run Booby traps (simple), master disarmer, trap sense +1, Spells: Arcane Sight, Clairavoyance/clairaudience)
    7th Unseen Seer 1(Complete Mage 81) 3 1 6 3 9: {+1 CC} Climb: 9; {+1} Concentration: 1; Craft (Trapmaking): 9; Diplomacy: 4; Disable Device: 9; {+1 CC} Handle Animal: 4; Hide: 8; {+1 CC} Jump: 9; {+2} Knowledge (geography): 3; {+2} Move Silently: 2; Open Lock: 5; Ride: 1; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 10; Skirmish (+3d6, +1 AC), Spells: Haste
    8th Unseen Seer 2 4 1 6 4 9: Climb: 9; {+2} Concentration: 3; Craft (Trapmaking): 9; Diplomacy: 4; Disable Device: 9; Handle Animal: 4; Hide: 8; Jump: 9; {+3} Knowledge (geography): 6; {+1} Knowledge (nature): 1; Move Silently: 2; Open Lock: 5; {+2 CC} Ride: 2; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 11; Advanced learning: Sweet Water(Defenders of the Faith 90), Silent Spell, Spells: Stone shape, Otiluke's Resilient Sphere
    9th Peregrin Runner 1 (Races of Stone 116) 4 3 8 4 9: {+2} Balance: 2; {+1} Climb: 10; Concentration: 3; {+3} Craft (Trapmaking): 12; Diplomacy: 4; Disable Device: 9; Handle Animal: 4; Hide: 8; Jump: 9; Knowledge (geography): 6; Knowledge (nature): 1; {+2} Move Silently: 4; Open Lock: 5; Ride: 2; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 12; Improved Skirmish (Complete Scoundrel 78) Mountain stride, peregrine companion
    10th Peregrin Runner 2 5 4 9 4 9: {+2} Balance: 4; {+1} Climb: 11; Concentration: 3; {+1} Craft (Trapmaking): 13; Diplomacy: 4; Disable Device: 9; Handle Animal: 4; Hide: 8; Jump: 9; Knowledge (geography): 6; {+1} Knowledge (nature): 2; {+3} Move Silently: 7; Open Lock: 5; Ride: 2; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 13; Skirmish (+4d6, +1 AC)
    11th Erudite (Complete Psionic 153) 5 4 9 6 5: Balance: 4; Climb: 11; {+2} Concentration: 5; Craft (Trapmaking): 13; Diplomacy: 4; Disable Device: 9; Handle Animal: 4; Hide: 8; Jump: 9; {+3} Knowledge (geography): 9; Knowledge (nature): 2; Move Silently: 7; Open Lock: 5; Ride: 2; Search: 9; Sense Motive: 4; Spellcraft: 4; Spot: 13; Psicrystal affinity:Friendly (+3 diplomacy), Up the Walls (XPH 49 & 52) Psicrystal Affinity, bonus feat, Powers: Dowsing, Create Sound, Skate (XPH 89&132), Syncronicity, Urban strider (Complete psionic 103&104)
    12th Peregrin Runner 3 6 4 9 7 9: {+1} Balance: 5; {+1} Climb: 12; Concentration: 5; {+2} Craft (Trapmaking): 15; Diplomacy: 4; Disable Device: 9; Handle Animal: 4; Hide: 8; Jump: 9; Knowledge (geography): 9; {+3} Knowledge (nature): 5; {+1} Move Silently: 8; Open Lock: 5; Ride: 2; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 14; Speed of Thought (XPH 51) Great stamina, slow fall 20 ft.
    13th Peregrin Runner 4 7 5 10 7 9: Balance: 5; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 16; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 5; Hide: 8; {+1} Jump: 10; {+2 CC} Knowledge (geography): 10; {+1} Knowledge (nature): 6; {+1} Move Silently: 9; Open Lock: 5; {+1 CC} Ride: 2.5; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 15; Climb 20 ft., skirmish (+5d6, +2AC)
    14th Peregrin Runner 5 7 5 10 7 9: {+1} Balance: 6; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 17; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 6; Hide: 8; {+1} Jump: 11; {+1 CC} Knowledge (geography): 10.5; {+1} Knowledge (nature): 7; {+1} Move Silently: 10; Open Lock: 5; {+1 CC} Ride: 3; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 16; Fast movement, slow fall 30 ft.
    15th Peregrin Runner 6 8 6 11 8 9: {+1} Balance: 7; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 18; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 7; Hide: 8; {+1} Jump: 12; {+1 CC} Knowledge (geography): 11; {+1} Knowledge (nature): 8; {+1} Move Silently: 11; Open Lock: 5; {+1 CC} Ride: 3.5; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 17; Martial study: Shadow garrote (Tome of Battle 31 &78) Skirmish (+6d6, +2AC)
    16th Peregrin Runner 7 9 6 11 8 9: {+1} Balance: 8; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 19; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 8; Hide: 8; {+1} Jump: 13; {+1 CC} Knowledge (geography): 11.5; {+1} Knowledge (nature): 9; {+1} Move Silently: 12; Open Lock: 5; {+1 CC} Ride: 4; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 18; Slow fall 40 ft.
    17th Peregrin Runner 8 10 7 12 8 9: {+1} Balance: 9; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 20; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 9; Hide: 8; {+1} Jump: 14; {+1 CC} Knowledge (geography): 12; {+1} Knowledge (nature): 10; {+1} Move Silently: 13; Open Lock: 5; {+1 CC} Ride: 4.5; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 19; Climb 40 ft., skirmish (6d6, +3AC)
    18th Peregrin Runner 9 10 7 12 9 9: {+1} Balance: 10; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 21; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 10; Hide: 8; {+1} Jump: 15; {+1 CC} Knowledge (geography): 12.5; {+1} Knowledge (nature): 11; {+1} Move Silently: 14; Open Lock: 5; {+1 CC} Ride: 5; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 20; Martial Stance: Child of Shadow (Tome of Battle 31 &76) Inexhaustible stamina, slow fall 50 ft.
    19th Peregrin Runner 10 11 8 13 9 9: {+1} Balance: 11; Climb: 12; Concentration: 5; {+1} Craft (Trapmaking): 22; Diplomacy: 4; Disable Device: 9; {+1} Handle Animal: 11; Hide: 8; {+1} Jump: 16; {+1 CC} Knowledge (geography): 13; {+1} Knowledge (nature): 12; {+1} Move Silently: 15; Open Lock: 5; {+1 CC} Ride: 5.5; Search: 9; Sense Motive: 4; Spellcraft: 4; {+1} Spot: 21; Skirmish (7d6, +3AC)
    20th LA 0: Balance: 11; Climb: 12; Concentration: 5; Craft (Trapmaking): 22; Diplomacy: 4; Disable Device: 9; Handle Animal: 11; Hide: 8; Jump: 16; Knowledge (geography): 13; Knowledge (nature): 12; Move Silently: 15; Open Lock: 5; Ride: 5.5; Search: 9; Sense Motive: 4; Spellcraft: 4; Spot: 21;

    Spoiler: “Background”
    Show

    Sometimes, the frontier gets populated with unsavory folks trying to get by outside of the reign of a regent. And sometimes people need to get across difficult terrain with contraband goods. And sometimes you’re a 8 foot tall Goliath with no cultural reference for urban vs rural outlaws. And this makes one get a bit squirrelly when it’s time to become the inter-mountainary Goliath patrol/post man. But you know the geography well



    Spoiler: Difficult to find References
    Show

    CRIMINAL BACKGROUND
    you come from a long line of pirates, outlaws, or sneak thieves. Your instincts are bent toward illicit gain and self-preservation above all else.
    Benefit: Bluff, Open Lock, and Sleight of Hand are all considered class skills. In addition, when observing an individual, you can make a DC 15 Sense Motive check to ascertain any criminal motives. You also gain a +4 bonus on Gather Information checks involving crime and criminals. Special: You must take this feat at 1st level.

    Sweet Water (Defenders of the Faith)
    Divination Level: Druid 2, Cleric 3,
    Components: V, S, M,
    Casting Time: 1 action
    Range: Long (400 ft. + 40 ft./level)
    Effect: A well shaft, 10 ft. diameter, up to 100 ft. deep.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No This spell locates a source of fresh water within 100 feet of the surface. If a water source is in range, it excavates a well shaft down to that water. Otherwise, the spell fails. Material Component: A shovel or spade.

    Dowsing
    Clairsentience (Wis) [Divination]
    Level: Psion 1
    Display: Vi, Me, Au
    Manifestation Time: 1 full round
    Range: Personal Effect: See text
    Duration: Concentration, up to 1 minute/level (D)
    Saving Throw: None
    Power Resistance: No
    Power Points: 1
    You can detect the nearest water source (above or below ground) if it lies within medium range (100 feet + 10 feet/level). The power can penetrate barriers, including any amount of dirt, stone, or wood (up to the power's range), but 1 inch of common metal or a thin sheet of lead blocks it.



    This is what happens when you try to optimize slow fall.

    Spoiler: Level 5
    Show

    5 Levels of Scout!. It's a shame that some of the prereqs eat up feat slots during these early levels, but there are some nice things about scout. Brutal throw is there because this character is equipped to use ranged attacks best, so offsetting that Goliath Dexterity of 10 is that much better strength score. My advice is to use the atlatl from sandstorm. It's a martial weapon that straddles itself between a projectile and a thrown weapon, so if you have shortspears with weapon enhancements, you can stack with your thrown attacks. Skirmish is here, something that will be stacked upon by unseen seer and peregrine runner. Criminal background gets you that worthless open lock as a class skill. Ask if that prereq can be covered by disable device and possibly save this first level feat, thereby opening up the possibility of taken hidden talent (Dowsing) thereby bringing the whole build online sooner.


    Spoiler: Level 10
    Show

    We use those skill points to get ourselves into all of these skillfull prestige classes. First, Trapsmith. The strongest arcane spell progression we can get! Trapsmiths get 2 1st level divination spells, which means that once can enter unseen seer at level 7. The trap building part of this build will be largely ignored, but it is absolutely a part of the repertoir of tricks for this character. Set a trap rapidly, go accost some badguys, and lure them with a combination of skirmish and running away as a full action to move something like 200 ft. For the most part though, trapsmith is in this build for the spells. Unseen seer adds another d6 of damage to our 2d6 of skirmish, and improved skirmish adds more to it at level 9, and it builds upon the spellcasting of the trapsmith. We obviously choose that spell level 1 haste. But the second unseen seer level allows us to add a divination spell from any list to our reportoir.

    The spell in question that we add is sweet water. This is a divination spell that builds a 10' diameter rennaissance style well up to 100 feet straight down, or can it be slantwise? who knows. Divination though? This spell builds a well. As a divination spell. That knowledge geography skil that we've been pimping out should allow us to make a good guess where to cast this. The idea is going to be to cast this here spell under you and your opponents feet, falling straight down. Then we'll get to use slowfall!

    Further, the trapsmith list gives you stoneshape, which should allow you to seal said wells...possibly with people inside?

    Peregrine Runner starts, and we get another d6 of skirmish and peregrine falcon, with whom we can share that haste. Most parts of the build are set, there is just one more ingredient.


    Spoiler: Level 15
    Show

    one level of erudite and 4 more levels of peregrine runner. The combo is complete! Erudite grants access to the dowsing power, which allows you to detect water up to 100 ft into the earth. We should be able to run up to the folks we're dealing with, sink them into a well, run up the walls of the well and skirmish on the way. syncronicity can allow you to set an action in the middle of your movement, so hopefully you have a way to access a few more pp. That psicrystal can ride your peregrin falcon and benefit from that synchronicity too. I suggest buying an exotic saddle for your hawk, and giving that psicrystal a diminutive skillful lance, and begging to switch its alertness feat for mounted combat. Being a psionicist now allows us to take psionic feats like up the walls and speed of thought, but of which use your psionic focus, which you'll probably ever spend to help on concentration checks, but otherwise would tend to hang on to. The skirmish, climb, and slowfall are all aided by this "sink them into a well and hit them while theyre down technique. This is likely the high point of the build.

    If you were able to get around having to take criminal background at level 1, the erudite level is best replaced with swordsage, which frees up the next two feat options to be point blank shot and rapid shot, or any other two feats that help a goliath well digger with a preternatural sense for water with a little hawk buddy who has a psyicrystal knight riding on their back.


    Spoiler: Level 20
    Show

    We finish out the SI, using every single part of it like a hot dog maker. The feat choices support gaining concealment while moving, which jives well with moving 20' per round for an extra 9d6 per attack. Shadow garrote also seems to be able to trigger skirmish, so it's a nice addition to whatever you’re currently throwing at the bad guys. Level 20 is reserved by the LA.
    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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  16. - Top - End - #76
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Neither snow nor rain nor gloom of night.

    Quote Originally Posted by Murray d'Civis


    Murray d’Civis: the Long Way Round

    Spoiler: backstory
    Show

    Spoiler: Coffee: 1 sp
    Show

    I was sitting around dispatch, waiting for the assignments to get doled out with a hot cup of joe in my hand. Fella at the desk tossed a few local jobs to the new guys, unmarked suckers like yours truly. Everybody’s gotta start delivering the mail somewhere. He does a good enough job, you send him down the road a ways a town over, by then he’s probably gone through enough shoe leather to put a cobbler’s kids through school.

    I perked up when dispatch worked his way to my route. Usually he’d give me enough to keep me out of trouble a week or two. I’d been working for Civis a couple years, almost long enough to be trusted with something important.

    At least, that’s what I’d thought at the time.

    “Murray, got a triple black diamond for you,” dispatch said.

    The buzz of the other guys and clanking of coffee cups died down faster than if the sender had sprung for express.

    The boys made like a member of Jorasco delivering a fat baby and gave me a wide berth. I went up to dispatch with a hand out. Even if I hadn’t had one of these personally, we all knew the protocol.

    “I know this is on your route so it’s an assignment and all, Murray, but I can’t force you to accept it,” he said.

    He was holding a canister with the message tucked away inside, impervious to all known forms of unauthorized peeping. Those three black diamonds stood out like the ones on a playing card, just above his thumb.

    “I got this, boss,” I said. I almost believed it.

    “Alright, that’s it, everybody else, get outta here, customers aren’t paying you to rubberneck,” he said and waved at them to clear out. It was just him and me, then.

    He cracked open the case we had for messages like this and blew out the dust. With a shaky hand, he pulled out a wand to put the whammy on me.

    “Sorry about this, but it’s protocol. It’s invisible, so from what I know, that’s all right with your people, right?” he said. He really didn’t want to ask, but sometimes, folks just can’t help themselves. It’s not like he’d had much of a chance to visit goliath territory being posted up way out here a million miles from the nearest mountain.

    “It’s fine. The gods know I don’t think this changes the fate they set me up with the day I was born. Long as that’s true, this ain’t any kind of blasphemy,” I said. Satisfied, he put the stencil over my brow and painted over it with white liquor that burned my eyes.

    “Good luck,” he said, like it would help.


    Spoiler: Authorized House Civis worker binding kit: 500 gp
    Show

    I took myself down to the armory and go see the quartermaster. He was plenty ahead of schedule, already starting on lunch even though it was only half nine.

    “Hey, Murray, what can I set you up with?” he asked around a mouthful of smoked Karrn sausage.

    I set down the canister on the counter a respectable distance aways from him. Client wouldn’t like it if the message inside got there with extra mustard.

    He saw the diamonds on it and said something not exactly fit to print.

    “You’re going out the the blighted lands, you’ll need climbing gear, right?” he asked.

    The magic from the kit got its grip around me. Words came out of my mouth even though I wasn’t the one saying them. I felt like a bagpipe while it put the squeeze on me.

    “It is impossible for me to respond to that question,” my mouth said.

    After a little trial and error, the two of us put our heads together and I figured I could draw out an itinerary on the map strictly for my own personal use and the quartermaster would be kind enough to tell me my shoe was untied. I bent over to deal with it and by the time I stood up again, he’d assembled almost everything I’d need to do my job.

    “You want me to pack you a team of dogs, too?” he joked. Apparently, the curse on me had enough of a sense of humor to avoid reminding him I couldn’t answer.

    “I’ll get ‘em on the way.”


    Spoiler: Crampons, ice axe, hammer, rope, climbing spikes, sled, reins, snowshoes, anorak, parka, mukluks, Uldra snow glasses, mittens, hardtack, tent, lantern, frying pan, flint, steel, hawk, and magic long johns: 0 gp
    Show


    Properly outfitted, I made my way to the nearest Lyrander airport. My badge got me through the line faster than I needed, but I wasn’t complaining.

    “Morning, sir. You pack your bag yourself?” the skycap asked.

    “Nah, I had one of the shade hunters back at the office pack it for me. I’m going on a long trip and anything to help all this not hang so heavy helps.” He gave me a once-over to see if I was being cute and his eyes hitched up on my badge, showing I was on official Civis business.

    He looked nervous and excited in equal measure. “Are you carrying anything with you where the contents are . . . unknown to you?”

    The magic binding me to my mission had me dancing to its tune again. “It is impossible for me to respond to that question,” I found myself saying. I hadn’t been ready that time, so it left me winded, like I’d been slugged in the stomach.

    “Oh you mean . . .” he held up three fingers, representing the black diamonds. Fortunately, the spell let me off easy and didn’t make me repeat myself.

    The skycap cleared his throat and shuffled his little papers.

    “Oh, ahem, yes, everything seems to be in order here, welcome aboard, sir.”

    After that, it was smooth sailing, so to speak. He more or less left me alone in the dining car, but was nice enough to buy me a few drinks. I saw him talking to the other porters and whatnot on the ship, probably telling them about what I was carrying. Defeated the purpose and all, but I couldn’t bring myself to deny him the excitement he was wringing out of it. Guy like him didn’t look like he got a lot of it. Besides, if I told him to keep a lid on it, all it’d do was draw more attention, which again isn’t what the customer paid extra for.

    For now, I enjoyed the hot meals and cold beers while they lasted. I knew it’d all be downhill from here.

    If only I meant that literally.


    Spoiler: Two mince pies, eight glasses of beer, one glass of port, one charcuterie board, one Xen’drik cigar, a dish of crickets (for the hawk,) and an after-dinner mint (for yours truly): 14 gp
    Show

    The ship dropped me off at the end of the line, and I was using the term in its most exact professional context. This was as far as any Lyrander ship went, because it was as far as any Lyrander ship could go. Beyond these mountains, they couldn’t fly, because nothing could, not out here. That’s why Civis needs to send for people like me in the first place.

    I rented a mule from the local vendor to carry all my goodies. I haggled with him for a little while, not because I really needed to save a few bucks, but because I knew I’d miss the company soon enough. I rode up the mountain til the air got too thin for my four-legged companion and the path grew too narrow. It wouldn’t have been right to make this beast navigate treacherous ground like this. He hadn’t signed up for it. I found the sign for the rental agency I’d used soon enough. It wasn’t like he had a lot of competition here at the actual end of the earth. It would’ve been cheaper to buy the thing with how long I’d been traveling, but I didn’t have time to figure out how to sell mules up here. It was honest work, to be sure, but it wasn’t my game.

    I double checked my directions with the mule man. He reminded me none of my magic gear would work out over the ridge in the blighted realm. I unpacked my bag, pulling the stuff out of the dimension within and loaded it onto my pack wherever it’d fit.

    “You wouldn’t happen to have a shade hunter handy, would you?” I asked, but my luck had unfortunately run out as the mule man shook his head.


    Spoiler: Mule rental (tack, bridle, saddle, bags, shoes, and feed not included): 105 gp
    Show
    I walked over the ridge and up the long, lonely way to the highest part of the mountain. From here, I had to climb by hand, digging in with my hands and feet when the rock was too slippery to drive a solid spike in or find purchase with an ice axe. I navigated by what narrow slice of the world I could see through my snow goggles and held my hawk close to me in my coat to keep him warm.

    After longer than I’d care to count, a light stood out on the horizon. The only house out here. The recipient. I knocked on the door with my hand, nearly frozen solid. It opened.

    The fella who greeted me was a merchant, and inside was some kind of smelting operation, an apprentice busying himself in the back. It was hotter than Xen’drik in the summer, but after what I’d been through, it felt better than any heaven you’d care to name.

    The enchantment on my head told me without my having to ask this was indeed the man I’d been sent out here to deliver the message to.

    “I have a message for you,” I said. He invited me in and shut the door after me.

    I took out the canister with the message in it, spelled to only open for him and handed it over. He unscrewed the cap and tipped it into his hand. Instead of a piece of paper or a scroll, a bunch of broken pieces of clay that looked like they’d once been a cylinder fell into his open palm like a pinch of snuff.

    “I’m sorry, sir. Nothing can have broken what was in that canister. I’m not just toeing the company line when I say it’s very literally impossible. I don’t know what happened,” I said.

    “Please, don’t concern yourself with such things. It was sent like this intentionally, as a security measure, I should think.” After he said that, he said something else I couldn’t possibly guess how to spell, in Gol-Kaa or any other language I’ve ever come across. “T̶̓ͅH̶̘̚E̵̢̅,” he said.

    The way the words the geas on me’d been squeezed out of me felt fake, not like something I’d ever say myself, this felt like just the opposite. This word, whatever it was, was realer than any word I’d ever said or ever even heard before. It made what I’d thought of as real words sound fake.

    The broken pieces of pottery in the merchant’s hand made themselves whole, even out here where not even the warming charm on my socks could get itself together. The writing on it wrapped all the way around. On the side facing me, I could see it complaining about the low quality of some copper ingots the sender had received. He finished reading it and with a small nod, called the apprentice over.

    “Put it with the others, if you would be so kind,” he said, and gestured to a pigeon box that went to the ceiling, filled with other scrolls, carvings, pieces of seashells, and some things even I didn’t recognize.

    “And you know what’s coming as part of the triple black diamond delivery packagae. Nothing personal, sir, it’s just part of the spell,” I said.

    He said nothing, but had a look of quiet serenity on his face as the magic worked its way through me one last time, knotted my hand into a fist and punched him in the mouth hard enough to knock him to the floor.

    He got to his feet and wiped the blood off his nose with the edge of his long sleeve. “Thank you for stopping by, Mr. d’Civis.”

    I rubbed at my knuckles, half from the suddenness of the impact, and half because I didn’t envy going back out into the cold. Then again, it was the only way to get back to the office.

    Just another grueling six month trek on the job. I wouldn’t trade it for the world.



    Spoiler: stub
    Show

    goliath LA 1/ cloistered cleric of Fharlanghn 1/ totemist 6/ peregrine runner 10/ battle trickster 2


    Spoiler: abilities
    Show

    str 16 (increases go here)
    dex 14
    con 14
    int 14
    wis 12
    cha 8

    after racial mods
    str 18
    dex 12
    con 16
    int 14
    wis 12
    cha 8


    Spoiler: table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st cloistered cleric 1 +0 +2 +0 +2 climb 4, diplo 4, heal 4, jump 4, k (arcana) 4, k (geography) 4, k (religion) 4, k (planes) 4 far horizons, bonus: (travel devotion, protection devotion) turn undead, lore
    2nd totemist 1 +0 +4 +2 +2 handle animal 4, climb 2 (5) wild empathy, illiteracy
    3rd totemist 2 +1 +5 +3 +2 climb 2 (6), jump 4 (6) endurance totem chakra bind +1 capacity
    4th totemist 3 +2 +5 +3 +3 climb 2 (7), jump 2 (7), spot 2 totem’s protection
    5th totemist 4 +3 +6 +4 +3 climb 2 (8), jump 2 (8), spot 2 (4)
    6th totemist 5 +3 +6 +4 +3 climb 2 (9), jump 2 (9), spot 2 (6) run chakra binds (crown, feet, hands)
    7th totemist 6 +4 +7 +5 +4 listen 2, spot 4 (10) totem chakra bind (+1 meldshaper level)
    8th peregrine runner 1 +4 +9 +7 +4 balance 5, tumble 3 mountain stride, peregrine companion
    9th peregrine runner 2 +5 +10 +8 +4 tumble 8 (11) double chakra (totem) skirmish +1d6
    10th peregrine runner 3 +6/+1 +11 +9 +5 listen 1 (3), spot 3 (13), tumble 2 (13), point it out, great stamina, slow fall 20ft
    11th peregrine runner 4 +7/+2 +12 +10 +5 listen 6 (9), clarify of vision climb 20ft, skirmish +1/+1d6
    12th peregrine runner 5 +7/+2 +12 +10 +5 listen 6 (15), spot 2 (15) open lesser chakra (shoulder) fast movement, slow fall 30ft
    13th peregrine runner 6 +8/+3 +13 +11 +6 bluff 4, listen 1 (16), spot 1 (16), nimble stand skirmish +1/+2d6
    14th peregrine runner 7 +9/+4 +13 +11 +6 bluff 4 (8), listen 1 (17), spot 1 (17), back on your feet slow fall 40ft
    15th peregrine runner 8 +10/+5 +14 +12 +6 bluff 6 (14), listen 1 (18), spot 1 (18) multiattack climb 40ft, skirmish +2/+2d6
    16th peregrine runner 9 +10/+5 +14 +12 +7 bluff 5 (19), diplo 1 (5), listen 1 (19), spot 1 (19) inexhaustible stamina, slow fall 50ft
    17th peregrine runner 10 +11/+6/+1 +15 +13 +7 bluff 1 (20), diplo 5 (10), listen 1 (20), spot 1 (20) skirmish +2/+3d6
    18th battle trickster 1 +12/+7/+2 +17 +13 +7 balance 3 (8), bluff 1 (21), listen 1 (21), spot 1 (21) open greater chakra (waist) bonus trick (leaping climber)
    19th battle trickster 2 +13/+8/+3 +18 +13 +7 balance 3 (11), bluff 1 (22), listen 1 (22), spot 1 (22) bonus fighter feat (improved initiative)


    Spoiler: playtips
    Show

    Spoiler: lvl 5
    Show

    You revere Fharlanghn, who provides access to the travel and protection domains. Since you are focusing on areas aside from your spellcasting, you can trade both of those for their respective domain feats: travel devotion and protection devotion. Travel devotion grants movement as a swift action, which synergizes well with the skirmish you later gain from peregrine runner. Protection devotion lets you boost the AC of you and your allies. Totemist provides a bevy of natural attacks to attack enemies. Binding melds like the landshark boots that give 4 attacks pairs well with travel devotion to make you a highly mobile attacker. Endurance lays groundwork to qualify for peregrine runner later and far horizons unlocks climb and jump, very difficult to get class skills to qualify for peregrine runner thanks to your devotion to Fharlanghn.


    Spoiler: lvl 10
    Show

    You have entered peregrine runner and have access to its skirmish ability now. Like any other source of precision damage, it adds per attack, which goes well with totemist, which has the ability to grant lots of natural attacks. Double chakra on your totem is available now, allowing you to bind multiple things to your totem chakra, many of which offer extra natural attacks.


    Spoiler: lvl 15
    Show

    Your shoulder chakra is open now, providing access to binds such as the phase cloak which boosts your climbing ability and enables ethereal movement. Another bind you may often be enjoying is the totem avatar, which bumps all your natural attacks’ damage dice up by one. Multiattack helps your attacks hit more often.


    Spoiler: lvl 20
    Show

    You’ve finished with peregrine runner and splashed into battle trickster, which boosts your bevy of skill tricks and offers up improved initiative to help you hit first more often. Your waist chakra is now open, offering options like the manticore belt, whose granted flyby attack alongside fly speed goes well with peregrine runner’s skirmish ability.



    Spoiler: sources
    Show

    srd: cloistered cleric, endurance, run
    mm5: multiattack
    races of destiny: far horizons
    magic of incarnum: totemist, double chakra, open lesser chakra, open greater chakra
    complete champion: travel devotion, protection devotion
    races of stone: peregrine runner, goliath
    complete scoundrel: skill tricks, battle trickster
    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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  17. - Top - End - #77
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    This one is the chair's non-entry, not to be judged in the contest.

    Quote Originally Posted by The Googieman

    The Googieman
    LG Feral Gargun Soulborn 6/Peregrine Runner 10

    Stats (with racial mods)
    Spoiler
    Show
    Str 16 (20)
    Dex 12 (14)
    Con 12 (16)
    Int 14 (12)
    Wis 10
    Cha 14 (12, increases here)

    Build
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Feral Gargun RHD 1 +1 +0 +2 +2 Climb 4, Jump 4, Spot 4 Endurance Darkvision 60 ft, Powerful Build, Acclimated, Cold Resist 5, +2 Natural Armor, 2 Claws 1d6, Goliath Blood
    2nd Feral Gargun RHD 2 +2 +0 +3 +3 Climb 5, Jump 5, Spot 5
    3rd Soulborn 1 +3 +2 +3 +3 Climb 6, Diplomacy 1, Jump 6 Steadfast Determination Aura, Smite Opposition 1/day
    4th Soulborn 2 +3 +3 +3 +3 Climb 7, Diplomacy 2, Jump 7 Incarnum Defense (Immunity to Fear)
    5th Soulborn 3 +5 +3 +4 +4 Climb 8, Diplomacy 3, Jump 8 Sapphire Smite Bonus Feat
    6th Soulborn 4 +6 +4 +4 +4 Climb 9, Diplomacy 4, Jump 9 Run Meldshaping (1 Soulmeld)
    7th Soulborn 5 +7/+2 +4 +4 +4 Handle Animal 3 Smite Opposition 2/day
    8th Soulborn 6 +8/+3 +5 +5 +5 Diplomacy 5, Handle Animal 5, Jump 10
    9th Peregrine Runner 1 +8/+3 +7 +7 +5 Balance 5, Tumble 2 Bonus Essentia Mountain Stride, Peregrine Companion
    10th Peregrine Runner 2 +9/+4 +8 +8 +5 Tumble 9 Skirmish + 1d6
    11th Peregrine Runner 3 +10/+5 +8 +8 +6 Diplomacy 7, Tumble 14 Great Stamina, Slow Fall 20 ft
    12th Peregrine Runner 4 +11/+6/+1 +9 +9 +6 Diplomacy 14 Open Lesser Chakra (Brow) Climb 20 ft, Skirmish +1/+1d6
    13th Peregrine Runner 5 +11/+6/+1 +9 +9 +6 Diplomacy 16, Sense Motive 5 Fast Movement, Slow Fall 30 ft
    14th Peregrine Runner 6 +12/+7/+2 +10 +10 +7 Diplomacy 17, Sense Motive 11 Skirmish +1/+2d6
    15th Peregrine Runner 7 +13/+8/+3 +10 +10 +7 Diplomacy 18, Sense Motive 17 Share Soulmeld Slow Fall 40 ft
    16th Peregrine Runner 8 +14/+9/+4 +11 +11 +7 Diplomacy 19, Gather Information 4, Sense Motive 19 Climb 40 ft, Skirmish +2/+2d6
    17th Peregrine Runner 9 +14/+9/+4 +11 +11 +8 Diplomacy 20, Gather Information 9, Sense Motive 20 Inexhaustible Stamina, Slow Fall 50 ft
    18th Peregrine Runner 10 +15/+10/+5 +12 +12 +8 Diplomacy 21, Gather Information 14, Sense Motive 21 Improved Skirmish Skirmish +2/+3d6
    19th LA 1 - - - - - - -
    20th LA 2 - - - - - - -

    Backstory
    Spoiler
    Show
    “Little Cries Too Loud, did you wash your face before dinner?”

    “Ugh, moooOOOoom, why do you have to call me that?”

    “That’s the honorific the chief gave you, son. It’s not my fault you haven’t achieved enough to earn a new honorific. Don’t think I haven’t noticed that you’re trying to dodge the question.”

    “But why do I gotta wash my face, mom? It’s dumb and wastes time, and I’m just gonna get it dirty at dinner again.”

    “I’m your mother and I said so, and that should be reason enough. But if that isn’t enough for you, let me tell you about another little boy who didn’t listen to his mother. He didn’t want to take a bath, and he didn’t want to do his chores. He just wanted to run around and play all day. And when his mom tried to get him to behave, he said no and ran away. He ran into the mountains to live like an animal. And a strange thing happened to him out in the wilds. Without the rules of living in a house, he became a wild thing. His hair grew long and shaggy, like a bear’s fur. His arms stretched out from all that climbing, and scraping the rocks made his fingers into sharp claws. They call him the Googieman. He had no parents out there, and the only friend he made was a wicked bird with evil eyes and talons sharp enough to cut the air in half. He grew big and strong out there, but he also got very hungry. He didn’t have a mom out there to make him dinner, so he had to find it himself. But he’s wild, so he can’t cook it up in his house. He doesn’t have a house. He has to catch his dinner in his claws, so he’s always running around looking for something to eat. Do you know what his favorite food is?”

    “What?” he asked, his voice barely a whisper.

    “His favorite food is naughty little kids. He knows that if a naughty little kid runs away and becomes wild, he’ll have to compete with them later. He knows there isn’t enough food for two wild things like him out there, so he wants to eat all those naughty kids while they’re still plump and soft. Little kids who don’t wash start to smell, and he can smell them from the next mountain range. And then he starts running. He runs so much, he never gets tired, so he can travel very far in a day. When he starts to get close, you’ll hear the screeching of his evil bird.”

    A harsh cry rang out in the night. It wasn’t close, but it wasn’t that far.

    “And then what mom?”

    “Pretty soon you might see him, too. Then the only thing to do is to run and wash fast as you can so he loses your scent. Then he’ll run off to find something else to eat. But I’m taking too long, dinner’s going to boil over. Why don’t we–“

    “Mom, what is it?”

    “Look! There he is!”

    They both looked out into the night, and saw a hideously ugly face. Drool dripped from pointed, filthy teeth arranged in the most sickening grin. Perched on his shoulder was an oversized falcon, its eyes radiating with malice.

    “Run! Wash up before it’s too late!”

    “AAAAAAAAAAAAAAAAAAaaaaaaa!”

    Cries Too Loud’s scream rang out through the mountains as he ran to the stream fast as his feet could carry him. The gargantuan figure halted for a breath before pulling up at his chin, sliding off the grinning face to reveal the craggy, somewhat less frightening face beneath.

    “I sure did a number on him. Is he going to be all right?”

    “He’ll be just fine. I think he’s learned his lesson. Thanks for stopping by on such short notice. Can I offer you something to eat before you go?”

    “That’s very kind of you, but I’ve got another kid on the other side of the mountain to get to tonight. Let me know if you need me again, and I’ll come running.”

    “Of course, I’m sure you’re busy. Thanks again, Googieman. I’m sure this job has to be pretty tough.”

    “Someone’s got to do it. And don’t worry about me ma’m. I love my work.”

    Level 5
    Spoiler
    Show
    Feral Gargun begins play with an ECL of 4, unless you’re using the monster class variant. Either way, once you finish those levels you can start with soulborn. Soulborn’s smite pulls double duty for both chaotic and evil alignments. Skills and feats are going to taxes.

    Level 10
    Spoiler
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    At this point you’re finished with soulborn levels. Sapphire smite’s a nice way to increase your smites per day to punish more naughty goliaths. You can be flexible with meld selection, lucky dice is a good all-rounder if you can’t think of a better pick. Steadfast determination puts your Con to good use counting for 2 saves.

    Level 15
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    Now for the SI. At this point you can stop investing in climb, since you can hit the printed DCs all the time with your ability to take 10, allowing you to pivot to the more social skills the class gives. With your brow chakra open you can bind the fearsome mask for its gaze to inspire fear. With bonus essentia you can fully juice a meld or ability.

    Level 20
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    Finishing the SI now. With a big climb speed and immunity to exhaustion, you can run all night and get to anywhere you need. Share soulmeld isn’t helpfully explicit its wording, but I’m presuming that you can share bound effects with your familiar as well, giving double fear gazes. Your guess is as good as mine if the effect is recalculated using your companion’s Con or whether you determine the DC for both. Improved Skirmish is a natural choice to give more punch to your attacks.

    Sources
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    Feral Gargun: Races of Stone
    Soulborn, Open Lesser Chakra, Bonus Essentia, Sapphire Smite, Share Soulmeld, soulmelds: Magic of Incarnum
    Steadfast Determination: PHBII
    Improved Skirmish: Complete Scoundrel
    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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  18. - Top - End - #78
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    There's our entries for the round! Judges, over to you.
    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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  19. - Top - End - #79
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    Thurbane's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    So, this is about as far as my entry got before I ran out of time (and enthusiasm for the build):



    Sivakk the Swift


    Male CG Desert Half-Orc Swordsage 3/Stonebelssed (goliath) 3/Peregrine Runner 10/Swordsage +4


    Level Class Base Attack Bonus IL Man. Stn. Feats Class Features
    1st Swordsage 1 0 1 6 1 Endurance, Run Quick to act +1, discipline focus (weapon focus)
    2nd Swordsage 2 1 2 7 2 AC Bonus
    3rd Swordsage 3 2 3 8 2 Power Attack -
    4th Stoneblessed 1 2 3 Stonebond
    5th Stoneblessed 2 3 4 Racial battle technique
    6th Stoneblessed 3 4 4 Strong Stomach, Toughness Stoneborn
    7th Peregrine Runner 1 5 5 Mountain stride, peregrine companion
    8th Peregrine Runner 2 6 5 Skirmish +1d6
    9th Peregrine Runner 3 7 6 Leap Attack Great stamina, slow fall 20 ft.
    10th Peregrine Runner 4 8 6 Climb 20 ft., skirmish +1/+1d6
    11th Peregrine Runner 5 9 7 Fast movement, slow fall 30 ft.
    12th Peregrine Runner 6 10 7 Penetrating Strike Skirmish +1/+2d6
    13th Peregrine Runner 7 11 8 Slow fall 40 ft.
    14th Peregrine Runner 8 12 8 Climb 40 ft., skirmish +2/+2d6
    15th Peregrine Runner 9 13 9 Improved Skirmish Inexhaustible stamina, slow fall 50 ft.
    16th Peregrine Runner 10 14 9 Skirmish +2/+3d6
    17th Swordsage 4 15 10 9 2 Discipline focus (insightful strike)
    18th Swordsage 5 15 11 10 3 Fleet of Foot Quick to act +2
    19th Swordsage 6 16 12 11 3 -
    20th Swordsage 7 17 13 12 3 Sense magic

  20. - Top - End - #80
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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Phenomenal work everyone! I'll get to entering your submissions into the spreadsheet shortly.

    Spoiler: My none entry
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    My bad joke build was going to be a goliath half vampire with the blood drain ability, who realized at some point that drinking people's blood was wrong and went vegan. The wording of blood dependency makes it arguable that even immunity to fatigue won't stop you from becoming exhausted once you fail a couple of saves, so blanket immunity to exhaustion, coming incredibly late in the build, would be the only thing that'd let her function.

    I intended to lean further into it by taking pain mastery, which is helped by the natural healing from half vamp. That made me consider crusader, but the stupidity of it all just wore me down at some point, and I didn't feel like wasting the judges' time.
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

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

    while you’re waiting for the judges, for entertainment’s purposes… Things kinda got away from me irl so never got around to send my submission in even though I had the idea in seconds of seeing the class, sorry folks.

    My idea was stupid and inelegant too anyway: undying way ex-Monk 2/Barbarian with acf 1/Peregrine runner 2/warblade 7/bloodstorm blade 6/drunken master 2.

    Built around hucking the falcon at people who’d then fly back to the user’s hands as an improvised (possibly dead) weapon, which seems pretty gianty. The monk is in there mainly to represent the idea of ‘weathering all hits stoically’ being the philosophy they eventually decide this bird exemplify and though nobody condones it hucking a seemingly dead bird at people is the purest form of the Undying Way

    Dumb drawing below:

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    Last edited by Malphegor; 2021-11-24 at 07:32 AM.

  22. - Top - End - #82
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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    I've updated the spreadsheet, you're all in there. Another Viscount Pure Soulborn x / SI 10 joins the ranks. How many more will there be?
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

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  23. - Top - End - #83
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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Someone has to love the soulborn.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
    Iron Chef Medals!
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  24. - Top - End - #84
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    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    This is the build I wanted to do, but it unfortunately doesn't work, as Broken One's Sacrifice requires you not be immune to fatigue.

    Goliath Spirit Lion Horse Totem Barbarian 5/Peregrine Runner 8/Uncanny Trickster 3/Shadowdancer 3
    1. Barb 1 – Expeditious Dodge
    2. Barb 2 – Run
    3. Barb 3 – Combat Reflexes
    4. Barb 4
    5. Barb 5 – Endurance
    6. Peregrine Runner 1 – Mobility
    7. Peregrine Runner 2
    8. Peregrine Runner 3
    9. Peregrine Runner 4 – Broken One’s Sacrifice
    10. Shadowdancer 1
    11. Peregrine Runner 5
    12. Peregrine Runner 6 – Darkstalker
    13. Peregrine Runner 7
    14. Peregrine Runner 8
    15. Shadowdancer 2 – Robilar’s Gambit
    16. Uncanny Trickster 1
    17. Uncanny Trickster 2
    18. Uncanny Trickster 3 – Extra Rage
    19. Shadowdancer 3

    The idea was to use Broken One's Sacrifice with immunity to the fatigue downside to interpose with an adjacent ally while large from Mountain Rage, so that the only way to 'switch' positions (being in the ally's square and no longer any of the ones I had previously occupied) would involve moving 10 ft, triggering Skirmish on the Robilar's Gambit attack and on your coming turn if that can be said to be in the same round, an extra 10 ft of movement from Speedy Ascent twice per encounter if I'm climbing, and Shadowdancer HiPS for good measure. But, again, Broken One's Sacrifice requires that you actually suffer its downside, so no dice.

    I also had this, which does work but which I didn't have the motivation to finish or write up.

    Goliath Fey Bard 4/Marshal 3/Peregrine Runner 10
    1. Fey Bard 1 – Skill Focus (Diplomacy)
    2. Bard 2
    3. Marshal 1 – Snowflake Wardance, Run
    4. Marshal 2
    5. Marshal 3
    6. Bard 3 – Endurance
    7. Bard 4
    8. Peregrine Runner 1
    9. PR 2 – Combat Expertise
    10. PR 3
    11. PR 4
    12. PR 5 – Improved Disarm
    13. PR 6
    14. PR 7
    15. PR 8 – Snatch Weapon
    16. PR 9
    17. PR 10
    18. X 1 – Feat
    19. X 2

    Uses Snowflake Wardance and the Art of War Marshal Aura to add Cha to disarm checks twice with a rapier (which is already better than a 2-handed weapon wielded by a medium creature, thanks to Powerful Build), steals their weapon with Snatch Weapon (possibly at range via Whirling Blade) and then possibly just runs away.

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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

  25. - Top - End - #85
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    mattie_p's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Alrighty. I'll start working on this. Most likely will not make progress until the weekend. Not only do I have a holiday tomorrow but I'm also the host and cook.
    Blank 3.5 Character Creator Iron Chef Style Tables (in Google Sheets)

    Chairman Emeritus of Zinc Saucier.

    Avatar by Derjuin, sing her praises to Elysium.

    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

  26. - Top - End - #86
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    GnomePirate

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Have fun, Mattie. And thanks!
    Screaming defiance with the last breath

    It would be strange indeed if so celestial an article as FREEDOM should not be highly rated.


    My judgments and medals!

    The Iron Chef Optimization spreadsheet!

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  27. - Top - End - #87
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by Venger View Post
    Someone has to love the soulborn.
    Cooking with soulborn has not made me love it any more. It might have made me love it less.
    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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  28. - Top - End - #88
    Bugbear in the Playground
     
    ClericGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by WhamBamSam View Post

    Uses Snowflake Wardance and the Art of War Marshal Aura to add Cha to disarm checks twice with a rapier (which is already better than a 2-handed weapon wielded by a medium creature, thanks to Powerful Build), steals their weapon with Snatch Weapon (possibly at range via Whirling Blade) and then possibly just runs away.
    I kinda met that guy in one adventure. His opening move is to steal the most expensive looking weapon from a likely PC (avoiding the massively burly types if such is an option) and flee, taunting you as he runs. His minions are supposed to slow you down and string the party out, possibly opening up other theft opportunities. It is in a major city while shopping so party tends not to have mounts or willingness to fire destructive aoe effects.

    Unfortunatly for him, he is usually one of those dudes who didn't correctly estimate the party's power. No matter how good he is at running, PC's have no sense of humor about losing gear and he tends to run smack into top-tier battlfield control effects or an angry party dimension doored in front of him, depending on party level. To credit his wisdom, he will surrender rather than commit suicide-by-PC when the situation becomes clear.

    I do like the image of a highish lvl party's panic at losing an expensive weapon to an extremely mobile mini-giant. People burn massive resources to prevent falling under wbl.
    Last edited by Seward; 2021-11-24 at 07:39 PM.

  29. - Top - End - #89
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    Wildstag's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by The Viscount View Post
    Cooking with soulborn has not made me love it any more. It might have made me love it less.
    So is it a personal challenge at this point or a joke?

  30. - Top - End - #90
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground CXVI

    Quote Originally Posted by Wildstag View Post
    So is it a personal challenge at this point or a joke?
    Neither. It's a consequence of a few things. The first is that as the chair, I get to see the builds as they come in, cutting down on Vizzini. Even though my build isn't being judged, I still don't want to make my build too similar to other entries. Granted, it takes some time for me to make my build, so I don't see all the entries when I make it.
    Because the build isn't judged, I can also go all out in pursuing wild concepts, even if they aren't as powerful. Soulborn gives paladin-type flavor without a restrictive code of conduct, and I thought fearsome mask with share soulmeld is a fun way to make use of the SI and pursue my concept. For similar reasons I used Feral Gargun as my race. I didn't think anybody else would use, and thought I could showcase it as a third means of qualification. I was wrong.
    A third reason is that once I had the levels I needed to shape the fearsome mask, I had 2 levels left and nothing I could really think of to do with them. I was running out of time, so I decided to add more soulborn levels, since this ingredient is more of a conceptual than a mechanical showcase.
    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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